Drugs of Faerun in Not Forgotten Realms | World Anvil

Drugs of Faerun

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.   In the Realms, a drug is something—usually liq¬uid, taken orally—whose making is complicated and unknown to whoever is using the word. In other words, the liquid made by boiling harl- thorn and hoof-leaf together, as described earlier in “Herbal Lore,” would be a drug if its manu¬facture wasn’t so widely known. Most drugs are secret-recipe mixtures of herbal distillations, plant saps, and animal secretions, all of which have no real-world inspirations or counterparts.   Local laws often restrict making and import¬ing of drugs, because bad things have happened in the past. Since alchemy, doctoring, and the like all approve of using herbal and created substances to help the sick or injured, and most clergy use mind-altering or pain-numbing herbs and drugs as part of their rituals, drugs are seen as bad only when they are clearly intended to be used to in¬capacitate someone so that person can be killed, robbed, kidnapped, made to sign or say things he or she otherwise wouldn’t, or in some other way taken advantage of. Poisons are always seen as bad except when used with state sanction in war, or by physicians as part of medical treatment— and this latter use is usually very closely watched by local law keepers and guilds.   Waterdeep provides a model to use for toler¬ant trading cities where local rulers or dominant temples aren’t trying to control drug use.   The drug trade in Waterdeep is largely con¬fined to Skullport and Downshadow, in terms of dealing and in the storage of large amounts. “Topside” (in the city proper) there is no drug production, only runner-to-client selling. Sell¬ing is done face to face, but some nobles send their stewards, bodyguards, or trade agents to buy drugs. These so-called “runners” tend to be lone individuals or gangs of no more than three, a run¬ner and two “watcheyes” (lookouts) who are often young children, preferably girls, who serve the runner as eyes and as places to stash drugs if the Watch approaches—because Watch officers are far more reluctant to search a young girl’s body than that of a hard-bitten, known-to-them Dock Ward tough.   A Lords’ Edict was long ago issued banning the making and selling of drugs in Waterdeep— so the relevant crime is Willful Disobedience of Any Edict, which results in exile for five years or a 1,000 gp fine. The former is enacted on all outlanders and those who do not own property, and the latter against all Waterdhavian land¬owning citizens—who will find themselves very closely watched for a month, then again in the third month thereafter, because the Watch wants to catch and fine them again. It’s not a crime to use drugs, nor is it a crime, strictly speaking, to possess them. In practice, nobles and wealthy merchants receive nothing but a stern “We’re watching you” warning if caught with either small or large amounts of drugs, but a commoner    merchant or laborer is assumed to have the drugs to sell, and will be sentenced accordingly, unless the individual is a member of the Guild of Apoth¬ecaries & Physicians or can prove he or she is working directly for a guild member.   Aside from those exceptions, drugs that can readily be used to kill—even if only through overdoses—can, if the Watch or the magisters involved desire it, be treated as poisons, and ar¬rested beings are charged with murder even though no killing has yet occurred. Waterdha- vian justice has no attempted or intended murder charges, so what occurs is a murder trial, usually ending in a sentencing for “Murder with Justifica¬tion,” which brings a five-year exile or three years of enforced hard labor.   Drug making is secretive and a matter of con¬stant experimentation, so there are thousands of drugs that go by even more names, enough to fill shelves full of books as big as this one. Here fol¬low just a notorious, popular handful.  

