Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 5:18 am

Was tinkering with my spell effect list lately, and in particular added a lot to Necromancy and figured I'd post it for opinions. If anyone has any thoughts on additional abilities the skill should be capable of that I can draw inspiration from/steal, feel free to suggest.

I really enjoyed the ability to stop a spirit from leaving a body before it has a chance. This could allow one to create a quick undead army OR a much weaker, but easier to achieve, spirit army. One of the more powerful spells chances I saw was a powerful destruction or poison spell to kill everyone in the area, and a bind spirit or revive spell to bring them all back to life, effectively enthralling everything in the immediate area, although the downside is the army would not last for long, especially if you had a large number of spirits/undead being enthralled, as that would be very taxing on all but the most powerful necromancer.
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Jose ordaz
 
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Post » Wed Apr 28, 2010 9:23 am

I want my horses to shoot fireballs from their nostrils.

I also want mindboggling tedium, I am serious, I want to find things in the game like puzzles, lots of runes of various languages that I can and in some cases must translate (no computer translation please). I want to have puzzles in my dungeons, even simple ones but I'd prefer some infinitely complex ones so I can feel a sense of real accomplishment when I solve them. I want some ancient civilizations to exist (or have existed) who have left clues (in ancient runic texts) which lead to puzzles which when solved lead to more clues which lead to more puzzles which lead, etc etc, until I find some amazing artifact that's guarded by insanely powerful and insane beings who can only be defeated by understanding the clues and puzzles you've solved to find them (in other words if I run into them without having any idea of the clues and puzzles I won't be able to get past them)(and not just one set of monsters, not five, but seventy, each with their own set of puzzles and riddles).

Stephen.

Yea I completely agree with puzzles in TES5. In oblivion, it was quite umm non-puzzley that they might think putting a lever will open the door 2 inches away, that was a bit too obvious. I have to admit though, lately I have been playing my new file,
Spoiler
and I was in the part of the main quest where you have to get aid for Bruma, so i we went to Anvil to get aid their, and the realm of Oblivion was so confusing for me, and That would be the 10th gate I closed, This main tower was on a huge mountain.I went into this cave and there was only 1 way I was able to leave to outside of the cave, and that was the way I came from.
Anyways the game is to easy, if Bethesda thinks little children won't be able to figure it out, TO BAD! The game is rated "M".
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Tanya Parra
 
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Post » Wed Apr 28, 2010 7:59 am

It is not a waste of time if along the way you choose to travel along a different route to get to your destination and there are 10 things that distract you along the way, 3 caves, 2 ancient ruins, a strange circle of stones, an npc or two who want to give you quests or trick you into killing some innocent, 2 strange gates that seem to lead nowhere but when you find an activation crystal actually lead across the country, 2 fair maidens who promise pleasures if you help them but turn out to be witches in disguise. That's just one route you could take, then next time you need to get from point a to point b you take the bus, or go around the mountain instead, or through it, or through an underground passage filled with treasure or torture chambers. The possibilities are endless, and of course there's the possibility that Daggerfall's method of fast travel will be implemented (same as Oblivion but with choices).

Stephen.



right but i do all that stuff the first time there, even tho i dont like being distracted from my agenda(whatever it may be). FT hasnt ever stoped me from exploring for dungeons or random things in the game world. in fact i usually do tons of exploration just so i can find places to fast travel to, incase i get a quest in that area. i spend tons of time raiding dungeons, and always need to make multiple trips to get all the loot...so FT=+++
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Jade Muggeridge
 
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Post » Wed Apr 28, 2010 4:42 am

lots of runes of various languages that I can and in some cases must translate (no computer translation please).

Awesome Idea, but I don't think translating should be necessary, it should only give extra bonuses. If I find an inscription somewhere, and manage to translate it, it should point me to some hidden area with an awesome item. Or if there where 20 or so inscriptions all around different ruins/caves that eventually lead me to one place that has the most awesome thing in the game.

