Mage Archery on 12/12/2003 05:37 PM CST
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- Mage Archery

The ability to create magical arrows based on the elements.

>load flame arrow

You trace an arcane sigil in the air and touch the riser of your longbow. As you slowly hand pull back, a line of flame coalesces between your finger tips to rest at the nock of the bow.
Roundtime: 5 seconds.

> fire goblin

> Driving in like an unbeatable force, you fire a line of churning flames at a field goblin. A trail of red-hot light arcs through the air. The field goblin attempts to evade, failing miserably. The line lands a good strike to its left arm, barely stunning it.
The line of flame falls to the ground in an explosion of fire.
The field goblin bursts into flames!
[You are solidly balanced and in a good position]
[Roundtime: 3 seconds]

The differing elements would include:

.. frost arrow would sent jagged shards of ice to rend flesh
An earth arrow would imbalance footing.
An aether arrow would cause the victim to lose any held mana. If they aren't holding mana then no effect.
An electric arrow would cause minor nervous system damage.
An "air arrow" wouldn't exist for Mage Archery.


Intensities (or prefixes) would be:
*sliver (weakest)
line
shaft
arrow-shaped
**bolt-shaped
*javelinr-shaped bolt(strongest)

The intensities would give the same "weapon appraisal" this only corresponds to how potent the magic is when it hits.

*slivers would only be usable in short bows.
**bolt-shaped would only be usable in light crossbows.
*spear-shaped only usable in heavy crossbows

ex for prefixes.

>Driving in like an unbeatable force, you fire a shimmering javelin-shaped bolt. The goblin shaman attempts to evade, but fails miserably. The bolt lands a good strike to its left arm, barely stunning it.
The javelin-shaped bolt explodes in a shower of muffled sound and blue light.
A goblin shaman blinks as if it lossed something.
[Roundtime: 3 seconds]

In this idea, I am not proposing that the weapons appraise more than storebought barbed arrows. I want to see a way for Warrior Mages to create magical arrows that do magical things when they strike. That is all.

Danke
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Re: Mage Archery on 12/12/2003 10:52 PM CST
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Hmm i can really get into this , perhaps ICe arrows would freeze the critter for a short amount of time IE: stun with fancy messaging.

or flame arrows will catch the critter on fire, maybe itll stop drop and roll giving its attacker an even better shot next time around. or jsut causing the wound to be aggrevated by the fire.

earth arrows could paralyze, or turn to stone the critter that it hits on a successful check. then you could wack it with your sword and watch it shatter!

air arrows, i cant quite thikn of sometihng for that just yet but im sure theres sometihng interesting in someones head.

Nice thoughts..
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Re: Mage Archery on 12/13/2003 12:59 AM CST
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Another nifty idea. :)

-Ssra
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Re: Mage Archery on 12/13/2003 11:30 AM CST
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Since enchanting would need a target, the mage would enchant actual arrow heads and bolt tips, as well as entire bolts and arrows.

Heads would generate one use max and require a harness to activate before loading. Full amo would generate 10 max, slowly destroying the item with each impact. Both instances the bolt/arrow would not loose a charge until it hit something, including walls and room junk.

The same enchantments would be useful on lt/ht devices and would destroy them accordingly, depending on material. Woods would range from 1 to 30 uses while metals would range from 60 to 150 and be harder to enchant.

If the item is dual use like daggers and pikes there would have to be the risk of damage to the wielders hand if not thrown.

water

The opeac shaft flakes apart as the (arrow/blot) slams hard into (target), and a shower of slivers assailes (target).(cut damage nearby body parts)

Air

The swirling shaft of your (arrow/bolt) whips around as the head impacts into (target), delivering blows to the surrounding area.(ie. blunt damage to nearby body parts.)

Aether

The flickering shaft follows the head into the target, forcing the (arrow/bolt) deeper into the (target).(double puncture)

Fire

The flaming shaft splashes the (target) with a circle of flame, scortching the (target). (skin and fire damage)

Earth

The dark grey shaft follows the head into the (target) and swells noticibly.(internal compression damage)

Electricity

The brightly glowing shaft sprays the (target) as the head collides. (Target) flinches away reactively.(nerve damage)

.srats eht esahc sevlow ,eerf nur snrocinu erehW
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Re: Mage Archery on 12/13/2003 12:58 PM CST
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Personally, I don't see the need to destroy the enchanted item, just let it have and use charges. Once gone, it would need to be re-enchanted from scratch.

More money for us, still limited use on the items.

