Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland Group casting ala kuo-toa, vrocks and especially pech is underused. Here are a few ideas for others:
- Oni in groups of five can cast Guards and Wards and in groups of 20 can conjure an evil phoenix.
- When all four major types of genies work together they can create new demiplanes or destroy those they already created.
- Awakened giant vultures can cast Sleep in groups of six, a variant of Rusting Grasp versus shells and scales in groups of 10, and Death Spell in groups of 18.
I was also considering something for dark creepers and stalkers but nothing gelled well. Shadow magic doesn't work as they are entities of darkness and have no desire to see any light ever in their lives.
All the races have an ability to craft something large eight times faster than others. Each race has its own specialty such as humans with castles and elves and menhir.
A greater variant of the Deck of Many things includes some other game. That game is played by three or more characters; the winners get a draw (which still includes the negative cards) and the losers are permanently cursed (only divine intervention removes these). How much more powerful the drawn card is is up to the GM.
Some listening devices have curses for all those who touch them without special gloves. I was thinking of a warped version of vitrification but any curse can work.
There are caves in the Chthonic Lands filled with liquid salt and populated by creatures reliant on it. The ones that outsiders fear are psionic salt vampires that prey on others when their cave has finally been emptied.
Polymorph Self can be enhanced with expensive material components and a complex skill check (3e Unearthed Arcana or its origins in Alternity). Each check takes a round and success results in the form can use one supernatural trait of the creature imitiated. Critical Failure turns the caster into an inanimate object for the rest of the duration.
For older editions it seems odd that fear effects (spells, psi, other) rely on saving throws rather than morale checks. There could even be effects that bypass magic resistance, showing the true strength of will of characters and creatures.
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