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DROGAS

Allnight
This expensive drug is generally sold in wafer form. When ingested it acts as
a powerful stimulant, eliminating tiredness for up to eight hours. Once the
effects wear off, however, the user becomes completely exhausted. Side
effects include jitteriness and difficulty concentrating.
Cabble-Weed
This powerful sedative is made from a plant found in marshy soil along the
Yondabakari River in Varisia. It is generally mashed up and brewed into a
bitter tea and is not generally thought to be habit-forming.[2]
FlayleafEdit
Flayleaf is a wiry shrub with reddish-brown leaves that grows in almost any
temperate environment. Leaves are harvested and dried, and when smoked
produce a powerful sedative and hallucinogenic effect similar to
drunkenness. It is also a powerful analgesic and muscle relaxant, rendering
the user immune to most pain for up to four hours. It also causes the user to
become very susceptible to suggestion.[3] The berries of the flayleaf plant
are sometimes crushed and mixed with dream spider venom and
spiderberry tea to produce a potent hallucinogen called Riddleport Tea (see
below).[4] Unlike its cousin, the cabble-weed, flayleaf is sadly highly
addictive.[2] Cost varies across regions with a full pouch of it going for
around 12 gp in the highly permissive city of Riddleport in Varisia.[5]
Grit
Grit is an unpredictable drug created about 20 years ago in the Puddles
district of Absalom. It is manufactured by grinding down alchemically
enhanced barbarian chew, and mixed with toxic plant-based substances
such as bitterbark or redroot. Grit is generally sold as a powder which is
ingested, inhaled, or mixed with qat or flayleaf and smoked. Its effects vary
greatly depending on how it is made and who is ingesting it, but it has been
known to cause severe hallucinations, numbing, or uncontrollable rage. It is
very expensive and highly addictive, and users are often blamed for
escalating violent rampages in order to feed their habit.[6]
Heathensnuf
This drug is fairly common in the shadowy realm of Nidal, where it is taken
by citizens who wish to appear to be true believers in Zon-Kuthon. It imparts
a heightened tolerance to pain, an attribute much sought after there, but is

sadly addictive. Users can be identified by red-purplish stains around their


nostrils.[7]

Pesh
Pesh is a powerful stimulant and mild hallucinogenic made from the spoiled
milk of a cactus found predominantly in the country of Katapesh and
strangely enough, Darkmoon Vale.
Qat
Qat acts as a mild stimulant and euphoriant when its leaves are chewed.
Soldiers and warriors are known to use it before battle, although
commanders tend to discourage this practice as the drug is addictive.
Thileu Bark
Stripping the bark of the thileu tree (pronounced THIHL-ee-oo)[10] is a
secret process known only to the Varisian people. Powdered it is exported
around Avistan as a spice. Young Chelaxian nobles have taken to snorting
the powder, claiming that it causes hallucinations, although most others just
think that it burns their nasal passages and hurts a lot.[8] Sold as a spice it
can cost as much as 100 gp a pound.
Vayav
Vayav or "demon gasp"[12] is a rare intoxicant manufactured by the drow of
the Darklands. They use mushrooms harvested from the Midnight Mountains
of Orv and mix them with a number of their poisons to create a pulpy violet
mass that is smoked. Its effects include feeling euphoric and invincible and
it heightens both pleasure and pain stimuli. It is not only highly addictive to
the person smoking it, but can also causes dependence in anyone who
simply inhales the fumes exhaled by another. In the Darklands it can be
found for around 10 gp per dose, while on the surface it is generally not sold
for under 200 gp.[13]
Yellowcap mushrooms
Yellowcap mushrooms are grown in Andoran and have a mild hallucinogenic
effect when eaten. At one time they were very popular among the Andoran
nobility, although the drug's popularity has declined dramatically since the
revolution. These days, most people have never even heard of the fungus.
[14]
Bellaweed
This drug is made from the leaves of the small bellaweed plant, a thriving
desert vine that sports coarse, dark-green leaves and large, bell-shaped
white blossoms. The leaves are dried and finely chopped, then mixed with

