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Beneficial Drugs (3.5e Variant Rule)

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Contents

  • 1 Beneficial Drugs
    • 1.1 Wizard’s Herb
    • 1.2 Bard’s Flower Tea
    • 1.3 Rage Powder
    • 1.4 Archon Mushroom
    • 1.5 Acrobat’s Patch
  • 2 Design Notes
  • 3 Drug Paraphernalia

Beneficial Drugs [ edit ]

Beneficial drugs are potent substances that have a strong effect on humanoid biologies. There is nothing inherently evil about use of these drugs, but some particularly idealistic polities, often religion-driven, tend to outlaw them, fearing their effects. More cynical or corrupt regimes forbid them more primarily to drive up prices (and thus enrich the distributors), prevent effective regulation, and to enrich the distributors — who are often the rulers themselves, or who pay large sums to the rulers for the privilege of a state-sponsored monopoly.

In an open market, these substances may be quite inexpensive. Where they are contraband, the price may go arbitrarily high, and the quality arbitrarily low. Fraud may be common unless dealers are familiar to the purchaser, but even that is no guarantee since the dealer herself may be hoodwinked. Prices in the below descriptions are for a relatively open market, where these substances may be traded openly.

Unless otherwise specified in the drug description, a drug’s effects are an Alchemical bonus and untyped penalty. Consequently, the positive effect of a drug does not stack with itself, although the penalty will.

Delay Poison and Neutralize Poison and similar effects either delay the onset of a drug’s effects or neutralize it altogether, as appropriate.

Wizard’s Herb [ edit ]

Description: This green plant is dried and sold in pouches, similar to tobacco. As with tobacco, it is smoked, but unlike tobacco it tends to emit tiny sparks when lit and the exhaled smoke is a pale shade of green. Once lit, it must be smoked for at least one round, and will take two rounds to take effect. Wizard’s Weed helps with clarity of thought and memory, but it makes the user nauseous. One pouch of Wizard’s Weed costs 10gp and contains 10 doses.
Benefit’: +1d4 Int for one hour.
Cost: -1d4 Con for two hours.

Bard’s Flower Tea [ edit ]

Description: The bard’s flower has small, white and pink petals. If dried and dissolved in water, these petals form Bard’s Flower Tea, a yellow liquid with a sweet scent and taste. Brewing the tea takes 5 minutes. Quickly drinking a cup is a full round action and its effects begin one round after that. Bard’s Flower Tea makes one more sociable and artistic, but also makes one feel weak. A pouch of the petals for brewing costs 5gp and is enough to make 5 pots of tea, each of which is good for four cups.
Benefit: +1d4 Cha for one hour.
Cost: -1d6 Str for one hour.

Rage Powder [ edit ]

Description: The red seeds of the Malyss plant (itself a source of Malyss Root poison) can be shelled and the insides ground into powder to create Rage Powder. Rage Powder is a bright red powder, usually kept in potion bottles, which can be scooped out with a small spoon and snorted for an intense effect. Snorting the powder is a full round action, and the effects take place immediately. Snorting Rage Powder gives one both a minor boost of strength and a numbness toward pain, but make the user reckless. 20gp will buy a bottle of Rage Powder which is good for 10 doses.
Benefit: +1d2 Str, +1d2 Con for one minute.
Cost: -1d6 Wis for one minute.

Archon Mushroom [ edit ]

Description: The Archon Mushroom tends to grow on ignored stores of grains or rice which are not kept suitably dry. It is a spotless white capped mushroom, that is dried and eaten most commonly by druids and clerics for its benefits. Eating one dose of the mushrooms quickly is a full round action, but the effects do not begin until about 5 minutes later. Eating the mushrooms gives one a sense of unity and understanding with spiritual or divine matters, but also tends to result in dizziness. They are typically sold in single doses for 1gp each.
Benefit: +1d4 Wis for one hour.
Cost: -1d4 Dex for two hours.

