Sorcerer/Wizard (Transmutation) Level 1
Through subtle transmutation magic, this spell turns any one instance of a substance (for example: a glass of wine, a roasted chicken wing, even a dollop of salve) into a potent narcotic. The physical properties of the target substance (how it looks, smells, feels, and tastes) are not affected.
When someone consumes the altered material, the dose kicks in in 1d4-1 rounds. The primary effect is an overwhelming sense of giddy well-being for a number of rounds equal to the caster’s level. In practical terms, an affected person is immune to any effect that would incur fear or other negative emotions.
The narcotic also numbs pain to such a degree that the affected person can ignore even grievous injuries. While the drug is in effect, a person will remain conscious and able to act after reaching 0 hit-points – any additional damage is taken out of the person’s Constitution score; only when that reaches 0 will the person die. Naturally, when the effects of the narcotic wear off, the person will definitely feel every wound.
Optional Miscast Table for LotFP (Roll 1d12):
1 – Hallucinogen: For a number of hours equal to the caster’s level, the target of the spell perceives things that aren’t really there – during every encounter or NPC interaction, add another participant that only the spell’s target can see and interact with.
2 – Emetic: After 1d4-1 rounds, the creature that ingests the altered substance will puke up the entire contents of its substance. For a number rounds equal to the caster’s level, the ingester most succeed a Constitution check at the beginning of their turn to act. If they fail the check, they’re wracked with dry heaves and unable to act.
3 – Soporific: After 1d4-1 rounds of drowsiness, during which the ingester has disadvantage on saving throws, initiative, and Perception checks, the ingester falls asleep.
4 – Paralytic: After 1d4-1 rounds, the ingester’s body seizes up, immobilizing them. At the beginning of their turn, they can make a saving throw vs. poison. If successful, they can act that round, but their Strength and Dexterity scores will be treated as 3’s. After three successful saving throws, the paralysis ends.
5 – Anti-coagulant: For a number of rounds equal to the caster’s level, the ingester suffers an additional point of damage from all physical attacks
6 – Hypnotic: After 1d4-1 rounds of drowsiness, during which the ingester has disadvantage on saving throws, initiative, and Perception checks, the ingester enters a highly suggestible fugue state for a number of hours equal to the caster’s level. After the drug wears off, the ingester will have no memory of what it did under its effect.
7 – Allergen (Mild): After 1d4-1 rounds, the ingester suffers a physically harmless, but annoying, allergic reaction (itchy rash, constant sneezing or hiccuping, etc.) for a number of hours equal to the caster’s level
8 – Allergen (Severe): The substance triggers an extreme reaction from the ingester’s body, taking 1d4 points of damage at the start their turn and suffering disadvantage on all rolls for a number of rounds equal to the caster’s level.
9 – Pyretic: After 1 round, the ingester appears flushed and begins sweating profusely. On the next round, and each subsequent round up to the the caster’s level, the ingester begins radiating ever-increasing amounts of heat. The creatures takes 1d6 fire damage on the second round, 2d6 on the third, and so on; if the creature drops to 0 hit points under the drugs effect, it spontaneously combusts dealing the same dice of fire it just suffered to everything in a 5-foot radius around it.
10 – Aphrodisiac: The ingester becomes passionately infatuated with the spell’s caster for a number of rounds equal to caster’s level. While under the drug’s effect, the ingester will do just about anything to curry favor with its “love.” When the effect wears off, the ingester will immediately revert to its previous attitude about the caster and have no memory of ever feeling any other way about them.
11 – Mutagen: After 1d4-1 rounds, consult your favorite random table of mutations a number of times equal to the caster’s level. When the spell’s duration ends, the ingester must succeed a saving throw versus magic for each mutation. On a success, the mutation disappears; on a failure, it becomes permanent.
12 – Deadly poison: After 1d4-1 rounds, the ingester drops dead.