the pulverized seeds of the plant. The mixture is then allowed to macerate
in wine for a time before being dried, producing a paste that can be smoked,
giving off a sickly odor.
Bellaweed is extremely addictive. Thrill seekers first try bellaweed to feel
the sensation of well-being and the surealistic visions inhaling the smoke
provides. But as more and more bellaweed is used, the taste for everything
else, including all that was important to the user before, begins to lose
ground before the need for the drug. Most of the people addicted to
bellaweed finish as docile slaves, unable to shrug off their addiction, slowly
losing their will, doing only simple and basic tasks while under the effect of
the bellaweed their masters provide.
Type: Inhaled, Fort DC 12; Addiction: Severe, DC 25; Slaking Period: 1
day
Side Efects: The user of bellaweed is considered helpless for the duration
of the Primary Effects.
Primary Efects: After 1d6 rounds, the user enters a state of euphoria and
begins to experience pleasing visions and hallucinations for the next 1d4
hours. The user is considered immune to fear effects and gaze attacks
during that time.
Secondary Efects: After the duration of the Primary Effects, real life
compared to the vision provided by the bellaweed seems dull and flat.
The user takes 1d2 points of Wis and Int drain until these scores get to 3,
after which they dont go down more from using bellaweed.
Overdose: The user becomes nauseated for 1d4 hours.
Craft: DC 14. Price: 2 bits.

Esperweed
The esperweed is a rare plant that grows in the Forest Ridge and on some of
the mudflats surrounding the Sea of Silt. The plant, which grows up to three
feet high, has a brownish-green stalk that turns bright green near the
flowers and leaves at its top. The flowers each sport six reddish-orange
petals surrounding a bright red stamen. The root of the esperweed is a
potent psionic stimulant that must be used within a week of being picked,
unless somehow magically kept fresh (as through the Nurturing Seeds spell).
The roots of one plant give 2d4 doses.
Type: Ingested, Fort DC 15; Addiction: Moderate, DC 15; Slaking Period:
1 day.
Side Efects: The user becomes nauseated for 1 minute.

Primary Efects: The user begins to regain one power point per minute, up
to 10% above his normal power point limit (round down). The user also
gains the empathy power. These effects last for one hour, after which he
loses all remaining power points above his normal limit. These extra power
points, if any, are spent first when manifesting powers (much like temporary
hit points).
Secondary Efects: The user takes 1d4 points of Strength damage.
Overdose: The user takes a 4 penalty to Will saves for the next 2d6 hours.
Craft: Price: 250 Cp.
Esperweed, Refined
This drug is obtained from the distillation of common esperweed roots. It
takes 4 doses of normal esperweed to create one dose of refined
esperweed.
Type: Ingested, Fort DC 22; Addiction: Severe, DC 20; Slaking Period: 7
days
Side Efects: The user becomes nauseated for 2d10 minutes
Primary Efects: After the duration of the Side Effects, for the next 1d4+5
minutes, the user gains a +5 bonus to his effective manifester level. He also
begins to regain one power point per round, up to 20% above his normal
power point limit (rounded down). After the duration of the Primary Effects
end, he loses all remaining power points above his normal limit. These extra
power points, if any, are spent first when manifesting powers (much like
temporary hit points).
Secondary Efects: The user takes 1d4-1 points of Strength, Dexterity and
Constitution damage.
Overdose: The user gains a 2 negative levels to every psionic classes he
possess for 24 hours. Whenever the users level is used in a die roll or
calculation, reduce it by -2 for each psionic class he possesses. At the end of
the 24 hours, the user must make a successful Will save (DC 25) or lose one
negative level from any psionic class they possess (players choice). This
has the same effect as if the character suffered from a permanent level
drain caused by an energy drain attack, except that the class level lost may
not be the most recent level the character acquired.
Craft: DC 25 plus Psicraft DC 15. Price: 1,500 Cp.
Nko Shard
This drug is obtained from the crystallization of the pale blue leaves of the
nkoma plant. This small plant is found throughout the Tyr Region, growing
in bushes near oasises and water holes. The shard must be held in contact

