I'm only an occasional smoker (and I used to smoke a lot more than I do now) but it seems unfortunate even to me that the depths of tobacco-related products are so unplumbed by D&D designers. After all, just look at how cool Gandalf, the chain-smoking wizard, is. The reason for the deliberate oversight is obvious - the designers didn't want to encourage kids to smoke, or at least didn't want to be accused of doing so. But hang on, isn't this a game in which the characters routinely engage in murder, theft, whoring and torture?
There are six categories of magical tobacco and tobacco related paraphernalia:
- Tobacco or other smoked material that causes its effects on the body via direct inhalation, i.e. which affects the physiology of the smoker;
- Tobacco or other smoked material that causes its effects on the body via indirect inhalation, i.e. which affects the physiology of those who the smoke is blown at or who inhale it second hand;
- Tobacco or other smoked material with effects that come about through the act of exhalation, i.e. with smoke which is itself intrinsically magical;
- Smoking-related equipment which conveys miscellaneous magical proporties to ordinary smoke;
- Smoking-related equipment which conveys miscellaneous magical properties to the smoker;
- Smoking-related equipment with miscellaneous magical properties which come about through the act of smoking but do not directly affect the smoke or smoker.
Pipe of The Mephits
This is a very long and thin smoking pipe, with a stem made from amber and a graphite bowl. Both the bit and the bowl are decorate with whorled etched patterns inlaid with brass. The entire pipe is apparently impervious to harm and never shows signs of wear.
When the pipe is filled and puffed it takes one round for sufficient smoke to build in the immediate area. After another round the smoke begins to coalesce into vaguely humanoid, winged shapes. Finally, after the third round, 2d3 smoke mephits will have taken shape around the smoker.
These mephits always obey the smoker, though they are not mindless automata: their nature is capricious and wicked and they will take every opportunity available to twist, ignore or pervert the commands given to them. Their summoning from the Paraelemental Plane of Smoke is generally permanent, however, and they will be bound to the smoker until destroyed or released (by the smoker's death or command). The only exception to this is if they can immerse themselves in the smoke released by zinc burning in air; this allows them to break their bonds.
The Pipe of the Mephits functions as an ordinary pipe once it has been used to summon mephits in this way; it cannot summon more until the first group have been destroyed or released.