Nowhereville Posted May 17, 2012 Share Posted May 17, 2012 Would it be possible to add a forge like construct to the game that would allow the player to tailor make new spells? Here's what I have pieced together so far in my muddled mind for backstory: A powerful Dwemer Mage that sought isolation from his peers to pursue his art hunkers down in an underground complex of his own design. He is paranoid about his peers stealing his discoveries, so he has riddled the approach with mechanical guards and traps. His shining accomplishment has been the Dwemer Spell Refectory where he can harness the very essence of Magicka and weave it to his will. Functionality- The player can mix and match any of the existing spell effects in the game to make a new customized spell, which can also be named.- (Limitation) The player can only use spell effects that are contained in already known spells. Optionally, the player would need to feed actual spell tomes into the refectory to have those spell effects available.- Material Cost to produce - the player will need to place a Centurion Dynamo Core and filled Grand Soul Gem into the refectory to power it up and attempt making a new spell- Physical Cost to produce - The more powerful the spell, the more lifeforce that is sucked from the player upon forging the new spell. The requisite amount of health is immediately removed from the player upon forging... if the player attempts to make a spell that is too powerful for his or her own lifeforce... they can actually die. At the foot of the Refectory lies the corpse of the Dwemer Mage, centuries dead. On his person are one Centurion Dynamo Core, one filled Soul Gem and his journal. His journal provides some back story on his discoveries and near the end hints at a very powerful magic the mage wants to create, but he is worried it will take too much out of him. In the end he was right, it was his research that killed him. Is this at all doable? Link to comment Share on other sites More sharing options...
Nowhereville Posted May 17, 2012 Author Share Posted May 17, 2012 Turning the area after the trapped guarded approach into a player abode would also be funky. I like the idea of a reversed tower layout. A cylindrical abode reaching deeper into the earth. The Refectory being the top, as the machine may need some sort of solar energy harnessing apparatus to work, then spiraling down from there. The Alchemy and Enchanting stations should be in the same area as the Refectory to complete the "lab". Then, going down from there: Prisoner level (for experimental purposes of course... Many Snow Elves were harmed in the making of this mod), Smithing Level, Storage Level, Library level, Living Area Level, Bedroom Level w/ Secret door. Below the secret door could be a small study with an extra spell tome or two, and a teleportation platform that could transport the player to any of the larger Dwemer ruins. Link to comment Share on other sites More sharing options...
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