Showing posts with label Items. Show all posts
Showing posts with label Items. Show all posts

Monday, December 24, 2018

Secret Santicorn: The Magician plus BONUS




Not everyone is blessed with the insanity and credit score to go through Wizard College, which is admittedly probably for the best. However there are those who are willing to ACT like they were insane enough to make a few bucks and perhaps cash in on the general applause uh... respect er...fear? whatever that Wizards provoke in the general populace.

Anyways, these folk replace madness with cunning, magical spell-ferrets with colorful scarves, and fireballs with a pathological disregard for anyone but themselves.

Note: I am working this as a GLOG class nominally because that is what I know best. I will try to include some LotFP stuff in too in order to help with conversion for my Secret Santa recipient.





Class: Magician
HP: As Wizard
Saves: As Specialist
Starting Equipment: Top Hat, extravagant cape, deck of cards
Starting SkillActing
LotFP Skills: As Half Specialist, cannot use Sneak Attack or increase Bushcraft

Magicians gain +1 Cha every other Template.

A: Flim, Flam, Tricks +2 LD, 
B: Hocus Pocus, +2 LD
C: Alakazam, +2 LD
DAbrakadabra, "My Beautiful Assistant", +1 LD

Legerdemain Dice: Like how Wizards possess Magic Dice representing their store of magic power, Magicians have Legerdemain Dice representing their capacity for bullshit. It represents how many scarves you have up your sleeve, how many cards in your pocket, rabbits in your hat, flash powder in your gloves. When "casting a spell", called a Trick, the Magician rolls the number of LD they wish to invest. LD are always depleted regardless of the roll. All the Magicians LD return over night as a result of careful maintenance of gear. Instead of invoking Mishaps or Dooms, each individual Magician Trick has a unique mishaps associated with failing the LD roll.

Tricks: Unlike a Wizard, Magicians need to have a certain amount of audience belief to pull off their spells. A wizard casting levitation literally breaks physics, a Magician "casting" levitation requires invisible wires and a pulley. To pull off some Magician tricks believably, you must pass a certain threshold via Legerdemain Dice. An unbelievable Trick does not function, is wasted, and may have additional consequences. The threshold for some of the more basic tricks are low, but others are quite high. Magicians cannot invest more LD in their Tricks than they have templates. Magicians can also invest additional time to make Tricks more believable by essentially "setting the stage" and checking their devices. For every 10 minutes invested in prep, a Magician can bring down the required Believability score by 1, up to their [template]. The player may figure other ways to bring down the threshold (perhaps the audience is drunk or there is a good mist etc.) that is up to GM approval. Only one Trick can be prepped in this way at a time.

A Magician knows all of the Tricks from the start, but might not have enough resources to pull them off until later levels. Of further note, while a Wizard is incapable of magic without their spellbook, a Magician is incapable of  most Tricks without some article of clothing to conveniently hide their props in.

Flim: Magicians survive primarily off of deception and sleight of hand. As long as they possess 1 LD, they are able to reproduce classic prestidigitation tricks such as producing a rabbit from a hat, various card tricks, vanishing coin sized objects, producing a bouquet of flowers from thin air, and creating small bursts of harmless fire. If time and money are invested, the Magician can pull off various "Stage Show" level tricks such as sawing a person in half or levitation. These effects cannot be damaging on their own or be of specific utility, however they could be distracting, provide potential situational bonuses, or put on a good show. More LD in the Magician's pool, the more overall impressive the tricks appear.

Flam: In a world where real magic is a thing, sometimes a Magician must cheat. If a Magician possesses a real magic wand, they can charge them with LD just as a wizard can with MD, but at double the cost. They still take 1d6 damage as normal from the process and lose the LD for the day. See "Condensed Spellcasting Rules" for additional details.