Cannabis-like herb availability

  Most cities and "market towns" in the Realms have alchemists or herbalists or both (shops, that is), and of course most farmers (crofters) and rural villages have ample supplies of grown-right-there herbs as   well as "harvested from hedgerows and woodlots or the wild" herbs. However, the Realms DOESN'T have laws against soft or hard recreational herbal drugs (the very concept is unknown, because herbs and other plants have always been used for home medicines, and for trance-inducing, hallucinogenic, and mood-altering purposes IN TEMPLES, by the priests of the Realms (of almost all faiths).   As a result, there's no market need in the Realms for what's sometimes called in our real world a "head shop" or a "funk shop" or any "counter-culture" gathering place or vendor of drugs and associated items ("bongs", music, T-shirts, etc.).   No drug trade, no drug laws and police enforcement of them...none of that. If an idiot "drives" a wagon or chariot when stoned or drunk and does damage, citizens mete out rough justice on the spot, or the Watch in a city comes and arrests and takes the miscreant to justice for the damage done and for the reckless endangerment of the behavior that caused said damage...NOT for the drugs. (Again, in a setting where EVERYONE "believes" in all of the gods without necessarily having to take anything on faith, and priests habitually make use of drugs in holy rituals involving themselves and lay worshippers, the very concept of "drugs being illegal" is unknown.)   The one exception I know of is: military discipline. In many of the armies and local lawkeeping forces (i.e. City Watches) of the Realms, it's an offense to be drunk or stoned on duty.   Now, a note to all scribes reading this: please DO NOT misinterpret this post as advocating drug use in the real world, or describing the Realms as a place where everyone (or a majority of folk) are stoned all or part of the time. Nothing could be further from the truth. In some thirty-two years or so of Realmsplay, Ed has only ever described ANY evidence of drugs in the Realms twice, that I recall.   Once was a ritual in which priests had undertaken a vigil in which they drank sacred wine and inhaled vapors from specific herbs burned on an altar, in order to receive visions that would guide them (that they believed came from the deity).   The other occasion was PCs invading a temple of Bane to try to recover kidnapped persons. As they descended into lower levels of the temple (subterranean dungeons), Ed described acrid scents in the air, as if certain plants were being burned...and then the visions started. (This wasn't a defense of the temple, it was priests down on those lower levels engaged in a ritual, and the PCs inhaling the results from the air currents that normally exhaust the air of those lower temple levels.)  

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.   Some of the more potent drugs can have serious side effects. For these, statistics regarding addiction and recovery are provided. Each detailed substance follows the same basic format.   Description: This details the substance, basic effects, and usual means of ingestion.   Addiction: This is the Constitution saving throw DC you must upon consuming the drug. On a failed save, you become addicted and take the listed ability score damage each week you don’t consume the substance (due to withdrawal). So long as the substance is consumed, no ability damage is taken from it. Ability damage suffered as the result of an addiction does not heal naturally during any week the drug is not consumed but can be healed magically. If the substance is consumed, ability damage heals normally that week.   Recovery: This is a listed with the addiction effects. To break an addiction, you must forego the substance for a number of consecutive weeks (the exact number is listed in the drug’s description). Note, the character suffers the withdrawal damage during this time. A Constitution saving throw (DC = addiction DC) must be made at the end of each week. If you succeed on all saves, you have kicked your addiction. If you fail a save, you must begin your recovery anew. A heal spell removes an addiction.   Effects: This lists the effects of the substance, both bonuses and penalties.   Side Effects: Any side effects and after-effects of using the substance are listed here.     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.   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.   Addiction DC Satiation Damage Low 6 10 days 1d2 Wis Medium 10 5 days 1d2 Dex + 1d3 Wis High 14 2 days 1d2 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.  

DRUGS

  Each drug has a Type, which indicates how the drug is consumed; a Save, which is used to eventually overcome the drug’s effects; and an Interval, which is how long the user goes between saving throws to attempt to overcome the drug’s influence. Drugs also have Addiction ratings, measured None, Low, Medium, and High (see the sidebar “Addiction”).When a drug is consumed, the user is immediately affected for a certain amount of time (called an Interval). Once this amount of time has passed (a period called the first interval), the user is granted a save, usually with Constitution. If this save is successful, the user begins to recover. Each drug has one or more Effects, with details on not just what happens, but at what part of the experience it occurs in, as follows:  
  • Immediate: As soon as the drug is consumed, this Effect occurs.
  • Until First Interval: This Effect occurs from the time the user first consumes the drug until the very first interval.
  • At First Interval: This Effect occurs at the first interval.
  • While in Effect: This Effect lasts from the moment the user consumes the drug until they make a successful save against it.
  • When Effect Ends: This Effect occurs once the user makes a successful save against the drug.
  • Addiction