Not a lot of people know how to translate Daedric or Dwemer writing (me being one of them), and it would be more annoying than anything if it was needed for quests.


Also, I don't think the game should be the scale of Daggerfall, I want more detailed places, and plenty of trees, ruins, caves and random quests. If the game is the scale of Daggerfall, it would be too much for crappy consoles, and I doubt there would be another release for PC. Anyways, making a decently detailed place the scale of Daggerfall would take an immensly long period of time (around 20 years?), and it would probably end up like us playing Sega Megadrive games now. And, randomisation is nowhere near as good as hand placed games. Just look at how badly it went with Oblivion.. Randomisation would loose so many quests, caves, ruins and all the things I hope to expect from a massively open ended sandbox RPG. Also, randomisation isn't perfected yet, there would be so many graphical errors with detailed scenery.


right but i do all that stuff the first time there, even tho i dont like being distracted from my agenda(whatever it may be). FT hasnt ever stoped me from exploring for dungeons or random things in the game world. in fact i usually do tons of exploration just so i can find places to fast travel to, incase i get a quest in that area. i spend tons of time raiding dungeons, and always need to make multiple trips to get all the loot...so FT=+++

It has, even if you don't realise it. With Fast travel implemented, there's less pressure on the design teams to create a world with more content, because there's no need for it, the player never sees it. In Morrowind, the player had to walk around the wilderness, hence, that had to be an enjoyable thing. In Oblivion, where you magically poof everywhere, there is no pressure. All that needs to be created is all the caves and ruins for quests, there are hardly any uneseccary places. Cyrodiil would likely have five times more content, actual original concepts, and swamps that don't look like forests if it wasn't for fast travel.
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Rudy Paint fingers
 
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Post » Wed Apr 28, 2010 11:34 am

I want to see deeper criminal way to play. :ninja:


This.

I want to join a criminal organization. Skooma dealing, extortion, bribing corrupt politicians and all kinds of criminal activity.
Also, I would like to have the opportunity to pull off high-profile assassinations for whichever guild of assassins is in the game.


There has been a lot of complaining about the environment of the assumed location of ESV, Skyrim. These people don't seem to have much imagination. I can guarantee that Skyrim wont be covered in endless flat valleys of snow and evergreens. Bethesda won't just make a drab, boring landscape. For all we know, there could be 1000 meter towers of ice jutting out from the rocky landscape. Huge mammoths roaming along narrow passes over crevices that lead farther than you could imagine. Really, have some faith in Bethesda.
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mike
 
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Post » Tue Apr 27, 2010 10:53 pm

There has been a lot of complaining about the environment of the assumed location of ESV, Skyrim. These people don't seem to have much imagination. I can guarantee that Skyrim wont be covered in endless flat valleys of snow and evergreens. Bethesda won't just make a drab, boring landscape. For all we know, there could be 1000 meter towers of ice jutting out from the rocky landscape. Huge mammoths roaming along narrow passes over crevices that lead farther than you could imagine. Really, have some faith in Bethesda.

They made Oblivion <_<

But I have faith. They won't make the same mistake twice ^_^ And besides, I think Skyrim is a good setting.
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ZANEY82
 
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Post » Wed Apr 28, 2010 11:55 am

Boozer back room brawling-Underground fightclubs hidden away in pubs, you can watch and bet or compete. Hand to hand only. The first rule of fight club . . .etc.
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Adrian Morales
 
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Post » Wed Apr 28, 2010 4:21 am

They made Oblivion <_<

But I have faith. They won't make the same mistake twice ^_^ And besides, I think Skyrim is a good setting.

Uh, and Oblivion was ugly/bland right? Haha.
Just goes to show that people really do have no imagination.
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Jessie Rae Brouillette
 
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Post » Wed Apr 28, 2010 4:49 am

You know -- I've got to say, I don't mind the look of Cyrodiil. Think of Arena, or Daggerfall for that matter. It's like that.
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~Amy~
 
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Post » Wed Apr 28, 2010 12:17 am

Uh, and Oblivion was ugly/bland right? Haha.