~Kyn

Weapons http://members.cox.net/trader-indigoe/weapon.html
Armor http://www.heromachine.com/drealms/
Mac OS X FE http://home.attbi.com/~fury42/
Circle http://www.terkowitz.com/
Maps http://www.rangerrawb.com/ranik/
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Re: Mage Archery on 12/13/2003 01:20 PM CST
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<<An "air arrow" wouldn't exist for Mage Archery.>>

Why not have it create a vacuum, pulling air away from the target rendering them unable to breathe (vit damage)?

-Accipam
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Re: Mage Archery on 12/13/2003 01:57 PM CST
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Small whirlwind hat drives them back and off balance a bit, maybe? Rather akin to Paeldryth's wrath...

That an arrow might break from the element imbuing it would make the fine, fletched works seem rare... The Black Arrow from the Hobbit comes to mind. I'd like such an item to be recoverable, which means, perhaps, a spell that would be cast to prepare the item for enchantment and keep it from elemental decay. (In est higher circle and high primary requirements.)
Any arrow can be enchanted but they will break down from the force. Some can be made specially, capable of holding an enchantment far longer and without the tidal fury of the magic within.

Danke's idea is awesome but my first thought was a spell slot per element...
Maybe, maybe not.
Can't wait to see what's in store.

Jerevth
"For no one in this world can you trust, not men, not women, not beasts. (points to his sword) This you can trust."
Conan's Father
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Re: Mage Archery on 12/13/2003 04:13 PM CST
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>Since enchanting would need a target, the mage would enchant actual arrow heads and bolt tips, as well as entire bolts and arrows.

Interesting.

I was more thinking on a Warrior Mage simply 'creating' the weapon. Do you think this more like a spell? Or is this more like enchanting? Do you think Warrior Mages should be able to do this? Or do you think Warrior Mages should have to 'enchant' mundane weapons to do it? The problem I have is that I would hate for something to take very long to make and only be one use. I think that's the reason I just had the mage 'poof' it into existence.

What are your thoughts?

Danke
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Re: Mage Archery on 12/13/2003 04:29 PM CST
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As a spell creating the raw element it would be a great spell and I'd probably get it. However, as it's not of one specific book will we see such a spell that branches across all the elements like this would require?



Jerevth
"For no one in this world can you trust, not men, not women, not beasts. (points to his sword) This you can trust."
Conan's Father
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Re: Mage Archery on 12/13/2003 05:07 PM CST
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<<An "air arrow" wouldn't exist for Mage Archery.>>

Why not have it create a vacuum, pulling air away from the target rendering them unable to breathe (vit damage)?

-Accipam


I thnk this would be better as a spell. It would spice up the air book a lot, i think.

Moto, Fire-Cat
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Enchantment or Spell (Was Re: Mage Archery) on 12/13/2003 05:14 PM CST
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I think it would work better as an enchantment as long as its not extremely difficult to perform. enchanting a one use Item should be some of the earliest enchantment a War Mage should be able to do. In fact, this kind of thing was just what I was picturing when I thought of us enchanting. Swords the freeze the target, arrows that explode on impact.....this is right up our alley of enchanting. Also, lets face it. they would never give us this as a spell because it would either have to be one for every book or one huge spell that over-arcs all the others. I say as an enchantment.

Moto, Fire-Cat.

PS - Plus, it would conceivably use other player made items (arrows, arrowheads) and they are trying to switch over to using player manufacturing.
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Re: Enchantment or Spell (Was Re: Mage Archery) on 12/13/2003 05:37 PM CST
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I'd imagine these enchantments could be pretty powerful too.

I say this because a poisoned arrow can be deadly even if it lands a grazing hit.

Tessaa
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Re: Mage Archery on 12/13/2003 05:37 PM CST
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I'm thinking the ranger gm would auto nix any spell like this.

I'm thinking you suggested it in the enchantment folder so it should either be an ammo or weapon enchantment.

The way you suggested would be for enchanting bows of any kind, mine would be a lower level basic enchantment of a smaller item or even ammo, like how the burins came out first, with limited potential for advancement to bigger items.

I think we should get both, with the arrow from scratch being a feature of a bow, and double damage/increased damage should be a ammo encxhantment.

As for the item destruction. Picture mana like electricity really is. use a light bulb so much and it burns up. The one use items (heads and darts) would be the basic stock, little mass stuff. The multi use stuff would be bigger and repairible, should you take the item to the appropiate shop before it was too damaged.

