Enchanting: Some ideas on 08/11/2003 04:32 PM CDT
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Well, one of the GM's said that enchanting will require spells, so here's an idea on how I would like to see it work and some possible resulting enchantments, it's also been said there will be charges to all enchantments.

I'd like to see six enchanting spells for Warrior Mages. One for each element. After you have cast the appropriate enchanting spell, it becomes possible to cast all sorts of spells on items. The power you cast the enchanting spell determines how many charges the item will have, and the power you cast the spell to be placed on the item determines how strong it is.
Enchantment Spells:
(Forgive me if these initials are already something else)
Air Enchantment: AE
Aether Enchantment: AEE
Earth Enchantment: EE
Electricity Enchantment: ELE
Fire Enchantment: FE
Water Enchantment: WE

Ideas:

Casting SUF on a pair of boots. To activate DANCE BOOTS.
Casting Tailwind on a ranged weapon. Every shot or throw (I don't know if tailwind helps thrown) is more accurate.
Casting targetted spells on amunition. Does additional damage as if the spell were cast and hit as well as the ammo.
Casting SW on a cloak. To activate SPIN CLOAK.
Casting Zephyr on a cloak. To activate SPIN CLOAK.
Casting TC on some gloves. To activate CLAP GLOVES.
Casting Frostbite on some water. To activate SPLASH WATER.
Casting RM on some water. To activate SPLASH WATER.
Casting IP on some water. To activate THROW WATER at <TARGET>.
Casting Tremor on a pair of boots. To activate STOMP BOOTS.
Casting ROS on a pair of boots. To activate KICK BOOTS.
Casting AC on a cloak. To activate SPIN CLOAK.
Casting ALA on a hilt. To activate WHIP <TARGET>.
Casting GZ on a net. Activates when successfully hits a target. (Nets are supposed to come out for entanglement)
Casting YS on a shield. Suspends the shield in air to be guided by thought and shield skill. To activate TOSS SHIELD.
Casting YS on armor. To activate BLOW <ARMOR>.
Casting AE on a weapon. Knocks target off balance on a successful hit.
Casting AEE on a weapon. Disrupts targets attunement.
Casting EE on a weapon. Increases impact damage.
Casting ELE on a weapon. Greater chance of stunning target on a successful hit.
Casting FE on a weapon. Damages armor on a successful hit.
Casting WE on a weapon. Increases balance of weapon.
Casting WE on a Frost Scythe. Makes Frost Scythe permanent.
Casting EE on a Firt of Stone. Makes First of Stone permanent.

I realize this isn't very much armor and weapon enchantment, but really what else can you do? (I mean that, ideas are great). However, they are all combat related enchantments. Let me know what you think.


Sigilist Opieus Tuer ~ Human Warrior Mage


The enemy invariably attacks on one of two occasions:
1. When you're ready for them.
2. When you're not ready for them..
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Re: Enchanting: Some ideas on 08/12/2003 04:38 PM CDT
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>I realize this isn't very much armor and weapon enchantment, but really what else can you do? (I mean that, ideas are great).

Scroll back to last year, read my posts. Law of averages states I must have at least a few good ones in there.

Steel.


YOU HAVE <insert ability here>!! YOU ARE OVERPOWERED!! DIE GUILD DIE!!

It has a dragonrealms section so I can spam it! Go me!
http://www.angelfire.com/dragon/steeldragonremixes/index.html
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Re: Enchanting: Some ideas on 08/15/2003 11:57 AM CDT
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What is the War Mage position on imprisoning elementals in items?

I was just thinking that might be a cool way to make a flaming sword or something of the like... by trapping an elemental in the item.

But if that is like a crime or taboo, then nevermind. :)


Eldrad


"Well - it's just that you seem to be laboring under the delusion that I am going to - what is the phrase? 'Come quietly.' I am afraid I am not going to come quietly at all, Cornelius."

Albus Dumbledore
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Re: Enchanting: Some ideas on 08/15/2003 01:00 PM CDT
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I don't think any Warrior Mage imprisons, traps, or otherwise forces a elemental to do anything. We request it, make it deal in exchange for serving the Warrior Mage in some way it gets something in return. Though the ramifications of a Warrior Mage using underhanded and vile methods to trap a elemental into servitude and the guilds response would be interesting to explore.


"Oderint dum metuant."
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Re: Enchanting: Some ideas on 08/15/2003 10:04 PM CDT
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That and imbue things with the essence, perhaps? Not calling on a sentient or semi-so critter but drawing on the nature of the element itself to ensorcel a weapon, armor or item...
One of the new books in Throne City's library makes mention of some experiments with a trapped elemental and the disfavor that fell on the war mage who did it.
Still, I'd like to see some dark and forbidden arts in the game for us and other guilds. Makes being evil-erm... socially disparaging- more fun.

Jerevth

Into the pit with those bloodthirsty sons of ~Rakash Lasses~
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Re: Enchanting: Some ideas on 08/16/2003 08:58 PM CDT
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As J already mentioned, the new books up in TC allow for some interesting insight in how Warrior Mages think about Elementals. A good read.

~/\/\eanne~

A small white bunny leaps into the area. Smiling in a coy, lepine fashion, it promptly turns about and begins to shake its fluffy tail all about. With a wink and a wiggle of the whiskers, the small animal quickly dashes out of sight.
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Re: Enchanting: Some ideas on 08/17/2003 01:30 PM CDT
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I could be wrong here but aren't Unlochi buckets just buckets with trapped cold elementals in them?
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Re: Enchanting: Some ideas on 08/17/2003 02:31 PM CDT
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Not trapped, they make there homes in them. Which is why they get pissed when you shake there house around.
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Re: Enchanting: Some ideas on 08/18/2003 03:52 AM CDT
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<<Not trapped, they make there homes in them. Which is why they get pissed when you shake there house around.>>

Or give them too many neighbors (filling them too full).

-Accipam
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Re: Enchanting: Some ideas on 08/19/2003 03:39 PM CDT
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I really like these ideas, especially STOMPing and CLAPping.
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