Hocus Pocus: Sometimes tricks don't go over well with the populace and you find yourself tied to a pole waiting to be burned or locked in a cell to rot. Any good Magician is also a passable escapist. When unimpeded, a Magician can fit squeeze through any space large enough to fit their head. If handcuffed or tied up, the Magician can spend LD on a point for point basis (1 LD=1 bonus) for bonuses on appropriate Dex or Escape Artist checks. This may represent some grease, a small chiv, or a hairpin for getting out of the bind.

Alakazam: Magicians are masters of Quick Change and Disguise. By directly spending LD, a Magician can change out their wardrobe and any sort of make up faster than the eye can see, provided they have some sort of distraction. While you cannot actually transform, you can via prosthetics and appropriate clothing, appear as the opposite sex, someone within [sum] years of your age (within reason), or someone of higher or lower social standing. If using a system with a "Disguise" skill, consider using this ability similar to the Hocus Pocus ability and Dex checks.

Abrakadabra: Like a certain blue wizard famed for his adventures with a unicorn, Magicians have a small spark of true magic inside of them. As a last ditch effort, they may sacrifice all remaining LD and cast at random a spell from the d100 list of Orthodox spells or some other appropriate random list. This is cast at MD 4 or lower depending upon the remaining LD. This is extremely tiring and accumulates an amount of Fatigue equal to double the LD used. LD used in this way can invoke appropriate Mishaps and Dooms.

"My Lovely Assistant": Whenever in a town of reasonable size, the Magician can hire up to two 1HD "Lovely Assistants". These assistants have 1 HD, Morale 7, and stats as a Template A Magician. If the Magician is out of LD for the day, they can still "cast" any trick they know as long as their Assistants are with them and have remaining LD.  Assistants can spend their LD to help "set the stage" for the Magician and increasing the Trick's believably. Assistants tend to not be willing to go into truly dangerous situations and may demand extra pay or refuse to follow.





Magician Tricks

The Added "B:" is believably, the amount that needs to be rolled for the spell to function. 


1. Card Sharp

R: As Bow  T: Deck of Playing Cards D: 1 Day B: 2
More of a honed skill than a Trick exactly, the Magician can prepare [sum] playing cards to have razor sharp edges which can then be thrown with range and damage as a bow+[dice].  Cards used in this way are made unusable if they strike and have a 50% chance of being usable still if they miss. The edge wears off at the end of the day.

Failing this trick causes the Magician to cut themselves, taking 1d6 damage.

2. Ventriloquism (Shamelessly stolen from Skerples)
R: 50' T: creature or object that could make noise D: [sum] rounds B: 3
Target creature or object speaks for you. The target has to be capable of making a noise. You could target a door (hinges), but not a stone wall or an iron ingot. The voice is clearly unnatural or strained, but it sounds like it is truly originating from that point. If you target a river, the voice will be burbling, noisy, and foamy. If you target a person, the voice will sound strange, distorted, and distant.

Failing this trick causes the magician to cough and sputter loudly, instantly giving away their position.

3. Rope Trick 
R: Centered on Caster T: N/A D: Until collapsed B: 6
The Rope Trick involves a specially prepared "rope" that is in fact something more like a collapsible 10' pole with fake knotted hemp exterior. The "rope" is up to [sum]*5' long and can hold [dice] human sized creatures at once. For the "rope" to be steady enough to climb, there needs to either be a place above for the "rope" to brace against or a reasonable way to anchor the bottom. The Magician can choose to create a smoke screen at the bottom or the top of the "rope" to create the illusion that the "rope" is standing on its own.

Failing this trick causes the "rope" to collapse and require [sum] rounds of readjusting before it could be used again.

4. Regurgitate 
R: Personal  T: Variable objects D: [sum] Minutes B: 4-10
A common trick among magicians is the ability to swallow and regurgitate things that can be strange or dangerous. This is in fact done by fine muscle control and keeping the material from ever actually getting in the stomach itself. You have [dice] Inventory Slots in your stomach when you use this trick which can hold any viable liquid (so like water and petrol but not acid) or anything the size of a small frog or smaller. The more inherently dangerous the substance is, the more difficult the trick, so holding water or a key would be a 4 but holding petrol or live frogs would be a 10. You can regurgitate these items in a single action. You can hold this for [sum] minutes before you must regurgitate the items or they are swallowed to whatever consequence that brings.

