Refined Black Tasim Image

Black tasim is a poison — chew the raw leaf and it will double you over with cramps for a day. But someone, somewhere, learned to boil the sickness out of it, and what remains is a pale grey powder with a sharp, almost burnt taste, and a gift: it makes exhaustion simply stop. One dose and the sleepless soldier stands straight, the aching dockhand works through the night, the tired courtier smiles as though she'd slept for a week. The weariness doesn't leave — it only waits, held under the surface while the powder lends you strength you haven't earned.

It is cheap enough to find in any city and dear enough to ruin you slowly, and it does not lend for free. The strength is borrowed, and the body keeps its own accounts. Those who lean on it too long come to know the twitch behind the eye, the temper that turns on friends, the long grey mornings when the debt is called in. On the street they call it nothing so grand — just "the black" — and the sharper dealers are not above selling the raw poison to those who don't yet know the difference.

Effects of the drug

While on Black Tasim, you ignore all effects of exhaustion, except dying to maximum exhaustion. The drug keeps you fully awake and energetic, but it does play tricks on your mind. Taking a dose of the drug increases your level of Burden by 1. Effects of Burden persist until you no longer have it (see Getting Clean below). You only ignore exhaustion on the day you take the dose. The drug makes you Restless, disturbing your sleep; on the night after you take the drug, your exhaustion will not lower as the result of a long rest - you still get all other effects of the long rest.

Burden effects

The Jolt — at the start of each combat, make a Wisdom saving throw at the DC on your current row. On a failure you are confused, as if hit by the confusion spell; at the end of each of your turns you repeat the save, ending it on a success.
Always Active — these effects are active at all times.

Burden The Jolt (Wis save) Always active (cumulative)
1 DC 10. On a failure you're confused only until the end of your first turn, then it clears on its own. The Skip: when you roll a natural 1 on any d20, you lose your reaction until the start of your next turn.
2 DC 12. A failed Jolt now leaves you confused until you succeed on the repeated save at the end of one of your turns. —
3 DC 14. —
4 DC 15. Wired: you're visibly over-amped — restless, fast-talking, unable to sit still. You have disadvantage on Charisma checks made to come across as calm, sincere, or at ease, and anyone who knows the drug recognizes the signs on sight.
5 DC 16. —
6 DC 17. The Skip worsens: you now also lose any remaining movement for the turn whenever it triggers.
7 DC 17. —
8 DC 18. Wired worsens: you can no longer benefit from a short rest — you're too keyed up to settle.
9 DC 18. —
10 DC 19. —
11 DC 19. Wired worsens: paranoia and a hair-trigger temper set in. Whenever someone insults, threatens, deceives, or seriously pressures you, make a Wisdom saving throw (DC 12) or you snap back with open hostility — a threat, an insult, a shove — before you can stop yourself.
12 DC 20. —
13 DC 20. —
14 DC 20. —
15 DC 21. The Skip worsens: it now also ends your turn immediately when it triggers.
16 DC 21. —
17 DC 21. Wired worsens: the paranoia tips into mania. The save against your temper rises to DC 16, and on a failure you don't just snap — you attack the source, acting fully hostile toward them for one round (your next turn) before your senses return.
18 DC 22. —
19 DC 22. —
20 DC 23. A failed Jolt now requires two successes in a row on the repeated save to end. The Skip worsens: you now also fall prone whenever it triggers.

 

Getting clean

Each morning, if you do not take a dose, make a Constitution saving throw at the DC on your current level of Burden. On a success your Burden drops by 1. On a failure, apply your row's failure entry plus every failure entry for lower burden levels.

Burden Dose-free day On a failure (cumulative)
1 Con save DC 8 Nothing changes; you try again on your next dose-free day.
2 Con save DC 8 —
3 Con save DC 8 —
4 Con save DC 9 The craving takes hold. If you have a dose, you take it and your Burden rises by 1. If you have none, or is prevented from taking it, you ride out the crash: until your next long rest or till you take a dose, your hit point maximum drops to one-quarter of normal (round down, minimum 1), and your current hit points fall to match if they were higher.
5 Con save DC 9 —
6 Con save DC 10 —
7 Con save DC 10 The shakes set in: on a withdrawal day your speed is also halved and you can't take reactions until your next long rest or till you take a dose.
8 Con save DC 11 —
9 Con save DC 12 —
10 Con save DC 13 The fog descends: on a withdrawal day you also have disadvantage on all d20 rolls until your next long restor till you take a dose.
11 Con save DC 14 —
12 Con save DC 15 —
13 Con save DC 16 The heaves take you: on a withdrawal day you also can't regain hit points by any means until your next long restor till you take a dose.
14 Con save DC 18 —
15 Con save DC 20 —
16 Con save DC 22 The collapse: on a withdrawal day your hit point maximum drops to one-eighth of normal instead of one-quarter (round down, minimum 1)or till you take a dose.
17 Con save DC 24 —
18 Con save DC 26 —
19 Con save DC 28 The seizures: on a withdrawal day, the first time you take damage in each combat you must succeed on a Constitution save at your current dose-free DC or fall unconscious until the end of your next turnor till you take a dose.
20 Con save DC 30 —

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2026 10:25:34 AM
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7/1/2026 10:43:12 AM
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Refined Black Tasim Image

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