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Under the current Drug Rules, you have to make two Fort Saves when using one; the first to see if you don't actually use it (though if you want to use it, you'll voluntarily Fail it), and the second to see if you get an Addiction. Addictions work like a disease, with a new Save each week to see if you improve. You can suppress addiction by using whatever drug gave you the addiction, but it might make that addiction worse.
If you're of a high-enough Level or have Legendary Fort Saves, there's nothing stopping you from speedballing one of everything (other than that beneficial First Stage lasting only a minute sometimes), and even if you do fail that save, a cleric can cure that right up.
Now that we have Alchemy Food, I want to rework drugs into basically Alchemy Food With Downsides.
That way, pesh can stay cheaper than waffles while still having reasons to prefer the waffles over the drug (for one example)
The House Rules for Drugs
- If a drug is Ingested or Injury, it needs only 1 Interact Action to use. If a drug is Inhaled, it requires anywhere from 1-10 minutes of Interacting, which can be done alongside other actions. In either case, they can all have predictable onset times in case people all want to use them together. Their usage gets factored into their onset times, as well.
- Fort Saves stay the same, but instead, they're only used if you don't want to use a drug (in case someone slipped you one, or everyone's smoking flayleaf around here and you say no to it).
- At least two effects happen at once, lasting for the drug's Maximum Duration. Usually, one is beneficial while the others are not.
- With a Medicine check against a Moderate DC of the level of the drug's Item Level, someone examining a user can tell if the user is under the effects of a drug, or has used one within the past week. A Critical Failue results in a misdiagnosis.
- For simplicity's sake, you can only ever be under the effects of one drug at a time. Or, if you try to use one while already under the effects of another drug, you get all the Not-Good Effects and none of the Good ones.
- The GM might call your character an addict. NPCs might notice your withdrawl symptoms. You might want to ask the clergy to pray your addiction away. Work this out with the GM and Player.
Here are some example re-worked drugs:
Flayleaf (Alchemical, Consumable, Drug, Ingested/Inhaled, Poison) Level 0
Price: 1 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 1 (Interact)
Onset: 10 Minutes. Duration: 4 Hours.
Effects: You treat Saving Throws against pain as 1 degree better, but are also Fatigued.
Pesh (Alchemical, Consumable, Drug, Inhaled, Poison) Level 1
Price: 2 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 10 Minutes (Interact)
Onset: 10 Minutes. Duration: 6 Hours.
Effects: 1 Temporary HP/Level; +2 Item Bonus on saves vs. fear; Clumsy 1; Stupefied 1.
Zerk (Alchemical, Consumable, Drug, Injury, Poison) Level 4
Price: 20 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 1 (Interact)
Onset: 1 Minutes. Duration: 1 Hour.
Effects: +2 Item Bonus on Perception-based Initiative; +2 to Melee Damage on the first attack you make against someone you haven't yet attacked while high on Zerk (after which you might lose interest); Drained 1.