Failing this trick causes you to either choke and be stunned for [dice] rounds or face some other consequence in line with what you were swallowing. 



5 Vanish
R: Centered on Caster T: 30' diameter area D: Instant B: 7
A trick that involves a large distraction and quick reflexes. On success, the Magician produces some sort of distraction (flock of pigeons, explosion of glitter, smoke bomb, whirlwind of colorful sashes). The target is blinded for 1 round  while up to [sum]/2 human sized individuals can escape, receiving either a [dice] bonus to their movement or doubling their move speed, depending on the system. This only functions as a method of escape, as the target is not actually blinded and can still attack or defend if directly confronted. Creatures who have non-visual senses strong enough to perceive past this may receive a Save to resist the distraction.

Failing this trick causes the Magician to instead blind themselves for one round and fall prone.


6. Mind Reading
R: 30' T: 1 Creature D: [sum]/2 rounds B: 7
Less actual mind reading like some telepathic beings might be capable, this is more putting yourself into a highly aware state. Subtle movements become glaringly obvious, the Magician can see the minutest drops of sweat, and almost hear the changes in heart rates. By focusing on a single target, the Magician is able to predict its actions with significant enough accuracy to have a [dice] bonus to Attack and Defense against it. Outside of combat it could allow for real time mimicry or reading subtle moods. If the Magician is damaged or takes their eyes off of the single target, the effect ends early.

Failing this trick causes the Magicians to instead broadcast their actions so exaggeratedly that the target instead gets [dice] bonus to Attack and Defense against the Magician for the duration.   


R: Personal T: D: [Sum] Hours or until used B: 10
Any Magician is a master of prosthetic and special effects, especially making them appear as realistic as possible. By preparing parts of their clothing and body with tubing, fake blood, and plenty of make up, a Magician can make it so they, or a willing participant, are grievously harmed by even the most minute amount of damage. The next time the Magician is damaged, they spray "blood" and "gore" like a B-Horror film. In addition to staining everything within 30' red, everyone who can see you that does not previously know about the preparation must roll an Morale check with a [dice] disadvantage to the roll. Creatures of [sum]/2 HD or less must additionally Save vs. Fear. Some creatures (vampires, psychopaths, etc.) might be wholly unaffected.

Failing this trick causes the pumps to malfunction, making the Magician slick with fake blood and gore, halving their movement for the duration or until they can have a proper bath.

8. Hypnotism
R: 5' T: 1 Willing Creature D: [sum] Hours or Instant, depending B: 10
While Wizards can hypnotize foes into slumber or real mind control, a Magician's Hypnotism works more like traditional mentalist or psychotherapist hypnotism. By spending 12-[sum] rounds (minimum of 1 round), with a pendulum-like prop, you can Hypnotize one willing creature. The Magician may perform one of the following effects on the creature:

A) The Magician may heal [dice] Sanity Damage (if this is a thing) or allow a reroll on a madness/insanity Save.
B) The Magician may implant a suggestion that is triggered under specific conditions, this suggestion must be something that under ordinary circumstances, the target would be willing to do.
C) The Magician may boost the target's confidence and allow them to reroll one Fear save with a [dice] bonus before the end of the duration.

Failing this trick causes the Magician to hypnotize themselves into a chicken for [sum] rounds.

9.Invisible Wire
R:[sum]*10'  T: One Creature or Object D: Variable B: 12
With the Flim ability, Magicians can levitate small objects such as coins and cards in their hands using "invisible thread." By applying more time and LD, they can pull of more significant "telekinetic" feats. Successfully casting this trick allows the Magician to throw and attach "invisible" wires to a target, which are individually too light to notice but together can exert significant pull. An animate or otherwise resisting target Saves (vs. petrification or Str or something relevant) or is instantly pulled by concealed motors towards the Magician, 10' per [dice]. The wire detaches after the target has been pulled. A significantly heavy or resistant target may instead pull the magician, allowing for a sort of pseudo-levitation. Completely nonresistant objects do not receive a Save and could conceivable be manipulated like a jerky marionette. These latter effects can continue for [sum] rounds before the wire snaps.

