The Grove Of Eternal High Image

### The Grove of Eternal High

1. **Bloodroot Syringe** – A single needle prick from the Bloodroot plant injects a rush of savage bloodlust directly into the bloodstream. The user gains advantage on Strength-based attack rolls for 1 hour but must attack the nearest creature, including allies, without regard for anything else. They take 1d6 psychic damage at the start of each of their turns.

2. **Stormvine Inhalant** – Breathing in the stormvine’s electric spores through a specially crafted snorter sends a charge of fury into the user’s mind. The user must make a DC 15 Wisdom saving throw or be filled with uncontrollable unrest. While under the effect, they gain advantage on Strength checks and saving throws but take 1d6 lightning damage every time they move. They must move their maximum movement speed each turn for 1 hour.

3. **Frostpetal Snort** -Snorting the fine powder of the Frostpetal bloom induces a chilling clarity of thought and heightened focus. For the next hour, the user gains advantage on Intelligence-based checks and saving throws. However, the cold, numbing effect dulls their emotional response, leaving them with disadvantage on Charisma-based rolls (Deception, Persuasion, Intimidation) as they struggle to connect with others during this icy clarity. Additionally their movement speed is halved.

4. **Infernoleaf Smoke** – Inhaling the pungent, curling smoke from the Infernoleaf plant ignites a surge of raw power within the user. For 1 hour, the user gains advantage on Strength-based attack rolls, and their movement speed increases by 10 feet. However, the smoke is overwhelming, causing discomfort and inner heat. The user must make a DC 14 Constitution saving throw or suffer 1d4 fire damage at the start of each of their turns as their body struggles to cope with the scorching effects.

5. ### **Moonflare Root Inhalant**

Inhaling the delicate, silvery mist of Moonflare—the essence of twilight and starlight—gives the user a profound sense of mental clarity. The vapor swirls gently into their lungs, wrapping them in an ethereal calm that sharpens their mind but softens their senses. For 1 hour, the user gains advantage on Intelligence-based checks and saving throws, as their thoughts become as clear as the night sky.

However, the tranquil nature of Moonflare comes with a subtle, unnerving cost. The user becomes so deeply absorbed in their inner clarity that they disconnect from the physical world around them. Their reactions slow, and they struggle to connect with the immediate reality of combat. For the duration of the effect, the user suffers disadvantage on all attack rolls, as they find it hard to focus on immediate threats while their mind drifts in a peaceful, detached reverie.

6. **Elysian Seed** –When consumed like a pill, the Elysian Seed releases a euphoric, calming effect on the user’s mind and body. For 1 hour, the user experiences a profound sense of emotional connection and heightened empathy, as if they are attuned to the feelings of everyone around them. They gain advantage on Charisma-based checks (including Persuasion and Insight) and have a +2 bonus to their Wisdom saving throws.

Additionally, the user feels a boost of energy and joy, granting them advantage on all Dexterity checks, and their movement speed increases by 10 feet.

However, the effects of the Elysian Seed are fleeting and carry a dangerous side effect. At the end of the duration, the user suffers from a deep mental fatigue. They must make a DC 14 Constitution saving throw or suffer disadvantage on all ability checks for the next hour, as the euphoria fades and leaves them drained. Additionally, the user becomes overly sensitive to negative emotions, suffering disadvantage on Wisdom saving throws to resist fear or charm effects for the next 24 hours.

**7. Vilethorn Draught** – Drinking a small vial of Vilethorn Draught, a thick, dark liquid with a pungent smell, causes the user to feel an overwhelming, intoxicating drunkenness. For 1 hour, the user has disadvantage on Dexterity and Wisdom saving throws, but gains advantage on Charisma-based checks and saving throws. They move with a staggered gait, taking 1d6 bludgeoning damage whenever they fail a Dexterity saving throw or attempt a reckless movement. The drunken haze clouds their judgment, making them susceptible to unpredictable outbursts and emotional shifts.

