I'm trying to make a consumable substance that is balanced but makes its users dependent. I've read it over a hundred times but, since I have an understanding of what it does, I don't know if the way I have it written is clear enough for my players to understand. Thus, I could use some help from the community! Here it is:
Adrenum:
A substance that is recognized as the primary currency of Dundun, it is an alchemical and magical combination of silver and the blood of the righteous. Although most vendors of petty goods only accept adrenum, those dealing with more expensive items may accept gold as an equivalent. It can be ingested to grant a creature an extended version of the "haste" spell effect, and although the withdrawals are less severe, the substance can be deadly due to its habit-forming effects. This glittery, red powder is often pressed into coins, with a symbol that denotes the monetary value that correlates with the quantity of the substance contained in the coin. Each gram is equal to 1 gp but can be pressed into larger or smaller quantities. It is near to impossible to press the adrenum into coins if it is cut with any other substance.
Effects of adrenum:
When a creature ingests this substance, it gains the “haste” spell effect for 1d4 hours (no concentration required). A creature cannot gain the benefits of a long rest while under this effect. At the end of the duration, the “haste” effect ends and the creature gains a point of exhaustion. If the creature is exhausted prior to ingestion, the creature is not affected by the “haste” spell effect, instead, it loses a point of exhaustion per gram ingested for 1d4 hours per gram, until all exhaustion points are relieved, after which, each gram ingested grants 1d4 hours of the “haste” effect. If the duration of the "haste" effect exceeds the duration of relieved exhaustion, the remaining "haste" duration only extends the duration of exhaustion relief and only negates the number of exhaustion points equal to the number of grams ingested to cause the "haste" effect unless the number of grams exceeds the number of exhaustion points, in this case, the "haste" effect lasts for the entire duration. If the creature is not already dependent, after the "haste" effect ends, the creature must succeed a Constitution saving throw (DC 15) or become dependent. Any amount less than a full gram of adrenum is not enough to grant the “haste” effect, exhaustion, or dependence. Further, any amount more than a gram only extends the duration of the “haste” spell effect or exhaustion relief by 1d4 hours and, if ingested to cause the "haste" effect, results in an additional point of exhaustion for each gram once the effect ends while adding 2 to the DC of the saving throw to avoid dependence.
Dependence:
If a creature becomes dependent, it will not lose any points of exhaustion upon a long rest unless it can succeed a Constitution saving throw (DC 15 - the number of long rests since their last ingestion of adrenum). Dependence can only be cured by a “greater restoration” spell.
Let me know if it's too confusing. I could use some help keeping it concise and as airtight as possible.
A substance that is recognized as the primary currency of Dundun, it is an alchemical and magical combination of silver and the blood of the righteous. Although most vendors of petty goods only accept adrenum, those dealing with more expensive items may accept gold as an equivalent. It can be ingested to grant a creature an extended version of the "haste" spell effect, and although the withdrawals are less severe, the substance can be deadly due to its habit-forming effects. This glittery, red powder is often pressed into coins, with a symbol that denotes the monetary value that correlates with the quantity of the substance contained in the coin. Each gram is equal to 1 gp but can be pressed into larger or smaller quantities. It is near to impossible to press the adrenum into coins if it is cut with any other substance.
When a creature ingests this substance, it gains the “haste” spell effect for 1d4 hours (no concentration required). A creature cannot gain the benefits of a long rest while under this effect. At the end of the duration, the “haste” effect ends and the creature gains a point of exhaustion. If the creature is exhausted prior to ingestion, the creature is not affected by the “haste” spell effect, instead, it loses a point of exhaustion per gram ingested for 1d4 hours per gram, until all exhaustion points are relieved, after which, each gram ingested grants 1d4 hours of the “haste” effect. If the duration of the "haste" effect exceeds the duration of relieved exhaustion, the remaining "haste" duration only extends the duration of exhaustion relief and only negates the number of exhaustion points equal to the number of grams ingested to cause the "haste" effect unless the number of grams exceeds the number of exhaustion points, in this case, the "haste" effect lasts for the entire duration. If the creature is not already dependent, after the "haste" effect ends, the creature must succeed a Constitution saving throw (DC 15) or become dependent. Any amount less than a full gram of adrenum is not enough to grant the “haste” effect, exhaustion, or dependence. Further, any amount more than a gram only extends the duration of the “haste” spell effect or exhaustion relief by 1d4 hours and, if ingested to cause the "haste" effect, results in an additional point of exhaustion for each gram once the effect ends while adding 2 to the DC of the saving throw to avoid dependence.
