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Spell suggestion: Suffocate


faffman

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An Alteration spell, Adept level preferrably, that suffocates your target. This is how I have in mind to have it work.

 

It's a concentration type spell that drains X amount of stamina per second from the target, rather than health, but when stamina is depleted by this spell, the target drops dead. If the attack is interrupted before the target dies, they regain the stamina drained by this spell after a few seconds, kinda like how Enai Siaion does with some spells in Apocalypse.

 

For the time a target is subject to this spell, they will move slightly more slowly, but also more aggressively, due to the panic factor (this may be ignored, depending on how hard it is to rewrite the AI). So they will use more power attacks (if they use weapons), as an instinct to kill you as quickly as possible, but that will also drain their stamina faster, making it easier to kill them. So weapon users will take longer to kill because they have more stamina, but they will help drain it themselves, and mages will be comparatively quick to kill, but they will just as hard to fight while suffocating. Also, all dialogue lines by the target should be disabled during the spell's effect.

 

I thought of this as an idea to roleplay a corpse collecting necromancer, who doesn't want to damage the corpses too much by means of Destruction spells or conventional weapons. Gameplay wise it makes no difference to the corpses performance, it's just a roleplay thing as I said. But hey, any plausible damage dealing addition to the Alteration school is welcome, amirite?

 

Obivously, the spell doesn't work against non-breathing targets, like most undead (not sure about vampires), automatons and atronachs (not sure about Dremora, but they probably breathe).

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  • 2 months later...

What if the spell is based in restoration instead(manipulating life forces) and drains stamina as you said(their breath), then drains their health while they are out of stamina(out of breath, suffocating)?
Draining both makes it take a while as we know, real suffocation does take time. Stamina gets restored when the spell effects release.
It also gives a slow effect that scales with your restoration, and gives the target Courage effect so they'll attack you and be stronger(because they're fighting for their lives)

Doesn't effect Automatons, Undead of all kind, or Dremora(they are magical beings and don't have to breath)

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What if the spell is based in restoration instead(manipulating life forces) and drains stamina as you said(their breath), then drains their health while they are out of stamina(out of breath, suffocating)?

Draining both makes it take a while as we know, real suffocation does take time. Stamina gets restored when the spell effects release.

It also gives a slow effect that scales with your restoration, and gives the target Courage effect so they'll attack you and be stronger(because they're fighting for their lives)

 

Doesn't effect Automatons, Undead of all kind, or Dremora(they are magical beings and don't have to breath)

Personally, I'd prefer it as an Alteration spell, partially because with both Apocalypse and Lost Grimoire, there are plenty of Restoration spells that can kill, but mostly because you're not controlling their breath per se, but rather you apply force to their necks telekinetically.

I know choking someone to death takes time, but that's why it should drain their stamina slowly, with the additional effects I said. Damaging health is about damaging the body, either by weapon or spell, but choking someone doesn't damage the body, so draining health isn't very logical to me. I don't want stamina to be restored immediately after stopping, because they would need a few seconds to catch their breath again. Although the Courage idea might be good, acting as a trigger for the adrenaline they need to fend for their lives.

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What if the spell is based in restoration instead(manipulating life forces) and drains stamina as you said(their breath), then drains their health while they are out of stamina(out of breath, suffocating)?

Draining both makes it take a while as we know, real suffocation does take time. Stamina gets restored when the spell effects release.

It also gives a slow effect that scales with your restoration, and gives the target Courage effect so they'll attack you and be stronger(because they're fighting for their lives)

 

Doesn't effect Automatons, Undead of all kind, or Dremora(they are magical beings and don't have to breath)

Personally, I'd prefer it as an Alteration spell, partially because with both Apocalypse and Lost Grimoire, there are plenty of Restoration spells that can kill, but mostly because you're not controlling their breath per se, but rather you apply force to their necks telekinetically.

I know choking someone to death takes time, but that's why it should drain their stamina slowly, with the additional effects I said. Damaging health is about damaging the body, either by weapon or spell, but choking someone doesn't damage the body, so draining health isn't very logical to me. I don't want stamina to be restored immediately after stopping, because they would need a few seconds to catch their breath again. Although the Courage idea might be good, acting as a trigger for the adrenaline they need to fend for their lives.

 

I see your point. I'll make the appropriate changes and let you know when I've finished.

 

I assume you do not mean for it to have the Grip effect, since that would stop the NPC from moving at all.

 

EDIT: Suppose someone was already attacking and thus had no or little stamina already.

This spell would almost instantly kill them. Do you have any suggestions in that sort of instance?

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What about this:

 

When you cast it it starts draining stamina, when stamina depletes it starts doing damage to health, but the damage depends on the amount of stamina drained previously, so:

 

A) you are opportunist, suffocate a bandit that was fighting and had it stamina almost depleted already, since the effect drained little stamina it will do little damage per second and take forever to kill.

 

B) you suffocate an npc that had full stamina, hold the spell, deplete all his stamina, he starts getting a massive amount of damage to health and dies quickly.