**8. Nightshade Dew Soaked Leaf** – By chewing on a leaf soaked in the essence of Nightshade Dew, the user feels a wave of calm yet unsettling euphoria take over. This leaf, when chewed, releases a sharp, tingling taste that numbs the tongue and throat. For the next hour, the user gains advantage on Wisdom saving throws and becomes immune to fear, but they feel a growing detachment from their emotions. They have disadvantage on Charisma-based checks and saving throws due to their numbed emotional state, becoming distant and cold in social interactions. The physical effects also cause their movement speed to be reduced by 10 feet for the duration.

**9. Valevine Resin** – The user consumes a small portion of Valevine Resin, a thick, glowing sap that’s absorbed through the tongue or under the skin. The resin creates an intoxicating, euphoric high, calming the mind while fueling bursts of sudden clarity. For 1 hour, the user gains advantage on Intelligence-based checks and saving throws, experiencing lucid moments of insight. However, they suffer a -2 penalty to Wisdom and Charisma-based rolls as the high leaves them detached from their surroundings, and their perception becomes distorted. Every 15 minutes, the user must make a DC 12 Constitution saving throw or take 1d6 psychic damage from the strain on their senses.

**10. Velvetmist Syrup** – Drinking a dose of Velvetmist Syrup, a thick, dark purple liquid extracted from the Velvetmist Blossom, induces a heavy, tranquil stupor. For 1 hour, the user gains advantage on Charisma-based checks, as they become unusually persuasive and relaxed. However, they suffer a -2 penalty to Dexterity and Wisdom saving throws due to the sluggish effect on their reflexes. During this time, they are also more susceptible to being surprised, taking 1d6 psychic damage at the start of each of their turns as their mind drifts in and out of focus.

**11. Pixie Blitzflare Crystals** – Crushing and inhaling the shards of Blitzflare Crystals releases a surge of intense energy and euphoria, similar to the rush of crystal meth. For the next 1 hour, the user gains advantage on all Strength and Dexterity checks, and their movement speed is increased by 30 feet. However, the high comes with a price. The user takes 1d6 necrotic damage at the start of each of their turns, and they must make a DC 14 Constitution saving throw every 10 minutes. On a failed save, they suffer disadvantage on all ability checks and saving throws for 1 hour, experiencing a crippling crash after the initial high.

12. **12. Mindfog Orchid Drops** – A few drops of Mindfog essence, placed directly into the eyes, send the user into a haze of disorienting confusion. For the next hour, the user has disadvantage on all Intelligence and Wisdom saving throws and checks. They also experience moments of severe confusion, where they must roll a d6 at the start of each of their turns:

- **1-3:** The user has no clear sense of direction and must move in a random direction (roll a d8 to determine direction).

- **4-6:** The user is convinced an illusion is real and may act as though they are interacting with an imagined enemy or object for the duration of the turn.

While under the effect of Mindfog Drops, the user’s attacks deal 1d4 less damage due to their mental disorientation, but they gain advantage on Charisma-based checks due to a strange, intoxicating allure. The effects wear off after an hour, but the user suffers from a lingering headache, giving them disadvantage on concentration checks for 10 minutes afterward.

**13. Embertrip Bloom Stomata** – Thin, heat-activated tabs made from Embertrip nectar are placed directly under the tongue, dissolving into the bloodstream to induce a fiery, surreal journey through the senses.

- **Effect**: For 1 hour, the user experiences:

  - **Synesthetic Insight**: The user can “see” sound and “hear” light, granting advantage on Insight, Investigation, and Perception checks as they interpret their surroundings in novel ways.

  - **Surge of Euphoria**: The user’s melee attacks deal an additional 2d6 fire damage, as their strikes erupt in vivid bursts of energy, and they can add a +2 bonus to all Charisma-based checks during the duration.

