Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland Some natural places assist druids, nature clerics and the pious who follow such gods and are apathetic to all others. Develop them and they become apathetic to everyone.
Some druids create or cultivate barkburrs to prevent incursions into their forests. Arcane casters who attempt to do the same, or simply study the barkburr's venom, earn a divine curse and no knowledge.
A god of magic hostile to humanoids has created a species of ooze that enter and alter spell books, giving the spells subtle flaws.
Brain Kelp is a species of herb native to the oceans of an alternate material plane. For reasons unknown it doesn't survive attempts to transplant it to other worlds, not even the Plane of Water. It is so called as those that consume it gain understanding of (whatever the GM wants).
Attempts to combine teleportation and healing spells have so far resulted in mutation or corruption.
Some supernatural familiars are silly and act in bizarre ways to calm or distract monsters and children.
Mirrors placed underwater reflect light and sound.
A few rare species of weres teleport every time they change. They come back with odd blood and gore on their hands and faces, though sages have no idea what they slew when they were in their monstrous forms. The blood does have some uses for alchemy and necromancy, so the were usually collect and sell it. (They usually use Cloths of Mopping.)
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