• The Infractions Forum is available for public view. Please note that if you have been suspended you will need to open a private/incognito browser window to view it.

[All] Fantastic Elements 2- even more weirdness

DMH

Master of Mutant Design
Validated User
One race of humanoids has one of their arms and hands replaced by a drake's neck and head. It is intelligent and provides advice as well as act as a shield and blowtorch. I was waffling about the idea of having one side be consistently evil and the other good, but that makes identifying potential foes way too easy.

If the characters find creatures out of place, in environments where they can survive but are not well adapted, the cause may be an enchanter. The caster may be tinkering with the senses or something deeper. Something that allows a forest creature to see it doesn't have its normal cover on a plain and yet still feels at home none the less. And it will stay in the open as the forest will now seem alien to it. (Adapted from an idea for Mutant Future where mental mutations may do the same.)

There is a large lake with randomly encountered islands. There may be as many as 500 in total but only 1-4 will be found on any particular voyage.

The evolution of a trade war between two magically advanced nations has resulted in very strange, and focuses, products. Grasping at fads is driving the forges and factories farther and farther down the rabbit hole of specialization. And the nearby nations either hate or love it, depending on their cultural beliefs and desires. (None of that fancy crap, I just want a damn coffee!)

Many well established druid circles keep samples of living things on hand to study for future generations. They have a better understanding on how the world is changing than those circles without these collections. (Inspired by this report: https://www.pbs.org/newshour/show/using-feathers-and-bone-fragments-scientists-paint-a-picture-of-the-oceans-past )

There are treasure chests that have multiple keys, each accessing a different space within. Or some keys reach the same space and others different spaces. For example a ship's crew may be able to access their pay without being able to rob the captain and first mate (who have their own spaces). This also allows for chests that the heroes have for years and only later find keys that unlock potential adventures and disasters.
 

Manitou

Emperor of the Americas
Validated User
Raw petrol/oil serves some necromancers as a powerful focus for ther work, fortunately the refined stuff is terribad, loosing it's "mystical purity."
It's specially good[for them!] if they are raising dino-undead!
Getting it raw isn't easy, though contacts in the business aren't too hard to get, but it's worth it for the hard core Desden Files fans.
 

Sanctaphrax

Registred User
Validated User
There are treasure chests that have multiple keys, each accessing a different space within. Or some keys reach the same space and others different spaces. For example a ship's crew may be able to access their pay without being able to rob the captain and first mate (who have their own spaces). This also allows for chests that the heroes have for years and only later find keys that unlock potential adventures and disasters.
It's possible for multiple such chests to have the same contents. It's basically like the PC system in Pokemon.
 

DMH

Master of Mutant Design
Validated User
Multiple postcognition readings can be combined to create weak simulacra. The more objects read, the stronger the imitation- though these are thematic. So a book the person read can be used to increase the duplicate's knowledge whereas a weapon improves its combat ability.

Evil druids occasionally use a form of acid rain that corrodes emotions, making self control more difficult. Used on a city, the result isn't pretty.

Physical clocks are used in groups. Each has a different appearance for each hour, day, week and month. Used in combination one can follow the passage of time with absolute certainty (to the hour obviously).

The Marine Mechanism is a machine that the gods placed in the seas to maintain them somehow. It is massive, very mobile and can be found above and below the waves as it wends its way across the oceans. It can be safely boarded as long as it isn't damaged and many sages have devoted their lives to its study, mostly for naught. But rarely some new naval technology or marine science is discovered and spread to the nations that hug the coasts.

Magic can be used to increase the speed of research into non-magical technologies. This allows bypassing the beta and refinement stages, resulting in impressive tech that may be beyond any engineer's understanding...
 

Cerulean Lion

Social Justice Christian
Validated User
Planets in Spelljammer are usually made of one or more of the Greek Elements. Okay, but what other elements could there be to make worlds from? Something beyond Void, Wood, and Metal.
Emotions. A world with Fear as a component might terrorize its inhabitants, or it might reward Courage by strengthening the brave.
 

