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Dust of Sneezing and Choking

Dust Of Sneezing And Choking
  • Category: Wondrous Item
  • Rarity: Uncommon

Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.

As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30 -foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.

On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.

Tactical Applications

Combat Strategy: Dangerous cursed item that appears to be Dust of Disappearance but instead incapacitates all creatures in a 30-foot area, including the user. Self-destructive unless used with careful positioning.

Class Synergies:

  • Any Class: Dangerous to all users - affects everyone in the area including allies
  • Ranged Combatants: Can throw and retreat to minimum safe distance
  • Flying Characters: Can use from above to avoid ground-based area effect
  • Immune Builds: Constructs, elementals, oozes, plants, and undead are immune

Build Considerations: Primarily useful as last-resort area denial or if user has immunity to the effect. Requires tactical withdrawal or immunity to use safely.

Acquisition Methods

Crafting Requirements: Often created accidentally by inexperienced alchemists attempting to make Dust of Disappearance. Materials cost 200-500 gp but require expert curse application.

Common Sources:

  • Cursed treasure hoards disguised as beneficial items
  • Failed alchemical experiments in abandoned laboratories
  • Pranks or traps left by malicious enchanters
  • Black market dealers selling "slightly defective" invisibility dust
  • Discovered in the belongings of unlucky adventurers

Alternative Acquisition: Sometimes planted by enemies as fake treasure or sold by unscrupulous vendors as "budget invisibility powder."

Value & Trade

Estimated Value: 100-300 gp as a novelty or prank item, though often sold falsely as Dust of Disappearance for 800+ gp.

Trade Considerations: Often considered contraband due to its deceptive nature. Legitimate dealers won't stock it due to liability concerns.

Character Integration

Roleplay Elements: Suggests experience with cursed items, poor purchasing decisions, or connections to unscrupulous magical dealers.

Character Concepts:

  • Victim of magical fraud who learned to be more careful
  • Prankster who enjoys non-lethal area-effect tricks
  • Character with immunity who can use it safely
  • Investigator tracking down cursed item dealers

Adventure Hooks

The Fraudulent Merchant: Tracking down dealers selling cursed items as genuine magical equipment.

The Sabotage Mission: Someone has been replacing legitimate magical items with cursed counterfeits.

The Accidental Discovery: Finding a stash of these items leads to investigating failed magical experiments.

The Immunity Advantage: Only characters immune to the effect can safely use it, creating unique tactical scenarios.

Variants & Customization

Extended Dust of Sneezing (Rare): Larger area effect (60-foot radius) but same save DC.

Targeted Dust of Sneezing (Uncommon): Affects only creatures of specific types chosen when created.

Lesser Dust of Sneezing (Common): Lower save DC (DC 12) but still affects entire area.

Specialized Variants:

  • Delayed Activation: Takes 1 round to activate after throwing
  • Selective Formula: User can choose which creatures are affected
  • Enhanced Potency: Higher save DC but smaller area

Lore & History

Origins: Created by accident when apprentice alchemists attempted to replicate Dust of Disappearance without proper training or materials.

Historical Significance: Several military operations have failed due to soldiers using counterfeit invisibility dust at critical moments.

Cultural Impact: Led to increased regulation of magical item sales and authentication services in major cities.

Magical Craft: Represents the dangers of improper magical item creation and the importance of quality control in alchemy.

Balancing Notes

Introduction Timing: Can be introduced at early levels (2-5) as it's more likely to harm the party than help them.

Campaign Impact: Creates distrust of magical items and emphasizes the importance of proper identification. Should be used sparingly to maintain surprise.

Risk vs. Reward: High risk for minimal tactical benefit - mainly serves as cautionary tale about magical item authentication.

Encounter Design

Recommended Challenges:

  • Situations where the cursed nature creates dramatic irony
  • Encounters testing player caution with magical items
  • Scenarios where immunity to the effect provides unique advantages
  • Social encounters involving magical item dealers and authentication

Tactical Adjustments: Creates chaos in encounters as both sides may be affected unexpectedly.

Cursed Items: Other items that appear beneficial but have negative effects or drawbacks.

Dust Items:

  • Dust of Disappearance (the genuine article)
  • Dust of Dryness
  • Other magical powders and consumables

Complementary Equipment: Items that provide immunity to incapacitation or suffocation effects.

Roleplay Opportunities

Trust Issues: Creates paranoia about magical item authenticity and dealer reliability.

Learning Moments: Teaches players to always identify magical items before use.

Social Consequences: Using this in populated areas creates legal and social problems for the party.