      When a user uses a drug, he risks addiction. After the drug's last Effects have worn off, the user must make a save of the type indicated in the drug entry (if it lists multiple, use the lower of them). The DC for this save is based on the rating of the drug, per the table above.   If this save is successful, the character does not become addicted. If he fails the save, he becomes addicted to that drug.   Addiction: If you go longer than your Satiation Time without consuming a dose of the drug to which you are addicted, you must make a save of the type indicated for the drug at a DC based on the Addiction intensity. If this save is successful, you stave off the cravings, but must make the save again the next day, at a cumulative +1 to the DC per day beyond the Satiation Time. If you fail this save, you enter withdrawal.   Once you enter withdrawal, you may make a daily save at a DC based on the intensity; for each day you are in withdrawal, this decreases by 1. Once you have accumulated a number of successful saves based on the intensity, you are no longer addicted to the drug and all withdrawal effects end. Until you make those saves, however, you suffer all the cumulative effects of the withdrawal.   Withdrawal (Low): DC 12 (-1 per day) • 2 saves. You suffer a -1 penalty to all Wisdom ability checks and saves until you accrue 2 successful saves or consume one dose of the drug to which you are addicted. This penalty increases by 1 for every three full days in withdrawal, to a maximum of -4.   Withdrawal (Medium): DC 16 (-1 per day)• 5 saves. You suffer a -2 penalty to all Wisdom ability checks and saves and a -1 to all Dexterity ability checks and saves until you accrue 5 successful saves or consume one dose of the drug to which you are addicted. On day three, double these penalties. On day six, this becomes disadvantage on all Wisdom checks and saves, and a -4 to Dexterity checks and saves. On day 10, this becomes disadvantage to both Wisdom and Dexterity.   Additionally, on the third day of withdrawal, you must make a DC 5 Wisdom save or take actions to seek out a dose of the drug. This save must be repeated every day, with the DC increasing by 1 for each day.   Withdrawal (High): DC 18 (-1 per 2 days) • 10 saves. You suffer disadvantage on all Wisdom checks and saves until you accrue 10 successful saves or consume one dose of the drug to which you are addicted. On day three, you gain disadvantage to Dexterity checks and saves as well. On day six, you gain the Poisoned condition in addition to having disadvantage to Dexterity and Wisdom checks and saves.   On day eight, you have all of the previous penalties, plus you lose the ability to regain hit dice from a long rest. On day twelve, you lose 1 hit die per day in addition to all the previous penalties. If you run out of hit dice, you must make an immediate Death Save instead of losing the hit die; this continues until you accumulate three total failures, no matter how many successes you accrue.   Additionally, on the first day of withdrawal, you must make a DC 8 Wisdom save or take actions to seek out a dose of the drug. This save must be repeated every day, with the DC increasing by 1 for each day.   Recovery: Only by going through a full withdrawal and accruing the necessary number of saves in question can an addict overthrow the grip of addiction. However, the Addiction DC of that drug is increased by +2 for that character forevermore - once lured to a given vice, it is harder to break free if the character becomes an addict once more.  

    Drugged (Condition)

     
    A drugged creature is affected by the drug in their system. Each drug has different mechanics.
      A drugged creature may make a save against the effects of that drug at a regular interval, with the first save being made at the first interval after the drug was imbibed.
      If this save is failed, the drug's effects persist, but the DC is reduced by 2 for each interval afterwards, cumulative, until the save is made.
     

