Items

Drugs:

Aether
Type: inhaled
Addiction: moderate, Fortitude DC 16
Price: 20 gp
Effect: 1 hour; +1 caster level
Effect: 1d4 hours; user must make a caster check to cast spells, DC 15 + spell level
Damage: 1d2 Con damage

Agony (Liquid Pain)
This thick, reddish liquid is the distilled essence of pain, captured using special spells or items. It is highly sought after by outsiders.
Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that.
Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.
Side Effects: Feelings of intense pleasure last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates).

Baccaran
This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain.
Initial Effect: 1d4 points of Strength damage.
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: Those under the effect of baccaran take a –4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled.

Devilweed
Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked.
Initial Effect: 1 point ofWisdom damage.
Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours.
Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken).
Overdose: None.

Dwarven Fire Ale
Type: ingested
Addiction: moderate, Fortitude DC 20
Price: 50 gp
Effect: 1d4 rounds; rage as per the spell
Effect: 1 hour; cold resistance 5
Damage: 1d2 Con damage

Elven Absinthe
Type: ingested
Addiction: moderate, Fortitude DC 16
Price: 500 gp
Effects: 1 hour; +1d4 Cha
Damage: 1d4 Con damage

Flayleaf
Type: inhaled or ingested
Addiction: minor, Fortitude DC 12
Price: 10 gp
Effects: 1 hour; +2 alchemical bonus on saves against mind-affecting effects, fatigue
Damage: 1 Wis damage

Luhix
Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, selfinflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages.
Initial Effect: 1 point of ability score damage to all ability scores.
Secondary Effect: The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours.
Side Effects: For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effects of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage.
Overdose: Those who take this drug more than once in 24 hoursmustmake a separate save (Fort DC 25 negates) or die in terrible pain.

Mordayn Vapor (Dreammist)
Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace.
Initial Effect: Exotic visions of incredible beauty enthrall the user for the next d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell.
Secondary Effect: 1d4 points of Constitution damage and 1d4 points ofWisdom damage.
Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must succeed at aWill save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading.
Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (ingested DC 17, 1d10 Con/1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug.

Mushroom Powder
Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters.
Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour.
Secondary Effect: 1 point of Strength damage.
Side Effects: This is amild hallucinogen. The user takes a –2 alchemical penalty to Wisdom for 1d4 hours and a –2 alchemical penalty to Strength and Constitution for 2d4 hours.
Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours.

Opium
Type: inhaled, ingested, or injury
Addiction: major, Fortitude DC 20
Price: 25 gp
Effects: 1 hour; +1d8 temporary hit points, +2 alchemical bonus on Fortitude saves, fatigue
Damage: 1d4 Con and 1d4 Wis damage

Pesh
Type: ingested or inhaled
Addiction: moderate, Fortitude DC 20
Price: 15 gp
Effects: 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects
Effect: after 1 hour; 1d2 hours of fatigue
Damage: 1d2 Con and 1d2 Wis damage

Redflower Leaves
These crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination.
Initial Effect: None.
Secondary Effect: As amove-equivalent action, the user may focus his attention upon a particular creature. If he follows that action with an attack against the creature, he gains a +4 competence bonus on the attack roll. This ability lasts 10 minutes.
Side Effects: None.
Overdose: Taking a second dose before the first has worn off causes the user to be nauseated for 1d4 × 10 minutes.

Sannish
A bluish liquid distilled from wolves’ milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips.
Initial Effect: 1 point of Wisdom damage.
Secondary Effect: The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain).
Side Effects: Sannish causes euphoria. While the drug is in effect, the user takes a –2 penalty on all initiative checks.
Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions until the stupor wears off.

Scour
Type: ingested or inhaled
Addiction: major, Fortitude DC 24
Price: 45 gp
Effects: 3 hours; +1d4 alchemical bonus to Dexterity, –1d4 penalty to Wisdom
Damage: 1d6 Con damage

Shiver
Type: injury or ingested
Addiction: major, Fortitude DC 18
Price: 500 gp
Effects: variable; 50% chance to sleep for 1d4 hours or gain immunity to fear for 1d4 minutes
Damage: 1d2 Con damage

Terran Brandy
A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey.
Initial Effect: + 2 alchemical bonus to effective caster level for 1d20 + 20 minutes.
Secondary Effect: 2 points of Constitution damage.
Side Effects: None.
Overdose: If more than one dose is taken in a 8-hour period, the user immediately takes 1 point of Constitution damage.