Failing this trick simply causes the wires to miss entirely and not function.


10. Produce Flame
R: [dice]*30' Cone T: Area D: Instant B: 16
Magicians love to play with fire, but usually that is in the form of fire swallowing or flash paper or some other innocuous form. However, sometimes you just need to produce a big jet of fire. Using a concealed tube, leg pump full of flammable liquid and a palmed striker for a spark, the Magician can produce just that. This trick does [sum] fire damage to everything within its area of effect. Dex save for half.

Failing this causes an explosive malfunction in the device dealing [sum]/2 damage to the Magician.



Notes

Blessed Nablesnard to you SherlockHole, I hope this class is something to your and everyone else's liking. There are many bits of it that are a little more crunchy than what I'd normally do for a class, but you seem to like a bit more crunch. I know you had also specifically mentioned an "ungodly" deception skill, which I tried to replicate to an extent without an actual Deception skill since GLOG does not traditionally make bluffing, persuasion, deception and the like an actual skills. Some tricks, like sawing a woman in half or exchanging places a tied up assistant felt less applicable in a dungeon setting and thus left as part of the Flim ability, its just a general performance sort of feat. 

Furthermore, unlike Wizards, Magicians do not have "Emblem Spells." Reason being, they are ultimately performers. As I previously mentioned, any sort of Trick that would reach such heights would either be a maximum application of an already created Trick or be a stage trick significant monetary and time investment, not suitable to a dungeon. 


Folks who have followed GLOG for a long time might recognize the idea of having a load of Magic Dice that always is lost, something I've pulled and adapted from Arnold's cleric idea. I hope this gives a fun way to differentiate from a straight up Wizard, but I guess time will tell!

BONUS SANTICORN


A Charles Krafft original



Porcelain Weapons: A product of True Elf engineering, Porcelain Weapons are crafted from primeval clay and fired in the hearts of newly born stars. True Elves can get away with this because they, of course, don't adhere to our timelines. Any Porcelain Weapons found by a party are likely from the ruins of a True Elf's Temporal Kingdom or had fallen from the True Elves' colony on the moon. 

Porcelain weapons are normally indestructible by any means beyond some kind of significant quest and are undetectable to spells such as Detect Magic or Detect Metal. Their craftsmanship is so fine and balanced that all Porcelain Weapons baseline grant +4 to hit.

1. Porcelain Sword- More of an épée than a standard "sword," the Porcelain Sword's hilt and guard is a masterwork of white porcelain depicting an elven maid, her mouth open in serene song. The "blade" extends from the maid's open mouth. Said "blade" is in fact an invisible hardened porcelain 1D monofilament. While incapable of slashing, after all it has no depth, it can pierce anything and cannot be seen to be defended against. The total bonus to hit granted by a Porcelain Sword is +8 and it ignores all armor. It, however, deals only 1 damage per strike.

2.Porcelain Ax- From the side, the Porcelain Axe appears as a white porcelain crescent shaped blade depicting a romanticized image of the moon with a short haft of living wood. Looking at the blade edge on, however, makes the blade seemingly vanish but for a very slender blue glow. The "blade" is in fact a hardened porcelain 2d plane while the blue glow is a small amount of unstable atoms held in stasis. If used as a normal ax, the Porcelain Ax merely acts an an exceptionally fine hand ax. If thrown, however, the stasis field fails, causing the ax to split the atoms and set off an explosion at the target location. Treat as a 5 MD Fireball or some similar effect per system, and irradiates the area of the effect for generations. 