 

As for how to do this, shouldn't be to hard: OneffectStart save the percentage of stamina target had at the beginning, when health damage starts because stamina reaches 0, the damage done per second could be a formula based on that initial percentage of stamina

Edited by FrankFamily
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What if the spell is based in restoration instead(manipulating life forces) and drains stamina as you said(their breath), then drains their health while they are out of stamina(out of breath, suffocating)?

Draining both makes it take a while as we know, real suffocation does take time. Stamina gets restored when the spell effects release.

It also gives a slow effect that scales with your restoration, and gives the target Courage effect so they'll attack you and be stronger(because they're fighting for their lives)

 

Doesn't effect Automatons, Undead of all kind, or Dremora(they are magical beings and don't have to breath)

Personally, I'd prefer it as an Alteration spell, partially because with both Apocalypse and Lost Grimoire, there are plenty of Restoration spells that can kill, but mostly because you're not controlling their breath per se, but rather you apply force to their necks telekinetically.

I know choking someone to death takes time, but that's why it should drain their stamina slowly, with the additional effects I said. Damaging health is about damaging the body, either by weapon or spell, but choking someone doesn't damage the body, so draining health isn't very logical to me. I don't want stamina to be restored immediately after stopping, because they would need a few seconds to catch their breath again. Although the Courage idea might be good, acting as a trigger for the adrenaline they need to fend for their lives.

 

I see your point. I'll make the appropriate changes and let you know when I've finished.

 

I assume you do not mean for it to have the Grip effect, since that would stop the NPC from moving at all.

 

EDIT: Suppose someone was already attacking and thus had no or little stamina already.

This spell would almost instantly kill them. Do you have any suggestions in that sort of instance?

 

First of all, I didn't realize you were attempting to make this, so thank you for that. :)

 

No, not the Grip effect, if you're talking about the Vamplord spell. Just a concentration spell like Flames or Frostbite, but in a straight "beam". Preferably if the "beam" is not too small and you have to pinpoint precisely, that would make it too hard to use. Although the Slow effect makes it easier to follow the enemy with the spell, so I wouldn't worry too much about that.

 

As for the case of already drained stamina, maybe if the amount of stamina drained per sec is proportional to the stamina percentage? Either where the amount drained gets lower the longer you use it, or where you go by initial percentage, where the amount is steady, but differs depending on how much they've already expended.

 

Seeing this request, I can see why Bethesda is lazy about making interesting spells. I won't demand you do exactly as I suggest of course, I'm sure you could come up a good balance for this. Godspeed.

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What about this:

 

When you cast it it starts draining stamina, when stamina depletes it starts doing damage to health, but the damage depends on the amount of stamina drained previously, so:

 

A) you are opportunist, suffocate a bandit that was fighting and had it stamina almost depleted already, since the effect drained little stamina it will do little damage per second and take forever to kill.

 

B) you suffocate an npc that had full stamina, hold the spell, deplete all his stamina, he starts getting a massive amount of damage to health and dies quickly.

 

As for how to do this, shouldn't be to hard: OneffectStart save the percentage of stamina target had at the beginning, when health damage starts because stamina reaches 0, the damage done per second could be a formula based on that initial percentage of stamina

Your post came while I was writing mine. But this seems reasonable, to drain health only as a mechanical simplification and not as actual health draining. I can live with that if it's easier than what I suggested about stamina percentage.

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When I had originally said drain, I just meant damage, not absorb. And the way I have it set up, health doesn't recover, but stamina does, and the Stamina rate is also damaged so that it takes some time for them to regenerate even if you lose contact with the spell.

I can do stamina percentage, but really, power attacks take so much Stamina on lower level enemies they die almost instantly if they do even one power attack. I'm trying to find a simple way around it.

EDIT:
I think I have it working decently well, I'm averaging a kill every 20 seconds or so, but It does damage health by 10% so everyone dies at about the same rate, stamina damage is done at 7% which has it at around 15 seconds before health is ravaged.

Would you like the Equip type to be Either hand, Both Hands, or left/right?
Also, where would you like to find the spell?

Edited by Fantafaust
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When I had originally said drain, I just meant damage, not absorb. And the way I have it set up, health doesn't recover, but stamina does, and the Stamina rate is also damaged so that it takes some time for them to regenerate even if you lose contact with the spell.

 

I can do stamina percentage, but really, power attacks take so much Stamina on lower level enemies they die almost instantly if they do even one power attack. I'm trying to find a simple way around it.

 

EDIT:

I think I have it working decently well, I'm averaging a kill every 20 seconds or so, but It does damage health by 10% so everyone dies at about the same rate, stamina damage is done at 7% which has it at around 15 seconds before health is ravaged.

 

Would you like the Equip type to be Either hand, Both Hands, or left/right?

Also, where would you like to find the spell?

20 seconds does seem like a reasonable time for what the spell does. Well, it's hard to tell without trying it out, but I expect I'll get to try it out soon enough.

 

Do you mean which hand it equips to by default if you select it from the favourites menu, for example? Well, I want it to be a onehanded spell with dual cast support, but I'll probably use it most with the left hand. Most spells default to the left hand anyway, and you just need to select them with the mouse to get them in the right hand.

I think it's good enough to buy them at the regular spell vendors at the right level. I can just use the console if I need it immediately.

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