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Effects of Orange Spice

Orange spice is a stimulant. It makes users faster and full of life, but leaves them feeling
immensely down once the effect wears off. A user can snort the drug directly, absorb it through
their tongue, or smoke it in a paper or pipe. The going price for a hit (or one dose) of orange
spice is usually around 1gp.
One hit of orange spice grants users one extra action during their turn for the next hour.
After the initial effect wears off, a secondary effect kicks in. Users must make a DC 15
Constitution saving throw. Users who fail the save are poisoned for the next 8 hours. Users who
save are poisoned for 1 hour. The poisoned condition cannot be removed in any way, but it can
be delayed by taking a second hit of orange spice, however the target risks overdosing (see
below).
Once the orange spices secondary effect wears off, targets must make a DC 15 Wisdom saving
throw or become addicted. Each time a creature makes this saving throw within 1 month of the
last time it made another Wisdom saving throw to avoid becoming addicted to orange spice, the
DC increases by 1.
Addicted creatures have a difficult time functioning without orange spice. When they arent
using, addicted creatures are considered poisoned and need to use just to function normally. An
addicted creature needs one hit to function without the poisoned effect for 1 hour and two hits to
feel the effects of the orange spice outlined above. A creature who takes two hits of orange spice
at one time has disadvantage on the Constitution saving throw made when the orange spices
effects wear off. A creature can detox to lose their addicted condition, but they must not use
orange spice for a month.
A creature who takes orange spice twice in a day must make a DC 10 Constitution saving throw
or overdose. For every use of orange spice after the second, the DC increases by 1. When a
creature overdoses, roll on the chart below to see the effect of the overdose.
d20
1
24
57
8 10
11
13
14
16
17
19
20

Effect
Creature falls to 0 HP
Creature is unconscious for the next 8 hours
Creature is paralyzed for the next 8 hours
Creature is blinded for the next 8 hours
Creature is deafened for the next 8 hours
Creature becomes frightened of another creature of the DMs choosing for the next 8
hours
Creature cannot stand and is prone for the next 8 hours
Creature considers all other creatures it can see enemies and attacks for the next 8 hours

Effects of Blue Sparkle


Blue Sparkle is a stimulant. It makes users feel full of life, but leaves them immensely down
once the effect wears off. A user can snort the drug directly, absorb it through their tongue, eaten
in food, or smoke it in a paper or pipe. The going price for a hit (or one dose) of Blue Sparkle is
usually around 1gp.
One hit of blue sparkle grants users success for all magic actions during their turn for the
next hour. After the initial effect wears off, a secondary effect kicks in. Users must make a DC
15 Constitution saving throw. Users who fail the save have disadvantage (-1 to hit die roll) to
magic actions for the next 8 hours. Users who save have disadvantage (-1 to hit die roll) to magic
actions for 1 hour. The disadvantage condition cannot be removed in any way, but it can be
delayed by taking a second hit of blue sparkle, however the target risks overdosing (see below).
Once the blue sparkles secondary effect wears off, targets must make a DC 15 Wisdom saving
throw or become addicted. Each time a creature makes this saving throw within 1 month of the
last time it made another Wisdom saving throw to avoid becoming addicted to blue sparkle, the
DC increases by 1.
Addicted creatures have a difficult time functioning without blue sparkle. When they arent
using, addicted creatures are considered disadvantaged and need to use just to function normally.
An addicted creature needs one hit to function without the disadvantaged effect for 1 hour and
two hits to feel the effects of the blue sparkle outlined above. A creature who takes two hits of
blue sparkle at one time has disadvantage on the Constitution saving throw made when the blue
sparkles effects wear off. A creature can detox to lose their addicted condition, but they must
not use blue sparkle for a month.
A creature who takes blue sparkle twice in a day must make a DC 10 Constitution saving throw
or overdose. For every use of blue sparkle after the second, the DC increases by 1. When a
creature overdoses, roll on the chart below to see the effect of the overdose.
d20
1
24
57
8 10
11
13
14
16
17
19
20

Effect
Creature falls to 0 HP
Creature is unconscious for the next 8 hours
Creature is paralyzed for the next 8 hours
Creature is blinded for the next 8 hours
Creature is muted for the next 8 hours
Creature becomes frightened of another creature of the DMs choosing for the next 8
hours
Creature has critical failures on 1s or 2s for next 8 hours
Creature loses access to magic for the next 8 hours

Effects of Brown Sugar


Brown sugar is a stimulant. It makes users feel as strong as the gods, but leaves them incredibly
weak once the effect wears off. A user can snort the drug directly, absorb it through their tongue,
eaten in food, or smoke it in a paper or pipe. The going price for a hit (or one dose) of brown
sugar is usually around 1gp.
One hit of brown sugar grants users grants an increase of strength for the next hour (Increase
by 1d6). After the initial effect wears off, a secondary effect kicks in. Users must make a DC 15
Constitution saving throw. Users who fail the save lose all strength for the next 8 hours. Users
who save lose all strength for 1 hour. This condition cannot be removed in any way, but it can be
delayed by taking a second hit of brown sugar, however the target risks overdosing (see below).
Once the brown sugars secondary effect wears off, targets must make a DC 15 Wisdom saving
throw or become addicted. Each time a creature makes this saving throw within 1 month of the
last time it made another Wisdom saving throw to avoid becoming addicted to brown sugar, the
DC increases by 1.
Addicted creatures have a difficult time functioning without brown sugar. When they arent
using, addicted creatures are considered disadvantaged and need to use just to function normally.
An addicted creature needs one hit to function without the weak effect for 1 hour and two hits to
feel the effects of the brown sugar outlined above. A creature who takes two hits of brown sugar
at one time has disadvantage on the Constitution saving throw made when the brown sugars
effects wear off. A creature can detox to lose their addicted condition, but they must not use
brown sugar for a month.
A creature who takes brown sugar twice in a day must make a DC 10 Constitution saving throw
or overdose. For every use of brown sugar after the second, the DC increases by 1. When a
creature overdoses, roll on the chart below to see the effect of the overdose.
d20
1
24
57
8 10
11
13
14
16
17
19
20

Effect
Creature falls to 0 HP
Creature is unconscious for the next 8 hours
Creature is paralyzed for the next 8 hours
Creature is blinded for the next 8 hours
Creature loses use of arms for next 8 hours
Creature becomes frightened of another creature of the DMs choosing for the next 8
hours
Creature has critical failures on 1s or 2s for next 8 hours
All items are too heavy to pick up

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