    Alindluth

      Alchemical • 10 gp per dose   When ingested, alindluth deadens all pain and prevents shock and nausea effects for a few minutes. There are no known side effects, but if the substance is used too soon after first exposure (or in too large a dose; dosages vary by body volume and weight), it induces a short-duration coma.   Type: Ingested • Save: Constitution DC 13 • Interval: Ten minutes   Effect: The user feels no pain or systemic ills.   Until First Interval: The user reduces all damage (except psychic) by 1 point.   While in Effect: The user gains advantage on all Constitution saves.   Overdose: A user that takes a second dose within three hours of the first must make a Constitution save DC 14 or suffer the Unconscious condition until the first interval.   Addiction: None  

    Chaunsel

      Alchemical • 20 gp per dose   Upon contact with bare skin, chaunsel makes the affected area extremely sensitive for up to about twenty minutes. It is often used by thieves or others working in darkness, applied to their fingertips to make them able to feel tiny details, seams, and such. Overdosing causes days of numbness in the affected area.   Type: Contact • Save: Constitution DC 12 • Interval: Ten minutes   Effect: The user's sensitivity spikes, causing an increase in tactile awareness.   Immediate: The user suffers 1d4 psychic damage.   While in Effect: The user gains advantage on Intelligence (Investigation), Wisdom (Perception), and on thieves' tools checks.   Overdose: A user that takes a second dose within twelve hours of the first must make a Wisdom save DC 16 or overstimulate his nerves, suffering 2d6 poison damage and taking disadvantage on all Intelligence (Investigation), Wisdom (Perception), and thieves' tools checks for 1d4 days.   Addiction: Low (Wisdom)  

    Haunspeir

      Natural • 25 gp per dose   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.   Type: Ingested • Save: Constitution DC 12 • Interval: Fifteen minutes   Effect: While on haunspeir, a user's intellect and cognition spike, with nose-bleeds as a side effect. During this time, the user's skin is very sensitive to sharp injuries, causing them to bleed viciously.   Immediate: 1d4 points of psychic damage.   Until First Interval: Advantage to all Intelligence ability checks and +2 to Intelligence-based spell save DCs.   While in Effect: All slashing and piercing attacks against the target deal an additional 1 point of damage.   Overdose: If more than one dose is taken in a 24-hour period, the target immediately suffers 2d4 points of psychic damage (no save), Save DC increases by +4, and the side effect is doubled.   Addiction: Low (Wisdom)  

    Jhuild

      Natural • 3 gp per dose   Also known as "Thrallwine", 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 engage in hard labor while dulling their wills and minds.   Type: Ingested • Save: Intelligence DC 15 • Interval: One hour   Effect: While on jhuild, a user is jumpy and nervous, finding relief and distraction in hard physical labor.   Immediate: 1 point of psychic damage.   While in Effect: Advantage on all Strength ability checks and saves for the duration.   While in Effect: The imbiber is fearful and extremely susceptible to suggestion, suffering disadvantage to all Wisdom saves while under its influence. Creatures gain advantage on their attempts to use Intimidation against the imbiber.   Overdose: None   Addiction: None  

    Kammarth

      Magical • 40 gp per dose   Sold as a stimulant powder or 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 or ingested • Save: Wisdom DC 10 or 13 (ingested) • Interval: Fifteen minutes   Effect: While on kammarth, a user feels a sense of boundless energy and well-being.   Immediate: Gain a +10' bonus to Speed for 1d4+1 rounds.   While in Effect: Gain advantage on Initiative checks.   While in Effect: Those on kammarth are very trusting, apt to see the best in everyone. This gives anyone using Deception or Persuasion against them advantage on those checks.   Overdose: If more than one dose is taken in an 8-hour period, the user suffers the 1d4 points of poison damage and the Paralyzed condition until they overcome the second dosage. Using it more than three times in any 24-hour period causes 4d4 poison damage, increases the interval to one hour, and inflicts the Paralyzed condition until they overcome that dosage.   Addiction: Medium (Constitution, Wisdom)  

    Katakuda

      Magical • 50 gp per dose   Also known as "Dragonskin". Imported from the 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 it's side-effects it was rarely used duing training, but was saved for times when the monks expected a great battle.   Type: Contact • Save: Constitution DC 18 • Interval: Thirty minutes   Effect: While on katakuda, a user's flesh is toughtened, though this gives away to wracking pains and spasms.   Until First Interval: User gains resistance 3 to bludgeoning, slashing, and piercing attacks.   At First Interval: 1d4+1 points of poison damage.   After First Interval: User suffers disadvantage on Dexterity checks and saves.   Overdose: Additional doses taken within a tenday of the first dose increase the DC by +2 per dose, and reduce the damage resistance by 1 per dose.   Addiction: None  