3.Porcelain Dagger- Without an electron microscope, a Porcelain dagger appears as a white decorative baselard dagger with intricate blue design work around the blade, depicting a beautiful rose. The blade, however, actually has an astonishingly sharp fractal edge. When an attack hits with the Porcelain dagger, minuscule slivers of the edge break off into the target and wreak havoc on their circulatory system. The target must make a Con save for 1d6 rounds or take Dagger damage each time. If a 6 is rolled and the target fails all 6 saves, the slivers find their way to the heart and kill target.


4.Porcelain Hammer- About the size of a standard hand held mallet, the Porcelain Hammer has a shaft of living wood and a white porcelain head depicting a stylize thunderhead in blue. If given a tap, the inside of the hammer is revealed to be hollow, although this does not reduce its invulnerability. A living target struck by the Porcelain Hammer must make a Con check or be stunned for a round by intense reverberations running through its body. Inanimate objects take double damage, crystalline objects take triple. The Porcelain Hammer deals damage as a Medium Weapon (1d6 or 1d8).


5.Porcelain Arrow- Only found as single arrows, a Porcelain arrow more looks like a hollow white shaft with an infinitesimally fine tip and brilliantly designed holes through its body. Every Porcelain arrow, when fired, sounds like an individual orchestrational piece of supra-genus quality. A Porcelain arrow pierces all barriers (physical, magical or otherwise) and deals 4d6 damage. Porcelain arrows are all individually unique and are destroyed on use. Any bow that fires a Porcelain Arrow is destroyed.


6.Porcelain Revolver- See Arnold's Post about Elven Revolvers, it is so good.

Wednesday, June 6, 2018

Huffing Stuff!

Literally Speed.

Whoo! Drug Tables! What is this quack apothecary selling? What is this vagrant snorting? What is in the Marquis' snuff box? What did Bob the Fighter just stupidly ingest from the dungeon floor?

Roll
Drug
1
Unicorn Glue
2
Pixie Poultice
3
Bottled Death Rattle
4
Chimera Seeds
5
Eldertree Sap
6
Catoblepas Cheese
7
Black Hole Spore
8
Mead of Poetry  Kumis of Koans
9
Wizard Teeth
10
Tasty Toads


Unicorn Glue: When properly prepared, Unicorn Glue (yes made out of Unicorn hooves) acts the same as Sovereign Glue. However its primary application is as an intoxicating inhalant. Users experience a euphoric high accompanied by colorful hallucinations and a firm belief that there is beauty in all things. While under its effects, any ability that affects the user due a gaze attack or appearances, such as Medusa’s stone gaze or the horrific appearance of an Elder Thing, instead is treated like the effects of a Nymph’s beauty. Abusers of Unicorn Glue can be identified by their pocked noses from which tiny twisted horns sprout like acne.   


Ready to get really high?

Pixie Poultice: A little bit of fairy dust can make you fly if you hold onto good thoughts. Grind a pixie into paste and smear it on your gums, and you'll be flying regardless. Users levitate three inches off the ground 1d6 (exploding) hours while experiencing and intensive DMT-like high. Everything feels slower and faster, numb and acutely sensitive, you lose all sense of time and can easily stare at a wall for two hours but only perceive about fifteen minutes of it. Users can move by pushing off of stuff, using their STR or DEX for speed instead of Movement and are unaffected by things like pressure plates and low hanging trip wires. They must, however, succeed a wisdom save any time they want to concentrate on something for more than a round, then save again to break that concentration to something else. Abusers have brilliant turquoise gums, regularly cough sparkles, and are prone to literal flights of fancy.

