Tobacco, Hookah, Incense, and Magic


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Using magical/fictional drugs is definitely an option, but I would like to have stats for real world intoxicants for reference. Hashish, tobacco, opium were smoked in the Middle East so those are what I want to use in Shosnar. I am thinking drinking coffee and tea helps fight off fatigue and reduces the amount of sleep needed to function, at least for a period of time. Hmmm...
 

When I run fantasy games, I like having enchanted pipes or hookahs in play, not just as magic items but as flavorful (pun intended) story pieces. Once I had a party work with an enchanted samovar, where the tea would heal or grant visions depending on which blend went in. It was fun for both roleplay and mechanics, especially with unique, hidden effects if the right herbs or tobaccos were used together. The randomness of summoning a quirky smoke spirit (or having the item go haywire) just adds more craziness, which my group loves. If you’re into that mix of magical devices and smoking culture, you might like checking out the Galaxy S360 Podset from Lost Vape. It brings that same tech enthusiasm into real life vape gadgets, which is pretty cool for inspiration.
 
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I have a city in my Last Land setting based on Egypt, the city of Shosnar. Smoking and the burning of incense are common throughout the Middle East. Has anyone thought of enchanting tobacco, pipes, incense, and similar products? How would this differ from using potions? Hmm...
Oh yeah. I have a ton of magic pipes and the like in my campaign. Here are a few cut and pastes for you:

Magic Items in Cydra said:
Everfull Pipe
Wondrous item, common

Crafted from meerschaum, this long pipe resembles a cornucopia horn overflowing with bounty. The bowl is fashioned as the top of an apple, and the scorch marks on it show that it has seen a great deal of use. As a bonus action, you can cause the bowl of the pipe to fill with fine quality tobacco. If you remove the tobacco from the pipe, it vanishes.

Halfling Pipe
Wondrous item, uncommon

While you smoke this cute little pipe, you can use an action to create a minor illusion. The illusion must be visual.

Hookah of Reasoned Discourse
Wondrous item, uncommon

This magical smoking device is used in diplomacy and negotiation to help prevent tempers from running hot. It functions once per day. To use it, its bowl must be filled with some sort of smoking herb, such as tobacco or hempflower, and a group of up to six individuals must sit around it, smoking while they talk. For the duration of their discussion, to a maximum of four hours, the participants find that their emotions remain cool, and none of them grow angry as a result of the discussion. During the conversation, the participants have disadvantage on Charisma (Intimidation) checks, but gain advantage on Charisma (Persuasion) checks.

If any of the participants takes damage, casts a spell or is forced to make a saving throw, the effects of the hookah end immediately for all of them.

The first of these magical hookahs came from the people of the island of Pesh, well-known for its cornucopia of herbs and drugs.

Pipe of Coughing
Wondrous item, rare

To all tests, this pipe seems to be of a beneficial sort. However, when you smoke from it, it causes you to be overcome with a fit of coughing instead of deploying any beneficial effects. The coughing reduces your speed to 0 and leaves you incapacitated until the start of your next turn. Once this has happened, you refuse to surrender the pipe, and insist on smoking from it at least four times per day. A remove curse will allow you to be rid of this item.

Pipe of Erudite Discourse
Wondrous item, uncommon (requires attunement)

When you engage in discussion lasting at least one hour while smoking this pipe, you may use your Intelligence in place of any other ability score when you make any Deception, Insight and Persuasion check made during the discussion.

Pipe of Grief
Wondrous item, rare (requires attunement)

If you fill this pipe with tobacco and use an action to light it and focus on its power, you can create a 5' radius cloud of smoke within 10' of you. The smoke remains in place for 3d8 minutes. Once per turn, any creature other than you that enters or starts its turn in the smoke must make a DC 15 Wisdom save or be overcome with grief, suffering disadvantage on attacks, saves and checks for 1 minute, repeating the save at the end of each turn and ending the effect on a success.

Once you have used the pipe's power, it won't function again until the next dawn.

Pipe of Insight
Wondrous item, uncommon

If you spend at least ten minutes smoking this pipe, you gain advantage on Wisdom (Insight) checks for the next hour. Once you use the pipe's power, it will not function again until the next dawn.

Pipe of Safety
Wondrous item, uncommon

This pipe has 2 charges, which it regains each dawn. You can use your action to expend a charge while you smoke it in order to cast sanctuary on yourself, requiring no verbal components. The sanctuary effect lasts up to 1 hour, but you must use your action to draw on the pipe each round or it ends.

Pipe of Sleep
Wondrous item, rare

While this magical pipe is lit, you can use your action to draw on it and exhale a puff of smoke at one creature within 15'. That creature must make a DC 15 Wisdom save or fall asleep for 1 minute or until it takes damage. A creature within reach of the sleeping creature can use an action to shake it awake. Once you have used this pipe's power, you cannot do so again until the next dusk.

Pipe of Smoke
Wondrous item, uncommon

This magical smoking pipe has a very large bowl. It has 5 charges, which renew each morning at dawn. You can use your action to spend a charge and smoke from the pipe (assuming that you have it loaded), exhaling a puff of smoke that fills a 10' cube adjacent to you (going around corners) and lasting until the end of your next turn. The smoke is extremely thick, and creatures within it are blinded. The smoke heavily obscures its area, and a creature that starts its turn in the smoke must make a DC 10 Constitution saving throw or be wracked with coughing until the end of its turn. While wracked with coughing, it is poisoned, and it has a 25% chance of ruining any spell with a verbal component that it attempts to cast. In this case, the spell fails to go off, but the slot is not expended.