Yep.
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City Swagga
 
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Post » Wed Apr 28, 2010 2:46 am

Anyhoo, back to them suggestinz.... :whistling:

Can we please have keyboard input functionality and blank books? I can haz user-editable journal? And since consoles can use keyboards anymore, they can haz as well?
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Jamie Lee
 
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Post » Tue Apr 27, 2010 11:14 pm

Anyhoo, back to them suggestinz....:whistle:

Can we please have keyboard input functionality and blank books? I can haz user-editable journal? And since consoles can use keyboards anymore, they can haz as well?

I agree with this. Being able to write a description for a custom class on the console would be great.
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Vincent Joe
 
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Post » Wed Apr 28, 2010 1:40 am

Keep it to the suggestions people. Commentary on your fellow posters is not what this thread is about.
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Sebrina Johnstone
 
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Post » Wed Apr 28, 2010 1:41 pm

I noticed that in Dungeons and Dragons, you could choose a patron deity whom was your primary god of worship, and it would effect your character in the game, and so I thought "Why not have it in the Elder Scrolls?"

Sure, we have signs, and that's nice and all, but I think that a Patron Deity feature would help add to the depth of your character, and could give you maybe an extra daily power similar to the blessings you'd receive when you did the pilgrimage in Knights of Nine. Let's say, for example, my patron deity was Shor, I might have a once a day power that would give me a damage bonus against npc's of Meric race, or worshipping Stendarr would give me an ability that could dispell negative magics(Stendarr's Mercy).

It wouldn't have to be a power though, it could also be a bonus to an attribute. Like worshiping Dibella could give me a permanent bonus to personality.

Thoughts? What Deities should be made available? Should it be restricted to the Nine Divines, or should it be race based? Should Daedra be included?
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Alberto Aguilera
 
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Post » Wed Apr 28, 2010 1:59 pm

I noticed that in Dungeons and Dragons, you could choose a patron deity whom was your primary god of worship, and it would effect your character in the game, and so I thought "Why not have it in the Elder Scrolls?"

Sure, we have signs, and that's nice and all, but I think that a Patron Deity feature would help add to the depth of your character, and could give you maybe an extra daily power similar to the blessings you'd receive when you did the pilgrimage in Knights of Nine. Let's say, for example, my patron deity was Shor, I might have a once a day power that would give me a damage bonus against npc's of Meric race, or worshipping Stendarr would give me an ability that could dispell negative magics(Stendarr's Mercy).

It wouldn't have to be a power though, it could also be a bonus to an attribute. Like worshiping Dibella could give me a permanent bonus to personality.

Thoughts? What Deities should be made available? Should it be restricted to the Nine Divines, or should it be race based? Should Daedra be included?

Just my opinion but, I don't really dig that. I think the star sign system they currently have had for the last how many games is sufficient. Don't fix what's not broken, IMO.
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flora
 
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Post » Wed Apr 28, 2010 6:09 am

The voice acting for Orcs in Oblivion is laughably bad, especially for the women. They sound like humans, in fact they sound more human than some of the humans in the game. Add to the fact that Orcs in Oblivion look like humans with chubby cheeks wearing green facepaint and fake teeth, and you have an all around laughably bad race.

All races, even non-beast races, need a major overhaul for TESV. Make Orcs look more like monsters, and not like a fat person wearing a cheap costume. Make Argonians look alien like they did in Morrowind, instead of like a human wearing a lizard costume. I could go on. Just make the races look like they AREN'T humans in costumes.
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Kelly James
 
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Post » Wed Apr 28, 2010 2:12 am

Just my opinion but, I don't really dig that. I think the star sign system they currently have had for the last how many games is sufficient. Don't fix what's not broken, IMO.


