Material Chaos

## Synopsis

Material Chaos is a coarse, deep emerald bluegreen dust that can be used as a spellcasting reagent, or to produce magical effects of its own.

## Nomenclature

The substance’s technical name is “Material Chaos,” although it is more commonly known as “magic dust,” or simply “dust.”

## Sources

Material Chaos is, quite literally, the physical manifestation of pure arcane magic. As such, it can be found anywhere that arcane magic physically manifests. It most commonly results from the closing of Primordial Chaos Nexuses that spawn on the Material Plane. It can also be mined in the Underdark, and is often left behind when magical creatures - such as elementals - are destroyed. It can sometimes be found in other locations where magic is prevalent, particularly locations where a source of magic has been present over a long period of time.

## Trade

The trade or possession of Material Chaos is banned within the Alviren Empire. It is nevertheless traded as an illicit substance in underground markets. A cup of Material Chaos weighs about a pound, and is worth about 100GP.

## Uses

Material Chaos can be used in the following ways. Some of the below options reference "arcane" spells. This refers to any spell that can be accessed using arcane magic. Any spell that is exclusively available to divine classes or subclasses (such as paladins, clerics, theurgy wizards, divine soul sorcerers, celestial warlocks, etc.) does not qualify as arcane. See Excluded Spells below for a list of divine-only spells.

***Material Component.*** If an arcane spell requires a consumed material component with a listed cost, a corresponding quantity of Material Chaos can be substituted for that component. For example, a *greater restoration* spell, which normally consumes a diamond worth 100GP, could instead consume 100GP worth of Material Chaos.

***Replicate Spellcasting.*** If you have the *Spellcasting* class feature, you can use Material Chaos to attempt to replicate an arcane spell from the spell list for your class. The spell must be of level that you are normally able to cast, and casting the spell by expending Material Chaos requires the spell's normal casting time. If the spell requires material components with a listed cost, you must provide those components (or an equal amount of Material Chaos, as described above). In addition, you must provide Material Chaos as a material component for the spellcasting. The amount of Material Chaos required to replicate a spell depends on the spell's level, as shown on the Replicate Spellcasting table.

When you attempt to replicate a spell in this way, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you cast the spell. On a failure, the Material Chaos explodes in a burst of arcane force, and each creature within 10 feet of the explosion must make a Dexterity saving throw (DC = 10 + the level of the spell). On a failure, a creature takes an amount of force damage equal to 1d8 per level of the spell. On a success, a creature takes half as much damage.

When you use Material Chaos to replicate a spell of 6th level or higher, the casting counts against the total number of times that you can cast such a spell per long rest. For example, if you are capable of casting one 6th-level spell per long rest, and you use Material Chaos to cast a 6th-level spell, you cannot cast a 6th-level spell again - either by using Material Chaos or using your normal *Spellcasting* ability - until you complete a long rest. This restriction applies even if the casting of the spell using Material Chaos is unsuccessful.

Replicate Spellcasting
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***Unleash Magic.*** A creature can use an action to crush, ignite, or otherwise destroy a small amount of Material Chaos, unleashing its volatile magic as a randomly-determined arcane spell effect. The level of the spell effect created is determined by the amount of Material Chaos destroyed, as shown on the Unleash Magic table below. The maximum spell level that can be unleashed in this way is 6th level.

When the Material Chaos is destroyed, the spell takes effect as if it had been cast from the Material Chaos’ space, ignoring the spell’s normal casting time. If the spell targets a creature or creatures, the targets are determined randomly from all targets within range. If the spell’s range is *touch* or *self*, it targets the creature that destroyed the Material Chaos, or a randomly-determined target within 5 feet of the Material Chaos if the creature that destroyed the Material Chaos is not within 5 feet of it. If no targets are within range, the spell dissipates without effect. If the spell targets an area, the area is centered on the space where the Material Chaos was destroyed. If the spell normally requires concentration, it lasts for its full duration. In any case where it is unclear how a spell would take effect, the DM determines the outcome.

Unleash Magic
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### Excluded Spells

Material Chaos is unable to effect divine spellcasting, or to produce the effects of spells that are exclusively divine in nature. The following is a list of spells that cannot be produced or effected by Material Chaos:

* *Beacon of Hope*
* *Blade Barrier*
* *Bless*
* *Ceremony*
* *Circle of Power*
* *Commune*
* *Conjure Celestial*
* *Crusader's Mantle*
* *Destructive Wave*
* *Detect Evil and Good*
* *Dispel Evil and Good*
* *Divine Favor*
* *Divine Word*
* *Find Greater Steed*
* *Find Steed*
* *Forbiddance*
* *Guardian of Faith*
* *Hallow*
* *Harm*
* *Holy Aura*
* *Holy Weapon*
* *Inflict Wounds*
* *Mass Heal*
* *Planar Ally*
* *Prayer of Healing*
* *Shield of Faith*
* *Spirit Guardians*
* *Spiritual Weapon*
* *Temple of the Gods*
* *Word of Recall*