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gdarknight
So far I've worked on scripting for new elemental spells (including air/wind) and a "holy" magic system.

I know there a lot of people out there that like to play evil characters, and I've had requests to work on a magic system geared exclusively toward the dark side.

Please drop in ideas , existing or not, of spells you would like to see in a consolidated pack. I plan to work on the mod anyway, but would like some feedback first.

Also let me know if you would like to work on this with me. I can always use help with particles and animation.
mageesty
This sounds very intriguing.
What about an actual necro spell to control to dead - A bunch of dead/undead rise up from the ground under your command.
IDK if you would classify Death Note into this but maybe actually being able to control someone before they die just like in Death Note. Have you ever seen Death Note?
Click to view attachment
gdarknight
I've never seen "Death Note", but I'm willing to get creative on this. I've already thought about a chance 'soul stealer' spell on undead that lets you claim and summon them (literally build an army).
shadow0035
yea this sounds really cool and make sure u can give them commands like follow,wander,stay,and nevermind commands wow that would be awsome id so download the mod if its made biggrin.gif
ihateregisteringeverywhere
a Fake death spell, bone wall/spear/cage, spectral spirit (like in d2 tongue.gif), Aura of decay (-2% of current hp every second), ZOMBIE WALL (lol), black sleep, (Like paralize, hitting wakes up though, the waking hit does more dmg), Zombie Mastery Aura (all killed NPC's join you as zombies), soul syphon (a soultrap-like spell that slowly deals dmg and slowly fills up a special, very large soulgem you couldn't charge with only a single soul).

And a greater power spell that let's you pull out a living persons skeleton tongue.gif joking.
gdarknight
QUOTE(ihateregisteringeverywhere @ Nov 3 2008, 05:31 PM) *
a Fake death spell, bone wall/spear/cage, spectral spirit (like in d2 tongue.gif), Aura of decay (-2% of current hp every second), ZOMBIE WALL (lol), black sleep, (Like paralize, hitting wakes up though, the waking hit does more dmg), Zombie Mastery Aura (all killed NPC's join you as zombies), soul syphon (a soultrap-like spell that slowly deals dmg and slowly fills up a special, very large soulgem you couldn't charge with only a single soul).

And a greater power spell that let's you pull out a living persons skeleton tongue.gif joking.


Feign Death spell completed...you 'kill' yourself in a fiery ritual suicide for 15 seconds while gaining a small amount of health.
endgamecutter
Blast of Dagon: summon a series of fireballs to orbit a ward (staff standing on the ground, sort of like a deployable totem pole), if any enemy comes to close to the ard, they all explode, dealing damage to anyone caught in the blast (and this will be a BIG blast, with demoralization and paralisis powers)
BobSob2020
QUOTE(mageesty @ Nov 3 2008, 04:10 AM) *
This sounds very intriguing.
What about an actual necro spell to control to dead.
Click to view attachment


May us call that "reanimate". However may I suggest it to work rather on the corpses of recently killed; you have to kill an entity to control it. However there could be no other limitation but the amount of magica.

Then there's also the strangle that would paralyze and damage for about 1 second (of course the victim would spit blood and all).
MrSly
I like the idea of "pulling the skeleton" out of a dead person and have it equiped with their gear (maybe not armor), and fight for you. That'll teach those Paladins!!!

Army Of Darkness - summon multiple skeletons instead of just one.
Hidden Agenda - zombies that explode when hit.
Rain of Terror - skeleton parts rain down on target, doing damage.
Hemorage - internal wound that damages target over 1 minute.
Back in Bowl - mind swap NPC for Zombie. Zombie fights against you, NPC fights for you.
Leprosy - target loses body part.
Cannibalism - Zombies "feed" on target, leaving skeleton.

Wow, not bad for 2 minutes thought...

BobSob2020
QUOTE(MrSly @ Nov 6 2008, 05:45 PM) *
I like the idea of "pulling the skeleton" out of a dead person and have it equiped with their gear (maybe not armor), and fight for you. That'll teach those Paladins!!!


I wonder if the problem here would be the armor models (that are designed for fleshed creatures), and the result of the pulling.

QUOTE(MrSly @ Nov 6 2008, 05:45 PM) *
Army Of Darkness - summon multiple skeletons instead of just one.
Hidden Agenda - zombies that explode when hit.
Rain of Terror - skeleton parts rain down on target, doing damage.
Hemorage - internal wound that damages target over 1 minute.
Back in Bowl - mind swap NPC for Zombie. Zombie fights against you, NPC fights for you.
Leprosy - target loses body part.
Cannibalism - Zombies "feed" on target, leaving skeleton.

Wow, not bad for 2 minutes thought...


I like the ideas, however I wonder if multiple summonings are "balanced" in the game (should your woes also be granted with this gift).

I think that the cannibalism could be maybe more cool if the zombies feeding at the enemy, would turn the enemy to zombie (creating another similar zombie, and therefore quite a chain reaction)

Somehow, also, the Hidden Agenda brings this idea of booby traps in mind... maybe some twisted Necromancer would get bored of explosive zombies, and create spell that gives such abominations bit of a looks biggrin.gif.

Well just a flow of my mind, nothing more smile.gif.
amycus
I like the idea of pulling out the skeleton of a living person... or rather pulling of everything BUT the skeleton. teehee.gif Also support the idea of letting a bunch of zombies feed on the npc, leaving the skeleton.

Um, my idea... would be a spell that summon some zombie arms around the ground of the target, pulling any single enemy to an early grave. However, the loot will obviously disappear with him, or the spell will become overused (please, please add a death scream while he is being pulled down the earth too Mohahahahaha!! devil.gif ).
ihateregisteringeverywhere
Even better! How's about the skeleton undressing from the rest of the body? Hehehe, starting by tearing of the flesh of his face to expose the skull ^^ cute.

