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

SubstanceSaveEffectRisk
HaunspeirDC 12+1–4 Intelligence, +1 slashing & piercing damage, 15–25 min2d4 poison damage every dose; overdoses (once/24h) for 2d4 more instead
JhuildDC 15−1 Wisdom, +2 Strength, timed
KammarthDC 10+2 Dexterity, timed, then a delayed −1 Dex crashOverdoses once every 8h
KatakudaDC 18 (waived for Monks)Timed buff, then a delayed 1d4 Dexterity crash an hour later
Mordayn VaporDC 17Inhaled effect, 3-hour cooldown
RhulDC 15+4 Strength, +4 Constitution, timedOverdoses once/hour for 1d4 temporary Intelligence loss
Sezarad RootDC 14−1d4 Wisdom, 30 minutes
ZiranDC 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.