- **Drawbacks**:

  - **Reality Warping Hallucinations**: Every time the user makes an attack roll or ability check, roll a d20. On a result of 10 or lower, the user becomes blinded until the end of their next turn, overwhelmed by dazzling illusions.

  - **Residual Heat Drain**: When the effects end, the user takes 4d8 fire damage and has disadvantage on all Dexterity checks and saving throws for 1 hour due to sensory burnout.

**14. Felbloom Tincture** – Harvested from the corrupted flowers of Felwood, this viscous green liquid is administered directly onto the skin, where it burns and absorbs through the flesh. The user feels a surge of demonic energy mixed with chaotic rage.

- **Effect**:

  - **Fel-Fury**: For 10 minutes, the user’s Strength score increases by 4 (up to a maximum of 24), and their melee attacks deal an additional 1d8 fel damage.

  - **Chaotic Empowerment**: The user gains resistance to fire and poison damage but becomes vulnerable to radiant damage.

  - **Demonic Frenzy**: While under the effect, the user’s attacks become reckless, granting enemies advantage on attack rolls against them. The user must also make a DC 15 Charisma saving throw after each attack or unintentionally strike the nearest ally.

- **Drawback**: After the effect ends, the user takes 2d10 fire damage as the fel energy burns out of their body, leaving behind glowing green scars. If the user is reduced to 0 hit points by this damage, their body briefly combusts in green flames, dealing 1d6 fire damage to all creatures within 10 feet.

**15. Moonlit Sap** – This rare substance is harvested from the glowing trees deep within the Night Elves’ sacred groves. Consumed as a tincture or applied directly to the skin, Moonlit Sap imparts a euphoric, trance-like state, temporarily linking the user to the serene but mysterious energies of the moon.

- **Effect**:

  - **Moonlit Aura**: For 1 hour, the user gains advantage on all Wisdom (Perception) checks and can see in magical darkness as if it were dim light.

  - **Lunar Restoration**: The user regenerates 5 hit points at the start of each of their turns.

  - **Trance of Serenity**: While under the influence, the user cannot be frightened and gains advantage on saving throws against being charmed. However, they must make a DC 15 Wisdom saving throw every time they are attacked. On a failed save, they are stunned for 1 round, as the tranquil energy of the Moonlit Sap overwhelms them.

- **Drawback**: After the effect ends, the user experiences an overwhelming sense of melancholy. For the next 24 hours, they have disadvantage on all attack rolls and saving throws against fear effects as they struggle with the emotional withdrawal from the calm state.

### **16. Moonbrain Essence**

- **Description**: Moonbrain Essence is a powerful elixir derived from the **Lunaris Moonflower**, a rare plant found in areas of intense arcane energy, usually near ancient sites of moon worship. Consuming this essence allows the user to tap into the very essence of the moon, granting them access to lunar magic and otherworldly insight. However, the price is steep: the user’s mind becomes entangled with the moon’s chaotic nature, and their thoughts drift in and out of coherence. Must long rest to end the effect.

- **Effect**:

  - **Lunar Command**: Upon drinking Moonbrain Essence, the user gains the ability to speak to the moon. By focusing on the moon, they can request it to perform simple, symbolic actions (similar to a divine request), such as changing its phase, altering its color, or even making it appear in the sky if it's not naturally visible. These changes, while largely symbolic, can have practical effects depending on the DM’s discretion. For example:

    - The moon **turns red** to signal that a great danger is near.

    - The moon **becomes full** to grant the user enhanced clarity of thought and divination.

    - The moon **shifts to a crescent** to signal the start of a ritual or magical process.

    - The moon **dips below the horizon** in response to a personal sacrifice or great loss.

  The moon’s appearance remains this way for up to an hour or until the user requests it to change again. The more complex the request, the harder it is for the moon to respond (DM may impose difficulty or consequences).