Too bad that's mostly impossible though.
amycus
Other suggestion: how about a spell that makes the target's body start to decay while still being alive? Human -> Zombie -> skeleton until they finally turn into dust after a while? Could be very useful to all human (and undead I guess) characters, but it will only kill them after a certain time (and might during this time actually boost the enemies strength for a while, or I don't know... what IS zombies and skeletons strength actually compared to humans in the game?).

Of course, I guess that you then would have to make it possible for zombies to use weapons then...

Oh, and a spell that just summons a random, friendly npc! And when it is summoned, the enemy will forget about you and attack the villager instead, while you go elsewhere!
BobSob2020
QUOTE(amycus @ Nov 6 2008, 09:44 PM) *
Other suggestion: how about a spell that makes the target's body start to decay while still being alive? Human -> Zombie -> skeleton until they finally turn into dust after a while? Could be very useful to all human (and undead I guess) characters, but it will only kill them after a certain time (and might during this time actually boost the enemies strength for a while, or I don't know... what IS zombies and skeletons strength actually compared to humans in the game?).

Of course, I guess that you then would have to make it possible for zombies to use weapons then...

Oh, and a spell that just summons a random, friendly npc! And when it is summoned, the enemy will forget about you and attack the villager instead, while you go elsewhere!


I presume that MAY be possible IF we assume that the decaying will occur as in an instant, since I don't know if it is possible to create a "transforming" animation that would slide the human form to zombie and make the zombie lose the skin. And as making the zombies wield a weapon, how about making it drop it while turning in to a zombie (so that the skeleton would actually be less useful than the zombie).

As for transforming, it occurred to me that the metamorphosis could be hidden under a burning animation (overlap the original with a human sized flame, remove the original and create the next stage).

[Edit:] Would the random NPC be dead (maybe a captured soul?) or would it be teleported from nearby village?
amycus
QUOTE(BobSob2020 @ Nov 8 2008, 09:36 AM) *
QUOTE(amycus @ Nov 6 2008, 09:44 PM) *
Other suggestion: how about a spell that makes the target's body start to decay while still being alive? Human -> Zombie -> skeleton until they finally turn into dust after a while? Could be very useful to all human (and undead I guess) characters, but it will only kill them after a certain time (and might during this time actually boost the enemies strength for a while, or I don't know... what IS zombies and skeletons strength actually compared to humans in the game?).

Of course, I guess that you then would have to make it possible for zombies to use weapons then...

Oh, and a spell that just summons a random, friendly npc! And when it is summoned, the enemy will forget about you and attack the villager instead, while you go elsewhere!


I presume that MAY be possible IF we assume that the decaying will occur as in an instant, since I don't know if it is possible to create a "transforming" animation that would slide the human form to zombie and make the zombie lose the skin. And as making the zombies wield a weapon, how about making it drop it while turning in to a zombie (so that the skeleton would actually be less useful than the zombie).

As for transforming, it occurred to me that the metamorphosis could be hidden under a burning animation (overlap the original with a human sized flame, remove the original and create the next stage).

[Edit:] Would the random NPC be dead (maybe a captured soul?) or would it be teleported from nearby village?


For my first idea, that's how I imagined it to be (I really didn't expect a whole animation of seeing the flesh decay gradually). And since zombies don't wear armor anyway, I guess they can drop them too along with the weapons. For the second idea, I thought it would be better with an alive, npc villager (I don't see why the enemy would attack a dead npc, the whole idea is to keep the enemy busy while you run away).

I do think that it would in a way be funnier to see an "original" npc being teleported from a nearby village, but since there is a limited supply, I think it would be better to have a random npc "created" each time you use the spell.
WeirdnessMagnet
Hiya,

This is my first post here, and I just wanted to say that this ideas is what I was looking for. I would love to see this mod in my game. I loke playing a necromancer in my game recently. It's kindof fun, but there aren't enough spells that are specifically for a necromancer.

How about a spell that would cause darkness around the spell caster for them to escape? Kindof like a ninja smoke bomb thing.

Or maybe an illusion to make another NPC LOOK like the necromancer, and alll the people attack him instead?

I really like the idea of the zombies attacking someone and turning them into a skeleton! That would be cool! and like someone said, maybe use some kind of smoke effect during the transformation.

Thanks for working on this mod!!
thumbsup.gif
BobSob2020
QUOTE(amycus @ Nov 8 2008, 12:58 PM) *
For my first idea, that's how I imagined it to be (I really didn't expect a whole animation of seeing the flesh decay gradually). And since zombies don't wear armor anyway, I guess they can drop them too along with the weapons. For the second idea, I thought it would be better with an alive, npc villager (I don't see why the enemy would attack a dead npc, the whole idea is to keep the enemy busy while you run away).

I do think that it would in a way be funnier to see an "original" npc being teleported from a nearby village, but since there is a limited supply, I think it would be better to have a random npc "created" each time you use the spell.


Well, the animation is more or less eye-candy, but as there is the metamorphosis spell aivable, I've noticed that it has a small cap when the target doesn't seem to exist (after the target has vanished and before the subject of metamorphosis has appeared), so that's why I'd like to see it covered by some effect.

And as for the NPC, of course I meant that it would be alive as summoned, but I pondered if it should be already killed. However spawning NPC:s from nearby villages would be rather interesting especially if they are involved in quests (just for the confusion), and you realize that you'd have to rescue that NPC or you will be left without reward tongue.gif

QUOTE(WeirdnessMagnet @ Nov 8 2008, 10:14 PM) *
How about a spell that would cause darkness around the spell caster for them to escape? Kindof like a ninja smoke bomb thing.

Or maybe an illusion to make another NPC LOOK like the necromancer, and alll the people attack him instead?


I wonder if the first one could be created by making the nearby enemies consider you invisible. The smoke could be a problem tough, I wonder if the poison gas effect could be used here.

