Lamisha's Lament On Magical Addictions Of all the powers of magic that are adrift in this world, none trouble me more then the sudden arrival of the Narcoticum magic’s. Those used to great magical infusions that bewilder the mind and body and create terrible addiction. These magical addictions come in several forms. Each one more sinister then the next. In this text I hope to outline the various Addictions available to the common citizen and discuss its effects. Application: How the drug is taken Cost: The cost per doseDC purchase: The DC using Diplomacy to obtain. The base DC to obtain most drugs is DC15 and can be modified depending on location, i.e. city, town, village and alignment of settlement. The DC can also be modified by other things. Rogues and Bard receive a +2 bonus per 2 levels on DC to purchase. PC's in a evil aligned organization receive an additional +2 bonus per two levels. Thorp +25 Hamlet +20 Village +15 Small town +10 Large town +8 Small city +5 Large city +4 Metropolis +0 Secondary Damage:Once taken the type of positive effect the drug causes Duration: How long the drug lasts in the system Craft: The type of craft and DC to create the drug, providing you can get the material Addiction: The level that one may get addicted to the drug upon initial dose. Slight, HIgh, Extreme. Each level will dictate DC to resist becoming addicted. After initial dose is taken one must roll a Will save after the effects of the drug were off. If the initial save is made then there is no addiction to the drug. If the WIll save is failed then the user becomes addicted and must take the drug again. If not taken within the specified time the DC save increases to avoid taking the drug. If the drug is not taken within the time and the addiction save is failed then the user will loose 1d2 points of wisdom per period specified. DC15 Will initial, +1 / week Black aka Star, Cube Application: Contact (hand,palm) Cost: 50 gp DC purchase: 20 Initial Damage: -1d4 Wisdom Secondary Damage: DR5, +2 to strength, Feat Die hard, +4 against Fear effects Duration: 4 hours Craft DC 20 Craft Alchemy Addiction: Extreme DC15 Will initial, +1 / week Description: Black Star comes in the shape of a cube about 1/2” long and wide by 1” deep. This cube seems to be a very faint translucent purple from within the cube pulses a purplish light. If the cube is placed in the naked palm it will be absorbed leaving a black stylized star mark on the palm. The effects of Black Star cause the user to fall into a euphoria state for 1d4 hours at this point the user feels invincible and has the feeling that nothing can stop him. He is not affected by pain or emotions. Any damage done is reduced by 1/ 2 and they have increased strength +2. As the drug wears off the user feels fatigued and drained. They often crave sleep and to be alone. After 3 hours they begin to sweat and shake feeling horrible pain in their chest and stomach. They may fall into a deep depression and crave the drug again. “Kandy” or "Cane" aka Sweet, Sugar Application: Contact (forehead) Cost: 50 gp DC purchase: 20 Initial Damage: -1d4 Wisdom Secondary Damage: All damage 1/2, +2 to strength Craft DC Addiction: High - Extreme Application: Cost: DC purchase: Initial Damage: Secondary Damage: Duration: Craft: Addiction: Liquid aka Red, Agony Ingested Cost: 200 gp (per dose) DC purchase: 25 Initial Damage: Stunned for 1d4+1 rounds* Secondary Damage: Enhance Cha 1d4+1 for 1d10+50 min. Craft DC: 25 , devil blood Addiction: Extreme Application: Cost: DC purchase: Initial Damage: Secondary Damage: Duration: Craft: Addiction: Description: dark red tablet placed on the tongue, if looked at the tablet swirls with a thick, reddish liquid inside. This is the distilled essence of pain, captured using special spells or items. 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 Effect: Feelings of intense pleasure lasting 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). Swift, Darkness contact Cost: 80 gp (per dose) Initial Damage: Acts as if under an expeditions retreat spell for 1d4+1 min. Secondary Damage: +2 Dex Addiction: Medium Tiefling blood Application: Cost: DC purchase: Initial Damage: Secondary Damage: Duration: Craft: Addiction: Description: Sold as a powder , Darkness is made from the combination of a rare forest root and an Under dark fungus. It causes a temporary increase in speed and reaction time. Side Effects: Darkness 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 3 times in any 24-hour period causes 4d4 points of damage and paralyzes the user for 2d4 hours. Azure Breath Inhalation Cost: 15 gp (per dose) Initial Damage: -1 Wis Secondary Damage: Numbed to pain for 1d4 hrs.