[Strange Magic 2] Herbalist Microcosms Preview


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Strange Magic 2 is shaping up to be some really cool stuff! Today's preview is one of the upcoming microcosms for the herbalism system; this should end up being to herbalism what greater manifestations are to ethermagic: optional, yet awesome.

I'm also taking suggestions for more microcosms. What influences and/or twists nature in your games?


An urban biome could probably stand between the regular ones.

And something with pollution, which seems like a good theme for the herbalist: water pollution from mining producing heavy metal contaminated plants; air pollution creating plants contaminated with all sort of gases; noise pollution creating sonic powered plants. All these could be placed inside an urban biome.

Ruins: plants that crawl all over old buildings, taking over, destroying and hiding civilizations.


Ruins is definitely doable as a microcosm, and urban/underwater fill in biome gaps from the original. This all said, I need to stop with the microcosms before the system overtakes everything. I'm putting a bow on #10 right now, so that's 40 new herbs. We're done here :P

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