Drugs of the Realms

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Revision as of 01:33, 28 December 2013 by Oakthorne (talk | contribs) (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:

- 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.

Type: Ingested DC12 Initial Effect: 1d4 points of damage Secondary Effect: 1d4 + 1 bonus to Intelligence for 1d10 + 15 minutes. Side Effects: All slashing and peircing damage against the target gains an extra point. Overdose: If more than 1 is taken within 24 hours, the target suffers an immediate 2d4 points of damage (no save) Addiction: Low

- 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.

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