Drugs of the Eastern Realms
Aside from alcohol, there are several illicit goods that make their way throughout the Eastern Realms, some (relatively) harmless, some downright destructive.
Root
Root is a depressant akin to marijuana or hashish. The dried flowers of the plant are usually dried and ground down into a dust, after which it can be smoked in pure form or in combination with tobacco. Alternative methods are pressing fresh flowers and collecting the oil that comes out of it. The oil can subsequently be mixed with butter or cream and eaten in combination with food.
Mechanics
When consuming a portion of Root, for the next 4 hours you gain the following effects:
- Advantage on persuasion checks
- Advantage on charisma saving throws
- Disadvantage on dexterity saving throws
- Disadvantage on wisdom saving throws
Root is considered to be non-addictive. Despite this, some users report a dependency after long-term use. As such, at the end of the use, make a DC5 constitution saving throw. On a failure, you become addicted to Root. While addicted to Root and not under the influence, you gain the following effects:
- Disadvantage on wisdom saving throws
- Disadvantage on initiative
Dust
Dust is a stimulant akin to cocaine. The oily substance in the leaves of Euryale azurea, a plant native to Dumrayan, is extracted after which it is mixed with oil and allowed to crystalise. The crystals are filtered out and crushed into a fine dust, after which it is fit for consumption. Dust is usually snorted, but on occasion also smoked.
Mechanics
When consuming a portion of Dust, for the next 8 hours you gain the following effects:
- Advantage on initiative
- Advantage on intimidation checks
- Advantage on dexterity saving throws
- Disadvantage on wisdom saving throws
- Disadvantage on persuasion checks
- Disadvantage on deception checks.
At the end of the use, make a DC12 constitution saving throw. On a failure, you become addicted to Dust. While addicted and not under the influence of Dust, you gain the following effects:
- Disadvantage on persuasion checks
- Disadvantage on wisdom saving throws
Addiction to Dust can be cured by casting a Greater Restoration spell of 5th level or higher on the addicted person, or by not using Dust for 3d4 days. After this time, make a DC14 constitution saving throw. On a failure, you remain addicted for another 1d4 days, but make the next constitution saving throw to rid yourself of the addiction with advantage. On a success, you are no longer addicted.
Fisstech
Fisstech is a stimulant akin to amphetamine. Roots of Spodiopogon cerefolium are harvested and ground into a fine paste. The paste is then either chewed on, like chewing tobacco, or packed into the dried leaves of the plant and put under the lips, like is the case with snus.Mechanics
When consuming a portion of Fisstech, for the next 4 hours you gain the following effects:- Advantage on initiative
- Advantage on persuasion checks
- Advantage on dexterity saving throws
- Disadvantage on being charmed
- Disadvantage on intimidation checks
- Disadvantage on wisdom saving throws
- Disadvantage on charisma checks
- Disadvantage on wisdom saving throws
Wyvern
Wyvern is a psychoactive drug and depressant akin to magic truffles. The drug is commonly harvested by drying the mushroom of the fungus Psylocibe vulgaris, after which it can be eaten or be made into a tea. Psylocibe vulgaris is usually found in the marshes around Eveasson, where it is occasionally used by the Firbolg and Lizardfolk tribes hidden there. The hallucinations are visual, with pulsating or swaying visuals. Consumption of Wyvern is infamous for its foul taste that might induce vomiting.
Mechanics
When consuming a portion of Wyvern, immediately make a DC10 consittution saving throw. On a failure, you vomit up the Wyvern again and the effects of the drug do not apply. On a success, for the next 8 hours you gain the following effects:
- Advantage on intelligence saving throws
- Advantage on wisdom saving throws
- Disadvantage on wisdom saving throws against the frightened or charmed effects
- Disadvantage on all charisma skills
Witch Powder
Witch powder is a synthetic drug that acts as a stimulant with strong psychoactive abilities. In magically gifted individuals, it is capable of strongly enhancing the ties to the Arcane Fabric, in exchange for paranoia, audiovisual hallucinations and its extremely addictive nature. Witch powder received its incredible infamy through its ties to theCult of Khalbris , who used the drug in their attempt to enslave Grostinheart for theirsummoning of his infernal champion Thernemor .
Mechanics
When consuming a portion of Witch Powder, for the next 8 hours you gain the following effects:
- Once during the trip, whenever you cast a spell of 1st level or higher, roll a d20. On a 20, you do not expend the used spell slot. Sorcerers may spend a number of sorcery points equal to half the spell level to gain advantage on this roll.
- You have disadvantage on all (spell) attack rolls
- You gain magic resistance, meaning you have advantage on saving throws against spells and other magical effects, noting the following exceptions: you have disadvantage on saving throws against the charmed conditions.
At the end of the use, make a DC15 constitution saving throw. On a failed save, you become addicted to Witch Powder. Once addicted to Witch Powder, and not under the influence, you gain the following effects:
- Disadvantage on saving throws against the frightened condition
- Disadvantage on all charisma skills
- Whenever you spend a sorcery point, roll a d20 for each sorcery point spent. You spend 1 additional sorcery point for each 1 rolled.
- In your sleep, you start to hear whispers and voices spoken in Infernal
Addiction to Witch Powder can only be cured by casting a Greater Restoration spell of 5th level or higher on the addicted person.
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