DamienLZ Posted May 2, 2012 Share Posted May 2, 2012 (edited) Simple Ideas (though may not be simple in execution) for Summons that act more as combat support, or out of combat support rather then big bruisers that help fight and that is it. Nature's Balance: Type: PowerSummon: Spectral BearUse: does not fight (follows play even in combat), instead, as long as it remains (60 seconds) it Damages Magicka for everyone around you (And yourself) by 1-5 (1 point every 10 levels Max of 5) Points every second within 200 Feet. Obtained: Obtained during the Kynerath Tree quest (It's damage to magic goes up 1 point every 10 levels, up to a max of 5), Forsworn BriarHeart loot Soothing Wisp:Type: SummonSummon: Red WispUse: Does not Fight (Except weak Undead). Outside of Combat, it Heals wounds, Cures diseases, and Regenerates Stamina. In combat is only uses weak heal spells for health only and Weak turn Undead spellsObtained: Found in a Necromancer's lair maybe? A journal speaking of how worthless such a spirit is to the Dark Arts, and how it made him the laughing stock of Necromancers for miles. Scavenger's Aid:Type: SummonSummon: Mudcrab, Skeever, Small SpiderUse: Does not fight ever. Upon being summoned, you can give your minion a command from a pop up menu (Arrows, Valuables, Armor, Weapons, Ore, etc) and your minion, for the next 240 seconds, will run around the area collecting said items (Maybe allow you to set Value) Upon Death, Player Interaction, or Summon time running out, it will let you look through its Spectral inventory to choose what to keep. Not sure if inventory should be constant, or disappear after each summon. Addon: Can unlock locks based on Master's lockpicking skill or Level too maybe?Obtained: Theieves Guild merchant, Random Bandit loot, Spell Merchants, Thief Loot, Random Mage Loot Visage of Terror:Type: PowerSummon: Giant Spectral SpiderUse: Stationary, Does not fight EVER. Everyone (Including allies maybe, unless nonfriendly AoEs are possible) in the area up to player level + 2 is feared for the next 15 secondsObtained: High Level Necromancer loot, Dark Brotherhood Merchant/Loot, Hag Loot, Forsworn BriarHeart loot, Random Vampire Mage Loot Pale Soul:Type: Summon, Maintained (Mana Per Sec)Summon: Spectral DaedraUse: Resurrects corpses around it for as long as it stays summoned/Living. Does not fight EVERObtained: High Level Necromancer Loot, Rare Dragon Priest Loot, Hag Loot Voice of The Grey:Type: PowerSummon: Spectral Thu'Um Apprentice (Smoother Skin, no Beard)Use: Increases the power of shouts, and lowers shout cooldown time, as well as casts first level single hit shouts (Unrelenting force, FrostBreath, etc) Cannot be targeted by enemiesObtained: Rahgot Keep Loot (The one with Vladimir) The specter appears and thanks you for finishing what he could not, and pledges his aid to you. Eye of Paranoia:Type: SummonSummon: Invisible WispUse: Seeks through dungeon, latches onto the first enemy it sees (Follows it) and Detects it for you, following it through the dungeon if need be.Obtained: Random Vampire Loot, Random Necromancer Loot, Random Assassin Loot, Rare Hunter Loot, Rare Forsworn Loot Beast of Burden:Type: PowerSummon: Spectral Steer/CowUse: For the next 10 Seconds EVERYONE in 100 feet per 5 levels is over burdened, enemies may attack the low health summon to end the effect earlyObtained: Random Hag Loot, Kynerath Follower Merchants, White Run Merchant, Random Forsworn Loot Any other ideas, feel free to toss them out there Edited May 5, 2012 by DamienLZ Link to comment Share on other sites More sharing options...
Tristamid Posted May 3, 2012 Share Posted May 3, 2012 Love the idea. Here is some more fuel for the fire: 1) Summon that increases "gravity". Jump height and arrow distance are reduced, fall damage increased. 2) Summon that heals -everyone- that is hurt. Can be used to help level skills, spar, or heal you if you can drop enemies faster than it can heal them. 3) Provides light. Alternate to Mage Light since its another school. 4) Invisible. Hovers near enemies and cloaks them with a detect spell. 5) Loots chests and bodies for you. Higher player skill = higher chest unlocks too. May or may not need lockpick tree perks to work that way, for balance. 6) Amplifier, changes your shouts.- Unrelenting Force/Frost/Fire/Freeze all cause it to explode and send the effects in every which direction. 7) Flies near enemies and causes them to gain weaknesses to elements. 8) Shopkeeper. Buys stuff only. Link to comment Share on other sites More sharing options...
ShinQuickMan Posted May 3, 2012 Share Posted May 3, 2012 I think it should be stated that such summons should not count towards the maximum amount of summoned/reanimated creatures you can have at a time. That said, I would enjoy seeing a permanent Reanimation spell that gives the zombie all the functions of a Follower aside from combat, specifically tradable gear. A command to make them shut up/use their original voices would also be nice, as would a Master level spell that let's you have a large group of such harmless zombies. Link to comment Share on other sites More sharing options...
DamienLZ Posted May 5, 2012 Author Share Posted May 5, 2012 I think it should be stated that such summons should not count towards the maximum amount of summoned/reanimated creatures you can have at a time. That said, I would enjoy seeing a permanent Reanimation spell that gives the zombie all the functions of a Follower aside from combat, specifically tradable gear. A command to make them shut up/use their original voices would also be nice, as would a Master level spell that let's you have a large group of such harmless zombies. I agree on that count, Though I honestly feel there should be no maximum to summoned companions, maybe a way to make summons drain mana past the first or second summon? (Heck, even a concentration debuff to lower all other spell damage and effects temporarily as you concentrate on keeping your 2 Flame Atronachs Summoned) I like the idea of raising the undead. Maybe a "Pale Wisp" One that goes around, not fighting directly, but instead reanimating dead corpses to help fight for you (Their animate time can be 10,000 seconds, but the animated dead get deanimated the second the Pale Wisp dies or it's own summon time runs out?) Link to comment Share on other sites More sharing options...
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