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Jon_Dahl
2010-02-23, 03:51 AM
I'd like to see more magical drugs. They were introduced in Book of Vile Darkness, but the list is insufficient.

FAIRY DUST
Magical drug (inhaled) DC 14
Addiction rate: High
Price per dose: 100 gp
Alchemy DC: 30*

Initial Effect: Extra 1st-level arcane spell per day
Secondary effect: +5% of hp for 24 hours
Side-effects: Feeling super-extra-happy for 24 hours
Overdose: Doubledose can cause brain damage - Fort Save DC 25 or 4 points of Intelligence drain. Multiple doses beyond that increase DC by 5 and cause 5 points additional INT-drain.

*Can only be created by good-aligned sprites during a total lunar eclipse.

ZerglingOne
2010-02-23, 06:19 AM
Cool, here's one of my own.

HASTE POWDER
Magical drug (Swallowed or Transdermal) DC 16
Addiction rate: Very High
Price per dose: 100 gp
Alchemy DC: 35

Haste powder is an extremely addictive and powerful drug. It is created by distilling the fluid of a Choker's adrenal glands and turning it into a powder. This powder can either be swallowed or mixed with a small bit of water and applied to the skin for a more controlled release. 1 Choker's glands yield 5 doses of this powder with a successful Craft(Alchemy) check.

Effect(Swallowed): If swallowed, treat the user as hasted for a number of rounds equal to the amount the user's fortitude save exceeds the minimum save. If the save is failed, immediately roll for overdose. After the duration, the user is shaken and immediately addicted to Haste Powder and is subject to withdrawal within 24 hours.

Effect(Transdermal): If applied to the skin, the user gets a +2 to their reflex saves, attack rolls, armor class(stackable dodge), jump checks, and is treated as having the Run feat(if they have the Run feat, add an extra base land speed(x6)), This effect persists for up to 1 hour (making saves every 10 minutes) after which the user is shaken, immediately addicted and subject to withdrawal within 24 hours. If a save is failed, roll for overdose.

Overdose:Fort DC 18. If the overdose save is failed, the user falls prone and helpless in a convulsive seizure. Every round this fortitude save is failed, the user will suffer 1 point of wisdom and intelligence drain.

It's essentially a really inexpensive heroism or haste potion with horrible side effects.

Sintanan
2010-02-23, 06:49 AM
Here's a couple I put together for a friend. The concept is there but they're unchecked for balancing issues or had any napkin math done... doesn't help I'm away from my BoVD at the moment.


Bonemeal
The black-clad necromancer before you devours a slice of bread before passing the plate to you, "Eat, pupil. The bonemeal baked into the bread will empower your dark magicks for the coming trials."
Bonemeal is a powder made by grinding the bones of powerful skeletons (the skeleton must have at least 5 HD). Bonemeal is a favorite of necromancers for the increase to their magical power. Bonemeal is extremely bitter and prone to causing vomiting unless it is mixed into some food and cooked. Usually served as a flour replacement in bread.
Initial Effect: For the next hour, when casting spells from the necromantic school your caster level is treated as 2 higher.
Secondary Effect: You gain a negative level. The negative level granted by the bonemeal is treated as normal (Fort save in 24 hours to negate permanency).
Side Effects: None.
Overdose: Taking multiple doses of bonemeal resets the one hour duration of the initial effect. The character is then subject to multiple negative levels (one per dose) once the secondary effect finally kicks in.
Addiction Rate: Mild.
Price per Dose: 150 gp.
Craft DC: 25.*
*The crafter must both be a spellcaster capable of casting at least one 3rd-level necromantic spell, and must have access to bones from a skeleton with at least 5 hit dice.
Treant Leaves
You have an ornate pipe handed to you, filled with the dried leaves of an elder treant burning away. Your nose tingles and blurry images call out to you from the edges of your sight as the few whiffs of smoke coming from the dried leaves drift lazily towards you from the pipe.
Treant leaves are commonly harvested, dried, and sold by elves who have arranged some sort of agreement with the local treants. Treant leaves are very popular as a recreational hallucinogenic.
Initial Effect: You may speak the forest itself. You are treated as if under the effects of the Speak with Plants spell until you take a strenuous action.
Secondary Effect: You become fatigued. If you were previously fatigued, you are now exhausted.
Side Effects: Your perception of reality is altered in some way or form. Each user describes these visions differently. Regardless, you suffer a -4 penalty to Spot and Listen checks.
Overdose: If more than a single dose of this drug is taken within a 60 minute period, the user suffers the following: The penalties to Spot and Listen increase to -6 as the visions become stronger. Additionally, the character no longer feels the need to eat, drink, or sleep while under the effects of this drug. (They still need to eat, drink, and sleep as normal; they just feel like they need to and must be forced or suffer the drawbacks from starvation and sleep deprivation).
Addiction Rate: None, although many who overdose wish to return to their visions as soon as possible.
Price per Dose: 25 gp.
Craft DC: 15.
Troll Sweat
The shadowy figure holds a small glass vial before you. Inside the vial is a thick black oil that smells of decay.
Troll sweat is exactly that, the sweat of an adult troll. Troll sweat is a favorite of dragonslayers, as the benefits granted --even for as short of a period as such-- far outweighs the drawbacks.
Initial Effect: The imbiber must make a Fortitude save (DC 18) or suffer 1d6 points of Constitution damage.
Secondary Effect: All lethal damage taken by the subject is nonlethal unless the damage is fire or acid for the next 1d3 minutes.
Side effects: Reduce the subject's Charisma by 2d4 points (to a minimum score of 1) for the next 24 hours, the imbiber's sweat becomes foul smelling and black.
Overdose: If more than one dose of troll sweat is imbibed within 6 hours the character now becomes immune to nonlethal damage while under the effects of the initial effect. Additionally, increase the Charisma reduction to 3d4 from 2d4. Should a character be dropped to 0 Charisma, they instantly fall comatose and the Charisma reduction is instead treated as Charisma damage restoring at normal rates. The character wakens from the coma after their Charisma is fully restored.
Addiction Rate: High.
Price per Dose: 400 gp.
Craft DC: 25. Results in a drug with all the effects of troll sweat without having to find a troll to 'milk.'
Unicorn Powder
The substance before you is a white powder with a silver hue and gives off a sweet odor.
Unicorn powder is the results of taking a horn of a unicorn and grinding it into a fine powder for inhaling. A single unicorn horn yields 1d4 doses per ground horn.
Initial Effect: Restores 1d8 hit points.
Secondary Effect: Fast healing 1 for 8 hours.
Side Effects: Feelings of euphoria.
Overdose: If more than one dose of unicorn powder is consumed within a 24 hour period, the user is subject to 1d3 points of Constitution drain.
Addiction Rate: Mild.
Price per Dose: 800 gp.
Craft DC: None. It is impossible to recreate this drug artificially, and creating it with a unicorn horn on hand is as simple as grinding the horn down into a powder.