Well you wouldn't necessarily have to choose one. There could be a none option. But I always thought there should be some practical purpose for the gods. And yeah, birth signs are good, and hell, we could probably just have patron deities serve as faction influence, say, for example, worshipers of Talos would have a higher disposition with the Imperial Legion or something like that. Maybe give Chapels of different deities their own quest lines. I don't know.
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Sabrina garzotto
 
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Post » Wed Apr 28, 2010 5:46 am

Well you wouldn't necessarily have to choose one. There could be a none option. But I always thought there should be some practical purpose for the gods. And yeah, birth signs are good, and hell, we could probably just have patron deities serve as faction influence, say, for example, worshipers of Talos would have a higher disposition with the Imperial Legion or something like that. Maybe give Chapels of different deities their own quest lines. I don't know.

While having faith options is good for roleplaying and adding more to churches is good for gameplay, it has to be approached carefully so as not to become cheesy. A divine figure imparting some of their power on you should be a bigger deal that whether or not you signed up for their club. Likewise, a disposition change with mortal factions would imply that everyone can look at you and know who you worship. While the gods in TES are observably real entities, they're still distant and mysterious, and don't tend to stamp their presence on things so obviously.

One possibility is as a controlling factor in luck (I don't like being able to raise it manually, which runs counter to the basic definition of "luck"). It would basically require treating the gods as factions themselves, with whom you can gain/lose reputation. Say you're on good terms with Talos, to use your example. In heavily imperial-controlled areas, or while performing activities he approves of, you have higher luck. On the other hand, if you're chums with one of his enemies you might get brownie points for doing mischievous things in those areas. Just a random thought.

I'd be all in favor of choosing faith as a background trait, but I wouldn't expect it to have any tangible stat boosts. Perhaps you start the game as a member of that church faction, like starting with a mercenary background lets you begin as a member of the Fighter's guild and skip their initiation.
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Farrah Lee
 
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Post » Wed Apr 28, 2010 12:10 pm

While having faith options is good for roleplaying and adding more to churches is good for gameplay, it has to be approached carefully so as not to become cheesy. A divine figure imparting some of their power on you should be a bigger deal that whether or not you signed up for their club. Likewise, a disposition change with mortal factions would imply that everyone can look at you and know who you worship. While the gods in TES are observably real entities, they're still distant and mysterious, and don't tend to stamp their presence on things so obviously.

One possibility is as a controlling factor in luck (I don't like being able to raise it manually, which runs counter to the basic definition of "luck"). It would basically require treating the gods as factions themselves, with whom you can gain/lose reputation. Say you're on good terms with Talos, to use your example. In heavily imperial-controlled areas, or while performing activities he approves of, you have higher luck. On the other hand, if you're chums with one of his enemies you might get brownie points for doing mischievous things in those areas. Just a random thought.

I'd be all in favor of choosing faith as a background trait, but I wouldn't expect it to have any tangible stat boosts. Perhaps you start the game as a member of that church faction, like starting with a mercenary background lets you begin as a member of the Fighter's guild and skip their initiation.


Yeah, that could always work. One thing that I always seemed to have contempt for was not having a say in my background. Daggerfall came pretty close in letting you chose things about your life growing up, but not to a great extent. I'd like to see things like "Place of Birth(Just because I were say a Dunmer doesn't mean I'm from Morrowind, because I could have been born in High Rock.)" and so on.

But then I also want to see a Marriage option in the game, and not everyone is too keen on that idea.
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Damian Parsons
 
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Post » Wed Apr 28, 2010 8:21 am

Yeah, that could always work. One thing that I always seemed to have contempt for was not having a say in my background. Daggerfall came pretty close in letting you chose things about your life growing up, but not to a great extent. I'd like to see things like "Place of Birth(Just because I were say a Dunmer doesn't mean I'm from Morrowind, because I could have been born in High Rock.)" and so on.

