Conjuration!

Post » Sat May 28, 2011 8:04 am

So, i was thinking just like in Morrowind they should allow more than one summon at a time. Although in Morrowind it was a bit over powered imo. I think maybe a set limit of three summons at once will make summoning more worth it. I propose this because i simply love summoning unworldly creatures to do my bidding.

Whats your opinion?
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Trista Jim
 
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Post » Sat May 28, 2011 5:29 am

I think you should be able to have as many summons as you wish.
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Flutterby
 
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Post » Sat May 28, 2011 7:48 am

I believe we should be able to summon as many as possible. Conjuration is no doubt my favorite magic. Maybe increase the magicka summons take. Maybe use say: summon one costs 1x magicka it costs, summon 2 cost 2x, and so on.
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Blaine
 
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Post » Sat May 28, 2011 2:01 am

I think you should summon more creatures as you level up like if you are a apprentice you can only summon 1 but if you were a journeyman you can summon 2 creatures and ect
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IM NOT EASY
 
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Post » Sat May 28, 2011 12:07 am

I believe we should be able to summon as many as possible. Conjuration is no doubt my favorite magic. Maybe increase the magicka summons take. Maybe use say: summon one costs 1x magicka it costs, summon 2 cost 2x, and so on.


or something like this :

Lets say i summoned a skeleton, lich, and a goblin. The likely hood that they would turn on me would be greater chance(or %) each time they hit something would be increased each time i summoned more and more monsters.

So mainly :

The more summons you have the better chance they'll turn on you.

As you go up in conjuration skills it gives a lesser chance they will turn on you no matter how many you have summoned.

So mainly:

1. More summons = better chance(%) that they will turn on you the longer they are summoned.
2. As you go up in conjuration ranks you begin to master the summoning arts allowing you to summon as many as you want with no chance(%) they will turn on you.


This should make for an even better reason to level up your conjuration skill so you dont die at any given time :celebration: .

Novice : each monster summoned after your FIRST summon gains a 20% chance they will turn on you each time they hit or are hit.
Journeyman : each monster summoned after your SECOND summon gains a 10% chance they will turn on you each time they hit or are hit.
Expert : each monster summoned after your THIRD summon gains a 5% chance they will turn on you each time they hit or are hit.
Master : Your monsters will no longer turn on you no matter how many are summoned, destroyed, or hit/ being hit.

I think this system will work perfectly! Just my opinion :obliviongate:
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Natalie Taylor
 
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Post » Sat May 28, 2011 5:44 am

What little lore we have on summoning let's us know that anything more than one summon would be extremely difficult. Maybe at like level 80+ you could start to summon 2 or 3 at a time. Anything over that would be super overpowered and come to think of it, 3 almost sounds like too much itself.

Edit: If they were to include multiple summons, they should implement the possibility for a summoned creature to disobey and attack you/companions based on skill. And include a banish spell that's necessary to get rid of disobedient conjures, so if you haven't learned banish and your golden saint turns on you your outta luck.
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Robert Jr
 
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Post » Fri May 27, 2011 9:31 pm

not in such a deep climb


howabout every active summon limmits your max manna



furthermore, there should be an object (like a summoning circle) that allows permanent summoning of daedra. these daedra will be fully developed companions and can be re-summoned when they die. they should also learn on their own (not level with the player, but not remain static) (they should also warm up to you as you journey and teach the player)


a dremora that will learn on his own
another different dremora
a golden saint
a dark seducer
a xilivilia (or however thats spelt)
a fire/frost/storm atronach
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LADONA
 
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Post » Fri May 27, 2011 7:46 pm

The quantity of summoned beings should be proportionate to the player's skill in conjuration.
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matt oneil
 
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Post » Fri May 27, 2011 7:49 pm

or something like this :

Lets say i summoned a skeleton, lich, and a goblin. The likely hood that they would turn on me would be greater chance(or %) each time they hit something would be increased each time i summoned more and more monsters.

So mainly :

The more summons you have the better chance they'll turn on you.

As you go up in conjuration skills it gives a lesser chance they will turn on you no matter how many you have summoned.

So mainly:

1. More summons = better chance(%) that they will turn on you the longer they are summoned.
2. As you go up in conjuration ranks you begin to master the summoning arts allowing you to summon as many as you want with no chance(%) they will turn on you.


This should make for an even better reason to level up your conjuration skill so you dont die at any given time :celebration: .

Novice : each monster summoned after your FIRST summon gains a 20% chance they will turn on you each time they hit or are hit.
Journeyman : each monster summoned after your SECOND summon gains a 10% chance they will turn on you each time they hit or are hit.
Expert : each monster summoned after your THIRD summon gains a 5% chance they will turn on you each time they hit or are hit.
Master : Your monsters will no longer turn on you no matter how many are summoned, destroyed, or hit/ being hit.

