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[TRADE] smithing

Posted: Thu May 03, 2007 10:52 pm
by Maybel
I know, i know there is already trades for it... But what i was asking is to add to it...

A divine smither, one who can pray/cast could bless, or imbue prayers/spells into their work...

For examples a smith who makes bracers could bless them with strength while making them so that the end result could be bracers that are magical with an increase to +str (bulls strength)

Or gauntlets with +dex (slink)
Or a chest peace with resistance to magic (dispel magic) or evil (dispel evil)

Posted: Thu May 03, 2007 10:59 pm
by Nedylene
Good idea but I do not fully support it. Many artifacts made by divine force are made by a purpose from the god. A good example is Tyr made demonshields which give incredibly strong protection against demons... the church of Tyr and his priests spent seven days in ceremony to get Tyr's blessing on them...

I just don't see how the divine entity would bless or imbue a magical property into a piece of armor or weapon for mundane use or for sale. Divinely enhanced armor and weapons become relics of the church because the god touched them.

Editted to say seven YEARS or prayer and ceremony *coughs* oops. Had to go reread the passage about the shields.

Posted: Thu May 03, 2007 11:00 pm
by Leohand
Perhaps a Spellweaver, or Spellgrafter qould be more appropriate title. I doubt they will go for it, but I love the idea. Of course, it would be wise to limit such enchantments to player made items, that would be my thought, and technically it could be learned by any spellcaster that can learn stat-altering spells.

I'd also include resist fire, acid, etc, that way you could create a weak ring of elemental resistance or somesuch. I'd also sugest that such enchantments could not be stacked together, one is enough. Only with the resistance items that would be created in this way though. Well, that's my input.


Nedyline - In my opinion, this trade might be able to use the spells or prayers to imbue items, it needn't be artifacts, as all these spells come from the weave, merely the manner in which they come is different, but they all come from the same place.

Posted: Thu May 03, 2007 11:13 pm
by Nedylene
I would support an enchanter with this ability. It is the divine factor I would not fully support. Power coming from the weave is different then power coming from the god.

Putting it to FR standards most enchantments on items come from wizards of some caliber. It is very rare to find a divinely blessed sword and each sword or armour that is blessed by the gods has a long and complex process which goes into it and it makes the item forever associated with that faith.

I would rather propose a trade for "Magic Smithing" open to enchanters that can take a PC smithed item or weapon and imbue a magical ability into iy.

Posted: Thu May 03, 2007 11:22 pm
by Leohand
You know, I'd think that an enchanter might get this trade just for joining that guild, everyone else would either have to learn it from a player in the game or do some sort of quest, but I do think that priests might be able to enchant minor things. I am not possitive about this, but with the exception of craft wand and craft stalves, most of the craft magical item, and even craft wonderous items are open to priests too. It's been a terribly long time since I have played a priest on tabletop though.

Posted: Thu May 03, 2007 11:48 pm
by Kelemvor
'Magic Weapon' and 'Magic Armour' spells already fulfill this function. They are deliberately not a permenent effect for just the reasons noted above.

This is not NWN or table-top where everyone and his dog has to have +5 weapons. Such bonuses and effects are carefully balanced across the game. If everyone had a shield of bulls strength a gauntlet of slink and a helm of trollish vigor, said priests would put themselves out of a job.

Posted: Fri May 04, 2007 12:01 am
by Leohand
Very good point, but still, I'd like to see more options for enchanting, even if they have to be re-enchanted every so often. Also, each enchantment could require, like, three slots of resist acid, etc, where it costs more, and you might also add additional components, such as an expensive diamond.

Also, you could limit the effectiveness. Like if they make a gauntlet of slink, it only is worth a half a skill point, so yo get +1 dex they'll also need boots of slink. Also I suggested only being able to enchanct player character made items.

Posted: Fri May 04, 2007 12:02 am
by Nedylene
I would be all for seeing more options for enchantment ... I think a very nice option for enchantment is for an enchanter to be able to imbue a spell into an object with one charge that has to be recharged each time it is used. I just do not support a "divine enchanter"

Posted: Fri May 04, 2007 8:26 am
by Kelemvor
With the best players in the world and a lengthy creation and cost balanced system... the net result would still be the same.

At some point, an enchanter would be in a position to enchant successfully any number of items and every man and his dog would have a pair of boots and a gloves.

To quote one of my childrens' favourite films...
Syndrome: Oh, I'm real. Real enough to defeat you! And I did it without your precious gifts, your oh-so-special powers. I'll give them heroics. I'll give them the most spectacular heroics the world has ever seen! And when I'm old and I've had my fun, I'll sell my inventions so that *everyone* can have powers. *Everyone* can be Super! And when everyone's Super...
[chuckles evilly]
Syndrome: No one will be.
Mass manufactured enchanted items would make most quest rewards and renames second best. As I said previously, the spells already exist in game for armour and weapons to be temporarily enchanted. The ability to add other effects and such would be better retained at the building stage.