Drugs of the Realms
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 • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Chaunsel
Alchemical • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Haunspeir
Natural • 50 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. While on haunspeir, a user's skin is very sensitive to sharp injuries, causing them to bleed viciously.
- Type: Ingested • Save: Constitution DC 12 • Interval: Fifteen minutes
- Effect:
- 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
Jhuild
Natural • 6 gp per dose
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 engage in hard labor while dulling their wills and minds. While on jhuild, a user is jumpy and nervous, finding relief and distraction in hard physical labor.
- Type: Ingested • Save: Intelligence DC 15 • Interval: One hour
- Effect:
- 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 • 80 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. While on kammarth, a user feels a sense of boundless energy and well-being.
- Type: Contact or ingested • Save: Wisdom DC 10 or 13 (ingested) • Interval: Fifteen minutes
- Effect:
- 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
Katakuda
Magical • 100 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:
- Until First Interval: User gains resistance 3 to bludgeoning, slashing, and piercing attacks.
- At First Interval: 1d4+1 points of poison damage, suffering wracking pains and spasms.
- 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 • 200 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. Dream mist is renowned for the beautiful visions it induces, and the deadly peril of it's embrace.
- Type: Inhaled • Save: xxx DC 17 • Interval: Thirty minutes
- Initial Effect: Exotic visions of incredible beauty enthrall the user, inflicting the Intoxicated condition until the first interval.
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Oruighen
Alchemical • xx 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.
- Type: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Panacolo
Magical • xx 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. Panacolo's leathery-tasting leaves attune the user to the Weave, and boost the power of arcane spells.
- Type: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Redflower Leaves
Natural • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Rhul
Alchemical • xx gp per dose
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.
- Type: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Sakrash
Alchemical • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Sezarad Root
Natural • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Tansabra
Alchemical • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Tekkil
Natural • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Vornduir
Natural • xx gp per dose
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 discomfort, 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 temperatures, 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!
- Type: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx
Ziran
Alchemical • xx 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: xxx • Save: xxx DC xxx • Interval: xxx
- Effect:
- Immediate: xxx
- Until First Interval: xxx
- At First Interval: xxx
- After First Interval: xxx
- While in Effect: xxx
- Overdose: xxx
- Addiction: xxx