Bottled Death Rattle: The bottled last breath of a sapient creature, this is a intoxicant favored by necromancers, executioners, and barbers who all have reasonably easy access. While there are purists out there that say the Death Rattle is best consumed fresh and directly from the source, any true connoisseur will tell you that it must be fermented. The fermentation process is largely up to individual preferences, some preferring to let it sit in the sun until it has dried into its essential salts and others preferring to keep it in a deep dark place to condense into the purest thimbleful of liquid. The most important part is that the cork have a correctly chosen tuning fork in it to keep the rattle vibrating at the correct tone.  When properly made, a dose of injected Death Rattle will significantly numb the imbiber's physical senses and emotional capacity while increasing their focus significantly. For eight hours they will be immune to pain effects and all emotion effects (positive and negative) and furthermore have a +2 advantage on any check that requires their undivided attention. However during this time they will be unable to assess how hurt they might be (taking +1 damage anytime they are hurt, PCs won't be told where their HP is at) and be unable to use magic to heal. There has been a recent upsurge in desire of this product among university students and any habitation large enough to support an academic institution is likely to have a black market of Death Rattle. Abusers are often covered in scars, prone to varicose veins, have intensely dilated and bloodshot eyes, and severe tendinitis. 



Keep those eyes open!

Chimera Seeds: Take the heart of a true Chimera and boil it for seven days and seven nights. Then into the pot, toss every sort of animal and animal part that you could possibly think of. Continue boiling, using an alembic to capture the steam and condense it into a red fluid that smells like concentrated barnyard. This is then heated one last time until all that is left is pure red granules. These are the Chimera Seeds.  Eating these small crystals gives the imbibder a strong fizzy popping sensation as they crackle in the mouth. If used in exceptionally small amounts, Chimera Seeds are both a mild sedative and regenerative, putting the imbiber to sleep for 1d4 hours and healing them 1d4 HP per hour slept. However whomever is administering this drug must make a Dex save or administer too much. This results in the user sleeping for 1d12 hours, healing 1d6 per hour slept, and rolling on the Biological Mutation table for each hour slept. Lucky abusers develop a constant craving for meat, a proneness to skintags and moles, and a stale barnyard smell. Unlucky abusers end up looking like Tetsuo at the end of Akira.

Don't abuse pop rocks kids.


Eldertree Sap: Find the eldest tree in a virgin wood. Using a blessed silver sickle, make the slightest cut into this tree’s bark on the night of the new moon. Collect the sap using a sack made from the stomach of the first lamb of spring. Now toss it all out and eat some crystalized  Treant jizz. Users experience everything around them in mild slow motion (+2 attack and defense) for 1d6+1 rounds followed by violently sneezing out acorns (1d6 damage, stunned for 1 round.) Abusers of Eldertree Sap can be recognized by their sluggish movements and speech as well as their wooden teeth. Do not mix them up with a stroked out George Washington.

Sup?


Catoblepas Cheese: You are not supposed to eat Catoblepas cheese. You are supposed to rub it on petrified folks to turn them back to flesh. Or I guess you can rub it all over a big rock and get a load of undifferentiated meat. But some idiot decided that it would be a great idea to put it on a cracker and have a bite. Catoblepas cheese smells so rancid that not even magic can mask its odor and looks about as appetizing as raw sewage. When eaten one must Save vs. Poison to avoid immediately vomiting. If successful, Save Vs. Stone to avoid having your organs petrified and dying horribly. Surviving that, the consumer’s body will harden, though remain pliable, giving them all the benefits and drawbacks to wearing Plate Armor. Any effect (other than more Catoblepas Cheese) that removes petrification removes this effect. Abusers have a permanently rancid smell about them and are prone to an extreme form of ichthyosis.

Black Hole Spores: Left in the wake of teleportation and annihilation spells (because really they are the same thing), Black Hole Spores are tiny fragments of highly refined magic mixed with an interdimentional fungus that has consumed our closest sister reality. Because the amount of magical power needed to generate Black Hole Spores, it is a drug usually only found in the hands of the wealthy or insane. Letting one of these fuzzy void-black spores melt on your tongue allows the user to see 1d6 possible futures that will occur within the next minute, however they become locked into one of those 6 possible futures. A roll of 1 will result in something disastrous but feasible occurring (think slightly less fatal Final Destination), causing either 2d6 HP damage, 1d6 stat damage, or something otherwise appropriate. A roll of 6 results in the best possible future, treating one roll as a critical success or max damage. Taking more than one of these a day is invariably fatal. Abusers eventually disintegrate their tongues, their eyes become inky black pits full of stars, and they spout eldritch prophecy in a nigh-indecipherable Spore-Speak.

