Welcome to the follow-up video to the Complete Guide to Dungeons & Dragons Narcotics. The first video featured a heap of substances found in the pages of official printed game books. What follows today is a big selection of homebrew or unofficial fantasy narcotics of the Dungeons & Dragons multiverse.
The easiest way to handle narcotics with addictive properties or otherwise in 5th edition, D&D is to use Constitution saving throws; in some rare cases, such as magical addictions, Wisdom is the attribute used for the more psychological addictions.
When characters use drugs in D&D, they experience immediate and secondary effects. The immediate effect happens immediately, while the secondary effect occurs after an hour.
Each time a character uses a drug, they must make a Constitution saving throw against the drug’s Addiction DC. Failure means they become addicted and need to use the drug regularly, usually daily.
If an addicted character misses a dose, they must make another Constitution save against the Addiction DC. Failure results in withdrawal effects, where they usually suffer disadvantage on ability checks and saving throws until they use the drug again.
To recover from addiction, the character must make a daily Constitution saving throw against the Addiction DC for 1d6 days. Success means no withdrawal symptoms for that day, and after they make it through those grueling days and nights, they overcome the addiction. If they use the drug during withdrawal, the process restarts of course.
I should note again that this is just a suggested option; nothing in this video is official content. The 5th edition rules for drugs are: You fail a saving throw and get poisoned, plus some other effect, then you save, and it ends, so even a little improvement goes a long way, I think.
From this YouTube Channel's Discord server and the depths of my own imagination come the following substances-
Wish or Miracle is a potent drug that grants miraculous fortune or healing, but it comes with a heavy price. Users often find themselves addicted and ruined. The initial effect gives you an incredible boost, granting advantage on all saving throws for an hour. However, once the effect fades, you’re left with a foggy mind, suffering disadvantage on Wisdom checks for the next two hours. Daily use becomes a necessity, or the user faces harsh withdrawals, including disadvantage on all saving throws for up to six days.
Third Eye is a drug favored by those seeking heightened perception and insight. When ingested, it grants advantage on Wisdom (Perception) and Intelligence (Investigation) checks for an hour. But the heightened awareness comes at a cost, leaving users with dulled senses and disadvantage on Dexterity checks for two hours afterward. Addiction sets in quickly, and without it, users struggle with Wisdom and Intelligence checks for several days.
Inspiration, often used by bards and artists, sparks creativity like nothing else. Inhaling this substance grants advantage on Charisma checks and performance-related skill checks for an hour. The downside is a severe crash, leaving users with disadvantage on all checks for the next two hours. Regular users quickly become dependent, facing significant withdrawal symptoms if they miss a dose.
Weave Dust is made from the very fabric of magic itself. Inhalation grants temporary sorcerous powers, allowing users to cast a 1st-level spell of their choice for an hour. However, this powerful substance heavily taxes the body and mind, leading to disadvantage on all Intelligence and Constitution saves for two hours afterward. Users must take it daily or suffer the inability to cast spells and disadvantage on all saves for up to six days.
Orangespice is a rare and potent spice that boosts physical abilities significantly. When ingested, it provides a +2 bonus to Strength and Dexterity for an hour. The drawback is a drop in constitution, with users suffering disadvantage on Constitution checks for the next two hours. The addiction is swift and severe, with withdrawals resulting in a -2 penalty to Strength and Dexterity and disadvantage on all saves for several days.
Eye of the Beholder is a rare tincture made from beholder eye fluid. Drinking it grants truesight out to 30 feet for an hour. However, the after-effects are devastating, leaving users with disadvantage on all Intelligence and Constitution saves for two hours. This substance is highly addictive, and withdrawal symptoms include the inability to cast spells and disadvantage on all saves for up to six days. Harvesting Beholder eye stalks is extremely dangerous and not for the faint of heart, plus the flesh of those other-dimensional horrors is as strong as low grade metal.
