Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland Some creatures can act like spell focus items/metamagic rods (ala Dragon 111) for any allied caster in physical contact with them. Usually these are mounts but can be just about any sort of critter.
A more interesting variant of the Apparatus of Dreadful Construction (Encyclopedia Magica vol. 1) makes alien buildings instead of roads. These structures are mind-bending, especially on the inside. As time passes, the effect fades and people eventually move in or demolish them for construction material. But for those early years, they are populated only by horrors and have weird treasures that draw adventurers from far and wide.
When a star is born, its worlds are in flux. Alchemists pay a pretty penny for handfuls of those worlds, though the harvest is extremely hazardous.
There are immovable ley nodes that cause limited feedback loops to spells and other supernatural powers. Casters can benefit but have to use willpower to prevent a disaster.
Dinosaurs and other massive critters are natural lightning rods and can either use or deflect the bolts.
The typical dungeon town can be found on the outside of some hollowed out asteroids.
Puppet spiders kill and hollow out herbivores and then pilot the carcasses to draw their own prey- apex predators.
Bacterial wizards use a super charged form of Enlarge along with Magic Mouth to communicate with the macro world. They usually request reagents for spell casting and alchemy and will suppress plagues as the form of payment.
One form of botched love potion makes the drinker irresistible to objects, spirits, fundamental forces, weather, stars, etc.
Sea serpent hoards include potion geodes dug from the sea floor. All dragons prefer them to fragile glass vials.
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