This paragraph somewhat messily organized, and there are a few problems to sort out. Having the effects of haste for 1-4 hours is way overpowered. I would recommend shortening it to 1d4 x 10 minutes, as well as stopping creatures from benefitting from short rests while under the effects. I would recommend setting the base DC for becoming dependent to 13, but increasing it by 1 for each gram of adrenum the creature has consumed in the past 24 hours. I would also recommend changing the 2 to 1 in the final paragraph, so that people don't just consume it multiple times in a row to get a lower saving throw.
If a creature becomes dependent, it will not lose any points of exhaustion upon a long rest unless it can succeed a Constitution saving throw (DC 15 - the number of long rests since their last ingestion of adrenum). Dependence can only be cured by a “greater restoration” spell.
This sounds good, though you might want to rephrase it to "A creature dependent on adrenum can only be cured by the greater restoration spell or a similar effect." Overall, I I really like the concept and think it could be really interesting to build on.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Great input! I might make the saving throw for dependence at disadvantage just to simplify things. I'm not sure what to do with the mess, I can just rp some examples from an npc or just walk them through it. Thanks for your help!
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I'm trying to make a consumable substance that is balanced but makes its users dependent. I've read it over a hundred times but, since I have an understanding of what it does, I don't know if the way I have it written is clear enough for my players to understand. Thus, I could use some help from the community! Here it is:
Adrenum:
A substance that is recognized as the primary currency of Dundun, it is an alchemical and magical combination of silver and the blood of the righteous. Although most vendors of petty goods only accept adrenum, those dealing with more expensive items may accept gold as an equivalent. It can be ingested to grant a creature an extended version of the "haste" spell effect, and although the withdrawals are less severe, the substance can be deadly due to its habit-forming effects. This glittery, red powder is often pressed into coins, with a symbol that denotes the monetary value that correlates with the quantity of the substance contained in the coin. Each gram is equal to 1 gp but can be pressed into larger or smaller quantities. It is near to impossible to press the adrenum into coins if it is cut with any other substance.
Effects of adrenum:
When a creature ingests this substance, it gains the “haste” spell effect for 1d4 hours (no concentration required). A creature cannot gain the benefits of a long rest while under this effect. At the end of the duration, the “haste” effect ends and the creature gains a point of exhaustion. If the creature is exhausted prior to ingestion, the creature is not affected by the “haste” spell effect, instead, it loses a point of exhaustion per gram ingested for 1d4 hours per gram, until all exhaustion points are relieved, after which, each gram ingested grants 1d4 hours of the “haste” effect. If the duration of the "haste" effect exceeds the duration of relieved exhaustion, the remaining "haste" duration only extends the duration of exhaustion relief and only negates the number of exhaustion points equal to the number of grams ingested to cause the "haste" effect unless the number of grams exceeds the number of exhaustion points, in this case, the "haste" effect lasts for the entire duration. If the creature is not already dependent, after the "haste" effect ends, the creature must succeed a Constitution saving throw (DC 15) or become dependent. Any amount less than a full gram of adrenum is not enough to grant the “haste” effect, exhaustion, or dependence. Further, any amount more than a gram only extends the duration of the “haste” spell effect or exhaustion relief by 1d4 hours and, if ingested to cause the "haste" effect, results in an additional point of exhaustion for each gram once the effect ends while adding 2 to the DC of the saving throw to avoid dependence.
Dependence:
If a creature becomes dependent, it will not lose any points of exhaustion upon a long rest unless it can succeed a Constitution saving throw (DC 15 - the number of long rests since their last ingestion of adrenum). Dependence can only be cured by a “greater restoration” spell.
Let me know if it's too confusing. I could use some help keeping it concise and as airtight as possible.
This sounds cool, I love the concept.
This paragraph somewhat messily organized, and there are a few problems to sort out. Having the effects of haste for 1-4 hours is way overpowered. I would recommend shortening it to 1d4 x 10 minutes, as well as stopping creatures from benefitting from short rests while under the effects. I would recommend setting the base DC for becoming dependent to 13, but increasing it by 1 for each gram of adrenum the creature has consumed in the past 24 hours. I would also recommend changing the 2 to 1 in the final paragraph, so that people don't just consume it multiple times in a row to get a lower saving throw.
This sounds good, though you might want to rephrase it to "A creature dependent on adrenum can only be cured by the greater restoration spell or a similar effect." Overall, I I really like the concept and think it could be really interesting to build on.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Great input! I might make the saving throw for dependence at disadvantage just to simplify things. I'm not sure what to do with the mess, I can just rp some examples from an npc or just walk them through it. Thanks for your help!