Drugs in Ninuwa

## General Drug Rules

### Addiction Save

Whenever you take a dose, you must make an addiction save. Make an **addiction saving throw** (Wisdom or Constitution Save depending on drug) vs **Drug DC + Addiction Level** for the specific drug.

#### On A Success

The drugs take effect as normal, **unless you are already addicted** in which case it will be as effective as your drug addiction level states.

#### On A Fail

Increase **Addiction Level** by 1.

You are now addicted and suffer additional effects based on the **Addiction Level** that you are on, the drug's **Addiction Effects** happen until clean of addiction (Addiction Level at 0).

### Withdrawal effects

Withdrawal effects happen whenever you are addicted and not currently on the drug.

### On A Long Rest

Whenever you take a **long rest**, you roll an **addiction save** following the drug's dc. On a success you remove 1 from the **Addiction Level**.

## Specific Drugs

### Crypt Courage - 3gp

Consumed in flask/bottle form. It is a dark liquid that nonetheless seems to glow, just slightly. An alchemical concoction made from powdered bones, a bioluminescent mushroom that only grows in crypts and tombs, and a high-proof alcohol. Users consume it because of an intense warmth that spreads from the mouth and throat down the body. This warmth is not an uncomfortable sensation, but rather a familiar one. Users often describe feeling warm as if they were in the womb, again. In addition to the warmth, the drink causes the consumer to lose their fear of death and become emotionally connected to others near them. Most are introduced (and addicted) to Deadman's Drink from funerals and funerary customs. Grieving families and loved ones are often the most affected by the liquid. Side effects include tiredness, loss of aggression, sweating, coughing, and mild hallucinations (most often involving lights, sensations of warmth and connectedness, and in some cases glimpses of the ghostly deceased). Those addicted become claustrophobic and agoraphobic. If another dosage is not consumed within 8 hours, the user becomes extremely frightened and aggressive and lashes out at anyone who comes within 5 feet. If they are in public, they will flee to the place the feel safest, so long as it is solitary and not a tight space.

#### Effects

* Constitution vs. 7 + Addiction level
* Advantage on rolls against being frightened
* 1d12 temporary hit points.
* Lasts four hours
* Dose needed every 8 hours or make an addiction save to avoid becoming claustrophobic and lashing out.

**Addiction level 0-3:**

* **Drug effectiveness:** works as expected

**Addiction level 4-6:**

* **Drug effectiveness:** less effective, only 1d8 temporary hit points, dose need every 6 hours

**Addiction level 7-10:**

* **Drug effectiveness:** less effective, only 1d4 hitpoints, no advantage against being frightened, dose needed every 4 hours

### Feel-No-Pain - 10gp

A reddish-transparent serum that has a faint scent of sand and iron. Alchemical concoction of bloodstained sand and a sedating flower. Because of its powerful pain-killing effects, Feel-No-Pain is popular among illegal fighters of all stripes. It is found among the militia as well, but is significantly less present due to heavy regulation. Those addicted, upon the effects ending, will suffer from a constant pain as the senses stimulate nearly every nerve on the body, and pain becomes more intense than it would be otherwise.

#### **Effects**

* Constitution vs. 6 + Addiction level
* Resistance to bludgeoning, piercing, and slashing damage for 1 minute
* Dose needed within 2 hours, or **vulnerable** to all physical damage.

**Addiction level 0-3:**

* **Drug effectiveness:** works as expected

**Addiction level 4-6:**

* **Drug effectiveness:** less effective, duration is only 36 seconds

**Addiction level 7-10:**

* **Drug effectiveness:** less effective, duration is 24 seconds, dose needed within 1 hour.

### Enimat - 3gp

Powder of a common flower in grassland regions, sometimes compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal. Lasts 2 hours.

#### **Effects**

* Constitution vs. 10 + Addiction Level
* +10 Speed.
* Immune to effects of exhaustion.