Not to be confused with a Sphere of Annihilation


Mead of Poetry  Kumis of Koans: The Mead of Poetry was created when all the gods spit into a pot, turned it into a wiseman named Kvasir who then got killed and bled out by a pair of dwarves who mixed his blood with honey and made magic mead. The Kumis of Koans was made when the King of Wisdom and the King of Nonsense accidently blessed the same guy, who was dumb enough to try to philosophize at the Khan-i-Khanan. He was fed to the Khan’s carnivorous mares and their fermented milk would make any who drank it speak cryptic nonsense. Most people accept today that it is what happens when you drink Kumis from a mare that’s eaten too many psychedelic mushrooms. Consumers will be filled with a sense of overwhelming wisdom and oneness with the universe for 2d6 (exploding on 6) rounds. They are also unable to speak in anything but convoluted cryptic stories. Any who hear them must save vs. spell or be Confused for 1 round. Abusers often go bald, become obsessed with crystals and in 1% of cases, actually ascend to another spiritual realm (becoming NPCs).

Wizard Teeth: Yes, literal Wizard Teeth. You see, Wizards spend their whole lives thinking strange thoughts so that they may invite spell-ferrets into their skulls. Having this constant influx of arcane energies is liable to do some strange things to a person, but teeth are surprisingly good at rooting this power so Wizards only mutate horrifically some of the time. This is why many demiliches have to replace their teeth with rare gems. The teeth of a Wizard, living or dead, can be popped like pills to instantly gain 1 Magic Die and can cast 1 random spell from a random Wizard school (Spells 1-6). This, however, instantly invokes a Mishap. Every three taken within a day invokes an increasingly terrible Doom. Abusers’ own teeth rot out, their skull swells to accommodate the random magic, and are prone to Supernatural Mutations (check one per week).

Tasty Toads: A designer drug that started simply enough. Some toads make you high if you lick them, its them weird poison sacks behind their eyes. Someone thought, "Huh, I wonder if I breed these two together, I can get even higher." It was probably a wizard. Thus an arms race of frog breeding began, with folks licking every toad you can imagine and documenting the specific feelings they gained from them. By artificial selection a number of toads were bred that have bloated poison glands similarly to how farm bred chickens have horrifically bloated breasts. They usually come in a box of eight like specialty chocolates, each a color of the rainbow (plus octarine). As the name implies, you eat the toad, which bursts like a cream filled bonbon. The first six toads will produce a pleasant and mild high as well as enhancing one of the core stats (STR, DEX, etc.) by two for an hour. Consuming two toads gives you half the bonus on two stats and minus 1 on one of the random remaining stats. Consuming three of more at once, you must save vs. Death or be instantly brought to 0 HP from toxic shock. Making the save still drops you to 1 HP and you violently vomit everything up. The 7th toad makes your skin so sensitive that you can feel all movement within 60 feet but any time you take damage, you must save or be stunned one round from the extreme sensation and you cannot wear armor heavier than leather. The 8th toad gives you Wizard Vision as though you cast it with 2 MD, and all drawbacks associated. One cannot eat the 7th and 8th toad in combination with the previous six without experiencing potential toxic shock. Eating the 7th and 8th together will cause the imbiber to instantaneously explode dealing 6d6 raw magic damage to everything in a 60' radius. Don't try this on anything innately magical like Dragons.  Abusers tend to suffer from inflated lips, multicolored spit, warts, a craving for insects, and occasional lunatic delusions of grandeur.

Delicious

I suggest checking out James Young's Ten Foot Polemic post Dungeons and Druggies for addiction and withdraw effects. If you want me to price these for you, you are not asking the right questions.