Post by colpoj on Jun 30, 2012 17:07:22 GMT -5
I've seen a lot more people using DnD Drugs these days, I just wanted to supply a reasonably complete list for what the most commonly used drugs actually do to you.
If you have any to add or if you want any changed, feel free to post.
Agony (Liquid Pain): This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently.
Delivery: Ingested
Addiction DC: 18, Extreme
Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes afterward.
Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.
Side Effects: Feelings of intense pleasure that last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user must make a Fort DC 18 save or fall unconscious for 1d4 hours.
Alchemy DC: 25
Price: 200 gp
Baccaran: A pasty substance that is dried and kept as a powder or sometimes as a paste. It has numerous, difficult to obtain ingredients, and acts as a mild hallucinogen.
Delivery: Ingested
Addiction DC: 14, Low
Initial Effect: 1d4 Strength damage
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: -4 circumstance penalty on saving throws against illusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the used immediately takes 2d6 damage and the side effect is doubled in penalty and duration.
Alchemy DC: 20
Price: 10 gp
Devilweed: Wyssin plant leaves are dried and rolled for smoking like tobacco.
Delivery: Inhaled
Addiction DC: 15, Low
Initial Effect: 1 point Wisdom damage.
Secondary Effect: +2 alchemical bonus to Strength for 1d3 hours.
Side Effects: Creatures under the effects of devilweed count as shaken, acting skittish and easily confused.
Overdose: None.
Alchemy DC: 20
Price: 6 gp
Luhix: Luhix is made from the powdered stalks of luhix plants, which only grow in the Abyss. It is normally sprinkled onto bleeding wounds, which are then sealed with bandages or magical healing.
Delivery: Injury
Addiction DC: 25, Vicious
Initial Effect: 1 point of ability score damage to all ability scores.
Secondary Effect: +2 alchemical bonus to all ability scores for 1d2 hours.
Side Effects: The user is afflicted with intense, wracking pain for the first minute after application (the time of the ability score damage). After this, when the secondary damage takes place, the user is then immune to all pain (including magical effects). The user takes damage as normal, but may not react normally to that damage.
Overdose: Users who take more than one dose of luhix in 24 hours must make a Fort DC 25 save or die in indescribable agony.
Alchemy DC: 30
Price: 2,000 gp
Mordayn Vapor (Dreammist): Made from the ground leaves of a rare herb found deep in tropical forests, the highly potent mordayn is taken by steeping a small amount in hot water, and then inhaling the vapors from the resultant tea. Raw mordayn powder and mordayn-tainted water are a deadly poison, and taking either immediately results in the effects of an overdose. Dreammist is well-known for the beautiful visions it induces and the deadly peril that can come from its sinister embrace.
Delivery: Inhaled
Addiction DC: 17, High
Initial Effect: Visions of incredible, mind-boggling beauty enthrall the user for 1d20+10 minutes. During this time, the user has a 50% chance to lose any attempted action.
Secondary Effect: 1d4 points Constitution and Wisdom damage.
Side Effects: Compared to the poignant beauty of the visions induced by dreammist, a user's normal life seems drab and futile in comparison, leading users to desire more doses as quickly as possible. When a dose wears off, the user must succeed at a DC 17 Will save or be compelled (similar to the effects of a suggestion spell) to do whatever is necessary to obtain another dreammist dose. This compulsion lasts for 1d4 hours before fading.
Overdose: If two doses are taken within the space of an hour, or if raw mordayn or mordayn tea are ingested, the drug becomes a deadly poison (Ingested DC 17, 1d10 Con/1d10 Con initial and secondary). Regular Mordayn users regularly throw out the tea immediately after inhaling to be sure to prevent an overdose.
Alchemy DC: 20
Price: 200 gp
Mushroom Powder: Derived from a rare blue mushroom, this powder is inhaled to produce a state of mild hallucination and heightened awareness. Many magic users favor mushroom powder.
Delivery: Inhaled
Addiction DC: 15, Medium
Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour.