Anthusae pollen is an exotic substance derived from flowers grown by flower nymphs. It’s primarily used by wealthy women as perfume or makeup due to its calming effects on men and its ability to grant the wearer a beautiful fey-like appearance. Inhaling or applying the pollen causes mild addiction, but injecting or ingesting it can restore youth and beauty in women, with more extreme addictive effects. Withdrawal symptoms range from mild sickness and emotional instability to vivid nightmares and an obsession with beauty, potentially leading to accelerated aging and death if the nymphs were wronged in the process.
Pwll is a fae drug that, when ingested, acts like a minor suggestion spell. At higher doses, the user is forced to follow suggestions given by the one who provided the drug, even harmful ones. This makes it a dangerous tool in the wrong hands.
Dreamlily is a psychoactive liquid that smells and tastes like your favorite beverage. Originally used to manage pain, it’s now the most abused substance in Sharn. Dreamlily dens are common, and users experience euphoria and remarkable resistance to pain, with the downside of being poisoned for an hour. While poisoned, they are immune to fear and can avoid death once. A dose is relatively cheap but heavily taxed, leading to a thriving black market.
Pixie Wing Tincture is made by soaking powdered pixie wings in alcohol. This liquid induces euphoria, rapid eye color changes, and erratic emotional swings. It also lowers inhibition, causing users to act on impulse, which can lead to dangerous situations. The high is fleeting, but the desire for more is strong, making it a highly addictive substance.
Centaurs are known for their connection to nature and stamina. Centaur Elixir, brewed from centaur herbs and blood, grants the user enhanced speed, allowing them to move 10 feet faster for an hour. The rush of speed leaves users with disadvantage on Dexterity and Constitution checks for two hours. Addiction is swift, with withdrawals causing fatigue and a -2 penalty to Dexterity for several days.
Demon's Draught is a fiery liquid distilled from the blood of fiends. Drinking it grants the user resistance to fire damage and advantage on Intimidation checks for an hour. The infernal essence lingers, leaving users with disadvantage on Wisdom and Charisma checks for two hours. Addiction is fierce, with withdrawal symptoms including intense rage and a -2 penalty to Charisma for several days.
Mermaid's Whisper is a rare potion rumored among fishermen and mermaids. Made from enchanted seaweed, it grants the user the ability to understand and speak Aquan for an hour. The magical effect leaves users with disadvantage on Wisdom and Intelligence checks for two hours. Dependency is swift, with withdrawal symptoms including longing for the sea and a -2 penalty to Wisdom for several days.
Necrotic Ichor is harvested from the decaying flesh of powerful undead creatures. Ingesting this ichor grants the user resistance to necrotic damage and advantage on Intimidation checks for an hour. The vile nature of the ichor, however, leaves users with disadvantage on Constitution and Charisma checks for two hours afterward. Addiction is swift and severe, with withdrawal symptoms including constant chills and a -2 penalty to Constitution for several days.
Mindflayer Extract is derived from the cerebral fluids of mindflayers. Drinking this extract allows the user to cast the detect thoughts spell once within the next hour. The alien essence of the extract leaves users with disadvantage on Intelligence and Wisdom checks for two hours afterward. Addiction is fierce, with withdrawal symptoms including migraines and a -2 penalty to Intelligence for several days.
Void Essence is a viscous fluid extracted from creatures of the Far Realms. Ingesting it grants the user resistance to psychic damage and advantage on saving throws against fear for an hour. The eldritch power is disorienting, leaving users with disadvantage on Charisma and Dexterity checks for two hours afterward. Dependency sets in quickly, and without it, users experience nightmarish visions and a -2 penalty to Charisma for several days; their gaze has a typically exhausted and haunted look with dark rings under the eyes.
Changeling Essence is made from the essence of changelings. Drinking it allows the user to mimic voices perfectly for an hour. The fluidity of identity strains the mind, causing disadvantage on Intelligence and Charisma checks for two hours afterward. Regular use leads to dependency, with withdrawals causing identity confusion and a -2 penalty to Charisma for several days.
