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Drugs

Drugs are a special kind of poison that grant a beneficial effect right away but also move the user a single step down the associated poison track. However, the user doesn’t lose Hit Points, even if the drug functions as a Constitution poison. Taking a drug also exposes the user to the addiction disease, with a DC that depends on how addictive the drug is. If a character is dosed with a drug against his will, he can attempt a Fortitude save against the drug’s DC. If he succeeds, this negates both the drug’s beneficial and negative effects, as well the chance for addiction. Immunity to poison or a similar effect prevents a character from experiencing the drug’s beneficial effects, and removing or suppressing a drug’s negative effects with restorative spells also cancels the benefits.

Level and price per dose are shown on the table below.

Substance Level Price Dose Source
Hyperleaf 1 95 1 SFCRB
Rapture dust 2 200   SFA
Insight dust 3 500   SF13
Twinkle 3 550   SFA
Zero 3 500   SFA
Dreamshiver 5 2,500 1 SFCRB
Niaqui 6 3,500   SF11
Brawn 7 4,000   SFA
Dreamsnuff 8 1,500   AA2
Peace of the Void 8 6,000   SFA
Transdimensional pesh 10 14,000 1 SFCRB
Megaopiate 12 22,000 1 SFCRB
Corpseflower Pollen 15 80,000   SFA

Sample Drugs

Bluegrass [3pp]

Source AC(SF)[LG]

Type drug (inhaled); Save Fortitude DC 10; Addiction DC 10 (mental)

Track Wisdom; Effect +2 morale bonus to saves against mind-affecting emotion effects for 1 hour.

Harvested form the leaves of a common scrub plant found in the Akasaati Wastelands, the bluegrass craze was in full swing when the Century War began. It’s popularity and low price rendered it a staple in care packages for soldiers headed out to battle the erahthi, which in turn helped to preserve bluegrass’s popularity to the current day, particularly among soldiers and veterans. Bluegrass smoke is inhaled either from a pipe or paper-wrapped cigarette.

Brawn

Source SFA

Level 7; Price 4,000

Type drug (ingested or injury); Save Fortitude DC 17; Addiction DC 17 (physical)

Track Constitution; Effect +4 morale bonus to Athletics and Acrobatics checks and Strength score is treated as 4 higher for the purpose of determining bulk limit for 3 hours.

Catapsy [3pp]

Source AC(SF)[LG]

Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction DC 20 (mental and physical)

Track Wisdom; Effect +6 morale bonus to saves against mind-affecting effects and radiation for 1 hour.

User suffers paranoia for 1d4 hours. During that time, the user must attempt a save against any effect which allows for one, even against harmless or beneficial effects that originate from another creature or source other than the user. If the user has the azaka subtype they must succeed a DC 20 Fortitude save upon ingestion or be confused for 1d4 rounds. If the user has the aether subtype they must succeed a DC 20 Fortitude save upon ingestion or be sickened for 1d4 rounds.

A drug derived from processed netherite, catapsy is a darkly iridescent, roiling liquid that boils at room temperature unless kept under high pressure; due to this catapsy is most often stored in pressurized vials. Catapsy was first created as a result of Paragon-sponsored research into the azakal while it has proven effective in hindering the azaka’s mind-affecting abilities, catapsy’s numerous negative side effects, most notably rampant paranoia, have limited the drug’s deployment.

Corpseflower Pollen

Source SFA

Level 15; Price 80,000

Type drug (ingested); Save Fortitude DC 23; Addiction DC 23 (physical)

Track Dexterity; Effect +4 morale bonus to saves against death effects and, if reduced to 0 Hit Points, stabilize automatically without spending any Resolve Points for 1d4 hours.

Deepglow [3pp]

Source AC(SF)[LG]

Type drug (ingested or inhaled); Save Fortitude DC 16; Addiction DC 16 (physical)

Track Wisdom; Effect User gains low-light vision and light blindness (AA, pg 155) for 1 hour.

Deepglow is a faintly luminescent powder harvested from a phosphorescent fungus native to the lower strata of the forest canopies of Kir’Sharaat. When ingested, deepglow makes its user more sensitive to light.

Dreamshiver

Type drug (ingested or injury); Save Fortitude DC 18; Addiction DC 18 (mental and physical)

Track Constitution

Effect 50% chance of falling unconscious (as per the Constitution poison track state) for 1d4 hours or +8 morale bonus to saves against fear for 1d20 minutes.