Cerulean Lion

Social Justice Christian
Validated User
Anyway, you know how D&D has a tradition of racial languages? There's a reason for that. The Sapir-Whorf Hypothesis is extremely true, more true than it could ever be in a nonmagical world, and your shape depends upon the language you think in. If orc babies were raised to speak Elvish, they'd be elves.
Some champions of Good know this. They raid Orc and Goblin villages to steal the babies and give them to cooperative Elves to raise. Gruumsh and Magluiyet are getting mighty pissed about this. On the other hand some of the Elven gods have begun rewarding Elven communities who help with the project.

I expect it won't be long till Orc raiding parties begin trying to steal Elven babes.
 

DMH

Master of Mutant Design
Validated User
A wizard who loves creating flesh golems with bits of monster to make them more interesting has recently made a possible fatal error. She came across a new monster, a crab like thing with a warped face on its carapace and decided to add its limbs as claws to her most recent creation. That monster was a recent arrival from the Far Realm and now its parts are having an influence on the golem. It is becoming something new, something that will ignore the instructions of its creator and bring chaos to anyone who encounters it. That chaos is palpable as reality twists around the creature, adding 1d6 random planar traits to a large area (at least 100' in diameter) with new traits rolled every encounter with the PCs.

Another Far Realm monster recently died in a forest and its blood has been absorbed by a tree, turning it into a pseudo-fungus. The fungal mass' spores will create more of them and quickly replace much of the forest and possibly the flora beyond. But it only lasts 10-15 years and then all of them die off. If they spread far enough, the resulting wasteland will be an even bigger issue for the people in the area than the initial fungal infestation.
 

DMH

Master of Mutant Design
Validated User
I like the idea of Alien Influence, a 5e patron for warlocks from the DMsguild, but the last subclass feature is pretty blah (it is a blast from orbit once per long rest). Here are a few ideas that can be easily adapted to other games that have similar alien masters:

- Reskinning Banishment as a form of alien abduction or storage. The character calls upon their masters and the aliens take away one foe or object. That foe may or may not return and probably not in their original state.

- Animating trees ala the treant's power. The aliens use nanites, weird radiation, or something odd to animate a pair of trees to assist the warlock. Once the assistance is done, the trees wander off to do the aliens' bidding elsewhere.

-Scanning of an object, creature or location. In the first case it would be similar to Legend Lore or similar divination spell. For creatures it would provide some basic information and a weakness or strength the warlock needs to know. As for locations, a map is provided that is 100% accurate unless magic is used to block the scan. In all cases, the warlock will find a datasheet in hand 1d6 rounds after making the request.

- Reskinning the Creation spell to allow for temporary alien technology. Basic non-combat gear lasts between 12 and 24 hours. Weak weapons last an hour and strong weapons one minute.

- Providing a interactive map device that will lead (as per Find the Path) the warlock to any nearby caches of alien technology. These are permanent but obtaining them will be difficult.
 

DMH

Master of Mutant Design
Validated User
Bring back the dead is a world changing event that requires an infusion of chaos. Raise Dead causes a standard wild surge, Resurrection causes a major surge (either long lasting effects or wide area), and Reincarnate/Reincarnation isn't affected because it is already tainted with chaos.

One desert kingdom used magic to create a series of underground canals near the surface to provide water and power to outlying cities and the towns between them and the central capital. Their water mill driven factories are a major source of industrial power in the region- without relying directly on magic.

On transmuter has taken up an unusual occupation- form design. He experiments on himself to come up with more wild and/or useful shapes and then sells scrolls that explain how to take those forms.

A guild of pyromancers have found a way to create flames that consume only one substance. It is selected by varying the material component, which is expensive, rather than changing the level of the fire based spells.

Other than objects that transmit emotions and memories, what might psionic pollution mean?
 

Cerulean Lion

Social Justice Christian
Validated User
Other than objects that transmit emotions and memories, what might psionic pollution mean?
It could mean objects that drain emotions or memories.
It could mean that entering the polluted area will drain motivation or strength of will.
Or it could reverse existing attributes, like Reverse Alignment but for loyalties, allegiances, motives, personality traits.
Psionic pollution might scramble self-image. Those who think themselves weak come out thinking themselves strong. A Paladin might come out thinking of himself as a Champion of Chaos, or disgusted with himself for being such a violent man.
 
Top Bottom