When a character takes a drug, he immediately gains the effects, ability damage, and must make a Fortitude save to resist becoming addicted to that drug. The DC of a drug’s saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by that drug.
Drugs can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug.
While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. As soon as the drug’s benefits expire, the disease’s effects return.
As addictions are diseases, they can be cured as such, through the use of spells like remove disease or by succeeding at Fortitude saves over time. Unlike with other diseases, an addicted character can only make a Fortitude save to overcome his addiction after a day of not taking the drug he is addicted to. The DC of this Fortitude save is equal to the highest addiction DC his drug use has reached. This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC. Should a character take a dose of the drug he’s addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.
Produced mostly by halflings from “fermenting” the gases produced by various mushrooms.
Blood sap is distilled from the crimson sap exuded by a pale green vine native to the Vanara Plateau. Blood sap addicts often display vividly red lips and teeth.
Common in the colder Dwarf Fortresses.
Not sold to non-elves and very rare outside of Elflands.
A common and easy to make drug used mostly by lower classes to escape their boring, depressing lives.
Popular amongst gladiators, thugs, soldier, and thrill seekers.