Ziran or bloodfast is a magical drug made from a number of subterranean fungi. The drow were the first to produce it.
Knowledge about its production method spread to the surface at some point prior to the 14th century DR and alchemists
there started to cultivate the required fungi.
Upon ingestion, Ziran left one dazed for several seconds. After about a minute, Ziran heightened the base agility and
reflexes of its user for one to three hours. After the aforementioned boost ended, the user experienced a feeling of
detachment or an out-of-body experience, as though they were looking at themselves from a distance.
Their body, meanwhile, suffers real physical damage, though not of an irrecoverable nature.
Overdosing on Ziran was easy. When a person took two doses, they took a greater benefit but also suffered greater
physical damage. While one could recover from the physical strain with sufficient rest, overdosing too often could
lead to death. Ziran is highly addictive. It was said, that it could down the strongest man, but the sages who studied it
were surprisingly unaffected.
Ten doses are commonly sold in small leather bags, containing one coin (3g) of white powder.
The prices differ greatly at around 200gp.
After ingestion you are incapacitated for 1 Minute.
After that, for each dose ingested your dexterity ability score increases by 2 up to a maximum of 20 and you have
advantage on initiative rolls. This effect lasts 1d6/2 hours, while it is active another dose has no further effect.
When the effect ends you suffer 1d4 psychic damage for each dose consumed.
24 hours after the last dose, withdrawal kicks in.
For each dose consumed, since your last successful withdrawal, up to a maximum of 6, make successive intelligence
saving throws DC15. Each failed save adds one level of exhaustion, you can take another dose to postpone
the withdrawal. If you make all saving throws and your exhaustion becomes 0 again your withdrawal was successful.
Notes: Bonus: Dexterity Score, Buff, Consumable
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