Alchemist question...
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- ShadowHawk
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Alchemist question...
How many spells can be put on to 1 silver horseshoe?
Thank you ahead of time.
Shawn.
Thank you ahead of time.
Shawn.
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Re: Alchemist question...
Not sure entirely what you mean. Do you mean spells locked in with permanency? Are you talking about enchantments?
For permanent spells, I'd say 1... it would be hard to make a horseshoe hold even 1 permanency ward, much less several.
For enchantments, I'd be inclined to say 4, like most weapons.
For permanent spells, I'd say 1... it would be hard to make a horseshoe hold even 1 permanency ward, much less several.
For enchantments, I'd be inclined to say 4, like most weapons.
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Re: Alchemist question...
ShadowHawk wrote:How many spells can be put on to 1 silver horseshoe?
Thank you ahead of time.
Shawn.
This seems like a strange thing to do.
For starters, why would you use silver for a horseshoe? That's a lot of silver, which is a soft metal that tarnishes and corrodes. It would be very expensive, and it wouldn't last long. I guess if you put some sort of spell on the silver to make it more durable, that could work. Is this meant to allow your horse to kick vampires and do damage? Or is this some kind of anti-faerie device that's meant to do a whole lot more besides?
Second, what's to stop that horseshoe from being stolen or lost? Horses aren't exactly burglar-proof, and even if the horseshoe is invincible, the hoof it attaches to isn't. Even without thievery, horseshoes fall off from time to time. When that horse randomly loses such a shoe, that's going to be one very expensive day.
Third, which enchantments would one wish to put on such a horseshoe, other than making it tougher and longer-lasting? Some kind of boots of speed for a horse? Such items exist in canon (see Rifts: England, the Scathach section).
I agree with Mark on both counts, but the discussion of enchantment limits is probably the least interesting aspect of this topic.
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Re: Alchemist question...
Centaur actually. I am running the game...Not participating in it, so I am not very sure which spells he's wanting. But no, they are getting ready to go hunting for were creatures.
Re: Alchemist question...
ShadowHawk wrote:Centaur actually. I am running the game...Not participating in it, so I am not very sure which spells he's wanting. But no, they are getting ready to go hunting for were creatures.
Ok, that makes more sense then. The standard alchemist item enchantments would probably be the way to go. You might be able to enchant them with the Amulet spell or cast some kind of permanent spell on the shoe, but then the spell would be on the shoe only, not on the centaur. It could still be effective in a few cases, but it would be more effective to just sew some permanence wards on the centaur directly.
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Re: Alchemist question...
I would suggest looking at Gryphon Claw gloves, or the various boots.
I am pretty sure that an Alchemist could make a Centaur versions of both in horseshoe variants.
I am pretty sure that an Alchemist could make a Centaur versions of both in horseshoe variants.
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Re: Alchemist question...
One horse shoe could be turned into a tailsman and charged with one spell (used 3x a day). Horseshoe doesn't need to be made out of sillver
which is a weak metal and consider its centaur, the horseshoe would be destroyed rather quickly as the centaur travels about the
wilderness.
which is a weak metal and consider its centaur, the horseshoe would be destroyed rather quickly as the centaur travels about the
wilderness.
Re: Alchemist question...
Its more likely silver is so he can hurt were creatures with the front and back horse/centaur kick.
However magic horseshoes do the same as silver horseshoes. Get steel horseshoes and enchant them with a colour. Tada they are magic now and can hurt were creatures.
but for enchanting I'd just stick with the standard weapon enchant rules. (lol)
However magic horseshoes do the same as silver horseshoes. Get steel horseshoes and enchant them with a colour. Tada they are magic now and can hurt were creatures.
but for enchanting I'd just stick with the standard weapon enchant rules. (lol)
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Re: Alchemist question...
OK, on all 4 he wants indestructibility and colored to always match his hoofs. For the other 8 spells he has requested: superhuman endurance, negate poison/toxin, extinguish fire, time slip, greater healing, multiple images, invis. sup, and shadow meld. Then I figured I would toss a 5th spell in there since he is using silver, and silver is a conductor of magic energy in my games. So, I told him to give me 4 more. Telekinesis, charismatic aura, magic net, and carpet of adhesion. I ask him to please pick something other than Carpet, because I actually rolled very poorly on the Alchemist having it. He asked "How much tame beast cost, if he has that." I rolled, he had it, but it was too expensive for him. So, he asked for increase weight. I said "Sure."
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Re: Alchemist question...
However magic horseshoes do the same as silver horseshoes.
Yes, I know that.
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Re: Alchemist question...