.srats eht esahc sevlow ,eerf nur snrocinu erehW
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Re: Mage Archery on 12/13/2003 06:08 PM CST
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>hold bow
You sling a bright glowing bow off from over your shoulder.

>load my bow
As you pull back on your bow, a glowing arrow appears nocked and ready.

Something like that? =)

Don't get too excited, its just a test prototype I wrote up last year when I was bored one day. Long long long way from release value, nor even approved in concept.

Talian
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Re: Mage Archery on 12/13/2003 06:36 PM CST
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Yea like that.

Except invoke or pull instead of load, to avoid confusion.

>Don't get too excited, its just a test prototype I wrote up last year when I was bored one day. Long long long way from release value, nor even approved in concept.

>Talian


We'll get unboard and get that into the high end enchantments!

.srats eht esahc sevlow ,eerf nur snrocinu erehW
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Re: Mage Archery on 12/13/2003 06:53 PM CST
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>>Don't get too excited, its just a test prototype I wrote up last year when I was bored one day. Long long long way from release value, nor even approved in concept.

Does that mean it will be out for HWN or will we have to wait for DRII?

Tessaa
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Re: Mage Archery on 12/13/2003 08:19 PM CST
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I always loved that bow from the D&D cartoon.
I've already got the Polo invisibility cloak.
I'd like to see the enchanting ability to affect arrows. No reason why the ranger would nix such a thing. It's been stated that there will likely be no perma'chanting. Of course we may never see mistwood-hela arrows of storms (Godlike/poor/poor?) but a one shot arrow that drops a gelv or mammoth would be a sweet way to open the battle.

I don't think even the minor enchanting should be available until at least 15th. Maybe 20th. It's a viable, saleable ability and I would rather not see a sudden flurry of (more) warmage pups. Will it make us millions of plats, but I wouldn't mind a dozen plats for working someone's quiverful of arrows.

I understand, for game balance, the weapons we make will fall short of mythic proportions. I also know there are plenty of folks who will far outstrip me for the ability to make such fine weapons.
However, I would like to see a few weapons that cost dearly to make. We play in a realm that needs an Excalibur and an Aegis. But what cost?
Plats will prove no object.
Exotic materials can be bought from others...
Quests can be mapped and detailed. Even scripted.

The Necromancer pays for his risen with favors.
A favor is the one thing that cannot be bought. The amount needed (Maybe 20 favors) is enough to create a minor artifact. Some item that retains it's enchantment.
30 favors creates an artifact with two abilities and retains its enchantment.
50 creates a relic.
70 creates a singular item, requires GM assistance, and that weapon, armor, or staff has a name and verbs. It might also, on this scale, be possible to imbue other abilities than just war mage. (A weapon that drains the soul? A shield that can halt?)
Only one item of it's ilk can ever exist. One Scimitar, one war hammer, one tower shield...
I get all tingly to think about it.

Lastly, a mage may create only one such work- one minor artifact, one major artifact, one relic and one mythic item. I don't see very many mythic items ever being forged by simple dint that 70 orbs
Idle thoughts, but... what a thing to work towards? A lifetime accomplishment.

Verbs?
Yep...
The low hum as a death black greatsword is drawn from its sheath. White glyphs shimmer like misty ghosts along it's length. A wailing scream when it strikes a living foe and the chill blast of air that explodes when it strikes an undead creature.
A shield that flares occasionally, shedding sun-like radiance and wisps of aether coil and writhe like living serpents. Turn it and it can freeze a charging beast in it's tracks. (Turn shield and target) It even acts as a mirror for anyone vain enough to look into it and check their hair.
An eighteen layer composite bow- steel and mistwood- with two steelsilk strings glittering like be-dewed spiderweb. Clench it and the weapon forms a wickedly curved blade above and below the grip (2HE). Turn it and the steel edge melts away again.

I had fun writing it, if nothing else.

Jerevth
"For no one in this world can you trust, not men, not women, not beasts. (points to his sword) This you can trust."
Conan's Father


Jerevth
"For no one in this world can you trust, not men, not women, not beasts. (points to his sword) This you can trust."
Conan's Father
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Re: Mage Archery on 12/13/2003 09:51 PM CST
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>>Does that mean it will be out for HWN or will we have to wait for DRII?

>>Tessaa


Look for this "SOON" or DRIII whichever comes first!

~Kalyra

************************************************************************

Anybody can become angry, that is easy; but to be angry with the right person, and to the right degree, and at the right time, and for the right purpose, and in the right way, that is not within everybody's power, that is not easy.... "
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Re: Mage Archery on 12/14/2003 11:45 PM CST
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<<>>Does that mean it will be out for HWN or will we have to wait for DRII?

