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6/19/2025, 1:47:22 PM
>>95894845
Not opposed to either, albeit not at the same time.
Also, your picrel is a funny way to justify portraying mages as dangerous and often unhinged individuals.
Since they would be seen as junkies, getting their high both doing their magic-enhancing drugs, and the vast power that comes from doing it.
Or maybe that would be more the realm of sorcerers, or perhaps each "flavor" of mages has their own mind-altering substances.
Best done without either the spell slot, or the point pool system. Just a stacking intoxication with their substance of choice, eventually overdosing and dying/passing out and gaining a condition related to their consumption.
>magic mushrooms and the like for warlocks to get in contact with their patrons
>sorcerers each have their own unique blends that activate their innate talent
>wizards smoking magic crystals, pixie dust, and whatever other form raw magic materializes in
Bonus level:
>paladins light up the special incense and meditate their way into communicating with their deity
>evokers use quick-acting stuff, like powders that can be inhaled
>ritualistic mages prepare ayahuasca-like brews that can't be used (safely) without preparation
>wild talent sorcerers have no specific substance — anything will do, as long as it messes them up, but the effect is similarly random
>more powerful magic requires either a larger dose, or a more potent substance with nastier side effects
Kinda reminds me of the contractors from Darker than Black, now that I think about it.
The double whammy of both the drug AND the magic addiction would make for interesting roleplaying, methinks.
Imagine the whole party trying to physically restrain a mage that's failed his addiction resist roll and is about to turn some rude guard into a human torch.
All because he's going through withdrawal after having nobody to throw fireballs at to get his fix, for DAYS.
Not opposed to either, albeit not at the same time.
Also, your picrel is a funny way to justify portraying mages as dangerous and often unhinged individuals.
Since they would be seen as junkies, getting their high both doing their magic-enhancing drugs, and the vast power that comes from doing it.
Or maybe that would be more the realm of sorcerers, or perhaps each "flavor" of mages has their own mind-altering substances.
Best done without either the spell slot, or the point pool system. Just a stacking intoxication with their substance of choice, eventually overdosing and dying/passing out and gaining a condition related to their consumption.
>magic mushrooms and the like for warlocks to get in contact with their patrons
>sorcerers each have their own unique blends that activate their innate talent
>wizards smoking magic crystals, pixie dust, and whatever other form raw magic materializes in
Bonus level:
>paladins light up the special incense and meditate their way into communicating with their deity
>evokers use quick-acting stuff, like powders that can be inhaled
>ritualistic mages prepare ayahuasca-like brews that can't be used (safely) without preparation
>wild talent sorcerers have no specific substance — anything will do, as long as it messes them up, but the effect is similarly random
>more powerful magic requires either a larger dose, or a more potent substance with nastier side effects
Kinda reminds me of the contractors from Darker than Black, now that I think about it.
The double whammy of both the drug AND the magic addiction would make for interesting roleplaying, methinks.
Imagine the whole party trying to physically restrain a mage that's failed his addiction resist roll and is about to turn some rude guard into a human torch.
All because he's going through withdrawal after having nobody to throw fireballs at to get his fix, for DAYS.
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