The latter could probably work if the target would be made appear more hostile towards your enemy. I wonder if it would be too complex to change only the appearance of the target to the appearance of the player in process.
gdarknight
Particle effects to mask transformations is simple. I've already worked out a system for smoke/fire/explosion effects.

The Zombie attack spells, the NPC replacement spell, and the "ninja smoke" effect are all possible.
BobSob2020
QUOTE(gdarknight @ Nov 9 2008, 05:33 AM) *
The Zombie attack spells, the NPC replacement spell, and the "ninja smoke" effect are all possible.


Hey, you think it would be possible to make the zombie attack to toss around maybe Mort flesh and probably of the other body part textures [heads and legs and hands etc.]? (K, would look "neat", but I presume it would in the long run require quite a lot of resources, unless they disappear with time).
gdarknight
I'm currently evaluating the best methods for dropping and throwing body parts to use the fewest resources possible. Deadly Reflex is one of the inspiring mods, but I probably won't duplicate any effort there.
ihateregisteringeverywhere
Aura of decrepification. Slows nearby enemies 30+-%
Aura of seering pain. All damage has the chance to paralize the enemy for a very short time
Agony, Moving/attacking damages the enemy.

And a remake to soul syphon, Would work like anormal soultrap (with damage over time) except that it doesn't trap souls into soulgems, but adds up to a "Soulpower" varriable. This varriable would be counted in when calculating some of the spells power, Summoning undead would decrease it.
WeirdnessMagnet
Necromancers work with dead things, right? How about if they could summon a coffin, with a vampire inside it? Or a Mummy? Basically a Mummy would be a Zombie with white bandages all over. Maybe something like a texture change?

Don't necromancers come across rats alot? maybe summon rats to. Could you make a false Litch? Use a Litch model, but use Zombie attacks? it would scare the pants off the people attacking you! (fear)

I think thats it for today. I'm tapped out.
ihateregisteringeverywhere
Hah, yeah lol, Carrion rats! Summon an army of small and weak but infected rats to poison and infect your enemies!
gdarknight
Awesome ideas coming in! This is exactly what I was looking for. Although I may not be able to do all of them, it makes me re-think the limits of Oblivion.

I managed to work out "bone" models properly (Cage of Bones is complete) so I can add in a wall of Bone "fingers" that curl up out of the ground to delay enemies, and other variants of that idea.

I'm currently working on the "Decay" spell to transform NPC to Zombie to Skeleton.
Maegfaer
What I would like to see in such a mod is REAL necromancy. The current necromancers ingame are just some dudes who summon skeletens and zombies, just like the player can do. The King of Worms has some lame Reanimation spell that makes a dead NPC alive to fight for you a short time.

But what is REAL necromancy? I am not sure, but I imagine it involves an advanced way of soul trapping. In "normal" soul trapping you just take the energy of soul in a soul gem, but I imagine necromancy would require to really capture that particular soul, so you can put it into it's body again but then under your control.

Ingame this would work out that you would need the NPC's own soul to reanimate that person. I was thinking about some underground personal graveyard where you keep the bodies of your killed and trapped NPC's. They could be lying on those stone beds in the vampire way (looks kinda cool). You should be able to summon those NPC's from anywhere in the game, until they are killed. To balance this strong power you could give the player an Intelligence debuff per currently summoned NPC. When one of your necromanced NPC's dies his body would return to the underground graveyard, and you are not able to summon him/her again until you visited the graveyard to "reactive" the body in some way by a ritual (if this would be too great a fuss, there could also be a timer on it, just to balance all this)

What do you think of that? It sounds like real(er) necromancy to me than what is currently ingame, which is basically just summoning.
gdarknight
QUOTE(Maegfaer @ Nov 10 2008, 10:58 AM) *
What I would like to see in such a mod is REAL necromancy. The current necromancers ingame are just some dudes who summon skeletens and zombies, just like the player can do. The King of Worms has some lame Reanimation spell that makes a dead NPC alive to fight for you a short time.

But what is REAL necromancy? I am not sure, but I imagine it involves an advanced way of soul trapping. In "normal" soul trapping you just take the energy of soul in a soul gem, but I imagine necromancy would require to really capture that particular soul, so you can put it into it's body again but then under your control.

Ingame this would work out that you would need the NPC's own soul to reanimate that person. I was thinking about some underground personal graveyard where you keep the bodies of your killed and trapped NPC's. They could be lying on those stone beds in the vampire way (looks kinda cool). You should be able to summon those NPC's from anywhere in the game, until they are killed. To balance this strong power you could give the player an Intelligence debuff per currently summoned NPC. When one of your necromanced NPC's dies his body would return to the underground graveyard, and you are not able to summon him/her again until you visited the graveyard to "reactive" the body in some way by a ritual (if this would be too great a fuss, there could also be a timer on it, just to balance all this)

What do you think of that? It sounds like real(er) necromancy to me than what is currently ingame, which is basically just summoning.


Sounds similar to the system I was thinking about...I was considering a system where you could cast a spell that ACTUALLY traps the soul, not just convert to energy. These souls could then be used to reanimate NPC corpses, or any Undead. The renewed "body" would then follow you until it died. At that point the soul would be lost, and you would have to use another soul to reanimate the 'body'.

I also thought about EQ type spells (e.g. Necro Pet) to buff/heal your reanimated corpses.
ihateregisteringeverywhere
That's what I've said! The remade soul syphon idea!

This would also makes this mod have a similar flavour to your divinte one. You'd get sould power points by using it, this would both empower your spells but this power could be also used for advanced/better undead creation and controll.
gdarknight
QUOTE(ihateregisteringeverywhere @ Nov 10 2008, 03:54 PM) *
That's what I've said! The remade soul syphon idea!

This would also makes this mod have a similar flavour to your divinte one. You'd get sould power points by using it, this would both empower your spells but this power could be also used for advanced/better undead creation and controll.


