Gray or white liquid with a sweet taste, this drug provides very pleasant dreams. Some people administer it voluntarily.
A creature subjected to this poison must make a DC 14 Wisdom saving throw during its first long rest after the poison ingestion. In case of failure, the creature wakes up in a smug state and is like charmed for 1d4 hours. It cannot attack or harm anybody with offensive or magical abilities. In addition, a creature has advantage to its ability checks to interact socially with the creature. If somebody harms the creature during this period, the effect of the drug fades immediately.