Shard
Shard is a dangerous narcotic often consumed by spellcasters for its potential to enhance arcane prowess. Shard offers short-term rewards, however, the long-term damage can be disastrous.
It can be consumed via “snorting” (ingestion of powdered Shard via the nasal cavity), smoking, or eating. Intravenous use is considered lethal, as its peculiar arcane components cause Shard to recrystallize while still in the bloodstream.
Likewise, Shard that is consumed orally is not fully broken down in the digestion process in most humanoids (except in Dwarves and Orcs). This has led to a horrid practice among addicts and their predators known as “salvaging”. While Salvage may offer some reduced properties of Shard, it is rife with potential for illness for obvious reasons. A common insult for “salvagers” is “chambermouth” or the less couth “shitbreath”.
Prolonged use of Shard can have serious consequences, such as addiction, fatigue, night terrors, and crystallization of the skin (which left unchecked can lead to loss of limbs). Shard must be consumed in doses of at least 1 gram in order for the effect to take hold. Salvage requires 4 grams (for half the strength and duration per 1 gram of Shard).
Effects of Shard
| Dose | Duration | Activation | Base Wis. Save | Ability Bonus | Base Con. Save | |-----------------|------------|--------------|------------------|-----------------|------------------| | 1 gram, smoked | 1 hour | 10 minutes | DC 15 | +2 INT, +2 CHA | DC 15 | |-----------------|------------|--------------|------------------|-----------------|------------------| | 1 gram, snorted | 10 minutes | Instant | DC 20 | +2 INT, +2 CHA | DC 12 | |-----------------|------------|--------------|------------------|-----------------|------------------| | 1 gram, eaten | 4 hours | 1 hour | DC 12 | +1 INT, +1 CHA | DC 10 | |-----------------|------------|--------------|------------------|-----------------|------------------|
Upon usage of Shard, a creature must make a Wisdom saving throw to fight off the desire to do it again.
When a Wisdom saving throw is failed, the user must take another dose within an hour after the duration of the effects have concluded. If the user takes another dose, they do so with +1 added to both DCs. If they refuse to take more, they incur a level of exhaustion. If a creature should fail two or more Wisdom saving throws for Shard in a 48 hour timespan, they are considered addicted to Shard.
When the effects of Shard have subsided, the user must make a Constitution saving throw. If a Constitution saving throw is failed, the user takes a permanent -1 to Constitution. This effect can stack.
If the user is addicted to Shard, they may stave off a level of exhaustion by instead allowing one of their limbs to crystallize (specifically, this can be done once per arm and once per leg). A user who dies of levels of exhaustion gained through Shard usage has a 25% chance of turning into Shard themselves.
If a creature should attempt to consume more than the prescribed dose in the given duration time (e.g, snorting 2 grams in under 10 minutes, smoking 2 grams in an hour, or eating 2 grams in 4 hours), the effects can stack only once. Any attempt to do more than this requires the user to make a Constitution saving throw, DC 20, or they are immediately downed and must begin making death saving throws.
Intravenous Shard consumption is treated as a poison with a Constitution saving throw (DC 25).