Yep, we were thinking along the same lines (great minds think alike...or was it devious minds? I can't remember ) biggrin.gif
Maegfaer
QUOTE(gdarknight @ Nov 10 2008, 02:57 PM) *
QUOTE(Maegfaer @ Nov 10 2008, 10:58 AM) *
What I would like to see in such a mod is REAL necromancy. The current necromancers ingame are just some dudes who summon skeletens and zombies, just like the player can do. The King of Worms has some lame Reanimation spell that makes a dead NPC alive to fight for you a short time.

But what is REAL necromancy? I am not sure, but I imagine it involves an advanced way of soul trapping. In "normal" soul trapping you just take the energy of soul in a soul gem, but I imagine necromancy would require to really capture that particular soul, so you can put it into it's body again but then under your control.

Ingame this would work out that you would need the NPC's own soul to reanimate that person. I was thinking about some underground personal graveyard where you keep the bodies of your killed and trapped NPC's. They could be lying on those stone beds in the vampire way (looks kinda cool). You should be able to summon those NPC's from anywhere in the game, until they are killed. To balance this strong power you could give the player an Intelligence debuff per currently summoned NPC. When one of your necromanced NPC's dies his body would return to the underground graveyard, and you are not able to summon him/her again until you visited the graveyard to "reactive" the body in some way by a ritual (if this would be too great a fuss, there could also be a timer on it, just to balance all this)

What do you think of that? It sounds like real(er) necromancy to me than what is currently ingame, which is basically just summoning.


Sounds similar to the system I was thinking about...I was considering a system where you could cast a spell that ACTUALLY traps the soul, not just convert to energy. These souls could then be used to reanimate NPC corpses, or any Undead. The renewed "body" would then follow you until it died. At that point the soul would be lost, and you would have to use another soul to reanimate the 'body'.

I also thought about EQ type spells (e.g. Necro Pet) to buff/heal your reanimated corpses.


That sounds good as well, and should be less complicated than my idea. But would the reanimated person get the stats of the one you soultrapped, or the stats of the body? Perhaps it's possible to attach some stats to the Soul, like Intelligence, Willpower and perhaps Luck? This way you can make it interesting since you can mix and match souls and bodies to get a specific build of NPC minion.

Another idea would be a spell that Unsummons/Resummons all your current undead companions, so you don't have to kill them to get rid of them, and you can enter cities and the like without being attacked.

And please don't forget a small debuff per reanimated minion, or this could become too overpowering as well. Intelligence/Max Magicka debuff (perhaps a larger debuff if you have a low conjuration skill, and a smaller debuff if you have a high conjuration skill?) would fit the lore, as it would make sense that the King of Worms needed the Necromancer Amulet (which gives 140 Magicka points buff at highest level) to improve his power.

Oh and by the way, gdarknight, if you need any modding help with this mod at all, I am available to assist you. If you weren't making this mod already, I'd probably start creating it. If you think I can help you, either with ideas, scripting or beta testing, just say so and I will give you direct contact info (MSN perhaps?)
The Black Ninja
I have a great idea. Seeing as there is "Soul Trap" why not let their be "Soul Emplacement" to let you emplace a soul in a creature who already has a soul, therefore giving them split-personality / mania etc. (could give you negotiation abilities; good for demons)

QUOTE(gdarknight @ Nov 10 2008, 02:57 PM) *
QUOTE(Maegfaer @ Nov 10 2008, 10:58 AM) *
What I would like to see in such a mod is REAL necromancy. The current necromancers ingame are just some dudes who summon skeletens and zombies, just like the player can do. The King of Worms has some lame Reanimation spell that makes a dead NPC alive to fight for you a short time.

But what is REAL necromancy? I am not sure, but I imagine it involves an advanced way of soul trapping. In "normal" soul trapping you just take the energy of soul in a soul gem, but I imagine necromancy would require to really capture that particular soul, so you can put it into it's body again but then under your control.

Ingame this would work out that you would need the NPC's own soul to reanimate that person. I was thinking about some underground personal graveyard where you keep the bodies of your killed and trapped NPC's. They could be lying on those stone beds in the vampire way (looks kinda cool). You should be able to summon those NPC's from anywhere in the game, until they are killed. To balance this strong power you could give the player an Intelligence debuff per currently summoned NPC. When one of your necromanced NPC's dies his body would return to the underground graveyard, and you are not able to summon him/her again until you visited the graveyard to "reactive" the body in some way by a ritual (if this would be too great a fuss, there could also be a timer on it, just to balance all this)

What do you think of that? It sounds like real(er) necromancy to me than what is currently ingame, which is basically just summoning.


QUOTE
Sounds similar to the system I was thinking about...I was considering a system where you could cast a spell that ACTUALLY traps the soul, not just convert to energy. These souls could then be used to reanimate NPC corpses, or any Undead. The renewed "body" would then follow you until it died. At that point the soul would be lost, and you would have to use another soul to reanimate the 'body'.

I also thought about EQ type spells (e.g. Necro Pet) to buff/heal your reanimated corpses.


QUOTE
That sounds good as well, and should be less complicated than my idea. But would the reanimated person get the stats of the one you soultrapped, or the stats of the body? Perhaps it's possible to attach some stats to the Soul, like Intelligence, Willpower and perhaps Luck? This way you can make it interesting since you can mix and match souls and bodies to get a specific build of NPC minion.

Another idea would be a spell that Unsummons/Resummons all your current undead companions, so you don't have to kill them to get rid of them, and you can enter cities and the like without being attacked.

And please don't forget a small debuff per reanimated minion, or this could become too overpowering as well. Intelligence/Max Magicka debuff (perhaps a larger debuff if you have a low conjuration skill, and a smaller debuff if you have a high conjuration skill?) would fit the lore, as it would make sense that the King of Worms needed the Necromancer Amulet (which gives 140 Magicka points buff at highest level) to improve his power.

Oh and by the way, gdarknight, if you need any modding help with this mod at all, I am available to assist you. If you weren't making this mod already, I'd probably start creating it. If you think I can help you, either with ideas, scripting or beta testing, just say so and I will give you direct contact info (MSN perhaps?)


