[PnP] Permanent Magics - Qs
Scott Adams
longshot at darktech.org
Mon Jan 3 04:33:39 CET 2005
At 02:46 AM 1/2/05 -0900, you wrote:
>Of the following, which are valid enchantments? Which are invalid? Why?
This is where the P. Magics get a bit abusive :). I mean that's a lot of
enchantments :) Course all of that is up to the individual Ref.
I just hope Richard will define P. Magics (per my post) a bit better for
GMs and players alike. Would be very useful (hint hint). I hope he saw my
post.
>
>Having made a pair of leather boots the enchanter casts the following:
>
>An Ensorcelment, (reversed of a defensive item), such that the boots
>have the MDV of the ensorcelment helping, rather than hindering, any
>enchantment spell cast on the boots;
>
>An EL2 Enchantment to increase the armor value from AV1 to AV3
>(presumably this should also dramatically increase how long the boots
>last);
>
>An Enchantment to reduce the weight of the boots by (EL+1)x5%
>(If EL2 would decrease the weight of the boots from 1 lb to 0.85 lbs.);
>
>An Enchantment to increase the Attribute of the boot's traction (EL2
>would give 60% more traction);
>
>An Enchantment to Increase the Attribute of the boot's comfort (EL2
>would be 60% more comfortable to wear);
>
>An Enchantment to Increase the Attribute of the boot's waterproofing
>(EL2 would be 60% more resistant to being soaked by water);
>
>An Enchantment to allow the boots to Modify its size Attribute in order
>to fit (EL2 would be able to adjust in size by 60% in order to fit
>smaller or larger feet - one might have adjust up to 30% larger or 30%
>smaller than a base size);
>
>An Enchantment to increase the Hit Chance when kicking with the boots
>(EL2 would give a 3 modifier to the roll);
>
>An Enchantment to increase the Fatigue Value of the boots so they don't
>break when used to kick in combat (EL2 would increase the FV by 5);
>
>An Enchantment to increase the WSB of the boots when used in combat so
>they do more damage (EL2 would give +1WSB, perhaps improving NWI by 1);
>
>An Enchanted Dedication to double the effective EL of the boot's
>enchantments when the boots are used by (a given individual whose blood
>is used in the dedication) while halving the effective EL for everyone
>else;
>
>A Curse Ensorceled into the boots such that anyone, other than the
>person the boots are dedicated for, putting the boots on must hand the
>boots back to the owner;
>
>An Ensorcelment on the boots such that Speed at EL2 (+3 to PMR) is
>always affecting the wearer;
>
>A booby trap such that anyone, other than the owner, wearing the boots
>has their PMR reduced by a reversed EL2 Speed Ensorcelment;
>
>An Ensorcelment giving the Boots AND their wearer EL2 immunity to Slime;
>
>A Ward Pact placed on the boots so that the owner will be warned each
>time someone other than the owner touches the boots.
>
>
> Kind of curious, Alex Koponen
>
>
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