"Evil" magic system for Necro's, ShadowKnights, etc.
#51
Posted 08 December 2008 - 11:01 PM
PM me if there's anything I can do.
#52
Posted 14 December 2008 - 05:08 AM
gdarkknight, very nice effects! The vids look great, and will certainly help make the mod popular. I noticed that the amount of magicka used didn't seem to match the power of the spells very well, (unless your character is maxed out) and I'd like to suggest that perhaps the effects when casting these dark spells reflect the dark nature of the magic. Perhpas instead of bright white/yellow, those effects could be dark greys, purples, or even clotted blood-red. (dark brown with a hint of red)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).
Sounds like a great mod in the making. I haven't read this entire thread, but do you have some idea when you'll release this?
#53
Posted 14 December 2008 - 05:41 AM
The spells are relatively cheap, but they require bone dust to cast them. This puts the spells closer to the realm of necromancy, and makes them true "bone crafting". You can run out of bone dust rather quickly if you're not careful.gdarkknight, very nice effects! The vids look great, and will certainly help make the mod popular. I noticed that the amount of magicka used didn't seem to match the power of the spells very well, (unless your character is maxed out) and I'd like to suggest that perhaps the effects when casting these dark spells reflect the dark nature of the magic. Perhpas instead of bright white/yellow, those effects could be dark greys, purples, or even clotted blood-red. (dark brown with a hint of red)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).
Sounds like a great mod in the making. I haven't read this entire thread, but do you have some idea when you'll release this?
#54
Posted 09 January 2009 - 06:57 AM
With the Bone Spells made and the armor/weapon set basically finished, I'll be able to set up BETA testing of the entire Bone Magick module very soon.
Afterwards, I'll start on the Blood Magick and Dark Rituals modules.
PM me if you would like to be a BETA tester for the quest version of the Bone Magick module.
#55
Posted 09 January 2009 - 09:21 AM
#56
Posted 09 January 2009 - 11:01 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!!!
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...
lol , diebeties , lose limbs over a certain amount of time



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