Table of Contents
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Before anything further can be said about various recreational substances, some basic vocabulary needs to be established. All such substances will also be ranked as poisons to demonstrate their effects on the body when they are taken, while also having characteristics of diseases, especially when trying to overcome an addiction. Spells such as Delay Poison and Neutralize Poison have their normal effects on users of the following substances, as well as those who use alcohol.
Much of this information has been taken from The Book of Vile Darkness, and more detailed rules for recreational substances and other drugs can be found there, starting on page 41.
The following terminology and information is important:
Addictions
Characters can become addicted to drugs by failing a Fortitude save, made after each exposure to any substance with an Addiction Rating (see below). Should this happen, then the character is addicted, and the addiction is treated like a disease: while addicted, the character takes ability score damage every day, as listed on the chart below, unless that character succeeds against the listed Fortitude DC.
Addiction Rating | Fort DC | Satiation | Damage |
Negligible | 4 | 1 day | 1d3-2 Dex (Can be 0) |
Low | 6 | 10 days | 1d3 Dex |
Medium | 10 | 5 days | 1d4 Dex, 1d4 Wis |
High | 14 | 2 days | 1d6 Dex, 1d6 Wis, 1d2 Con |
Extreme | 25 | 1 day | 1d6 Dex, 1d6 Wis, 1d6 Con |
Vicious | 36 | 1 day | 1d6 Dex, 1d6 Wis, 1d6 Con, 1d6 Str |
Addiction Rating:
All drugs and recreational substances are rated according to their addiction rating, as listed on the table above. Long-term drug use can increase the addiction rating of a drug, though those with a Negligible rating do not have this danger. All other drugs increase their rating by one step for every two months that a character remains addicted to the drug. Characters who recover from an addiction and then go back start at the level of addiction rating they had prior to recovery.
Satiation:
This is the time that passes before a drug user needs another hit or else suffers withdrawal symptoms. After this period of satiation passes, all Fortitude saves to resist the effects of addiction increase by +5. The dose that gets a character addicted in the first place counts for the first satiation period.
Damage:
Addiction deals the listed temporary statistical damage each day on a failed Fortitude save. This save is at a +5 to DC if the character is not actively taking the drug past the satiation point. This damage is healed at a rate of 1 point in each ability score per day as normal.
Recovery:
If a character makes two successful Fortitude saving throws in a row, followed by a Will saving throw of the same DC, then the character has fought off addiction and recovers, taking no more damage, and is now able to resist the temptation to partake of the substance in the future. However, if that character becomes addicted again to the drug at a later time, then the addiction returns as before. Restoration and similar magic can negate some or all of the ability score damage caused by addiction, but it will continue to accrue for each day that a Fortitude save is failed. Remove Disease followed immediately afterward by Remove Poison and sufficient Restoration magic to heal all ability score damage will immediately cause a character to recover from an addiction, though these spells do not remove the underlying social or psychological causes for the addiction in the first place. Greater Restoration or Heal also work to cause immediate recovery and restoration of all ability score damage from an addiction.
Drug Characteristics
Drugs, in their effects, are treated much like poisons, though they all share the above characteristics of diseases in their addictive qualities. They all have the following characteristics as well. All saving throws may be voluntarily failed by willing users of a substance.
Delivery:
How the substance is taken into the body for its effects to take place. These are the same as for poisons, as described below.
Contact: Only physical contact between the substance and base skin is sufficient to transmit the effect.
Ingested: The substance must be ingested to have its effect.
Inhaled: One dose of a substance will fill roughly a 10' cube, and all within that area must either hold their breaths or take in a dose of the substance, and thus be required to make any associated saves.
Injury: The substance must enter the bloodstream directly to have its best effect. This is usually done through a needle or similar method of injection. Various places on the body might be used for this effect, provided that there is a vein of sufficient size to accept a needle, such as the inner crook of the elbow, the veins just above the elbow, the veins under the tongue, and the veins on the back of the knee.
Addiction DC:
The Fortitude save needed to avoid the effects of the substance, like any poison. Also the level of addictiveness of the substance, whether Negligible, Low, Medium, High, Extreme, or Vicious.
Initial Effect:
This is the effect if the initial Fortitude saving throw against the drug is failed. If multiple effects are listed, then one saving throw determines if all or none of them take effect.
Secondary Effect:
This is what happens if the secondary saving throw is failed, with one save indicating if all listed effects take place.
Side Effects: These effects, if any, take place immediately upon being affected by a drug.
Overdose: These are the effects of an overdose of a given substance. Note that some poisons can be 'watered down' to make recreational substances, while recreational substances can be 'weaponized' into poisons.
Alchemy DC: The difficulty of a Craft (Alchemy) check needed to make the substance, provided that the requisite ingredients are available.
Price: How much the drug costs on a normal market per dose. This price often is increased for longtime addicts by unscrupulous dealers. However, many major crime organizations, notably the Syndicate, actually work to regulate the prices of these substances, keeping them from being too inflated in most cases, thus encouraging their spread and discouraging the total dissolution of their customers' incomes for a longer period of time.
Addiction:
The Substances Themselves
Substance Template:
Drug Name (Common nicknames for the drug): A basic description.
Delivery:
Addiction DC:
Initial Effect:
Secondary Effect:
Side Effects:
Overdose:
Alchemy DC:
Price:
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
Medications
Name | Type | Price | Craft (Alchemy)DC | Addiction Rating |
Arthorvin | Ingested DC 12 | 5 gp | 25 | Low |
Carthagu | Ingested DC 13 | 5 gp | 25 | Low |
Mertoran leaf | Ingested DC 13 | 10 gp | 25 | Negligible |
Zixalix | Ingested DC 16 | 15 gp | 25 | Medium |
There are a variety of rare or magical herbs and alchemical compounds that affect the mind and body in profound ways -not for recreational purposes, but for the treatment of the many maladies of the mind and physical ailments. The former is often much more difficult to treat with typical magic, and so those suffering turn to their local dispensing alchemist rather than their local cleric.
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.
The Big Substance List
This is the big chart for all poisons and poisonlike substances.
Name: What the substance is called.
Type: How the substance is made to have an effect (either Contact, Ingested, Inhaled, or Injury).
Initial Damage: The first effect of the substance on the initial failed save.
Secondary Damage: The effects of the substance on the next failed save.
Price: The cost of buying a dose of the poison. The price to create a poison depends on the availability of raw materials. This is normally 1/3 of the price of a dose. If the ingredients are readily available, then costs to create a poison are 1/6 of the listed price. If the ingredients are especially hard to come by, then the raw materials can cost up to 3/4 of the market price of a dose, if it is available for sale at all.
Creation DC: The difficulty of the Craft (Poisonmaking) or Craft (Alchemy) check needed to make the poison in question. Using Craft (Alchemy) to make poisons and other items on this list imposes a -4 penalty on this check. To determine how much of a poison can be made in one week, multiply the results of the check (if successful) by the DC of the check. The result is the gold piece value of a substance that is made. When this value equals the value of one dose, then a dose is completed and ready for sale. If the check is failed, then no progress is made in a week. If the check is failed by 5 or more, then the raw materials are ruined and cannot be reused in the next check.
Name | Type | Initial Damage | Secondary Damage | Price | Creation DC |