  - **Moonlit Insight**: The user’s mind becomes linked with the moon’s arcane powers, granting them **advantage on Intelligence (Arcana)** and Wisdom (Perception) checks related to the celestial and arcane, including understanding magical phenomena or reading ancient texts. However, this connection is draining, and the user takes **1d6 psychic damage** at the start of each of their turns due to the overwhelming flow of cosmic energy.

  - **Lunar Projection**: The user’s body becomes slightly translucent under the moon's influence, allowing them to project their consciousness into the lunar realm or other planes of existence for brief moments. Once per long rest, the user can project their mind and **enter a trance**, gaining the ability to communicate with beings of the Feywild or the Shadowfell, or even perceive hidden truths for up to 10 minutes. However, the user is left **vulnerable** during this time, unable to move or defend themselves physically.

  - **Moonbrain Madness**: The moon’s chaotic energies warp the user’s mind over time. For the duration of the essence’s effects, the user must succeed on a **DC 15 Intelligence saving throw** every hour or be overwhelmed by the moon’s fickle influence. Upon failure, they suffer from **lunacy**, which manifests as intense **confusion** or **hallucinations** (as if affected by the **Confusion** spell) for 1d4 hours. This effect is **unpredictable** and can lead to moments of brilliance or madness.

**Moonbrain Essence** allows the user to channel the powers of the moon and interact with it in profound ways, from altering its appearance to tapping into its arcane powers. However, these gifts come at the cost of mental instability, as the user’s mind becomes more and more entwined with the chaotic, ever-changing nature of the moon.

### **17. Starlight Breath**

**Form**: Starlight Breath is a shimmering mist contained in a crystal vial. It’s inhaled through the nose, with the mist materializing into a luminescent vapor that twists and dances like the night sky itself. This mist is drawn from the rare **Eclipsed Bloom**, a flower that only blossoms during celestial events where the moon and stars align.

**Effect**: Upon inhaling Starlight Breath, the user experiences a profound connection to the cosmos. Their thoughts become clearer, and their perception of time and space becomes fluid. While under the influence, the user gains the following effects:

- **Astral Clarity**: The user gains **Truesight** up to 30 feet, seeing through illusions, invisibility, and even into the ethereal plane.

- **Temporal Drift**: For the duration of the effect (1 hour), time feels distorted. The user gains **Advantage** on all Intelligence-based checks and saving throws, but any Dexterity-based rolls suffer a -1 penalty due to an overwhelming sense of slowness.

- **Star-Spawned Echoes**: The user hears whispers of otherworldly knowledge, providing them with **advantage on Wisdom (Perception) checks** to detect hidden creatures or objects. However, the user also starts hearing **fragmented whispers** that can occasionally distract them, causing disadvantage on Wisdom saving throws.

  Additionally, there’s a chance the user will experience an **unsettling side effect**:

- **Astral Recoil**: There’s a 10% chance that upon taking the Starlight Breath, the user may experience a sudden, overwhelming **vision**. This vision could be anything from an apocalyptic event to a glimpse of a far-off star being born. They must make a **DC 16 Wisdom saving throw** or be **blinded for 1d4 rounds** due to the intensity of the vision.

**End of Effect**: The effect fades when the user makes contact with **a solid object** (such as the ground or a wall), which brings them crashing back to reality. If the effect ends prematurely, the user experiences intense disorientation, taking **2d6 psychic damage** and being **stunned** for 1 round.

### **18. Dreamspore Infusion**

**Form**: Dreamspore Infusion is a glowing, translucent liquid made from the spores of the rare **Dreamspore Mushroom**, which thrives in the deep, shaded corners of ancient forests. This potent concoction can be ingested as a drink, brewed into a tea, or absorbed through a specially enchanted tincture. When consumed, the liquid induces intense, surreal visions and mind-bending experiences.

**Effect**: Upon consumption, the user’s mind enters a heightened state of sensory perception. The boundaries between the real world and the mental world become fluid, leading to strange, often profound effects on both the user’s psyche and their interactions with the environment.

- **Hallucinations of Reality**: For the next 1 hour, the user experiences vivid, surreal visions. Everything around them takes on a dreamlike quality—colors shift and swirl, sounds become distorted, and even the simplest actions may appear exaggerated. The user sees hidden patterns in the world and may interpret mundane objects or sounds as magical or divine in nature. These hallucinations may give the user insights into their surroundings, but they can also distort reality. The user must succeed a DC 15 Wisdom saving throw at the start of each turn, or they will perceive a false threat or object as real, leading them to potentially act irrationally.

- **Mushroomed Mind**: The user's mind is flooded with visions of otherworldly creatures, landscapes, and bizarre realms. The user gains advantage on Intelligence (Arcana) and Wisdom (Insight) checks as their mind opens to new patterns of thought. However, they also suffer disadvantage on Wisdom (Perception) checks as they are distracted by the constant flow of imagery. This effect lasts for 1 hour.

- **Empathy of the Spore**: The user becomes acutely attuned to the emotional states of others. For the duration of the effect, the user can sense the emotions of creatures within 30 feet, as if reading their thoughts. However, this heightened empathy can be overwhelming, as emotions become exaggerated. For instance, the user may feel the rage of others as overwhelming anger or sense sorrow as if it were their own. This emotional connection can lead to disorientation or confusion.

- **Psychic Bloom**: During the peak of the Dreamspore experience, the user’s mind is flooded with flashes of knowledge and distant memories, sometimes drawing from other planes or forgotten histories. For 1 minute, the user gains the ability to cast **Divination** without expending a spell slot. However, the information gained may not always be clear or practical, as the visions are often abstract and cryptic.

**Side Effects**:

- **Mushroom Mindfog**: After the effects wear off, the user experiences a mild lingering fog of thought for 1d4 hours. During this time, the user has disadvantage on Intelligence-based skill checks and cannot cast spells requiring concentration. They may also feel mentally exhausted, making it harder to focus on mundane tasks.

- **Fungal Aftertaste**: The user may develop a strange craving for more Dreamspore Infusion or other mind-altering substances after prolonged use. This can lead to a psychological dependency if consumed too frequently, causing addiction-like symptoms or the desire to experience the visions again.

**End of Effect**: As the effects fade, the user slowly returns to a grounded state. The dreamlike visions diminish, and they regain a sense of clarity, though there may still be traces of the experience lingering in their perceptions for a few hours. The world around them seems more mundane and less magical than it did while under the influence of the Dreamspore, but they may still feel the lingering effects on their emotions and thoughts.

### **19. Veilroot Opium Injection**

**Form**: **Veilroot Opium** is a thick, dark liquid harvested from the Veilroot plant’s sap. The sap is extracted under moonlight from the deep, ancient roots of the plant, found in hidden groves or ruins of forgotten civilizations. The opium is stored in vials or syringes, often carried by those who seek to escape their pain or fears. When injected, the opium immediately enters the bloodstream, delivering intense, instantaneous effects.

**Effect**: Upon injection, the user experiences the following effects:

- **Euphoric Rush**: A wave of overwhelming euphoria floods the user’s body, dulling all emotional pain and worry. For the next hour, the user gains **advantage on Charisma-based ability checks** (such as Persuasion, Deception, or Intimidation) and has **advantage on saving throws against being frightened or charmed**. The user also gains **resistance to all forms of mental damage**, including psychic.

- **Heightened Sensory Perception**: The user’s senses are heightened to an unnatural degree, perceiving even the faintest shifts in their surroundings. They gain **advantage on Wisdom (Perception) checks** and can perceive hidden creatures or objects with ease. However, their perception becomes slightly disorienting, and they might occasionally mistake normal sounds or sights for something more ominous.

