This is what happens when the magic-user drinks spirits

This is what happens when the magic-user drinks spirits

1. The magic-user’s spells become more powerful, but harder to control. He can cast spells as if he were one level higher, but there’s a 1-in-12 chance that the spell will fail, miscast, harm the caster or have the opposite effect. Duration: 1 hour.

2. The magic-user gains the ability to see and communicate with spirits. Duration: 2 hours.

3. The magic-user becomes possessed by the spirit of the spirits (the referee must interpret this as she sees fit). Duration: 24 hours.

4. The magic-user gains a special insight into the nature of magic, but also becomes dangerously obsessed with it. He can prepare one additional spell of any level. Whenever there’s anything related to magic (library, laboratory, ancient symbols on a wall, anything the referee can think of), the magic-user must make a saving throw vs. magic or spend all day reading, researching, or meditating on it; he can roll again each subsequent hour. Duration: Until a saving throw is successful, or after 16 hours (modified by the magic-user’s Constitution modifier), when the magic-user collapses to sleep.

5. The magic-user’s body becomes temporarily disembodied, allowing him to pass through solid objects. Duration: 10 minutes.

6. The magic-user’s voice becomes like that of spirits, and he is able to command spirits to do their bidding. Duration: 1 hour or until a command is given and performed to the best of the spirits capacity.

7. The magic-user gains telekinetic powers, but also becomes overwhelmed by a sense of loneliness and despair (the player is free to role-play this as they see fit). He can make small objects float or fall off tables by sheer force of will. Duration: 2 hours.

8. The magic-user can summon spirits to fight for him, but the spirits are uncontrollable and can attack the magic-user as well as his enemies and comrades. Duration: 10 minutes.

9. The magic-user’s body is temporarily possessed by powerful spirits, giving him immense strength and toughness, but also causing him to lose control of his own actions. The magic-user temporarily gains 2d6 HP, but each round must succeed at a saving throw vs. magic or randomly attack any character present. Duration: The entire encounter.

10. The magic-user gains the ability to enter the spirits realm, but has difficulty returning to the physical world and risks being trapped there forever (or become an alcoholic, maybe?). The referee must interpret this according to her own campaign and style. A successful saving throw vs. poison (death) is required to return. Duration: The magic-user can spend as much time as necessary in the spirits realm. Upon return, 2d4 days have passed.

So, how many drinks is the magic-user going to have, and why?

I take one, one, one ’cause you left me
And two, two, two for my family
And three, three, three for my heartache
And four, four, four for my headaches
And five, five, five for my lonely
And six, six, six for my sorrow
And seven, seven for no tomorrow
And eight, eight, I forget was eight was for
But nine, nine, nine for the lost gods
Ten, ten, ten, ten for everything, everything, everything, everything

Second list provided by: Violent Femmes

Art: Darrell K. Sweet

Author:

Chaos Magick-User, Vagabond, Dork

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