Drugs
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Many strange, insidious, and dangerous substances plague Faerun (and especially Thay), a river of death, despair, and gold flowing through the human kingdoms and cities of the land. Some are beneficial, sharpening the mind, reflexes, or physical stamina for a short time at the cost of minor side effects. Many others are dangerous or even deadly. Those foolish (or unfortunate) enough to partake of these dark substances may achieve a short-lived escape from physical pain, ennui, or the harsh circumstances of their everyday lives, but risk debilitating side effects and – in some cases – potentially lethal addictions. Some drugs are sophisticated poisons that render their users nearly helpless or susceptible to the slightest suggestions. Drugs of these kinds are often employed by slavers, kidnappers, and other villains to force compliance from their captives.

In game terms, all drugs function like poisons, and allow the imbiber initial and secondary saving throws to resist their effects. A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary, or vice versa.


Black Lotus
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Black Lotus is made from a strange black-flowered plant bearing the same name, and is typically used as a lethal poison. However in very small doses, it can be inhaled to numb the user and provide a sense of euphoria. It is rare and dangerous drug as it is very addicting and an overdose is usually lethal.
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Type: Inhaled DC 17

Initial Effect: The user is numbed and feels little pain for the next 30 minutes, resulting in a 10/- to all forms of physical damage, along with a 1d4 point increase to Strength. The individual also feels extreme euphoria and a much improved outlook on life

Secondary Effect: 2 points of temporary Dexterity damage due to the loss of sensation the drug causes, along with 1d4 points of temporary Wisdom damage due to the drugs influence on a person’s judgment

Side Effects: While under the effects of Black Lotus, the user experiences a great sense of happiness. However when the does wears off, the user must attempt a Will Save (DC 18) or fall into a deep depression that causes lethargy and temporarily reduces Charisma by 1d4 points

Overdose: If two doses are taken within three hours of each other, the drug acts as is in its poisonous nature and the target must make a Fortitude save or die.

Addiction: High


Haunspeir
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Named after a wizard from Neverwinter, the Haunspeir drug is sold as a tobaccolike paste or dried in a pill form. It is used by wizards and others who need to rapidly boast their intelligence.
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Type: Ingested DC 12

Initial Effect: 1d4 points of damage

Secondary Effect: 1d4+1 bonus to Intelligence for 1d10+15 minutes

Side Effects: All slashing and piercing 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
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Also known as "Thrallwine", the Jhuild drug is a dark reddish brew made in Thesk from certain grapes, fruits and herbs grown near Surmarsh. Slaveholders and overseers use this drink to strengthen captives engaged in hard labor while dulling their wills and minds.
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Type: Ingested DC 15

Initial Effect: 1 point temporary Wisdom damage

Secondary Effect: The ingester gains a +2 bonus to strength for 1d3 hours

Side Effects: A creature under the effect of Jhuild is fearful and extremely susceptible to suggestion. This causes a decreased Will saving throw, susceptibility to Mind Affecting spells, and a severe disability to persuade, intimidate, bluff, or taunt other individuals

Overdose: None

Addiction: None


Kammarth
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Sold as a power or beige-colored jelly, Kammarth is made from the combination of a rare forest root and an Underdark fungus. This drug causes a temporary increase in speed and reaction time.
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Type: Contact DC 10

Initial Effect: Act as if under the effects of an Expeditious Retreat spell for the next 1d4+1 minutes

Secondary Effect: +2 bonus to Dexterity for 1d10+20 minutes

Side Effects: Kammarth is a stimulant and gives its user a feeling of boundless energy and a sense of well-being. However, after the secondary effect recedes, the target suffers a -1 to Dexterity for 1d10 minutes

Overdose: If taken more than once in an 8-hour period, the target suffers 1d4 points of damage and is paralyzed for 2d4 minutes

Addiction: Medium


Katakuda
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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 its side-effects it was rarely used during training, but was saved for times when the monks expected a great battle.
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Type: Contact DC 18