    Mordayn Vapor

      Natural • 100 gp per dose   Also known as "Dreammist". Made from roughly ground leaves of a rare herb found in southern forests, Mordayn is so potent that it is made from steeping a small amount into boiling water and then inhaling the vapors of the resulting tea. Raw Mordayn power and Mordayn-tainted water are a deadly poison; taking the powder directly or drinking the tea produces an immediate overdose.   Type: Inhaled • Save: Charisma DC 17 • Interval: Thirty minutes   Effect: Exotic visions of incredible beauty enthrall the user, but when this wears off, the user's life seems drab and futile, instilling in him the desire to recapture the transcendent beauty of his trip.   Until First Interval: Stunned condition.   Ending: The user must make a Wisdom save DC 15 or fall under a compulsion to do whatever is necessary to repeat the dreammist dose. This lasts for 1d4 hours before fading.   Overdose: If two doses are taken within an hour, or if raw mordayn powder or mordayn tea are ingested, the drug acts as a deadly poison (Ingested • Constitution save DC 16 • 2d10 poison damage and poisoned condition for 24 hours; half damage on successful save). Mordayn users 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 (Wisdom)  

    Oruighen

      Alchemical • 10 gp per dose   Also called "Phantomdust," Oruighen 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 quick way to discourage those who interfere with their work. Phantomdust is normally employed by casting a pinch in an opponent's face (performed as a normal attack, with proficiency if the character is proficient with improvised weapons or a poisoner's kit).   Type: Inhaled • Save: None • Interval: 2d4 minutes   Effect: The victim suffers from extremely painful stinging in the nostrils and eyes.   Immediate: Inhaler must make an immediate Constitution save DC 14. If successful, there are no effects.   While in Effect: Victim suffers the Blinded condition.   At First Interval: Effect ends, with no save necessary.   Overdose: None   Addiction: None  

    Panaeolo

      Magical • 125 gp per dose   This herb was well-known in the time of Netheril, but its secret was lost when that empire fell. Some merchants have re-discovered the drug, and rescued small amounts of it from oases in Anauroch, beginning to sell it in small quantities.   Type: Ingested • Save: Constitution DC 10 • Interval: One hour   Effect: Panacolo's leathery-tasting leaves attune the user to the Weave, and boost the power of arcane spells. They make the user ill-tempered and surly, however.   While in Effect: Increase the spell save DC of all arcane spells cast by the user by +1.   While in Effect: The user takes Disadvantage on all Charisma ability checks.   Overdose: If a second dose of panaeolo is taken within an hour of the first, the increase to the spell save DCs becomes +2, but the drug also gains the following:   Immediate: The user takes 2d6 psychic damage that cannot be healed until the drug's effects have worn off.   Addiction: Low (Constitution, Wisdom)  

    Redflower Leaves

      Natural • 150 gp per dose   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-eye coordination.   Type: Ingested • Save: Intelligence DC 10 • Interval: Ten minutes   Effect: The user's hand-eye coordination becomes sharpened, but he tends to miss anything happening beyond his immediate point of attention.   While in Effect: The user may take a bonus action to focus on an enemy. He gains advantage on his next attack against that creature, as long as that attack happens in the same or next turn.   While in Effect: The user suffers disadvantage to all Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) checks.   Overdose: Taking a second dose before the first has worn off causes the user to take the Poisoned condition for the next hour.   Addiction: Low (Wisdom)  

