Gamecat Scratch-Pad (5/11/05 - Psychoactives)

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Well, its been a while since I've been on a D&D kick. Given the trends lately on this forum for "spell-a-day", "item-a-day", etc. threads, lets call the gamecat scratch-pad my "column" for house rules.

I'll compile a table of contents here.
 

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5/11/05 - Psychoactives

Psionically advanced cultures refine their arts through many means, much as magically advanced ones research new techniques for manipulating magical energies. One such way of advancing one's psionic power is by altering one's mind neuropharmacologically. A listing of common psychoactive preparations follows.

Merdisma

The merdisma plant is commonly found growing out side of schools and guildhalls, and the blooms of it seem to change color based on the emotional state of surrounding sentient creatures. When boiled down with lye, distilled with alcohol, then boiled down to a syrup base, meridsma extract has a powerful effect on the psionic brain. Empathy for the feelings of others is greatly increased, at the expense of other mental facilities. A meridisma syrup dose puts the user in a state of euphoria, and increases sensory input to incredible level. A side-effect of this sensory overload is a stupor of sorts, where the brain simply cannot process all of the input at once.

A merdisma dose provides a psionically active creature a +4 alchemical bonus to charisma, as well as a +2 alchemical bonus to spot and listen checks. The powerful empathetic effects of the extract give the creature an additional 2d6 bonus power points, which can only be used for telepathy powers. Due to the befuddlement associated with a merdisma dosage, initiative suffers a -6 alchemical penalty, as well as intelligence and wisdom suffering a -4 alchemical penalty. These bonuses and penalties last for 1d4+4 hours.

For 12 hours after this period, the user feels what is colloquially refered to as an "afterglow", in which the user's mood is greatly lightened. After these twelve hours, the user feels a crash, as his mind, overextended, retreats within itself. For the next 48 hours, he suffers a -2 alchemical penalty to charisma and initiative as deppression and apathy rule his psyche.

A typical dosage of Merdisma costs 250 gp to prepare.
 

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