Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Gamecat Scratch-Pad (5/11/05 - Psychoactives)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gamecat" data-source="post: 2241353" data-attributes="member: 3144"><p><strong>5/11/05 - Psychoactives</strong></p><p></p><p>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.</p><p></p><p><strong>Merdisma</strong></p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>A typical dosage of Merdisma costs 250 gp to prepare.</p></blockquote><p></p>
[QUOTE="gamecat, post: 2241353, member: 3144"] [b]5/11/05 - Psychoactives[/b] 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. [B]Merdisma[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Gamecat Scratch-Pad (5/11/05 - Psychoactives)
Top