I think this system will work perfectly! Just my opinion :obliviongate:


That would be pretty funny and interesting. But, it does give incentive to leveling. I like it!
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electro_fantics
 
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Post » Sat May 28, 2011 1:18 am

That would be pretty funny and interesting. But, it does give incentive to leveling. I like it!


Do i get +rep :hubbahubba: . Haha but yeah it would make leveling conjuration a goal more than "oh man i gotta level this [censored] so i can summon this lv80 lich i need".
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clelia vega
 
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Post » Sat May 28, 2011 7:32 am

More summons, but the more you have and the more powerful they are the higher the chance you will lose control of them. Bad things ensue if this happens.
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Mark Churchman
 
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Post » Sat May 28, 2011 1:29 am

I like the idea of your summon creature turning on you. Sounds cool!
Just imagine what a Conjurer/Necro fight could be like if both summon change sides!! Chaos.

High level mastery also brings more risk. The stronger the enemy the more it could revolt.
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Antonio Gigliotta
 
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Post » Fri May 27, 2011 7:09 pm

With spell summoning in MW you had to have a different spell per summon. Even that kind of annoyed me. If you cast the same spell twice, you didn't get 2 of that creature, it banished the first one, and made a fresh one with the summon duration reset.

The first mod I made for oblivion was multiple summoning. conjuration is my preferred method of battle. I imagine enemy experiences quite a shock when a seemingly endless hoard of rotting zombies springs up when they mess with the wrong mage. Must be quite frightening.
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Sammi Jones
 
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Post » Sat May 28, 2011 8:50 am

Yes, the more the merrier! :foodndrink:
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sally coker
 
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Post » Sat May 28, 2011 4:31 am

I like multiple summons, but not unlimited, and not with one per spell.

In Oblivion I set the ini for SM to 1/2/4/5 (apparently things can go wonky if you have more than five, otherwise I'd set it to six). It's fun, a little imbalanced from time to time, but dropping five Xivali on the battlefield, who promptly drop five Clanfear on the battlefield is just lulz.

Until the bad guys do it, I have their summons set to match mine. Terrifying from time to time, especially with OOO. Guardians of Oblivion will ruin your dungeon crawl in a hurry.
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Amy Masters
 
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Post » Sat May 28, 2011 2:31 am

i would prefer constant summons that have a drain effect on your magicka. having to resummon something 20 seconds after you just summoned is a bit tedious. i would rather have every summon reduce your available magicka as long as that summon is active. maybe max it out at 3 or so so that you cant build up an army. it would also depend on what you summoned. a newbie mage could only summon one skeleton but an expert could summon 3 skeletons but only 1 daedra and a master could summon 3 daedra but it would remove 90 percent of his magicka reserver. basically just do what supreme magicka did. it was perfect without being OP.

actually i would like to see different schools of conjuration depending on which faction you join. necromancers are the only ones that can conjur skeletons or enslave vampires and mummies to fight for them. daedra can only be summoned by someone who actively worked for one of the daedric princes and you could even have different daedra depending on which prince since they all didnt get along.
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Elea Rossi
 
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Post » Fri May 27, 2011 10:08 pm

I've read a lot of lore on how conjuration is a dangerous skill to amateurs. Too many would-be summoners have lost control of what they summoned, and met grizzly ends as a result. It might be interesting too see this play out in the game. If you try to summon something out of your league, and somehow succeed, you could easily lose control of your summon, and it could turn on you.
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Harry-James Payne
 
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Post » Fri May 27, 2011 7:02 pm

1.they do eat at least part of their own species

2.In morrowind there are factions which is pretty much the same as guilds

I was thinking of something along the lines of what squeekers posted, possibly applied to more spell schools as well. :foodndrink:
After it is set up it is just a matter of tweaking.
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Matthew Barrows
 
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Post » Sat May 28, 2011 5:10 am

I want to summon a legion of CLIFFRACERS! MUAHAHAHAHAHA!! ALL HAIL THE CLIFFRACER KING!
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Jesus Lopez
 
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Post » Fri May 27, 2011 10:52 pm

1. You should include an "other, please specify below" option to accommodate for alternative summoning options.

2. This is what I would do: I would have no limit on the number of summons that you may have at once. However, when you summon a creature, depending on its type, your magic will be drained (because it takes a certain level of concentration to keep a creature from another realm/state in the one you're in). The more creatures you summon, the faster it is drained. When your magic has reached zero, all of your summoned creatures will disappear. This will prevent too many summons and will force the player to be mindful of their magical reserves.
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Hayley O'Gara
 
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Post » Sat May 28, 2011 4:46 am

Another method is like this:

You can conjure as many as you like, but each spawn drains a little magicka over time, so after each spawn, your magicka regeneration becomes slower until you do not regenerate magicka over time any more, and after that any additional spawn would cause a small drain of magicka over time.