Dreamsnuff

Source AA2

Level 8; Price 1,500

Type drug (inhaled); Save Fortitude DC 18; Addiction DC 18 (mental)

Track Charisma; Effect +4 morale bonus to Perception checks and saves against mind-affecting effects for 1 hour.

Echo [3pp]

Source AC(SF)[LG]

Type drug (ingested); Save Fortitude DC 20; Addiction DC 20 (mental)

Track Wisdom; Effect User falls into a state of euphoric catatonia, reliving memories of happier times as dreams and visions, for 1d4 hours. If the user is addicted to echo, they must succeed an additional DC 20 Fortitude save upon ingesting echo, or move an additional step down the Wisdom track, as their happy dreams are infected with chaotic impressions from the aetherite used to make the drug. Creatures addicted to echo are also particularly vulnerable to dream manipulation, and suffer a -4 penalty on all saving throws against dream- related abilities and effects.

Originally derived as a means for treating severe post- traumatic stress, echo is still occasionally used in this capacity, though it is used far more often in its illicit capacity as a nostrum for the downtrodden and hopeless.

Gnarl [3pp]

Source AC(SF)[LG]

Type drug (ingested or injury); Save Fortitude DC 24; Addiction DC 24 (mental)

Track Constitution and Wisdom; Effect Immunity to spells and effects with the emotion descriptor, and +4 to DC of Sense Motive checks against the user for 1 hour.

Gnarl is a potent hallucinogen and paralytic harvested from a particularly horrifying species of ambulatory plant native to Kir-Sharaat called the eriihu. The active ingredients in gnarl are components of the venom produced by the barbed, tooth-like thorns that fill the plant’s gaping maw; these thorns serve not to devour the plant’s victims, but merely to hold it pinned within the flower while the acidic venom they produce dissolves the prey into a nutrient-rich slurry for easy consumption. Gnarl is brewed by harvesting these thorns, extracting the venom, then alchemically neutralizing the more virulent components, leaving behind a somewhat more survivable compound.

Hyperleaf

Type drug (ingested or inhaled); Save Fortitude DC 12; Addiction DC 12 (physical)

Track Strength

Effect +2 morale bonus to saves against mind-affecting effects for 1 hour.

Insight Dust

Source SF13

Level 3; Price 500

Type drug (ingested or injury); Save Fortitude DC 14; Addiction DC 14 (physical)

Track Dexterity; Effect Act as if you have the Psychic Insight feat and gain a +2 morale bonus to your effective caster level for mind-affecting effects for 1 hour.

Jump [3pp]

Source AC(SF)[LG]

Type drug (ingested); Save Fortitude DC 16; Addiction DC 16 (physical)

Track Constitution; Effect +4 morale bonus to saves against fatigue and exhaustion, and the effects of fatigue and exhaustion are temporarily suppressed for 1 hour.

A powerful stimulant, jump is commonly used by crews on smaller aetherships for those times when sleep is not an option.

Kinetic [3pp]

Source AC(SF)[LG]

Type drug (inhaled); Save Fortitude DC 16; Addiction DC 16 (mental)

Track Wisdom; Effect User can cast psychokinetic hand at will for 1 hour. The caster level of this effect is equal to ½ the user’s level (minimum 1).

Kinetic began as a relatively benign offshoot from the same horrific experiments that led to the creation of the infused. While kinetic was ultimately deemed a failure and the research abandoned, it would later come to the attention of the Blue Star Consortium, which recognized its potential as a recreational drug.

Levin [3pp]

Type drug (ingested); Save Fortitude DC 16; Addiction DC 16 (mental)

Track Constitution; Effect +4 morale bonus to Perception checks to carefully study something, and a -4 to reactive Perception checks such as those to notice a hiding creature, a hidden door, or illusion, for one hour.

A power psychotropic harvested from the inner bark of a vine found only near the pinnacles of the highest treetops on Kir-Shiraat. Levin is sometimes used by those seeking inspiration, particularly artists.

Levo [3pp]

Type drug (ingested or injury); Save Fortitude DC 16; Addiction DC 16 (physical)

Track Wisdom; Effect Gain 1 Stamina Point per level. (Any Stamina Points exceeding the user’s maximum are lost first and can’t be recovered; any remaining are lost the next time the user rests to recover Stamina.)