with the skin, often by means of wrappings, for 10 minutes before its effects
can be felt. The crystal shard leaves a permanent pale-blue stain in the
shape of the crystal where it was in contact with the skin; recurrent users
have a great deal of skin surface tinted a telltale blue color. This drug is
mostly used in the gladiatorial arena and by nomadic warriors.
A user of a nko shard gets an increase in his reflexes and an inordinate
amount of split-second perception a kind of supernatural sixth sense
resulting in heightened combat senses, at the cost of being less attuned to
details surrounding him, resulting in a visual haze somewhat akin to that
experienced by an individual with vision impairment.
Type: Contact, Fort DC 15; Addiction: Moderate, DC 15; Slaking Period: 2
days
Side Efects: The user takes a 4 penalty to Perception checks for the next
12 hours.
Primary Efects: For the next 1d2 hours, the user gains a +1 bonus to
melee attack rolls and a +1 dodge bonus to AC and Reflex saves.
Secondary Efects: The users vision becomes blurred, so all opponents
are considered to have concealment (20% miss chance) relative to the nko
shards user.
Overdose: The user is blinded for 2d4 hours.
Craft: DC 18. Price: 20 Cp.
Shrinebush Fumes
This dangerous drug was used by Green Age religions in cathartic
ceremonies that sometimes ended in the death of its participants, and was
reserved for the grand priests of the time. The drug is made from the dried
leaves of a mature shrinebush plant, which grows on graves and is said to
have a connection to the Gray. The plant became more common with the
advent of mass graves during the Cleansing Wars, but its use in the making
of this drug was nearly forgotten during those conflicted times. To be used
to contact a spiritthe most common reasonthe drug must be inhaled
within 10 feet of a corpse, or piece of corpse, whose spirit the user wishes to
contact.
Type: Inhaled, Fort DC 23; Addiction: Minor, DC 17; Slaking Period: 3
days.
Side Efects: The user falls unconscious for the duration of the Primary
Efects.
Primary Efects: For 1d10 minutes, the drugs user creates a
temporary mindscape that it uses to attempt contact with spirits dwelling in
the Gray, in a manner similar to the speak with dead spell, but with only a

25% chance of successfully contacting the targeted spirit. If successful, the


user can ask up to one question per minute to the spirit. If unsuccessful, it is
the other spirits near the mindscape that answer the questions and
communicate with the user, lying and creating answers as their alignment
and agendasif anyallow.
A serious danger to creating such a mindscape is that any undead outside
the mindscape can communicate with the user and will often try to lure him
into the void. Due to imperfections in the manifestation of the mindscape
such undead can enter its boundaries as a free action, and those that have
the possession ability can attempt to possess the users physical body.
Secondary Efects: The mindscape is not as perfect as one created by a
spell or power and lets some of the Gray energies pass through it, making
such mindscapes rather unsafe to use. The users life force is slowly sucked
out into the Gray; upon failing his save he takes 1 negative energy level of
damage, which is permanent if he fails a second save 24 hours later.
Overdose: The user enters an unconscious state and produces a mindscape
that is even more permeable than usual to the energies of the Gray. He is
considered as being nearly in the void and he must make a Will save (DC 20
+ the number of previous saves) each minute for 1d10 minutes or perish.
Users cannot use the drugs Primary Effects while in an Overdose-induced
mindscape.
Craft: DC 32. Price: 3,500 Cp.
Weomre Sap
The leaves of the weomre bush contain a thick sap with astringent
properties. The leaf, when rid of the jeipug mites that live in the shade
underneath, increases psionic abilities when eaten. The weomre bush is
exclusively found in the Crescent Forest.
Type: Ingested, Fort DC 17; Addiction: moderate DC 15; Slaking Period: 1
day
Side Efects: None.
Primary Efects: The user gains a +1 bonus to its effective manifester level
for the next 1d10+15 minutes.
Secondary Efects: 1d2 points of Wisdom damage.
Overdose: The user becomes nauseated for 1d4 hours.
Craft: . Price: 75 Cp.

