Drugs

Many strange, insidious, and dangerous substances plague Faerun, 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 desperate) 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, but 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 form their captives.

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.
Type: Ingested (DC 14)
Initial Effect: 1d4 points of Strength damage.
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Price: 10 sp
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.
Addiction: Low

Devilweed
Leaves from the wyssin plant are dried and rolled into a tobacco-like substance and smoked.
Type: Inhaled (DC 15)
Initial Effect: 1 point of Wisdom damage.
Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours.
Price: 6 sp
Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken).
Overdose: None.
Addiction: Low

Dreamtime Tea
This tea carries a complex aroma combining the unlikely mix of citrus and dung. Originally developed in Vudra from a mix of rare herbs and flowers, dreamtime tea is gaining popularity in many cities in the Inner Sea region, particularly among those who seek dreams as an escape from reality.
Type: Ingested (DC 20)
Initial Effect: The user falls unconscious for 2d12 minutes.
Secondary Effect: The user experiences very vivid dreams that act as an augury spell, but with only a 60% chance of receiving a meaningful reply.
Price: 120 sp
Side Effects: 1d3 Wisdom damage
Overdose: If more than one dose is taken in a 24-hour period, the user suffers an additional 2d4 Wisdom damage.
Addiction: Medium

Dwarven Fire Ale
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Elven Absinthe
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Gruul-zhal (“Grippli Sweat”)
This psychedelic is distilled from the natural toxins of a Grippli tribe in the Black Jungles.
Type: Contact (DC 11) or digestion (DC 19)
Initial Effect: User takes 1 Wisdom damage.
Secondary Effect: Gruul-zhal is a potent psycheleiic, causing the user to become fascinated for 4d4 hours. The user also takes 2d6 Wisdom and 1d4 Intelligence damage.
Price: 20 sp
Side Effects: If affected by Gruul-zhal, the recipient suffers recurring dreams about the experience. The user must pass a Fortitude save (DC 6) to resist this every time they fall asleep, or suffer an additional 1d2 Wisdom damage.
Overdose: Each dose after the first within a 48-hour period raises the DC to resist the side effects by 1.
Addiction: Low

Harlot Sweets
These amber-colored lozenges instill within the user a slightly increased agility and enhance both physical beauty and speech. So named for the fact that prostitutes often abuse the drug, harlot sweets are gaining popularity among certain circles in the aristocracy as well.
Type: Ingested (DC 18)
Initial Effect: The user immediately gains a +1 alchemical bonus to Dexterity and a +1d4 alchemical bonus to Charisma. These last one hour.
Secondary Effect: None
Price: 8 sp
Side Effects: The user suffers 1d2 Intelligence damage.
Overdose: For each dose the user takes he or she must make a Fortitude save (DC 5 + the total number of doses taken in the last 24-hours, including this one) or be fascinated with the first person they see.
Addiction: Medium

Haunspeir
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 sp
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”)
This dark reddish brew is made in Thesk from certain grapes, fruits, and herbs grown near Surmarsh. Slaveholders and overseers use it to strengthen captives engaged in harsh labour while dullign their wills and minds.
Type: Ingested (DC 15)
Initial Effect: 1 point of Wisdom damage.
Secondary Effect: The imbiber gains a +2 alchemical bonus to Strength for 1d3 hours.
Price: 6 sp
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

Kammarth (magical)
Sold as a powder or a beige-coloured 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 10) or ingested (DC 13).
Initial Effect: The user acts as though 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 sp
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)
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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 d20+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.
Addiction: High

Opium
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Oruighen (“Phantomdust”)
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Panaecolo (magical)
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Rhul (“Battlewine”):
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Sakrash (“Twilight Mind”)(magical)
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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.
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Sezarad Root
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Slaver’s Drops
Dropped into the eyes, this clear liquid awakens the senses but makes the user mentally pliant and open to suggestion. This drug is often used during interrogations or by slavers who seek to force compliance via enchantment effects or similar methods of mind-control.
Type: Ingested (DC 13)
Initial Effect: None
Secondary Effect: The user gains a +3 on Perception checks , but a -3 on Will saves for the next three hours.
Price: 20 sp
Side Effects: The user suffers 1d2 Strength damage.
Overdose: None
Addiction: Low

Tekkil
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Ziran (“Bloodfast”)
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Reproduced from The Book of Vile Darkness, Lords of Darkness ©Wizards of the Coast, Inc. and from http://www.d20pfsrd.com. Used without permission. No ownership of material is claimed or implied.

Drugs

Barons of the Stonelands lostgrail