Mind-Altering Substances - Gygaxian Democracy Style
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NameTypeRarity
Ingested like
UpsideDownsideDuration
Tolerance
Tolerance EffectNotes
2
AlterketDepressantCommonKetamineDeadens pain, Take -1 damage per die, can keep fighting until dead.HP known only to DM. -1 AC and +1 Encumbrance tier per dose.
1d4 hours
+0Take +1 damage per die, double Pain penalty
3
NotcokeStimulantCommonCocaineAlert and amped! +1 to melee attacks, +1 to SearchGrind teeth. Fine motor skills impossible - it takes 1d4 minutes of intense concentration to do something that would ordinarily take a few seconds (like opening a potion bottle or sending a text to your girlfriend).
Overconfidence - Save vs Paralyze every ten minutes or do something risky and impulsive unless someone's distracting you and/or restraining you. -1 to this save per dose.
1d4 hours
+0-1 to melee, -1 to Search
4
OtherpotDepressantCommonWeedImmune to illusions and mind-affecting magic. Casters not affected by spell interruption.Obsessive - Any round attempting something you weren't doing last round, Save vs Paralyze or fuck it up.
1d4 hours
+0-1 to saves vs illusions and mind-affecting magic. Casters get -1 to spell interruption checks.
5
UnmandyStimulant / EmpathogenCommonMDMAFocuses mind. +1 to ranged attacks. Can read intentions from facial expressions.Very chatty, no filter - Character says things player says word for word.
Save vs Paralyze every ten minutes or you're doing something weird or talking to strangers or something when your friends turn around unless someone's distracting you. -1 to this save per dose.
1d4 hours
+0-1 to ranged attacks. -1 to reaction rolls
6
AlcoholDepressantCommonAlcohol+1 HP while eating to heal-1 Dex per dose, Save vs Poison when talking to someone - success means +2 to the reaction roll, failure means -2. -1 to this save per dose.1 hour+4Heal 1 HP less overnight (min. 0) unless you were at least a little bit drunk when you went to sleep.
7
OblianDepressantCommonAbsinthe1 Damage to all attacksSave vs Paralyze every d4 rounds or pass out for d4 minutes
1d4 hours
21 less damage to all attacks
8
TookaHallucinogen
Uncommon
AcidCan accurately predict what someone is gonna do in the next few seconds, so you get a bonus to whatever it is you're gonna do in response to that.You see everything in terms of what other people are about to be doing. 1 in 6 chance of getting confused and not being able to do much but shake your head and feel sick for d4 rounds/turns/whatever.d4 hours1
Things get worse; you start seeing multiple outcomes for someone's behavior, increasing the chance of confusion to 3 in 6 and making the sickness way worse (throwing up instead of just nausea)
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TussDissociativeCommonDXMPsychonaut, know thyself. Bonus +1 to WIS and INT per dose; +10% to Detect Noise (Rogues; does not stack); +20% chance to learn spells (does not stack)-1 Dexterity per dose, Save vs Poison when talking to someone - success means +1 to the reaction roll, failure means -1 (-1 to this save per dose). In addition, staggering doses (taking doses more than an hour apart), or taking five or more at once, leads to a catatonic state lasting 1d4 + 2 hours.
d4 + 2 hrs
0Movement rate reduced by 10%; treat nat 1 and 2 as critical failures on reaction rolls
10
TalkleafStimulantCommonNicotineThis'll perk you right up, buddy. Bonus +1 to initiative, +1 to saving rolls against fear effects and to reaction rolls with other talkleaf usersMovement rate -10%; during this time, +1 Encumbrance1 hr-1
Save vs. Poison 1/day; failure = a compulsion to find some talkleaf and, if unsuccessful in finding some, will be nervous for the rest of the day (-4 to reaction rolls, -4 to Initiative, -2 to hit)
The social aspect comes from the social aspects of smoking IRL; movement rate is supposed to be an effect of lung congestion
11
BreakbadStimulant
Uncommon
MethSay my name! +2 to initiative, +1 to attack rollsCharacter reacts with non-party members with a penalty of one reaction level
2d4 + 2 hrs
-4Save vs. Poison 1/day; failure leads to -1 reaction adjustment towards party membersEspecially pure strains tend to be colored blue.
12
CrateStimulant
Uncommon
KratomTime sure flies, don't it? +2 to initiative; +1 bonus to rolls dealing with endurance and exhaustionMalus -1 to rolls involving concentration or focused thought; misjudgment of times and durations (DM's discretion as to how this surfaces)2d4 hrs1Malus -1 and time judgment failures occur even when crate has not been ingested
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TerrorleafHallucinogen
Uncommon
SalviaYou'll never take me alive! +1 to Strength, immunity to illusory and enchantment/charm effectsRoll 1d6. 1: Character becomes catatonic; 2 – 5: Character can function, albeit with a -2 penalty to initiative and -1 to attack rolls; 6: Character loses control in a terrified fury and lashes out (+2 to initiative, +1 to attack rolls; DM determines who or what is attacked)2d10 min2Malus -2 to initiative and -1 penalty to reaction rolls dealing with non-party members
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Horse Tears
DepressantCommonHeroinA visit with Lady H. Reduces pain by 80%; take -1 damage per die-2 to initiative, -1 to attack rolls, -10% penalty for spell failure1d6 hrs-4Character must save vs. Poison; if failed, downside persists even when not taking the drug
Apparently, "horse" is slang for heroin, and poppies produce "poppy tears", so that seemed like a good enough basis for a name
15
CathyStimulant
Uncommon
KhatNice to see you! NPCs interact with character with a one reacton level bonus; +1 to checks involving CharismaSlight burning sensation in mouth, 1d4 nonlethal damage per dose
1d4 + 1 hrs
-2-1 malus to Charisma-based checks if none ingested
Khat is a Middle Eastern plant with mild stimulant effects; in places such as Yemen it's prominent in social interaction
16
CoffeeStimulantCommonCoffeeGet the benefits of sleep or rest in 50% of the time, advantage on first save vs sleep effectjittery: critical fails on a natural 2 as well as natural 1, can't sleep during rests
1d4 hours
2groggy: -1d4 to initiative and perception; doesn't increase with greater tolerance
17
DrillDeliriant
Uncommon
DPHNot your daddy's antihistamine. Bonus +1 to attack rolls and saving throws against creatures with magical effects; +1 bonus to attack rolls against wild animals. +1 bonus to saving throws against poison when dealing with plant source. Complete reduction of seasonal allergies for four times the duration.Intense body load; treat character as having +1 encumbrance for the duration with a -1 penalty to initiative. Additionally, roll 1d100. On a roll of 1 – 4, character hallucinates vermin and can only concentrate on attacking these imaginary pests.
1d6 hours
4Roll a saving throw against death magic once per day; failure indicates a loss of 1d4 hit points
18
SilvercapsDeliriant
Uncommon
DMHI think I'm (not) going to be sick… Character is immune to sickening/nauseating effects caused by motion or illusion and is affected only half by sickening effects from other sources; when rolling fall damage, -1 damage per dieRoll 1d6. On a roll of 1 – 2, character is treated as one encumbrance level higher than normal.1d8 hrs350% chance of sickening effects being doubly intense
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Common Drugs
Rare Drugs
Miscibility