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91  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 20 April 2004, 14:27:00
They should have to be touching it at lower levels though.  A level one mage won't be able to keep the aura surrounding a sword while the sword is moving if he is not sure of where it's going to move.  At higher levels though, it will take less effort to manipulate that aura, and less effort to keep it with the weapon, which is needed if you are not sure exactly where the weapon is headed.

Dear Beth.....

92  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 20 April 2004, 08:53:00
::reincarntes as the very bloodworm that he fed and attacks them all with his bloodworm horde::


The point is the car'all is not linked to the weapon.  It is linked to the caster who extends it around the weapon.  That is why the lower levels don't last for long once the caster stops touching them, it would be hard for a lower level mage to control the car'all when he is unsure of where it's going.

Think of it this way, you have a sword.  An Xeua enchantment involves linking car'all to the sword more or less perminantly.  An elemental enchantment involves surrounding the sword with car'all and moving that car'all seperately from the sword.  The two are not actually linked, they just appear linked.

Dear Beth.....

93  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 19 April 2004, 22:00:00
::sends severed fingers to attack rayne and chon::

Xeua would basically be the same things, but with single effects.  For example, an ice enchantment would either cause the weapon to freeze things, or make it lighter, or do multiple effects depending on the mage.  These enchantments would have a relatively long duration, ranging from a month to centuries.  The xeua magics wouldn't require all that much casting, but an xeua mage has very little use for those items so they would be quite rare, simply because there are more efficient ways of making money then enchanting and selling items.

Dear Beth.....

94  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 19 April 2004, 18:09:00
I think he means the level one, level two thing AHHHH

::is blown away, dies, and comes back as a god.  Comes back as the god of minor severed limbs.::

I still say that at level six, a mage should be able to enchant an arrow and fire it.  Once the arrow hits the target it should be at full power still.  Anything longer and the arrow rapidly loses it's enchantment.  

I think the enchantment's difficulty is dependant on four things: the number of items being enchanted, the size of the items, the strength of the enchantment, and the number of uses.  For instance, an arrowhead enchanted with enough enchantment to freeze everything in a palmspan of wherever it strikes might be just as difficult to enchant as a bastard sword that chills anything it strikes due to the sheer size differance.  
Another example might be the caster enchanting that same arrowhead for three uses instead of one.  Instead of freezing everything within a palmspan of where it strikes, it would simply chill the spot where it strikes (more useful with melee weapons and higher level casters)
And lastly, if a magician wanted to enchant his entire party's weapons, it would have to be done at a much lower level.
Also, as the caster goes up in level and learns higher level enchantments, he should be able to cast the lower level enchantments with less of a penalty (not needing contact with the weapon, longer time limits, and multiple uses)

Here's somewhere to start.  This is how the water tree's ice enchantments might look like when used on a sword.


Level one: The weapon simply cools down, and becomes lighter and easier to weild..  This effect lasts as long as the caster has physical contact with the weapon.  Once he lets go, the effects will dissappear completely.  It can be used on a single weapon and is good for a single strike.

Level three: In addition to level one, the weapon will cool anything it touches rapidly, but it will not freeze it.  Once again, this level dispells once it leaves the caster's hand and can only be used on one weapon.  This is also good for a single use.

Level six: The first real use of this spell, any spot the weapon strikes will be frozen.  This level's enchantment will dispell two to five seconds after it leaves the caster's hand, allowing it to be used on arrows and thrown weapons.  As above, only one weapon can be enchanted.  this is also good for a single use.

At this level, the caster can also choose to enchant two or three weapons at level three without contact for up to one minute each.  

Level nine: The frozen part will extend 1/6 of a ped in all directions from the spot the weapon strikes.  The enchantment is dispelled 2-5 seconds after the weapon leaves the caster's hand, and must be recasted after the weapon is used

At this level, a caster can also enchant two to three weapons with a level six enchantment without contact for up to one minute each.  

He can also choose to enchant up to nine weapons (a small raiding party) with a level three enchantment without contact for up to one minute each.

Level eleven: The very touch of a weapon enchanted at level eleven can freeze a man solid.  

A level eleven caster can also choose to enchant three weapons at level nine, nine at level six, and twenty seven at level three.


ANYWAY, that was a long post.  Oh, I forgot, another side effect should be that the weapons become lighter and easier to weild as the enchantment level goes up.  The opposite would be true for earth and fire weapons.

Dear Beth.....

95  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 17 April 2004, 22:05:00
So basically all I have to do is cast the elemental "enchantment" on my sword or blowdarts before using them..... that works out so well ^_^

::p ounces rayne, hugs her, and smothers her to death with a pillow::

Dear Beth.....

96  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 17 April 2004, 19:33:00
In other words, my water magi might be able to attach the ice element to his sword temporarily through great expense of his focus, but the enchantment would dissappear once he stopped casting, allowing it to last for a few swings at best

But a level six mage would certainly be able to attach an ice enchantment to a blowdart temporarily, I'd assume.  Assuming the dart was used right away and the enchantment dissappeared after being used.  

Dear Beth.....

97  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 14 April 2004, 21:13:00
Perhaps the elemental enchantments would be simply changing the car'all around and inside the item.  For a wind enchantment, wind car'all would surround the weapon and invade it, for example.  Perhaps the car'all would be purposefully moved by the caster, requiring no links.

98  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 14 April 2004, 13:13:00
So to define an enchantment...

Any spell which changes the car'all around a thing, be it a person, item, place, or otherwise, by using the caster's own car'all to achieve a desired effect.

