Archives of Nethys

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Corruptions | Curses | Diseases | Drugs | Poisons


Drugs

Source Starfinder Core Rulebook pg. 231
Though numerous pharmaceuticals and similar substances can be referred to as drugs, this entry refers specifically to narcotics that are not typically used for medicinal purposes. Drugs are normally weaponized by loading a single dose into a weapon with the injection weapon property, such as an injection glove or needler pistol. Drugs can also be slipped into the food or drink of a target, normally requiring both that a character succeed at a DC 20 Sleight of Hand check and that the imbiber fail a separate DC 20 Perception check to notice the change in the drugged food or drink. For more information about drugs, including stat blocks for specific drugs and details about addiction and their other effects, see Afflictions on page 414.

Fairy Tale

Source Alien Archive 4 pg. 45
Level 9; Price 2,000
Type drug (drug (injury)); Save Fortitude DC 18; Addiction DC 18 (mental)
Track Charisma; Effect +2 morale bonus to Will saves against magic effects and –2 penalty to Perception checks for 2 hours. During this time, gain dancing lights, deep slumber, and wisp ally as spell-like abilities (CL 9th), each usable once.
The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights.