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Pesh

The name pesh refers to both a desert cactus and the narcotic Pesh Healing
drug made from that plant’s milk. The cactus adorns the flag Consuming pesh makes you feel healthier.
of Katapesh, and the drug flows from the nation’s markets. Prerequisite: Sahir-Afiyun or pesh addict.
Pesh is illegal in most other countries, and even in Katapesh Benefit: When you take a dose of pesh, in addition to its
the quality and price are strictly regulated by the Pactmasters. normal initial effect, you gain a number of temporary hit
A rare few spellcasters use pesh as a means to deepen their points equal to your total Hit Dice for 1 hour. Temporary hit
understanding of magic. Known as sahir-afiyun, a Katapeshi points gained from additional doses of pesh do not stack.
phrase meaning “sorcerer of sleep,” these spellcasters
believe that using the drug expands their minds to greater Pesh Rejuvenation
possibilities and thus greater magics. Most sahir-afiyun are When you are close to death, your body can convert pesh
arcane spellcasters; divine casters who follow this path are into lifesaving medicine.
usually associated with the church of Norgorber. Prerequisite: Sahir-Afiyun or pesh addict.
Benefit: If you are brought to 0 or fewer hit points while
Pesh Feats under the initial effect of pesh, you can end the drug’s initial
Despite the hallucinations and gullibility it imparts, pesh effect as an immediate action. If you do, you gain a number
also possesses beneficial properties. Several of the feats of temporary hit points equal to your Constitution score.
below have the prerequisite “pesh addict”; a character who These temporary hit points last 1 hour. Upon using this feat,
does not have the Sahir-Afiyun feat must be addicted to you are sickened for 1d6 hours.
pesh in order to acquire and use these feats. If the character
recovers from his addiction, he loses access to these feats. Sahir-Afiyun
You have intertwined your familiarities with pesh and magic
Pesh Euphoria to unlock strange powers.
The calming effects of pesh make you difficult to disturb. Prerequisites: Spell Focus (any), ability to cast 2nd-level spells.
Prerequisite: Sahir-Afiyun or pesh addict. Benefit: When you consume pesh, you take 1 fewer point
Benefit: When you take a dose of pesh, in addition to its of Constitution or Wisdom damage (your choice). In
normal initial effect, you gain a +2 bonus on saves against addition, you add spells from the sahir-afiyun spells listed
emotionUM and fear effects. Once per day, if you fail a saving below to your own class spell list or list of spells known.
throw against an emotionUM or fear effect while you are You can add one spell from the highest level you can cast;
under the initial effect of pesh, you can attempt another you can instead add two spells to your list of spells known,
saving throw 1 round later at the same DC. but both of these spells must be at least 1 level lower than
the highest-level spell you can cast for that class. If you
have more than one spellcasting class, choose one and add
the sahir-afiyun spell or spells listed below to that class’s
spell list or list of spells known.
1st—alleviate addiction (see page 19), lesser
confusion, night blindness (see page 19), pesh vigor
(see page 19), ray of sickeningUM, remove fear, sleep.
2nd—augury, calm emotions, euphoric
cloudACG.
3rd—contact high (see page 19), deep
slumber, imbue with addiction (see page 19).
4th—absorbing inhalationARG, confusion,
divination.
5th—symbol of sleep.
All sahir-afiyun spells require 1 dose
of pesh as a material component, either
replacing the existing material component,
or as part of the material component if the
existing component costs more.
Special: You can gain this feat multiple
times. Its effects do not stack. Each time you
take the feat, add one or more sahir-afiyun spells
to your spell list.

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Pesh Magic PESH
Sahir-afiyun have developed many unique spells. Some of See pages 236–237 of the Pathfinder RPG GameMastery
these spells have even spread beyond Katapesh. Guide for full details on drugs and addiction. Rules for
power components and more on the illicit art of Katapeshi
ALLEVIATE ADDICTION drug crafting can be found in Pathfinder Player Companion:
School conjuration (healing); Level alchemist 1, cleric 1, druid 1, Alchemy Manual.
paladin 1, ranger 1, shaman 1, witch 1
Casting Time 1 standard action PESH
Components V, S, DF Type ingested or inhaled; Addiction moderate, Fortitude 20
Range touch Price 15 gp
Target creature touched Initial Effect 1 hour; +1d2 alchemical bonus to Strength,
Duration 1 hour/level –2 penalty on saves against illusions and mind-
Saving Throw Fortitude negates (harmless); Spell Resistance affecting effects
yes (harmless) Effect after 1 hour; 1d2 hours of fatigue
The subject ignores the effects of addictions. The subject can Damage 1d2 Con and 1d2 Wis damage
naturally recover from damage dealt by the drug if she is under POWER COMPONENT
the effects of this spell for the entire duration of her rest. Doses 1 (15 gp); Spells enchantment school
Effect +1 caster level for the purpose of duration
CONTACT HIGH
School transmutation; Level alchemist 2, bard 2, cleric 3,
mesmerist 3, shaman 3, skald 3 Components V
Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)
Components V, S Target one living creature
Range touch Duration 1 day/level (D)
Target living creatures touched (up to one per level) Saving Throw Will negates (harmless); Spell Resistance no
Duration 1 round/level Your target’s vision becomes impaired as if the light level were
Saving Throw Fortitude negates; Spell Resistance yes one step lower, treating bright light as normal light, normal
While under the effects of a drug, you can duplicate those effects light as dim light, and dim light as darkness. In addition, the
in others. You can touch another creature once per round (this subject gains no benefit from darkvision, low-light vision, or
requires a melee touch attack if the target is unwilling). When the see in darkness ability. The subject gains a +4 bonus on
touched, the target begins experiencing the effects of the same saving throws to resist the blind or dazzled condition caused by
drug by which you are currently affected (select one, if you are bright light (such as flare). Remove blindness/deafness dispels
under the influence of more than one drug). The target doesn’t night blindness.
take any ability damage or risk addiction from the drug.
You cannot impart the effects of any potion, poison, elixir, or PESH VIGOR
mutagen currently affecting you. School transmutation; Level alchemist 1, antipaladin 1,
bloodrager 1, cleric 1, druid 1, magus 1, medium 1, psychic 1,
IMBUE WITH ADDICTION shaman 1, sorcerer/wizard 1, summoner 1
School transmutation; Level alchemist 2, mesmerist 3, Casting Time 1 standard action
sorcerer/wizard 3, witch 3 Components V, S, M (a dose of pesh worth 15 gp)
Casting Time 1 standard action Range touch
Components V, S, M (a dose of an addictive drug or substance) Target living creature touched
Range touch Duration 1 round/level; see text
Target one living creature Saving Throw Will negates; Spell Resistance yes
Duration instantaneous The target gains a +2 enhancement bonus to its Strength. Once
Saving Throw Fortitude negates; Spell Resistance yes per round as a free action, the target can choose to increase the
The target immediately becomes addicted to the drug used as enhancement bonus by 2 for 1 round; if it does so, it takes 1d6
the material component during the casting of the spell. If the points of nonlethal damage and the spell’s duration decreases
target was ever addicted to the drug at any point in the past, it by 1  additional round. For every 5 caster levels you have, the
takes a –4 penalty on its saving throw. target can choose to increase the enhancement bonus by
an additional  2, taking an additional 1d6 points of nonlethal
NIGHT BLINDNESS damage and decreasing the duration by 1 additional round per
School necromancy [curseUM]; Level antipaladin 1, bard 1, increase to the Strength bonus, to a maximum enhancement
bloodrager 1, cleric 2, mesmerist 1, psychic 1, shaman 2, bonus of +10 and 4d6 points of nonlethal damage at caster level
sorcerer/wizard 1, spiritualist 2, witch 1 15th. The subject can’t spend more rounds than remain in the
Casting Time 1 standard action duration. When the spell ends, the subject becomes fatigued.

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