Age of Orion
Herbal Drugs
Drug use and Addiction
See Home Rules
Moon Dust: Favored by Shifters, Lycanthropes, and Druids.
Classification: Mild Stimulant, weak Hallucinogen.
Usage: Powder: burned or smoked.
Duration: 1d4 + 1 hours.
Found: Swamps and temperate plains.
Price: 1 Gold a usage.
Identification: Nature DC 10.
Production: Nature DC 12 (5 minutes).
Effects: Enhances senses (grants Advantage on perception and tracking checks), minor hallucinations: Rolling a 1 or a 2 counts as a critical miss, even on skills.
Addiction: Fail three Wisdom 10 Saves in a row.
Withdrawal Attribute: Wisdom
Signs of Consistent Use: Skin gains a smokey gray discoloration.
Glitter Weed: Used by some barbarian tribes, and by a variety of berserkers.
Classification: Strong Pain Inhibitor, Neurotoxin.
Usage: Liquid: ingestion.
Duration: 1d4 minutes.
Found: Mountains
Price: 200 Gold a usage.
Identification: Nature DC 8. Production: Nature DC 14 (30 minutes).
Effects: Remain conscious until dead, make death saving throws with a +5, take two temporary points of Intelligence and Wisdom damage.
Addiction: Fail two Wisdom 12 Saves in a row.
Signs of Consistent Use: Loss of sensation, skin coloration turns blueish form time to time.
Journey: Used by many druids to reach a more relaxed meditative state. Used by night patrol.
Classification: Strong Depressant, Strong Hallucinogen.
Usage: Powder: skin contact.
Duration: 2d4 + 2 hours.
Found: Desert Oases, Swamps.
Price: 25 Gold a usage.
Identification: Nature DC 10. Production: Nature DC 16 (2 hours).
Effects: Enter a waking trance state that counts as a full rest, during meditation enter a lucid dream state, Gain advantage on all Intelligence, Wisdom, and Sanity checks.
Addiction: Fail three Wisdom 14 Saves in a row.
Signs of Consistent Use: Occasionally unable to tell the difference from waking or dreaming.
Ease: The most common of herbal drugs, used by many who just need to relax.
Classification: Mild Depressant.
Usage: Dried Leaf: rolled and smoked.
Duration: 1d4 + 1 hours.
Found: Temperate Climates, easily cultivated.
Price: 2 Silver a usage.
Identification: Nature DC 6. Production: Nature DC 8 (2 hours and a source of fire).
Effects: Advantage on Wisdom and Sanity checks.
Addiction: Fail two Wisdom 13 Saves in a row.
Signs of Consistent Use: Drowsiness when not taking Ease.
Divine Frolic: Common to the ‘depraved’ elite, and anywhere where sex isn’t a taboo.
Classification: Mild Stimulant, Weak Hallucinogenic.
Usage: Powder: inhaled.
Duration: 1d6 + 2 hours.
Found: Tropical Climates, Easily cultivated.
Price: 20 Gold a usage.
Identification: Nature DC 8. Production: Nature DC 12 (3 hours).
Effects: Prevents conception, enhances all forms of entertainment, gain advantage on Charisma checks involving seduction, and golden tinted eyes.
Addiction: Fail three Wisdom 14 Saves in a row.
Signs of Consistent Use: Eyes becomes flecked gold.
Wolf Sugar: A sugar cane like drug used by Barbarians and druids alike.
Classification: Strong Stimulant.
Usage: Cane or Candied: Sucked on.
Duration: 1d6 * 10 minutes.
Found: Temperate Forests under old trees.
Price: 8 Gold a usage.
Identification: Nature DC 10. Production: Nature DC 8 (4 hours and a source of fire).
Effects: Advantage on Strength, Perception, and Tracking checks, Advantage with natural weapons, take 1 point of temporary Intelligence damage. Gain immune to Paralyze.
Addiction: Fail two Wisdom 10 Saves in a row.
Signs of Consistent Use: Decaying teeth.
Blitz: Favored among Barbarian berserkers and Lycanthrope warriors.
Classification: Strong Stimulant.
Usage: Powder: Inhaled.
Duration: 2d4 + 2 Rounds.
Found: Grows among volcanic rocks.
Price: 50 Gold a usage.
Identification: Nature DC 10. Production: Nature DC 12.
Effects: Gain an extra standard action each round. Red powder residue around inhalation point.
Addiction: Fail two Wisdom 15 saves in a row.
Signs of Consistent Use: Nose or mouth red, near by blood vessels enlarge.
Sleeping Death: Commonly used to keep people alive or fake a death.
Classification: Strong Depressant, Mild Neurotoxin.
Usage: Liquid: Ingested.
Duration: 1d4 Days.
Found: Tundra Climates
Price: 40 Gold a usage.
Identification: Nature DC 14. Production: Nature DC 18 (4 hours, requires a fire).
Effects: User enters a death like state, if dying don’t roll death saving throws.
Addiction: Fail three Wisdom DC 5 saves in a row.
Signs of Consistent Use: Chills, reduced body temperature.
Bone Dust: Used to connect with the dead.
Classification: Magical Hallucinogenic.
Usage: Powder: Smoked or inhaled.
Duration: 1d4 – 1 minute.
Found: Grave Soil or Corpses.
Price: 80 Gold a usage.
Identification: Nature DC 12. Production: Nature DC 14.