I think the prospect of this is a dangerous idea (not that it would be in game). Realistically, it's a bad idea to give the one you are controlling a will of its own. When you take its soul, you take its will, which is what gives you control over it in the way necromancers do it. If you give them back their soul, they have a chance at rebelling and destroying their necromancer. By giving these characters natural skills that are attached to them, you leave them partially under nature's, or god's control and not yours. By giving them objective enchanted items that are not naturally attached to them, or maybe even just spells to enchant their flesh, you still decide when to render them helpless. Not that this would matter too much in-game, but I think makes a good alternative trail of necromancy, and may make it easier to control minions. Basically, if you give them unlimited power, you may want that power to be your power and not theirs.

Another thing that would be really cool is if you could turn your character into a lich, (with its own character custimization screen, classes, and un-birth signs of the undead). You could join the undead legion of Cyrodiil. You would do this exactly according to the formula in that Dark Brotherhood quest(...?) where you kill that guy who's becoming a lich and find his formula for doing it. (It's been years since I did that quest, so I don't remember)
The possibilities are endless.

And this could be added to my last idea... Being a lich you would be soulless so you would be able to control the soulless voids of the undead and the soul-captured dead, as opposed to souls.
BobSob2020
QUOTE(The Black Ninja @ Nov 11 2008, 04:12 PM) *
I have a great idea. Seeing as there is "Soul Trap" why not let their be "Soul Emplacement" to let you emplace a soul in a creature who already has a soul, therefore giving them split-personality / mania etc. (could give you negotiation abilities; good for demons)


Even better, how about soul travel; you could posses a soul by exiting your body (leaving it paralyzed), and entering an NPC (fly towards it as in swimming mode and "use" the NPC). This would paralyze your own body, but give you a full access to the NPC:s inventory and physical abilities (saving your mental), making you possible to guide this NPC to jump off the ledge. I'm not sure if this should be temporary or permanent. The first would let you survive from a fall without leaving the body in time, the latter might add some extra challenge in the game if you use the spell for avoiding getting killed in bottomless canyon smile.gif And think about the places you could access with this.

I believe that the limitation to this should be measured by the willpower and personality of the NPC.
The Black Ninja
Great idea. I'm not so sure about personality so much as intelligence though... it depends on how much of a mental thing or spiritual this is? And if it's spiritual, then maybe it would be required to add an attribute like "spirit-power" or something. (then again "Spirit power" could be something we just see as luck.) If you keep your mental abilities, though, then wouldn't intelligence have some weight in this?
BobSob2020
QUOTE(The Black Ninja @ Nov 11 2008, 04:59 PM) *
Great idea. I'm not so sure about personality so much as intelligence though... it depends on how much of a mental thing or spiritual this is? And if it's spiritual, then maybe it would be required to add an attribute like "spirit-power" or something. (then again "Spirit power" could be something we just see as luck.) If you keep your mental abilities, though, then wouldn't intelligence have some weight in this?


Maybe as the Willpower is the attribute for magical regeneration, and has commonly been known as the ability to control oneself, may we define the spirit power as: Luck+Willpower divided by two?

However I'd personally prefer something like Willpower+Personality divided by two (with a random factor of luck), since I'd classify the personality as well presence in the body it is occupying, as the presence of attention.
The Black Ninja
I feel that spiritual power is something beyond our reality, and therefore is more complex than one's personality. But I suppose it could work... then again magic and spirit power are rather synonymous to dark matter, and thusly are one and the same, and therefore could be determined by willpower and intelligence.

Moving on, here is a quote from the edits of my post on the previous page, just to make sure you all read it, cuz I have some great ideas on it.

QUOTE
QUOTE(gdarknight @ Nov 10 2008, 02:57 PM) *
QUOTE(Maegfaer @ Nov 10 2008, 10:58 AM) *
What I would like to see in such a mod is REAL necromancy. The current necromancers ingame are just some dudes who summon skeletens and zombies, just like the player can do. The King of Worms has some lame Reanimation spell that makes a dead NPC alive to fight for you a short time.

But what is REAL necromancy? I am not sure, but I imagine it involves an advanced way of soul trapping. In "normal" soul trapping you just take the energy of soul in a soul gem, but I imagine necromancy would require to really capture that particular soul, so you can put it into it's body again but then under your control.

Ingame this would work out that you would need the NPC's own soul to reanimate that person. I was thinking about some underground personal graveyard where you keep the bodies of your killed and trapped NPC's. They could be lying on those stone beds in the vampire way (looks kinda cool). You should be able to summon those NPC's from anywhere in the game, until they are killed. To balance this strong power you could give the player an Intelligence debuff per currently summoned NPC. When one of your necromanced NPC's dies his body would return to the underground graveyard, and you are not able to summon him/her again until you visited the graveyard to "reactive" the body in some way by a ritual (if this would be too great a fuss, there could also be a timer on it, just to balance all this)

What do you think of that? It sounds like real(er) necromancy to me than what is currently ingame, which is basically just summoning.


QUOTE
Sounds similar to the system I was thinking about...I was considering a system where you could cast a spell that ACTUALLY traps the soul, not just convert to energy. These souls could then be used to reanimate NPC corpses, or any Undead. The renewed "body" would then follow you until it died. At that point the soul would be lost, and you would have to use another soul to reanimate the 'body'.

I also thought about EQ type spells (e.g. Necro Pet) to buff/heal your reanimated corpses.


QUOTE
That sounds good as well, and should be less complicated than my idea. But would the reanimated person get the stats of the one you soultrapped, or the stats of the body? Perhaps it's possible to attach some stats to the Soul, like Intelligence, Willpower and perhaps Luck? This way you can make it interesting since you can mix and match souls and bodies to get a specific build of NPC minion.

