09.18
Here is the conclusion of my series on mythological/historical drugs in D&D. Be cured of lycanthropy with belladonna, become a battle monster with the potion of the Roman war goddess, or improve your magic with Egyptian and Persian opiates! ^_^
BELLADONNA (DEADLY NIGHTSHADE)
A green plant with bell-shaped flowers and dark bluish-purple berries. It is connected to lycanthropy. Price 30 gp per dose.
THIRD EDITION RULES:
Ingested DC 13; Addiction Negligible
Initial Effect: 1d6 points of Strength damage.
Secondary Effect: 2d6 points of Strength damage.
Side Effects: If taken by someone who has recently contracted lycanthropy, within one hour after receiving the affliction, a dose of belladonna allows them a Fortitude DC 20 save to shake off the affliction.
Overdose: If more than one dose is taken in a 24-hour period, the user must make a Fortitude DC 13 save or become paralyzed for 1d4 hours.
FOURTH EDITION RULES:
Belladonna is a poison; it isn’t possible to become addicted to it. It also has a power; when it is consumed, the poison takes effect before the power.
Poison Effect: +8 vs. Fortitude; the target takes 1d10+2 poison damage plus 5 ongoing poison damage (save ends).
Power (Consumable): Standard action. Drink or eat the belladonna and spend a healing surge. If you are suffering from any lycanthropic disease (Moon Frenzy, Moontusk Fever, Moon Rage, etc.) you must immediately make two Endurance rolls with a +10 power bonus to determine the progression of the disease. In this way, the disease may be cured (or, if you are unlucky, worsen) instantly.
BLOOD OF BELLONA
A special form of belladonna made into a concentrated dark liquid in a secret ritual by the priests of the Roman war goddess Bellona. Price 300 gp per dose.
THIRD EDITION RULES:
Ingested DC 18; Addiction Medium
Initial Effect: User is stunned for 1d4 rounds and takes 1d6 points of damage.
Secondary Effect: The user goes into a barbarian rage lasting for 1d10+10 rounds. This is like a normal barbarian rage (+4 Strength and Constitution), but can’t be ended voluntarily. If the user has no enemies left to attack on any given round, they must make a Will save (DC 15) or attack the nearest person. Once the save is failed, they recognize that person as an enemy and will continue to attack them unless presented with another enemy. In addition, lycanthropes gain a +4 bonus on the Control Shape skill for the duration of the rage.
Overdose: If a second dose is taken while the user is in a rage (or if a barbarian in a normal rage drinks the blood of Bellona), the user must make a Fortitude DC 18 save or die from a heart attack.
FOURTH EDITION RULES:
Power (Consumable): Standard action. Until the end of the encounter, you gain a +1 to all attacks and a bonus to melee damage rolls equal to your Constitution modifier if either you or your target is bloodied. This counts as a use of a magic item daily power.
Addiction Attack: +12 vs. Will; roll once per dose. Insight; improve DC26, maintain DC22, worsen DC21 or lower
Initial Effect: You gain a +1 power bonus to all attacks when either you or your opponent is bloodied. Caring nothing about pain, you take a -2 penalty to AC and Reflex. If you are prevented from taking the Blood of Bellona, you lose the +1 power bonus to attack. These effects apply until the addiction is cured.
Secondary Effect: Whenever an adjacent creature (enemy or ally) becomes bloodied, you must spend your next standard action to make an attack against that creature, before performing any movement or minor actions. If multiple adjacent creatures become bloodied in a single round, you may choose which one to attack (you may also use a close or area attack, as long as it includes them as a target). This effect applies until the addiction is cured.
Final Effect: The mere scent of fresh blood turns you into a ravenous predator. When any creature in your range of sight becomes bloodied, you must spend your next movement action to move adjacent to them (at +2 to normal Speed), and must spend your next standard action to attack them with a close or melee attack, before performing any minor actions. If you cannot reach them on that round, you must move towards them on every round (at +2 to normal Speed), performing ranged attacks if possible, until you reach them. If multiple creatures become bloodied in a single round, you must attack the nearest one, or your choice if more than one are equally nearby (you may also use a close, ranged or area attack, as long as it includes one of the nearest bloodied creatures as a target). When you attack a bloodied creature in combat, you can attack no other creatures until that target is dead or until another creature is bloodied. This effect applies until the addiction is cured.
SACRED BLUE LOTUS
A flower that grows in lilypads on the waters of the Nile. Some of the lotuses have peculiar markings or emit a glowing light. These special lotuses are used in rituals by Egyptian priests. The lotus are usually mixed with wine and drank. Price 500 gp per dose.
THIRD EDITION RULES:
Ingested DC 14; Addiction Medium
Initial Effect: 1d6 points of Strength damage.
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: The lotus causes sluggishness. While the drug is in effect, the user takes a –2 penalty on all initiative checks.
Overdose: If more than one dose is taken in a 24-hour period, the user suffers a headache which adds a cumulative +4 DC to all Concentration checks for each additional dose taken.
FOURTH EDITION RULES:
Blue Lotus is a reagent. Power (Consumable): Standard action. If in combat, eat the lotus when you use any arcane or divine power. You gain a +2 power bonus to hit with that power. Apply this bonus before rolling. If you are out of combat, you may eat the lotus to gain the ability to cast a Ritual whose level is higher than yours. The level bonus is equal to your Intelligence, Charisma or Wisdom modifier (as appropriate to the Ritual) divided in half. You must still have access to a spellbook or other materials with the instructions for the ritual. This counts as a use of a magic item daily power.
Addiction Attack: +16 vs. Will. Insight; improve DC28, maintain DC25, worsen DC24 or lower.
Initial Effect: You take a -2 penalty to Initiative checks. This effect lasts until the addiction is cured.
Secondary Effect: You take a -2 penalty to all melee attack rolls and Athletics checks. This effect lasts until the addiction is cured.
Tertiary Effect: You are weakened. This effect lasts until the addiction is cured.
Final Effect: You are slowed. When you become bloodied you fall unconscious (save ends). This effect lasts until the addiction is cured.
HAOMA
An extremely rare plant whose seeds are said to appear only within the ashes of the sacred fires of the fire god Ahura-Mazda. Its sap is believed to grant immortality. Used in rituals by Parthian priests. Price 1,000 gp per dose.
THIRD EDITION RULES:
Ingested DC 20; Addiction Low
Initial Effect: The user gains fire resistance 5 for 2d4 hours.
Secondary Effect: 1d4+1 enhancement bonus to Wisdom and Charisma for 2d4 hours.
Side Effects: None.
Overdose: If more than one dose is taken in a 24-hour period, the user becomes euphoric and distracted, taking a –2 penalty on all skills and initiative checks.
FOURTH EDITION RULES:
Power (Consumable): Standard action. You gain a +2 bonus to Insight and Diplomacy rolls, as well as a +2 bonus to all ritual magic rolls, until the end of the encounter.
Addiction Attack: +9 vs. Will; roll once per dose. Endurance; improve DC17, maintain DC12, worsen DC11 or lower.
Initial Effect: Becoming euphoric and distracted, you gain vulnerability 5 to all attacks with the charm keyword. You also gain resist fire 5. If prevented from taking haoma, you gain -2 on initiative and on all skill checks, including Insight and ritual magic rolls. These effects last until the addiction is cured.
Secondary Effect: You gain a -2 on all skill checks (except Insight and ritual magic rolls). This effect lasts until the addiction is cured.
Final Effect: When you take damage in combat, you become dazed (save ends). This effect lasts until the addiction is cured.
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