Eh, but by and large with Morrowind or Oblivion, your past is a blank slate for you to imagine whatever you want. Unless you just want the inputs available in the game for posterity. Which I can understand.

But then I also want to see a Marriage option in the game, and not everyone is too keen on that idea.
The only reason I'm against it is because games currently lack the AI or the grunt-work time to implement marriage to my standards of believability without svcking away time and resources from other major components of the game.
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Campbell
 
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Post » Wed Apr 28, 2010 6:21 am

Eh, but by and large with Morrowind or Oblivion, your past is a blank slate for you to imagine whatever you want. Unless you just want the inputs available in the game for posterity. Which I can understand.

The only reason I'm against it is because games currently lack the AI or the grunt-work time to implement marriage to my standards of believability without svcking away time and resources from other major components of the game.


I always thought marriage would basically work like this:

You can't get married until you own a fully furnished home with either 2 beds, or a bed that fits 2 people.

You can't simply bump an npc's disposition to 100 and then get married, but instead, would have to build love points, which would be much harder to obtain.

When you get married your spouse will stay in the town where you own a home, but you can tell them to follow you, and they can even do things like get a job, which will put money into a chest once a week(making marriage like a side quest that when completed gives you weekly benefits similar to Fighters Guild and Dark Brotherhood).

I would personally have a topic where you could say to your spouse "Sleep Together" which would not actually show anything, but would give you a temporary buff(like the blessing you receive from the Lucky Lady statue prior to Dark Brotherhood completion, or the Shrine of Sithis in Deepscorn Hollow).

But for the most part, it would be somewhat of a novelty.
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+++CAZZY
 
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Post » Wed Apr 28, 2010 9:47 am

I was playing Oblivion last night and I was trying to make an old guy, something I never do cuz lets face it, I want my guys and girls to look cute. :)

Anywho, I found something really annoying about this. While I could get his face to look fairly old and withered, his body was still built like a 20 year old on steroids.

There needs to be body sliders. I want my characters to be muscled, skinny, fat, curvy, busty, flat chested, old, young, yada yada yada.

And maybe i'm just a perv but it's kinda hard to get my guy characters to look girly when I wanna make a trap when I can't slim him down or make him a bit curvier.

Also, while i'm thinking about it. Make clothes for both men and women separately instead of when a guy wears something it's automatically manly and when a chick wears something it's automatically feminine. Sometimes when i'm playing a girl I wanna wear guys clothes and when i'm playing a guy I wanna wear girls clothes.

It would be cool for disguises.
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anna ley
 
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Post » Wed Apr 28, 2010 1:56 pm

No horses... http://img26.imageshack.us/img26/5437/mammothq.jpg

Just drew that lol.
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Carys
 
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Post » Wed Apr 28, 2010 5:49 am

Was tinkering with my spell effect list lately, and in particular added a lot to Necromancy and figured I'd post it for opinions. If anyone has any thoughts on additional abilities the skill should be capable of that I can draw inspiration from/steal, feel free to suggest. Note that I try to separate the magic schools based on their fundamental functions and differences, not "that causes damage, stuff it in Destruction" or "that sound evil, put it under Necromancy," so I'd rather it be things that Necromancy would be capable of, when looked at as a discipline that crosses and manipulates the border between life and death. For those who don't know all the skills in my set are split into three subskills, which is why the effects are in three sections.

*Necromancy: Revivification
-Revive: The signature skill of necromancy, pulling a spirit from the outer realms and forcibly placing it into a waiting corpse to act as its body. Though it resembles summoning, the skills involved are completely different, and talent at one does nothing to improve the other. Daedra cannot die, while spirits are the remains of a thing that is dead, and the two are almost polar opposites when it comes to magically manipulating their essence. As many ghosts have only partial consciousness and in general much weaker willpower than daedra, it is not necessary to further complicate the effort with binding Command magics; the caster’s will alone is enough. As well, since the caster isn’t temporarily forcing openings in powerful borders that separate Oblivion from the Mundus, spirits may be held for much longer periods. The caster’s Revivification skill dictates the difficulty level of animating a corpse. Novice necromancers are initially only able to animate fresh, intact bodies. As skill increases, in a method resembling how trapped souls are used to fuel the magic in items, the necromancer is able to manipulate the spirit to simulate missing ligaments and tissues, animating skeletons and incomplete bodies The pinnacle of reviving magic is the ability to animate monstrosities cobbled together from separate species. Servants created through reviving can last indefinitely without becoming “unsummoned,” with the failure rate of additional servants climbing the more that the necromancer has, including spirits. The normal method of reviving involves a ritual including the creation and/or preparation of the body. However, in tight situations, the necromancer may directly cast the spell on the bodies of the recently fallen to immediately reinforce their position. Though fast, this method creates a servant that is weaker, short-lived, and applied with a much lower skill level; it takes a more powerful necromancer just to instantly animate even fresh, intact corpses. As well, this damages the body against future use. Almost any previously-living thing that leaves a corpse can be revived or contribute parts to the process.
-Bind Spirit: Pulls a ghost into the world and chains it to the necromancer’s will as with Revive, but leaves it in its incorporeal state instead of sealing it within a corpse. Spirits are far less dangerous than daedra, but easier to maintain. Failure rates climb the more spirits that are summoned at once, and revived undead are included in this equation. Spirits can be given commands as through the necromancer’s Instruction skill. With targeted spells the caster can attempt to take control over free-roaming ghosts, allowing the same commands as with summoned spirits.
-Outer Inquiry: Sends a portion of the necromancer’s consciousness into the outer realms, directly communicating with more intelligent spirits instead of controlling them. Such conversations are more difficult to maintain than normal speech, are further limited by the magical rules of spell failure and magicka drain, and may be confusingly vague or bizarre. However, they can also be a source of rare or unusual information not normally gleaned from the living world. If specific information is needed, the necromancer may select a name to attempt to reach a certain person’s spirit. With a soul gem, the necromancer can attempt to trap the called spirit, and use it to revive the individual’s preserved and restored body, potentially returning them to true life, one of the most difficult and impressive powers of necromancy. Requires a ritual to be cast.
-Necrotic Virus: Raises a virus, one of the simplest types of life, into an undead form. Being dead, the virus cannot multiply and is no longer contagious. However, the body’s natural defenses can no longer destroy it, considerably increasing both its severity and the difficulty of removing it. Rebuke Spirit spells may slow its advancement or remove weaker viruses, but more potent infections may require special treatment, such as medicines containing shavings of enchanted silver. Viruses are maintained within a sample of dead flesh possessed by the necromancer, and the easiest way to spread them is by using the sample as the reagent for a Poison spell.
-Necrotic Organ: The necromancer attempts to raise parts of themselves as undead, allowing them to continue functioning. Though painful, dangerous, and difficult, it allows the caster to openly defy death. The spell has two functions; to negate an injury, and to protect an organ. The former requires that the caster be injured in some way, such as with a broken bone or damaged eye. Upon choosing the target and casting the spell the injury vanishes and that body part is considered undead, and is more difficult to injure a second time. A re-injured organ can be revived again, but this stacks, and is more difficult each time. Protecting the body requires that the spell be cast before combat, and will automatically revive an organ if it is struck. The more times a part is revived, the more it is considered undead. When undead organs are struck the character takes less damage depending on how advanced the state is, to the point that certain locations essentially cause no damage. However, the necromancer must maintain their own life, and the living portions of their body become ever more valuable. Vital areas take more damage the less of them there are, and fatigue/magicka regeneration slowly decrease. Undead organs will not naturally heal, and must be repaired with restoration magic, potions, or other supernatural means to be returned to life. The most powerful and dangerous use of the spell is to protect the heart beforehand; upon death the caster will collapse briefly and enemies will turn away, before the heart is revived and the caster stands with a small amount of health restored. However, this effect is temporary (duration depending on skill level), and if the heart isn't restored to life before then the necromancer will completely die. The Necrotic Organ effect has no use for entirely undead targets (including if the necromancer becomes a lich).
-Cannibalize Dead: Allows the caster to utilize dead flesh to heal wounds. Unlike the Necrotic Organ effect, it does not create undeath or alter living tissue, but instead uses dead tissue to replace destroyed flesh and then uses necromancy to blur the lines between living and dead, letting the replacements heal and become "normal" tissue. The spell must either target a corpse as the source or the caster must have flesh in their inventory. Though it restores health less effectively than restoration spells, and is not instant (the health regenerates more slowly), it allows healing within the necromancer's chosen field. Because it transmits solid matter, higher ranges increase spell difficulty dramatically, working best with On Touch. The spell loses efficiency the further the race of the target corpse is from the caster, with other humanoids being second best, followed by animals, then exotic monsters, and so on. Casts consume flesh according to magnitude, and smaller corpses can be quickly stripped. When health is otherwise full the spell can restore undead organs, but requires large amounts of "meat" as entire parts are being replaced, and healing is another degree slower. With material in inventory the necromancer can cast the spell on target; this is most effective for undead servants, who don't need the tissue to heal, and as such are recovered by it just as effectively as one casting restoration on themselves. Undead servants can be created capable of this effect, and will literally consume the dead to heal themselves.
-Forbidding: Prevents spirits that leave a body from pursuing their normal afterlife, effectively causing ghosts to spawn from the newly dead. Once the duration runs out there is a chance that lingering ghosts will disperse, depending on the skill of the caster (higher skill makes them more likely to remain in the physical world). Can be cast on a target or in an area, effecting any who die within its radius. Spirits created in this way don't have any specific allegiance, and may wander away, attack anything nearby, attempt to resume what they were doing in life, attack the one who killed them, and so on. Very powerful necromancers can combine a Forbidding effect with Bind Spirit, potentially creating a small army.