Vodare
An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster.
Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours.
Secondary Effect: –4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours.
Side Effects: Mild euphoria and fierce confidence while the drug is in effect.
Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates).

Zerk
Type: injury
Addiction: minor, Fortitude DC 18
Price: 50 gp
Effects: 1 hour; +1 alchemical bonus to initiative. If addicted, the user also gains a +1d4 alchemical bonus to Strength for as long as he is addicted
Damage: 1d2 Con damage

Poisons:

Arsenic
Type: ingested
Fortitude DC: 13
Onset: 10 min.
Frequency: 1/min. for 4 min.
Effect: 1d2 Con
Cure: 1 save
Price: 120 gp

Belladonna
Type: ingested
Fortitude DC: 14
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d2 Str
Cure: 1 save
Price: 100 gp

Black adder venom
Type: injury
Fortitude DC: 11
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d2 Con
Cure: 1 save
Price: 120 gp

Black lotus extract
Type: contact
Fortitude DC: 20
Onset: 1 min.
Frequency: 1/rd. for 6 rounds
Effect: 1d6 Con
Cure: 2 saves
Price: 4,500 gp

Bloodroot
Type: injury
Fortitude DC: 12
Onset: 1 rd.
Frequency: 1/rd. for 4 rounds
Effect: 1 Con and 1 Wis
Cure: 1 save
Price: 100 gp

Blue whinnis
Type: injury
Fortitude DC: 14
Onset: N/A
Frequency: 1/rd. for 2 rounds
Effect: 1 Con / unconscious 1d3 hrs.
Cure: 1 save
Price: 120 gp

Burnt othur fumes
Type: inhaled
Fortitude DC: 18
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1 Con drain / 1d3 Con
Cure: 2 saves
Price: 2,100 gp

Dark reaver powder
Type: ingested
Fortitude DC: 18
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Con and 1 Str
Cure: 2 saves
Price: 800 gp

Deathblade
Type: injury
Fortitude DC: 20
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d3 Con
Cure: 2 saves
Price: 1,800 gp

Dragon bile
Type: contact
Fortitude DC: 26
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d3 Str
Cure: N/A
Price: 1,500 gp

Drow poison
Type: injury
Fortitude DC: 13
Onset: N/A
Frequency: 1/min. for 2 min.
Effect: unconscious 1 min./2d4 hrs.
Cure: 1 save
Price: 75 gp

Giant wasp poison
Type: injury
Fortitude DC: 18
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d2 Dex
Cure: 1 save
Price: 210 gp

Greenblood oil
Type: injury
Fortitude DC: 13
Onset: N/A
Frequency: 1/rd. for 4 rounds
Effect: 1 Con
Cure: 1 save
Price: 100 gp

Green prismatic poison
Type: spell
Fortitude DC: varies
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: Death/1 Con
Cure: 2 saves
Price: N/A

Hemlock
Type: ingested
Fortitude DC: 18
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d6 Dex
Cure: 2 saves
Price: 2,500 gp

Id moss
Type: ingested
Fortitude DC: 14
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Int
Cure: 1 save
Price: 125 gp

Insanity mist
Type: inhaled
Fortitude DC: 15
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d3 Wis
Cure: 1 save
Price: 1,500 gp

King’s sleep
Type: ingested
Fortitude DC: 19
Onset: 1 day
Frequency: 1/day
Effect: 1 Con drain
Cure: 2 saves
Price: 5,000 gp

Large scorpion venom
Type: injury
Fortitude DC: 17
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d2 Str
Cure: 1 save
Price: 200 gp

Lich dust
Type: ingested
Fortitude DC: 17
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Str
Cure: 2 saves
Price: 400 gp

Malyass root paste
Type: contact
Fortitude DC: 16
Onset: 1 min.
Frequency: 1/min. for 6 min.
Effect: 1d2 Dex
Cure: 1 save
Price: 250 gp

Medium spider venom
Type: injury
Fortitude DC: 14
Onset: N/A
Frequency: 1/rd. for 4 rounds
Effect: 1d2 Str
Cure: 1 save
Price: 150 gp

