Sunday, August 31, 2025

Drugs

    I use a fair number of magical drugs and substances in my games, and out of the goodness of my heart and my universal love of all mankind I will share a few with you. All of these have both negative and positive effects, which is (in my opinion) the more interesting thing to do with relatively-common substances. Many of these can be purchased from hedge-witches, foreign tinkers and local apothecaries for reasonable price. 




  1. Sermin Beans - poison, 10sp, 1 slot
    The small, bitter pits (technically not beans) of the Sermin Cherry (native to the Orange Planet but widely grown) can be crushed and boiled in water or soaked in wine to produce a powerful stimulant. One dose grants a save to remove one of the following miseries: pained, bloodied, drowsy, weary, half-drowned, shivering or sweating. Prolonged or acute use (doses on three consecutive days, or three doses in one day) gives the queasy and drowsy miseries. One sack makes twenty doses.
  2. Nift Oil - poison, 20sp, ⅓rd slot
    This asphalt-capped earthenware bottle is filled with a thin black oil, squeezed from the acorns of the Nift Oak, resembling iron-gall ink. The oil leaves a metallic sheen on everything it touches, supple and weightless like dappled light, but impenetrably durable. If you anoint a creature with Nift Oil, they gain a +2 AC bonus and two points of DR to fire and normal weapons for the hour it takes for sun and air to denature the oil. If you drink Nift Oil, you will be so constipated you will pray for death. One bottle contains one dose.
  3. Panacea - poison, 3sp, ⅓rd slot
    This bottle contains a thin oily red-black analgesic refined from certain flowers on another planet. A dose of panacea gives 1d6 temporary hitpoints and requires a HRTS check. On a failure, gain 2 points of intoxication (expands critical failure range). On a success, gain 1. Each bottle contains three doses.
  4. Lotus Petal - poison, 10sp, negligible weight
    This large, dusky petal is harvested from the extremely rare Black Lotus flower and dried as an herb. When consumed by a mage, it adds an MD to their pool. It also does this for non-mages, but because they have no use for MD they immediately suffer from manaburn (each round, roll excess MD and take [sum] damage until all MD are expended).
  5. Lamia Pollen - poison, 3sp, ⅓rd slot
    A vial of golden dust as soft and fine as cornflour, harvested from the Charybdis flowers. One dose, insufflated, produces several hours of positive feelings and gullibility, and grants advantage on checks against fear or agony and disadvantage on checks against charm. A vial contains three doses.
  6. Gonshi Mushroom - poison, 10sp, ⅓rd slot
    This trypophobian dried mushroom grows only in the Prisma Vert, and is one of the Gnomes' most valued export. A small portion is, presumably, medicinal. Horking its toadesque bulbitude requires a full round of total focus. On the next round, the consumer takes two turns in a blur of action. Eating a gonshi in order to eat two gonshi simultaneously is how monks stress-test their circulatory system.
  7. Mirget Root - poison, 10sp, ⅓rd slot
    This eyewatering dried tuber grows only in the Prisma Vert, and is one of the Gnomes' most valued export. Small amounts are exhilaratingly spicy; a full dose, undiluted, grants a point of Rage. Creatures with more Rage than they can handle immediately begin raging. One root is three doses.
  8. Pillsilver - poison, 5sp, ⅓rd slot
    One round of vigorously chewing a large, clotted lump of metal and resin heals 1d6 hitpoints and fills an inventory slot up with torpor. One wooden tube contains three pills, each pill a dose.
  9. Luffin Leaf - poison, 3sp, ⅓rd slot
    Finely-ground orange leaves imported from the Orange Planet. While smoking a pipe of Luffin, enjoy enhanced focus and a slightly-slowed perception of time, granting the smoker +2 on SNEK, SKLL, INIT and to-hit rolls. A pipe lasts for a minute. One pouch contains three doses.
  10. Helljaw - poison, 5sp, ⅓rd slot
    A lump of red-gray filth resembling leaf mould, wrapped tightly in waxed parchment. Inexperienced users find the taste (powerfully astringent like cheap red wine) and the effects (dizziness, increased blood pressure, vague feelings of aggression) overwhelming, and must leave it in their lower lip and frequently spit their blood-red saliva. Hardened addicts chew their helljaw like pine sap and swallow the saliva. One dose grants up to an hour of gloomvision (granting dim light penalties in direct sunlight, removing dim light penalties in dim light). Habitual use dyes the teeth blood-red; extended habitual use slowly colors the eyes acid-green. One packet is ten doses.
  11. Black Carome - poison, 50sp, negligible weight
    A single dose of this prized substance (its exact source a total mystery in your country) reverses all magical aging or weakening effects (c.f. the touch of a ghost, Feeblemind, the bite of a vampire, too much lead consumption) and greatly improves the functions of ones bowels. Applied to the face, it removes wrinkles as if reversing five years of time. Its exorbitant price is partly due to the fact that it must be stored in an air-tight golden vessel, usually a vial smaller than two knuckles and kept on a fine chain.