Half-Elven Ambrosia is a sweet nectar distilled from the facial hair of half-elves. Drinking it grants the user a +2 bonus to Charisma and advantage on Persuasion checks for an hour. The charm wears off quickly, leaving users with disadvantage on Wisdom and Constitution checks for two hours. Addiction is common, with withdrawal symptoms including melancholy and a -2 penalty to Charisma for several days, plus a rash on the underside of the jaw and sides of the neck.
Volcanic Ash Brew is a potent drink brewed from volcanic minerals and fire newt scales. Ingesting it grants the user resistance to fire damage and advantage on Strength checks for an hour. The heat lingers, causing disadvantage on Constitution and Dexterity checks for two hours. Addiction sets in quickly, with withdrawal symptoms including severe sweating and a -2 penalty to Constitution for several days.
Eladrin Elixir is brewed from the spinal fluids of the celestial fey elves. Ingesting the milky fluid allows the user to teleport up to 30 feet once within the next hour, similar to the misty step spell. The fey magic lingers, causing disadvantage on Intelligence and Wisdom checks for two hours afterward. Dependency develops swiftly, with withdrawals causing confusion and a -2 penalty to all Intelligence checks for several days, though addicts tend to deny these symptoms and are more aggressive than usual. You can thank a Lizardfolk shaman named Gurgizz for this invention, among other, even more disgusting salves and slimes created from the fat and brain tissue of murdered fey folk. If you never concern yourself with where your wondrous substance comes from, then Gurgizz does make some very reliable products suitable for adventurers needs.
Frog Throat Swill is drawn from a cursed, ancient pond. Drinking it grants the user the ability to breathe underwater and advantage on Stealth checks while submerged for an hour. The curse leaves users with disadvantage on Constitution and Charisma checks for two hours and a green shade to the whites of their eyes. Addiction develops quickly, with withdrawal symptoms including persistent coughs and a -2 penalty to Constitution for several days, plus they may develop warts.
Gnomish Brew is a concoction made by gnomish artificers but originally stolen from a Thri-Kreen alchemist on an extremely dry and nasty world one of the Gnomes visited briefly during a dimensional laboratory accident. Drinking it grants the user advantage on all Intelligence-based skill checks for an hour. The mental sharpness fades, leaving users with disadvantage on Dexterity and Constitution checks for two hours. Addiction sets in quickly, with withdrawal symptoms including headaches and a -2 penalty to all Intelligence checks for several days but the urge to speak rapidly remains, resulting in stutters, gibberish and slurring.
Astral Dream Dust is a rare substance known among the Githyanki. Made from the dust of astral diamonds, it grants the user the ability to cast plane shift once within the next hour. The otherworldly power is disorienting, leaving users with disadvantage on Intelligence and Wisdom checks for two hours. Dependency is swift, with withdrawal symptoms including vivid, disorienting dreams and a -2 penalty to Wisdom for several days, the addict may develop elaborate conspiracy theories that are harmless but annoying to listen to.
Doppelganger Serum is synthesized from the blood of doppelgangers. When injected, it grants the user the ability to change their appearance as per the disguise self spell for an hour. The shifting magic causes disorientation, leaving users with disadvantage on Wisdom and Constitution checks for two hours. Addiction develops rapidly, with withdrawal symptoms including paranoia and a -2 penalty to Wisdom for several days, a severe allergy to salt and an inability to gain the benefits of a long rest without using magic or narcotics to get the addict to sleep.
Aarakocra Feather Tonic is created from the feathers of Aarakocra. Drinking it grants the user the ability to cast feather fall once within the next hour. The aerial magic leaves users with disadvantage on Dexterity and Constitution checks for two hours. Addiction develops rapidly, with withdrawal symptoms including vertigo and a -2 penalty to Dexterity for several days, this was orignally created by a Kenku sage named Hraas obsessed over reclaiming his people's lost ability to speak and create original thoughts, but he ended up creating the feather tonic as well as a few other feather based substances, never quite achieving his true goal.