Arthorvin

A fragrant gray powder made from rare magical plants, the drug called
arthorvin is an appropriate alchemical treatment for anxiety, mood
disorders, and dissociative disorders.
Initial Effect
1 point of Charisma damage.
Secondary Effect
The user is in a calm, peaceful mental state for 2d4 hours and gains a
+1 alchemical bonus on Will saves.
Side Effect
Arthorvin causes a general dulling of the imbibers emotions and reactions.
While the drug is in effect, the user takes a -1 penalty on all initiative
checks.
Overdose
n/a.
Carthagu
Carthagu is a thin green tea served warm. It is an appropriate alchemical
treatment for impulse control problems, eating disorders, and sleep
disorders.
Initial Effect
2 points of Strength damage.
Secondary Effect
Carthagu soothes a wide range of mental disorders, providing relief from the
symptoms of the indicated disorders for up to 8 hours.
Side Effect
n/a.
Overdose
n/a.
Mertoran Leaf
When mertoran leaf is dried, treated, and chewed, it provides appropriate
alchemical treatment for personality disorders, and substance abuse
disorders.
Initial Effect

1 point of Dexterity damage.


Secondary Effect
The user becomes more confident, gaining a +2 alchemical bonus to
Charisma for 1 hour.
Side Effect
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves
the most severe symptoms of the listed disorders.
Overdose
n/a.
Zixalix
A potent combination of many rare herbs and alchemical substances, zixalix
provides appropriate alchemical treatment for somatoform disorders,
psychotic disorders (including schizophrenia), and psychosexual disorders.
Initial Effect
1d4 points of Intelligence damage.
Secondary Effect
Zixalix staves off the most severe symptoms of the indicated disorders.
Side Effect
n/a.
Overdose
If more than three doses are taken in a 24-hour period, the imbiber takes
1d4 points of Constitution damage.

Agona (dolor lquido)


Este lquido espeso y rojizo es la esencia destilada del dolor, capturada
mediante conjuros u objetos especiales. Es altamente buscado por los
ajenos.

Efecto inicial: el usuario queda aturdido durante ld4+l asaltos y slo


puede realizar acciones parciales durante los ld6 minutos siguientes.

Efecto secundario: bonifcador ld4+l de mejora al Carisma durante


ldl0+50 minutos.

Efectos adicionales: una sensacin de intenso placer que dura ld4


horas.

Sobredosis: si se toma ms de una dosis en un periodo de 24 horas,


el usuario queda inconsciente de manera inmediata durante ld4 horas
(Fort CD 18 niega).

Bacaran
Esta sustancia pastosa se deja secar y se conserva como polvo, o a veces
como pasta. Los ingredientes son numerosos y difciles de obtener.

Efecto inicial: ld4 puntos de dao de Fuerza.

Efecto secundario: bonifcador ld4+l de mejora a Sabidura durante


1d10+15 minutos.

Efectos adicionales: aquellos bajo el efecto del bacaran reciben una


penalizacin -4 de circunstancia en los TS relacionados con ilusiones
durante 2d4 horas despus de utilizar este alucingeno suave.

Sobredosis: si te toma ms de una dosis en un periodo de 24 horas, el


usuario sufre inmediatamente 2d6 puntos de dao y los efectos
adicionales se doblan.

Hierba de diablo

Las hojas de la planta wyssin se dejan secar y se enrollan para crear una
sustancia parecida al tabaco que puede fumarse.

Efecto inicial: 1 punto de dao de Sabidura.

Efecto secundario: el fumador obtiene un bonificador +2 alqumico a


Fuerza durante ld3 horas.

Efectos adicionales: una criatura bajo el efecto de la hierba de diablo


es fcilmente confundible y acta de manera asustadiza (considralo
estremecido).

Sobredosis: ninguna.

Hojas de rojaflor
Estas hojas machacadas de una pequea flor roja de las cinagas son
conocidas por su capacidad para mejorar la coordinacin culo-manual.

Efecto inicial: ninguno.

Efecto secundario: como accin equivalente a moverse, el


consumidor puede centrar su atencin en una criatura determinada.
Si a esta accin le sigue un ataque contra la criatura, obtiene un
bonifcador +4 de competencia a la tirada de ataque. Esta aptitud
dura 10 minutos.

Efectos adicionales: ninguno.

Sobredosis: tomar una segunda dosis antes de que el efecto de la


primera haya desaparecido hace que el consumidor quede nauseado
durante ld4xlO minutos.

Licor trraro
Esta bebida mgica es un potente alcohol, predilecto de los lanzadores de
conjuros sin corazn de todo tipo. Es un lquido verdoso que se destila de
esencia de las fatas agonizantes.