Secondary Effect: 1 point of Strength damage.
Side Effects: As a mild hallucinogen, the user takes a -2 alchemical penalty to Wisdom for 1d4 hours, and a -2 alchemical penalty to Strength and Constitution for 2d4 hours.
Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours.
Alchemy DC: 25
Price: 100 gp
Pappy's peppy powder, This fine white powder comes sealed in a coin sized parchment envelope, it's ingredients are a closely guarded secret.
Delivery: Can be mixed in with food, drink, or Inhaled.
Addiction DC: Negligible
Initial Effect: Male only, This peppery powder makes more than your temperature rise. You feel more energetic and may find an increase in stamina.
Secondary Effect: Some my experience an increase in size Side Effects: Dizziness along with heart complications may occur Overdose: Taking more than one packet of Pappy's peppy powder in a 24hour period is not recommended. This may result in a heart attack and/or temporary insanity.
Alchemy DC: - The source of this substance are known only to the Bugbear males of a small clan in the swamplands.
Price: 10gp
Redflower Leaves: These crushed leaves from a tiny red bog flower are known for their ability to heighten hand-eye coordination.
Delivery: Ingested
Addiction DC: 10, Low
Initial Effect: None.
Secondary Effect: As a move-equivalent action, the user may focus total attention on a single target. If this action is followed by an attack against the target, then the user gains a +4 competence bonus on the next attack roll. This ability lasts for 10 minutes.
Side Effects: None.
Overdose: Taking a second dose before the effects of the first has worn off causes the user to be nauseated for 1d4 x 10 minutes.
Alchemy DC: 27
Price: 300 gp
Sannish: A bluish liquid distilled from the milk of wolves and a powdered desert plant. Sannish is known to cause a pleasant state of euphoria, which, along with its relatively cheap price, makes it rather popular. Addicts are easily spotted by the permanent blue stains on their lips.
Delivery: Ingested
Addiction DC: 9, Medium
Initial Effect: 1 point of Wisdom damage.
Secondary Effect: The user becomes numbed to pain for 1d4 hours, and is immune to pain-induced penalties (such as from a symbol of pain spell).
Side Effects: While the drug is in effect, the user takes a -2 penalty on all initiative checks.
Overdose: A second dose taken while the first is still in effect causes a numbing stupor for 2d4 hours. Until this stupor wears off, the user can only take partial actions.
Alchemy DC: 20
Price: 15 gp
Terran Brandy: A potent magical alcohol distilled from the essence of dying fey. It is favored by the most heartless of spellcasters of all types.
Delivery: Ingested
Addiction DC: 19, Low
Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes.
Secondary Effect: 2 points of Constitution damage.
Side Effects: None.
Overdose: If more than one dose is taken in an 8-hour period, the user immediately takes 1 point of Constitution damage.
Alchemy DC: 30
Price: 500 gp
Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute its awful taste. It is made from the crushed petals of the vodare flower, which grows only on the graves or places of death of those who devoted their lives to the goddess Frenzy. It creates a sense of mild euphoria and fierce confidence in those who ingest it.
Delivery: Ingested
Addiction DC: 13, High
Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours.
Secondary Effect: -4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours.
Side Effects: None besides the mild euphoria and fierce confidence, which may lead users to more extreme, foolhardy actions than normal.
Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic unless a DC 15 Fort save is made.
Alchemy DC: 15
Price: 40 gp
Arthorvin
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.
Initial Effect: 1 point of Charisma damage.
Secondary Effect: The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.
Side Effect:Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.
Overdose:n/a.
Carthagu
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.
Initial Effect:2 points of Strength damage.
Secondary Effect: Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.
Side Effect:n/a.
Overdose:n/a.
Mertoran Leaf
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.
Initial Effect:1 point of Dexterity damage.
Secondary Effect: The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.
Side Effect:While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.
Overdose:n/a.
Zixalix
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.
Initial Effect:1d4 points of Intelligence damage.