  12. Lady's Tears - poison, 1sp, ⅓rd slot
    A dried garland of one dozen of the delicate white flowers one sometimes sees growing on seaside cliffs. They retain a faint smell, a little like salt and a little like carrion. A dose brewed into a tea will scar the soul for 1d6 XHA damage (healing as normal) but allows the drinker to speak with otherwise inconsolable/implacable ghosts. A dose can also be burned, which will shed an illusion-revealing light for a few moments. One garland is twelve doses.
  13. Poacher - poison, 50sp, negligible weight
    This slick blue goo reacts violently with almost anything other than glass or living flesh, and is usually kept in a small "button" on a cord around the neck. Breaking the glass between your teeth will shred the inside of the mouth, throat and stomach, allowing the Poacher to suffuse into the system and destroy any other substances therein. This cures, undoes and reverses any other poisons, though it has no effect on parasites or hexes, and interacts dangerously with prosthetics and implants.
  14. Waterfire - poison, 5sp, 1 slot
    Fine dark-silvery grains of an alchemical reagent. Upon exposure to water, vigorously produces pyrophoric phlogiston. 1 dose is a water-activated light source for ten minutes; 10 doses are a water-activated bomb dealing 2d6 damage within 20'. If painfully inhaled, a dose will produce phlogiston inside the lungs, allowing one to breathe without air. One bottle of mineral oil contains enough powdered reagent for ten doses.
  15. Ill-Song - poison, 10sp, ⅓rd slot
    This chalky white dust is ground from the bones of the elderly who have starved to death, which is really fucked up. When insufflated your XHAis 0 for 4d6 hours. For the purposes of spells, this makes you an "object" instead of a "creature". Ghosts and other spiritual beings cannot perceive you. Sunlight burns you like fire for the duration.
  16. Greenjuice - poison, 1sp, negligible weight
    The shell of a common tidepool shrimp, fried until crispy and ground into a powder, can later be colorlessly and odorlessly mixed into water or wine. A few hours after drinking, the target of this harmless prank will turn a brilliant shade of emerald green. The coloration lasts for several days. Many jurisdictions forcibly feed greenjuice to their prisoners and slaves to make it more difficult for them to escape into the normal population. Extended use eventually leaves green bands in the hair and fingernails. One shell makes one dose.
  17. Clean Conscience - poison, 20sp, ⅓rd slot
    The milky fluid that weeps from broken stems of the King's Friend flower can be processed into a balsam samekh which gives a deep and dreamless sleep. Those who sleep 8 hours under the influence of the drug gain the benefits of two nights' untroubled rest. Clean Conscience is addictive, and for a week after its use partakers must check HRTS to sleep restfully without it. Unwitting partakers may check HRTS every ten minutes to fight off the effects, falling asleep (as Sleep) on a failure. One bottle of gums contains ten doses.
  18. Loka Mint - poison, 1sp, ⅓rd slot
    The smell of fresh or dried Loka, somewhere between clover, lemon and wintergreen, is a powerful repellent to insects, undead, Evil, and outsiders of all types. When regularly consumed at meals (one dose a day) it grants the habitual user an extra save against the effects of poison and black magic, and the first time their blood is spilled forces nearby insectoid/undead/Evil/outsider creatures to check morale or retreat from sniffing range. One pouch contains three doses.
  19. Snake Milk - poison, 30sp, 1 slot
    A small wooden case containing ten tiny vials, one hypodermic needle, and one of those plunger thingies for feeding baby cows. No one knows why the pale-yellow oil is called "snake milk", or where it comes from, but certain secret organizations can sell it to you box-by-box according to your needs, if you know what doors to knock upon. Consumed, it gives disadvantage on HRTS checks for 24 hours, but whenever a mutation is rolled the consumer may roll twice and choose. Injected, it allows a biomancer to easily meld flesh. Various artificial life forms (cyberdragons, manticores, cave giants, homunculi) need this stuff instead of sugar or sunlight. You looted this from a person who will want it back — and you should be careful, because carrying a vial is enough to convict you of fleshmongery in most jurisdictions.
  20. Fright's Blood - poison, 5sp, ⅓rd slot
    Considered a candy and a medicine (like Fisherman's Friend) by the kobolds who produce it, you don't want to know what it's made of. Warm-blooded creatures who consume it experience torpor (-4 to physical checks), numbness of the mouth (inability to speak any language but your native tongue), and a strange burning in the limbs like a combination of nervous energy and massive allergic reaction (carrying capacity doubled) for 24 hours.

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