Difference between revisions of "Drugs of the Realms"
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+ | <div style="float: right; width: 300px; border: 1px black solid; margin: 5px; padding: 10px;"> | ||
+ | ==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. | ||
+ | </div> | ||
* '''Alindluth:''' When ingested, alindluth deadens all pain and prevents shock and nausea effects for a few min- utes. 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. | * '''Alindluth:''' When ingested, alindluth deadens all pain and prevents shock and nausea effects for a few min- utes. 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. | ||
* '''Chaunsel:''' 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. | * '''Chaunsel:''' 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. |
Revision as of 02:15, 19 June 2016
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: When ingested, alindluth deadens all pain and prevents shock and nausea effects for a few min- utes. 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.
- Chaunsel: 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.
- Haunspeir: 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.
- Jhuild: 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.
- Kammarth (magical): Sold as a power 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.
- Katakuda (magical): 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.
- Mordayn Vapor: 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-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.
- Oruighen: 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.
- Panacolo (magical): 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. Panacolo's leathery-tasting leaves attune the user to the Weave, and boost the power of arcane spells.
- Redflower Leaves: 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.
- Rhul: A spicy red fluid with a bitter after-taste, Rhul (also known as "Battlewine") causes increased physical proness and aggression at the expense of caution and agility.
- Sakrash: 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.
- Sezarad Root: 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.
- Tansabra: 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 tear- ing 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 tansa- bra at a random time. Creatures in tansabra sleep don’t heal nat- urally, and magical healing doesn’t affect them—but of course they can be conveyed to magical healing while in thrall to the tansabra, and healed the moment they awaken. 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.
- Tekkil: 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 sences and submerge themselves in a drug-induced stuper use it in greater doses.
- Vornduir: When inhaled as a powder, vornduir varies widely in effects. To many people, it does nothing at all. Others get mild rashes and itches. For a few, it switches pain and pleasure for an hour or two, so a gentle caress brings discom- fort, and a slap, flogging, heavy punch, or cutting wound can induce an enjoyable feeling. For others, it makes them feel warm, even if they are wet and out of doors in freezing tem- peratures, and at the same time happy and alert, for two days or more. For these folks, sleep isn’t needed, and their dexterity and judgment don’t suffer due to weariness. Vornduir prevents shock and immobility due to exposure, but not frostbite or lowered body temperature, so users won’t get hypothermic, but they could freeze solid. The drug, a mixture of herbs and animal essences, also acts as a complete and instant antidote to certain poisons—for some individuals only!
- Ziran: 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.