Secondary Effect: Zixalix staves off the most severe symptoms of the indicated disorders.
Side Effect:n/a.
Overdose:If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.
If you have any to add or if you want any changed, feel free to post.
Agony (Liquid Pain): This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently.
Delivery: Ingested
Addiction DC: 18, Extreme
Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes afterward.
Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.
Side Effects: Feelings of intense pleasure that last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user must make a Fort DC 18 save or fall unconscious for 1d4 hours.
Alchemy DC: 25
Price: 200 gp
Baccaran: A pasty substance that is dried and kept as a powder or sometimes as a paste. It has numerous, difficult to obtain ingredients, and acts as a mild hallucinogen.
Delivery: Ingested
Addiction DC: 14, Low
Initial Effect: 1d4 Strength damage
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: -4 circumstance penalty on saving throws against illusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the used immediately takes 2d6 damage and the side effect is doubled in penalty and duration.
Alchemy DC: 20
Price: 10 gp
Devilweed: Wyssin plant leaves are dried and rolled for smoking like tobacco.
Delivery: Inhaled
Addiction DC: 15, Low
Initial Effect: 1 point Wisdom damage.
Secondary Effect: +2 alchemical bonus to Strength for 1d3 hours.
Side Effects: Creatures under the effects of devilweed count as shaken, acting skittish and easily confused.
Overdose: None.
Alchemy DC: 20
Price: 6 gp
Luhix: Luhix is made from the powdered stalks of luhix plants, which only grow in the Abyss. It is normally sprinkled onto bleeding wounds, which are then sealed with bandages or magical healing.
Delivery: Injury
Addiction DC: 25, Vicious
Initial Effect: 1 point of ability score damage to all ability scores.
Secondary Effect: +2 alchemical bonus to all ability scores for 1d2 hours.
Side Effects: The user is afflicted with intense, wracking pain for the first minute after application (the time of the ability score damage). After this, when the secondary damage takes place, the user is then immune to all pain (including magical effects). The user takes damage as normal, but may not react normally to that damage.
Overdose: Users who take more than one dose of luhix in 24 hours must make a Fort DC 25 save or die in indescribable agony.
Alchemy DC: 30
Price: 2,000 gp
Mordayn Vapor (Dreammist): Made from the ground leaves of a rare herb found deep in tropical forests, the highly potent mordayn is taken by steeping a small amount in hot water, and then inhaling the vapors from the resultant tea. Raw mordayn powder and mordayn-tainted water are a deadly poison, and taking either immediately results in the effects of an overdose. Dreammist is well-known for the beautiful visions it induces and the deadly peril that can come from its sinister embrace.
Delivery: Inhaled
Addiction DC: 17, High
Initial Effect: Visions of incredible, mind-boggling beauty enthrall the user for 1d20+10 minutes. During this time, the user has a 50% chance to lose any attempted action.
Secondary Effect: 1d4 points Constitution and Wisdom damage.
Side Effects: Compared to the poignant beauty of the visions induced by dreammist, a user's normal life seems drab and futile in comparison, leading users to desire more doses as quickly as possible. When a dose wears off, the user must succeed at a DC 17 Will save or be compelled (similar to the effects of a suggestion spell) to do whatever is necessary to obtain another dreammist dose. This compulsion lasts for 1d4 hours before fading.
Overdose: If two doses are taken within the space of an hour, or if raw mordayn or mordayn tea are ingested, the drug becomes a deadly poison (Ingested DC 17, 1d10 Con/1d10 Con initial and secondary). Regular Mordayn users regularly throw out the tea immediately after inhaling to be sure to prevent an overdose.
Alchemy DC: 20
Price: 200 gp
Mushroom Powder: Derived from a rare blue mushroom, this powder is inhaled to produce a state of mild hallucination and heightened awareness. Many magic users favor mushroom powder.
Delivery: Inhaled
Addiction DC: 15, Medium
Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour.
Secondary Effect: 1 point of Strength damage.