>>Tessaa >>

Look for this "SOON" or DRIII whichever comes first!

~Kalyra>>

Should we get approval for something like this it would most likely show up as an enchantment (I believe Valdrik has posted something akin to this as well in the past). SOON is probably a good term for it, though I think Kalyra went a bit overboard on it. Work on the enchantment system would begin sometime after DR2 started up, when exactly is still up in the air at the moment. Enchanting, amazingly enough, something we care about and want you all to get started playing with as soon as we can (you can all stop gasping in shock). That being said it might not start immediately after DR2 is up and running, but we will get to it as soon as we can.

-Chakram




"It's a shame they let the old punishments die out....God I miss the screaming."
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Re: Mage Archery on 12/20/2003 11:01 PM CST
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speaking of archery and that type of enchantment, thats what atrathien had plan for in the beginning right?


I is ain't yo' baby's daddy!
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Re: Mage Archery on 01/06/2004 05:19 AM CST
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If I might add my two cents, what if Mage archery were a part of a spell called weapon enchantment, and as long as the spell lasted, or perhaps as long as one continued to harness mana, the enchantment affects stayed on the weapon.

The elemental implications though are too interesting to give up, perhaps they could be combined though.

Let's say for a bow, at lowest mana, the air element takes hold, and the bow itself becomes lighter and easier to weild. (reflected by either a greater ease of use as if one had higher bow skill, or perhaps even a slight reduction in roundtime)

The enchanted bow would now shoot invisible arrows when pulled back.

At a higher level of mana and skill, on top of the bow becoming lighter the fire element would take hold, and the arrows would become sputtering flame arrows when pulled back, causing slightly more damage and perhaps even igniting anything with naphtha on it.

At a higher level of skill and mana (or one or the other) the aether element could form in the arrow, causing mana drain and possibly at greater levels disorientation to balance as the arrow flashes on impact. The arrow would now be a whispy, vaguely featured arrow.

Yet further along in skill could be an ice arrow, which fatigues the target on impact with its icy cold touch. The arrow could be a jagged-hafted ice arrow.

At a higher level of mana and/or skill, on top of the bow becoming lighter the fire element would take hold, and the arrows would become sputtering flame arrows when pulled back, causing slightly more damage and perhaps even igniting anything with naphtha on it. The arow could be a sputtery, flaming arrow.

Finally when the earth element takes hold, the arrow has a sense of the target through the earth, causing a greater ease of effective called shots.


The major problem is balance I think, we can't have EVERY arrow doing every effect, but being able to choose one might make programming it even more difficult.

Perhaps if we could somehow fill the enchanted weapon with mana while it is temporarily enchanted, we could fill that pool, (i.e.-'You sense a the temporary swirls of power around the master crafted dragon-tipped silverwood bow, which are currently imbued with 4 mana', then one could 'charge bow 10' to infuse more mana into it), and re-fill it as necessary. I.E. it takes only one mana per shot for an air arrow, and perhaps 2 for the others, but if we want a blazing, multihued arrow that contains the benefits of all the elements it might cost 8 mana per shot or more and need a lot of recharging!

Of course there might not need be a limit only to bows. I could imagine a gold-hilted greatsword with the world dragon engraved down the blade enchanted to have a flaming edge, or an icy edge, or to have air enchantments that give greater balance per swing, earth enchantments that give greater chance of knockdown.

Once again with the balance issue though, since this seems to encompass ALL of the elemental magics, it should for sake of balance require all related spells to be known before this spell can be learned. Frostbite causes the same effect as an ice arrow, learn that first, and sure footing, and mantle of flame (or at least fire ball), etc.

This could also extend to armor as well, reinforcing the armor beyong its current damage absorbtion threshholds, but only until a certain amount of damage is taken or the enchantment is imbued with more mana. Shields could perhaps have greater damage protection and be lighter to weild for a short time, etc. (however armor should not become lighter, y'ntrel sechra is already there, no reason to make the spell obsolete)

Well, that's my ideas on the matter, any thoughts, suggestions, pokes and prods at it? I have long been fascinated with concepts such as these, because as a warrior-mage, i wanted the two distinctions of our class to become even less seperate. Though we often go to battle with ethereal shields and y'ntrel sechra spells on us, it would be nice if even more aspects of combat than that and our offensive spells were affected by our magic.

Not necessary, I know, there's nothing wrong with warmages that I can see, but I still think it would be nice. :)
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