Technique Trees Ideas on 11/23/2015 05:28 PM CST
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I thought I'd make a suggestion for how tech trees might look for Enchanting. I'd love to hear some discussion and more suggestions. I was trying to hit around the same number of techniques as other disciplines, but invoking is probably a little short. Luckily, invoking as I've conceived it is also very expandable with more lore about magical properties of different substances.

Artificing-25 Techniques

*Tool Creation. No prereqs. Burins and sigil scrolls and such.

*Sigil Gathering. No prereqs. Each craft skill has a gathering technique. This is the Enchanting one.

*Ritual Foci. No prereqs. The shop sells a bunch of different things, but I'm not sure what they all do. I would assume a recipe for each type sold there would be appropriate.
*TM Foci. Requires Ritual Foci.
*Sorcery Foci. Requires TM Foci.

(Aug, Deb, TM, Ward, Util) X
*Runecrafting. No prereqs. Items that let you prepare a spell.
*Wieldable Devices. Requires Runecrafting. Things that you need to use Arcana for, but not spell casting skill.
*Autonomous Devices. Requires Wieldable Devices. No need for Arcana or spell casting skill. No TM spells on items of this sort.

*Charge-Limited Founts. No prereqs.
*Time-Limited Founts. Requires Charge-Limited Founts.
*Repeating Founts. Requires Time-Limited Founts.

*Elemental Talismans. No prereqs. Used by Warrior Mages to summon familiars. Some recipes slightly more general.

*Divination Tools. No prereqs. Products mostly used by Moon Mages. Some recipes slightly more general.

*Holy Devotions. No prereqs. The "beads" for Clerics that do Enchanting. Can make favor orb sacrifices, as well.

Binding-23 Techniques

*Melee Weapon Damage Transfer. No prereqs. Moves some points of damage, for example from slice to fire. Transfer enchantments would take up very little of the item's enchantability "space." This is the easiest way to get your fire sword.
*Melee Weapon Damage Addition. Requires Melee Weapon Damage Transfer. Adds some elemental damage. Adding to the stats of an item takes up significant enchantability "space."
*Melee Weapon Auxiliary Transfer. No prereqs. Transfers some points between balance/suited/force-of-impact for example.
*Melee Weapon Auxiliary Gain. Requires Melee Weapon Auxiliary Transfer. Improves an auxiliary melee weapon trait.
*Melee Weapon Strike Activated Effects. Requires Melee Weapon Damage Addition, and Melee Weapon Auxiliary Gain. Adds spell-like effects on strike with the weapon. Usually debilitation type spells would be used that are directed at the enemy struck.

As with the Melee:
*Ammunition Damage Transfer. No prereqs.
*Ammunition Damage Addition. Requires Ammunition Damage Transfer.
*Missile Weapon Auxiliary Transfer. No prereqs.
*Missile Weapon Auxiliary Enhancement. Requires Missile Weapon Auxiliary Transfer.
*Missile Strike Activated Effects. Requires Missile Weapon Damage Addition, and Missile Weapon Auxiliary Enhancement.

*Armor Protection Transfer. No prereqs.
*Armor Protection Addition. Requires Armor Protection Transfer.
*Armor Auxiliary Transfer. No prereqs.
*Armor Auxiliary Enhancement. Requires Armor Auxiliary Transfer.
*Armor Strike Activated Effects. Requires Armor Protection Addition, and Armor Auxiliary Enhancement. As with weapon strike enchantments, when the wearer is hit (possibly only on a part protected by this armor), the spell-like effect occurs. Usually Warding or Utility spells would be used, but Debilitation on the source of the strike might work as well.

*Container Dimension Transfer. No prereqs. Warp space to change your 10x1x1 sheath into a 4x4x4, to increase total volume on the inside, but keep the linear measurements equal (12). Or go the other way to fit your extra long items in.
*Container Weight/Volume Transfer. Requires Container Dimension Transfer.
*Container Expansion. Requires Container Weight/Volume Transfer.

*General Utility. No prerequsites. Improves crafting tools and such, not weapon/armor/container. Possibly making things lighter, or "swappable" tools (a hammer/pick, or tongs/shears), or reducing the size for purposes of fitting into containers, self-repairing of damage on tools or weapons/armor, or regenerating of consumables, etc.

(Intro, Basic, Advanced, Esoteric) X
*Scroll Scribing. No prereqs.

Invoking- 22 Techniques

*Cambrinth Refinement. No prereqs.
*Held Cambrinth Items. Requires Cambrinth Refinement.
*Worn Cambrinth Items. Requires Held Cambrinth Items.

*Gaethzen Refinement. No prereqs.
*Held Gaethzen. Requires Gaethzen Refinement.
*Worn Gaethzen. Requires Held Gaethzen.

*Nemmiro items. No prereqs. Any enchantment that transforms one type of mana to another would require some of this material.

*Telepathy Stones. No prereqs. Prepared jadite stones would be an example of a recipie covered by this technique.

*Chakral. No prereqs.

(Aug, Deb, TM, Ward, Util) X
*Rune Mineral Refinement. No prereqs. Covers stuff like asketine, and imnera, that are very well suited for certain spell patterns. Using an appropriately prepared mineral makes runecrafting, wieldable devices, and autonomous devices much better.

Items on the plane of abiding but originating from another plane, or tainted by a "close" border with another plane adopt some magical properties useful for enchanting recipes, but with only minor effects on their own.
*Basic Elemental Taint. No prereqs. Covers Earth, Air, Water, and Fire.
*Advanced Elemental Taint. Requires Basic Elemental Taint. Covers Aether and Electricity (seordmaor eyes).
*Divine Taint. No prereqs. Relics from the Starry Road.
*Astral Taint. No prereqs.
*Shadow Taint. Requires Astral Taint. (thealstone, seordstone)
*Hunger Taint. Requires Advanced Elemental Taint, Divine Taint, and Shadow Taint.
*Exotic Taint. Requires Hunger Taint. We know there are more planes, but information is rare, much less actual tainted items.

*Material Combination. Requires two or more basic material techniques, and only applies when combining materials for which all techniques are known. Combinations can create interesting effects. Say you combine chakral with cambrinth into a material that when worn adds to your personal magic resistance with some draw back to other supernatural abilities. Lots of possibilities for things from mixed materials.
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