Drugs

From Book of Vile Darkness

Drugs function like poisons, allowing the imbiber an initial and a secondary saving throws to resist their effects. Delay poison, neutralize poison, and similar effects negate or end a drug's effects, but they do not restore hit points, ability scores, or other damage caused by the substance.

A creature that willingly takes a drug automatically fails both saving throws. It is nor possible to intentionally fail the initial save but attempt to save against the secondary damage, or vice versa. DCs are provided for situations in which a character is drugged against his will.

Drugs in Your Campaign: Depending on your campaign, drugs may be difficult or easy to obtain - the decision is a matter of taste. However, whether drugs are illegal (as might be the case in a restrictive but good-aligned civilization) or commonplace, pushers will exist.

Pushers are those who directly or indirectly want to see a drug dispersed into a population. Usually profit motivates them. A pusher's typical tactic is to offer the drug at only 1/10 of its normal price (or even free) to potential new customers, in hopes of addicting the customer to the drug. Once the customer seeks our the pusher for the drug (usually, once he or she is addicted), then the pusher charges full price for the drug, or even a premium.

Adding drugs into your campaign is probably most easily accomplished through a nonplayer character (NPC) pusher. Player characters (PCs) cats expect to run into pushers illicitly in a civilization where drugs are outlawed, or in bazaars in a society where drugs are common. In a society where magic potions are commonplace, drugs might be legal, too.

Drug addiction functions much like diseases. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating), the character must succeed at a Fortitude save or become addicted, as shown below. Addiction proceeds like a disease - while addicted, the character takes ability score damage each day unless he succeeds at a Fortitude save against the given DC.

Addictions
Addiction RatingFort DCSatiationDamage
Negligible4 1 day1d3-2 Dex (can be 0)
Low610 days1d3 Dex
Medium105 days1d4 Des, 1d4 Wis
High142 days1d6 Dex, 1d6 Wis, 1d2 Con
Extreme251 day1d6 Dex, 1d6 Wis, 1d6 Con
Vicious361 day1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Addiction Rating: Drugs are rated according to their addictive potential. For example, many popular stimulant drinks have a negligible addiction rating, but have addictive qualities all the same. Sometimes, an individual's long-term addiction increases a drug's addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again does so at the addiction rating the drug had just prior to his recovery.

Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the Fortitude save to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation. For example, a character unfortunate enough to become addicted to devilweed (low addiction) on his first use of the drug must succeed at a Fortitude save every day or take 1d2 points of Wisdom damage. As long as he continues to smoke devilweed every 10 days, his saving throw DC is only 6. If he stops smoking devilweed for more than 10 days, the DC of the addiction saving throw increases to 11. If he starts using it again, the DC drops back to 6.

Damage: Addiction deals the listed damage each day unless the character succeeds at a Fortitude saving throw or is satiated. Ability score damage is temporary, and characters naturally heal 1 point in each ability score per day.

Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction.

A lesser restoration or restoration spell may negate some or all of the ability score damage caused by an addiction, but on the next day the victim may accrue more ability score damage if he continues to fail his Fortitude saves. Remove disease immediately causes the user to recover from the addiction, but it does nor restore lost ability score points. Greater restoration or heal causes recovery and restores all ability score damage from the addiction.

Drug Characteristics

Some characteristics of drugs are summarized below.

Other characteristics are spelled out in a text entry for each drug. After a general description of the drug, the following characteristics are provided.

Initial Effect: The effect of the drug if the initial saving throw is failed. If multiple effects are given, the result of one saving throw indicates whether all or none of these effects occur.

Secondary Effect: The effect of the drug if the secondary saving throw is failed. If multiple effects are given, the result of one saving throw indicates whether all or none of these effects occur.

Side Effects: Side effects, if any. These occur immediately upon taking the drug.

Overdose: What constitutes an overdose and the effects of the same.

Agony (Liquid Pain)

This thick, reddish liquid is the distilled essence of pain, captured using special spells or items (see Pain as Power (page 33 Book of Vile Darkness). It is highly sought after by outsiders.

Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that.

Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.

Side Effects: Feelings of intense pleasure last for 1d4 hours.

Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates).

Baccaran

This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain.

Initial Effect: 1d4 points of Strength damage.

Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10-15 minutes.

Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen.

Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled.

Devilweed: Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked.

Initial Effect: 1 point of Wisdom damage.

Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours.

Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken).

Overdose: None.

Luhix

Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self- inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages.

Initial Effect: 1 point of ability score damage to all ability scores.

Secondary Effect: The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours.