And about the "not using car'all" bit I've been given, you can just say the car'all is returned to the caster for the defensive spells, and is used up for offensive enchantments.

::Burps softly:: 'scuse me.  My mom makes the most wonderful potroast ^_^

99  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 14 April 2004, 09:57:00
Enchanting a living thing could simply be a harmless effect spell.  An earth enchantment might be the same as the "Slow" or "Stop" spell.  A wind enchantment could mimic the "Haste" spell.  Etc etc etc.  Those enchantments would also be temporary.

100  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 13 April 2004, 13:24:00
Hi rayne, guess who found this thread?  No... try again.... One more time......  There ya go!

My little proposal for enchantments.  

Let there be two differant sorts of enchantments.  Let there be the elemental and Xeua.

Let the elemental enchantment possess the following attributes:
~A drain on the caster's Car'all at the time of casting.  The Car'all is no longer of the caster, it is moved to the item.  The intensity depends on the severity of the enchantment (Does it cool flesh down, or freeze whatever it strikes), the duration of the enchantment (Does it last a day, a week, a month, years), the size of the enchantment (Are you enchanting the tip of an arrow, or a tower), and the existance of triggers (Does the enchantment take effect whenever the sword is swung, or does it only effect orcs).
~A duration based on the level of the caster.  Higher level casters will result in a longer lasting enchantment.  A level one mage my only enchant a weapon for hours, but an archmage's enchantment could last centuries.
~An intensity based on the level of the caster.  Higher level casters will result in stronger enchantments.
~A size inversly proportional to the intensity of the enchantment.  A five foot bastard sword would have half as much enchantment behind it as a two and a half foot longsword.  The enchantment can be strengthened with the addition of extra Car'all from the caster.
~A defined number of uses (optional).  Fewer uses make the enchantment stronger.  A knife enchanted with ice may freeze everything in a 1/10 ped radius if the knife has one use, but may only freeze the area around where it strikes if it has more then one use.
~Single-element attributes.  An item twice enchanted takes on new attributes.  Behold, a chart!

------------------------------Second Enchantment
First Enchantment---Wind-----------------------------Water-----------------------------Earth-----------------------------Fire
Wind----------------------None--------------------------Weakens----------------------Shifts to Water--------------Strengthens
Water-------------------Strengthens---------------------None---------------------------Weakens--------------------Shifts to earth
Earth----------------------Shifts to Fire----------------Strengthens----------------------None-------------------------Weakens
Fire------------------------Weakens--------------------Shifts to Wind------------------Strengthens----------------------None



Let the Xeua enchantments possess the following
~No drain whatsoever on the caster's car'all, but a drain on the item's surrounding car'all (An ice enchantment will be far stronger at sea.  In a desert it would have nearly no effect.)
~A duration based on the caster's level far longer then the elemental enchantment duration.  The minimal time for an Xeua enchantment might be years instead of hours.
~Multiple element attributes.  An item enchanted with wind and water would retain both the attributes.  Items enchanted with opposite elements will weaken the elements and destroy the weapon once the enchantment runs out.

Gotta pick up pizza, I'll do some more later

Edited by: Kikhku at: 4/12/04 21:28
101  Santharian World Development / Magic in the Lands of Caelereth / Re: Break (Level 3 Earth spell) on: 25 April 2004, 00:24:00
Breaking does not always imply adding extra force, IMHO.  It merely implies an object not being whole anymore.  The object could collapse under it's own weight, or due to gravity or any number of reasons.  The main part of the spell is making the object not whole or weakening it.

If you really want to re-name it, I'd suggest Weaken or Faultline or something of the like, but Break is just fine as a name, IMHO

Dear Beth.....

102  Santharian World Development / Magic in the Lands of Caelereth / Re: Break (Level 3 Earth spell) on: 22 April 2004, 08:03:00
I agree with Silfer here, Xeua is all about creating new links, but extra earth car'all seems like it would hold the item together and strengthen already existing links, perhaps at the cost of making it brittle.

Dear Beth.....

103  Santharian World Development / Magic in the Lands of Caelereth / Re: Break (Level 3 Earth spell) on: 21 April 2004, 19:10:00
The size doesnt' seem like the difficult part, the difficult part would be controlling it.  The differance I saw between Random and Spacific break would be like the differance between throwing a brick from the top of a house, and splitting a brick in half to be used in a building.  The spacific break would be a clean cut, a line in the mage's choosing.  It might be used for cutting rocks, sculpting on a smaller scale, or that sort of thing.

The point is the random break seems like it requires less control.  Now making multiple controlled breaks would be harder, and if that's what you meant by the random one, which would work too, then you're dead right.

And btw, if you want me to do an earth spell or two, I can do a couple.  

Dear Beth.....

Edited by: Kikhku at: 4/21/04 3:14
104  Santharian World Development / Magic in the Lands of Caelereth / Re: Break (Level 3 Earth spell) on: 21 April 2004, 17:35:00
Erm, how about listing the levels for the random break, and then dropping the level by two for a precise break, for example.

A random break at level 9 would break something about the size of a house at 11 peds

A precise break at lvl 9 would break something about half a man's size at 2 and a half peds.

'Coz a precise break should be more difficult to do then a random break, and the caster needs better understanding (and closeness) of the target.

Dear Beth.....

105  Santharian World Development / Magic in the Lands of Caelereth / Re: Psyrpents psychic powers. on: 20 April 2004, 17:39:00
Thanks tal, about time SOMEONE replied.  Truth is that my char's powers are approved, have been used/abused, and that entire species has been banned.  But thanks again for replying ^_^

Dear Beth.....

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