Divine Nectar: This rare liquid is collected from the blossoms of celestial plants found in the Upper Planes. When consumed, it fills the user with a sense of profound joy and divine energy, granting temporary invulnerability to disease and poison. However, addiction can lead to a deep sense of loss and emptiness when not under its influence, causing severe depression and yearning for the divine presence. Gathering nectar is not illegal in the outer planes, but narcotic use is not tolerated, usually being the sign of a much deeper problem that needs addressing in an addict.
Dreamleaf Brew: Brewed from the leaves of the rare Dreamleaf plant, this potion induces vivid, euphoric dreams and enhances creativity. Users often feel inspired and enlightened. However, overuse results in an addiction to the dream state, making it difficult to distinguish dreams from reality, leading to long-term cognitive impairments. Oddly enough this exotic tea was discovered accidentally by Drakonis of Murghom, a dragon blooded sorcerer who was obsessed with harnessing the full power of his draconic lineage. He delved far and wide for some external enchantment, but eventually discovered that it was internal enhancements that were the key. His original brews were not great and he got a lot of quite serious injuries and by the time he perfected Dreamleaf brew, he prefered to spend all his time under it's effects, rather than struggle to live with his many permanent physical and mental afflictions.
Enchanter's Essence: This shimmering liquid is derived from the essence of enchanted objects, providing a significant boost to enchantment spells and abilities. It grants users heightened charisma and persuasiveness. Addiction, however, causes a dependency on the essence to feel confident and capable, leading to paranoia and loss of self-esteem when not in use. The interesting technique of creating the essence is thanks to the work of Lyria of Yoodoon, a largely unknown colony of Tritons who serve a storm giant near the Moonshae Isles; Lyria worked out that certain light when streamed over magic items could create an aura that was able to be siphoned off and distilled using some delicate lenses first designed by Karsus of the late great Netheril empire.
Earthblood Tincture: Extracted from the veins of living earth elementals, this potent tincture grants enhanced physical strength and a deep connection to the earth. Users feel grounded and resilient. Prolonged use leads to addiction, causing the user to crave physical contact with the earth and suffer from severe withdrawal symptoms like tremors and muscle weakness. This tincture is easily available from the City of Brass and is a growing problem among the Efreeti population there. It was first created by a Svirfneblin Deep Gnome named Nolgrimmer at the time, who was experimenting with elemental blood, as he called it, to help extract rare elements from ore samples. He eventually went mad from inhaling mercury fumes, but not before transforming one or two metallurgical techniques that have benefited many Deep Gnomes.
Sorcerer's Mist: A vapor created through complex alchemical processes involving arcane reagents, this mist enhances spellcasting abilities and magical resilience. Inhaling it provides a surge of arcane power. However, it is highly addictive, with users experiencing severe withdrawal symptoms, including a loss of magical control and sporadic bursts of uncontrolled magic. This vapor was created for an entirely different purpose some time ago by a Changeling named Whisper who sought to unlock the deep memories of victims as he read their mind telepathically prior to assuming their identity after their murder. The mist has had a turbulent history on many different worlds since then, having gained popularity in the interdimensional markets of the City of Brass and Sigil, the city of Doors. Versions of Sorcerer's Mist show up all over the place, the complexity of it's creation means that the end products differ in exactly how the surge of power manifests, and there is more demand for some than others.
Ethereal Dew: Collected from the condensation of the Ethereal Plane, this dew grants the ability to walk through walls and see into the Ethereal Plane. Users feel a sense of ethereal lightness and freedom. Addiction causes users to become increasingly detached from the Material Plane, with a growing inability to interact with solid objects and people. The first Dew created was formulated by the Minotaur philosopher Ruratona from the Labyrinthe of Crethus, it not only gained his freedom from a maze trap, it protected him from the gaze of a deadly medusa who had been sent into the maze to kill him. Ruratona's grandson was a notorious addict of the Ethereal Dew and eventually left the material plane to dwell in the border ethereal realm for the rest of his life, writing haunting poetry.
