This fine grey powder glows with starlight and seems to move as if pushed by will of mind. By using a bonus action you can snort any number of doses of the powder. If you sniff a small amount you feel energized and then tired shortly after.
There are 8+1d6 doses in the bag. You can take one bump (1 dose) at a time. Continuously taking 1 bump per turn will keep the ride going. Every time you double the dose the effects are escalated, for better or worse.
Effects:
- 1 bump = What a rush! You gain the benefits of the jump spell for the duration. Your speed also increases by 15ft. At the end of 1 minute - make a Constitution Saving throw DC 10. On a failure, you gain 1 level of exhaustion for 1 minute.
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2 bumps = You feel as if your brain is vibrating. You gain an uncanny sense of precognition causing you to see things slightly before they happen. In addition to the effects of 3 doses you also gain a +1 to your AC. When an attack hits you - roll a d6 on a roll of 6 the attack misses. For the duration, the powder also grants you the effects of the blink spell - except you only vanish on a roll of 15 or higher and you cannot voluntarily dismiss the effects. At the end of 1 minute make a Constitution saving throw - DC 20. On a failure, you gain 2 levels of exhaustion for 1 minute.
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4 bumps = You have taken a heroic dose. You can see sounds and hear colors. You can also move through space and time at will. Overuse of the powder grants the following additional effects. Your movement speed is doubled. AC bonus becomes +2. You find you can step through space and time. You can cast misty step at will as a bonus action. You may take a single additional attack each turn. In addition, you gain all of the benefits of the previous doses. At the end of 1 minute make a Constitution saving throw - DC 25. On a failure you take 4 levels of exhaustion for 1 minute
(actually Powdered Time Raider Cerebrospinal Fluid)
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