Difference between revisions of "Norrathians: Trade Skill (Arcana)"

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(Overview)
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This is a new type of tradeskill, used for making spell components.  In the world of Norrath, spells that require physical components are uncommon and specialized.  Therefore, spell components are more difficult to find and produce.
 
This is a new type of tradeskill, used for making spell components.  In the world of Norrath, spells that require physical components are uncommon and specialized.  Therefore, spell components are more difficult to find and produce.
 +
 
While some of this crafting could be very similar to other trades such as pottery, tinkering, jewelcraft, or fletching, none of these grant synergy bonuses.  However, Knowledge (arcana) and Spellcraft both grant +2 synergy bonuses with 5 or more ranks.
 
While some of this crafting could be very similar to other trades such as pottery, tinkering, jewelcraft, or fletching, none of these grant synergy bonuses.  However, Knowledge (arcana) and Spellcraft both grant +2 synergy bonuses with 5 or more ranks.
 
  
 
==Components==
 
==Components==

Revision as of 20:03, 24 January 2006

Overview

This is a new type of tradeskill, used for making spell components. In the world of Norrath, spells that require physical components are uncommon and specialized. Therefore, spell components are more difficult to find and produce.

While some of this crafting could be very similar to other trades such as pottery, tinkering, jewelcraft, or fletching, none of these grant synergy bonuses. However, Knowledge (arcana) and Spellcraft both grant +2 synergy bonuses with 5 or more ranks.

Components

Not all spell components work in the same manner. In some spells these components act as energy sinks, draining the dangerous and chaotic magical energy that the spell produces, thereby stabilizing the casting at the cost of the destruction of the component. In other spells, the component is simply a costly sacrifice sent up to the caster’s god, in exchange for the power of the spell. A few spells use the material component to shape and guide the magical energy into the desired effect.

Most components that are used in non-summoning spells require little work to produce. Usually this only requires shaping, polishing, cleaning, and collecting. However, all spell components must be made with some type of mystical marking or carving, and mundane versions of these items can not be substituted for the casting of these spells.


Summoning Components

Summoning spells function by fetching an appropriate representative of the desired creature from its normal plane of existence. Creatures summoned through arcane magic are simply plucked out of their home existence and forced to abide in the material plane. The spell compels the creature in only three things: to exist, to obey, and to protect, using the material component as a focal point for the subject of these commands. The creature must exist in the space once occupied by the component, and the creature must obey and protect the being named on the material component.

Creatures summoned without the benefit of a material component could come into being literally anywhere within miles of the caster, and are left with a burning need to obey and protect a master, but know not who this may be. This drives unmastered undead and elemental creatures quite insane, leaving them aimless and extremely violent. Unmastered animations quickly seek out battle, and once this is satisfied, they explode, dissipating the magical energy once imbued within.

All material components for arcane summoning spells work essentially the same way. They work as a physical anchor for the summoned creature, and through the markings on the component, provide the creature with knowledge of whom to serve. Generic components that are sold in arcane circles include the necessary markings that allow the substance to function as an anchor, but these all lack the arcane signature of the intended master. As such, they are extremely dangerous to use without first marking the components. This is not as simple as signing a name, but any spellcaster knowledgeable enough to cast the summoning spells has long since mastered this trivial task.


Enchanter

Animations summoned by enchanters are pulled from Rallos Zek’s plane of War, where the copious surplus of enchanted weaponry sometimes results in strange clusters of weapons that draw themselves up out of the piles of debris and seek out combat. These are not constructs or creatures at all – these are simply weapons that have been imbued with so much raw magical energy that they spontaneously attempt to continue battle. Once in the common material plane, the magical energy is directed toward a goal to protect a master. Because of this, they continue to be animated and stable, simply returning to their home plane upon destruction rather than exploding.

Tiny daggers are actually just effigies, or charms that appear like daggers. These are typically made of lead and silver. Generic tiny daggers are made for the smallest needs. Every two spell levels the value of the dagger required doubles, but generic tiny daggers may be grouped to equal the value of one finely-crafted tiny dagger. More ornate daggers are made of more precious metals. These daggers are always made of metal, no ink or other material. The arcane scribings that other components have is included in the style and design of the dagger, but tiny daggers always include the caster’s arcane mark, usually carved or molded into the dagger, or placed in a metal tab which is attached to the dagger.


Magician

Magicians draw forth creatures from one of the four elemental planes of Air, Earth, Fire, and Water. In their home plane, these elementals are very tiny and barely exist at all. They have no conscious thought, no will, and barely any power. These can be observed in the planes as brief wisps of wind, tiny piles of slow-moving dust, small sparks of heat, and miniature clouds or pools of water. On the common material plane, the meager power granted to them in the elemental planes is enough to create large, powerful creatures.

Magicians use precious stones as components. These stones are tied to one of the four elements, and each summoning spell is made to make use of a very specific stone. Some stones are element-neutral, and can be used as a substitution for most summoning spells (researched summoning spells cannot make use of these neutral stones). These stones are generally raw and uncut, as they need not conform to any particular shape or dimension apart from size. The stones must be roughly the size of a peanut, or larger. The stones must not, however, bear marks of any kind, and must remain clean of foreign substances. Once cleaned (usually with acid) the stones are etched (with stronger acid) or carved with elemental symbols and the caster’s own mark. Each type of stone corresponds with one or more of the elements, and each type of stone has a certain level of value in regards to its usefulness as a material component. It is never possible to use multiple stones as components, but stones of a greater value may be used as substitutions for lesser-valued stones. A stone can be created for use as a material component in summoning multiple elements. Most malachite sold as summoning components is etched with symbols for all four elements, making them universally capable. This increases the value and crafting difficulty for the item.


Necromancer

The undead creatures that necromancers summon come from the plane of Decay, ruled by Bertoxxulous. There the flesh formerly on their unrecognizable bodies remains, and continues to decay perpetually, constantly renewed by the power of the plane. On the material plane, all that remains are the dried and brittle bones underneath, continuing to move thanks only to the power imbued by the Plaguebringer.

Necromancers don’t just pick up bones and turn them into servants. Bone chips must be crafted. Usually this is done by taking pieces of bones and inscribing arcane markings into them, using special inks. But, it need not be bone. Bone must be dried, very dead – the substance is just a symbolic link to the absence of life. An old carapace, a fossil, petrified wood, etc could be used as a substitute. It must be a substance that was once alive, but is now at the end of the decay cycle, and devoid of life; also it must be large and solid enough to allow for writings. This writing includes special bonds which tie the dead to the caster. Generally, larger bones are required for stronger servants, but multiple smaller chips can be combined. The DC for crafting is 10 + spell level. The smallest are “bone chips” that are sold, ready for the caster’s mark. These are made for the very smallest summons, so each larger spell level requires additional chips (i.e. 7 chips for a level 7 spell).

During the summoning process, the creature takes a generally humanoid form, borrowing traits that were once inherent in the type of bone used as a material component. These are only superficial traits that change the appearance of the creature, but grant no special abilities or penalties. For example, a necromantic pet summoned on an iksar bone will look exactly like an iksar’s skeleton, but will not otherwise carry over any traits that iksars have. A skeletal pet summoned on a hill giant’s bone will look just like a hill giant’s skeleton, but will otherwise be the same size as if it had been summoned on a human bone. A skeleton summoned on a sabertooth tiger’s bone will have the tusks, and perhaps a feline-like head and tail, but will not have any real ability to use either of these to its advantage, and will remain humanoid.



EQrpg: Norrathians