Clockwork Serum: A liquid derived from the intricate mechanisms of clockwork constructs, this serum grants enhanced reflexes and precision. Users feel an increased sense of control and efficiency. However, overuse leads to addiction, causing the user to develop a mechanical mindset, becoming overly rigid and emotionless.
Frostbite Elixir: Brewed from the liver of the Yeti and Glacier ice, this elixir grants resistance to cold and the ability to withstand freezing temperatures. Users feel invigorated and resilient but can't shake a numb feeling in their fingers and toes, no matter how warm they get. Addiction results in an overwhelming need for cold, with severe withdrawal symptoms including fever, chills, and hallucinations of icy landscapes. There are some tales of a mighty elixer created from far more formidable yeti and the waters of the planar river oceanus that can grant a permanent resistance to cold, but also passes on a berserker curse.
Thrain Ironforge, a master rune smith, sought to craft the ultimate weapon that would ensure his clan's dominance during some of the more chaotic and war torn days of the Empire of Shannatar. He ventured deep into the Underdark where he crossed a mysterious stone bridge, built long before the Dwarves settled the area, he discovered a cavern network that contained the purest ores and the most potent magical gemstones, insude one of which was trapped an indestructable octagonal plate inscribed with runic symbols that caused his mind great unease to even look at. By the time he returned to his clan his mind was deeply impacted and he could no longer communicate in any modern language, but, he had uncovered the secret to creating the Decipher Elixer, a fizzy concoction, granting the ability to understand and speak long-lost languages. Users feel a connection to ancient knowledge and wisdom. Prolonged use leads to addiction, causing an obsession with ancient artifacts and texts, and an inability to communicate in modern languages.
Azara, a tiefling warlock, made a pact with a powerful fiend in exchange for knowledge of a dark and potent brew called Basilisk's Breath: A potion made from the essence of a basilisk's eyes, granting temporary petrification resistance and the ability to partially turn objects to stone with a touch. Users feel powerful and invincible. However, addiction leads to a craving for the sensation of stone, with severe withdrawal symptoms including rigidity and paralysis. Azara was eventually found in a petrified state inside her lair, surrounded by the petrified collection of hundreds of different animals, monsters and more than a few of her enemies.
In the depths of the Nine Hells, an infernal alchemist named Baelgor concocted Necrotic Ichor: A dark, viscous liquid collected from the underworld, granting the ability to sense the presence of the undead, control minor undead and resist necrotic damage. Users feel a sense of dark power and control. Prolonged use leads to addiction, causing a dependency on necrotic energies and a gradual transformation into ghoulish obsession with undeath, leading to addicts seeking this path to what they consider immortality.
Solstice Serum: Brewed only during the summer or winter solstice, this serum grants a powerful surge of energy and harmony with the magical energies of the weave. Addiction results in a dependency on the serum to feel energized and aware of magic flows, with severe withdrawal symptoms including lethargy and disorientation, plus a sense of profound loss. In a rare collaboration, the dwarven alchemist Thorgrim Grimnatson and the elven enchanter Elion of the Muskwood created the first Solstice Serum, it can only be made with moonlight collected by spidersilk dew collected on a perfectly polished mithril mirror forged by both enchanter and alchemist with great difficulty and care.
In the heart of the mist-shrouded mountains, an ancient Tiefling alchemist named Elrikus stumbled upon an ancient tome while searching through forgotten ruins. The tome detailed the process for creating Heaven's Ambrosia: This golden liquid is distilled from the essence of a celestial being's tears. When consumed, it grants a euphoric sense of peace and clarity, making the drinker feel invincible. They gain temporary immunity to fear and charm effects, but become hooked on the stuff, their eyes become very bloodshot from frequent use and withdrawal symptoms including severe depression and hallucinations. Elrikus spent decades deciphering the cryptic language and gathering the vanishingly rare ingredients. He succeeded, but the ambrosia’s addictive nature corrupted his mind, leaving him a hollow shell consumed by the quest for more divine essence.
