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Drugs

Some magical, some mundane, drugs are found in all parts of the world.

Suena

hallucinogenic mushroom
highly addictive   The caps of a very rare black mushroom of the same name. Suena stems are highly toxic.   Initial Effect The user experiences hallucinations for 1d6 hours that so so vivid they have trouble deciding what is real. This effectively means all saving throws and ability checks are at disadvantage but the user is completely immune to all illusion or enchantment spells. Someone using suena can see invisible creatures and objects, but they are required to make a DC 17 Wisdom saving throw to realize that they are not hallucinating the seen invisible creature or object.   Secondary Effect The user has a +2 to their Charisma score for four hours after taking suena.   Side Effect After the secondary effect expires, the user takes a -4 Constitution until they take a long rest unless they make a DC 20 Constitution saving throw.   Overdose Anyone eating suena more than once in a 24 hours period has overdosed. Suena overdose causes 26 (4d12) poison damage, or half damage upon a successful DC 15 Constitution saving throw. The user is also paralyzed for 2d4 rounds after an overdose regardless of their saving throw.    

Temsiken

hallucinogenic mushroom
highly addictive   Temsikin is a tea made from the golden yellow mushroom shadebane. Temsikin is renownd for the beautiful visions it induces and the deadly peril of its sinister embrace. Though fairly rare, shadebane grows in most places that are dark and wet enough. The Shanite merchant aristocracy has developed elaborate rituals around the proper way to prepare, serve, and consume temsikin.   Initial Effect Erotic visions of incredible beauty enthrall the user for the next 2d6 hours. The user is 50% likely to lose any action per round as they are easily distracted by visions.   Secondary Effect Constitution and Wisdom are reduced by 1d4-1 each. These stats slowly improve after a long rest if no drugs were used in the last 24 hours. Each long rest recovers 1d4 points of Constitution and 1d4 points of Wisdom.   Side Effect The visions of temsikin are so poignant and compelling that any user that has a dose wear off must immediately make a DC 10 Wisdom saving throw. On a failure they are compelled (as per the Suggestion spell) to acquire more temsikin using any means necessary in line with their alignment. This compulsion lasts 3d20 minutes.   Overdose If two doses of temsikin are taken in a 24 hour period then the user overdoses. An overdose requires the user to make a DC 16 Constitution saving throw of take 29 (5d12) poison damage and the user gains the poisoned condition for 1d3 days.    

Carana

hallucinogenic mushroom
somewhat addictive   The giant droam mushroom grows two feet tall, with a cap three feet across. Dark orange with gold streaks down the cap, the droam’s spores are harvested for their powerful hallucinogenic effects. Lines of carana are usually inhaled through the nose using a small ritual cylinder and a disk of polished metal.   Initial Effect The user will feel euphoric and happy and will be easy to manipulate for 3d6 minutes.   Secondary Effect The user will see things that are not there or otherwise have issues dealing with reality and will have disadvantage on all Dexterity checks or saving throws for 2d20 minutes.   Side Effect After completion of the secondary effect, the user must make a DC 8 Constitution saving throw or fall asleep for 2d4 hours. They can be awakened normally.   Overdose If more than four doses are taken in twelve hours, then the user must make a DC 12 Constitution saving throw of be poisoned for 2d4 hours and take 6 (2d6-1) poison damage.

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