# Arcaine

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**Arcaine** is a powerful drug that mimics wild magic sorcery, allowing non-sorcerers to tap into arcane energy at a dangerous cost.

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The drug is sold in vials, and each vial holds enough for 3 **bumps**. After snorting a bump, the user is given two spell slots determined by the Arcaine type. The user can expend a spell slot to add an arcane burst to an attack's damage roll determined by the Arcaine Level. The type of damage is determined by the type of Arcaine (eg. blue = cold, red = fire, yellow = lighting, etc.) Additionally, the user gains temporary knowledge of an attack spell of the same damage type and level, and may use that instead of an arcane burst. The effects last for 1-hour or until the spell slots are used.

## Level 1 Arcaine
The drug grants two 1st-level spell slots with an arcane burst damage of +2d6. After expending a slot to use an Arcaine ability, roll a **Wild Magic Surge**. On a 1-5, roll a d100 then refer to the **Wild Magic Surge Table** to create a random magical effect. On a 6-20, the user safely pushes the energy out of their body.

## Level 2 Arcaine
The drug grants two 2nd-level spell slots with an arcane burst damage of +3d6. After expending a slot to use an Arcaine ability, roll a **Wild Magic Surge**. On a 1, the user explodes and is killed instantly. On a 2-10, roll a d100 then refer to the **Wild Magic Surge Table** to create a random magical effect. On a 6-20, the user safely pushes the energy out of their body.

## The Bad Stuff
This vial of mixed powder is the cheapest and most dangerous. After snorting, the user gains two 1st-level spell slots and may only use the arcane burst ability for an additional 2d6 to an attack's damage roll(they don't get a spell). After expending a slot to use an Arcaine ability, roll a **Wild Magic Surge**. On a 1-5, the user explodes and is killed instantly. On a 6-19, roll a d100 then refer to the **Wild Magic Surge Table** to create a random magical effect. On a 20, the user safely pushes the energy out of their body.

## Addiction Rules
If a user has consumed Level 2 Arcaine (or consumed Level 1 Arcaine/The Bad Stuff twice in a 3-day period), they must roll a DC 15 Constitution saving throw or begin feeling the effects of addiction. Add 1 to the Constitution save DC for each Arcaine Level above Level 2. On a fail, the user must consume more Arcaine or suffer one level of exhaustion. Each time the user consumes Arcaine or suffers a level of exhaustion, add 1 to the Constitution save DC. The user repeats the saving throw immediately after each rest. On a pass, they are free from the physical effects.

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### Arcaine Levels
| Arcaine Level | Spell Slot Level | Burst Damage | Wild Magic Surge | Death | Addiction (CON) |
|:-------------:|:----------------:|:------------:|:----------------:|:-----:|:---------------:|
| 1             | (2) 1st-level    | 2d6          | 1-5              | -     | DC 15           |
| 2             | (2) 2nd-level    | 3d6          | 2-10             | 1     | DC 16           | 
| 3             | (2) 3rd-level    | 4d6          | 3-15             | 1-2   | DC 17           |
| 4             | (2) 4th-level    | 5d6          | 4-19             | 1-3   | DC 18           |
| Bad          | (2) 1st-level*    | 2d6          | 6-19             | 1-5   | DC 15           |

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*Credit to Brian Murphy from Not Another D&D Podcast*

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