Angel’s Trumpet — Perilous Alchemical Drug
Angel’s trumpet is presented here as a dangerous fantasy-game drug, not as guidance for real-world use. In play it heightens speed, confidence and resistance to fear or compulsion, but leaves the user fatigued, physically harmed and painfully vulnerable to bright light for days afterwards.
At a Glance
- Category: Dangerous drug represented in fantasy rules
- Delivery: Ingested
- Campaign role: Alchemical contraband, coercion, social-performance temptation
- Rules provenance: The mechanics below are Pathfinder 1e material.
Edition Mechanics
Pathfinder 1e
Addiction: minor; Fortitude: DC 18; Price: 75 gp. For 1 hour the user gains +2 on initiative checks, +4 on Diplomacy and Bluff checks, +4 on saves against fear and compulsions, and is fatigued. If the user fails a save against a non-instantaneous, non-permanent fear or compulsion effect, that effect is ignored but the user is dazed for a number of rounds equal to the effect’s spell level, or 1d4 rounds if it has no spell level.
For 1d4 days the user gains light blindness: exposure to bright light blinds and sickens the user for 1 round, and the user remains dazzled while in bright light. Damage: 1d4 Constitution and 1d4 Wisdom.
5.5e / 2024, 5e / 2014 and 3.5e
No mechanics are presented here as official rules for these editions. Any conversion should preserve the short-lived social and defensive benefits alongside fatigue, serious after-effects and prolonged light sensitivity.
What Happens in Play?
The substance can make a character unusually quick, persuasive and resistant to supernatural fear, but its delayed consequences are severe enough to shape the next several days of an adventure. Bright daylight can become an obstacle long after the initial benefit has ended.
Safety & Campaign Treatment
The real-world name is associated with toxic plants. This page intentionally does not provide preparation, dosage or consumption instructions. At the table, treat it as a dangerous fictionalised game substance and keep its alchemical manufacture abstract.
Encounters & Adventure Use
- A negotiator seems preternaturally confident during talks but avoids daylight afterwards.
- A criminal supplier sells the substance to people expecting to face supernatural fear.
- An affected witness can resist magical coercion but is exhausted and light-sensitive.
- A night-bound journey becomes necessary because one party member cannot tolerate bright light.
- An alchemist’s notes describe the substance only in abstract game terms, leaving its actual manufacture deliberately unspecified.
Related Rules
See the Drugs hub, Addiction, Diplomacy and Bluff.
Sources & Licensing
Pathfinder Player Companion: Alchemy Manual, © 2014 Paizo Inc.; authors Jason Nelson, Patrick Renie and David N. Ross. PF1e game mechanics derive from the cited source; campaign-use material and edition guidance are original site material.
