Green Mist
This drink is always bright green and has a misty gassy texture.
Effects.
This drug can awaken magical abilities even in those that have none, creating odd bouts of unexplained things happening to them (they effectively gain 1 Magic Point) for the duration.
If the user has magical abilities, they gain a +1 to their Spell DC and +1 to their Spell Attacks for 30 minutes, and a number of spell slots equal to half their level (but no higher than a level 5 spell slot)
The user has their Constitution reduced by 1 point. Upon finishing a Long Rest the user must succeed at a DC 5 Charisma saving throw or the lost Constitution is permanent. The save DC increases by 2 for any following use.
Overdose. If more than one dose is taken between long rests then the user loses a point of Constitution permanently for each additional dose.
Addiction. DC 15 (Wisdom), Dose whenever you are without magic. Failure to get a dose - 1d6 reduction to one Ability Score.