Drugs

## Using

### Addiction

Every time someone uses an addictive drug, once it wears off they must make an **addiction saving throw**; which is a Constitution saving throw with a DC equal to the result of the user's addiction dice pool, on a failure they become addicted. Each use of the drug adds an additional addiction dice added to their addiction pool. Each long rest, the user must make a **addiction recovery saving throw**; which is a Constitution saving throw with a DC equal to to the maximum possible total of their current pool of addiction die, on a success, one addiction die is removed from their pool.

### Withdrawal

If a user becomes addicted to a drug, while the user if not under the effects of the drug, they gain a level of exhaustion. Exhaustion gained this way can only be removed by using the drug again, Greater Restoration, or going a week without the drug. When an addicted user fails an addiction saving throw, they must make a **spiraling addiction saving throw**; which is a Constitution saving throw with a DC equal to 10 + double the level of exhaustion caused by addiction. On a failed save, the user gains another level of exhaustion while not under the effects of the drug.

### Overdose

If a user takes too high a dosage of a drug, takes the drug while they're already on that drug, or takes it within a number of hours equal to it's addiction die, they must make an **overdose saving throw** which is a Constitution saving throw equal to 10 + the maximum possible result of the drug's addiction dice. On a failure, the user takes a number of poison damage equal to double the maximum possible total of that drug's addiction die.

## Drugs

### Apotheosis

Vector: Injection

Addiction dice: d8

Speed: 6 seconds

Duration: 24 hours or until the spell slots are used

Effect: Grants the user the ability to cast spells

With enough regulated and continued use, the user gains the ability to cast spells with the ability being forced into their body (gaining the Spellcasting feature of any class). The magic is relatively uncontrollable, as the magic is essentially attempting to escape the body which it cannot inhabit. Apotheosis must be taken to regain the expended spell slots, experienced users learn to use exactly enough to regain their expended spell slots without overdosing. If a user with an apotheosis addiction overdoses on the drug, their magical power surges even further. For 1d4 x 6 seconds, the users spells are more potent and deal twice as much damage.

Long-term usage of apotheosis can lead to a process called succumbing, which turns the user into monstrous mutant that tends to resemble a massive pile of flesh. The mutations seem to vary from person to person. However, there are some common traits among the mutants, such as elongation of the neck and arms, incredible swelling, and fusion of the head directly to the body. The mutated bodies are often asymmetrical. While some mutations can allow the person to maintain a vaguely human shape, some can be much more distorting and drastic. Some mutations appear to make the person stronger or faster while some make the person appear immobile or simply grotesque. The psychological effect of the transformation is that the mutant completely acts on their primal urges, which more often than not manifests as violence. Not all mutants are violent, however. Some mutants will only be violent for a short period of time or towards only specific people. And once this time period ends, the mutant will pacify, becoming immobile and harmless.

### Berserk

Vector: Ingestion

Addiction dice: d10

Speed: 1 Minute

Duration: (5 - Constitution modifier) minutes, minimum 1 minute

Effect: The user enters a barbaric rage where they cannot distinguish friend from foe and choose their targets at random

As long as the user isn't wearing heavy armor, they gain the following benefits.

* Advantage on Strength checks and Strength saving throws.
* When the user makes a melee weapon attack using Strength, they gain a bonus to the damage roll equal to their proficiency modifier.
* The user has resistance to bludgeoning, piercing, and slashing damage.

If the user is able to cast spells, they can't cast them or concentrate on them while raging. The rage lasts for the duration, but ends early if the user is knocked unconscious.

Berserk is a mushroom species native to Gelida that berserkers would commonly use in order to use their rage to their advantage in combat. The mushroom grows only where blood is shed, and is commonly present within battlefields. Side effects include: frothing at the mouth, fever, and a desire to bite.

### Bliss

Vector: Inhalation, Injection

Addiction dice: d12

Speed: 6 seconds, Immediate

Duration: (6 - Constitution modifier) hours, minimum 1 hour

Effect: All modifiers become -1, 1d20 + 10 temporary hit points

A tranquilizing narcotic, bliss is an opiate derived from poppy plants. Bliss can also force a barbarian to end their rage. It takes its name from the sensations its users feel.

### Eros

Vector: Ingestion

Addiction dice: d10

Speed: 1 Minute

Duration: (6 - Constitution modifier) hours, minimum of 1 hour

Effect: Proficiency in Perception (or doubled proficiency if already proficient), as well as advantage on Charisma saving throws, and Charisma based checks, but others have advantage on persuading the user

A favorite party drug, Eros is a mild stimulant and aphrodisiac used by revelers to relax, open up, and become more perceptive. The drug leaves the user open to suggestion, and users become more sensitive to changes in light, temperature, and pressure. The drug is created from a concentrated solidified version of a faerie dragon's euphoric breath.

### Long Haul

Vector: Eyedrops

Addiction dice: d12

Speed: 10 minutes

Duration: (106 - Constitution) hours

Effect: Alleviates the need for eating, drinking, and sleeping, but gives disadvantage on all rolls

The drug slows the users bodily functions to near hibernation level. The drug also slows the users heart rate and breathing to an extreme degree, making it difficult to tell if the user is even alive. The user becomes extremely sluggish to the level of a walking corpse. Long Haul's most common use is for long trips, especially for groups of people, in order to avoid purchasing rations and save time by avoiding sleep.

### Pipeweed

Vector: Smoking

Addiction dice: d1

Speed: 1 minute

Duration: (4 - Constitution modifier) hours minimum 1

Effect: Advantage on concentration saves, casting a spell as a ritual only take 1 extra minute rather than 10

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

### Spice

Vector: Inhalation

Addiction dice: d20

Speed: Instant

Duration: (5 - Constitution modifier)d6 seconds, minimum 6

Effect: Stave off damage

The user does not go unconscious upon reaching zero hit points, they instead stay conscious until they receive damage that equals or exceeds their hit point maximum (at which point they die), or the duration ends. If the duration ends while the user has less than zero hit points, the user dies upon one failed death saving throw.

Spice is a red dust that causes the user to lose the ability to feel pain and causes their body to continue working despite receiving incredibly destructive levels of damage. Spice is a very addictive stimulant which amps the user up to an incredible degree.

### Zen

Vector: Smoking

Addiction dice: d8

Speed: 1 minute

Duration: (10 - Constitution modifier)d6 minutes, minimum 1

Effect: Disadvantage on Strength and Dexterity saving throws, advantage on Intelligence and Wisdom saving throws

A psychedelic hallucinogen, zen is popular among those looking to escape reality or seeking trance-like states. Zen is created from the hallucinogenic spores of a myconid sovereign, and it is commonly known for the purple smoke that it produces. A similar version of this drug can also be sourced by the poison secreted by the skin of a grung.