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"Evil" magic system for Necro's, ShadowKnights, etc.


gdarknight

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Concerning becoming a Lich as it would apply to the magic system....it would be possible (although I may need meshing help) to have a spell that temporarily makes you a Lich. Your weapons and armor could be removed (not permanently) and a Lich "suit" put on with the addition of a staff. You would then gain some strong powers, but also some strong weaknesses (game balance).

 

Graphically I believe that this can be done by studying the armor conjuration -spell, but instead of conjuring an armor, it would conjure a lich "robe" that would full all of the armor and weapon slots (as a "full armor") and would have the stats enchantments on the appearance.

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Mm that doesn't sound so bad. What about a Lich "toggle" system, which you can only toggle between 0:00 and 1:00 AM? Ingame it would be a ritual to convert from Lich to Man or from Man to Lich. The fact that it can be done only just after midnight makes it less a random power...

 

Or instead of the midnight toggle, you may want to make the Man to Lich a Greater Power (once per 24 hour) and the Lich to Man a Lesser Power (so you can always choose to become a Man again, but you can only become a Lich once per day).

 

You might want to look into Modular Oblivion for more inspiration gdarknight, it's an immersive and welll thought out mod.

 

http://tesnexus.com/downloads/file.php?id=7902

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Mm that doesn't sound so bad. What about a Lich "toggle" system, which you can only toggle between 0:00 and 1:00 AM? Ingame it would be a ritual to convert from Lich to Man or from Man to Lich. The fact that it can be done only just after midnight makes it less a random power...

 

Or instead of the midnight toggle, you may want to make the Man to Lich a Greater Power (once per 24 hour) and the Lich to Man a Lesser Power (so you can always choose to become a Man again, but you can only become a Lich once per day).

 

You might want to look into Modular Oblivion for more inspiration gdarknight, it's an immersive and welll thought out mod.

 

http://tesnexus.com/downloads/file.php?id=7902

 

I'll definitely check it out, especially since it will provide insight as to converting the Lich mesh into an outfit.

 

On a different note: I managed to make the Feign Death spell compatible with Deadly Reflex 5, complete with an "escape" function and LOS detection when you get back up. That's right Virginia...that guard standing nearby will simply attempt to kick your but again when you "rise" from your death! :biggrin:

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Unlike in Modular oblivion, lich shouldn't just be a skeleton, a skeleton is a skeleton. Lich's float about half a foot off the ground, are surrounded by a bright introspective aura, they seem to wear some kind of robes, are see through when alive and clearly have some kind of flesh.

For Necromancers, calipers and tongs are used in their experiments. These should be useable as weapons or something else and should have their own skill abilities.

Driving off track a little bit, this may not be quite close to necromancy but alchemy is part of a complete magic system, so either picking at the dead with tongs could be the alternative to this for necromancers... or their could be a more opened up dark alchemy skill, with dark alchemy alembics etc. (cuz necros use alchemical tools anyway) These are all parts that could be part of a dark alchemy skill. What I've wanted to see with alchemy is something far more interactive than potions. Maybe dark alchemy could not require the use of alembics / tongs / w/e (after a certain level is reached) Instead you could use rituals of blood drawings to summon various dark /necromantic abilities. This seems like it would end up being an alternative approach to magic completely, and maybe the entire (dark)magic system could be based off of it? Just an idea, but I think a better version of alchemy would be a great addition. It might be cool if you could commit rituals to create soul-ties / oaths with people/ dragons / companions in order to gain some kind of power or learn more about necromancy. Or, in a darker way, you would sell your soul to necromancy through them or they would sell their soul to you, and in exchange you would pay in flesh (quite literally). Speed up time / see into the future spells via divination w/ the dead could be good for this too (you basically accelerate time but you can take no action, but here im stuck cuz i dont know if you could go back to the original time from whence you were accelerating (which would make it a see the future mod, and not an actual speed up time mod. Is there any way to do this? cuz i cant think of a way to go back other than loading a save. Also, if that doesnt work maybe there would be a way to fake it, and time just goes back to normal. but instead of being able to attack like normal time acceleration mod, the dead (corpse) you are speaking with allows you to do special "future" spells to "alter" the future. then the dead just skips you to its turn out, so that you dont have to go back in time. It would be better if u could remain back in time though after the spell. Seeing as the literal definition of necromancy is to tell the future through divination with corpses, maybe there could be special quests you run through where undead minions give you prophecies of your fate / plot within the quest. (also, future sight might work better here) Also, dark alchemy could coincide with this through quick rituals which may set traps in the near future to take out enemies before they get to you.

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So far I have three distinct paths of dark magic: Dark Rituals will mainly focus on special conjurations, item manipulation, and unholy auras; Blood Magicks will involve curses, diseases, taps, etc.; Bone Magicks will involve crafting of 'refined bone dust' into bone constructions such as cages, walls, weapons/shields/ammo, etc.

 

MaegFaer is working on an extensive soul use system which will power certain spells of the three paths.

 

Once I am done with more of the "bone" spells, I will upload some clips to YouTube. :devil:

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Awesome. AWESOME. I would love to help. I have photoshop and stuff but I've never modded be4. This might be a good way to start...

If ur gonna have any quests though maybe I could help writing dialogues cuz I'm good at writing and stuff...

 

Also do you think the tell the future idea could work? cuz I think that would be an awesome and realistic addon to the mod.

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Awesome. AWESOME. I would love to help. I have photoshop and stuff but I've never modded be4. This might be a good way to start...

If ur gonna have any quests though maybe I could help writing dialogues cuz I'm good at writing and stuff...

 

Also do you think the tell the future idea could work? cuz I think that would be an awesome and realistic addon to the mod.

 

I'm not sure if we can actually do a "tell the future" part, but perhaps we can still have a type of divination....

 

What if you set up a divination kit (could even be "summoned" floor symbols and magic fires) that allows you to perform divination rituals at night. The ritual would summon a spirit that grants a power or buff. The powers/buffs would vary based upon your divination skill, the moon phases, soul used, etc. You could even have ritual tomes that have to be used for specific divinations.

 

This could be an actually useful variation on the Orery {spelling} plugin. It would also fit into the realm of documented necromancy.

 

I have Adobe CS3, including Fireworks and Illustrator, so I can go the graphics if needed.

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There is an accelerate / time stop spell (in M.O.E.) I was wondering if we could add to this and maybe have a go back in time spell to give the illusion that you are in an ethereal state traveling in the future... idk... it's something to work on... maybe it should be discussed deeper into the mod.
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  • 2 weeks later...

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). :devil:

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