Professional Documents
Culture Documents
It is unsurprising that much of the information lost from the gap concerns plant
biology, as much of this knowledge was kept out of books. Fortunately, the
enthusiasm for biological diversity ignited by the creation of the Starfinder society
has made cataloging of even the least useful of substances a noble pursuit. This
enthusiasm, paired with the diversity of the pact worlds and the unusual variety of
anomalous planets like Lothun and Orikolai, has created a renaissance of alterative
substances research. Some of these substances are synthetic like analog or
constructs of magic like liquid lit, but they are nonetheless of anthropological and
cultural importance. Therefore I have made a brief guide for those unfamiliar or
curious. I have left out common mild substances like coffee tea or beer, as they are
not really of interest.
2-3: Eoxian Dank- Farmed on Eox, this variety is lethally strong so as to effect its
undead residents. While much is grown on Eox, it is heavily taxed. Most you get your
hands on will be via super-legal routes. If you have some, make a day of it, as you
will likely be unable to make anything else of that day.
4-5: Daza Dazzle- Cheap and common variety from nuclear gardens on Akiton. Roll
D20 roll of 1 is laced, unless from a reliable dealer. Roll again to find what it is laced
with
6-7: Arl’s hand- Another cheap variety from Akiton, this one named for it’s distinct
leaf shape. This is gas-station, janky-ass, cheap weed. Roll a D6 roll of 1 is laced, die
becomes D12 in the case of a reliable dealer. Some people are looking to see what
they get. Roll again to find out what it is laced with.
8-9: Absalom- named after the space station, refers to any of this common variety
produced on free space bodies like asteroids or space stations. This variety is the
most likely you’ll find grown on a spaceship. Tolerable.
10: El Hazrd- Grown on Castrovel. Elves like their shit unadulterated andstrong.
This can be too much for me.
1: Nanite condensed strong limb (spider climb via grip, Supercharge melee
weapon, microbot assault, Creation)
2: sensors (Detect affliction, blind-sight, Arcane eye, Planar binding by analysis and
an electronic field)
3: jet propulsion (limited Flight for 1/2movement, knockback, explosive blast 9D6
single use)
4: brain to web interface (telepathic message, Comprehend languages, identify,
Implant Data, Caliraudience/Clairvoyance, Soothing protocol, tongues)
5: Electric poles (arching surge 1D10, transfer charge to arm, Entropic blast)
6: connection to triune (Token Spell, life bubble, Dispel magic, Contact other plane,
control machines)
7: Image projection (Disguise, Holographic Image, Invisibility in dim light)
8: extreme flexibility (limbs get whip attack 1D6 plus extended reach and a
swinging spider climb. Grapple +5)
9: Interface limb (Mending, Hold portal using part of limb, entropic grasp, creation
of grenades, each use uses the limb which re-grows slowly)
10: Mechanics seeded in limb. Rewire Flesh attack 3D6 damage and makes more
mechanics from the victim’s body thereby reducing their speed. Can also inject
victim with mechanics as a inject nanobots attack 4 d8 + confusion associated with
the pleasure of mechanics. Roll D20 a roll of 1 represents addiction. Caustic
Conversion 4d4.
26: Concordium- share experiences and thoughts with those within 120 feet using
Concordium. Those biologicals with neural implants have used this. Feels like being
in on a good joke that you can’t tell who started.
37: Charge Card- Strength bonus doubled, speed doubled, and immune to pain for
1D100 minutes followed by 1D6+6 hours of exhaustion and sleep. Made of a
compressed Castrovellian Creatures thyroid. Looks like a credit card made of dark
red jerky.
38: Twitch tonic- This thick syrup is extracted from bitter herbs and enhanced by
alchemy to ward against sleep, paralysis, and the staggered condition. If you drink
twitch tonic, you gain a +2 alchemical bonus on saving throws made against these
effects for the next hour. If you drink twitch tonic while suffering from any of these
effects, you may immediately roll another saving throw against the effect (with the
+2 bonus); you may gain this particular benefit only once per day. You can
administer twitch tonic to an unconscious or paralyzed creature as a full-round
action, similar to administering a potion. (paizo)
39: Wolfsbane- Aconitum-. Properly applied, this can cure lycanthropy while giving
some wicked hallucinations, Fiery angel of death type hallucinations. Overused, it is
a deadly poison. Can be used as a commune spell with chaotic death deities
41: Fetchit mushroom- Calvatia revanencia- thickstems moving gradually into a white
head and spiny protrusions which release spores when touched. Only the outer rind is
consumed. This highly addictive variety of mushroom (roll d6, a roll of one is addiction)
works with the endocrine system creating a release of endorphins that a deceased friend
described as “finishing a marathon sex session.” The mushroom after multiple uses (roll
1D20+10 uses) becomes a part of the bodies systems, especially the respiratory system
and the user will breathe out fetchit spores, inseminating them wherever they go. It is not
difficult to identify a user because of this.
The peculiar effect of fetchit occurs at death. There is a life-recovering effect of the
mushrooms that can be expressed statistically:
Roll 1D6: 6=full resurrection 3-5: body is inhabited by a extension of the mind of
Manitar the spore god, but with full memories of its former inhabitant. 1-2: explosive
exhalation, everything in promity is sprayed with spores. Many become addicts via this
method
Fetchit is one of very few illegal substances on Absalom station and most pact worlds for
the latter effect.
52: Liquid Lit- Books, magical or otherwise, whose contents have been rendered
edible. Knowledge within is held within the person whether practical or magical and
cannot be forgotten. The contents of the book effect the person’s personality
changing it to suit. A person drinking a novel becomes more erudite, while one
drinking cheap romances becomes foolish.
Spell books may be drunk, but there are considerations. A spell above a caster’s
current casting level has a 1/20 chance of back-firing at the DM’s discretion.
Magic knowledge in a person who has no magic training has a chance of burning
them out. On first use roll a D20. Spell level X2 determines how high the chance of
failure is. On failure the person gets bowel cancer, which cannot be removed via
magic, as the magic burns them out.
54: COW PARSNIP (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Cow parsnip has small leaves covered with tiny hairs. These hairs must be made
into a salve. Cow parsnip will cure madness for a short period (a few hours).
Repeated application over a two week period may (GMs discretion) cure insanity
altogether.
55. Eye of God- 1D4 hours of full sensory communion with a situation appropriate
deity for good or bad (Dm’s Discretion.) PC has some control over who, given ritual
is persomed. Can act like the spell commune.
61: Club Moss- Lose sense of self, but gain 60 feet of perfect telepathy and empathy.
Additionally, one gains the effects of the spell augury for 1D6 minutes. Lasts 1D100
minutes.
62: Empath- 1D4 ¾ learn unknown detail about someone. ¼ is crucial detail. 1/10
become addicted.
63: Lycanic brandy- increases strength by 4, but 1/6 chance for uncontrolled
lycanthropy at night. If this happens there is a ¼ chance of incurable insanity for 28
days. You are susceptible to silver and lose all strength in its immediate presence.
Tastes strongly bitter and spiced.
64: Prescription Zixalix- A potent combination of many rare herbs and alchemical
substances, zixalix provides appropriate alchemical treatment for somatoform
disorders, psychotic disorders (including schizophrenia), and psychosexual
disorders.
Initial Effect:1d4 points of Intelligence damage.
Secondary Effect: Zixalix staves off the most severe symptoms of the indicated
disorders.
Side Effect:for those taking it one can induce a magical trance state and 1D6 roll to
commune with a random deity if roll 5 or 6.
Overdose:If more than three doses are taken in a 24-hour period, the imbiber takes
1d4 points of Constitution damage. (paizo)
68 Agony (Liquid Pain): This thick, reddish-brown liquid is the distilled essence of
pain, captured through special magical processes. It is sought after by outsiders and
extreme masochists, as well as torturers seeking to ply their trade more efficiently.
Delivery: Ingested
Addiction DC: 18, Extreme
Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for
1d6 minutes afterward.
Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.
Side Effects: Feelings of intense pleasure that last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user must make a
Fort DC 18 save or fall unconscious for 1d4 hours.
Alchemy DC: 25
Price: 200 gp
Baccaran: A pasty substance that is dried and kept as a powder or sometimes as a
paste. It has numerous, difficult to obtain ingredients, and acts as a mild
hallucinogen.
Delivery: Ingested
Addiction DC: 14, Low
Initial Effect: 1d4 Strength damage
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: -4 circumstance penalty on saving throws against illusions for 2d4
hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the used immediately
takes 2d6 damage and the side effect is doubled in penalty and duration.
Alchemy DC: 20
Price: 10 gp
Devilweed: Wyssin plant leaves are dried and rolled for smoking like tobacco.
Delivery: Inhaled
Addiction DC: 15, Low
Initial Effect: 1 point Wisdom damage.
Secondary Effect: +2 alchemical bonus to Strength for 1d3 hours.
Side Effects: Creatures under the effects of devilweed count as shaken, acting
skittish and easily confused.
Overdose: None.
Alchemy DC: 20
Price: 6 gp
90-99: rare substances- each of these nine has an additional roll. These are for
substances that are vey rare in the pact worlds and so the numerical probability is
lower of finding them.
4. Goblinoid Damiana- this spicy pungeant herb if given to a Goblinoid will cause
sexual obsession for 1D4 hours. Goblin then makes an intelligence save against 14 to
determine whether they can distinguish this from love. In the case of failure, the
goblinoid loves the being in question. No further saves.
5. Orc Wedding- this other planar flower effects orcs and half orcs by giving them
1D6 hours of sexual frenzy. It is called wedding as those Orcs bond with this way
they often stay with after. For humanoids this plant has the effect of restoring a
person to sexual functioning after injury or impotence. However, this herb is
viciously guarded, as Orcs use this herb to help make political marriages tolerable
for orcs.
6.
2. Soul Stimulant- negates the effects of a negative level for 8 hours (paizo)
3. Revenant crème- This undead liquor gives ghosts and incorporeal spirits an
infusion of purpose such that they are corporal for 1d8+2 hours and are every bit as
alive as anyone. A bottle contains 1D4+4 doses. This can also be taken by the living
or the bodied undead, for whom this liquor gives an infusion of purpose to life and is
an immediate cure for depression and hopelessness.
4.
5.
6.
7.
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9.
10.
94-95:
96-97:
98-99:
Substance Spells
It should surprise no one that spells exist related to drugs.
Extract Drug
(Book of Vile Darkness, p. 94)
Casting Time: 1 minute
Range: Touch
Effect: One dose of a drug
Duration: Permanent
The caster infuses a substance with energy and creates a magical version of a drug.
The magical version manifests as greenish fumes that rise from the chosen focus.
The fumes must then be inhaled as a standard action within 1 round to get the
drug's effects.
There may be other drugs that can be extracted with rarer substances, at the DM's
discretion.
Focus: 15 lb. or 1 cubic foot of the material in question.
Relieve addiction
Components: Verbal
Casting time: 1 minute
Range: 60 feet
Duration: 1D6+12 hours
The caster plays a song relieving addiction. If the user of a substance hears this song
at least once a day for three days, they get a Will save to break addiction DC 17 for
difficult substances DC 12 for easy. If heard over 28 days the DC is 12 for difficult
and 3 for easy, but the effect of the spell on the substance in question no longer
takes effect.
Revive Addiction
Components: Verbal, Material
Casting time: 18 seconds (three rounds)
Range: 60 feet
A caster uses an addictive substance that can be smelled to evoke the archetype of
vice. Victims must make a will save against the caster’s spell ability or have their
lives most potent addiction evoked and renewed with vigor. They regain their
addiction in full force. At higher levels or 1D6x6 seconds must do anything they can
to pursue it. If they have the substance, their desire is temporarily relieved. Higher
level castings increase this time of frenzy by a round up to a base minute plus the
1D6x6 seconds.
Memory Map
Components: S, M
Casting time: instant
Range: 30 feet
Using a psionic substance a s directing agent, a magician may transfer any simple
maps, skills, or passages directly into the mind of up to six willing creatures. If a
creature is asleep, the memory is transferred, but will not be readily accessible
unless a situation relevant to the information causes it to arise. The magician must
consume the substance and endure its effects for the spell to work. Cast at higher
levels, more complex information and skills can be conferred.