The faintest whiff of the blue dust leaves your vision shimmering, colors bending, and sounds humming with hidden meaning.
This rare powder, derived from a luminous blue mushroom, induces mild hallucinations and heightened awareness. Many magic-users favor it to “expand the mind.” When you inhale the powder, you gain the Bewitched condition for 1 hour, followed by the Enraptured condition for 1d4 + 1 hours.
Overdose. If you take more than one dose in a 12-hour period, you suffer 2d6 Poison damage. If you take more than three doses in a 24-hour period, you instead suffer 4d6 Poison damage and become Paralyzed for 2d4 hours.
Vision Quests. Among mystics and cults, mushroom powder is often inhaled as part of ritualistic vision quests. While Enraptured, those who partake may interpret their Euphoric or Bad Trips as direct communion with gods, spirits, or alien powers. Wizards sometimes claim it sharpens their attunement to other planes—though skeptics whisper that the “truths” revealed are no more than delusions painted in blue fire.
Affected creatures: Humanoids; Large or smaller Beasts, Giants, Aberrations and Monstrosities with fewer than 50 Hit Points. Fey, Fiends, Celestials, and Plants can end the effects as a Bonus Action.
Price on the black market. 100 gp per dose.
Inhaled. These drugs are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled drugs, as they affect nasal membranes, tear ducts, and other parts of the body.
Bluefire Quirks (Optional)
When you inhale Mushroom Powder, roll a d6 for a strange side effect:
Drifting Echo. Your own voice sounds distant, as if spoken by someone else. For the duration, you occasionally answer yourself aloud.
Threads of Fate. You see faint silver lines connecting people and objects around you; you may follow them obsessively.
Arcane Murmurs. Harmless glyphs and runes shimmer across walls, skin, or the sky, whispering half-understood words.
Time-Lagged. Everything feels one second behind—your movements, others’ speech, even your own heartbeat.
Living Colors. Colors twist and breathe like living beings; you may treat them as personalities with moods.
The Blue Flame. You glimpse a tiny blue fire in your peripheral vision that seems to guide you somewhere—though it never truly exists.
Notes: Healing, Buff, Utility
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Posted Sep 26, 2025ENRAPTURED [CONDITION]
Your mind slips its tether. Colors breathe, sounds ripple with hidden patterns. While you are Enraptured, you experience the following effects.
Weighted Limbs. You have the Slowed condition.
Altered Perception. You have Disadvantage on attack rolls and ability checks, and you can’t benefit from Truesight.
Hallucinations. You experience illusory sights, sounds, or sensations. You automatically fail saving throws made to disbelieve illusions.
Revelation. Once while Enraptured, you can make an Intelligence or Wisdom ability check of your choice with a +5 bonus, ignoring the Poisoned condition for that check.
Ending the Condition. When you stop consuming the intoxicant, you step down one stage at a time: Enraptured → Bewitched → sober. When the condition ends, you gain 1d2 Exhaustion levels. The time required to step down depends on the substance or is determined by the DM.
Heroic Dose. At heroic doses, the veil tears wider—visions blaze, voices whisper from beyond, and your soul teeters between revelation and terror. One hour into the trip, make a Wisdom saving throw (DC set by the DM). You have Advantage on the save if you are in a safe and calm environment. The result determines the overall tone of your trip for the duration:
Euphoric. On a success, you gain the Incapacitated condition as your consciousness drifts into the Astral Plane, the Ethereal Plane, or one of the Celestial outer planes (DM’s choice) for the remainder of the trip. While there, you may attempt to contact an otherworldly entity as if through the Contact Other Plane spell. When the trip ends, you gain Inspiration and 1d6 Temporary Hit Points at the start of each day for the next 7 days.
Bad Trip. On a failure, your mind is hurled into a dark plane—the Shadowfell, the Nine Hells, or another evil outer plane—for the remainder of the trip. You take 6d6 Psychic damage and gain the Incapacitated and Frightened conditions. If this Psychic damage reduces you to 0 Hit Points, you fall Unconscious but become Stable.