Materials
Game > Materials
Had a brainwave and though that this might be useful to you in 'the game' as you mentiond that you wanted the metals that are collected to not be 'tierd' in order of usefulness. Granted that as far as brut power iron will ber better than copper wehn it comes to just hitting something, but when you start working magic into the metals things take on a slightly different aspect as the native magic of the metal assurts itself in a totaly differnt spectrum beyond just hack and slash
Extract from Ancient Wisdom 1997 by Cassandra Eason
Metal Magic
Elemental association
Air: Aluminium Tin
Earth: Lead
Fire: Gold Iron
All: Quicksilver
Powers of metals
Silver: Pure femminine power and intuition and instinctive wisdome
Aluminium: Modern replacement for Quicksilver
Tin: Provides Wisdom and idealism that ventures worthwile
Lead: Mastery over fate throuh recognising times of change and finding a way round difficultys
Gold: Pure masculine power and enery for success and achievement
Iron: Power to stand against injustice and protection against negative influance
Quicksilver: Power of comunication and learning, to interact with others and make a place in the world
Brass: Modern substitute for gold
Pewter: Modern replacement for lead
Steel: Modern subsitute for iron
Days of the week
Monday: Silver
Tuesday: Tin
Wednesday: Quicksilver or aluminium
Thursday: Iron or Steel
Friday: Copper
Saturday: Lead or Pewter
This is just the source i used and will probly find other oppinions on the differant metals if you care to look but this is what i have thus what i'll present
With the elemantal accosiation, these metals have an affinity with that particuarl metal and thus would bond to spells of those scools much more easily. The end result being, while anyone can bind any spell into any item, what the item is made of becomes important. for example, while a Water spell could be infused into an iron sword, the same spell could be infused into a copper sword for less of a cost, therefor alowing for a much more empowerd version of it to be iffused for the same cost
The power association is totaly open to intirpritation and fel free to swap and change however you see fit, but my interpritaion for game applications as it standsCopper: Bonus to healing
Silver: Bonus to powers when wielded by female charicters
Tin: Bonus to all skill based on mental talents
Lead: Bonus to luck/small bonus to all tasks
Gold: Bonus to powers when wielded by male charicters
Iron: Bonus to all skills based on physical prowess
Quicksilver: Bonus to experiance gain and/or leadership/social skills
As for days of the week, quite simply, on a particular day the powers of a particular metal item are enhanced, for example on a Monday, A charicter wielding a Silver staff would be able to throw out more powerful and/or more frequent magical effects than they would any other day, and at the end of the day, needing to switch to a tin staff to be able to continue at the same pace, this would then cause a need to change their eliment, deal with less powers or wait till friday when a matching elemantal metal shows up again
All this is dependand on metals haveing a point however as anyone can cummon up anything at a whim. I prupose that this 'is not the case'. While mental powers can manipulate the elemants of the wizards world, they are unable to create them, such powers are for the wizard alone, therefore mineing/harvesting of raw matiriels will be needed, a basic ecconomic corner stone (I dont want to spend time doing that, i'll pay someone else to do it) detalis of this are at this point still, unknown
-- LunaFox