Enchanting, weather control, and others. on 09/07/2003 06:43 AM CDT
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All the talk of an "enchanting" skill got me to thinking back to the mention of an elemental lore skill. It occured to me that such a skill could be widely useful and have a multitude of applications, if only it had been viewed on a broader scale.

For a quick description, elemental lore is the knowledge, and ability to manipulate the elements, but in a way outside of spellcasting. I see this skill as having applications for nearly every WM ability, as they are mainly exactly that, the manipulation of elements outside the realm of spellcasting.

For starters, let's think familiars. We can plainly see with fir familiars that the different types ahh help in the casting of spells from a certain element. From this, it's logical to conclude (or easy to rationalize <g>) that each is summoned from a different elemental plane, and manifests as that specifica animal type accordingly. So, the elemental lore skill could have simple applications in helping to determine what type of familiar you carve, as you would be better skilled at summoning from a specific realm.

Moving on, let's look at weather control. We don't have it yet, but it's rightfully ours as WMs, and I'd very much like to see it as a guild ability, as opposed to a set of spells. This is where I see elemental lore coming into play heavily. The more skill, the more drastic, and the more quickly changes can be effected over an area.

Cantrips. Our team has made mention of more cantrips, which would logically mean second tier cantrips. More requirements makes me think more function, which means skillchecks, so why not elemental lore? Also seems like a great way to practice elemental lore.

Enchanting. Firstly, I am by no means stating that elemental lore should be the beginning and end of enchanting. What I'm thinking is more along the lines of using elemental lore with/instead of scholarship in the equation. It seems plainly obvious that any mundane item with magical properties which can be activated, is a magical device, and the creation of such things would of course need to incorporate the MD skill.

The way I see it, devices is used to ensure that there is sufficient energy for the enchantment to work, and that the device is magically prepared to recieve such energies. Where elemental lore comes in the the knowledge of the unique steps needed to bind the elements to objects.

Other quick ideas on what elemental lore could be used with:
-Travel into the elemental planes. Safety and ability to navigate should we ever be able to enter.
-It could be used along with ethereal pathway to suppliment our pool of "mojo juice"
-Adding more charges to runes and wands of elemental types.
-The creation of such runes and wands.

-Accipam
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Re: Enchanting, weather control, and others. on 09/07/2003 09:29 AM CDT
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I really like the overall idea of that Accipam. I'd like to see us get a specific skill that's different than everyone else, more guilds do have a guild only skill than don't.

Beliel
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Re: Enchanting, weather control, and others. on 09/07/2003 02:13 PM CDT
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Nice post Accipam



"What is a warrior's worth, when there is no one left to fight?" - Lord Seihjin Verackai
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Re: Enchanting, weather control, and others. on 09/09/2003 02:57 PM CDT
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Excellently put, much more concise than I could have ever worded it.


"Oderint dum metuant."
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