Side Effects: For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effects of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage.

Overdose: Those who take this drug more than once in 24 hours must make a separate save (Fort DC 25 negates) or die in terrible pain.

Mordayn Vapor ("Dreammist")

Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace.

Initial Effect: Exotic visions of incredible beauty enthrall the user for the next 1d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell.

Secondary Effect: 1d4 points of Constitution damage and 1d4 points of Wisdom damage.

Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must succeed at a Will save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading.

Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (ingested DC 17, 1d10 Con/1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug.

Mushroom Powder

Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters.

Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour.

Secondary Effect: 1 point of Strength damage.

Side Effects: This is 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.

Redflower Leaves

These crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination.

Initial Effect: None.

Secondary Effect: As a move-equivalent action, the user may focus his attention upon a particular creature. If he follows that action with an attack against the creature, he gains a +4 competence bonus on the attack roll. This ability lasts 10 minutes.

Side Effects: None.

Overdose: Taking a second dose before the first has worn off causes the user to be nauseated for 1d4x10 minutes.

Sannish

A bluish liquid distilled from wolves' milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips.

Initial Effect: 1 point of Wisdom damage.

Secondary Effect: The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain).

Side Effects: Sannish causes euphoria. While the drug is in effect, the user takes a -2 penalty on all initiative checks.

Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions until the stupor wears off.

Terran Brandy

A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey.

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 a 8-hour period, the user immediately takes 1 point of Constitution damage.

Vodare

An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster (a very minor vile god.).

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: Mild euphoria and fierce confidence while the drug is in effect.

Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates).

Elixir of Fantasy

Developed decades ago by the Zargonites from the distillate of mushroom that grows beneath Cynidicea (Mystara), elixir of fantasy is a powerful hallucinogen (ingested, DC 7 fortitude save) that makes the user believe he is something else. The priests of Zargon tightly control the timing of the dosages in the city's water supply so that the hallucinogenic effects begin at the end of a work cycle and have worn off by the time the next one is about to begin. This process produces alternating periods of lucidity and hallucination. The following statistics use the rules for drugs.

Initial Effect: The imbiber retreats into a dreamlike state, lost in her own fantasies for 2d4 hours. During this time, She has a 50% chance to lose any action she attempts, as described in the bestow curse spell description. Longtime users of this elixir typically develop favorite fantasies that they live out over and over in exhaustive detail.

Secondary Effect: 1 point of Wisdom damage.

Side Effects: While elixir of fantasy is in effect, the user takes a -2 penalty on all initiative checks and saves against illusion spells and effects.

Overdose: None.

Drugs
NameTypePriceAlchemy DCAddiction
Agony ("liquid pain")Ingested DC 18200 gp25Extreme
BaccaranIngested DC 1410 gp20Low
DevilweedInhaled DC 156 gp20Low
LuhixInjury DC 252000 gp30Vicious
Mordayn vapor ("dreammist")Inhaled DC 17200 gp20High
Mushroom powderInhaled DC 15100 gp25Medium
Redflower leavesIngested DC 10300 gp27Low
SannishIngested DC 915 gp20Medium
Terran brandy*Ingested DC 19500 gp30Low
VodareIngested DC 1340 gp15 High

Drugs in Faerûn

From Lords of Darkness

Many strange, insidious, and dangerous substances plague Faerûn, a river of death, despair, and gold flowing through the human kingdoms and cities of the land. Some are beneficial, sharpening the mind, reflexes, or physical stamina for a short time at the cost of minor side effects. Many others are dangerous or even deadly. Those foolish (or unfortunate) enough to partake of these dark substances may achieve a short-lived escape from physical pain, ennui, or the harsh circumstances of their everyday lives, hut risk debilitating side effects and - in some cases - potentially lethal addictions. Some drugs are sophisticated poisons that render their users nearly helpless or susceptible to the slightest suggestions. Drugs of these kinds are often employed by slavers, kidnappers, and other villains to force compliance from their captives.

Drugs in the Campaign

Imaginary drugs can play a part in a roleplaying campaign. Certain villains might employ drugs that produce stupor or sap the will of the heroes. The trade in destructive drugs represents a social evil the heroes can fight against, much as they might seek to stamp out slavery or the worship of an evil deity in an area.

Smuggling

Most civilized realms refuse to allow the sale or transport of dangerous drugs within their borders, much as they would prevent slavery. That does not mean that the demand for all drugs is diminished, of course - there are always people willing to pay for outlawed substances, and smugglers willing to get rich by providing them.

