Essence Concoctions (Drug List)
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Essence Concoctions Edition 3.5e
Name Essence Concoctions
Summary Essence Concoctions are potent infusions designed to enhance a user's capabilities (Essence infusion is the most basic form of the drug but is still needed to make the others witch still in some way shape or form derive from the original essence infusion drug thus making it required to make these) , providing temporary boosts with unique effects and trade-offs. Crafted by those skilled in the art of Essence Infusion, these substances amplify natural and magical strengths.
Levels Basic (with potential for advanced concoctions)
Description Essence Concoctions are crafted substances available only to characters with specialized expertise. To create these concoctions, a character must possess the
Essence Infusion feat, have at least 5 ranks in both Knowledge (Drugs) and Craft (Drugs), and be a minimum of Level 3.
Each Essence Concoction provides temporary enhancements, often with notable side effects. This path allows for a range of effects from physical boosts to mental clarity, with increased potential for more powerful concoctions as the creator advances.
Requirements
- Feat: Essence Infusion
- Skills: Minimum of 5 ranks in Knowledge (Drugs) and Craft (Drugs)
- Level: 3+
Concoctions Below are examples of Essence Concoctions available at the basic level. As characters gain experience, more potent versions can be unlocked. Crafting each concoction requires specific components and a minimum amount of time, which decreases as your crafting and knowledge skills improve. Each rank in Knowledge (Drugs) and Craft (Drugs) reduces crafting time by 10 minutes.
- Muscle Frenzy
- Grants a temporary +4 bonus to Strength and Constitution for 10 minutes. After the effect ends, the user suffers a -2 penalty to Dexterity for 1 hour. - Components Required: - 1ft Of Skin (Works better if Human, Elf, Dwarf, but any skin works) - 1 Oz of blood (Vial) - Crafting Time: 1 hour (reduced by 10 minutes per rank in Knowledge (Drugs) and Craft (Drugs)) - Types That Can Be Made: Liquid, Syringe, Pill - Drug Color: Flesh Pink
- Mind Blaze
- Grants a +4 bonus to Intelligence and Wisdom for 5 minutes, enhancing perception and insight. Afterward, the user suffers a -2 penalty to Will saves for the next hour due to mental fatigue. - Components Required: - 1 Brain (Preferably humanoid but works with any sentient creature) - 5ft Of Empty Paper - Crafting Time: 45 minutes (reduced by 10 minutes per rank in Knowledge (Drugs) and Craft (Drugs)) - Types That Can Be Made: Liquid, Potion, Dust - Drug Color: Glowing Yellow
- Fleetstrike Syrup
- Increases movement speed by 30 feet and grants +2 to Dexterity for 10 minutes. After the effect fades, the user suffers -2 to Reflex saves for 1 hour due to strained reflexes. - Components Required: - 2x Kneecaps (preferably from a humanoid creature) - 1x Vial Of Blood (1 oz) - Crafting Time: 1 hour (reduced by 10 minutes per rank in Knowledge (Drugs) and Craft (Drugs)) - Types That Can Be Made: Syringe, Pill, Powder - Drug Color: Bright Red
- Sacrificial Vitality - Effect: Upon reaching 0 HP or lower, the user is immediately restored to half of their maximum HP.
- This effect can stack up to 5 doses (one per use). The user must take 5 separate doses (at any point) to gain the maximum benefit, allowing them to trigger this effect up to 5 times.
- After each use, the user suffers significant physical and mental strain, with effects stacking for each dose consumed:
1st Dose: User gains a -2 penalty to Strength and Constitution for 1 hour.
2nd Dose: User gains a -4 penalty to Strength and Constitution for 1 hour, and suffers -2 to Fortitude saves for 30 minutes.
3rd Dose: User gains a -6 penalty to Strength and Constitution for 1 hour, and suffers -4 to Fortitude saves for 30 minutes.
4th Dose: User gains a -8 penalty to Strength and Constitution for 1 hour, and suffers -6 to Fortitude saves for 30 minutes.
5th Dose: User suffers a -10 penalty to Strength and Constitution for 1 hour, and suffers -10 to Fortitude saves for 30 minutes.
- The side effects of consuming more doses stack each time and can be lethal if not managed properly. Components Required:
- 10 oz of Blood (from any humanoid or sentient creature)
- A magical item with a +1 enhancement bonus (any item, such as a weapon, armor, or trinket)
Crafting Time: 1 hour 30 minutes (reduced by 10 minutes per rank in Knowledge (Drugs) and Craft (Drugs))
Types That Can Be Made: Syringe, Pill, Elixir
Drug Color: Crimson Red (with glowing flecks of gold)
- Fusion Elixir
- Grants the user the ability to fuse with another being, combining their physical and mental attributes. The user becomes the Fusion Master, controlling the fused form, while the second individual becomes a Spectator. This fusion lasts for 1 hour, merging stats, abilities, and personalities. Upon de-fusion, both users are reduced to half of their maximum HP (rounded down). If a mortal fuses with a deity, the fusion lasts only 30 minutes. Upon de-fusion, the mortal suffers 5d12 force damage from divine instability. - Components Required: - 1x Beating Heart (from any humanoid or sentient creature) - 1x Skull (preferably humanoid or sentient) - 1x Magical Item with at least a +2 enhancement bonus (any item, such as a weapon, armor, or trinket) - Crafting Time: 1 hour 30 minutes (reduced by 10 minutes per rank in Knowledge (Drugs) and Craft (Drugs)) - Types That Can Be Made: Syringe, Pill, Liquid - Drug Color: Golden and Black Swirls