Another idea would be a spell that Unsummons/Resummons all your current undead companions, so you don't have to kill them to get rid of them, and you can enter cities and the like without being attacked.

And please don't forget a small debuff per reanimated minion, or this could become too overpowering as well. Intelligence/Max Magicka debuff (perhaps a larger debuff if you have a low conjuration skill, and a smaller debuff if you have a high conjuration skill?) would fit the lore, as it would make sense that the King of Worms needed the Necromancer Amulet (which gives 140 Magicka points buff at highest level) to improve his power.

Oh and by the way, gdarknight, if you need any modding help with this mod at all, I am available to assist you. If you weren't making this mod already, I'd probably start creating it. If you think I can help you, either with ideas, scripting or beta testing, just say so and I will give you direct contact info (MSN perhaps?)


QUOTE
(The Black Ninja) I think the prospect of this is a dangerous idea (not that it would be in game). Realistically, it's a bad idea to give the one you are controlling a will of its own. When you take its soul, you take its will, which is what gives you control over it in the way necromancers do it. If you give them back their soul, they have a chance at rebelling and destroying their necromancer. By giving these characters natural skills that are attached to them, you leave them partially under nature's, or god's control and not yours. By giving them objective enchanted items that are not naturally attached to them, or maybe even just spells to enchant their flesh, you still decide when to render them helpless. Not that this would matter too much in-game, but I think makes a good alternative trail of necromancy, and may make it easier to control minions. Basically, if you give them unlimited power, you may want that power to be your power and not theirs.

Another thing that would be really cool is if you could turn your character into a lich, (with its own character custimization screen, classes, and un-birth signs of the undead). You could join the undead legion of Cyrodiil. You would do this exactly according to the formula in that Dark Brotherhood quest(...?) where you kill that guy who's becoming a lich and find his formula for doing it. (It's been years since I did that quest, so I don't remember)
The possibilities are endless.

And this could be added to my last idea... Being a lich you would be soulless so you would be able to control the soulless voids of the undead and the soul-captured dead, as opposed to souls.


Also, I have about 0% modding experience, but I would love to help out in this in any way I can.
Maegfaer
Concerning the Lich idea... It's already been made, check Modular Oblivion mod smile.gif

I played a lich myself for a short time but it's not really that cool, because there are almost no quests left for you to do and everyone is your enemy. Killing everything around you becomes boring after a short time.

I personally don't think that if you reanimate an NPC with it's own soul you also give the NPC's will back to him/her, as you make the soul your slave after you captured it.

Letting souls enter another's NPC's body (like a Demon) to make them kinda crazy may perhaps work, but what should the victim do in your opinion? Kill everyone around him in rage? There are already standard Illusion spells for that... I can't think of anything at this moment.

Leaving your own body and letting your soul enter another's body sounds really cool, but I think it's technically impossible... Your controls are really attached to your own character, I cannot think of any command or function to change this.

Perhaps it's possible to loosely control the NPC. It could perhaps be done by first calling a CreateFullActorCopy and PlaceAtMe on the player, and then paralyzing/making it unconscious, meanwhile making the player 100% invisible and removing footsteps and disabling any possibility to fight and putting a levitation spell on the player... That would create the illusion that you now control your soul.

After that the player could float to a NPC, and on activating it could start a script that watches your keyboard input... so that when you press the "W" key the NPC is forced to move forward by a script. Meanwhile there should be a constant "NPC.PlaceAtMe Player" to keep the player's soul at the NPC's location.

The control over the NPC would be limited, it will probably be just basic movement and an attack order. This will also be pretty overpowering, so there should be limits to who you can enter and how far you can travel away from your body...

I think I have the knowledge to create this, except that I do not know how to remove footstep sounds (it should be possible I think) and disabling the player to attack. There are already several mods with levitation spells so that should not be a problem.
The Black Ninja
Well then I think there should be a more thorough lich mod and it would be great if we could add it in to this mod. I think it should branch off of the dark brotherhood quest, and when you find the scroll of that guy you're supposed to kill you follow the instructions and become a lich...then it creates a new character with the same skills as your previous character, except altered for the dark arts. You would now start to see the world with some strange motion blur effect or maybe a difference in color (ie night eye) and then there will be various differences (detect life becomes detect undead, poisons become potions, vice versa etc.) Now you will start to see the undead as normal interactive citizens / pawns / enemies. There would be an entire underground, or invisible (hidden) legion of undead to be discovered, with cities all throughout Cyrodiil, disparate from the original ones, with quests strewn among them. I think this would be a really awesome add on to this mod, if it could be done. It would have to be huge, but with enough effort it may be accomplishable.
Letting two souls in one body would allow one to negotiate with both personalities, therefore giving a higher chance of bargaining with people (guards) for instance, if you took some crazy fool's soul from Mania and emplaced it on a guard, you may have a chance of the other personality responding and then talk to them about what they talk about and eventually try to convince them of their awareness to get the city guard to let you off the hook or something. Other possibilities could be mercantile, combat stalling, wreaking various kinds of insanity, creating armies etc. As far as removing yourself to another person's body, the soul-mode would have to have some kind of intense motion blur effect, so much so that you cannot see anything except what's directly ahead of you, for souls would not be able to view the world on the same perspective as normal beings. I think this should be timed, but there shouldn't be a limit on distance. I don't think there should be a limit on who can be possessed for that would just too restricting and an annoyance (in my opinion). When the body is possessed, the timer on the (spell) should end and you should be able to remain as this character for as long as you like, but there should be some restriction like minor-to-major diseases and attribute restrictions that stack up over time. I think this would come primarily into play for near-death experiences as your character, and you preserve yourself by possessing (an enemy). This would also be a great way to evade guards / sneak into places! One question though is, what if you're falling off a cliff and you manage to cast this at someone and your soul transports but your body loses all health? what would you do then?
It seems like there would be some issues with this seeing as your soul would still technically be in a possessable being, and therefore you're still alive.
reaper9111
i dont tink this a been mention before, i didint read alls post ! a "repulse undead" spell would be nice...
base on the turn undead effect this would allow player to be protect against melle attack since alls undead around cannot come closer then (let's say 10 feet) the difference with the turn undead would be that casting once on self would effect alls future encountered undead ! (would not effect renge attack) having this as an enchantment would be sweet too !
see [repulse undead amulet] request for details !
gdarknight
QUOTE(reaper9111 @ Nov 13 2008, 03:48 AM) *
i dont tink this a been mention before, i didint read alls post ! a "repulse undead" spell would be nice...
base on the turn undead effect this would allow player to be protect against melle attack since alls undead around cannot come closer then (let's say 10 feet) the difference with the turn undead would be that casting once on self would effect alls future encountered undead ! (would not effect renge attack) having this as an enchantment would be sweet too !
see [repulse undead amulet] request for details !