Smugglers profit by selling an item normally unavailable in an area, whether because the item is highly regulated, taxed severely, or simply illegal. Many smugglers hide their contraband among other items in a caravan or ship. For example, a wine merchant from Tashalar might have many crates of wine bottles, and hidden under one crate's false bottom are a few bottles of exotic poison. Other smugglers focus entirely on their special goods and have to move smaller amounts because there are no other trade goods to "disguise" the smuggled items. In a world of magic, smugglers have an incredible advantage and can be very creative, using portals or teleportation magic to circumvent borders, enchantment magic to make inspectors and officials more reasonable, or concealing goods inside zombie horses, in a glove of storing, or within a bag of holding.

Listing of Drugs

In game terms, all drugs function like poisons, and allow the imbiber initial and secondary saving throws to resist their effects. Delay poison, neutralize poison, and similar effects negate or end a drug's effects, but do not restore hit points, ability scores, or other damage caused by the substance.

A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary, or vice versa. DCs are provided for situations in which a character is drugged against his will.

Drugs are presented in the following format:

Name

The name line also gives a drug's common nickname, if any. This line is also where magical drugs are identified as such. (If a drug is magical, its effects go away in an antimagic field.) Description: Information about the drug's appearance, its origin, and its effects.

Type: Contact, ingested, inhaled, or injury, with Fortitude save DCs, as explained in Poison and Special Ability: Poison. Injury also includes methods such as pouring the drug into a wound or applying it as a poultice.

Initial Effect: The effects if the initial saving throw is failed.

Secondary Effect: The effects if the secondary saving throw is failed.

Price: The price of a single dose, assuming the drug is publicly available. If a drug is banned, the price is generally two to five times higher.

Side Effects: Side effects, if any.

Overdose: What constitutes an overdose and the effects of the same.

Addiction: Addiction level of the drug (see Effects of Addiction, below). "None" indicates the drug is nonaddictive.

Haunspeir

Description: Named after a wizard from Neverwinter, haunspeir is sold as a tobaccolike paste, or sometimes dried and compacted into pill form. It is used by wizards and others who need to rapidly boost their Intelligence.

Type: Ingested DC 12.

Initial Effect: 1d4 points of damage.

Secondary Effect: 1d4+1 enhancement bonus to Intelligence for 1d10+15 minutes, plus side effects.

Price: 50 gp.

Side Effects: All slashing and piercing attacks against the target deal an additional 1 point of damage while the drug is in effect.

Overdose: If more than one dose is taken in a 24-hour period, the target immediately suffers 2d4 points of damage (no save), and the side effect is doubled.

Addiction: Low.

Jhuild ("Thrallwine")

Description: This dark reddish brew is made in Thesk from certain grapes, fruits, and herbs grown near the Surmarsh. Slaveholders and overseers use it to strengthen captives engaged in hard labor while dulling their wills and minds.

Type: Ingested DC 15.

Initial Effect: 1 point of temporary Wisdom damage.

Secondary Effect: The imbiber gains a +2 alchemical bonus to Strength for 1d3 hours.

Price: 6 gp.

Side Effects: A creature under the effect of jhuild is fearful and extremely susceptible to suggestion. The imbiber is shaken while under the drug's influence, and the DC of an Intimidate check used against the imbiber is reduced to 0 + target's Hit Dice.

Overdose: None.

Addiction: None.

Karnmarth (magical)

Description: Sold as a powder or a beige-colored jelly, kammarth is made from the combination of a rare forest root and an Underdark fungus. It causes a temporary increase in speed and reaction time.

Type: Contact DC 1,0 or ingested DC 13.

Initial Effect: Act as if under the effects of an expeditious retreat spell for the next 1d4+1 minutes.

Secondary Effect: +2 alchemical bonus to Dexterity for the duration of the drug's effect.

Price: 80 gp.

Side Effects: Kammarth is a potent stimulant and gives its user a sense of boundless energy and well-being.

Overdose: If more than one dose is taken in an 8-hour period, the user suffers 1d4 points of damage and is paralyzed for 2d4 minutes. Using it more than three times in any 24-hour period causes 4d4 points of damage and paralyzes the user for 2d4 hours.

Addiction: Medium.

Katakuda ("Dragonskin") (magical)

Description: Imported from distant Kara-Tur, this drug was developed by an order of fighting monks of that land. It is a brown paste that hardens the user's skin. Because of its side effects, it was rarely used for training and saved for times when the monks expect a great battle.

Type: Contact DC 18.

Initial Effect: None.