As he wants indestructibility he wants the weapon enchantments (as that is the only place you can get that and it gives you 3 powers per device otherwise its 1 power per device for normal magic items and 4 for armour). Horseshoes could apply as any I guess but it wouldn't be a mix and match otherwise everyone would be running around with indestructible armour, so if they are all invulnerable I would limit him to weapon enchants only, and the colour choices don't have camouflage, but black would likely do the job. Otherwise I would limit him to one power per horseshoe as a standard magic item, and wouldn't allow rune weapon powers
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Re: Alchemist question...
You run your games your way, I run mine my way. I do the rule of cool.
I was going by what the author of Mysteries of Magic wrote, which was 4 spells per shoe...plus 1 because silver in my game is a conductor of magic energy. And by the way, the coloring was part of the list of spells. Notice, I said "the other 8 spells", not 12.
Shannon is a great player, and what he requested wasn't "over the top". Plus, since they are now going to be minus a healer for a few games while Alex fills in at work, I felt it wise that he picked the spells that he did. Because they will enable the game to progress a bit more quickly.
I was going by what the author of Mysteries of Magic wrote, which was 4 spells per shoe...plus 1 because silver in my game is a conductor of magic energy. And by the way, the coloring was part of the list of spells. Notice, I said "the other 8 spells", not 12.
Shannon is a great player, and what he requested wasn't "over the top". Plus, since they are now going to be minus a healer for a few games while Alex fills in at work, I felt it wise that he picked the spells that he did. Because they will enable the game to progress a bit more quickly.
Re: Alchemist question...
I was just going by the book, 4 powers on armour, 3 on items and 3 on weapons. Each has their own list of powers which most of most of those powers aren't on. To get Indestructibility they have to come from the weapons list which means 3 powers each. I'm pretty sure mark mixed up number of armour enchantments and number of weapon enchantments. (Main book page 249)
Rule of cool certainly overrides, but that list of powers rivals/exceeds that of rune weapons.
Truth be told I'd treat the horseshoes as a set item (as that is generally how they are used rather than individually) like armour and not have the bits enchanted separately either, otherwise I'd get every individual piece of a full suit of armour enchanted so it contained 20+ spells.
The cost of those horse shoes would be millions.
It would be heaps cheaper to use scrolls and potions to do most of those, and also pickup a magic bag to carry them in and have leftovers for an environmental tent.
Rule of cool certainly overrides, but that list of powers rivals/exceeds that of rune weapons.
Truth be told I'd treat the horseshoes as a set item (as that is generally how they are used rather than individually) like armour and not have the bits enchanted separately either, otherwise I'd get every individual piece of a full suit of armour enchanted so it contained 20+ spells.
The cost of those horse shoes would be millions.
It would be heaps cheaper to use scrolls and potions to do most of those, and also pickup a magic bag to carry them in and have leftovers for an environmental tent.
Re: Alchemist question...
kiralon wrote:I was just going by the book, 4 powers on armour, 3 on items and 3 on weapons. Each has their own list of powers which most of most of those powers aren't on. To get Indestructibility they have to come from the weapons list which means 3 powers each. I'm pretty sure mark mixed up number of armour enchantments and number of weapon enchantments. (Main book page 249)
Rule of cool certainly overrides, but that list of powers rivals/exceeds that of rune weapons.
Truth be told I'd treat the horseshoes as a set item (as that is generally how they are used rather than individually) like armour and not have the bits enchanted separately either, otherwise I'd get every individual piece of a full suit of armour enchanted so it contained 20+ spells.
The cost of those horse shoes would be millions.
It would be heaps cheaper to use scrolls and potions to do most of those, and also pickup a magic bag to carry them in and have leftovers for an environmental tent.
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Re: Alchemist question...
kiralon wrote:The cost of those horse shoes would be millions.
It would be heaps cheaper to use scrolls and potions to do most of those, and also pickup a magic bag to carry them in and have leftovers for an environmental tent.
Yeap, agreed. However, it's his money and he can spend it however he wants. Plus, it keeps me from rolling on another of his investments.
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Re: Alchemist question...
I can't say I haven't made items like that but I wouldn't make them available from an alchemist, because that means everyone can do it. As its out of the normal rules I'd make them one offs so if he loses them they are gone forever. Make them a gift from a god who wants him to go build a church in the old kingdom, or go raise a mercenary army in Llorn to help with a holy war against the giants or demons that are somehow escaping the LOTD. Or start the war between the middle kingdoms and the empire. That sort of fun stuff.
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Re: Alchemist question...
I think that is a bit excessive! And it is a bit late for all that, Bud. LOL