Easily done. I can have an Aura type spell that forces a temporary stop combat on the player if an undead is close enough. I can even force a stagger animation (done in Judgement of the Nine) that would enhance the "repulse" concept.
Maegfaer
QUOTE(The Black Ninja @ Nov 13 2008, 01:15 AM) *
Well then I think there should be a more thorough lich mod and it would be great if we could add it in to this mod. I think it should branch off of the dark brotherhood quest, and when you find the scroll of that guy you're supposed to kill you follow the instructions and become a lich...then it creates a new character with the same skills as your previous character, except altered for the dark arts. You would now start to see the world with some strange motion blur effect or maybe a difference in color (ie night eye) and then there will be various differences (detect life becomes detect undead, poisons become potions, vice versa etc.) Now you will start to see the undead as normal interactive citizens / pawns / enemies. There would be an entire underground, or invisible (hidden) legion of undead to be discovered, with cities all throughout Cyrodiil, disparate from the original ones, with quests strewn among them. I think this would be a really awesome add on to this mod, if it could be done. It would have to be huge, but with enough effort it may be accomplishable.


That's a completely different kind of mod than what is being made here, this is supposed to add a magic system for Evil characters. What you are proposing might be very awesome if it's done right, but the amount of work is immense. And btw, the quest to become a Lich in Modular Oblivion is very well done, and it gives you many new special powers, and there are different types of Liches you can become:)
QUOTE(The Black Ninja @ Nov 13 2008, 01:15 AM) *
Letting two souls in one body would allow one to negotiate with both personalities, therefore giving a higher chance of bargaining with people (guards) for instance, if you took some crazy fool's soul from Mania and emplaced it on a guard, you may have a chance of the other personality responding and then talk to them about what they talk about and eventually try to convince them of their awareness to get the city guard to let you off the hook or something. Other possibilities could be mercantile, combat stalling, wreaking various kinds of insanity, creating armies etc. As far as removing yourself to another person's body, the soul-mode would have to have some kind of intense motion blur effect, so much so that you cannot see anything except what's directly ahead of you, for souls would not be able to view the world on the same perspective as normal beings. I think this should be timed, but there shouldn't be a limit on distance. I don't think there should be a limit on who can be possessed for that would just too restricting and an annoyance (in my opinion). When the body is possessed, the timer on the (spell) should end and you should be able to remain as this character for as long as you like, but there should be some restriction like minor-to-major diseases and attribute restrictions that stack up over time. I think this would come primarily into play for near-death experiences as your character, and you preserve yourself by possessing (an enemy). This would also be a great way to evade guards / sneak into places! One question though is, what if you're falling off a cliff and you manage to cast this at someone and your soul transports but your body loses all health? what would you do then?
It seems like there would be some issues with this seeing as your soul would still technically be in a possessable being, and therefore you're still alive.


Some nice ideas in here. Some are hard to make, some are not. Concerning the soul transfer when you are falling off a cliff... It would be awesome if you can really "become that character", but it's impossible (I think) to change the race of your character with a script, and to set your face to the face of the NPC you cast it on. It's possible to set your stats and level to the target NPC though, but it's not possible to create the illusion that you really have become that character.
gdarknight
Concerning becoming a Lich as it would apply to the magic system....it would be possible (although I may need meshing help) to have a spell that temporarily makes you a Lich. Your weapons and armor could be removed (not permanently) and a Lich "suit" put on with the addition of a staff. You would then gain some strong powers, but also some strong weaknesses (game balance).
BobSob2020
QUOTE(gdarknight @ Nov 13 2008, 02:14 PM) *
Concerning becoming a Lich as it would apply to the magic system....it would be possible (although I may need meshing help) to have a spell that temporarily makes you a Lich. Your weapons and armor could be removed (not permanently) and a Lich "suit" put on with the addition of a staff. You would then gain some strong powers, but also some strong weaknesses (game balance).


Graphically I believe that this can be done by studying the armor conjuration -spell, but instead of conjuring an armor, it would conjure a lich "robe" that would full all of the armor and weapon slots (as a "full armor") and would have the stats enchantments on the appearance.
Maegfaer
Mm that doesn't sound so bad. What about a Lich "toggle" system, which you can only toggle between 0:00 and 1:00 AM? Ingame it would be a ritual to convert from Lich to Man or from Man to Lich. The fact that it can be done only just after midnight makes it less a random power...

Or instead of the midnight toggle, you may want to make the Man to Lich a Greater Power (once per 24 hour) and the Lich to Man a Lesser Power (so you can always choose to become a Man again, but you can only become a Lich once per day).

You might want to look into Modular Oblivion for more inspiration gdarknight, it's an immersive and welll thought out mod.

http://tesnexus.com/downloads/file.php?id=7902
gdarknight
QUOTE(Maegfaer @ Nov 14 2008, 09:35 AM) *
Mm that doesn't sound so bad. What about a Lich "toggle" system, which you can only toggle between 0:00 and 1:00 AM? Ingame it would be a ritual to convert from Lich to Man or from Man to Lich. The fact that it can be done only just after midnight makes it less a random power...