Initial Effect: None

Secondary Effect: The user gains a +3 natural armor bonus for 30 minutes

Side Effects: When the secondary 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
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Also known as, "Dreammist", this drug is 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 in hot 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. Dreammist is renowned for the beautiful visions it induces, and the deadly peril of its sinister embrace.
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Type: Inhaled DC 17

Initial Effect: Exotic visions of beauty revolve around the user for the next 1d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the Bestow Curse spell

Secondary Effect: 1d4 points of temporary Constitution damage and 1d4 points of temporary Wisdom damage

Side Effects: The visions of a Dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must attempt a Will Save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the Dreammist dose. This compulsion lasts for 1d4 hours before fading

Overdose: If two doses are taken within the space of an hour, the drug acts as a deadly poison and the target must make a Will save or die. Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdoes on the deadly drug

Addiction: High


Rhul
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A spicy red fluid with a bitter after-taste, the Rhul drug (also known as Battle Wine) causes increased physical prowess and aggression at the expense of caution and agility.
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Type: Ingested DC 15

Initial Effect: The user gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. This lasts for 10 minutes

Secondary Effect: User is fatigued, as per the Slow spell, for the same number of minutes after the initial effect wears off

Side Effects: Due to stimulation of the scent and tactile nerves, while the initial effect is functioning, the user prefers to engage in close battle. If the user is given the choice of fighting in melee or, with ranged attacks, he must make a Will saving throw (DC 16) or choose the melee attack

Overdose: If more than one dose of Rhul is taken in a period of 1 hour, the user takes 1d4 points of temporary Intelligence and Wisdom damage

Addiction: Medium


Sezarad Root
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The Sezarad plant is a broad, vivid flower with a short, brittle root. When chewed, the root breaks into soft splinters in the manner of a carrot. It is a drug that increases vitality.
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Type: Ingested DC 14

Initial Effect: User gains 1d8 temporary hit points

Secondary Effect: User gains 1d8 temporary hit points. These overlap (do not stack) with any other temporary hit points from Sezarad Root. All temporary hit points from Sezarad Root wear off 10 minutes after it is ingested

Side Effects: 1d4 points of temporary Wisdom damage

Overdose: None

Addiction: Low


Ziran
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Ziran, also known as Bloodfast, is a bitter white powder usually compressed into a tablet. Ziran is refined from several Underdark fungi by the drow. This drug’s secret has reached the surface, and some alchemists have begun to cultivate farms of the appropriate mushrooms.
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Type: Ingested DC 17

Initial Effect: User is dazed for 1 round

Secondary Effect: The user gains a +2 bonus to Dexterity for 1d3 hours

Side Effects: When the secondary effect ends, the user suffers 2 points of temporary Constitution damage. Ziran users describe a sense of detachment or out-of-body experience, feeling as if they’re watching themselves act from a distance

Overdose: If a second dose is taken within 24 hours of the first, the user suffers an additional 2 points of temporary Constitution damage

Addiction: High


Effects of Addiction
One of the primary drawbacks of drugs is their potential for addiction. Some people reach a point where they think they need the drug in order to function, and end up selling off their material possessions (and in some cases their family members) to get their needed drugs.
Drug addictions function much like diseases. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating other than “none”) the character must succeed at a Fortitude save or become addicted. Addiction proceeds like a disease – while addicted, the character suffers temporary ability damage or debilitating effects each day unless he succeeds at a Fortitude save against the drug’s DC.

Satiation
Each time the user takes the drug to which he is addicted, he is satiated and staves off withdrawal symptoms for a given period of time dependent on the drug.

Recovery
If a character in withdrawal makes two successful saving throws in a row, he has fought off his addition and recovers, taking no more damage or suffering debilitating effects. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction.
Certain addiction curing items, Greater Restoration, and Heal spells can remove an addiction to drug.


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