I had an idea for changing enchant armor. Right now the way these spells work is fairly random and unpredictable, but the cost of enchanting is not too high. As the help file reads now:
Quote:
Enchant armor imbues armor with powerful protective magics. It is not
nearly as reliable as enchant weapon, being far more prone to destructive
effects. Each succesful enchant also increases the quality of the armor
piece.
Enchant weapon magically enchants a weapon, increasing its to-hit and
to-damage bonuses by one or two points. Multiple enchants may be cast, but
as the weapon grows more and more powerful, it is more likely to be drained
or destroyed by the magic.
What I would like to see is a triple in cost as far as mana and time. Perhaps along with an increase in the status of the spell. In trade for this you get the ability to add any affect to an item that is available on that type of item currently. All the attributes, including PE, ME, and HP, as well as the enchantments which are placed on items randomly now. You could specify the type of enchantment you desired when casting.
Weapons could have an increase to hit, for damage, or for any attribute or magical property. You would only be able to increase one affect at any one time with weapons. Armor wouldn't be allowed to have enchantments to increase accuraccy or weapon damage, but would allow every other affect. Critical successes would simply increase the desired affect.
This basically allows someone to custom-make the enchantments on their armor and suit. This trade off makes enchant an IC day and a large chunk of mana. What you end up with is a suit with the enchantments you want with the same amount of input now. The time invested in echanting will be better spent and the reliance upon specific equipment will be less.
A
PS These ideas are solely my own, not anything intended by Dulrik or even sponsored by any of the IMM staff. Just an idea.