    Rhul

      Alchemical • 25 gp per dose   A spicy red fluid with a bitter after-taste, Rhul (also known as "Battlewine") causes increased physical prowess and aggression at the expense of caution and agility.   Type: Ingested • Save: Wisdom DC 14 • Interval: One minute   Effect: The user attacks wildly, hitting enemies but uncaring of attacks against him.   Immediate: The user gains 5 temporary hit points.   Until First Interval: The user has advantage on all Strength-based attack rolls.   While in Effect: Enemies have advantage on their attack rolls against the user.   While in Effect: The user must make a Wisdom save DC 14 to choose to make ranged attacks against a foe. On a failed save, the user instead rushes to get close to the enemy, or chooses another target with whom he can immediately engage in melee combat.   Overdose: If more than one dose of rhul is taken in a period of one hour, the user takes 1d6 points of poison damage, and suffers disadvantage on Intelligence and Wisdom checks for 24 hours.   Addiction: Medium (Constitution, Wisdom)  

    Sakrash

      Alchemical • 250 gp per dose   Better known as "Twilight Mind," 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 • Save: Wisdom DC 12 • Interval: One hour   Effect: The user is dazzled by the strange sensation of the drug, but enjoys a period of immunity to mind-probing afterward.   Immediate: User suffers the Stunned Condition for one minute.   While in Effect: User cannot be detected by effects that read or alter thoughts or emotions. The user cannot even voluntarily permit such contact.   Overdose: If the user imbibes a second dose within twelve hours of using the first, the Immediate effect instead lasts until the first interval. Each additional dose taken within that same period extends the duration of the Stunned condition an additional interval.   Addiction: None  

    Sezarad Root

      Natural • 35 gp per dose   The sezarad is a broad, vivid flower with a short, briddle root. When chewed the root breaks into soft splinters (like a carrot). It increases vitality.   Type: Ingested • Save: Constitution DC 12 • Interval: Ten minutes   Effect: The user feels a surge in his health and vitality, but common sense and perceptiveness are dulled.   Immediate: User gains 10 temporary hit points.   On a Failed Interval Save: The user gains 10 temporary hit points.   While in Effect: The user takes disadvantage on all Wisdom ability checks and saves.   Overdose: None   Addiction: Low (Constitution)  

    Tansabra

      Alchemical • 100 gp per dose   When injected (it must reach the bloodstream), this mixture of particular creature venoms causes complete “system shutdown” in mammals. This means that breathing is suspended, the body temperature “holds,” the need for oxygen ceases, bleeding stops, any internal bleeding and tearing is healed (unless fresh wounds are induced), acids and toxins suspend their operations on the body, and the recipient loses consciousness. In effect, the body is placed in stasis. Certain little-known arcane and divine spells can force release from “tansabra sleep,” and there are rumors that certain rare gem powders and herbs can shock someone out of tansabra sleep, but otherwise, an affected being emerges from the effects of tansabra at a random time. Creatures in tansabra sleep don’t heal naturally, and magical healing doesn’t affect them. Repeated exposure to tansabra can kill an individual, but how much exposure is lethal varies randomly from being to being. A lethal dose is not related to the amount of the drug administered — it depends on a person’s tolerance for the number of distinct times his body undergoes the effects.   Type: Injected • Save: None • Interval: None   Effect:   Immediate: The user gains the Unconscious condition; the user appears dead to all non-magical examination. The user may immediately spend up to half his available hit dice as healing, but can benefit from no other healing, magical or otherwise. This condition lasts for 1d6 days.   Overdose: Each individual has a secret number of times they may enter into tansabra sleep; the DM rolls a single die, of the type that is the largest hit die for the creature in question when it first if affected by this drug. This is the maximum number of times the creature may ever enter such sleep; when it uses tansabra one time more than this limit, it enters the sleep and then dies in 1d4 hours.   Addiction: None  

    Tekkil

      Natural • 3 gp per dose   This fat, red leaf 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 stuper use it in greater doses.   Type: Ingested • Save: Constitution DC 10 • Interval: One hour   Effect: The user's pain sensitivity is numbed greatly, at the expense of his energy.   While in Effect: The user gains damage resistance 1 against all attacks that inflict bludgeoning, slashing, piercing, and force damage.   While in Effect: The user suffers disadvantage on Dexterity ability checks and saves.   Overdose: If a second dose is taken while the first is still in effect, it causes a numbing stupor for 2d4 hours. The user suffers the Poisoned condition, with the additional effects of halving the user's speed, and allowing it to use either an action or a bonus action during its turn but not both.   Addiction: Medium (Wisdom)  

