Shadowmist Addiction Image
Prerequisite: Anyone
 

Shadowmist (Drug)

This is a delicate lavenderish crystal-like substance. It is produced in the lower districts. Shadowmist is typically inhaled as a vapor or smoked in a pipe.

Signs of use:

  • Irritability
  • Social Withdrawl w/ paranoia
  • Inconsistancy
  • Dialated Pupils
  • Sweaty
  • Tremors

Relapse Mechanics

You have a die that represents your current state of cravings. You identify 3 specific triggers that cause you to roll your die. On a Nat 1, you then move to the next lowest Die. If you Roll a Nat 1 on a D4, you then have to Make a wisdom saving throw of 15 or higher, if you fail, you must do everything in your power to stealth to get some Shadowmist.

Mechanics

Dosage: The effects can last for 1d4 hours.

Immediate Effects (Upon Consumption):

Heightened Senses:

The user gains advantage on Perception checks for the duration.

Increased Agility:

The user gains a +2 bonus to Dexterity saving throws for the duration.

Enhanced Euphoria:

Mechanics: The user experiences a wave of euphoria, granting them temporary inspiration. They gain one additional use of Bardic Inspiration (if they have that feature) or can grant themselves advantage on one ability check, attack roll, or saving throw within the next hour.

Pain Relief:

Mechanics: The user feels numb to pain, gaining temporary hit points equal to 1d8 + their Constitution modifier for the duration.

Short-Term Drawbacks:

Paranoia:

The user must make a DC 14 Wisdom saving throw. On a failure, they become paranoid and distrustful, giving them disadvantage on Insight checks for the duration.

Tremors: The user must make a DC 12 Constitution saving throw. On a failure, they have disadvantage on Dexterity-based skill checks and attacks for the duration.

Long-Term Effects (With Prolonged Use):

Addiction:

After using Shadowmist more than three times, the user must make a DC 15 Constitution saving throw. On a failure, they become addicted. Addiction requires daily use of Shadowmist or the user suffers from withdrawal symptoms.

Withdrawal Symptoms:

If the addicted user goes more than 24 hours without using Shadowmist, they suffer one level of exhaustion per day until they use it again or receive proper treatment.

Withdrawal Effects:

Restlessness:

The user has disadvantage on all ability checks.

Fatigue:

The user has disadvantage on attack rolls and saving throws.

Depression:

The user has disadvantage on Charisma-based skill checks.

Overdose:

If a user takes more than one dose of Shadowmist within a 24-hour period, they must make a DC 18 Constitution saving throw. On a failure, they suffer from the following effects for 1d4 hours:

  • Severe Hallucinations: The user is considered frightened and incapacitated.
  • Cardiac Arrest: The user takes 4d6 necrotic damage, which cannot be reduced by any means.

    Detection:

Magical Detection:

A detect magic spell reveals a faint aura of illusion and necromancy around a recent user.

Arcane Knowledge:

A successful DC 15 Arcana check can identify the substance based on the user’s symptoms.

Recovery:

Natural Recovery: To overcome addiction, the user must succeed on three consecutive DC 18 Constitution saving throws, made once per day. Each failure resets the count.

Magical Recovery: There are expensive and limited resources to remove this addiction.

Role-Playing the Effects:

Describe the heightened senses and agility, making the user more aware of their surroundings and quicker in their movements. Role-play the paranoia and tremors, showing the user's distrustful behavior and shaky hands. Emphasize the withdrawal symptoms and desperation for another dose, adding depth to the character's struggle.

Shadowmist Addiction Image

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