Drugs and their effects
Drugs existed long ago, but were never as popular as they became after the End of Magic Era. Some plants, seeds, roots, fungus, or other wonders of Nature can often have unique and special effects on other creatures. When such effect is not poisonous or deadly, they may be medicinal, or they may provide other desirable effects.
The problem with most Drugs is that they are 'Addictive'. Once a person is addicted, it is very hard, and often causes unwanted effect during the withdrawal period. Those effects are often enough to cause the user to relapse, and of course, being offered any drugs they used to take is a temptation very few can ever refuse.
Barouan
Cost: 150 GP per dose.
Will help you heal much faster for the entire day.
Hertak
Cost: 50 GP per dose.
Will settle any stomach ache and can even rid your system of poison affecting you.
Fugue
Cost: 40 GP per dose.
Makes you feel good, calm, happy, and makes you forget all about your problems and your sadness. But it also makes you fearless! Will last all day long.
Fyreskye
Cost: 30 GP per dose.
Fyreskye users feel peaceful, idyllic, and see everything that moves with a trail of rainbow colors. The best entertainment one can have to get high on. Garanteed to last over 30 minutes.
Gafaha
Cost: 100 GP per dose.
This powerful stimulant will make you feel indestructible, and more awake than ever, even if you are extremely tired and exhausted, this will keep you up and running.
Goshelti
Cost: 60 GP per dose.
Will make you sleep like a baby for hours and hours, pleasant dreams guaranty and if you were tired before, you won't be anymore.
Kayja
Cost: 75 GP per dose.
You want to be stronger and energized, this drug will make you all that and more. You will be stronger and you will not feel tired.
Snapper
Cost: 50 GP per dose.
Yeah, yeah, it will wake up the dead, literally. When your friend is dying, put that under his nose and it is guaranteed, he will wake up bouncing and ready to fight. But if you prefer keep it to yourself and use it before you die, it will make you so hype, you'll see the world in slow motion and start cartwheeling yourself on cliff's edges without falling!
Nikaad
Cost: 75 GP per dose.
Makes you happy and you will see the world in bright colors, forgetting all your troubles and sorrow. It will even make your wife look more beautiful.
Strelus
Cost: 150 GP per dose.
You want to remember something from your past, or you need to get in contact with your dead grand mother, this drug will let you remember or it will let you see her for advice. Be enlightened by it. You're a Wizard, it will help you remember spells you've already used!
Xereud
Cost: 100 GP per dose.
The ultimate pleasure drug. Feel everything, feel it tenfold, pain is no more, pleasure is all. You haven't gone to heaven during sex until you've done it with Xereud.
=== Above was what people who knows nothing about Drugs and Poisons would know about those drugs, if they were offered it. Below is the real complete information: ===
Addiction
Addiction Rate: Every drug has an addiction rate, which are three numbers; Amount, Strength, Delay
- Amount: The lower this number is, the faster the drug can make you an addict. This is the number/amount of doses you can take within the Delay of the drug, before having to roll a Constitution Saving Throw. A failed saving throw indicates the user gains +1 level of addiction on the Addiction Table below. An amount of 1 means the user must make an addiction check after the first dose and every doses else he might get an addiction level right away.
- Strength: This number indicate the DC of the saving throw required and if specified in parenthesis, the saving thrown may be using another attribute than Constitution.
- Delay: This is the delay between doses that must be respected to avoid accumulating the amount taken before a saving throw is required. Every time this delay is respected without taking any dose, the amount accumulated is lowered by 1. Player must keep track of all Amounts taken for each drugs separately.
Addiction Check: When addicted, the user must save to avoid taking the drug again based on how addicted they are. This check is a Wisdom Saving Throw with the drug's Strength as DC to avoid taking the drug. A failed roll means "Ahhh what the heck, it can't hurt me, can it?" and the user will take the drug if he has any. In such circumstance, should the user be unable to get their hands on the drug within the next hour, or before the trigger event takes place (whichever is shorter), he will suffer from the respective Withdrawal Level effect of the drug.