    Ziran

      Alchemical • 50 gp per dose   Known as the "Bloodfast," this is a bitter white powder usually compressed into a tablet. Ziran is manufactured 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 • Save: Constitution DC 15 • Interval: One hour   Effect: The user's reflexes and precision are sharpened, but afterwards, the user suffers a sense of detatchment or out-of-body experience, as though they were watching themselves from a distance.   Immediate: User suffers the Stunned condition for 1 round.   While in Effect: User gains advantage on Dexterity ability checks and saves.   When Effect Ends: User suffers the Poisoned condition for 1d3 hours afterward.   Overdose: For each additional dose after the first taken within 24 hours of the first, double the duration of the Poisoned condition, and reduce the Save DC by 2.   Addiction: High (Constitution, Wisdom)   Наркотики на Фаэруне   Много странных, коварных и опасных веществ зачумляет Фаэрун, рекой смерти, отчаяния и золота протекая через человеческие королевства и города. Некоторые из них выгодны, обостряя разум, рефлексы или физическую стойкость в течение короткого времени за счет незначительных побочных эффектов. Многие другие опасны или даже смертельны. Глупые (или неудачливые) достаточно, чтобы связаться с этими темными веществами, могут достичь недолгого спасения от физической боли, тоски или резких обстоятельств своей повседневной жизни, но рискнуть изнурительными побочными эффектами и - в некоторых случаях - потенциально смертельной склонностью. Некоторые наркотики - сложные яды, оставляющие тех, кто их использует, почти беспомощными или восприимчивыми к малейшим предложениям Наркотики этих видов часто используют работорговцы, похитители и другие злодеи, чтобы вынудить согласие своих пленников.   Наркотики в кампании   Мнимые наркотики могут сыграть свою роль при отыгрыше роли в кампании. Злодеи могут использовать наркотики, которые производят оцепенение или иссушают волю героев. Торговля разрушительными наркотиками представляет собой социальное зло, против которого могут бороться герои, точно так же, как они могли бы стремиться уничтожить рабство или поклонение злому божеству в области.   Контрабанда   Большинство цивилизованных царств отказывается позволять продажу или транспортировку опасных наркотиков в пределах своих границ, подобно тому, как они запрещают рабство. Это, конечно же, не подразумевает уменьшения спроса на все наркотики - всегда есть те, кто желает заплатить за противозаконное вещество , и контрабандистов, желающие разбогатеть на этом.   Контрабандисты зарабатывают продажей предметов, обычно недоступных в области - потому ли, что эти предметы строго регулируются, облагаются ли налогом или просто незаконны. Многие контрабандисты скрывают свою контрабанду среди других изделий в караване или на корабле. Например, винный торговец из Ташалара может иметь много корзин винных бутылок и скрытые под ложным дном одной из корзины несколько бутылок экзотического яда. Другие контрабандисты полностью сосредотачиваются на особых товарах и должны возить меньшие их количества, потому что нет никаких других торговых товаров для "маскировки" перевозимых контрабандой изделий. В мире магии контрабандисты имеют невероятное преимущество и могут быть очень творческими, используя порталы или магию телепортации для обхода границ, магию зачарования, чтобы делать инспекторов и должностных лиц более разумными, или скрывая товары внутри лошадей-зомби, в перчатке хранения или в мешке удержания.   Перечень наркотиков   В терминах игры все наркотики функционируют подобно ядам и позволяют начальные и вторичные спасброски для сопротивления их эффектам. Задержка яда, нейтрализация яда и подобные эффекты отменяют или заканчивают эффекты наркотика, но не восстанавливают очки жизни, показатели способностей или другой урон, вызванный веществом.   Существо, по своей воле принимающее наркотик, автоматически проваливает оба спасброска. Невозможно преднамеренно провалить начальный спасбросок, но при этом делать попытку спасброска против вторичного или наоборот. БС даны для тех ситуаций, при которых наркотик вводится персонажу против его Воли.   