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<blockquote data-quote="krissbeth" data-source="post: 4004891" data-attributes="member: 49686"><p>I play in an Age of Worms campaign and Kalamanthis is widely used.</p><p></p><p>These are the effects the DM sent out to us:</p><p></p><p>Kalamanthis Sap:</p><p></p><p>extracted from the pulverized root and crushed in a mortar, kalamanthis root is a potent narcotic when injected into the bloodstream. It quickly metabolizes into a muscle stimulant while dulling pain sensations.</p><p></p><p>Initial Effects: 2 points of Constitution Damage</p><p>Secondary Effects: +2 alchemical bonus to Strength for 1d3 hours.</p><p></p><p>Side-Effect: User becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from symbol of pain).</p><p></p><p>Overdose: A user who injects more than two doses within a single 12-hour period will take 1d8 points of Constitution damage as muscles atrophy. The user does not feel this effect and is likely to continue on as if nothing is wrong. Each time a strength-based check (including melee attacks) is completed, the user takes an additional 1d4 points of Constitution damage. At 0 Constitution the user's heart ruptures and the fool dies.</p><p></p><p>Addiction: High, Fort DC18.</p><p></p><p></p><p> </p><p></p><p>Kalamanthis Dried Leaf:</p><p></p><p>Crushed to a pepper-grain consistency and then snorted, Kalamanthis leaf used in this way heightens a user's senses and dazes them in an awestruck euphoria.</p><p></p><p>Initial Effects: speed reduced by half. Moving normal speed requires balance check or fall prone. 1d4 points of Dexterity damage.</p><p></p><p>Secondary Effects: +5 alchemical bonus to Spot, Listen, Search, Appraise, and Sense Motive checks for 1d3 hours. Vision clears, can see twice as well in areas of low light. Touch, taste, and smell are heightened during this time.</p><p></p><p>Side-effects: subject dazed: -1 to attacks and saves. Subject gullible: -4 penalty on saves vs. enchantment or illusion. An odd side effect is that divinations are enhanced. User is not subject to insanity when Contact Other Plane is used. Also grants a +5% chance of correct answer in any divination where there is a chance of failure.</p><p></p><p>Overdose: A user who snorts more than two doses within an 8 hour period starts to experience nightmarish hallucinations. This causes an immediate 1d6 points of Constitution and Wisdom damage, and the user takes 1d10 points of physical damage. Any further dose within the same time period cause an additional 1d6 points of damage to the user's CON and WIS and subjects him to an immediate Phantasmal Killer effect. (subject to all side effects, above)</p><p></p><p>Addiction: Medium, Fort DC14</p><p></p><p> </p><p></p><p></p><p>Kalamanthis Rolled Leaf:</p><p></p><p>small strips of leaf rolled and wrapped in slow-burning paper, Kalamanthis Leaf is most popular when smoked. It stimulates the brain and relaxes the muscles, and is a common way for miners to wind down after release from their lightless tunnels.</p><p></p><p>Initial Effects: 1d4 points of wisdom damage. User relaxes inhibitions and loses sense of caution.</p><p></p><p>Secondary Effects: +2 alchemical bonus to Intelligence.</p><p></p><p>Side-effects: user's body tires. Any effect that would cause fatigue causes exhaustion instead. Saves vs. sleep effects are at -2. User makes decisions slower, -2 penalty on any initiative check.</p><p></p><p>Overdose: if two doses are smoked within the same 30-minute period, user starts to shake uncontrollably. He takes an immediate 1d6 points of Dexterity damage and has a 50% chance to drop any held items, or knock over nearby objects. This shaking subsides after an hour, but the Dexterity damage must be healed normally.</p><p></p><p>Addiction: Low, Fort DC10</p></blockquote><p></p>
[QUOTE="krissbeth, post: 4004891, member: 49686"] I play in an Age of Worms campaign and Kalamanthis is widely used. These are the effects the DM sent out to us: Kalamanthis Sap: extracted from the pulverized root and crushed in a mortar, kalamanthis root is a potent narcotic when injected into the bloodstream. It quickly metabolizes into a muscle stimulant while dulling pain sensations. Initial Effects: 2 points of Constitution Damage Secondary Effects: +2 alchemical bonus to Strength for 1d3 hours. Side-Effect: User becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from symbol of pain). Overdose: A user who injects more than two doses within a single 12-hour period will take 1d8 points of Constitution damage as muscles atrophy. The user does not feel this effect and is likely to continue on as if nothing is wrong. Each time a strength-based check (including melee attacks) is completed, the user takes an additional 1d4 points of Constitution damage. At 0 Constitution the user's heart ruptures and the fool dies. Addiction: High, Fort DC18. Kalamanthis Dried Leaf: Crushed to a pepper-grain consistency and then snorted, Kalamanthis leaf used in this way heightens a user's senses and dazes them in an awestruck euphoria. Initial Effects: speed reduced by half. Moving normal speed requires balance check or fall prone. 1d4 points of Dexterity damage. Secondary Effects: +5 alchemical bonus to Spot, Listen, Search, Appraise, and Sense Motive checks for 1d3 hours. Vision clears, can see twice as well in areas of low light. Touch, taste, and smell are heightened during this time. Side-effects: subject dazed: -1 to attacks and saves. Subject gullible: -4 penalty on saves vs. enchantment or illusion. An odd side effect is that divinations are enhanced. User is not subject to insanity when Contact Other Plane is used. Also grants a +5% chance of correct answer in any divination where there is a chance of failure. Overdose: A user who snorts more than two doses within an 8 hour period starts to experience nightmarish hallucinations. This causes an immediate 1d6 points of Constitution and Wisdom damage, and the user takes 1d10 points of physical damage. Any further dose within the same time period cause an additional 1d6 points of damage to the user's CON and WIS and subjects him to an immediate Phantasmal Killer effect. (subject to all side effects, above) Addiction: Medium, Fort DC14 Kalamanthis Rolled Leaf: small strips of leaf rolled and wrapped in slow-burning paper, Kalamanthis Leaf is most popular when smoked. It stimulates the brain and relaxes the muscles, and is a common way for miners to wind down after release from their lightless tunnels. Initial Effects: 1d4 points of wisdom damage. User relaxes inhibitions and loses sense of caution. Secondary Effects: +2 alchemical bonus to Intelligence. Side-effects: user's body tires. Any effect that would cause fatigue causes exhaustion instead. Saves vs. sleep effects are at -2. User makes decisions slower, -2 penalty on any initiative check. Overdose: if two doses are smoked within the same 30-minute period, user starts to shake uncontrollably. He takes an immediate 1d6 points of Dexterity damage and has a 50% chance to drop any held items, or knock over nearby objects. This shaking subsides after an hour, but the Dexterity damage must be healed normally. Addiction: Low, Fort DC10 [/QUOTE]
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