Level | Effect |
---|
1 | Users take drugs for specific reasons, such as forget about their problems, or before a combat or a competition to gain some advantages over others. A level 1 addict can usually control his desire to take another dose before the drug's delay elapsed. But if his 'reason' for taking the drug happens, they must make an addiction check with Advantage. |
2 | At this stage, the addict not only wants to take the drug whenever his trigger happens, he must take the drug. Make a normal addiction check |
3 | At this stage, it's not that he must, it's that he cannot do or go without it. At this level, the user is likely to take the drug in any circumstance that would be the slightest related to his trigger. Make an addiction check with Disadvantage |
4 | At this stage, the addict's focus is to get his next dose as soon as possible, or enough of it to use and consume the drug so that he's under the influence for more than 50% of his day. Make an addiction check with Disadvantage AND the drug is harder for you to resist: DC +2 for any and all checks made against/for this drug. |
5 | This is usually where people slowly kill themselves, as they need to be under the influence all the time. When one dose runs out, all they can think about is getting another dose. If they don't have it in hand, they will do just about anything to get their hands on one. Make an addiction check with Disadvantage AND the drug is harder for you to resist: add another DC +3 for any and all checks made against/for this drug. (DC +5 total) |
List of Drugs
Barouan
Type: Medicinal Root the size of a human finger
Mode: Ingested
Unset time: 1 minute
Duration: Instant, then 24 hours
Addiction Rate: 2, DC 10, 3 days
System: - Healt 1d6 HP
- Double healing roll from rest Hit Dice
- Heal Burns
Effect: Eat one and regain 1d6 HP instantly. Any other healing through magic or rest is doubled for 24 hours.
Side effects: None, unless a second one is taken before 24 hours after the first. Taking more than one will cause nausea, dizziness and blood poisoning (1d4 damage per hour for 1d6 hours, "Poisoned" condition, during which, no other healing will work unless the 'poison' is removed/cured).
Alternate Usage: If the root is grinded and then the powder mixed with a little water to create a paste, it can be applied on a burn wound and cure 1D6 HP. This kind of usage can be done as many times as desired, but will only work once per individual burn wound.
Herbology: The Barouan plant itself has no known properties, except for it being very beautiful with its resemblance to a White Rose without thorns. It only grows in the most humid and warmest places, and always on the bed of small water streams. Its root is large and extremely fragile, almost like a soft fruit, which makes its extraction the most challenging. You can't just pull on the flower and expect the root to follow, and then you can't just dig it out with your hand or a shovel and expect it to not be crushed or broken. It requires patience and delicate extraction, wiping the dirt around it with great care. Very few can grow such a plant in a pot, but it is known to be possible.
Hertak
Type: Medicinal Leaf
Mode: Ingestion
Unset time: 2d4 minutes
Duration: Instant and permanent
Addiction Rate: 2, DC 10, 1 days
System: - Cure/Remove Poison effect
Effect: Swallowing a Hertak Leaf whole without chewing it will settle the stomach instantly. It would cure nausea and stomach burns right away. Then, within a few minutes (2d4 minutes), it will rid the body of any non-magical Poison affecting the target.
Side effects: None
Alternate Usage: None
Herbology:
Fugue
Type: Nectar from the flower, ingest while mixed in a drink
Mode: Ingestion
Unset time: 3d10 minutes
Duration: 3d4 + 12 hours
Addiction Rate: 2, DC 11, 1 week
System: - Disadvantage on all Attack roll.
- Immunity to condition: Frightened
Effect: This drug makes the user feel like he's leaving his body and floating aside of it, numbing most feelings. They won't feel sadness, nor guilt, nor shock, nor fear. The user become somehow in a state of sleep walking. The user is disconnected from everything, his speech will sound a little slurry, like a little drunk, they will repeat themselves a lot, but will otherwise be calm and peaceful. The user is Immune to the "Frightened" condition. This is the best drug to not feel all your mental pains, sorrow and all. A lot of people take this drug to escape reality.
Side effects: Because the user is a little slow to react, they suffer Disadvantage on any Attack roll.
Alternate Usage: None
Herbology:
Fyreskye
Type: Inhale the smoke from burning the grounded roots of this plant.
