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    Dust of Disappearance 5e: Mass Invisibility in a Packet, Enemies Included

    Dust of Disappearance in 5e is an uncommon, single-use wondrous item with no attunement. Throw it into the air (an action in 2014, a Utilize action in 2024) and you and every creature and object within 10 feet of you turn invisible for 2d4 minutes, with no Concentration. A creature stays invisible until it attacks or casts a spell; in 2024, dealing damage ends it too. The verdict: a strong escape or infiltration tool for a party standing close together, and a nasty surprise if an enemy is standing next to you when you throw it.

    Table of Contents

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    Dust of Disappearance Rules Text

    The 2014 card (SRD 5.1), then the 2024 card (SRD 5.2.1):

    Dust of Disappearance

    2014 rules

    Wondrous item, uncommon

    UncommonNo attunement

    Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

    Item text from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More uncommon magic items.

    Dust of Disappearance

    2024 rules

    Wondrous Item, Uncommon

    UncommonNo attunement

    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 2d4 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.

    Item text from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More uncommon magic items.

    How Dust of Disappearance Works

    Who turns invisible

    Everyone within 10 feet, including you. The text says "each creature and object", with no choice of targets. Allies, enemies, the prisoner you're escorting, the chest you were looting and the door you came through all vanish. In 2024 the area is a 10-foot Emanation from you, and the text names you as a subject, so you're always included.

    On a grid, 10 feet covers every square within two squares of you. Bunch the party up before throwing it.

    DM ruling: the subjects are fixed when the dust is thrown. A creature that walks into the area a round later doesn't turn invisible, and one that walks out stays invisible.

    How long it lasts

    Roll 2d4 minutes once; every subject gets the same duration. That's 2 to 8 minutes, 5 on average, or 20 to 80 rounds. There's no Concentration to break and no way to extend it.

    What ends it

    Action20142024
    Making an attackEnds itEnds it, immediately after the attack roll
    Casting any spellEnds itEnds it, immediately after casting
    Dealing damage without an attack rollNot mentionedEnds it
    Grappling or shovingEnds it (the 2014 SRD calls both a special melee attack)Doesn't end it (2024 grapples and shoves force a saving throw and deal no damage)

    Each creature's invisibility ends separately. The rogue who stabs the guard becomes visible; the rest of the party stays hidden.

    In 2024, "immediately after" means the attack that ends it is still made while Invisible, so it gets Advantage. The 2014 text just says the invisibility ends if the creature attacks. DM ruling: in 2014 too, the attack that breaks it gets the advantage from being unseen, then the invisibility ends.

    What invisible means

    In 2014, an invisible creature is impossible to see without magic or a special sense, attack rolls against it have disadvantage, and its own attacks have advantage. Noise and tracks can still give away its location. In 2024 the Invisible condition gives the same attack benefits, makes you immune to effects that need to see you, and grants Advantage on Initiative if you're Invisible when combat starts. Equipment you carry is concealed too.

    Invisible isn't silent. Guards who hear footsteps can still guess where you are and attack at Disadvantage, or cast Faerie Fire, which outlines creatures that fail the save so they can't benefit from being invisible.

    Dust of Disappearance: 2014 vs 2024

    2014 (SRD 5.1)2024 (SRD 5.2.1)
    Rarity / attunementUncommon, no attunementUncommon, no attunement
    Throwing itAn actionA Utilize action
    AreaWithin 10 feet of youA 10-foot Emanation from you
    EffectBecome invisibleThe Invisible condition
    Duration2d4 minutes, same for allSame
    Ends onAttacking or casting a spellMaking an attack roll, dealing damage or casting a spell
    ValueNo price in the SRD200 GP (uncommon consumable)

    What changed at the table:

    • •Dealing damage ends it in 2024. Pushing a boulder onto a guard, lighting oil or triggering a trap that hurts someone breaks the effect for the creature responsible. In 2014 only attacks and spells did.
    • •Grappling no longer ends it in 2024. A 2024 grapple forces a saving throw instead of using an attack roll and deals no damage, so an invisible character can grab a guard and stay unseen.
    • •The 2024 Invisible condition is stronger at the start of a fight. If combat starts while you're still Invisible, you roll Initiative with Advantage.

