Pesh Magic

(Note: Most of this is taken from Dark Markets which I recommend as a source book. This is to mostly serve as an example of ideas and thoughts regarding things of this nature should a player desire such things)

Those who use pesh walk a fine line between delirium and death, chasing the euphoria of the drug but risking addiction and sickness from excessive use. A few rare spellcasters use their knowledge to explore hidden pathways revealed by the drug, expanding their awareness of their own f lesh and learning how to manipulate the minds and bodies of others. Pesh addicts call these wise ones sahir-afiyun, a Katapeshi phrase meaning “sorcerers of sleep,” and seek them out for
advice on ways to heighten their own euphoria or stave off the ravages of addiction.

Sahir are usually mages, though a few druids or priests of Norgorber skilled in the lore of herbs study pesh-magic. Most sahir use their powers to manipulate and control others, and wealthy pesh-traders often have a sahir on the payroll to manage the quality of the drug. In lands outside of Katapesh where pesh is restricted or illegal, sahir are usually leaders of smuggling rings or associated with thieves’ guilds that traffic in pesh. Very rarely, a sahir uses his knowledge to help free others from pesh, though their own use of the drug makes them hypocrites in this practice. Sahir can use their knowledge to teach addicts how to tap into additional benefits of the drug, but a lucky few addicts discover these abilities on their own.

Sahir are always regular users of pesh; their spells and special abilities rely on it. Powerful sahir carry numerous vials of pesh and refined pesh, and many wrap their bodies in linens soaked in pesh whey, eventually resembling bizarre mummies with multiple layers of these linens. Though the drug gives them the haggard appearance of an addict, they can never overdose on pesh (though they can become addicted).

Because pesh magic relies on the risk of addiction as a balance for its power, any campaign using pesh magic should determine concrete effects for pesh addiction, such as Dexterity, Wisdom, and Constitution damage for extended withdrawal, much like a disease.

Sahir-Afiyun Spell List
1st—lesser confusion, night blindness, pesh vigor, ray of sickening,
remove fear, sleep
2nd—calm emotions*, euphoric cloud, slow suffocation
3rd—lesser pesh addiction
4th—confusion*
5th—pesh addiction, instant suffocation, symbol of sleep

  • As the standard spell, but requiring a dose of pesh as a
    material component.

Euphoric Cloud
School conjuration (creation); Level sahir-afiyun 2
Casting
Components V, S, M (1 dose of pesh)
Description
You create a bank of fog like that created by stinking cloud, except that the vapors are intoxicating. Living creatures in the cloud become fascinated. Affected targets are considered to have taken a dose of pesh for the purpose of addiction and withdrawal effects.

Night Blindness
School necromancy; Level sahir-afiyun 1
Description
This spell functions similarly to blindness/deafness, except it only affects living creatures, and only causes blindness. The target’s pupils constrict as if they were in bright sunlight,
rendering them blind except in conditions of bright light, even if they have darkvision or low-light vision. The target gains a +4 to saving throws to resist blindness caused by bright light (such as flare, sunbeam, and sunburst, though in the latter two spells it is possible for a creature to fail its save against the damage while successfully resisting the blindness due to this bonus).

Pesh Addiction, Lesser
School necromancy; Level sahir-afiyun 3
Casting
Components V, M (a dose of pesh whey)
Description
This spell functions like lesser geas, except the only allowed command is “use pesh or refined pesh.”

Pesh Addiction
School necromancy; Level sahir-afiyun 5
Casting
Components V, M (a dose of pesh whey)
Description
This spell functions like geas/quest, except the only allowed command is “use pesh or refined pesh.”

Pesh Vigor
School necromancy; Level sahir-afiyun 1
Casting
Components V, S, M (a dose of refined pesh)
Description
This spell functions similarly to false life, except it only affects living creatures, and when the spell ends the target is considered to have taken a potency 2 dose of Pesh. The target is considered to have taken a dose of pesh for the purpose of addiction and withdrawal effects.

Ray of Sickening
School necromancy; Level sahir-afiyun 1
Description
This spell functions like ray of exhaustion, except the target is sickened if she fails her save and unaffected if she makes her save. Using any form of pesh immediately negates the effects of the spell.

Suffocation, Instant
School necromancy [Death];
Level sahir-afiyun 5
Description
This spell functions like slay living, and kills by immediate suffocation. Creatures that do not
need to breathe are immune to this spell. The target is considered to have taken a dose of pesh for the purpose of addiction and withdrawal effects.

Suffocation, Slow
School Necromancy [Death]; Level sahir-afiyun 2
Casting Time 1 standard action
Components V, S
Effect Range touch
Target living creature touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance Yes
Description
The target is unable to breathe and is treated as if she is holding her breath (see the rules for
suffocation). Strong stimulants, effects that increase the target’s Constitution, or physical trauma (such as taking 10 or more points of damage from a single attack) negate the spell immediately. Creatures that do not need to breathe are immune to this spell. The target is considered to have taken a dose of pesh for the purpose of addiction and withdrawal effects. Canny sahir use this spell to subtly kill enemies, as the spell mimics a pesh overdose.

Pesh Magic

Legacy of Fire! Lafcadio Lafcadio