A common plant in temperate regions that you dry up and smoke, popular and sold in general stores, has a calming effect that helps you focus your mind. Can be used to combat anxiety when used modestly, but has an addictive ingredient.
Effects: Effects last 4 hours; advantage on magical concentration saves, ritual spells only take 5 minutes instead of 10.
Addiction: Roll wisdom saving throw with each dose taken against a DC of 5 + number of doses previously not resisted. Each long rest the user rolls an addiction saving throw; success removes 1 from DC of the next save (minimum the DC can be is 5), with no penalty for failure except for adding 1 to the DC. If pipeweed has not been smoked five days, automatically succeed saving throw once.
Stages:
- DC 6 - 7: After effects pass, the user has disadvantage on concentration and is not able to cast ritual spells if not consumed within the last 48 hours
- DC 8 - 13: Effects duration is reduced to 3 hours, after effects pass, the user has disadvantage on concentration and is not able to cast ritual spells if not consumed within the last 24 hours.
- DC 14 - 15: Effects duration is reduced to 2 hours, after effects pass, the user has disadvantage on concentration and is not able to cast ritual spells if not consumed within the last 12 hours. Permanent disadvantage against disease even once addiction ends, but this can be cured by Greater Restoration spell or another spell of equal strength.
**For non-casters of magic, instead the user gets +3 bonus added to all intelligence related ability checks with the following consequences**
- DC 6 - 7: After effects pass, the user has -2 to all Charisma checks if not consumed within the last 48 hours.
- DC 8 - 13: Effects duration is reduced to 3 hours, after effects pass, the user has -2 to all Charisma checks if not consumed within the last 24 hours.
- DC 14 - 15: Effects duration is reduced to 2 hours, after effects pass, the user has -2 to all Charisma checks if not consumed within the last 12 hours. Permanent disadvantage against disease even once addiction ends, but this can be cured by Greater Restoration spell or another spell of equal strength.
Notes: Consumable, Focus
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