Pipe of Stonesmoking
Wondrous item, rare

This dwarven-made stone pipe allows you to smoke rocks and stones as if they were pipeweed, consuming a typical small rock in 10 minutes. Smoking a rock or stone causes you no harm and in fact induces a pleasant euphoria that allows you to ignore one level of exhaustion and gives you immunity to the poisoned condition as long as you use your free interaction with the environment to draw on it each round.

After each full hour that you smoke this pipe, you gain one level of exhaustion. You lose one of these levels of exhaustion if you complete a short rest without drawing on the pipe, and you lose up to four of these levels of exhaustion if you complete a long rest without drawing on it.

Pipe of Visions
Wondrous item, very rare

This smoking pipe draws poorly and any smoking herbs taken through it have a strange, foul taste. If you smoke from it and intentionally hold a hit as long as possible, you fall into a trance for 10 minutes, during which time you are incapacitated and cannot move. You awaken only if you take a number of points of damage equal to your level.

While in the trance, you have vivid visions, which you can attempt to guide to some degree. Make a DC 10 Wisdom (Insight) check. If you succeed, you guide the visions, allowing you to ask three questions and receive a momentary vision that seems to last no more than a minute. Each vision answers the corresponding question, though sometimes in an oblique or cryptic fashion. For instance, you might ask, “Who killed the princess?” and receive a vision of a griffon, (indicating the heraldic beast of House Kree-Lar). Your second question might be, “Where is the killer?”, to which you could receive a vision of the edge of a desert (near House Kree-Lar's stronghold). Your final question might be, “What defends the killer?”, to which you might see a vision of Kree griffon-riders.

If you fail the Wisdom (Insight) check, you gain one level of exhaustion.

Once the pipe has functioned, it cannot work again until the next afternoon at 3 pm (the traditional smoking hour in the Sword Empire).

I also have tons of fantasy drugs, from a nasty resin that temporarily turns you Chaotic Evil to more mundane, highly addictive grass that users chew. I don't have a list of them though.
 

As for incense... (note that several of these are converted from earlier edition material; some of the pipes I posted above might be as well, I don't recall for sure.)

Magic Items in Cydra said:
Incense of Black Eyes
Wondrous item, common

This black, crumbly incense is usually found in a group of 2d4+2 sticks. It has a smoky, burnt smell even when not lit. Each stick burns for 10 minutes. Up to four creatures can cluster around it while it burns. The eyes of any creature that does so turn black, including the whites, pupils, etc. The creature’s eyes revert to normal after it completes a long rest.

Incense of Concentration
Wondrous item, uncommon

This thick, strong-smelling incense is usually found in groups of 1d6+4 blocks. A block burns for one hour. If you burn a block while you take a long rest and you have the Spellcasting trait, you gain one extra 1st level spell slot that lasts until you next complete a long rest. Only one creature can benefit from each block of this incense, and the Pact Magic feature gains no benefit from this incense.

Incense of Meditation
Wondrous item, very rare

This incense is usually found in groups of 2d4 blocks. When you meditate for 1 hour while within 20' of a burning block, any cleric spells you cast until the next time you complete a short or long rest are enhanced. During that time, saving throws against your spells have disadvantage, any healing spell you cast restores the maximum number of hit points, and you have advantage on the spell attacks of your cleric spells.

Incense of Obsession
Wondrous item, rare

To all tests, this incense appears to be of some beneficial sort, such as incense of meditation, and is usually found in a group of 2d4 blocks. If you spend an hour meditating while within 20' of a burning block, you become totally confident that your magical prowess has been enhanced, and that your spells are the solution to every problem. Even when they are unneeded or useless, you are certain that your spells are the answer, and act accordingly.

Incense of Repose
Wondrous item, rare

This incense is usually found in groups of 1d4+2 cones. When a cone is burnt over the course of a short rest, any divine spellcaster that completes the short rest while within 30' of the cone can regain a total of 3 levels' worth of expended spell slots.

Incense of Spell Recovery
Wondrous item, uncommon

This incense is usually found in groups of 1d6+4 blocks. By meditating over burning blocks of this incense over the course of a short rest, up to four creatures can recover expended spell slots. Each of those creatures can recover one spell level of expended incense per block of incense burned.

A creature that benefits from this incense can’t benefit from it again until it completes a long rest.
 

I am thinking coffee and tobacco reduce fatigue temporarily, delaying its effects. After adding the god Nefertem to my background for Shosnar I am thinking there should be some kind of mechanic for aromatherapy and the use of perfume in social situations...
In Pathfinder 2e there are a couple of spells that create fashionable attire, which typically grant a small bonus to diplomacy checks (in addition to making sure you’re properly dressed.)

Perfume could range from “allowing you to ignore a penalty for not having bathed” up to “grants the effect of charm person with a fixed dc.”
 

Would this type of magic be more appropriate for rituals and not 1 action spells? I can picture setting up an alarm spell over 10 minutes by forming the smoke into a protective barrier or blowing smoke over an object checking for magic and such.

You should check out Elminster's Eversmoking Pipe for a cool item. It could also be just a wand or staff or something and do the same stuff.
 

In my current Greyhawk campaign, one of the bad guys through a mysterous brick of plant matter into a larger brazier, filling the area with smoke. I played Ina Gata De Vita on my phone while describing the walls melting away as the PCs went on a magic journey to another realm of existence. They met Heironeous, the god of chivalry, war, justice, and honor, in a celestial gym where he was making righteous gains.
 

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