Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland If I were an archmage necromancer, my mobile throne would have the following features (plus many others):
- Multiple legs taken from bears and flippers from elephant seals for fast motion over ground and in the sea.
- Multiple monster heads on very long necks to act as the primary defenses. In effect the throne is a 20+ headed hydra.
- The secondary defense are three pairs of dragon wings that fold over the throne, the skin enhanced to resist most forms of energy.
- Giants' arms in case I need heavy objects lifted or shifted out of the way.
- Giants' eyes that are air and water tight to act as escape pods for me and my familiars. They can also be used as submarines for me and my allies.
- Cages for my familiars made of animated bone. They provide places to play and somewhere to retreat from my wrath if they are getting annoying.
- Muse spirits, slain foes and allies who have passed who now work to enlighten me on various subjects.
Should necromancers be able to control scavengers? Can they animate dead outsiders (who are not flesh and blood) or elemental creatures such as xorn and genies?
New vivimancer/merlane spell ideas:
- Living Rain drops creatures from a DM designed table. If the caster makes an INT check, some of the critters survive the fall. How many is part of the table.
- Detect Fungi is a cantrip that pinpoints fungus, reveals the species and shows where there are pre-emergent fruiting bodies. This can be used in tandem with Fungal Growth, replacing the fungal monster with whatever is about to emerge.
- Create Storage Egg is used to prolong the lives of creatures fabricated with Vats of Creation. They are kept in storage until needed, to a maximum of a year (upon which the eggs automatically hatch and the creatures do as they wish).
- Absorbing Roots feeds a substance to a plant, which takes on the desired characteristics. The spell also protects the plant from any toxic or otherwise hazardous effects the substance may have on the plant. The plant retains the acquired characteristics for a week at most and then reverts to its normal form.
- Imbue Elemental Traits draws from all four elements. Some of the less obvious possibilities include Fire being used for speed, growth and warmth; Air for air envelopes on mountain peaks as well as spelljammers, vapor deposition*, and replacing the need for air with a need for vacuum; Earth for stability, refraction of light and some spell effects, and adhesion**; Water for erosion, cleaning and buoyancy.
* Air can be used to make solid objects or plate them.
** This is take from how many sedimentary rocks form, one mineral acts as mortar for the rest.
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