Drugs

Galactic Booklet of Medicines, Poisons, and Supplements
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Level 0
Epinephrin - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Range: Touch

Casting Time: 1 action

Duration: Instant

Heal

Steel Nerves- grant 2d4 temporary hp. This increases to 4d4 at level 6, 6d4 at level 13, and 8d4 at level 17.

Range 20

Casting Time: 1 action

Duration: 1 minute

Heal

Acetaminophen - Target can add 1d4 to a saving throw within the duration.

Range 20

Casting Time - 1 action

Duration 1 minute

Heal

Weak Poison- Force a target to make a Constitution saving throw. The target takes 2d6 damage on a fail. This increases to 4d6 at level 6, 6d6 at level 13, and 8d6 at level 17

Range 40

Casting Time: 1 action

Duration: Instantaneous

Poison

Level 1
Healing Balm- restore 2d4 + 4 hp to a willing target.

Range 25

Casting Time- 1 action

Duration- Instantaneous

Heal

Steroids- Grant target a +4 bonus to Strength for the duration and deal 2d4 more damage on a STR attack

Range 20

Casting Time- 1 action

Duration- 1 minute

Heal

Barbituates- Impose disadvantage to target's STR, DEX, and CON saving throws and ability checks. and a -10 to speed for the duration

Range 60

Casting Time 1 action

Duration 1 minute

Poison

Amatoxin - Force a target to make a Constitution saving throw. The target takes 3d10 poison damage on a fail.

Range 60

Casting Time- 1 action

Duration- Instantaneous

Poison

Millitary Mace- Force a target to make a Dexterity saving throw. On a fail, they are blinded until the duration ends or until they can wash out their eyes. Only works on creatures with unshielded eyes.

Range 30 feet

Casting Time- 1 action

Duration 1 minute

Poison

Speed- add 20 to a willing creature's movement speed for the duration.

Range 30

Casting Time 1 bonus action

Duration 5 minutes

Heal

Anesthesia - Roll 8d6. If this is greater than the target's hp, put the target into a deep sleep for the duration. Increases by 2d6 every slot level above 1.

Range 40

Casting Time 1 action

Duration 10 minutes

Poison

Ketamine - Grant the target 2d12 temporary hitpoints for the duration.

Range- 30

Casting Time- 1 action

Duration- 30 minutes

Poison

Lysergic Acid Diethylamide - Impose disadvantage on all WIS, CHA, and INT saving throws and skill checks for the duration.

Range 40

Casting Time - 1 action

Duration - 1 hour

Poison

Caffeine Concentrate - Target can add 1d6 to attack rolls and saving throws for the duration

Range - 30

Casting Time- 1 bonus action

Duration - 2 round

Heal

Level 2
Dehydrate- Force a target to make a WIS saving throw. On a fail, the target is filled with deep thirst that can't seem to be quenched. the target takes 5d10 damage every hour that they do not have access to water.

Range 30

Casting time 1 action

Duration 8 hours

Poison

Xerxe's Panantidote- Cure target of current ailments. This drug does not work on diseases and poisons not listed in the Galactic Code of Medicinal Emergencies. Target has advantage on saving throws against being poisoned and has resistance to poison damage for the duration.

Range Touch

Casting Time 1 minute

Duration 1 hour

Heal

25i-NBOME - Target must make a WIS saving throw on the beginning of each of its turns for the duration. On a fail, the creature cannot make any attacks or skill checks.

Range 60

Casting Time 1 action

Duration- 5 minutes

Poison

Phencyclidine Piperidine (PCP) - Grants the target resistance to all damage and disadvantage to all WIS, CHA, and INT saving throws and skill checks

Range 30

Casting Time 1 action

Duration- 10 minutes

Heal

Opiate Aerosole - Restore 2d8 health to creatures in a 10 foot radius.

Range - 60

Casting Time - 1 action

Duration - Instantaneous

Heal

Curare - Target must succeed on a STR saving throw or be paralyzed for the duration. The target make another STR saving throw at the end of each of its turns. The drug ends on a success.

Range - 60

Casting Time - 1 action

Duration - 1 minute

Poison

Amphetamines - Target gets advantage on WIS and DEX saving throws and skill checks for the duration

Range - 60

Casting Time - 1 action

Duration - 10 minutes

Heal

Dr. Jogun's Neuroregeneration - end blinded, deafened, and paralyzed on a creature.