Or instead of the midnight toggle, you may want to make the Man to Lich a Greater Power (once per 24 hour) and the Lich to Man a Lesser Power (so you can always choose to become a Man again, but you can only become a Lich once per day).

You might want to look into Modular Oblivion for more inspiration gdarknight, it's an immersive and welll thought out mod.

http://tesnexus.com/downloads/file.php?id=7902


I'll definitely check it out, especially since it will provide insight as to converting the Lich mesh into an outfit.

On a different note: I managed to make the Feign Death spell compatible with Deadly Reflex 5, complete with an "escape" function and LOS detection when you get back up. That's right Virginia...that guard standing nearby will simply attempt to kick your but again when you "rise" from your death! biggrin.gif
gdarknight
Concerning Auras....Should each effect have it's own visual showing you what auras are active? I did this with JOTN and it was fairly simple to do.
The Black Ninja
Unlike in Modular oblivion, lich shouldn't just be a skeleton, a skeleton is a skeleton. Lich's float about half a foot off the ground, are surrounded by a bright introspective aura, they seem to wear some kind of robes, are see through when alive and clearly have some kind of flesh.
For Necromancers, calipers and tongs are used in their experiments. These should be useable as weapons or something else and should have their own skill abilities.
Driving off track a little bit, this may not be quite close to necromancy but alchemy is part of a complete magic system, so either picking at the dead with tongs could be the alternative to this for necromancers... or their could be a more opened up dark alchemy skill, with dark alchemy alembics etc. (cuz necros use alchemical tools anyway) These are all parts that could be part of a dark alchemy skill. What I've wanted to see with alchemy is something far more interactive than potions. Maybe dark alchemy could not require the use of alembics / tongs / w/e (after a certain level is reached) Instead you could use rituals of blood drawings to summon various dark /necromantic abilities. This seems like it would end up being an alternative approach to magic completely, and maybe the entire (dark)magic system could be based off of it? Just an idea, but I think a better version of alchemy would be a great addition. It might be cool if you could commit rituals to create soul-ties / oaths with people/ dragons / companions in order to gain some kind of power or learn more about necromancy. Or, in a darker way, you would sell your soul to necromancy through them or they would sell their soul to you, and in exchange you would pay in flesh (quite literally). Speed up time / see into the future spells via divination w/ the dead could be good for this too (you basically accelerate time but you can take no action, but here im stuck cuz i dont know if you could go back to the original time from whence you were accelerating (which would make it a see the future mod, and not an actual speed up time mod. Is there any way to do this? cuz i cant think of a way to go back other than loading a save. Also, if that doesnt work maybe there would be a way to fake it, and time just goes back to normal. but instead of being able to attack like normal time acceleration mod, the dead (corpse) you are speaking with allows you to do special "future" spells to "alter" the future. then the dead just skips you to its turn out, so that you dont have to go back in time. It would be better if u could remain back in time though after the spell. Seeing as the literal definition of necromancy is to tell the future through divination with corpses, maybe there could be special quests you run through where undead minions give you prophecies of your fate / plot within the quest. (also, future sight might work better here) Also, dark alchemy could coincide with this through quick rituals which may set traps in the near future to take out enemies before they get to you.
gdarknight
So far I have three distinct paths of dark magic: Dark Rituals will mainly focus on special conjurations, item manipulation, and unholy auras; Blood Magicks will involve curses, diseases, taps, etc.; Bone Magicks will involve crafting of 'refined bone dust' into bone constructions such as cages, walls, weapons/shields/ammo, etc.

MaegFaer is working on an extensive soul use system which will power certain spells of the three paths.

Once I am done with more of the "bone" spells, I will upload some clips to YouTube. devil.gif
The Black Ninja
Awesome. AWESOME. I would love to help. I have photoshop and stuff but I've never modded be4. This might be a good way to start...
If ur gonna have any quests though maybe I could help writing dialogues cuz I'm good at writing and stuff...

Also do you think the tell the future idea could work? cuz I think that would be an awesome and realistic addon to the mod.
gdarknight
QUOTE(The Black Ninja @ Nov 23 2008, 10:33 PM) *
Awesome. AWESOME. I would love to help. I have photoshop and stuff but I've never modded be4. This might be a good way to start...
If ur gonna have any quests though maybe I could help writing dialogues cuz I'm good at writing and stuff...

Also do you think the tell the future idea could work? cuz I think that would be an awesome and realistic addon to the mod.


I'm not sure if we can actually do a "tell the future" part, but perhaps we can still have a type of divination....

What if you set up a divination kit (could even be "summoned" floor symbols and magic fires) that allows you to perform divination rituals at night. The ritual would summon a spirit that grants a power or buff. The powers/buffs would vary based upon your divination skill, the moon phases, soul used, etc. You could even have ritual tomes that have to be used for specific divinations.

This could be an actually useful variation on the Orery {spelling} plugin. It would also fit into the realm of documented necromancy.

I have Adobe CS3, including Fireworks and Illustrator, so I can go the graphics if needed.
The Black Ninja
There is an accelerate / time stop spell (in M.O.E.) I was wondering if we could add to this and maybe have a go back in time spell to give the illusion that you are in an ethereal state traveling in the future... idk... it's something to work on... maybe it should be discussed deeper into the mod.
gdarknight
So, the Bone Magick system is coming along great. The spells are rooted in conjuration, but require "refined bone dust" to actually complete them. A freebie LP is used to convert raw bones into the dust. Each spell then uses differing amounts of the bone dust to conjure the specific bone item.

4 spells are complete, andd the vids are on youtube:

Bone Spikes

Bone Wall

Bone Claw

Bone Cage

Spells in the works include a defensive barrier of swirling skulls around the player, raining skulls that cause damage, and bone sword/shield for Shadowknight types (perhaps complete bone armor). devil.gif
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