Talk:Magic Addiction (3.5e Flaw)

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What exactly does this flaw do? Mechanically, what does "going insane" do to your character? In what way are the character's spells made more powerful? --Daniel Draco 11:26, 12 December 2007 (MST)

by go insane i mean you roll for insanity and more powerfull they last longer —The preceding unsigned comment was added by Lo-Chi (talkcontribs) 14:30, 12 December 2007 (MST). Please sign your posts!
Roll for insanity? That sounds familiar, but I don't think there's such a thing in 3.5 rules. Where can rules for rolling for insanity be found? Also, how much longer do they last? --Daniel Draco 11:36, 12 December 2007 (MST)
how do you send messages
ya i got the old books and im thinking 1d4 rounds —The preceding unsigned comment was added by Lo-Chi (talkcontribs) 14:43, 12 December 2007. Please sign your posts!
If you mean MoIs (messages of interest) like the one I sent you, there is a link at the bottom of the editing page that says "MoI a user about this change". Click on it, and fill out the information. Since your flaw draws from a ruleset not typical to this wiki, perhaps you should put the name of the book where the insanity rules are found somewhere on the page? And you should definitely clarify the amount by which the character's spells are extended. By the way, please start signing your posts by inserting two dashes followed by four tildes at the end of each post, like this: --~~~~. --Daniel Draco 11:52, 12 December 2007 (MST)
Ignore that, it seems you added the book and the rounds while I was typing that. --Daniel Draco 11:53, 12 December 2007 (MST)
ok thanks for helping me fix that i forgot all about those as you can tell im new --Lt.Dan 11:56, 12 December 2007 (MST)

Page help[edit]

Discussion moved to User talk:Daniel Draco#Page help


i cant put the table up yet but i will as soon as i get the book back--Lt.Dan 19:18, 16 December 2007 (MST)

will someone let me knkow how to put up a table--Lt.Dan 10:31, 18 December 2007 (MST)
here is a good how-to by wikipedia. --Green Dragon 21:53, 18 December 2007 (MST)

Spell Duration[edit]

what happens to spells with no duration, such as cure light wounds or fireball? Zau 14:49, 23 March 2008 (MDT)

Maybe they gain a duration? Although that would be very overpowered... --Green Dragon 13:22, 24 March 2008 (MDT)
Mabye they could increase any 1 effect of the spell (casters choice) by like 1d4 or something. for example cure light wounds could heal 1d8 +1d4 +1/level, instead of 1d8 +1/level. Zau 07:12, 13 April 2008 (MDT)


Flaws don't give benefits. You're thinking of Traits. --TK-Squared 14:50, 23 March 2008 (MDT)

Right. A current issue on D&D Wiki is that the flaws and the traits are inter-mingled. Someone needs to split them apart. --Green Dragon 13:20, 24 March 2008 (MDT)
Ya i did not think of spells without a duration hope i spelled that right and that is a good idea--Lt.Dan 12:53, 15 June 2008 (MDT)

Recent Edits by[edit]

Added a bit to the trait, or flaw, or whatever, but it seems unbalanced, should we revert them? --Ganre 03:23, 26 March 2009 (MDT)

Yep. I reverted them on this article. --Green Dragon 10:27, 26 March 2009 (MDT)

Balance and UA like flaw efect[edit]

wouldnt it be more in line with the UA flaws and the idea of making them if the -2 to saves vs spells would be permanent? As in: "You are adicted to spells, you want to feel the energies swirling through you... The thing is that you dont care if it is a harmfull spell, or helpfull spell anything will do."

  • By some accident, or self-infliction, you have developed a unnatural craving for the feel of magic in and around you. You gain a -2 penalty on all saving throws against spells, your body has become more susceptible to spells. Aditionaly you must spend one hour each day resisting the distractions of addiction or you suffer a -1 penalty to your caster level and become Sickened. Thus; you can effectively be prevented from casting any spells at all while in the addictions grip (i.e., reduced to caster level 0). This time is spent the same as if you were preparing divine or arcane spells, although it is a independent of any time actually spent in spell preparation, you also expend one use of any spell or spell like ability of your choosing (can be chantrips). (This effectively doubles the time a spellcaster must devote to spell preparation, although the two time periods need not be done in sequence.)
  • This would make it more consistent as a flaw, and you can make it "Able to cast spells or spell like abilities." prerequisite, to make it more open.

--Sergejsvk 09:27, 7 January 2011 (MST)

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