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Gameplay | Topic subject | Caleban's 4,234,853 goofy idea: | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12206 |
12206, Caleban's 4,234,853 goofy idea:
Posted by Caleban on Wed 31-Dec-69 07:00 PM
Well we all know that shapeshifters are an offshoot of the guild of transmutation well lo and behold here comes another: Alchemical Smiths or transmuters of metals.
The guild was first developed in Akan but lost in antiquity but now some Dwarven excavators have stumbled upon a hidden workship beneath the empty guild of transmutation in Akan. Studying the tomes and alchemic formulae the Dwarves of Akan, with the help of several of the members of the Order Sorcere, have unlocked the secrets of Alchemical Smithing.
Races: Human, Dwarf, Duergar, Svirf, Fire Giant
Skills Dagger, Flail, Sword, Axe, Polearm, Mace Mine Ignot Prepare Forge Parry Shield block Meditation Hand to Hand Fast Healing
etc etc
Spells Ironskin: variation of stoneskin, has vulnerability/drawback Forge Hands: makes hand damage increase greatly Alter Metal: change it's type Metal Shards: invoke a spray of metal shards from weapon in primary hand (weakens the weapon till it eventually crumbles) Locate Object Gateto Object Reduce/Increase Density of Metal: can target a specific item of an enemy. Heat Metal Fatigue Metal: can target a specific item of an enemy.
etc etc.
Casting certain spells more effect at a forge with respect to keeping the metal item from exploding, melting down, or simply crumbling into metallic dus.
Just something to think about for possibly a new class.
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12208, RE: Caleban's 4,234,853 goofy idea:
Posted by Aarn on Wed 31-Dec-69 07:00 PM
I like the idea of having more forge-oriented skills and whatnot to work with, but I think a lot of these would work better as quest skills then as an entire class in and of itself.
Also, dwarves will never be a mage class again. Their very nature resists it, hence the natural magic resistance. It might be neat to allow some dwarves particularly skilled with forging to create minor magic-like affects in the things they forge using their inherent. Just daydreaming!
Aarn?
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12210, Then you should change mortorn to reflect that.
Posted by Graatch on Wed 31-Dec-69 07:00 PM
"Also, dwarves will never be a mage class again. Their very nature resists it, hence the natural magic resistance."
When I was Curdan it was a bit difficult to defend dwarves as a non-magical race from the obvious charges of "there are still mages there!" even though we all know dwarves can't be mages anymore.
I spoke with a wizi immortal at one point about the difficulty a dwarf has getting into his own homeland, namely getting a master key. As it was (still is?) a dwarf must kill another dwarf to get a key to get in, you couldn't buy the master key, only the first stair key. The imm said they agreed and just hadn't gotten around to putting some dwarf-only ability to get a key to enter the rest of mortorn. Similarly, a change should probably be made to remove the antiquated and no-longer sensical dwarf flamer mages, eh?
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12211, RE: Caleban's 4,234,853 goofy idea:
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Also, dwarves will never be a mage class again.
Aarn's opinion on this matter is not necessarily universal. }(
valguarnera@carrionfields.com
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12214, Oh Really?
Posted by Caleban on Wed 31-Dec-69 07:00 PM
>Also, dwarves will never be a mage class again. > >Aarn's opinion on this matter is not necessarily universal. >}( > We likes this! We likes this a lot, my precious!
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12215, RE: Oh Really?
Posted by Aarn on Wed 31-Dec-69 07:00 PM
While I was indeed stating just my personal opinion on the matter, I would highly recomend against holding your breath for dwarf mages. :)
Aarn?
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