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.
Related Items
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.