Illicit Substances

\*\* Stats and effects are for D&D 5e mechanics \*\*

### Alcohol

A clear substance made by fermenting grains or carbohydrates. Found in most beverages. Costs 1cp per 1 oz (pure).

* Duration: ~1 hour/16z
* Effects: Adv. on strength checks and saves, adv. on saves against being frightened.
* Side effects: Poisoned (except strength).
* Tertiary effects: Hangover (poisoned) - 4 hours.
* Production: Fermented grains, potatoes, fruits, and other carbohydrates.
* Legality: Beverages over 20% alcohol are illegal in Ludania.
* Addictiveness: 12

### Berserker (*Beletus Insanus)*

A mushroom powder used by thugs and Skothikan Berserkers to aid their fury during battle. Costs 20gp-30gp per 10g dose.

* Appearance: A fine brown powder with aromic earthy smells. Inhaled through the nose.
* Duration: 1 minute
* Effects: +2 to attacks and damage, immune to fear, if they fall unconscious, they don't until after the end of duration (must still make death saves while fighting).
* Side effects: Attack the nearest creature each round, can't speak or understand any language for duration.
* Tertiary effects: Bloody nose, headaches (vuln. to psychic damage) - 1 hour.
* Production: created from a mix of ground mushrooms, nettles, nightshade, and tiny fey creatures in rural Skothikan villages and given to their warriors during battle. The recipe has made its way south to Ludania where it is produced and shipped around the world.
* Legality: Illegal in Ludania, Ænon Aseri, Olean, and Unam
* Addictiveness: 15

### Blood Dragon

A substance derived from the concentrated oil from a Wyvern's venom gland. Costs 30gp-40gp per 3oz dose.

* Appearance: An iridescent liquid that gives off a strong acrid odor.
* Duration: 1 hour
* Effects: +5 perception, +60ft. darkvision, ability to see into the ethereal plane.
* Side effects: Under fear spell, choosing a random target to be afraid of.
* Tertiary effects: Full body tingling (1d4 psychic damage per melee attack), clotting issues (1d4 bleeding damage per melee attack) - 2 hours.
* Production: Produced in Xatepo and North Unam by wyvern hunters and tamers.
* Legality: Illegal in Aseri, Ludania, Unam, and Olean
* Addictiveness: 16

### Faerie Dust

A dust of processed Veridium, that street mages and sorcerers use to perform tricks and empower spells. Costs 50gp per 10g dose.

* Appearance: A fine, shimmering green dust, that tingles to the touch. Inhaled through the nose or absorbed through gums.
* Duration: 10 minutes
* Effects: Roll 1 time on wild magic surge table, +1 to spell attacks and save DC, 3 sorcery points to spend on Empowered spell (reroll damage dice equal to number of doses taken) and Quickened spell (reduce cast time to 1 bonus action).
* Side effects: 2d6 psychic damage per dose, vulnerability to spell damage.
* Tertiary effects: -2 spell attacks and save DC, mucus discharge - 1 hour.
* Production: Faerie dust is manufactured by exposing raw Veridium to extreme heat for prolonged periods of time. Faerie dust is especially popular in the Feywild, where it is used to aid in revelry.
* Legality: Faerie dust is completely new to Exnilion, and no legislature against it has been passed yet.
* Addictiveness: 14

### Zuggtmai (*Zuggtmai Subtenebris)*

A dried mushroom found miles below the surface, often near Abyssal gates or areas of decay and undeath. Costs 20gp(underdark)-500gp(surface) per 50g dose.

* Appearance: A dry purple or maroon fungi with a strange odor of rotting meat; smoked through a pipe.
* Duration: 1 hour
* Effects: Under effect of calm emotions spell, cast telepathic bond at will, cast speak with dead 1 time/dose.
* Side effects: Paralyzed, loses 1hp/minute, If the creature dies due to overdose, they raise 1d4 minutes later as a zombie.
* Tertiary effects:
* Production: Produced and imbibed by drow miners as a way to wind down, it has recently made its way to the surface in Czojan and is sold for a hefty premium.
* Legality: Illegal in most cities of Czojan, Ænon Aseri, Ludania, Skothika, Unam, and Olean
* Addictiveness: 15

### Addiction

A creature that fails a Constitution save when using a substance gains a level of addiction (max of 10 levels). For each additional dose, the save DC is increased by 2. If a creature fails its save, they begin to suffer the drug's side effects along with the effects for the drug's duration. If a creature fails its save by 5 or more, they fall unconscious for the remainder of the duration but remain stable.  If a creature fails its drug save by 10 or more, they fall unconscious and must make death saving throws, remaining unconscious for the duration if they stabilize. Upon waking, the creature takes 1 point of exhaustion (maximum of 5).

#### **Overcoming Addiction**

A creature that is addicted to a substance can overcome it through hard work and determination, but it is a painful process. When a creature that is addicted to a substance goes 24 hours without using it, they must make a CON save equal to the substance's addictiveness score. On a success, they lose one point of addiction. On a fail, they gain one point of permanent exhaustion, to a maximum of 5 points (removed only by a lesser restoration spell or greater, or by taking a dose of the addicted substance).