Range touch

Casting Time 1 action

Duration Instantaneous

Heal

Taylor's Sepsis Syndrome - Vomiting, diarrhea, and blood in urine is apparent after 12 hours. After 24 hours, target makes a CON saving throw every hour for 6 hours. They take 6d10 damage on a failed save and half as much on a successful one.

Range touch

Casting Time 1 action

Duration 30 hours

Poison

Methylenedioxypyrovalerone (Bath Salts) - Target makes a WIS saving throw. On a fail, target becomes disorientated and attacks a random creature close to them. If a creature damages them, they are likely to attack that creature. They can remake the saving throw every turn if they do not take damage.

Range - 60

Casting Time - 1 action

Duration - 5 minutes

Poison

Level 3
Long-Kerrigan's Spongiform Encephalopathy - Target must make an WIS saving throw. On a fail, the creature becomes extremely docile and open to suggestion for the duration and intelligence drops to 6. If the situation is uncomfortable for the creature, they can repeat the saving throw. If the situation is causing obvious harm to the creature or its allies, it makes the throw with advantage.

Range touch

Casting Time 1 action

Duration 10 minutes

Poison

Respiratory-Circulatory-Neurological Supressant - Target goes into a cataonic state for the duration. They appear to be completely dead for the duration. The poison is quite painful, so the target will definitely notice when you begin administering it.

Range touch

Casting Time - 5 minutes

Duration 24 hours

Poison

Epsilon B38 - Revives a corpse that has died in the past 10 minutes, provided that the cause has death has been rectified (for example, if the corpse bled out, you need to give a blood transfusion before reviving).

Range touch

Casting time - 5 mintutes

Duration - Instantaneous

Heal

Yturbula's Epidural Mutation - A target takes 4d10 damage as the body rearranges the skin into a tough scaly exoskeleton. The target is granted immunity to fire damage (at temperatures below 1000 degrees C) and the vacuum of space (although O2 is still needed). They also get resistance to physical damage.

Range touch

Casting Time - 5 minutes

Duration 2 hours

Heal

Zalabus Grandimus - This rare alkaloid has been deemed Ta'lik Zure or Living Luck by the natives that first extracted it. The chemical raises Wisdom and Intelligence bonuses to +5 for skill checks (not saving throws or combat rolls). It also produces an effect scientifically indistinguishable from luck. The target seems to guess well and find easy solutions to hard problems.

Range - 40 ft

Casting Time - 1 Action

Duration - 5 minutes

Heal

Karashov's Necrotic Microbes - Target takes 2d10 + 10 necrotic damage and then must make a CON saving throw. On a fail, the target flips a coin and takes a -2 to either CON or STR for the next week and is left with hideous rotten skin.

Range - 50 ft

Casting Time - 1 Action

Duration - Instantaneous

Poison

Level 4
Nanobots- The next time the target drops to 0 hp or would otherwise die, drop to 1 and the effect ends.

Range 60

Casting Time - 1 action

Duration - 1 hour

The Flowakian Brain Splitter - A delicacy drink in the swamps of Flowakia. You can take as many reactions as you want during the duration. You can also combine a combat action with a non-combat action every turn. Take 3d8 damage after the effects end.

Range 30

Casting Time - 1 Action

Duration 3 turns

Heal

Bronson's Beast Serum - Raise your wisdom by 6 and lower your intelligence by 6. For the duration, you gain an impeccable sense of smell, sight, and hearing. You can locate creatures based on their scent if they are in the general area. You can get a rough estimate of a building's layout by listening to the echoes that sound throughout it. You may end this at any time.

Range Self

Casting Time - 1 Action

Duration 6 turns

Heal

Teva Ant Pheremones - Raise your Charisma to twenty. Any creature that can smell you regards you as a trustworthy character, sexually attractive, dependable, and friendly. They will not attack you without reason and will be more forgiving and understanding with you. Higher intelligence creatures have a chance to logically disregard it, and all creatures will most likely disregard it if you attack them.

Range 60

Casting Time - 1 action

Duration 5 minutes

Heal

Fire Caps - Target feels a sensation indistinguishable from being burned alive. Target makes a CON saving throw at the beginning of every turn and takes 3d6 + 5 on a fail and half as much on a save.

Range 100

Casting Time 1 action

Duration 3 turns

Poison

Mustard Gas - Create a 10ft by 10ft cloud of poisonous yellow gas. Targets that enter the cloud for the first time on their turn or start their turn on the cloud take a CON saving throw and receive 2d6 + 10 poison damage on a fail and half as much on a save

Range 100

Casting Time 1 Action

Duration 4 turns

Poison