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Elements of Magic: Questions for the Designer
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<blockquote data-quote="anondragon" data-source="post: 1552072" data-attributes="member: 18809"><p>I would have used the transform life effect (animate) to make the item intellegent (giving it 10's in Int,Wis,Char). Use infuse[X] to up the ability scores. compel[humanoid] to give it telepathy with people. Effects that the sword can call on would be additional effects.</p><p></p><p>For instance I want to enchant my magical ring of protection (Abjure Force 1/Gen 1) with a very basic intellegence (Transform Life 2(animate)/Compel Humaniod 2 (telepathic communication std)/Infuse Water 3 (wisdom boost+4)/Gen 1. Now I have an intellegent ring with Int 10, Wis 14, Chr 10 that can talk to me. (The alignment would be neutral because I didn't infused with an alignment.)</p><p> </p><p>Now comes the interesting part, trying to determine what effects count for who? I would say when an effect can be activated or enjoyed by the wearer, treat the effect against the wearer. If the effect is one that only the item can activate, treat the effect against the item's 12 effects. (Intellegent items need one effect for their life) It might be a good idea to have all effect count against the item's 12 effect. And onlt those that the wearer can use count againt the wearer. Any ideas?</p></blockquote><p></p>
[QUOTE="anondragon, post: 1552072, member: 18809"] I would have used the transform life effect (animate) to make the item intellegent (giving it 10's in Int,Wis,Char). Use infuse[X] to up the ability scores. compel[humanoid] to give it telepathy with people. Effects that the sword can call on would be additional effects. For instance I want to enchant my magical ring of protection (Abjure Force 1/Gen 1) with a very basic intellegence (Transform Life 2(animate)/Compel Humaniod 2 (telepathic communication std)/Infuse Water 3 (wisdom boost+4)/Gen 1. Now I have an intellegent ring with Int 10, Wis 14, Chr 10 that can talk to me. (The alignment would be neutral because I didn't infused with an alignment.) Now comes the interesting part, trying to determine what effects count for who? I would say when an effect can be activated or enjoyed by the wearer, treat the effect against the wearer. If the effect is one that only the item can activate, treat the effect against the item's 12 effects. (Intellegent items need one effect for their life) It might be a good idea to have all effect count against the item's 12 effect. And onlt those that the wearer can use count againt the wearer. Any ideas? [/QUOTE]
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