Acrobat’s Patch [ edit ]

Description: An Acrobat’s Patch is a piece of rough cloth lightly coated in a gluey alchemical substance. It is usually difficult to distinguish from an ordinary tattered rag, but if rubbed on the underside of the arm between the armpit and elbow, it will result in strange drug effects. Doing so is a full round action and the effect begins one round later. Using this patch makes one feel grounded and with good balance but makes them act and speak strangely for the during of the effect. One patch, which can only be used once, costs 1gp.
Benefit: +1d4 Dex for one minute.
Cost: -1d4 Cha for two minutes.

Design Notes [ edit ]

To maintain balance, the cost should always be at least 1/3 higher, or active for twice as long, as the benefit. The benefit and cost should be in the same terms; for example in each of the drugs listed above, benefits and costs are both in ability score modification. No drug should be able to confer its benefits again until both the benefit and cost has worn off.

Drug Paraphernalia [ edit ]

Those wishing to use these drugs will need certain materials for their preparation and consumption.

Beneficial Drugs (3.5e Variant Rule) From D&D Wiki Contents 1 Beneficial Drugs 1.1 Wizard’s Herb 1.2 Bard’s Flower Tea 1.3 Rage Powder 1.4 Archon Mushroom 1.5

Thread: Psycoactive drugs in D&D

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Psycoactive drugs in D&D

Using Minor Creation, wouldn’t it be possible to produce stuff like caffeine, marijuana, and morphine? Are there any books that relate the in-game effects of such drugs? I’m thinking that a fighter would love to get a massive temporary boost to Dex or whatever, and then have the ability score damage from regular usage repaired by Restoration. Has anyone done anything like this on thier game?

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Re: Psycoactive drugs in D&D

The Book of Vile Darkness has drugs of that sort, as well as addiction rules

The accuracy of this post is questionable

The Endless Dungeon

The Neverending Dungeon

Renewal A fantasy/post-apocalyptic/new world setting WIP

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Re: Psycoactive drugs in D&D

I thought ability damage recovers naturally. While ability drain does not.

Page 41 of BoVD

You would probably have to introduce a NPC, that deals in the drug trade. Depending on whether substances like these are legal, or widely available, will determine prices,etc.

All usually have a benefit, in addition to the penalty. An example is the equilvelant for marijuana. It does damage to wisdom, while providing a bonus to strength. The mechanics themselves, relying on fort saves for becoming addicted/overcoming an addiction, sets up for physical classes to partake in them.

You might have to tweak the mechanic, which I personally think should rely on Will rather than Fort but personal preference.

Last edited by HereticNox; 2009-08-30 at 02:26 PM .

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Re: Psycoactive drugs in D&D

Some of the rules for drugs are in the Unearthed Arcana rules for Sanity. which further suggests looking into Lords of Darkness as well.

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Re: Psycoactive drugs in D&D

IMHO Mertoran Leaf is OP. +2 Cha for 1 hour for 10 gp? nerf lol

In all seriousness, BoVD is the primary drug source. The ones listed there are a bit bizarre, though. Sharn: City of Towers has more drugs, Sarlona might have one, Waterdeep: City of Splendor might have a few, Lords of Darkness has as much as BoVD (I lied: Lords of Darkness is the primary drug source. It has more).

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Re: Psycoactive drugs in D&D

Plus, it’s got a negligible addiction rate.

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Re: Psycoactive drugs in D&D

Why don’t just give them to players and see how it affects they’re roleplaying? It would be way better for roleplaying mental stats, although of course, something should be done with physical.

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Re: Psycoactive drugs in D&D

Of course, any drug with a benefit in exchange for ability damage is broken in half by binding Naberius the same way Hellfire Warlock is.

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Re: Psycoactive drugs in D&D

Is that from BoVD as well? I don’t have the book on me at the moment, so I can’t check.

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Re: Psycoactive drugs in D&D

Anyway, I remember that Fallout 2 and (to some extent) Fallout Tactics had some solid stats for drugs effect, intoxication, addiction.

It’s different system and all, but stats ec aren’t really very hard to “translate”.

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Re: Psycoactive drugs in D&D

I think they made the penalities of withdrawal and addiction not severe enough in DnD rules. Fallout had the right idea, where becoming addicted was one of the worst things that could happen to your character. And for most drugs it was very hard to cure your addiction.

