The spell "Silence"

Post » Sun Feb 06, 2011 3:22 am

Do you think that instead of using the spell silence to just deny a Mage of using silence that it should also remove their ability to use dialogue? Such as you silence a beggar and he mouths "Coin for an old beggar?" but no words come out. This would also disable Dragon shouts.

Share your thoughts. KTHX
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sun Feb 06, 2011 12:01 am

nah if they do that it should be 2 different spells I would like to silence a beggar though, also isn't silence considered to be an offensive spell? so if you do use it on a beggar..... STOP RIGHT THERE CRIMINAL SCUM!!!!
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Sat Feb 05, 2011 11:37 pm

SILENCE!
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Sat Feb 05, 2011 3:17 pm

Haha best spell idea in ages. That would rock. "Gold please si... *cast silence and walk away" classic
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Sat Feb 05, 2011 1:00 pm

That's actually a good idea. I mean, that's what it is. You are "silencing" the caster, preventing him from speaking a incantation. I'm guessing it doesn't work on dialogue because that's just a dike thing to do :P
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Sat Feb 05, 2011 10:36 pm

I don't remember having any meaning ful conversations with necromancers any ways.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Sun Feb 06, 2011 12:40 am

I think they should just rename the "silence" spell to a more appropriate name in every game that uses such a spell, but the spells require no verbal component.

It is quite obvious that all these games derive their Silence spell from Dungeons & Dragons, in which casting magic often requires a Verbal (spoken), Somatic (hand gestures), and Material (a pinch of sulphur, etc) components to cast a spell. If you block one or all of these components from being used, the spell caster's ability to cast a spell is diminished, but not always eliminated. For example, a Wizard could be silenced, but still be able to cast spells that only had a Somatic component, or if they have any spells prepared with the Silent Casting feat.

I am just out to prove I am the biggest geek in all of geekdom. :cryvaultboy:
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Sun Feb 06, 2011 12:56 am

That's actually a good idea. I mean, that's what it is. You are "silencing" the caster, preventing him from speaking a incantation. I'm guessing it doesn't work on dialogue because that's just a dike thing to do :P

I dunno, the book "Silence" shows the adventurer had a great use of the spell, silence, in order to silence his nagging wife :P
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sat Feb 05, 2011 8:48 pm

It is quite obvious that all these games derive their Silence spell from Dungeons & Dragons, in which casting magic often requires a Verbal (spoken), Somatic (hand gestures), and Material (a pinch of sulphur, etc) components to cast a spell. If you block one or all of these components from being used, the spell caster's ability to cast a spell is diminished, but not always eliminated. For example, a Wizard could be silenced, but still be able to cast spells that only had a Somatic component, or if they have any spells prepared with the Silent Casting feat.

I am just out to prove I am the biggest geek in all of geekdom.


You aren't the only person to play pen and paper, Baldur's gate, Icewind dale, or any other form of D&D :celebration:
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sat Feb 05, 2011 6:09 pm

That's actually a good idea. I mean, that's what it is. You are "silencing" the caster, preventing him from speaking a incantation. I'm guessing it doesn't work on dialogue because that's just a dike thing to do :P

I dont think thats true, becuase in GI didn't it say that you could shout and cast a spell at the same time? So unless your guy is an amazing ventriloquist then he is not gonna be able to speak 2 things at once.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat Feb 05, 2011 2:17 pm

Silence 100 pt on target / soultrap on target 1 sec .

That would be anoying with quest characters...
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Sat Feb 05, 2011 2:53 pm

I remember back when world of warcraft first came out, you could put a curse of tongues on a spell caster. Not only did it increase cast times, but if you typed anything it would come out as "demonic". So 2 warlocks from opposite factions could curse of tongues each other, and then talk to each other because they were speaking the same language.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Sat Feb 05, 2011 5:27 pm

You aren't the only person to play pen and paper, Baldur's gate, Icewind dale, or any other form of D&D :celebration:


No, but I do go out of my way to make sure people understand what started what and to point out exact rule definitions of things just because I can. :hubbahubba:
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Sun Feb 06, 2011 3:37 am

I don't remember having any meaning ful conversations with necromancers any ways.


