Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland At least one species of alien invader first strikes major temples and divine palaces (places where the gods hang on the mortal plane) as they have a weakness to divine magic.
Divine teleportation spells are rare because opposing gods may pick up on the signature and redirect what or who is being transported.
Religious toys are used to teach tenents of faith with the most minor of miracles.
Ships with medusa crews are used to slay raiders, pirates and sea monsters.
Some of the most powerful healing spells allow the recipient to temporarily alter their ability scores. This applies only to those who are wounded almost to the point of death.
A few nations have stadiums that scar members of the losing team. The only ways to remove the scars are quests for local gods or win a championship game.
Mountain and stone giants use rituals to grow mountains. They do this to increase their home ranges and to repair losses from landslides.
One nasty curse has the victim speak and write in multiple languages simultaneously. Understanding them is difficult at best and the effort of speech is tiring.
Fire elementals know the secret paths to the Sun.
Sea serpents gain magical powers from the moon. There are four sets of spells for each species of serpent.
Though vivimancers are the primary source of animatter organisms, they can also be created (birthed?) from a combination of gnome, dwarf and elf magic and technology.
The Lyre of Appearance turns hides of magical creatures into maps that lead to places yet unrealized. These places do not exist until someone visits them.
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