The problem with DnD is that any stat damage or drain, let alone penalty is easily cured. Working around that might provide a better system.

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Re: Psycoactive drugs in D&D

You know, how addictive did they put for the equivalent to marijuana? If it’s anything besides 0, they D&D writers really don’t have any clue what they are writing about.

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Re: Psycoactive drugs in D&D

Or maybe they did, but decided to ‘up the ante’, so to speak? Presenting the use of illegal drugs as having no permanent/long-term side effects whatsoever isn’t quite on the level of rampant devil-worship, but it’s still something they probably want(ed) to avoid, regardless of how accurate it would be for its real-world analogue.

Last edited by The Glyphstone; 2009-08-30 at 05:00 PM .

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Re: Psycoactive drugs in D&D

There’s also the issue of psychological addiction versus physical/chemical addiction. I’m pretty sure that I wasn’t physically addicted to WoW, but that didn’t stop me from putting in 12 hours a day on some weekends.

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Re: Psycoactive drugs in D&D

Weed’s pretty much completely nonaddictive psychologically and physically. I guess they could “up the ante” but then it wouldn’t make sense to call it an analogue.

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Re: Psycoactive drugs in D&D

keep in mind most of these “drugs” are giving stat boosts or other concrete benefits so i imagine that means their pretty powerful and a poor analogue to real world recreational drugs

Last edited by awa; 2009-08-30 at 05:39 PM .

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Re: Psycoactive drugs in D&D

Indeed. The most accurate way to roleplay a character under the influence of any drug, be it legal or illegal, is probably for the player to consume that substance themselves. While this might be amusing, it is a very poor idea.

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Re: Psycoactive drugs in D&D

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Re: Psycoactive drugs in D&D

Thanks for necro-ing a nearly year-old thread?

Last edited by The Glyphstone; 2010-06-26 at 12:57 AM .

“Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I’m unsure if it’s too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren’t pulverized by shoes.”

I don’t think anyone would want those pancakes even if you paid them to eat them.

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Re: Psycoactive drugs in D&D

Indeed, I’m sure they got a warning.

Anyway, you can’t play DnD while high on marijuana. It’s just not fun. Things get mixed up, no one puts in the right amount of effort. It ends up being a big waste of time. Now, getting liquored up and playing? Might be interesting. Never tried it though.

As for drugs in the game, the ones that give some direct stat bonus should very well be extremely addictive. Just roll saving throws for the addictions like poison: one immediately and one after the effects wear off. Physically addictive drugs roll Fort while mentally addictive ones roll Will saves. Physically and mentally addictive drugs (different DCs even) require two rolls, meaning that if you fail both, you take twice as long to recover.

Addiction is treated as a disease, meaning that the longer you go without taking the drug, you take stat damage until you succeed at kicking (with concurrent saving throws) You can only make 1 of each kind of saving throw per disease resistance opportunity so being mentally and physically addicted takes longer to overcome. Addiction should come with its own penalty, so being high on a drug can mitigate the effects of the addiction, but you still won’t be as effectual as if you weren’t addicted. That is to say, the damage that the addiction ‘disease’ itself deals never heals without magical aid or by overcoming the ‘disease.’ It’s in the DM’s hands as to whether or not you can use Cure Disease to eliminate addiction. At the very most, it could cure physical addiction. A telepath might be able to manifest Psychic Chiurgery to eliminate mental addiction. Mind Blank could temporarily help you ignore the effects of mental addiction. These are all my personal thoughts on this matter; nothing concrete from published rules. Take them as you will.

Presumably, in a world of magic, I have little doubt that there would be magically addictive drugs that might require a Break Enchantment or Remove Curse spell.

Using Minor Creation, wouldn’t it be possible to produce stuff like caffeine, marijuana, and morphine? Are there any books that relate the in-game effects of such drugs? I’m thinking that a fighter would love to get a massive temporary boost to Dex or whatever, and then have the ability score damage from regular usage repaired by Restoration. Has anyone done anything like this on thier game? ]]>