Besides "HAHAHAHAHAHA! YOU MOVE LIKE A PREGNANT COW!" You mean? :teehee:
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Sun Feb 06, 2011 2:09 am

I am just out to prove I am the biggest geek in all of geekdom. :cryvaultboy:


YOU HAVE SUCCESS!!!

Anyway at OP to make sure this doesn't count as spam, it's a good idea and would be fun, as long as silence is no longer counted as an aggressive spell, otherwise Skyrim = population 0, cos I wouldn't be able to resist ;)
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Sat Feb 05, 2011 6:49 pm

I agree with this idea simply because it makes sense, so long as the silence works like a charm and not an offensive spell that brings the wrath of the guards upon you.

What doesn't make sense is that spell casting in TES requires no verbal commands at all, just hand movements. So how does using a silence spell on a Mage actually prevent them from casting spells? And yes, I do understand that this harkens back to the days when pen and paper were the primary tools of RPGs.. But seriously, don't use something just for traditions sake.

My suggestion is that they either rename the spell to something more fitting,or actually create and implement arcane words that the mages use when casting spells.
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat Feb 05, 2011 7:41 pm

MUTE Spell

And hopefully citizens won't alert the guards to every offence you commit, if you punch someone the guards should just yell at you to calm down.
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Sat Feb 05, 2011 5:46 pm

Sound does the same thing as silence for preventing spellcasting, and makes more sense as it fills the mind with sound. Silence really doesn't make much sense other than to silence people, which could be interesting.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sun Feb 06, 2011 3:10 am

Do you think that instead of using the spell silence to just deny a Mage of using silence that it should also remove their ability to use dialogue? Such as you silence a beggar and he mouths "Coin for an old beggar?" but no words come out. This would also disable Dragon shouts.

Share your thoughts. KTHX

Excellent idea, would love to give that to the adoring fan as an enchanted ring. It would also be useful against the player :)
Actually one Oblivion player believed silence made him silent, so in addition to disable spell casting it would increase his stealth.
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Sat Feb 05, 2011 8:14 pm

Silence > Dragon shouts? :flamethrower:
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sun Feb 06, 2011 3:44 am

Been a long time since I've heard a decent original idea.

I would so want this.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sat Feb 05, 2011 10:02 pm

Me: *casts Silence on annoying beggar*

Beggar: By the nine divines! ASSAULT! ASSAULT!

Me: ...
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat Feb 05, 2011 5:14 pm

This is perfect, I totally agree.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat Feb 05, 2011 7:03 pm

Since they are overhauling the Magic system and adding environmental effects such as lightning stunning and draing magicka or fire continuing to burn heres the potential list I think with regards to current spell effects.

School of AlterationBurden: Increases the weight of an object or all objects on an opponent. can be used to increase your standing power or keep an object out of an opponents use, failiure results in a higher than normal burdening possibly culminating in crushing of user or casted object, or lack there of.

Feather: Decreases the weight of an object or all objects on an oponent, can be used on self to lighten weight and move faster or jump higher in difficult situations, failiure results in unstable field, unwarrented deactivation

Fire Shield: Evokes a Field/Sphere of FIRE around the user, effective at staving off localized frost hazards and attacks. can increase dmg done by fire attacks both incoming and out going, as well as potentially killing the user in hostile environments where heat/fire is in excess. can be nulled by Dispel if its higher then the casted shield, failiure results in burning

Frost Shield: Evokes a field/Sphere of ICE around the user, effective at staunching off Fire based attacks, Can increase dmg done by Frost based attacks both incoming and outgoing, can kill or dmg the user if used for too long in frost hazards IE Blizzards. can be nulled by Dispel if it is higher than the casted shield, Failiure results in frost damage or possiblity of temporary freezing

Open: magically opens a locked container or door. lower levels can unlock doors not sealed by Magical means, Higher levels require dispel or great profieciency in Open

Shield: Creates a Magical Shield that universally protects the user, however it is impermable and does not allow for magical attacks in or out the field, can be nulled by Dispel, little protection from environmental hazards. failiure results in an unstable field, allowing objects/attacks to penetrate the field. perks are availible to extend the natural caste time of this spell as well as add push back force to heavy blows incured on the shield

Shock Shield: Creates a Sphere of Magical Electricity, able to damage opponents coming to close to the user, Shock based attacks are doubled going out but do not penetrate the field, does not protect against environmental hazards /fire/frost. failiure results in an unstable field lashing out an anything in its reach and potentially damaging the user

Water Breathing: allows the user to utilize Magical breath sustaining the user under area's low or devoide of Oxygen, can resist air/inhilation based poisons, failiure invokes astral vapors disease

Water Walking : allows the user to walk on water, lower levels restrict the user to *walking* higherlevels give greater stabilization to allow running and even sprinting or extended combat over water. failiure results in a lost of effect.