- **Numbed Body**: The effects of the opium dull the user’s body to pain and injury. For the next hour, the user is **immune to the poisoned condition** and has **resistance to all non-magical damage**. They may ignore minor wounds or injuries, though this often leads to reckless behavior as they feel invulnerable.

- **Addiction Risk**: The rush of euphoria is addictive, and those who use **Veilroot Opium Injection** regularly may develop a dependency. After the high wears off, the user feels **exhausted**, suffering a **disadvantage on Constitution saving throws** for the next 24 hours. Prolonged use increases the risk of addiction, with the user needing to inject the opium more frequently to avoid painful withdrawal symptoms.

- **Dangers of Overuse**: The physical toll of repeated injections can cause lasting damage. An overdose of **Veilroot Opium** results in an almost instant, deep slumber that feels like death’s embrace. The user falls unconscious and remains in a near-comatose state for up to 24 hours. A **Greater Restoration** spell or similar magic is required to wake them. If they overdose repeatedly, their body eventually grows resistant to the effects, causing irreversible physical and mental damage that leads to death if untreated.

### **20. White Lotus Juice Cleanse**

**Form**: The **white lotus juice** is a rare, shimmering nectar made from the pollen of a white lotus, stored in a flask of pure crystal. It is said to possess the power to free even the most entrenched individuals from the grip of addiction, whether to magical substances, poisons, or dangerous narcotics.

**Effect**: Upon consumption or injection, the **white lotus pollen** works to sever the user's bond to substances or habits that have ensnared their body or mind. The effects are profound:

- **Addiction Reversal**: The user is freed from any form of addiction, whether to magical substances, poisons, or other toxic compounds. This elixir purges the body of the need for the substance, ridding them of cravings, withdrawal symptoms, and the compulsion to continue the cycle of addiction. The user no longer feels any pull toward their previous substance of choice, and their body resets to a state of natural balance.

  - **Mental Clarity**: The elixir clears the user’s mind, stripping away the fog of addiction that clouded their thoughts and emotions. The user gains advantage on Wisdom saving throws against any attempts to manipulate or influence their thoughts or desires, and they experience a newfound sense of mental sharpness and control for the next 24 hours.

- **Physical Renewal**: The user’s body experiences a deep and complete healing process. Any lingering physical damage caused by the addictive substance is reversed, and the user regains any lost hit points from long-term abuse of the substance. For the next 8 hours, the user gains temporary hit points equal to their Constitution modifier (minimum of 1), reflecting the body’s renewed resilience.

- **Cleansing Aura**: For the next hour, the user radiates a calming aura that helps others free themselves from the grip of addiction. Allies within 30 feet of the user who are affected by an addiction or substance abuse gain advantage on saving throws against any addictive influence or harmful substances they are exposed to.

**Side Effects**:

- **Emotional Vulnerability**: As the mental and physical ties to addiction are severed, the user may experience a period of emotional vulnerability. This can manifest as intense feelings of guilt, shame, or grief over past actions. For 1d4 hours after consumption, the user suffers disadvantage on Charisma checks as they process their emotions.

- **Purification Aftershock**: The elixir’s powerful purging effect may cause temporary discomfort as the body and mind adjust to the loss of the addictive substance. The user suffers one level of exhaustion within 24 hours of consuming the elixir as their body detoxifies completely.

- **Desire for Replenishment**: While the addiction itself is broken, the user may have an overwhelming desire to replenish the sense of comfort or joy they once found in the addictive substance. This manifests as a temporary craving for something else—food, alcohol, or other substances—but with time, these urges will pass.

**End of Effect**: The **Cure of True Purity** offers freedom from the chains of addiction, cleansing the user’s body, mind, and spirit of all lingering ties to harmful substances. The user gains clarity, health, and renewed purpose. However, the emotional aftermath of such a profound change may take time to fully heal, and the journey toward true recovery can be just as challenging as the addiction itself.

The Grove Of Eternal High Image

Comments

Posts Quoted:
Reply
Clear All Quotes