    Is Dust of Disappearance Worth It?

    As an emergency exit, yes. Compare the other ways to make a party invisible:

    OptionWho goes invisibleLastsConcentrationCost
    Dust of DisappearanceEverything within 10 ft, including enemies2d4 minutesNoOne uncommon consumable
    Invisibility1 creature, +1 per slot level above 2Up to 1 hourYesA level 2+ spell slot
    Potion of InvisibilityThe drinker1 hourNoVery rare potion (2014), rare (2024)
    Greater Invisibility1 creature, and attacking doesn't end itUp to 1 minuteYesA level 4 slot

    The dust's advantages: no spell slot, no caster required, no Concentration, and it covers a whole party at once. Its weaknesses: only minutes, one use, and no control over who's included.

    Best uses:

    • •Retreat. Throw it when the fight is lost and walk out. Everyone close enough vanishes at the same moment.
    • •Slipping past a checkpoint. Five or so minutes is enough to cross a courtyard or a gate.
    • •Hiding loot or a hostage. Objects within range vanish too.

    When it's a trap: in melee with enemies adjacent. They vanish with you, and now your party is fighting invisible foes at Disadvantage.

    Dust of Disappearance for DMs

    Placement. A packet in a thief's kit, a spy's satchel or a smuggler's cache. A single-use item gives the party one escape without changing every session.

    What it changes. One encounter. Plan for the party to use it to skip a fight or run from one. If they throw it with your monsters inside the area, play the invisible monsters honestly: they get the same benefits.

    The lookalike. Dust of Sneezing and Choking looks identical, and the Identify spell reports it as Dust of Disappearance. Thrown, it forces you and every creature within 30 feet to make a DC 15 Constitution save or become Incapacitated and start suffocating (2014: only creatures that need to breathe; 2024: Constructs, Elementals, Oozes, Plants and Undead succeed automatically). Mixing a packet of each into one hoard is fair, and the item text backs you up.

    Pricing. The 2024 SRD values uncommon items at 400 GP and halves that for consumables, so 200 GP a packet. The 2014 SRD has no magic item prices; any 2014 figure comes from the Dungeon Master's Guide, not the SRD. The rarity calculator and the uncommon item list help when stocking a shop.

    Hooks.

    • •A tavern brawl ends when someone throws dust and the whole room goes invisible, including the purse they stole.
    • •A noble buys a packet to sneak out of her own wedding. She needs the party close enough to vanish with her.
    • •A spy's packet was swapped. The party finds out which dust it really was only when it's thrown.

    Who used the dust, and who it caught, is the kind of detail that's gone a week later. Loreify records the session and writes up what happened.

    Frequently Asked Questions

    How long does Dust of Disappearance last?

    2d4 minutes, rolled once and the same for every creature and object affected. A creature's invisibility ends early if it attacks or casts a spell, or in 2024 if it deals damage.

    Does Dust of Disappearance affect enemies?

    Yes. It affects you and every creature and object within 10 feet, with no choice of targets. Enemies standing that close turn invisible too.

    Does Dust of Disappearance require concentration?

    No. It's a magic item, not a spell, and the text has no Concentration requirement. Nothing ends it early except attacking, casting a spell or (in 2024) dealing damage.

    Can you tell Dust of Disappearance from Dust of Sneezing and Choking?

    Not with Identify. Dust of Sneezing and Choking looks the same, and the spell reports it as Dust of Disappearance. You find out when you throw it.

    How much is Dust of Disappearance worth?

    200 GP under the 2024 SRD: an uncommon item is worth 400 GP, halved for a consumable. The 2014 SRD gives no prices.


    Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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