Mandrake
Mandrake root is very poisonous and is only considered a drug if it has been treated by a skilled alchemist or herbalist.
Effects.
- The user's Constitution is reduced by 4 until they take a long rest.
- For 2 hours, the user experiences hallucinations so vivid they have trouble deciding what is real, and have Disadvantage on all attacks, ability checks, and saves (other than against magic or magical effects).
- For 2 hours, the user gains true seeing, but they are required to make a DC 14 Charisma saving throw to realize that they are not hallucinating.
- For 4 hours, the user gains Advantage and Resistance against all spells and magical effects.
Overdose. Anyone eating mandrake raw or untreated has overdosed. Anyone taking more than one dose in a 24-hour period has overdosed. Mandrake overdose causes 26 (4d12) poison damage, or half damage upon a successful DC 18 Constitution saving throw. The user is also paralyzed for 2d4 rounds after an overdose regardless of their saving throw.
Addiction. DC 13 (Wisdom), weekly dose. Failure to get a dose - 1d6 reduction to one Ability Score.