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Dust of Disappearance

Dust Of Disappearance
  • Category: Wondrous Item
  • Rarity: Uncommon

This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10 -foot Emanation originating from you have the Invisible condition for 2 d 4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.

Tactical Applications

Combat Strategy: One-time use item that grants group invisibility for 2d4 minutes. Ideal for infiltration, escape, or surprise attacks. Broken immediately when anyone attacks or casts a spell.

Class Synergies:

  • Rogues: Perfect for enabling group stealth missions and setting up surprise attacks
  • Rangers: Excellent for wilderness scouting and avoiding dangerous encounters
  • Spellcasters: Provides escape option without using spell slots
  • Any Class: Universal utility for group stealth operations

Build Considerations: Best saved for critical moments like infiltrating enemy camps, escaping overwhelming odds, or setting up coordinated ambushes.

Acquisition Methods

Crafting Requirements: Requires powdered mithril, essence of shadow, and displacer beast hair. Alchemical process takes 2 weeks and costs 800-1,200 gp in materials.

Common Sources:

  • Thieves' guilds and spy networks as specialized equipment
  • Alchemical shops in major cities (rare stock)
  • Treasure hoards of illusion-focused wizards
  • Rewards from stealth-based guild missions
  • Found in abandoned rogue safehouses

Alternative Acquisition: Sometimes traded by shadowy organizations or discovered in the belongings of captured spies and infiltrators.

Value & Trade

Estimated Value: 800-1,500 gp, with premium pricing in areas where stealth operations are common.

Trade Considerations: Highly sought after by thieves, spies, and military scouts. Often considered contraband in authoritarian regions.

Character Integration

Roleplay Elements: Suggests connections to espionage, thievery, or military intelligence. May indicate experience with covert operations.

Character Concepts:

  • Former spy or intelligence operative
  • Member of a thieves' guild or criminal organization
  • Military scout or reconnaissance specialist
  • Adventurer who values tactical stealth approaches

Adventure Hooks

The Heist Preparation: Planning a major infiltration where group stealth is essential for success.

The Escape Plan: Fleeing from an overwhelming enemy force or dangerous situation where invisibility provides the only chance.

The Spy Network: Investigating criminal or espionage activities where stealth techniques become plot relevant.

The Contraband Investigation: Tracking down illegal magical substances leads to larger criminal conspiracies.

Variants & Customization

Enhanced Dust of Disappearance (Rare): Extended duration (4d4 minutes) and affects larger area (15-foot radius).

Silent Dust of Disappearance (Uncommon): Also provides advantage on Stealth checks for sound-based detection.

Combat Dust of Disappearance (Rare): Invisibility doesn't break from first attack or spell cast.

Specialized Variants:

  • Military Grade: Enhanced for coordinated unit operations
  • Guild Formula: Trademarked versions with additional tracking protection
  • Alchemical Superior: Higher quality with extended duration

Lore & History

Origins: Developed by ancient thieves' guilds and spy networks for infiltration missions during territorial wars between city-states.

Historical Significance: Several major political assassinations and heists succeeded due to coordinated group invisibility operations.

Cultural Impact: The existence of such items has led to enhanced magical detection methods in high-security locations.

Magical Craft: Represents advanced understanding of illusion magic and group enchantment techniques.

Balancing Notes

Introduction Timing: Appropriate for levels 3-6 when group stealth becomes tactically relevant and one-time powerful effects are balanced.

Campaign Impact: Can trivialize certain encounters if overused. Should be rare enough to feel special when employed.

Usage Limitation: Single-use nature prevents abuse while maintaining tactical value for critical moments.

Encounter Design

Recommended Challenges:

  • High-security infiltration scenarios where group stealth is essential
  • Escape sequences from overwhelming enemy forces
  • Reconnaissance missions in dangerous territory
  • Social encounters where avoiding detection is crucial

Tactical Adjustments: Consider enhanced detection methods or patrol patterns when players possess this item.

Stealth Enhancement Equipment: Cloak of Elvenkind, Boots of Elvenkind, and other invisibility-granting items.

Group Effect Items:

  • Items that affect multiple party members simultaneously
  • Consumables that provide tactical advantages to groups
  • Magical dusts and powders with area effects

Complementary Equipment: Items that enhance stealth operations or provide escape options when invisibility fails.

Roleplay Opportunities

Moral Dilemmas: Using invisibility for breaking and entering versus legitimate reconnaissance creates ethical choices.

Team Coordination: Requires party cooperation and planning to maximize effectiveness.

Professional Network: Connects characters to criminal underworld, spy agencies, or military intelligence organizations.