The immature blossoms of the purple caladock, when roasted and steeped, produce a refreshingly tart beverage that helps stave off drowsiness.
Chewing raw caladock buds produces a burst of heightened alertness and focus (gain advantage on Initiative and Perception rolls), but causes uncontrollable twitching and fidgeting, and lavender-stained teeth (disadvantage on ability and skill rolls to perform tasks requiring patience or a steady hand).
The sap of the icevine plant produces a cooling, analgesic effect useful for treating rashes and burns.
When the sap is boiled down to a waxy resin and smoked, it becomes a powerful anesthetic (reduce HP lost from injuries by 1d4), but causes numbness and flatness of affect (sufffer disadvantage on Charisma rolls).
Rumor has it that orcs eat thokka to bring on berserker rages. This is false – the finger-length, red and orange striped fruits are smoked and dried, then pulverized. The resulting powder is snorted, which causes the aforementioned rage (as a barbarian), but the user loses their sense of smell for twice as the rage lasted.
As for eating a raw thokka, survivors have described the experience as “nightmarish.” Orcs joke that it burns you twice: “First fire comes out your mouth, later out your ass.”
Also known as angel’s breath, huff is a potent hallucinogen made from grievous angel trumpet mushrooms. The fleshy, mottled gray fungi are mashed into a paste, which is heated, releasing a noxious vapor. When inhaled, the vapors induce a wide variety of psychedelic effects: audio-visual hallucinations, floating or levitating sensations, sometimes even catatonia.
Carried aloft on the vapor are infectious spores that settle in the lungs. On a failed Constitution saving throw, a user loses 1d4 Constitution as fungus begins to spread through out their body. From now on, they lose another 1d4 Constitution everytime they use huff (no save). At 0 Constitution, the infected person transforms into an ambulatory colony of mycelium.
AC: 8, HP: A quarter of what they had when alive, Move 20 ft., Atk unarmed strike +2 (1d6 damage)
Moderately addictive (highly addictive for magic-users)
A viscous, opalescent goo that amplifies psychic powers. When ingested, a person with no magical abilities can detect thoughts (as the spell) until the drug wears off in 1d4 hours. For magic-users, moon jelly can increase the potency of their spells (one dose increases effective caster level of their next spell by 1) and expand their capacity for arcane comprehension (one dose can restore a spell already cast in the last 24 hours).
A magic-user addicted to moon jelly must include the substance as a material component for all their spells.
Moon jelly is actually the excrement of a dream-feaster.