Mode: Inhale
Unset time: 3d6 minutes
Duration: 6d6 + 30 minutes
Addiction Rate: 2, DC 10, 1 week
System: - Disadvantage to all Attack rolls
Effect: Fyreskye users feel peaceful, idyllic, and see everything that moves with a trail of rainbow colors. This often reduces Fyreskye users to be sitting in a chair during their trip and either watching their wiggling hands, or the trails of those who pass under the influence of this substance. This drug is usually for pleasure and to experience a good high, which is an exquisite entertainment in itself, but even better when joined with other form of entertainment that involves a lot of movements, like watching a fights, or looking at people dancing.
Side effects: Fighting under the influence is both very challenging and quite an extraordinary experience. The user will see all the trails and it will distract him so much he will have Disadvantage to all Attack rolls.
Alternate Usage: None
Herbology:
Gafaha
Type: Powder extract from bark placed in a small pouch, dipped in hot water and drunk like a tea
Mode: Ingestion
Unset time: 3d6 minutes
Duration: 2d4 + 8 hours + add an extra 2d4 hours per extra dose (if any is taken at the same time or before then end of the first)
Addiction Rate: 4, DC 14, 24 hours
System: - Advantage on all Constitution checks and Constitution Save
- Gain temporary HP equal to your Constitution Attribute
- Ignore (not remove) 1 Exhaustion Level per dose taken at once
Effect: A powerful stimulant that makes the user more resilient and numb the feeling of pain. They will also feel wide awake and refreshed for the duration and beyond. While under the effect of this drug, the user has advantage on all Constitution checks and Constitution Saving Throws. He also gain temporary HP equal to his Constitution Attribute. Those temporary HP will be lost at the end of the duration or if the user gets hurt, whichever comes first. More than one dose quantity can be used in a single tea, but the effect doesn't stack, although if one was suffering from more than 1 level of exhaustion when taking it, they can ignore another level of exhaustion for each dose they add.
Note: Taking another dose of this drug before the previous one ends will restore all Temporary HP lost (if any), but otherwise counts as an extra doses taken at once, which has no other effect, except to ignore more levels of exhaustions, and adding a little bit more time to the duration as if it was an extra dose taken at the same time.
Side effects: After the effect wear off, the user will feel slightly Nauseated and will continue to feel the hype, preventing him from sleeping for another 3d8 + 12 hours (+ another 1d8 per each additional doses that were taken), which often leads to gaining 1 level of exhaustion on top of any levels of exhaustion the user already had before he took the drug. More doses of Gafaha can be taken, after the effect wears off, or even while the effect of the previous doses are still in effect. It is one of the deadliest yet popular drug amongst adventurers, guards, gladiator, and mercenaries. Once someone becomes fully addicted and can't stop, they will stay awake for days, even weeks if they have enough of the drug, before they run out and likely die on the spot. Once a person has taken so many consecutive doses without ever going to sleep, the levels of exhaustions stay accumulated and will kill them, should they ever run out of the drug.
Note: During the last hour of the drug's effect, the user will feel the end coming. He will start feeling numbness, not enough to affect him in combat or anything, but enough to warn him the drug is starting to wear off.
Alternate Usage: None
Herbology:
Goshelti
Type: Grounded leaves and smoked
Mode: Inhaled
Unset time: 1d4 minutes
Duration: 1d6 + 8 hours
Addiction Rate: 2, DC 10, 1 week
Withdrawal: If you don't get this drug to get good sleep, you are likely to not sleep at all, which will result in a level of exhaustion, which will make you want to have better sleep again by using this drug.
System: - Sleep and cure levels of exhaustion
Effect: The user will fall asleep within 1d4 minutes and then sleep for the duration of this drug. During their sleep, they will experience the best dreams and fantasy they could desire the most. They will wake up completely refreshed and if they were suffering from any Exhaustion, it will remove ALL levels of exhaustion.
Side effects: Once asleep under this drug, nothing short of suffering a wound or having a bone broken can wake you (5 points of damage or more).
Alternate Usage: Grinding 3 doses into a thin powder and mixed with a drink can have the same effect on whoever drinks it, putting them to sleep within 1d4 minutes. The effect is the same, but the intent is likely malevolent, although some prefer drinking this drug as a tea instead of smoking it despite the usage of more doses.
Herbology:
Kayja
Type: Mash the leaves into a paste and eat the paste.
Mode: Ingestion
Unset time: 2d6 minutes
Duration: 1 hour
Addiction Rate: 4, DC 14, 1 long rest
System: - Immunity to gaining levels of exhaustion
- Advantage on all Strength Checks and Strength Saving Throws
Effect: Makes the user feel stronger, faster, energized. The user technically is what he feels; gain Immunity to the Exhaustion condition for the duration of this drug (any levels already acquired are not cured, but will be ignored for the duration), and also gain Advantage on all Strength and Dexterity checks and saving throws.
Side effects: After the effect wears off, the user will suffer 1 level of Exhaustion for each doses consumed during the same time between two Long Rests.
Alternate Usage: None
Herbology:
Snapper
Type: Gronded into a powder that must be sniffed, or placed under the nse of a dying creature
Mode: Inhaled / Sniffed
Unset time: Instant
Duration: Instant on dying creature, 3d4 minutes on healthy ones
Addiction Rate: 6, DC 12, 24 hours
System: - Dying Creature: Stabilize and Wake up at 1 HP
- Healthy creature: +5 Initiative and Advantage on Dexterity Checks and Dexterity Save
Effect: When placed under a dying creature's nose, the creature automatically succeed all his Death Saves and not only stabilize, but also wakes up at 1 HP. If inhaled while a creature is not dying, they will instantly feel a sudden boost and high, the user will benefit from a +5 to initiative and Advantage on all Dexterity rolls or saving throw.
Side effects: Frequent use (over 4 doses in one hour or more than 8 doses in 24 hours) will cause nose bleed during every use. Then over 6 doses per hour or 12 per 24 hours; vomiting has a chance to occur every round. Roll a Constitution Save DC 12, failure means vomiting. The user is incapacitated during the round they are vomiting. Over 12 doses in one hour or 24 in one day, on top of the possible vomiting, the target has a chance to suffer permanent brain damage. Roll a Constitution Save DC 15 for each Doses starting with the 12th in one hour or the 24th in a day. Any failure on this Save will result in a temporary loss of 1 point of Intelligence. Another failed save the next day will result in the permanent loss of that point. Any number can be lost this way, a user taking 30 shots in a day would have rolled 7 saving throw, any of them failed would be a -1 that would risk becoming permanent.
Alternate Usage: None
Herbology:
Nikaad
Type: Berry to eat
Mode: Ingestion
Unset time: 2d6+20 minutes
Duration: 2d6x10 minutes +2d6 minutes per extra berries
Addiction Rate: 10, DC 15, 24 hours
System: - Reduce speed by Half
- Has Disadvantage on any and all attribute checks, saving throws and rolls, including attacks and skills.
Effect: Eating a potent berry will make the user feel warm and happy in a dull sleepy sort of way. The user is also dazzled by a periodic display of softly glowing, swirling and dancing lights. This is a sedating calming narcotic often taken with food or wine. It is also rumored to be an aphrodisiac, but this is not entirely true, because the drug also gives the user a more pleasant and nice view of the world, which makes other people seem more beautiful and more charismatic. Anyone appears to have +4 Charisma to the user (All possible effects, checks, and rolls, even saving throws against said individual, will have the bonus as if their Charisma was indeed higher against the drug user).
Side effects: While under influence, the user feels like floating, causing him to be slower in every reactions, it is impossible for them to cast any spells or perform complex skills, such as most crafting, and lock picking. Whenever a display of light occurs (randomly once every 3d6 minutes and last for 1d4 minutes), the user will stop anything they are doing and try to touch the lights, or watch them move around them. There is no limit to the number of Berry a user can take at once, but the Addiction rate applies for each berry even if they are taken at once.
Alternate Usage: Once picked, those berry will start fading away and rot. If a berry is eaten past 7 days after it was picked, the berry is actually a strong poison that will cause anyone eating it to become Poisoned for the normal duration. They will experience Nausea and 50% chance to vomit every time they try to take a sudden action, such as attacking, running, jumping, etc.
Herbology:
Strelus
Type: A plant Grinded to be smoked through a Shisha
Mode: Inhaled
Unset time: 2d4 minutes
Duration: 4d6 + 30 minutes
Addiction Rate: 2, DC 15, 24 hours
System: - Is Incapacitated
- Disadvantage on Saving throws against Charms and Mind Control.
