Difference between revisions of "Drugs of the Realms"

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(New page: The drugs in the mod are: - 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 t...)
 
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The drugs in the mod are:
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* '''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.
- Haunspeir
+
* '''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.
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.
+
* '''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.
Type: Ingested DC12
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* '''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.
Initial Effect: 1d4 points of damage
+
* '''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.
Secondary Effect: 1d4 + 1 bonus to Intelligence for 1d10 + 15 minutes.
+
* '''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.
Side Effects: All slashing and peircing damage against the target gains an extra point.
+
* '''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.
Overdose: If more than 1 is taken within 24 hours, the target suffers an immediate 2d4 points of damage (no save)
+
* '''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.
Addiction: Low
+
* '''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.
 
+
* '''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.
- Jhuild
+
* '''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.
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.
 
 
 
Ingested: DC-15
 
Initial Effect: 1 point temorary Wisdom damage
 
Secondary Effect: The ingester gains a +2 bonus to strength for 1d3 hours.
 
Side Effects: The user will become suseptable to suggestion for the duration of the effect. This causes a decreased Will saving throw and a suseptibility to Mind Affecting spells.
 
Overdose: None
 
Addiction: None
 
 
 
- Kammarth
 
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.
 
 
 
Type: Contact DC10
 
Initial Effect: The target acts as if under the effects of a fear spell for 1d4+1 minutes.
 
Secondary Effect: +2 bonus to Dexterity for 1d10+20 minutes
 
Side Effects: Kammarth is a stimulant and, therefore, gives it's user a feeling of boundless energy and a sence of well-being. After the secondary effect recedes, however, the target suffers a -1 to Dexterity for 1d10 minutes.
 
Overdose: If taken more than once in a 8-hour period, the target suffers 1d4 points of damage and is paralyzed for 2d4 minutes.
 
Addiction: Medium
 
 
 
- Katakuda
 
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 DC18
 
Initial Effect: None
 
Secondary Effect: The user gains a +3 natual armor bonus for 1 hour.
 
Side Effects: When the 2ndary effect ends, the user suffers muscle spasms causing 1d4 points of Dexterity damage for 1d10 minutes.
 
Overdose: A second dose causes only a +2 bonus to natural armor.
 
Addiction: None
 
 
 
- Mordayn Vapor
 
Also known as, "Dream Mist". 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.
 
 
 
Type: Inhaled DC17
 
Initial Effect: Exotic visions of beauty revolve around the user for the next 1d20+10 minutes. There's also a 50% chance that the visions cause the user to lose actions that they wish to make (similar to Bestow Curse).
 
Secondary Effect: The user can not only see their own thoughts as beauty but can see everything. The user will have Ultravision, Darkvision and See Invisible for the same amount of time as decided above.
 
Side Effects: None
 
Overdose: If two doses are taken within the window of 3 hours, the target must make a Will save or die from the poison.
 
Addiction: High
 
 
 
- Rhul
 
A spicy red fluid with a bitter after-taste, Rhul (also known as Battle Wine) causes increased physical prowness and aggression at the expense of caution and agility
 
 
 
Type: Ingested DC15
 
Initial Effect: The user gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC for 1d20 + 20 minutes
 
Secondary Effect: User is fatigued for the same number of minutes after the initial effect wares off.
 
Side Effects: The user prefers to fight with a melee weapon rather than a ranged weapon
 
Overdose: If more than one dose of rhul is drunk within an hour, the user loses 1d4 points off thier intelligence score temporarily.
 
Addiction: Medium
 
 
 
- 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.
 
 
 
Type: Ingested DC14
 
Initial Effect: User gains 1d8 temporary hit points.
 
Secondary Effect: None
 
Side Effects: 1d4 temporary wisdom damage
 
Overdose: None
 
Addiction: Low
 
 
 
- Ziran
 
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.
 
 
 
Type: Ingested DC17
 
Initial Effect: User is dazed for 1 round
 
Secondary Effect: The user gains an additional 1d4 points to dexterity for 1d3 hours.
 
Side Effects: When the 2ndary effects ware off the user suffers a -2 to Constitution for one hour. This is due to the fact that the user has an out-of-body experience where they see themselves act.
 
Overdose: None
 
Addiction: High
 

Revision as of 01:53, 28 December 2013

  • 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.
  • 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.
  • 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.