Drugs

In The Verdant a strong interest in both magic-assisted and standard alchemy has given rise to a variety of alchemical drugs.

Category Name Description (original) modifications / comments Req Spell? Proposed components Reagent rarity Uses Duration Positive effects negative effects Notes
Hallucinogens
Halfling weed Most often dried, chopped, and smoked. Causes extreme emotions to abate and induces near euphoric mellow-ness and, occasionally, a user will experience mild hallucinations. Side effects include increased appetite and red, puffy eyes. Basically cannabis No halfling weed flowers/leaves. common Recreational 1d6 hours fun May cause paranoia and interfere with concentration based tasks
Dream Flake Thin slivers of a dried, black fungus. When place between cheek and gum, it induces hallucinations and euphoria. When smoked, the user enters an extremely vivid waking dream, which can last for hours. Extended use blackens the teeth and make 'bad trips' more common. compare to ergot.  with alchemy kit, can be made into a tea which can be distilled into a tincture No dream mold uncommon recreational 1d6 hours fun disorienting while intoxicated.  Chance to have a bad trip. Chronic use causes charisma penalty due to blackened teeth (tincture avoids this)
Wrymwood looks like a cinnamon stick but smells of fungus. Grind some up and put in a tea. When drunk, it provides a psychedelic trip. Compare to psilocybin mushrooms. Stick is the stem of the mushroom No Wrymcap mushrooms uncommon recreational 1d4 hours fun disorienting while intoxicated. Chance to have a bad trip
Patch Allows one to feel the sensations all around you. It grants the ability to speak with plants and animals for 1d4+1 hours, and the comedown has a DC15 CON save. Failing the save adds one point of exhaustion immediately after waking from the first long rest you take, and lasts until completing the next long rest. compare to mdma with some additional nature based abilities.  Made from nectar of a rare flower (dryad's ears?), which is distilles into a tincture and crystallized. No nectar of the "dryad's ears" flowers.  Salt reagent. rare speaking with plants and animals.  Also really fun 1d4+1 hours can speak with plants/animals.  Also a fun party drug the comedown has a DC15 CON save. Failing the save adds one point of exhaustion immediately after waking from the first long rest you take, and lasts until completing the next long rest.
Scurva a vial filled with an irridesant liquid. When drunk it causes it user to see colors more vibrantly and lights to shimmer and become more liquid like. Also makes its user completely intoxicated. A tincture made from the scurvoid urchin, a venomous sea urchin No scurvoid urchin spines, alcohol base. rare recreational 1d4 hours fun intoxication? Not sure what debuffs are appropriate for intoxication
Devil's root A black root that is ground up and snorted. The user blacks out and sees visions of hell. Sometimes, these visions allow the user to see into the future. Can be made into a tincture that increases chance of seeing into the future. No Devil's root, alcohol base rare fortune telling 1 hour small chance to see gimpse of future visions of hell can be distressing and have to chance to cause exhaustion
Wandercaps When you ingest these plain gray mushrooms, you fall into a deep trance. You experience vivid hallucinations, often nonsensical, but sometimes hinting about the events in the near future. The comedown is unpleasant. best ingested via a tea No wandercaps rare seeing the future small chance to get hints of future events causes exhaustion.  Use is incapacitate for 1 hour after ingestion.
Mordayn Vapor Also known as Dream Mist. Made from the ground leaves of a rare herb found deep in the jungle. Taken by dipping in hot water and inhaling the vapor from the tea. The raw powder and the tea are both very potent poisons. Inhaling the vapor causes intense hallucinations (albeit happy and beautiful ones). Drinking the tea or eating the powder causes 7d10 poison damage and 2d10 psychic damage. It is very illegal in every region of the world. No Emerald dream leaves rare
Stimulants
Grellsvice A drug usually administered as an oral capsule made from the spikes at the end of a grell’s tentacles. Effects last for roughly two hours on a regular 200 mg dose, and leave the user with a four-hour hangover of sorts. The main draw to grellsvice is a tingling sense in the muscles and extra-sensitive motor functionality. This comes with a strong euphoric rush whenever a new body part is moved. The drawback is the lack of motor functionality during the hangover and the incredibly dulled sense of touch accompanied with it. No Grell tentacle, capsules uncommon Recreational. Popular for dancing and ****ing.  May also be useful for coordination related feats. 2 hours. advantage on coordination or dex related tasks? penalty to coordination or dex related tasks for 1d4 hours after after it wears off. Not sure about what bonuses it should provide
Sharpsugar Expensive, indulged in by many performers to give them the boost of energy. Removes one level of exhaustion, gives advantage on perception checks, and adds 5 to your movement speed. User becomes jittery. Either snorted or smoked from a pipe. Made out of a rare plant that grows only on the Southern Coasts. The gangs that import it are incredibly dangerous. Basically cocaine No Coca leaves rare 2 hours. Removes one level of exhuastion. Advantage on perveption checks. Adds 5 to movement speed.

*Assembled from other locations on the web.