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Each time a narcotic is consumed the player has to make a constitution saving throw. The DC for this save is different for each narcotic and increases by 1 each time a narcotic is consumed.
There are 4 stages of narcotic dependence. Players begin at stage 1. Failing a constitution save advances the player to the next stage.
For the purposes of racial saves, narcotics are considered a poison.
|2||Disadvantage on Constitution-based skills/checks/saves until next short rest|
|3||Disadvantage on Constitution-based skills/checks/saves until next long rest.|
|4||Dependance: Disadvantage on Constitution-based skills/checks/saves while not under the influence of narcotics. Some narcotics carry additional penalties at this stage as indicated in the table below.|
To undo the effects of dependence, a player must complete a Full Rest and make a constitution save. The DC is equal to the narcotic’s base DC, +1 for each narcotic consumed, -1 for each full day the player has gone since last consuming any narcotics.
Anytime a player takes a drug he/she must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a player makes the save, he/she is not addicted and the effects of the drug persist as normal. If he/she fails the save, he/she contracts the noted form of addiction (see below). Should a player take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a player takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.
Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction. Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a player is benefiting from the effects of the drug he is addicted to, he/she does not suffer the penalties of his addiction disease. While he/she still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.
Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Con; Cure 2 consecutive saves.
Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves.
Type disease, variable; Save variable Onset 1 day; Frequency 1/day Effect –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves.
As addictions are diseases, they can be cured as such, through the use of spells like remove disease or by succeeding at Constitution saves over time. Unlike with other diseases, an addicted character can only make a Constitution save to overcome his/her addiction after a day of not taking the drug he is addicted to. The DC of this Constitution save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC. Depending on the severity of the player’s addiction, it might take two or three consecutive successful Constitution saves to overcome the disease. Should a player take a dose of the drug he’s addicted to, he/she immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.