Glowroot Elixir: Made from the roots of a bioluminescent plant found in deep forests, this Gnomish recipe emits a soft, glowing light. When ingested, it enhances night vision and grants a sense of calm and heightened senses. Overuse leads to an addiction where the user craves darkness and isolation, becoming increasingly sensitive to light, despite this risk, it is common enough that Gnomes add it to cocktails at fancy dinner parties.
Arcane Dust: This fine powder is created by grinding down fragments of ancient magical artifacts. Snorting it provides a burst of arcane energy, enhancing spellcasting abilities for a short period. However, prolonged use leads to a dependency and a gradual loss of one's innate magical abilities when not under its influence. Not to mention the dangers of meddling with strange and ancient magical artifacts that may not be as deactivated as you think.
Fireheart Essence: Extracted from the heart of a fire elemental, this fiery liquid is both dangerous and potent. Drinking it grants resistance to fire and a temporary boost in physical strength. However, it also causes a burning sensation and an insatiable desire for warmth, leading to an addiction that can drive users to madness.
Wizards' Whisper: Created by alchemists through dangerous arcane experiments, this silvery potion enhances mental acuity and telepathic abilities. It allows users to read minds and communicate telepathically. Addiction results in paranoia and the inability to distinguish between their own thoughts and those of others. Severe addiction can be staved off by eating the powdered toxin found in the skin of the amphibian Grung people, reclusive and located in deep tropical jungles.
Zarathor, a warlock with a thirst for forbidden knowledge, made a pact with a shadowy entity from the Far Realms. In exchange for his soul, the entity revealed the formula for Astral Drift: This shimmering liquid is collected from the ethereal residue left by travelers between planes. Consuming it grants the ability to phase through solid objects and enter the Ethereal Plane temporarily. Users become addicted to the sensation of weightlessness and detachment, eventually losing their ability to stay anchored in the Material Plane. Zarathor became a formidable sorcerer, but the Astral Drift liquid's influence twisted his reality, causing him to lose his sanity.
Golem's Grit: A gritty powder made from the crushed cores of defeated golems. When ingested, it grants enhanced physical durability and resilience. However, it also causes the user to gradually lose their humanity, becoming more mechanical in thought and action, and leading to addiction with a craving for rigidity and order. It became quite a popular sporting past time in the Sembian capital of Ordulin, but increasingly across the wider reaches of Faerûn all the way to Waterdeep to create these humanoid-shaped fighting dolls that stood about one foot tall with a little sword and shield, they went through a lot of them as they fought for the crowd's entertainment and someone figured out how to turn their wasted magical cores into a narcotic. You can still buy the fighting dolls through Aurora's Whole Realms Catalog for seven gold coins each.
Desert Mirage: A rare liquid found in the heart of magical deserts, this potion grants the ability to see through illusions and mirages. Users feel an overwhelming sense of clarity and truth. Addiction leads to constant hallucinations and an inability to perceive reality accurately, as they become dependent on the potion for clarity. This liquid is traded by the Bedine people of the Anuaroch desert to Jann emmisaries from the distant lands of Zakhara for very rare spices and delicately crafted metalware.
Pharaoh's Blessing: An ancient potion recipe from a long-lost civilization, granting temporary control over minor undead. It provides a sense of power and control. However, users develop a craving for necromantic energies and a disturbing fascination with death and decay, leading to dangerous behavior and addiction. The hag Morgatha concocted this from the venom of cursed serpents and the essence of dark magic found in the unhatched eggs of black dragons and the powdered remains of mummified organs retrieved from ancient canopic jars. Morgatha used the potion to dominate her territory, but her own consumption led to her downfall as she turned into a necromantic monster obsessed with murder, eventually destroyed by those she terrorized as they set loose her other nightmare creations to feed on her body and soul.
Saint's Tears: Collected from sacred relics, this holy water grants healing and protection from evil creatures. Drinking it makes the user feel divinely blessed and invulnerable. Overuse leads to an obsessive need for the substance and a gradual weakening of their own natural defenses and resilience. This was originally developed by a Netherese explorer named Thalmar, later something of a detractor to the new shadow magic trend in Netheril towards the end of the empire's days, Thalmar was a scholar of the ancient alchemy of the Yuan-ti and he developed a variant on a dangerous black potion called "Phoenix Blood". This potion could rejuvenate the body and grant temporary immortality. Driven by a desire to preserve his life’s work, Thalmar created and consumed the draught regularly. However, the addictive nature of the potion caused his body to deteriorate rapidly when not under its influence. Thalmar's endless pursuit of the draught’s fleeting immortality left him a shadow of his former self, constantly teetering on the brink of death.
Chimera's Breath: A potent gas harvested from the lungs of a chimera. When inhaled, it grants the user multiple physical enhancements, such as strength, speed, and night vision. Addiction causes the user to develop bestial traits and a growing loss of their human identity, leading to uncontrollable urges and behavior.
This is related to a legendary Dragon's Breath Elixir. Xarvorth, an ancient dragon with a vast hoard of knowledge, discovered the secret to creating an elixir granting the ability to breathe fire and enhancing physical prowess. Xarvorth shared this knowledge with a select few in exchange for their loyalty. However, those who consumed the elixir became fiercely addicted, their bodies gradually transforming into draconic abominations. Xarvorth’s experiment ultimately led to the rise of a new breed of twisted dragonkin, loyal but grotesque and thankfully short lived and infertile.
In an ancient, crumbling tower, the reclusive wizard Malkor discovered a hidden chamber filled with scrolls detailing lost arcane practices. Among them was the recipe for Shadowfell Shroud: A dark, viscous liquid from the Shadowfell, granting the ability to become invisible in darkness and heightened stealth abilities. However, users become addicted to the feeling of being unseen and start experiencing intense fear of light and exposure, eventually losing their ability to operate in daylight. Malkor was later killed by a group of Darkling assassins who destroyed as much of his work and samples as they could find before returning to the Shadowfell.
Phoenix Ash: Ashes from a phoenix's rebirth, mixed into a potion. Drinking it grants regeneration and temporary invincibility to harm. Addiction causes users to seek out danger recklessly, craving the sensation of being reborn. Prolonged use leads to an inability to heal naturally and dependence on the substance.
Eclipse Elixir: Brewed only during a solar eclipse, this rare potion grants temporary power over shadows and darkness. Users feel empowered and cunning. Addiction leads to a need for darkness and an aversion to light, with severe withdrawal symptoms including blindness and extreme sensitivity to sunlight.
Spellscour Residue: Collected from the residue of powerful spellcasting events, this unpredictable substance is a vivid metallic purple ooze that feels a lot heavier than it is, the users eat this goo and gain greater power from drawing on the weave of magical energies, however the side effects can result in outbursts of wild magic and confusion. Addicts will seek out places where a lot of spell casting is taking place so they can get their fix. Thalassia, a merfolk scholar from Seros, the Sea of Fallen Stars, discovered Spellsour Residue during her investigation and research on the lost secrets of Liquid Magic from the fallen Empire of Netheril, her secret recipe was highly sought after. However Thalassia herself became a recluse, hopelessly addicted to her own residie creation.
These sort of substances can add interesting tools for players, provide great story hooks, flesh out the lore of your games world setting and can be a lot of fun! If you would like more videos like this or perhaps a look into the land of Kara-Tur where Alchemists try to make themselves immortal by taking lethal amounts of deadly liquid mercury and arsenic! Either way, thanks for listening, my name is AJ Pickett and as always, I will be back with more for you, very soon.
No comments:
Post a Comment