Alcohol
dnd Alcohol Drinks in a row Will DC If failed will save Effected by spell Duration Addiction Rating 1st 2 Dazed 1d4 (- Con modifier) hours Negligible 2nd 4 Charm person “drinking buddy” 1d4+1 (- Con modifier) hours Low 4th 8 Tasha’s hideous laughter 1d4+2 (- Con modifier) hours Low 6th 16 Suggestion “in trusted person” 2d4+ (- Con modifier) hours Medium 8th 32 Confusion 3d4+ (- Con modifier) hours Medium 10th 64 Modify memory “blackout” 4d4+ (- Con modifier) hours High 12th 128 Gase/ quest “get another drink” Intel unconsciousness High 14th 256 Insanity Permanent Extreme
Drug Addiction Drug addiction functions much like diseases as described in the Dungeon Master’s Guide. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save. Addictions Rating Fort DC Satiation Period Damage Negligible 4 1 day 1d3–2 Dex (can be 0) Low 6 10 days 1d3 Dex Medium 10 5 days 1d4 Dex, 1d4 Wis High 14 1 day 1d6 Dex, 1d6 Wis, 1d6 Con Extreme 25 1day 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str Addiction Rating: Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery. Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period. Damage: An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude saving throw. Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms. A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.