In case it comes up...
(this list is not exhaustive)
Spice
There are many different kinds of spice, some mined varieties, others special blends. The following is a list of some of the most common spices, their effects, costs, rarities, and their illegality.
Spices have availabilities, just like all items. This indicates how legal the spice is, and how hard it is to get ahold of it. Costs are ballpark generalizations, as dealers prices fluctuate drastically throughout the galaxy, even from two dealers in the same city.
When consumed, Spice makes an attack against a character?s Will Defense. If the attack succeeds, the character becomes addicted to the Spice, suffering a ?2 penalty to all skill checks, ability checks, and defenses until he gets his fix. Breaking the addiction requires the character to not use spice for two weeks, at which point the penalty will increase to ?5. After two more weeks, the penalties vanish, and the character is no longer addicted. However, if he takes that kind of spice again, he is automatically readdicted. Some spices may have additional withdrawal symptoms.
Spices are used in a variety of different ways. How a spice enters your body affects how long it takes to affect you.
Ingested: 1d8 rounds.
Under the tongue: 1d4 rounds
Inhaled: 1d4 rounds.
Injected:
Femoral Artery: 1d10 rounds
Femoral Vein: 1d8 rounds
Brachial Artery: 1d6 rounds
Brachial Vein: 1d4 rounds
Jugular Vein: 1d4-1 rounds
Carotid Artery: instantly
Heart: 1d2 rounds
Topical: 1d4 rounds