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Ranged Enchantment (Staff)


AIgnatiousS

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I've made some amazing and some hilarous enchanted items in previous games. The most amusing idea, however, was a failure: ALMSIVI Intervention, on Target, on Strike. Hit the opponent and they're teleported to a Dunmer Temple to reflect on their misdeeds and erroneous ways. Unfortunately, while the target vanished as expected, it then crashed the game.

 

Then there was my wooden staff: "Racerbane". Levitation 1 point for 1 second on Target, on Strike. Hit a Cliffracer, and a second later the Levitation spell ends, along with its natural Levitation ability. It falls to the ground, sits there helpless without legs to move on the ground, and screams impotently at you while you casually either stroll past or kill it at your leisure.

 

Damaging the Strength of heavily armored opponents from a distance was another goodie, leaving them rooted to the spot (kind of like what happened to some naked Nord you meet along the road). Most bandits and other NPCs will have more than enough Strength to move in heavy armor even with a few points of Strength damage, so it may take multiple hits to stop them, and lightly armored targets are all but immune.

 

My current character uses a trivial Light enchantment on a bow: 5 points of Light for 10 seconds, Ranged, on Target. Cast the enchantment on the bow at the potential target, and if the ball of light hits, you know your next shot with an arrow will be on target, without alerting them about your presence. Tall races in Morrowind (Nords, Imperials, Altmer, and Orcs) cause vertical deflection of the arrow flight, so you need to either judge the arrow drop (or climb if they're below you), or else use a ranging shot. Basically, it's the Tamrielic version of a laser sight. Also good in dim caverns where you're not sure if that's an enemy or a rock outcropping. Better yet, an enchanted BOW can damage otherwise immune targets (such as Daedra or ghosts), regardless of the ammunition or the enchantment.

Edited by Kovax
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  • 2 weeks later...

 

The most amusing idea, however, was a failure: ALMSIVI Intervention, on Target, on Strike.

You cannot use the Almsivi or the Divine Intervention on target or strike since those spell effects will only work on Self.

 

 

However, a combination of Command Humanoid and Melian's Teleport Mod will allow you to teleport hostile NPCs by adding them to your Companion list while the Command is in effect, going where you want to transport them, and then summoning them there. I've used it to transport bandits into prison cells.

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I don't believe that a spell which casts Command Humanoid for one second on target, places a Mark at your current location, ALMSIVIs both you and your new "friend" to the nearest Temple, then Recalls you back to where you placed the Mark, would fit on a staff, if on anything.

 

Anyway, It was the thought that counted, as a way for a devout Prophet to remove enemies without bloodshed. Besides, technically that first attempt DID teleport the target away, it just crashed the game as a side effect, because the scripts were never written to handle such a demented application. I'm actually surprised that it did anything.

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