Ecstasy of magic.

Post/Author/DateTimePost
#1

alphaloup

Oct 12, 2003 11:17:21
In the books the authors always described magic as a physically draining act which gives off great amounts of ecstasy. I would like to incorporate this into my campaign along with the Curse of the Magi but I can't think of any way to attribute this to game statistics. Any ideas?
#2

zombiegleemax

Oct 12, 2003 13:39:37
Isn't curse of the magi enough? You fail the saving throw, you become fatigued. Do it again and fail, you become exhausted. one more failure and you're out cold. that's physically draining enough for me.
If you have to have more though, i suggest something like temp Strength damage.
#3

alphaloup

Oct 12, 2003 14:36:59
I was thinking a bonus for the ecstacy.
#4

zombiegleemax

Oct 12, 2003 15:36:24
oh, i see now. Why do you feel it shoudl give a bonus though? I've always had ti just be an sfx (special effects) regulated to roleplaying the sorcerer.
#5

baron_the_curse

Oct 12, 2003 19:10:23
What type of bonus? Any bonus for casting magic will just cancel out the Curse of the Magi. Besides, do you really want to have to deal with three rolls every time a mage casts a spell?

Fort Save: Curse of the Magic
Ecstasy of Magic: (Rule that would be use if you come up with one)
Save DC: Opponent rolls saving throw if one is allow.

I would just leave it as a story element.
#6

zombiegleemax

Oct 13, 2003 12:13:06
I agree with Baron. Just leave it as story element. You could create a rule if you so wish, but there is no real precedent.
#7

zombiegleemax

Oct 16, 2003 0:46:19
I agree, keep it as part of the story
#8

The_White_Sorcerer

Oct 16, 2003 1:10:24
The ecstasy of magic is not an advantage in any way. It's a drug.