**Addiction Level 0-3**

* **Drug Effectiveness:** Works as expected.
* **Withdrawal Effects:** +1 to exhaustion

**Addiction Level 4-6**

* **Drug Effectiveness:** Less Effective, only +5 Speed (double dose for +10), still immune to exhaustion effects.
* **Withdrawal Effects:** -2 to Charisma checks, +2 to exhaustion

Addiction Level 7-10:

* **Drug Effectiveness:** Less Effective, only +0 Speed (double dose for +5, triple + 10), still immune to exhaustion effects.
* **Withdrawal Effects:** -4 to Charisma Checks, +3 to exhaustion

### Pipeweed - 5sp

A common plant which grows in temperate regions, died and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many classes and regions. Lasts four hours.

#### Effects

* Wisdom vs. 5 + Addiction Level
* Advantage on concentration saves.
* Ritual spells take 5 extra minutes.

**Addiction Level 0-2**

* **Drug Effectiveness:** Works as expected.
* **Withdrawal Effects:** Disadvantage on concentration saves and not able to cast rituals (Unless consumed in last 24 hours)

**Addiction Level 3-9**

* **Drug Effectiveness:** Less Effective, effects only lasts 3 hours
* **Withdrawal Effects:** Disadvantage on concentration saves and not able to cast rituals (Unless consumed in last 12 hours)

**Addiction Level 10**

* **Drug Effectiveness:** Less Effective, effects only lasts 2 hours.
* **Withdrawal Effects:** Disadvantage on concentration saves and not able to cast rituals (Unless consumed in last 6 hours)

### Drakeroot - 5sp

A clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested. Intense sedative effect and powerfully addictive. Lasts 6 hours.

#### Effects

* User falls asleep, cannot be woken.
* Counts as a long rest and recovers all hit dice.
* Wisdom vs. 10 + Addiction Level

**Addiction Level 0-2**

* **Drug Effectiveness:** Works as expected
* **Withdrawal Effects:** Long rests recover no hit dice, unless Drakeroot was used

**Addiction Level 3-6**

* **Drug Effectiveness:** Duration lasts 7 hours
* **Withdrawal Effects:** Long rests recover no hit dice and only half HP and spell slots are recovered, unless Drakeroot was used

**Addiction Level 7-10**

* **Drug Effectiveness:** Duration lasts 8 hours
* **Withdrawal Effects:** User can no longer take a long rest without taking some Drakeroot

### Rogue Dust - 2sp

An uncommon powder that when inhaled causes the user to become more dexterous at the cost of your constitution. Illegal to consume, not own. lasts 1 hour.

#### Effects

* Constitution vs. 10 + Addiction Level
* Gain **1d4 Dexterity** Temporarily
* Lose **2d2 Constitution** Temporarily

**Addiction Level 0-2**

* **Drug Effectiveness:** Works as expected

**Addiction Level 3-6**

* **Drug Effectiveness:** Dexterity gain is now **1d4-1**

**Addiction Level 7-10**

* **Drug Effectiveness:** Dexterity gain is now **1d4-1**, Duration lasts half an hour

### Cursed Demon Blood - 5gp

Magically fouled blood that when ingested causes the user to become magically imbued with the power of a demon at a cost. Lasts 1 hour.

#### Effects

* Gain **1d4 Strength** Temporarily, affected by the spell **Bane (at 1st level)**.
* You gain resistance to fire damage.
* Constitution vs. 10 + Addiction Level

**Addiction Level 0-3**

* **Drug Effectiveness:** Works as expected

**Addiction Level 4-9**

* **Drug Effectiveness:** Bane lasts for an extra hour after the drugs have worn off

**Addiction Level 10**

* **Drug Effectiveness:** Bane lasts for an extra hour after the drugs have worn off

### Luhix - 4gp

Made from the powdered caps of luhix mushrooms, which only grow in the Plane of Eternal Dark. It is normally sprinkled onto bleeding wounds, which are then sealed with bandages or magical healing. Lasts 8 hours.

#### Effects

* For the first **1d6 x10** minutes you have -1 to all attributes and are immobile
* Afterwards you have +2 to all attributes
* Wisdom vs. 15 + Addiction Level

**Addiction Level 0-2**

* **Drug Effectiveness:** Works as expected

**Addiction Level 3-6**

* **Drug Effectiveness:** Duration halved to 4 hours

**Addiction Level 7-10**

* **Drug Effectiveness:** Duration halved to 4 hours