Effects: Speak with the deceased.
Addiction: Fail two Wisdom 10 Saves in a row.
Signs of Consistent Use: Pale complexion and persistant cough.
Myopsis: Used in extreme situations.
Classification: Strong Stimulant, Extreme Hallucinogen, Parasitic Fungus.
Usage: Fungal Spores, Inhaled.
Duration: 1d12 + 4 minute.
Found: Tropical Jungles.
Price: 200 Gold a usage.
Identification: Nature DC 14. Production: Nature DC 12.
Effects: Gain Regeneration 10, Wisdom Save DC 12 to avoid attacking nearest creature.
Addiction: Fail three Wisdom 17 Saves in a row.
Addiction Level 3: Stalks grow from skin, anyone within 5ft of you must make a Constitution Save DC 10 or inhale Myopsis spores.
Signs of Consistent Use: Skin breaks with small stalks sticking out of open wounds.
River’s Sand: Used by many who wish to disconnect from reality.
Classification: Extreme Depressant.
Usage: Liquid: Ingested.
Duration: 1d6 * 12 Hours.
Found: At the edge of slow moving water.
Price: 10 Gold a usage.
Identification: Nature DC 10. Production: Nature DC 16.
Effects: Immune to Sanity effects, memory loss, disconnect from the flow of time.
Addiction: Fail two Wisdom 14 Saves in a row.
Signs of Consistent Use: Eyes dilated, aversion to light.
Clot Root: Favored healing Herb among Druids, Rangers, and Barbarians.
Classification: Mild Stimulant.
Usage: Leaf: Skin contact.
Duration: Instantaneous.
Found: Tundra and Mountain environments.
Price: 4 Gold a usage.
Identification: Nature DC 12. Production: Nature DC 10.
Effects: Regain 1d6 + 4 Health.
Addiction: Non-Habit Forming.
Signs of Consistent Use: None.
Wound Leaf: Favored intensive healing Herb among Druids, Rangers, and Barbarians.
Classification: Strong Stimulant, Mild Hallucinogen.
Usage: Leaf: Chewed.
Duration: 2d4 minutes.
Found: Mountain environments.
Price: 80 Gold a usage.
Identification: Nature DC 12. Production: Nature DC 10.
Effects: Gain Regeneration 2 and Immune to Paralyze, All attacks are at disadvantage.
Addiction: Fail Two Wisdom 13 Saves in a row.
Signs of Consistent Use: Green stained teeth.
Moon Leaf: A common Druidic herb used before facing fearsome foes.
Classification: Strong Depressant.
Usage: Dried Leaf: ground and inhaled.
Duration: 1d6 + 2 hours.
Found: Temperate Climates, on full moons.
Price: 6 Gold a usage.
Identification: Nature DC 8. Production: Nature DC 10 (2 hours and a source of fire).
Effects: Advantage on Wisdom checks, Gain Immune to Fear and Madness.
Addiction: Fail two Wisdom 14 Saves in a row.
Signs of Consistent Use: Spit color changes to a faint orange, mouth tinted orange.
The Blank Lotus: A rare herb used by the depressed and lost.
Classification: Strong Neurotoxin.
Usage: Liquid: Ingested.
Duration: Permanent.
Found: Tundra, must harvest on a Blue Moon.
Price: 125 Gold a usage.
Identification: Nature DC 12. Production: Nature DC 16.
Effects: Whatever the user is remembering, is purged from their memory.
Addiction: Non-Habit forming.
Signs of Consistent Use: Glassy eyes.
Alpha: A social drug, boosting the users confidence.
Classification: Mild Stimulant.
Usage: Jelly: Mixed with a drink and ingested.
Duration: 1d4 hours.
Found: Arid Climates.
Price: 15 Gold a usage.
Identification: Nature DC 10. Production: Nature DC 12.
Effects: Advantage on Charisma checks.
Addiction: Fail two Wisdom 15 Saves in a row.
Signs of Consistent Use: Nervous fidgeting and anxiety when not on Alpha.
Bad Wolf: A drug that’s commonly found among the Lycan and Shifter criminal element.
Classification: Strong Depressant.
Usage: Dried Leaf: ground and inhaled.
Duration: 1d6 + 4 rounds.
Found: Arid Climates.
Price: 25 Gold a usage.
Identification: Nature DC 8. Production: Nature DC 10 (2 hours and a source of fire).
Effects: Lycanthropes and Shifters lose control and shape shift (even if normally unable), they consider everyone hostile but gain Advantage on Strength, Dexterity, and Constitution checks. Gain Immunity to Paralyse and Charmed.
Addiction: Fail three Wisdom 16 Saves in a row.
Signs of Consistent Use: Blood vessels around the eyes turn dark red, muscle shakes, and nervous behavior.
Delight: Also referred to as Elven Delight, the cigars of the world.
Classification: Mild Depressant.
Usage: Dried Leaf: ground and inhaled.
Duration: 2d4 + 2 hours.
Found: Temperate Forests, Damp logs.
Price: 1 Gold a usage.
Identification: Nature DC 8. Production: Nature DC 10 (2 hours and a source of fire).
Effects: Advantage on Wisdom and Sanity checks. Eyes glow a soft blue. May Meditate for four hours instead of sleeping normally.
Addiction: Fail two Wisdom 13 Saves in a row.
Signs of Consistent Use: Eyes gain a cloudy blue look to the whites of the eye.