*Necromancy: Instruction
-Does not have normal spell effects. Rather, this skill governs the complexity of the orders a necromancer may give their servants. Both undead and spirits may be given orders, but only those created by the caster, as even those not hostile to the player are controlled by another necromancer. For the most part, the order system works the same as with leadership skills and the Request dialogue function, but falls under a different skill as it represents direct mental commands and not spoken orders. All servants can be called to defend the caster at any skill level, and when given this order supercedes all other instructions. Sets of orders may be copied if the caster wishes all of their servants to behave the same way, and may also be written into spellbooks as part of a ritual, to create undead with specific behaviors already built in. "Instruction" itself is cast as a low-cost spell, which brings up a command menu and existing servants, and may be used any time.
-Hematic Script: The necromancer is capable of using blood to invoke necromantic power through writing. Essentially, by enscribing runes in blood they can enchant scrolls and books without using the Enchantment skill or a soul gem. Instruction skill determines the magnitude of power that the writing can hold. However, because dead blood is being used to power necromantic magic, only Necromancy skill effects can be written in this way. Hematic Script is a highly personalized type of magic, and anyone other than the writer trying to use such an item has a higher difficulty penalty. As well, using such items at all requires comparable skill in Instruction, with higher rates of disastrous failure for those not meeting the requirements. If someone not a necromancer finds and attempts to use a necromantic spellbook written in Hematic Script, they are likely to kill themselves. More exotic or inherently magical types of blood can boost effects, or be used for highly specialized spells; for example, a scroll to animate someone's corpse written in their blood.

