Honeydust — Euphoric Golden Inhalant
Honeydust is a sparkling, honeydew-coloured fantasy powder inhaled for a warm euphoric rush and a temporary increase in personal magnetism. The same haze leaves users more vulnerable to illusion and can end in hours of debilitating sickness.
At a Glance
- Category: Fictional inhaled drug
- Form: Sparkling golden powder
- Campaign role: Recreational vice, social enhancer, party drug and deceptive vulnerability
- Rules provenance: The established mechanics below are Pathfinder 1e material.
Edition Mechanics
Pathfinder 1e

The use of this mild, dizzying powder has spread throughout much of the world.
Once taken, this sparkling, honeydew-colored inhalant gives the user a euphoric sensation that can quickly become overwhelming and even sickening. While the long-term effects are relatively minor, few except the hardy care to risk stomaching this toxin.
Type inhaled; Addiction minor, Fortitude DC 13 Price 20 gp Effect 1 hour; +1d2 alchemical bonus to Charisma, 2 penalty on saves against illusions Effect after 1 hour; 75% chance to become sickened for 1d4 hours Damage 1d2 Wisdom damage.
5.5e / 2024, 5e / 2014 and 3.5e
No mechanics are presented here as official rules for these editions. A conversion should preserve honeydust’s defining exchange: greater social confidence coupled with weakened resistance to illusion, followed by a substantial chance of sickness.
What Happens in Play?
Honeydust is particularly dangerous in places where illusion magic is already common. Users may feel unusually confident and charismatic while becoming easier targets for exactly the kind of deception they are least prepared to recognise.
Addiction & After-effects
The PF1e version carries minor addiction, Wisdom damage and a 75% chance of becoming sickened after the initial hour. The delayed crash makes it useful for adventures in which the consequences arrive after a celebration or negotiation has already gone wrong.
Encounters & Adventure Use
- An illusionist deliberately introduces honeydust at an extravagant party.
- A confident witness gives a completely false account of something they thought they saw.
- A group of revellers become sick at once an hour after leaving a feast.
- A dealer claims a new batch avoids the unpleasant crash.
- An adventurer wants the Charisma boost before negotiations despite knowing an illusionist may be present.
Related Content
See the Drugs hub, Addiction, Charisma and Wisdom.
Sources & Licensing
Pathfinder Player Companion: Bastards of Golarion, © 2014 Paizo Publishing, LLC; authors Judy Bauer, Neal Litherland, Ryan Macklin and David N. Ross. PF1e mechanics and the core substance concept derive from the cited source; campaign-use material and edition guidance are original site material.
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