Secondary Effect: User gains +3 natural armor bonus for 30 minutes.

Price: 100 gp.

Side Effects: When the secondary effect ends, the user suffers wracking pains and spasms, which cause 1d4+1 points of temporary Dexterity damage.

Overdose: A second dose taken within a tenday of the first dose provides only a +2 natural armor bonus.

Addiction: None.

Mordayn Vapor ("Dreammist")

Description: Made of roughly ground leaves of a rare herb found in southern forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces, and the deadly peril of its sinister embrace.

Type: Inhaled DC 17.

Initial Effect: Exotic visions of incredible beauty enthrall the user for the next 1d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell.

Secondary Effect: 1d4 points of temporary Con damage and 1d4 points of temporary Wisdom damage.

Price: 200 gp.

Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must attempt a Will save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading.

Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (Ingested DC 17, 1d10 Con/1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug.

Addiction: High.

Oruighen ("Phantomdust")

Description: This drug is made by refining rare cacti found in the alkaline sands of Azulduth, the Lake of Salt. It is a gray, fine-grained dust normally carried in small paper envelopes. It can temporarily blind and disable anyone unfortunate enough to inhale a pinch, and is popular with rogues and assassins who want a way to quickly discourage those who interfere with their work.

Phantomdust is normally employed by casting a pinch in an opponent's face. Treat this as a standard action, melee touch attack; if the attack is successful, the target must make his Fortitude save or suffer the effects. If the attack misses, the dose dissipates harmlessly.

Multiple doses of oruighen have no additional effect on the victim until the effects from the first dose wear off.

Type: Inhaled DC 14.

Initial Effect: The victim is blinded for 2d4 minutes and suffers from an extremely painful stinging in the nostrils and eyes. The pain results in a -2 penalty on attack rolls, skill checks, and saving throws in addition to the penalties associated with blindness.

Secondary Effect: None.

Price: 20 gp.

Side Effects: None.

Overdose: None.

Addiction: None.

Panaeolo (magical)

Description: This herb was well known in the time of Netheril, but its secret was lost when that empire fell. With the return of the City of Shade, the descendants of the Netherese told the Red Wizards of the herb's power. The Thayans have rescued small amounts of it from oases in Anauroch and have begun to sell the drug in small quantities. Panaeolo's leathery-tasting leaves attune the user to the Weave, and boost the power of arcane spells.

Type: Ingested DC 8.

Initial Effect: None.

Secondary Effect: The DC of all arcane spells the user casts increases by +2 for the next 1d4 hours.

Price: 250 gp.

Side Effects: 1d6 points of temporary Charisma damage.

Overdose: If a second dose of panaeolo is taken within an hour of the first, the increase to the user's arcane spell DCs becomes +3 but the user suffers 2d8 points of temporary Charisma damage. Additional doses within an hour do not increase the DCs any more but still cause the Charisma damage.

Addiction: Low.

Redflower Leaves

Description: These crushed leaves of a tiny red bog flower native to Cormyr, Sembia, and the Dragon Coast are known for their ability to improve hand-to-eye coordination.

Type: Ingested DC 10.

Initial Effect: None.

Secondary Effect: As a move-equivalent action, the user may focus his attention upon a particular creature. If he follows that action with an attack against that creature, he gains a +4 competence bonus on the attack roll. This ability lasts 10 minutes.

Price: 300 gp.

Side Effects: None.

Overdose: Taking a second dose before the first has worn off causes the user to be nauseated for 1d4x10 minutes.

Addiction: Low.

Rhul ("Battlewine")

Description: A spicy red fluid with a bitter aftertaste, rhul causes increased physical prowess and aggression at the expense of caution and agility.

Type: Ingested DC 15.

Initial Effect: User gains a +4 alchemical bonus to Strength and Constitution, but suffers a -2 penalty to AC. This lasts 1 minute.

Secondary Effect: User is fatigued. Taking another dose of rhul causes the fatigue to go away for 1 minute (in addition to the drug's normal effects). Two or more doses of rhul-induced fatigue cause the user to be exhausted.

Price: 50 gp.

Side Effects: Due to stimulation of the scent and tactile nerves, while the initial effect is functioning, the user prefers to engage in close battle. If the user is given the choice of fighting in melee or with ranged attacks, he must make a Will saving throw (DC 16) or choose the melee attack.

Overdose: If more than one dose of rhul is taken in a period of 1 hour, the user takes 1d4 points of temporary Intelligence and Wisdom damage.

Addiction: Medium.