Megaopiate

Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction DC 20 (mental and physical)

Track Strength

Effect +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour.

Meld [3pp]

Source AC(SF)[LG]

Type drug (ingested); Save Fortitude DC 16; Addiction DC 16 (mental)

Track Charisma; Effect Limited telepathy for 1 hour. If the user already has limited telepathy, instead double the range of their limited telepathy.

A sparkling blue powder that is created as a byproduct of processing azaka blood, meld is said to grant its users a small amount of psychic ability. The drug is particularly popular among young lovers on Orbis Aurea, and has found a growing popularity elsewhere in the system as well.

Metamorph [3pp]

Source AC(SF)[LG]

Type drug (contact or injury); Save Fortitude DC 24; Addiction DC 24 (mental and physical)

Track Constitution and Charisma; Effect +6 morale bonus to Intelligence and Wisdom-based skill checks and Will saves for 1 hour. When the effect ends, the user gains the Confused condition for 1d4 hours. If a creature dies due to the poison track of metamorph their corpse has a 50% chance of reanimating (use the stats for an Occult Zombie.) This zombie will instinctively seek out the nearest isolated area, where it will incubate for 1d8 days. At the end of this time a version of the base creature with the Vermin creature type graft will claw its way out of the corpse’s skin.

Metamorph in its raw form is a greenish-black, malleable substance that becomes disturbingly unstable at high temperatures. As it becomes warmer it will begin to writhe about, and given enough time it will actively seek out the nearest warm-blooded creature to inject itself into. The drug is usually kept chilled and sold on dermal patches sealed in insulated packets to minimize the chances of a high heat incident scaring off potential users. The drug imparts users with an intense surge of cognitive abilities for a short time. It is also hallucinogenic, carcinogenic, mutagenic, and highly addictive. Worse, addicted users who die from the effects of metamorph have a chance to rise again, their twitching corpses dragging themselves blindly down to the nearest dark, quiet place as insectile horrors incubate within their dead husks.

Niaqui

Source SF11

Level 6; Price 3,500

Type drug (ingested or injury); Save Fortitude DC 15; Addiction DC 19 (mental and physical)

Track Wisdom; Effect euphoria, hallucinations, and cold resistance 10 for 1 hour.

Peace of the Void

Source SFA

Level 8; Price 6,000

Type drug (injury); Save Fortitude DC 18; Addiction DC 18 (physical)

Track Charisma; Effect +4 morale bonus to Constitution checks to hold one’s breath to avoid suffocating or drowning and +4 morale bonus to saves against fear for 2d4 hours.

Rapture Dust

Source SFA

Level 2; Price 200

Type drug (ingested or inhaled); Save Fortitude DC 13; Addiction DC 13 (mental)

Track Charisma; Effect +2 morale bonus to saves against fear effects and being sickened or nauseated and a –2 penalty to Sense Motive checks for 1 hour.

Swerve [3pp]

Source AC(SF)[LG]

Type drug (ingested); Save Fortitude DC 20; Addiction DC 20 (mental)

Track Wisdom; Effect +2 morale bonus to a single Intelligence, Wisdom, or Charisma-based skill for 1d6 hours, chosen when the drug is first taken.

Made out of an esoteric mixture of chemical components, swerve is a powerful hallucinogen that inspires an almost manic surge of energy and creativity.

Transdimensional Pesh

Type drug (ingested or inhaled); Save Fortitude DC 20; Addiction DC 20 (physical)

Track Dexterity and Wisdom

Effect +2 morale bonus to saves against fear for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user’s maximum are lost first and can’t be recovered; any remaining are lost the next time the user rests to recover Stamina.)

Twinkle

Source SFA

Level 3; Price 550

Type drug (ingested or injury); Save Fortitude DC 14; Addiction DC 14 (mental)

Track Wisdom; Effect +2 morale bonus to Charisma-based skill checks for 1 hour.

Zero

Source SFA

Level 3; Price 500

Type drug (ingested); Save Fortitude DC 14; Addiction DC 14 (physical)

Track Strength; Effect +2 morale bonus to Perception checks and saves against fatigue or exhaustion for 1d4 hours.