Illegal Substances

In the Loksana region there are illegal substances which have a physiological effect when ingested or otherwise introduced into the body. The effects and side effects vary from substance to substance.
ht/heavy use).

Astrem -
A slightly sparkling blue and purple dust usually snorted or sucked on. It is very rare in Loksana. Astrem enhances the mind of the user but dulls their reactions and strength, this drug is usually popular with the higher classes.
Effects : advantage on Arcana checks for 4 hours, though the user takes disadvantage on Dex checks/saving throws.
Addiction : upon each dose roll for an addiction saving throw, Wisdom vs DC5+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty for failure.

Beul -
a common weed like plant plant which grows best in temperate regions, dried and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many classes and regions.
Effects : advantage on concentration saves, ritual spells only take 5 extra minutes; lasts 4 hours.
Addiction : upon each dose roll for an addiction saving throw, Wisdom vs DC5+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty for failure.

Bloodfly -
A very cheap, mysterious and potent drug which is delivered in the user’s system using a threading pin or needle. The dealer’s soak the pins in a clear liquid for many hours. The user sticks themself with the needle/pin in the soft tissues of the body. Bloodfly is known to have been created by the Zargs.
Effects : The user can use a hit dice to heal, +10 Temp Hp and +2 Strength effects last for 3 hours. If not taken care of the wounds from the pins can turn into thick red weeping lumps.
Addiction : Upon each dose roll for an addiction saving throw, Wisdom vs DC 8+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in disadvantage on charisma and wisdom saving throws.

Crimson -
Crimson is a highly addictive drug created by underground alchemists. It is a soft, thick red bar similar to a bar of butter. The user consumes pieces of the bar after minutes the user begins to feel the effects. The user feels a warmer body temperature.
Effects : +2 initiative, advantage on Constitution and Strength based checks/saving throws for 6 hours.
Addiction : upon each dose roll for an addiction saving throw, Wisdom vs DC8+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in -2 initiative for the day.

Dull -
a rare lichen which grows on the trees in some jungles and forests, dried, mixed with flavored liquids and chewed.
Produces a numbing as well as minor hallucinogenic effect, usually illegal.
Effects : resistance to bludgeoning, piercing, slashing, force, -2 initiative, weakness to psychic damage; lasts 2 hours.
Addiction : upon each dose roll for an addiction saving throw, Wisdom vs DC8+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in -2 initiative for day.

Haste or Effilim -
the processed powder of a relatively common flower in grassland regions, usually compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal.
Effects : +10 Speed, immune to effects of exhaustion; lasts 2 hours.
Addiction : Upon each dose roll for an addiction saving throw,
Wisdom vs DC 10+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in +1 exhaustion.

Hellios -
A drug made from a water like liquid that is formed within rocks. The user inhales the drug through steam. Usually the rocks are heated this creates a thick steam from the evaporated liquid. Hellios seems to attune the senses to see and perform with a high level of precision.
Effects : Advantage on all Dex based skill checks, +5 to Perception/Investigation checks and advantage against Paralysis this all lasts for 5 hours.
Addiction : Upon each dose roll for an addiction saving throw,
Wisdom vs DC 10+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results Paralysis from 1 hour to 5 hours.

Shade-
Shade is a made from a poisonous coating that lays within a Deep Mushroom’s cap. It is cut from the mushroom and baked into crisps. The user gains dark-vision and feels as if their body is half its weight.
Effects : +6 to Stealth checks, advantage on Stealth and Acrobatic checks.
Addiction : Upon each dose roll for an addiction saving throw,
Wisdom vs DC 10+number of doses previously not resisted (max 10) to resist.
Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in +1 exhaustion.

Stormroot -
a clear nectar distilled from the rare and usually poisonous Stormroot plant which crackles when it is harvested. Intense sedative effect and powerfully addictive.
Effects : user falls immediately asleep and cannot be woken for 2 hours, counts as taking a long rest but all hit dice and hit points are recovered and the user gets advantage on their next 2 rolls.
Addiction : upon every 2 doses roll for an addiction saving throw, Wisdom vs DC10+number of doses previously not resisted (max 10) to resist. Upon each long rest made without Stormroot, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty on failure.

Sunwave -
An amber liquid once distilled from the exceptionally valuable sunroot herb. Potent painkiller and relaxant. Difficult to find, given sunwave’s medical value.
Effects : Advantage on constitution and wisdom saving throws, and 10 temporary HP. Lasts two hours.
Addiction : Upon each dose roll for an addiction saving throw, Wisdom vs DC 8+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in disadvantage on constitution and wisdom saving throws.

Illegal Substances

Levaithia: The Rogues of Loksana Xolixus