World systems
Drugs of Faerûn
Eight named substances circulate through Beleghost, each a single-dose item with its own save, its own effect, and - for the riskier ones - a real chance of overdosing if you take it too often.
The eight
| Substance | Save | Effect | Risk |
|---|---|---|---|
| Haunspeir | DC 12 | +1–4 Intelligence, +1 slashing & piercing damage, 15–25 min | 2d4 poison damage every dose; overdoses (once/24h) for 2d4 more instead |
| Jhuild | DC 15 | −1 Wisdom, +2 Strength, timed | — |
| Kammarth | DC 10 | +2 Dexterity, timed, then a delayed −1 Dex crash | Overdoses once every 8h |
| Katakuda | DC 18 (waived for Monks) | Timed buff, then a delayed 1d4 Dexterity crash an hour later | — |
| Mordayn Vapor | DC 17 | Inhaled effect, 3-hour cooldown | — |
| Rhul | DC 15 | +4 Strength, +4 Constitution, timed | Overdoses once/hour for 1d4 temporary Intelligence loss |
| Sezarad Root | DC 14 | −1d4 Wisdom, 30 minutes | — |
| Ziran | DC 17 | +1d4 Dexterity, timed, then a delayed −2 Constitution crash | — |
Every substance is single-use - the item destroys itself on consumption whether the save succeeds or not. Failing the save (Fortitude or Will, whichever is better) just wastes the dose with a warning message; the effect and its risk only land on a success.
Why some crash and others don't
Kammarth, Katakuda, and Ziran all schedule a real ability-score penalty on a timer after the buff wears off, via DelayCommand - a genuine comedown, not just an expiring buff. Haunspeir, Kammarth, and Rhul additionally gate repeat use behind a cooldown tracked in real in-game hours; using them again before the cooldown clears skips the pleasant effect entirely and just deals the overdose damage.