Doing Lines of Dust

In response to the post:
Can you selectively dust of disappearance just an individual? Could you ingest it or slip it into a drink for the invisibility effect?
DCs given assume D&D 5th Edition DC.

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If the rules don't specifically allow it, I'm guessing that by default it probably isn't intended to work if used in ways other than described. Otherwise it would probably be an ointment or potion.

But if players get creative why not allow something to work with side effects and caveats?

When snorting or ingesting Dust of Disappearance, roll 1d12 or choose:

  1. You snort a line of dust of disappearance. Works. Perfect! But now, each round, make a Constitution save, DC 15. On a failed roll you sneeze, coating the opponent in dust and making them invisible. Lasts the usual dust duration.
  2. You're blind! A friend reads the small print: Not meant to be taken internally. May cause retinal transparency lasting up to 16 minutes.
  3. You itch like crazy. Allergic reaction to taking internally. DC 10 CON save every round to avoid scratching the hives that break out. On a failure, you're still invisible but must forgoe any physical actions (but not reactions) that round.
  4. The dust is literally a poison. Take the Poisoned condition and make DC 15 saves to avoid throwing up every round. On a failed save you disgorge invisible vomit. Disgustingly, anyone rubbing the vomit on their skin is also invisible. Lose 1 hp per round until you succeed three of the Con saves, or until the invisibility wears off.
  5. Seems to work as normal for the duration. But starting an hour afterwards you get the “vis sweats" which last for 2d6 hours: you remain visible, but any clothing or equipment worn is invisible. Fairy fire negates.
  6. Works normally but leaves a bad taste in your mouth. Like really bad. For the next day -1 to charisma checks as your face contorts in disgust at random intervals.
  7. Works normally but you really crave another hit. They call it “chasing the invisible stalker" or “stalking the stalker”. DC 15 Con save or treated as Poisoned for the day if you don't take the stuff. If you stay off the dust and make three Con saves (not necessarily consecutive) then you can get clean. Just watch out it's so easy to get “back in stalking mode".
  8. No side effect obvious. No obvious effect at all really, you remain visible. But if you get injured in combat, folks can see you appear to have no blood, bones or internal organs under the skin. You could bleed out and barely notice.
  9. You are invisible, but random memories are missing too. Make a DC 15 Con save for each spell you have prepared. On a failed check you can not remember how to cast it. Take disadvantage on all Intelligence checks and skill checks. These effects go away when you become visible again.
  10. As entry 9, but this causes a psychological addiction. A horrible memory you've been struggling with is removed when you take the dust. You feel lighter and less anxious under the dust's effects. Make a Wisdom save DC 15 to avoid taking another hit every time it wears off. Make the save again after every short or long rest as long as the dust is in your posession.
  11. No effect. It just doesn't seem to work at all. But if you snorted it, the bit of your face under your nose seems to be missing until the effect wears off. If ingested, your tongue is invisible.
  12. Dust works normally, even though taken internally. No side effects detected!


  1. Only a 1-in-12 chance of working normally? Ouch! I kind of like the idea of playing an inveterate snuff-junkie though. It seems like she'd want a magic item to see invisible to help her find monsters whose bones she could grind up for her next hit.

    1. That's a great idea! Maybe a lantern-bug which casts fairy fire on everything within a 60 ft. radius.

      I've always kind of wished D&D was more about using every part of the monster and whatever glowing, buzzing minerals and fungi you can find to brew up a cornucopia of poorly thought out magical concoctions.

      Forget spending hundreds of gp on supplies. The only real way to get the job done scavenging and field experiments.

    2. Or, better still:

      The Inglorious Foot
      Counterpart to the Hand of Glory. An Inglorious Foot is a candelabra made from the right foot (or a "flat foot") and body fat of an officer of the law who has died of natural causes some time after arresting at least one true thief or murder. Within the radiance of an Inglorious Foot, everything invisible or otherwise hidden is revealed.

    3. I can almost believe the Inglorious Foot is a real English or Italian folk tradition, but for gaming, I think I probably like the idea of capturing a lantern beetle so it will reveal an invisible stalker so you can snort wizard drugs better.

    4. Makes me consider how D&D and it's spin-offs often include such varying tones, depending on the group and setting. While a bunch of other games tend to pick a specific one to focus on. Like if the elements we're discussing were in other games it would kind of go:

      * Little Wizards - Would have the lantern beetle but not the foot. And definitely not the snorting of substances.

      * Unknown Armies - Would have the foot and the snorting, but not the beetle.

      * Either of the World of Darkness Changeling games might have any or all of it in the same session.


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