* Craft DC: 20 Addiction: Medium Application: Cost: DC purchase: Initial Damage: Secondary Damage: Duration: Craft: Addiction: 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 symbol of pain). Side Effect: Azure Breath causes euphoria. While the drug is in effect, the user takes a -2 penalty on all initiative checks. Overdose: A second dose take 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. Nevermore Ingested Cost: 150 gp (per dose) Initial Damage: Special* Secondary Damage: Special* Craft DC: 27 Undead, Limbo Description: an ingested poison, since it negates all scent and flavor from any dish to which it is added. For this reason, it is often mixed simply in water or tea. Nevermore does not kill its victims; instead it first kills the memory of the victim in all others. Those poisoned by nevermore simply do not register as a specific person. If the victim is dining with friends when the poison is applied, they no longer notice or remember him by the second course. They do not acknowledge him in any way: even a request as simple as "pass the salt" goes unheard, and only physical violence gets any attention - though observers take pain to attribute attacks and damage to another source. Exactly one hour after the poison is administered, the victim begins to lose his grasp on the material world. He must succeed at a Will save each hour (DC 17) or lose all memories and become incorporeal. An incorporeal victim cannot materialize, and is completely unable to affect the material world. He must succeed at an Intelligence test (DC 15 + number of hours since taking Nevermore) to remember even the most inconsequential details of his past life, such as where he lived or what his name was. Nevermore is commonly used as a way of disposing of popular and well-known figures, whose death would otherwise arouse suspicion and alarm. Less well known is its use by assassins on themselves, as a way of avoiding detection and notice after they commit a murder. This dangerous use of the drug is always accompanied by a stash of a reliable antidote, put up by the assassin himself for just such a contingency. HandSpire Named after a wizard from Neverwinter, haunspeir is sold as a tobacco-like paste or dried in a pill form. It is used by wizards and others who need to rapidly boast their intelligence. Jinn Type: Ingested DC12 Initial Effect: 1d4 points of damage Secondary Effect: 1d4 + 1 bonus to Intelligence for 1d10 + 15 minutes. Side Effects: All slashing and peircing damage against the target gains an extra point. Overdose: If more than 1 is taken within 24 hours, the target suffers an immediate 2d4 points of damage (no save) Addiction: Low Juice Also known as "Thrullwine", Jhuild is a dark reddish brew made from certain grapes, fruits and herbs grown near Surmarsh. Slaveholders and overseers use this drink to to strengthen captives engadge in hard labor while dulling their wills and minds. Daemon Ingested: DC-15 Initial Effect: 1 point temorary Wisdom damage Secondary Effect: The ingester gains a +2 bonus to strength for 1d3 hours. Side Effects: The user will become suseptable to suggestion for the duration of the effect. This causes a decreased Will saving throw and a suseptibility to Mind Affecting spells. Overdose: None Addiction: None Karma Sold as a powder or black jelly, Karma is made from the combination of drow blood and an Underdark fungus. It causes a temporary increase in speed and reaction time. Type: Contact DC10 Initial Effect: The target acts as if under the effects of a fear spell for 1d4+1 minutes. Secondary Effect: +2 bonus to Dexterity for 1d10+20 minutes Side Effects: Kammarth is a stimulant and, therefore, gives it's user a feeling of boundless energy and a sence of well-being. After the secondary effect recedes, however, the target suffers a -1 to Dexterity for 1d10 minutes. Overdose: If taken more than once in a 8-hour period, the target suffers 1d4 points of damage and is paralyzed for 2d4 minutes. Addiction: Medium Mordayn Vapor Also known as, "Dream Mist". Made from psionic essence, Mordayn inhaling the vapors Raw Mordayn power and Mordayn-tanted water are a deadly poison; taking the powder directly or drinking the tea produces an immediate overdose. Dream mist is renowned for the beautiful visions it induces, and the deadly peril of it's embrace. Type: Inhaled DC17 Initial Effect: Exotic visions of beauty revolve around the user for the next 1d20+10 minutes. There's also a 50% chance that the visions cause the user to lose actions that they wish to make (similar to Bestow Curse). Secondary Effect: The user can not only see their own thoughts as beauty but can see everything. The user will have Ultravision, Darkvision and See Invisible for the same amount of time as decided above. Side Effects: None Overdose: If two doses are taken within the window of 3 hours, the target must make a Will save or die from the poison. Addiction: High Rule, King A spicy red fluid with a bitter after-taste, Rhul (also known as Battle Wine) causes increased physical prowness and aggression at the expense of caution and agility. Demon blood Type: Ingested DC15 Initial Effect: The user gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC for 1d20 + 20 minutes Secondary Effect: User is fatigued for the same number of minutes after the initial effect wares off. Side Effects: The user prefers to fight with a melee weapon rather than a ranged weapon Overdose: If more than one dose of rhul is drunk within an hour, the user loses 1d4 points off thier intelligence score temporarily. Addiction: Medium Suffer Archon essence. The juice is an analgesic, and is sometimes used by people suffering from extreme or chronic pain. Addicts who seek to numb their sences and submerge themselves in a drug-induced stuper use it in greater doses. Type: Ingested DC17 Initial Effect: User is dazed for 1 round Secondary Effect: The user gains an additional 1d4 points to dexterity for 1d3 hours. Side Effects: When the 2ndary effects ware off the user suffers a -2 to Constitution for one hour. This is due to the fact that the user has an out-of-body experience where they see themselves act. Overdose: None Addiction: High Shivel or Shiv |