In this case birth signs like the mage that added a additional small magicka regeneration, would be helpful for a wannabe conjurer, and a goal for this guys can be finding rings and amulets that slowly regenerate magicka, or making spells that regenerate magicka slowly over a long time, to counter the magicka draining effect of several spawns.
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Schel[Anne]FTL
 
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Post » Sat May 28, 2011 9:52 am

1. You should include an "other, please specify below" option to accommodate for alternative summoning options.

2. This is what I would do: I would have no limit on the number of summons that you may have at once. However, when you summon a creature, depending on its type, your magic will be drained (because it takes a certain level of concentration to keep a creature from another realm/state in the one you're in). The more creatures you summon, the faster it is drained. When your magic has reached zero, all of your summoned creatures will disappear. This will prevent too many summons and will force the player to be mindful of their magical reserves.

I like this. Although it's got easy exploits - something as simple as a Restore Magicka potion could potentially be your ticket to a legion of summoned beasties.

I would propose a slight tweak. Instead of constantly damaging your magicka, make your conjured creature drain your magicka by a set amount. Your conjured creature is permanent, until it dies or you dispel the conjuration. But your magicka pool is now lower (A constant drain - not damage - to again reflect the concentration needed), so you cannot cast as many other spells. And you can conjure additional creatures, too, with further penalties to your magicka pool. And so, if it cost 20 magicka to summon a scamp, and you have 120 magicka available, you can have a half-dozen scamps scampering about you - permanently. But if that's the case, you'd have tapped your entire magicka pool and would be unable to cast so much as a flicker of fire.

This eliminates the Restore Magicka exploit, though it does have a Fortify Magicka exploit in much the same vein, but in my eyes to a lesser degree. That is potentially mitigated by making "fortify" potion effects rarer in alchemy, or by adjusting the magnitude of the potions to be less than it was in Oblivion.

(Alternatively, you could keep this system and apply penalties for each conjured creature beyond the first, so that (using the scamp example above) your second scamp costs 25, your third costs 30, your fourth costs 35... Meaning you'd only be able to have a 3-scamp entourage.)
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Nana Samboy
 
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Post » Sat May 28, 2011 9:27 am

Good ideas all around. There should be some sense of progression, though. As a novice, can only be allowed to summon one thing at a time, it has a 50% chance of turning on you (can be modified by the Luck attribute) and the summon takes a constant hit on your magicka. It only disappears when you run out of magicka or the summon runs out of health. As you progress you have a better bearing on your summons.

Apprentice: Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Apprentice in Conjuration magic and can cast Apprentice level Conjuration spells. You are now able to summon more than one creature at once and they now have a 25% chance of turning on you in battle.

Journeyman: Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Journeyman in Conjuration magic and can cast Journeyman level Conjuration spells. You are now able to summon three creatures at once and they now have a 10% chance of turning on you in battle.

Expert: Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Expert in Conjuration magic and can cast Expert level Conjuration spells. You are now able to summon four creatures at once and they now have a 5% chance of turning on you in battle.

Master: Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now a Master in Conjuration magic and can cast Expert level Conjuration spells. You are now able to summon 5 creatures at once and they now have no chance of turning on you in battle.
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Amiee Kent
 
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Post » Sat May 28, 2011 7:11 am

I agree that to keep it from getting out of hand, a summon should limit your amount of magicka (the cost of the summon) which would mean your total mana is the limiting factor, and increase the cost of summons, so you couldnt have, say, 20 very short uber summons at once to overpower your enemies in a few seconds, or something like that. I would however favor the route of having the number of summons you can do be based on your skill: up to 75 you can only summon one (from what i have seen, lore states that it is very difficult to have multiple summons so this makes sense that you should be very experienced in the craft before you can accomplish it, then maybe, Maybe, 3 once you reach 100. although that is pushing it. Also, you should be able to summon more than one at any level, the second summon (or third if you are over 75, would just turn on you as soon as it took damage, or simply after a short matter of time)
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carrie roche
 
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Post » Fri May 27, 2011 10:23 pm

For Standard summons, nothing more than 3. For strong summons, nothing more than 2. For Epic summons, nothing more than 1.


lets try not to make 10+ summon godmode.
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clelia vega
 
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