Effect: This drug puts the user in a stupor in which he is completely (or nearly so) oblivious to anything around him. While in this "Zombie" state, the user feels completely relaxed, has pleasant dreams and is said to become one with the universe. The drug is reputed to expand one's mind and help the user to remember things he's forgotten and/or come to an awareness or decision about matters he may not even have known he was consciously concerned about.
Side effects: The real danger of this drug is that the user is helpless while under the influence. He's barely conscious, in a sleep like state, although his brain can still follow command if guided, such as following someone who'd hold their arm, sit when told, etc. They are also vulnerable to any Charm effect or any form of mind control (They have Disadvantage on any save against those and the DC is increased by 4 against them.)
Alternate Usage: When combined with meditation, a Wizard can focus his mind into the memory of a spell he had memorized for that day. At the end of the drug's duration, he will regain 1 Spell Slot from any level that he used/cast previously during the day. There is no limit to the number of time a Wizard can do this, but beware, becoming an Addict to this kind of drug will ruin anyone.
Streluza: When the Strelu splant happens to grow on or very close to a mushroom known as the Chza, which has no real potency or effect in itself, other than being an eatable (but not very tasty) mushroom that grows on dark soil, mainly in crypts, near corpses. A Nasty thing. When the plant of Strelus happens to grow on that mushroom, it's polen will in itself cause people who breathe it to fall into a similar kind of torpor after 2d4 minutes. But instead of remembring things or experiencing pleasant dreams, they will suffer through some form of horrid nightmare where they may face their worst fear or worst enemy, sometimes just some nightmarish thing unrelated to their past, although it could be. WHile experiencing this form of nightmare, the victim will be slightly Sleep Walking, but will do a lot of talking, almost describing what is hapenning to them, which can be entertaning for those who didn't inhale the polen, but when other also did inhaled the polen, it will cause them to see the same things like a collective hallucination, where more than one nightmare or fear collides and emplifies each other. After such an experience, the victime will suffer 1 extra levels of exhaustion if they don't get killed in their nightmare, 2 levels if they died in it. The victim is also very succeptible to anything other people say around them, so they could mention a dragon and the victim would likely see it. This drug can be used to do terrible things to someone else, but collecting it and finding it are two very difficult things to achieve, without suffering from it first.
Herbology:
Xereud
Type: Eating the seed
Mode: Ingestion
Unset time: 2d4 minutes
Duration: 3d6 + 20 minutes
Addiction Rate: 3, DC 16, 24 hours
System: - Impervious to pain.
- Advantage on all Constitution Check or Constitution Save
- Can ignore any impairment due to pain.
- Lift and Carry twice as much, possibly more
Effect: The user will feel blissful and enjoy a strange and wonderful tactile sensation. The user's sense of touch becomes incredibly sensitive. Moreover, every tactile sensation while under the influence feels incredibly pleasurable, even extreme pain. This makes the user impervious to pain and cannot suffer any effect that would accompany any form of pain or damage, such as being stunned by a blow to the head, even if the effect is magical. Example: A chill touch spell's secondary effect are only effective when the target can actually feel the cold from the spell, which would be the result of Pain. DM's discretion is advised. This drug is famous when combined to having sex, which is said to increase the pleasure tenfold, but it is also popular amongst fighters and mercenaries, for the drug also means the user could continue to run on a broken leg, or swing a sword with a broken arm, as long as it remains attached to his body (doing so would likely impose Disadvantage on the rolls though). The user may actually 'want' or 'try' to get hurt (Wisdom save DC 12) in combat at the beginning of the user's turn: Failed roll means he will try to put himself in arms way, giving his opponent Advantage on all attack rolls made against him until his next turn. Another effect or side effect of this drug is that without the feeling of pain, the user can hold and carry items that would normally hurt him, like a burning piece of iron. They can also lift and carry more weight than their body would/should normally endure, granting them the ability to Lift and Carry twice as much as normal without harm, but through incredible feat and at the risk of tearing all the muscle in their body, they could lift up to 4x as much or carry it over a short distance. Every attempt to lift, or every minute of carrying anything over 2x the weight allowed by their Strength Attribute, the user will suffer 2 points of damage and 1 level of exhaustion, which will only appear/show after the drug duration is finished.
Side effects: Self mutilation is a possibility and many have been known to end up dead or disfigured, but at least they had fun doing so.
Alternate Usage: None
Herbology: