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Drugs and Substances for RPG’s

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.

1-10: Space weed, with the following varieties:


1: Orilokaind- a rare variety which blooms during the ring-shaped Orilokai’s short
spring season. It is of fairly good quality, but more importantly has a very pleasant
mouth feel and a somewhat fruity flavor not unlike a kwan-yin or Tung-Ting oolong
tea. For this reason it is considered a connoisseur’s variety, and the author treasures
his own small reserve of this varietal.

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.

11. KYLATHAR (Maya Kniese)


The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum
sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with
Dexterity; anything is possible (the GM should determine which statistics are exchanged).There
is no saving throw, and no cure (no easy one anyway; if you as DM want one, make it up). Eating
more of the berries will simply cause more stats to be randomly exchanged. Short of magical
storage, the fruits will spoil and rot within 2 days after plucking. The bush itself grows about 2
metres high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups
of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits
are ripe in autumn.

21-30: Program and nanite based substances


21- 23: Mechanics- This common pact world program consists of a nanite structure
resembling a communicator. Users interface with the nanites and are tapped into a
computerized neural net. This pleasant experience is facilitated by conversion of
organic matter, i.e. the person, into mineralized mechanical parts and inflicts 3D6
damage to stamina points when done willingly. Roll a D20, those who roll a one are
addicted. Roll 1D6 1-4 mechanical parts are non functional, 5 parts are functional as
a normal limb, 6 parts are powered and gain special attributes:

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.

Mechanics are distinguished by there abundance of nonfunctional mineralized parts


or replacement prosthetics. Users are called mechanics and will form gangs. Some
have manipulated the Mechanics program or probability and have gotten an excess
of powered limbs. There is a large margin of error and these powered users, called
Warlock-mechanics, are often unsightly, but possess significant strength. While
these Warlock mechanics are honored, those with a connection to triune or the
ability to rewire flesh are considered especially holy.
24: 221.4- a program interface using data from multiple life form groups. This gives
an automaton the simulation of being an organic sentient. The use of this program is
ostracized by the android community and the android abolitionist front, but there
are many secret users who become addicted to the program or who use it casually
trying to expand their minds.

25: Mobius chew-

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.

30-35: Ideas with substance


31: The song that never ends- this is a catchy tune that creates a state of ecstasy
until it become too much. At this point it gives birth to a new melody. This melody
must be transmitted to another person by humming it while around them. If it is not
sung to another, the person becomes obsessed with the song and can lose their
sense of reason about it. A small few have become Bards by holding the song within
themselves as a magic locus.

36: ELECAMPANE (Shaun Hately)


This plant has a thick root, with leaves that are white on the bottom and green on
top, as well as showy yellow flowers. The root may be eaten in which case it will
cause the recipient to vomit. This effect, while useful in removing ingested poisons
from the system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours).
For this reason it may be used as a mildly debilitating poison.

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

40. NIGHTCALL (Druann Pagliasotti)


A blue-grey herb smelling faintly of nutmeg that heightens the user's senses. Overdosage or
prolonged usage causes photosensitivity, distraction and nervousness; on the other hand,
prolonged usage can also make the effects permanent. Nightcall gradually dyes the long-term
user's hair, teeth, nails, horns, or scales midnight blue. (The minimum dose of 1 tsp gives the
eater +100' sight range, +10% hearing, and +1 to Wisdom/Intuition and Dexterity scores. The
effects increase proportionately to the dosage, to no more than +400/40/+4. Dosages over 1 tsp,
or 1 tsp taken several days in a row, will cause addiction.)

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.

51-69: Magic substances


51: Warlock mittens- Digitalis praecantatrix- a bush like ornamental with some
small blue, purple, and maroon flowers. Flowers have delicate lace-like petals and
pronounced stamens which need to be kept in tact for the plants full effect.
Consumption of flower or leaves of this plant creates random cantrip effect with
1D10. This fills the user with the magic of a random god making any item they use a
magic item and get 10 minutes of detect magic:
1.Produce 10’ pole
2.Dancing lights
3. telepathic message with embarrassing moment
4. telepathic message with bad joke
5. telepathic message with cruelty the intent
6. daze at random
7. energy ray at random
8. Transfer charge to and from random points
9. Finger of flatulence and poison self
10. Eldritch blast, controlled by user, 1D10 damage with pushback

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.

53: CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe’s “Torturer” series.)


A pale, fleshy fungus with a tough, rubbery consistency that is commonly found
growing near carnivorous plants. The fungus grows upon corpses, absorbing the
cadaver's life memories and personality; up to 10 different minds have been found
absorbed by one cephalophage mushroom. Eating cephalophage will transfer those
memories and personality quirks to the eater. (Effects last 1d3 hours and while they
last the eater can access all of the dead person's mind. After the effects wear off, the
eater may still succumb on occasion to “flashbacks” or personality instability; save
vs. Intelligence when under intense stress or in a situation liable to cause such
flashbacks.) This plant is condemned by some religions as unholy, believed to
prevent a soul/spirit from attaining the afterlife. (from Gene Wolfe's Torturer
series)

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: GUARDSEYE (Maya Kniese)


This 40 cm high perennial has smooth, dark blue leaves and a woody stem. It has
white, cuplike flowers, with purple flecks on the inside. In autumn, the plant dies
except for a thick root than can be up to 50 cm long, but even dead, it does not shed
its leaves. Thus the all year availability, for it is the leaves that are important. When
cooked in water, the resulting tea will grant the drinker the ability to detect all life
forms within 500 m. This includes hidden, invisible, phased, ethereal and similarly
affected creatures. The effect last for fully 6 hours.

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)

65: Prescription Arthorvin


A fragrant gray powder made from rare magical plants, the drug called arthorvin is
an appropriate alchemical treatment for anxiety, mood disorders, and dissociative
disorders.
Initial Effect: 1 point of Charisma damage.
Secondary Effect: The user is in a calm, peaceful mental state for 2d4 hours and
gains a +1 alchemical bonus on Will saves. User attracts good aligned fey in local
area.
Side Effect:Arthorvin causes a general dulling of the imbiber’s emotions and
reactions. While the drug is in effect, the user takes a -1 penalty on all initiative
checks. (paizo)

66: Panaeolo (magical)


Description: This herb was well known in the time of Netheril, but its secret was
lost when that empire fell. With the return of the City of Shade, the descendants of
the Netherese told the Red Wizards of the herb's power. The Thayans have rescued
small amounts of it from oases in Anauroch and have begun to sell the drug in small
quantities. Panaeolo's leathery-tasting leaves attune the user to the Weave, and
boost the power of arcane spells.
Type: Ingested DC 8.
Initial Effect: None.
Secondary Effect: The DC of all arcane spells the user casts increases by +2 for the
next 1d4 hours.
Price: 250 gp.
Side Effects: 1d6 points of temporary Charisma damage.
Overdose: If a second dose of panaeolo is taken within an hour of the first, the
increase to the user's arcane spell DCs becomes +3 but the user suffers 2d8 points of
temporary Charisma damage. Additional doses within an hour do not increase the
DCs any more but still cause the Charisma damage.
Addiction: Low.

67: Elixir of Fantasy


Developed decades ago by the Zargonites from the distillate of mushroom that
grows beneath Cynidicea (Mystara), elixir of fantasy is a powerful hallucinogen
(ingested, DC 7 fortitude save) that makes the user believe he is something else. The
priests of Zargon tightly control the timing of the dosages in the city's water supply
so that the hallucinogenic effects begin at the end of a work cycle and have worn off
by the time the next one is about to begin. This process produces alternating periods
of lucidity and hallucination. The following statistics use the rules for drugs.
Initial Effect: The imbiber retreats into a dreamlike state, lost in her own fantasies
for 2d4 hours. During this time, She has a 50% chance to lose any action she
attempts, as described in the bestow curse spell description. Longtime users of this
elixir typically develop favorite fantasies that they live out over and over in
exhaustive detail.
Secondary Effect: 1 point of Wisdom damage.
Side Effects: While elixir of fantasy is in effect, the user takes a -2 penalty on all
initiative checks and saves against illusion spells and effects.

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.

90-91: Goblin market substances


1. Trollnip
It’s like catnip, only for trolls . . . May allow a Save vs. Spell, or not. Trolls may get
amorous intentions under the influence of trollnip. Calming effect on humanoids
and bugs. (goblin Market)

2. The Dark of the Moon


A bottle of shadows, collected from the dark side of the new moon. If applied to the
body, you will become invisible for 1d4 weeks, and be able become that way for an
hour each day for the rest of your life.
However, if drunk, you will no longer cast a shadow, for it has become bound to you.
You may now hide in shadows as a thief of three levels higher than your own, and
turn your body to shadow for an hour a day, for the rest of your life, allowing you to
creep under doors, through tiny cracks, and avoid harm from weapons that are not
+4 or greater.
How did the goblins get this? Who knows? There is a 10% chance that they will try
to cheat you, selling you a bottle of normal shadows, in which case you only gain the
benefits for 1d3 months before they wear off. They do sometimes sell these on their
own, however, and they are only half-price.
Cost: 6d10x100 gp, or a special request. (goblin market)
3.

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.

92-93: undead substances


1. DEGIIK (Shaun Hately from ICEs “MERP” RPG)
Degiik leaves must be given to someone at the point of death (at -10 hp and not
losing any more hit points). They will keep the person alive for one day.

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.
8.
9.
10.
94-95:
96-97:
98-99:

100: Very rare Substances


1. Philosopher’s stone- Depending on the conduct of the consumer, this may
grant immortality
2. Heart of a Dead God- One can commune with the dead gods spirit and be
tested to learn its secrets by eating the heart
3. Eoxian Oleander- kills anything to consume it
4. Triune chip- A piece of the body of Triune. One can interface with all
electronic knowledge and life for 1D4 hours+2
5. Conqueror’s tincture- A tincture made with the blood of conquerors. One
sentence long request may be made for worldly power and it will come to
pass, but may have attendant consequences. You see glimpses of these on the
moment of consumption.
6. .PARGEN (Shaun Hately from Alexander ICEs “MERP” RPG) A single berry
from the Pargen Tree will restore a person to life (-1 point of Constitution) if
given within 4 days.

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.

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