School of Conjuration often this school of magick requires both hands be free for spell casting

Bound Armor and weapons: ability to pioritize a set of weapons/ Armor for instant equip and use during combat for mages that cannot use armor effectively. the Bound Objects are specialized for the mage to allow maximum magicka usage and mobility despite that armors type, is vulnerable to dispel and disintegrate but are more resistant. the armor can be fortified with additional magicka, Failiure results in dispersion of the armor, greater levels of Bound weapons allows the user to summon unorthodox weapons and armors from the Deadric planes with the required teachings/perks.

Summon Ancestor Guardian: a Purely Dunmeri Ability, a Dunmer is able to call upon its ancestors for aid, Ancestor ghosts can aid in battle, provide council, possess enemies or buff the users with its blessings, the Ancestors are giving strenght through offerings and reverence made at local Temple shrines. failiure results in summoning the wrong Ancestor, potentially from another family, or no ancestors at all. Higherlevels can evoke 2 more ancestors to aid the user.

Summon Animal - Spiderlings, Bears, Wolves etc etc: depending on type of summoning a Prexisting animal from a nearby location can be called to aid the user, otherwise a magical summoning is brought fourth which is more vulnerable to magick disrupting attacks, preexisting animals leave after their service has expired, and only familiars stick around to continue aid. various animals have different abilites and are helpful in a variety of ways. failiure results in the summoning turning on you and or phasing out of existence in terms of magical based summonings

Summon lesser Deadra: understood as low caste Deadra, these include deadra of what mortals believe as limited intelligence deadra, Daedroths, Clanfears, Scamps etc etc, these Daedra are bound to the user when summoned, many are aware of the situation and will do as told, however unexperienced casters have found how smart these individuals can become, and bringing fourth to many can have dire consqeuncess if you don not posses the required skills/knowlegde.

Summon Dremora: summoning Dremoras is a risky business, and often are possible through prexisting pacts with a particular Dremora or common summoning speech used to bring one forth, while lower tier Soldier Dremora are common but no less risky to call fourth, Dremora Lords are a whole other animal and are best done by highly skilled practitioners with a clear goal of what they want the Dremora lord to do, otherwise the Lord will show little hesitance to strike at anything in range if left at its own devices.

Summon Atronach: Atronach's are similar to Dremoras in the risks involed when summoning them, they are often silent, and obidient, which makes them fairly deadly as they are not as predictable as the Dremora Counterparts, each Antronach form has a different cognitive type. as with all Daedra a modicum of caution a preparedness is essential for survival.

Summon Undead: encompassing ghosts, wraiths, skeletons, zombies, Summoning Undead can be done on the fly with a weaker magically summoned varient, or one from a disturbed area were souls roam, by using summon undead and culminate of apporpriate assemblance of bones and weapons, flesh and cloth, or a spirit will come to your aid, Failiure of such results in either a dude casting, or another opponent to clash blades with. (or run from)

Turn Undead: Lesser instances of this spell effect will send undead creatures fleeing from your sight, greater instances burning them and banishing them from their corporeal forms. failiure results in..failiure and a mad spirit.


School of Destruction

Damage Attribute/Health/Magicak/Stamina: this is a purely magical effects handy-capping its related target, where its applying unseen damage to a targets health, breaking their Magicka, or Stamina a target without the appropriate defense will find themselves falling really fast, Single caste Damage spells take a significant amount of Magicka use and more often harm other effects in addition to their intended targets but to a lesser degree, while temporary damage takes less, and is well...temporary. is extroadinarily useful with other destruction based attacks or those used in succession with debuffing spells. this effect is not pleasent for the victim and is not harmless like absorb.