Efecto inicial: bonifcador +2 alqumico al nivel efectivo de lanzador


durante ld20+20 minutos.

Efecto secundario: 2 puntos de dao de Constitucin.

Efectos adicionales: ninguno.

Sobredosis: si se toma ms de una dosis en un periodo de 8 horas, el


consumidor sufre inmediatamente 1 punto de dao de Constitucin.

Luhix
El luhix es el tallo pulverizado de una planta que slo crece en el Abismo, y
normalmente se espolvorea sobre una herida sangrante autoinfligida, tras lo

cual la herida es cerrada con curacin mgica o al menos vendada


firmemente.

Efecto inicial: un punto de dao de caracterstica a todas las


caractersticas.

Efecto secundario: el consumidor obtiene un bonificador +2 alqumico


a todas las puntuaciones de caractersticas durante ld2 horas.

Efectos adicionales: durante el primer minuto de aplicacin, el


usuario siente un intenso dolor. Durante el tiempo que el efecto
secundario est actuando, el usuario es inmune al dolor (incluyendo
los efectos de conjuros como smbolo de dolor). El personaje sufre
dao de forma normal, pero no reacciona de manera normal a ese
dao.

Sobredosis: aquellos que toman esta droga ms de una vez en 24


horas deben realizar una salvacin adicional (Fort CD 25 niega) o
morir entre terribles dolores.

Polvos de seta
Obtenido de un rara seta azul, este polvo debe ser inhalado. Es popular
entre los lanzadores de conjuros arcanos.

Efecto inicial: bonificador +2 alqumico a Inteligencia y Carisma


durante 1 hora.

Efecto secundario: 1 punto de dao de Fuerza.

Efectos adicionales: es un alucingeno suave. El consumidor sufre un


penalizador -2 alqumico a Sabidura durante 4 horas y un penalizador
-2 alqumico a Fuerza y Constitucin durante 2d4 horas.

Sobredosis: si se toma ms de una dosis en un periodo de 12 horas,


el consumidor recibe 2d6 puntos de dao. Utilizarlo ms de tres veces
en un periodo de 24 horas causa 4d6 puntos de dao y paraliza al
usuario durante 2d4 horas.

Sannish
Este popular brebaje es un lquido azulado destilado de leche de loba y del
polvo de una planta del desierto. El fcil reconocer a los adictos por el tono
azul de sus labios.

Efecto inicial: 1 punto de dao de Sabidura.

Efecto secundario: el consumidor queda anestesiado frente al dolor


durante ld4 horas, inmune a las penalizaciones producidas por el
dolor (como las de un smbolo de dolor).

Efectos adicionales: el sannish causa euforia. Mientras la droga est


en efecto, el usuario sufre un penalizador -2 en todas las pruebas de
iniciativa.

Sobredosis: una segunda dosis tomada mientras la primera todava


est en efecto produce un atontamiento abotargado durante 2d4
housuario siente un intenso dolor. Durante el tiempo que el efecto
secundario est actuando, el usuario es inmune al dolor (incluyendo
los efectos de conjuros como smbolo de dolor). El personaje sufre
dao de forma normal, pero no reacciona de manera normal a ese
dao. Sobredosis: aquellos que toman esta droga ms de una vez en
24 horas deben realizar una salvacin adicional (Fort CD 25 niega) o
morir entre terribles dolores.

Vapor de mordayn ("niebla de sueos")


Hecho con las hojas bastamente maceradas de una rara hierba que se
encuentra en lo ms profundo de los bosques, el mordayn es tan potente
que se toma vertiendo una pequea cantidad en agua caliente y despus
inhalando los vapores de la infusin resultante. El polvo de mordayn en
bruto y el agua con mordayn disuelto son mortalmente venenosos; tomar
directamente el polvo o beber el agua produce una sobredosis inmediata. La
niebla de sueos es renombrada por las hermosas visiones que induce y por
el mortal peligro de su siniestro abrazo. Efecto inicial: exticas visiones de
increble belleza cautivan al usuario durante los siguientes ld20+10
minutos. Durante este tiempo el usuario tiene un 50% de posibilidades de
no llevar a cabo accin alguna durante cada asalto, tal y como se describe
en el conjuro de lanzar maldicin.