Наркотики представлены в следующем формате:   Название   Название также дает обычное прозвище наркотика, если оно есть. Эта запись также определяет магические наркотики (Если наркотик магический, то его эффекты отменяются антимагическим полем).   Описание: Информация о внешнем виде наркотика, его происхождении и его эффектах.   Тип: Конта кт, глотание, вдыхание или ущерб, с БС спасброска Стойкости, как объяснено в Ядах в Главе 3 "Руководства Ведущего". Ущерб также включает методы - типа введения препарата в рану или применение его в качестве припарки.   Начальный эффект: Эффекты при неудаче начального спасброска.   Вторичный эффект: Эффекты при неудаче вторичного спасброска.   Цена: Цена отдельной дозы, если наркотик доступен публично. Если наркотик запрещен, цена в общем от двух до пяти раз выше.   Побочные эффекты: Побочные эффекты, если они есть.   Передозировка: Что представляет собой передозировка и ее эффекты.   Склонность: Уровень привыкания к наркотику (см. Эффекты склонности, ниже). "Нет" не указывает, что наркотик не вызывает привыкания.   Эффекты склонности   Один из первичных недостатков наркотиков - их потенциал к склонности. Некоторые люди достигают той точки, когда думают, что наркотик необходим им для жизни, и распродают свое материальное имущество (а в некоторых местах - и членов своего семейства), чтобы заполучить необходимые наркотики.   Наркомания функционируют во многом подобно болезням, как описано в "Руководстве Ведущего". После начального подвергания (в любое время, когда персонаж впитывает или применяет наркотик со склонностью, отличающейся от "нет") персонаж должен преуспеть в спасброске Стойкости или увлечься, как показано ниже. Склонность развивается подобно болезни - будучи увлеченным, персонаж страдает от временного урона способности каждый день, если не преуспевает в спасброске Стойкости против указанного БС.   СклонностьБСНасыщениеУрон   Низкая610 днейЫ2 Мудрости   Средняя105 днейЫ2 Ловкости+ЫЗ Мудрости   Высокая142 дня1Л2 Ловкости+ЫЗ Мудрости+1й2 Телосложения       Насыщение: Каждый раз, когда пользователь принимает наркотик, которым он увлечен, он насыщается и предотвращает вредные симптомы в течение данного периода времени. После того, как период насыщения постепенно проходит, DC спасброска Стойкости для сопротивления эффектам склонности увеличивается +5. Доза, с которой персонаж становится увлеченным, и есть насыщение. Например, волшебник, достаточно неудачливый, чтобы подсесть на хонспейр (низкая склонность), при своем первом использовании наркотика должен делать спасбросок Стойкости каждый день или получать ld2 пунктов временного урона Мудрости. Пока он продолжает принимать хонспейр каждые 10 дней, DC его спасброска - только 6. Если он прекращает использовать хонспейр в течение более чем 10 дней, DC спасброска склонности увеличивается до 11. Если он начинает использовать его снова, DC внижается обратно до 6.   Урон: Склонность причиняет данный урон каждый день, если персонаж не преуспевает в спасброске Стойкости. Урон показателям способностей - временный, и персонажи естественно излечивают 1 пункт каждого из показателей способностей в день.   Восстановление: Если персонаж без наркотика делает два успешных спасброска подряд, он отгоняет свою склонность и больше не получает урон. Конечно, он всегда может увлечься снова, принимая новую дозу наркотика и провалив свой спасбросок Стойкости для сопротивления склонности.   Заклинания меньшее восстановление или восстановление могу т отменять некоторый или весь урон показателям способностей, вызванный склонностью, но на следующий день жертва может накопить еще больше урона способностям, если продолжит проваливать свои спасброски Стойкости. Удаление болезни заставляет пользователя немедленно избавиться от склонности, но не восстанавливает потерянные пункты показателей способностей. Великое восстановление или излечение дают восстановление и восстанавливают весь урон способностей от склонности.

     
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