Magic use leads to irreversible transformations of the body. These may be mutations, or more structured phenomena, such as all mages of all species slowly becoming a specific race, turning into the other gender, or becoming amorphous and invertebrate. Go to Comment
Honing his senses to perceive magic, the wizard sees things as patterns, strands and constructs infused with energy; once his eyes are open to the magical truth, there is no going back. Beauty fades for him, for what is a flower but a fragile pattern with a miniscule, ever-decreasing amount of energy? To him, every person is just a shape carrying its own death-clock, with rainbow serpents of emotion and thought running through it, a beautiful sunset is reduced to a drop in ambient energy density, and all loses its wonder.
Most mages become enstranged and depressive, drifting away from humanity and sanity alike. Go to Comment
Magic is basically used to cheat the universe. Sadly, the universe will fall for each trick exactly once. Every spell is one-shot; mages have to constantly develop new ones, and the best wizards actually rarely resort to spell use, but rather hoard their spells like treasures.
Teaching is also hard to come by, for in teaching someone to perform magic, you create another competitor for a finite and precious resource. Go to Comment
To weave magic, you have to use the threads of harmony and melody. Music alone can bring magic into being, and talented muscians have the greatest aptitude in this regard as well. A circle of enchanters may play together as a band to enhance their sorcery, a wizardly school would be an orchestra.
For added fun, styles of music correspond to schools of magic. The battle-mage plays some mean riffs and solos on his vortex guitar, while the healer is a master of his harp. If you're into necromancy, you will have to haul that annoying diva around, for gothic metal is not any good without the female vocals. Go to Comment
There is a limited number of wizards in the world, period. The only way how a new wizard can com into being is when an old one dies.
If the transfer of talent is random, say, to newborns at the time of the wizard's death, this effect will be a curiosity, but if the transfer of power can be influenced, then wizards have to fear for their lives. Of course, if a hunter succeeds, he will instantly become prey... Go to Comment
Actually, also neat to remove the occassional fiend or undead who are made of blood.
Also, in the Scarred Lands DnD setting, the enchantment may be worth a fortune to remove the titans' blood that corrupts the land. Go to Comment
64. Some joker thought to program two distinct personalities into the ship's comp. Think split personality.
65. The ship is a decommissioned war wessel. The computer greets the people with military ranks, and the crew must have faux ranks, lest half the ship and functions are off limits, due to low clearance. Must state rank and service number, etc.
66. Drive type and controls slightly mismatched. Manual operations is necessary, and a pilot unaccustomed to the ship will have a hard time handling it.
67. Tolerances for Red Alert set too low. Alert will go off in less-than-critical circumstances.
68. Warp Drive out of sync, causing greater than normal disorientation after hyperspace jumps.
69. Ship's designer was a fan of Escher.
70. Prodigious quantities of weird porn in all databanks, often stashed away in subfolders and the like.
71. Artificial gravity at a slight tilt.
72. The ship's gym will lock one in until it has calculated that a sufficient number of calories have been burnt.
73. Previously owned by smugglers. Numerous hidden compartments.
74. Infested with a harmless yet annoying life-form that can endure short periods of hard vacuum.
75. Subsonic noise from one system and a weird lighting quality give the ship an eerie feeling.
76. Hyper-sensitive sprinklers. Go to Comment
83. The ship uses cyborg computers, basically neural tissue in vats. Still looks disturbing.
84. The weapons systems go online from time to time, with no apparent reason.
85. The shields got somehow linked to a particular vidsystem on board, displaying whatever is on screen, but magnified manifold and repeated over the surface of the shield.
86. Formerly a japanese highschool tour spacebus, it is decorated with toxically cute motifs all over, even the comp speaks kawaii.
87. There is a room on board which is permanently locked, and the ship itself tries to prevent anyone from entering it.
88. The IFF system has about a dozen ship registrations in its secure database, and alters the ship's ID according to which system it enters, without asking the crew.
89. While innocent-looking to a human, the ship's shape is considered obscene by a spacefaring species.
90. The ship's drive is badly tuned and flares up on sensors like that of a vessel two classes larger. Go to Comment
105 - The controls are salvaged from a huge cargo hauler, yet the ship is a light freighter; the computer still believe the ship to be huge, and the autopilot behaves as if it was piloting an unweildy ship a hundred times the actual size; alarms go off when the ship tries to dock, as it 'could not possibly fit in there'.
106 - The drive is made by the alien Psilon using a space-bending psi matrix. As a side effect, it enhances human cerebral function, making everyone on board slightly smarter - and their personalities more pronounced, sensory perception and emotions more vivid.
107 - Once owned by neo-goths, the ship resembles a flying cathedral; there is even an effing organ on boad.
108 - A Murder-o-matic Doom Cannon is mounted along the ship's axis. The sad thing is that it shuts down the reactor core when fired.
109 - The ship is fitted with automated refuelling and restocking utilities - sadly, it always orders the most expensive fuel and supplies.
110 - Antiquated hyperspace boosters mean that teams at stargates need to re-calibrate the jump portal manually. While the law demands that the earlier designs be supported and accomodated, it results in waits and a passionate hatred from jump portal crews. Go to Comment