Nightmare vapor
Type: inhaled
Fortitude DC: 20
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1 Wis and confused 1 round
Cure: 2 saves
Price: 1,800 gp

Nitharit
Type: contact
Fortitude DC: 13
Onset: 1 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Con
Cure: 1 save
Price: 650 gp

Oil of taggit
Type: ingested
Fortitude DC: 15
Onset: 1 min.
Frequency: N/A
Effect: unconscious 1d3 hours
Cure: 1 save
Price: 90 gp

Purple worm poison
Type: injury
Fortitude DC: 24
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d3 Str
Cure: 2 saves
Price: 700 gp

Sassone leaf residue
Type: contact
Fortitude DC: 16
Onset: 1 min.
Frequency: 1/min. for 6 min.
Effect: 2d12 hp/1 Con
Cure: 1 save
Price: 300 gp

Shadow essence
Type: injury
Fortitude DC: 17
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1 Str drain / 1d2 Str
Cure: 1 save
Price: 250 gp

Small centipede poison
Type: injury
Fortitude DC: 11
Onset: N/A
Frequency: 1/rd. for 4 rounds
Effect: 1 Dex
Cure: 1 save
Price: 90 gp

Striped toadstool
Type: ingested
Fortitude DC: 11
Onset: 10 min.
Frequency: 1/min. for 4 min.
Effect: 1d3 Wis and 1 Int
Cure: 1 save
Price: 180 gp

Tears of death
Type: contact
Fortitude DC: 22
Onset: 1 min.
Frequency: 1/min. for 6 min.
Effect: 1d6 Con and paralyzed 1 min.
Cure: N/A
Price: 6,500 gp

Terinav root
Type: contact
Fortitude DC: 16
Onset: 1 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Dex
Cure: 1 save
Price: 400 gp

Ungol dust
Type: inhaled
Fortitude DC: 15
Onset: N/A
Frequency: 1/rd. for 4 rounds
Effect: 1 Cha drain/1d2 Cha
Cure: 1 save
Price: 1,000 gp

Violet venom
Type: contact
Fortitude DC: 13
Onset: N/A
Frequency: 1/min. for 6 min.
Effect: 1d2 Str and 1d2 Con
Cure: 1 save
Price: 800

Wasp Swarm Poison
Type: injury
Fortitude DC: 13
Onset: N/A
Frequency: 1/rd. for 4 rounds
Effect: 1 Dex damage
Cure: 1 save
Price: N/A

Wolfsbane
Type: ingested
Fortitude DC: 16
Onset: 10 min.
Frequency: 1/min. for 6 min.
Effect: 1d3 Con
Cure: 1 save
Price: 500 gp

Wyvern poison
Type: injury
Fortitude DC: 17
Onset: N/A
Frequency: 1/rd. for 6 rounds
Effect: 1d4 Con
Cure: 2 saves
Price: 3,000 gp

Weapons (or Items) of Legacy:

Weapons of Legacy will be used in my campaign. An item of legacy has the capacity to grow in power as its wielder advances in level. In addition, it confers increasingly powerful special abilities on its wielder. That character might carry and treasure the same item over her entire career as a hero (or villain). Why not? As her own talents and abilities progress, so too do those of the legacy item, assuming the wielder takes the time to learn its complete history and awaken its quiescent power with the appropriate rituals. As a player character, you could discover or inherit an item of legacy. Initially, it might seem like nothing more than a standard magic item. Only when you learn something of its past do you begin to understand that this object has untapped potential. By uncovering the item’s full history, you can discover the keys that unlock the item’s full power. You might even found your own item of legacy. After all, the player characters are the epic heroes of a campaign, from which arise myths, relics, and weapons of legend. By founding an item of legacy, you gain some degree of control over its abilities, although how you wield it is in the hands of fate. Every item of legacy is distinct from the next, and each has its own unique story. Unearthing that story (or creating it, when founding an item of legacy) allows you to gain the full benefits of the item. No matter what items of legacy you eventually discover or create, using such items entails a steep personal cost. The specifics are different for each item, but the costs are always substantial. You must consider the consequences before taking up a legacy item. For most characters, these costs are well worth paying.