Side Effects: As a mild hallucinogen, the user takes a -2 alchemical penalty to Wisdom for 1d4 hours, and a -2 alchemical penalty to Strength and Constitution for 2d4 hours.
Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours.
Alchemy DC: 25
Price: 100 gp
Pappy's peppy powder, This fine white powder comes sealed in a coin sized parchment envelope, it's ingredients are a closely guarded secret.
Delivery: Can be mixed in with food, drink, or Inhaled.
Addiction DC: Negligible
Initial Effect: Male only, This peppery powder makes more than your temperature rise. You feel more energetic and may find an increase in stamina.
Secondary Effect: Some my experience an increase in size Side Effects: Dizziness along with heart complications may occur Overdose: Taking more than one packet of Pappy's peppy powder in a 24hour period is not recommended. This may result in a heart attack and/or temporary insanity.
Alchemy DC: - The source of this substance are known only to the Bugbear males of a small clan in the swamplands.
Price: 10gp
Redflower Leaves: These crushed leaves from a tiny red bog flower are known for their ability to heighten hand-eye coordination.
Delivery: Ingested
Addiction DC: 10, Low
Initial Effect: None.
Secondary Effect: As a move-equivalent action, the user may focus total attention on a single target. If this action is followed by an attack against the target, then the user gains a +4 competence bonus on the next attack roll. This ability lasts for 10 minutes.
Side Effects: None.
Overdose: Taking a second dose before the effects of the first has worn off causes the user to be nauseated for 1d4 x 10 minutes.
Alchemy DC: 27
Price: 300 gp
Sannish: A bluish liquid distilled from the milk of wolves and a powdered desert plant. Sannish is known to cause a pleasant state of euphoria, which, along with its relatively cheap price, makes it rather popular. Addicts are easily spotted by the permanent blue stains on their lips.
Delivery: Ingested
Addiction DC: 9, Medium
Initial Effect: 1 point of Wisdom damage.
Secondary Effect: The user becomes numbed to pain for 1d4 hours, and is immune to pain-induced penalties (such as from a symbol of pain spell).
Side Effects: While the drug is in effect, the user takes a -2 penalty on all initiative checks.
Overdose: A second dose taken while the first is still in effect causes a numbing stupor for 2d4 hours. Until this stupor wears off, the user can only take partial actions.
Alchemy DC: 20
Price: 15 gp
Terran Brandy: A potent magical alcohol distilled from the essence of dying fey. It is favored by the most heartless of spellcasters of all types.
Delivery: Ingested
Addiction DC: 19, Low
Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes.
Secondary Effect: 2 points of Constitution damage.
Side Effects: None.
Overdose: If more than one dose is taken in an 8-hour period, the user immediately takes 1 point of Constitution damage.
Alchemy DC: 30
Price: 500 gp
Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute its awful taste. It is made from the crushed petals of the vodare flower, which grows only on the graves or places of death of those who devoted their lives to the goddess Frenzy. It creates a sense of mild euphoria and fierce confidence in those who ingest it.
Delivery: Ingested
Addiction DC: 13, High
Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours.
Secondary Effect: -4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours.
Side Effects: None besides the mild euphoria and fierce confidence, which may lead users to more extreme, foolhardy actions than normal.
Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic unless a DC 15 Fort save is made.
Alchemy DC: 15
Price: 40 gp
Arthorvin
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.
Initial Effect: 1 point of Charisma damage.
Secondary Effect: The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.
Side Effect:Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.
Overdose:n/a.
Carthagu
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.
Initial Effect:2 points of Strength damage.
Secondary Effect: Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.
Side Effect:n/a.
Overdose:n/a.
Mertoran Leaf
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.
Initial Effect:1 point of Dexterity damage.
Secondary Effect: The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.
Side Effect:While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.
Overdose:n/a.
Zixalix
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.
Initial Effect:1d4 points of Intelligence damage.
Secondary Effect: Zixalix staves off the most severe symptoms of the indicated disorders.
Side Effect:n/a.
Overdose:If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.