Efecto secundario: ld4 puntos de dao de Constitucin y ld4 puntos


de dao de Sabidura.

Efectos adicionales: las visiones de un consumidor de niebla de


sueos son increblemente hermosas y conmovedoras. Su vida
normal parece montona y vana en comparacin, y ansia
experimentar de nuevo la belleza trascendente de los sueos
inducidos por la droga. Cuando la dosis concluye su efecto, el
consumidor debe tener xito en una TS Vol (CD 17) o caer bajo una
compulsin de hacerlo que sea necesario para repetir el consumo de
niebla de sueo (trata esto como un conjuro de sugestin). La
compulsin dura ld4 horas antes de desaparecer.

Sobredosis: si se toman dos dosis en menos de una hora, o si se toma


directamente polvo o infusin de mordayn, la droga es un veneno
mortal (ingestin CD 17, ldlO Con/ldlO Con). Los adictos al vapor de
mordayn con frecuencia tiran la infusin en cuanto la han inhalado y
se aseguran de que slo tienen disponible una dosis cada vez para
evitar tomar una sobredosis de esta peligrosa droga.

Vodare
El vodare es un polvo marrn extremadamente amargo, que normalmente
es mezclado con agua con miel o vino dulce para diluir su sabor. Est hecho
de los ptalos machacados de una flor que slo crece en las tumbas de los
que dedicaron su vida a la adoracin de Rallaster.

Efecto inicial: bonificador +2 alqumico a las pruebas de Intimidar y


los TS contra efectos de miedo durante ld4 horas.

Efecto secundario: penalizador -4 alqumico a las pruebas de Engaar


y Diplomacia durante 2d4 horas.

Efectos adicionales: euforia leve y confianza absoluta mientras duren


los efectos de la droga.

Sobredosis: si se toma ms de una dosis en un periodo de 4 horas, el


usuario queda en estado catatnico (Fort CD 15 niega).

AEther
Type inhaled; Addiction moderate, Fortitude DC 16
Price 20 gp
Efect 1 hour; +1 caster level
Efect 1d4 hours; user must make a caster check to cast spells,
DC 15 + spell level
Damage 1d2 Con damage
Dwarven Fire Ale
Type ingested; Addiction moderate, Fortitude DC 20
Price 50 gp
Efect 1d4 rounds; rage as per the spell
Efect 1 hour; cold resistance 5
Damage 1d2 Con damage
Elven Absinthe
Type ingested; Addiction moderate, Fortitude DC 16
Price 500 gp

Efects 1 hour; +1d4 Cha


Damage 1d4 Con damage
Flayleaf
Type inhaled or ingested; Addiction minor, Fortitude DC 12
Price 10 gp
Efects 1 hour; +2 alchemical bonus on saves against mindaffecting
effects, fatigue
Damage 1 Wis damage
Op ium
Type inhaled, ingested, or injury; Addiction major, Fortitude
DC 20
Price 25 gp
Efects 1 hour; +1d8 temporary hit points, +2 alchemical bonus
on Fortitude saves, fatigue
Damage 1d4 Con and 1d4 Wis damage
Pesh
Type ingested or inhaled; Addiction moderate, Fortitude DC 20
Price 15 gp
Efects 1 hour; +1d2 alchemical bonus to Strength, 2 penalty
on saves against illusions and mind-affecting effects
Efect after 1 hour; 1d2 hours of fatigue
Damage 1d2 Con and 1d2 Wis damage
Scour
Type ingested or inhaled; Addiction major, Fortitude DC 24
Price 45 gp
Efects 3 hours; +1d4 alchemical bonus to Dexterity, 1d4
penalty to Wisdom
Damage 1d6 Con damage

Shiver
Type injury or ingested; Addiction major, Fortitude DC 18
Price 500 gp
Efects variable; 50% chance to sleep for 1d4 hours or gain
immunity to fear for 1d4 minutes
Damage 1d2 Con damage
Zerk
Type injury; Addiction minor, Fortitude DC 18
Price 50 gp
Efects 1 hour; +1 alchemical bonus to initiative. If addicted,
the user also gains a +1d4 alchemical bonus to Strength for
as long as he is addicted
Damage 1d2 Con damage

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