
Powder of Hallucination
Alchemy, Toxic powder
Inflicts terrifying hallucinations that prevent fighting or spellcasting and risk lasting madness.
From the book
Made from 2 drs. of common nightshade, this powder fills its victims with terrifying hallucinations for 5-10 (d6+4) minutes. They cannot fight or cast spells meanwhile, and each minute of the visions carries a 5% chance of lasting madness.
Like any toxic powder it can go into food or drink, be hurled in a vial, strewn by hand or blown from a blow tube reaching 5 ft. A save vs Constitution avoids it unless noted, except for anyone who ingests it. It takes a day to grind and heat, with a 90% chance of success plus 1% per level, to 99%. The work is so volatile that the maker saves vs Dexterity at +1 per level or rolls on the Alchemical Mishap Table. Outlawed in most areas, it sells through underworld contacts for 200-300 G.P. a dose.
At a glance
- Ingredients
- 2 drs. common nightshade
- Duration
- 5-10 (d6+4) minutes
- Effect
- No combat or spell casting
- Risk
- 5% per minute of permanent insanity
- Delivery
- Food or drink, thrown vial, by hand, or blow tube (range 5 ft., 2 1/2 ft. radius)
- Save
- Constitution unless stated; no save if ingested
- Equipment
- Mortar and pestle, small bowl or pan
- Time to complete
- 1 day per powder
- Chance of success
- 90% +1% per level (max 99%)
- Mishap
- Maker saves vs Dexterity (+1 per level) or roll on Alchemical Mishap Table
- Cost
- 200-300 G.P. per dose (illegal; underworld only)
- Requires
- Toxic powders skill (no prerequisite)