Sakrash ("Twilight Mind") (magical)

Description: This sweet, oily concoction of wines, rare tree saps, and certain herbs is only manufactured in Thay and Mulhorand. It protects the user's mind and thoughts.

Type: Ingested DC 11.

Initial Effect: User is dazzled for 1 minute.

Secondary Effect: Cannot be detected by effects that read or alter thoughts (such as detect thoughts, zone of truth, and modify memory) or emotions (such as emotion or fear). This lasts 1d4 hours.

Price: 500 gp.

Side Effects: Because the user's thoughts cannot be read, attempts to communicate with the user mentally (such as with Rary's telepathic bond, or the empathic link of a familiar to its master) fail, even if the user is willing.

Overdose: None.

Addiction: None.

Sezarad Root

Description: The sezarad plant is a broad, vivid flower with a short, brittle root. When chewed, the root breaks into soft splinters in the manner of a carrot. It increases vitality.

Type: Ingested DC 14.

Initial Effect: User gains 1d8 temporary hit points.

Secondary Effect: User gains 1d8 temporary hit points. These overlap (do not stack) with any other temporary hit points from sezarad root. All temporary hit points from sezarad root wear off 10 minutes after it is ingested.

Price: 75 gp.

Side Effects: 1d4 points of temporary Wisdom damage.

Overdose: None.

Addiction: Low.

Tekkil

Description: The fat red leaf of this succulent swamp plant releases a milky juice when chewed. The juice is an analgesic, and is sometimes used by people suffering from extreme or chronic pain. Addicts who seek to numb their senses and submerge themselves in a drug-induced stupor use it in greater doses.

Type: Ingested DC 9.

Initial Effect: None.

Secondary Effect: The user becomes numbed to pain for 1d4 hours. Any attack, saving throw, or skill check penalties caused by extreme pain (such as from a symbol of pain) are reduced by 1. The user also gains damage reduction 1/- against subdual damage only.

Price: 5 gp.

Side Effects: Tekkil causes lassitude and lethargy. While the drug is in effect, the user suffers a -2 penalty on initiative checks.

Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user acts as if under the effect of a slow spell until the stupor wears off.

Addiction: Medium.

Ziran ("Bloodfast")

Description: A bitter white powder usually compressed into a tablet, ziran is refined from several Underdark fungi by the drow. Its secret has reached the surface, and some alchemists have begun to cultivate farms of the appropriate mushrooms.

Type: Ingested DC 17.

Initial Effect: User is dazed for 1 round.

Secondary Effect: User gains a +2 alchemical bonus to Dexterity for 1d3 hours.

Price: 100 gp.

Side Effects: When the secondary effect ends, the user suffers 2 points of temporary Constitution damage. Ziran users describe a sense of detachment or out-of-body experience, feeling as if they're watching themselves act from a distance.

Overdose: If a second dose is taken within 24 hours of the first, the user suffers an additional 2 points of temporary Constitution damage.

Addiction: High.

Effects of Addiction.

One of the primary drawbacks of drugs is their potential for addiction. Some people reach a point where they think they need the drug in order to function, and end up selling off their material possessions (and in some places their family members) to get their needed drugs.

Drug addictions function much like diseases. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating other than "none") the character must succeed at a Fortitude save or become addicted, as shown below. Addiction proceeds like a disease - while addicted, the character suffers temporary ability damage each day unless he succeeds at a Fortitude save against the listed DC.

AddictionDCSatiationDamage
Low610 days1d2 Wis
Medium105 days1d2 Dex + 1d3 Wis
High142 days1d2 Dex + 1d3 Wis + 1d2 Con

Satiation: Each time the user takes the drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the Fortitude save to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation. For example, a wizard unfortunate enough to become addicted to haunspeir (low addiction) on his first use of the drug must make a Fortitude save every day or take 1d2 points of temporary Wisdom damage. As long as he continues to take haunspeir every 10 days, his saving throw DC is only 6. If he stops using haunspeir for more than 10 days, the DC of the addiction saving throw increases to 11. If he starts using it again, the DC drops back to 6.

Damage: Addiction inflicts the given damage each day unless the character succeeds at a Fortitude saving throw. Ability score damage is temporary, and characters naturally heal 1 point in each ability score per day.

Recovery: If a character in withdrawal makes two successful saving throws in a row, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction.

A lesser restoration or restoration spell may negate some or all the ability score damage caused by an addiction, but on the next day the victim may accrue more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes the user to recover from the addiction, but does not restore lost ability score points. Greater restoration or heal causes recovery and restores all ability damage from the addiction.


Poisons

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