*Necromancy: Design
-This skill mostly governs the necromancer’s ability to build and maintain corpses, including stitching, preservation, reinforcing, mummification, and so on. Improved skill increases the stats of servants in many ways, and raises the necromancer’s talent at reconnecting parts. Failure to properly maintain or attach pieces of corpses can drastically weaken the servant, prevent the spell from succeeding at all, or damage the corpse. While experienced necromancers favor composite undead to create more powerful servants, when preserving the original form of a corpse higher design skill can allow it to retain some of the skills it had in life. Bound spirits do not benefit from the Design skill.
-Poison: Rapidly speeds up the decomposition process, turning flesh into a toxic, putrefied mess. This can be directed toward enemies in two forms; gas or liquid. The ease of spreading it makes gas the preferred form of magical poison, and though not as instantly dangerous as other forms of poison it can lead to suffocation and disease over time, as well as crippling those caught within the cloud, sometimes simply from sheer revulsion. Liquid poison is much more dangerous, but harder to apply, often requiring that the target already be wounded, so that the substance has an entry point. Magical creation of poison requires an organic reagent, typically flesh of some kind, with its potency varying by skill and choice of reagent. Either form can be placed into a sealed container for later use, but may lose effect over time.
-Bone Shape: Utilizes the necromancer's skill in physical corpse maintenance and combines it with the same magical connections that replace tendons and muscle to create equipment. The spell can only be cast on self, upon which it opens a page listing bones in inventory and items that can be made from them. Quality depends on skill level and bone type (ogre bones are stronger than human, etc). Though items are of lesser quality and variety than normally crafted equipment, they can be made relatively quickly and easily at any time. At higher skill levels undead servants can be made to use the spell; a powerful servant can kill an enemy, eat its flesh to heal itself, then use the bones to improve its equipment.


I. <3. You.

I wanna be a Necromancer so much. I have The King of Worms robes, the Staff of Worms, Risen Flesh, and all manner of undead summons but it dosnt feel like enough.

I want the whole damn culture!!!

And being able to kill someone and reanimate them to keep around like a pet or turn them into a walking abomination that obeys my every command would be sweet. It brings a tear to my eye.
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Stace
 
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Post » Wed Apr 28, 2010 2:04 pm

the problem with necromancy is that it doesn't have that many unique spells. For example:

risen Flesh Would be instantaneous, cost only Magica, but short term
Revivication would require a black soul gem or something Necromatic, but would end with a permanent slave that could be set on target to a location, on touch to a person, or on self to be a follower. '
Reseruection would be the hardest spell to learn (it would be the reward for the necromancers guild main quest, or from Meridia's Daedric quest). It would revive a dead person to be exactly the same exept with a 100 dispostion to you. Short term unless a soul gem is used.
Canabalize dead:
Allows the caster to utilize dead flesh to heal wounds. Unlike the Necrotic Organ effect, it does not create undeath or alter living tissue, but instead uses dead tissue to replace destroyed flesh and then uses necromancy to blur the lines between living and dead, letting the replacements heal and become "normal" tissue. The spell must either target a corpse as the source or the caster must have flesh in their inventory. Though it restores health less effectively than restoration spells, and is not instant (the health regenerates more slowly), it allows healing within the necromancer's chosen field. Because it transmits solid matter, higher ranges increase spell difficulty dramatically, working best with On Touch. The spell loses efficiency the further the race of the target corpse is from the caster, with other humanoids being second best, followed by animals, then exotic monsters, and so on. Casts consume flesh according to magnitude, and smaller corpses can be quickly stripped. When health is otherwise full the spell can restore undead organs, but requires large amounts of "meat" as entire parts are being replaced, and healing is another degree slower. With material in inventory the necromancer can cast the spell on target; this is most effective for undead servants, who don't need the tissue to heal, and as such are recovered by it just as effectively as one casting restoration on themselves. Undead servants can be created capable of this effect, and will literally consume the dead to heal themselves.

Undeath: take preparations to become a lich. this would lead to advantages and disadvantages to be argued upon.
Spirit leap: sparate your body from your soul for a short while. you would be invisable and capable of moving through interior walls, but unable to activate or attack anything. However, not hostile magics work (such as mark)
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Prisca Lacour
 
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