Disintegrate Armor/Weapons / Area: does as it says, this Spell degrades armor, weapons, barrier doors, anything inanimate is subject to this spell effect, when used in conjuction with out destruction spells, that particuler effect is enhance, and can chip away defences vulnerable to its type, like a disintegrating fireball on a barrier, however because of its purely magickal nature residual effects like frost, burn and frost only last the duration of the entire spell, failiure results in a wild cast or destruction of personal equipment. resisted naturally by enchanted weapons/armor.

Absorb(Restoration)/Drain: works similar to Damage, but the damage is done overtime consistently, Drain is not instance, and in its use the users magicka pool is reduced, however the effects can easily turn the tide of battle and are useful for items to gain a charge, store it , and apply to yourself on an enchanted object. failiure results in a dud caste, or polarized Drain/Absorb. this effect is also harmful unlike absorb.

Fire Damage: Produces the Magical elemental version of Fire, as potent and just as dangerous, magical fire remains as long as its duration/power of the spell, with some naturally heat produced flares remaining behind, Fire damage can be focused into a stream, a volitile ball, or an explosive bolt. touch based fire damage can be utilized in strikes or grabs, burning the area of choice and potentially instantly killing depending on the area. failiure results in a dud caste or fire damage.

Frost Damage: similar to Fire Damage can freeze on contact, used on the ground can create a slippery area for opponents, will naturally evaporate after its duration is over.

Shock Damage: ditto can be used on bodies of water for an even greater effect on enemies occupying that area.

Weakness to: reduces resistances


School of Illusion

Calm: the user whipes the mind of his/her attacker and evokes a sense of disinterest, the effect is increased when utilized with chameleon or invisibility literally forcing the target to forget you were their long enough for you to disappear., greater levels are required for high INT individuals or excessively aggressive animals. Failiure results in a dud spell. higher levels can extend the effect beyond the victim, sudddenly becoming disinterested in their current tasks, Zoning out, laxness, or even sleep when combined with Drain fatigue and Drain Stamina

Chameleon: makes the user into a shilouette(sp) of sorts, you are still able to do actions such as attack and pick items up, but such will allow your opponents to focus on you more, the greater distance between you and a target, the less chameleon you require to sustain, opponents with abilities like Detect life or being hit by marking attacks such as spider webs, or projectile vomit will paint you out despite the Chamelon. some animals have a greater degree of senses and can locate you. failiure results in partial chamelon casts or dud cast.

Charm: Charm Hijacks your targets mental processes and luls them into having a greater degree of being persuaded, Animals are drawn to protect you and people are placed into a sense of ease around you, high INT can negate this effect and animals with higher senses /smell/sight etc etc can shake themselves out of the effect. Higher levels of Charm can have undeterminal effects on the victim, including near insanity, incoherent babbling, etc etc.

Command : the greater cousin of Calm, Command Hijacks the victims cognita and forces them into service for you, some higher INT opponents may be well aware that they are under your controll unwillingly and will generally try to resist, too strong of a Command can completely stupify its intended victim leaving you with a useless husk, like Charm, permanent Casted Commands take more magicka and are prone to resistance while durations are cheaper and gradual, allowing for greater control.

Demoralize: Scaring your opponents bowles clean, this spell effect evokes an irrational sense of fear or hesitation in your oppoents, where lesser creatures require little Magicka for use, Greater opponents like Dremora are nearly impossible to scare witless, Demoralize may not always work as intended as some animals and people as well will flail against their fears, putting a overly confident user into a bind. the effect is increased when used on Weapons, armor or even another individual. failiures include dud casting or simply pissing off the intended victim even further.

Frenzy: Invoking an overwhelming sense of rage into your opponent, this is an excellent alternative to taunting, due to some opponents being resitant to taunting and some animals (they don't know you are taunting them) it can be used to force an enemy to expend more energy, and lose focus making them slip up, make mistakes, or not notices things (like the Fire trap I just layed on the floor) animals also lose touch and focus with their senses allowing you to sidestep them and evade them easily, or plain just tire them out and put them out of their misery, like most spells, Duration, touch and or short range spells take less magicka than do range spells, making spell such as a light fire damage spell and a frenzy can cause nearby enemies to lose moral at seeing a flaming raging beast of a man/animal. failiure includes a dud spell or in a perfect world, your character getting pissed and going on a killing spree out of your control(jk)

Invisibility: this spell effect phases out the user, they are still tangible but not obeservable in the physical world the effect persists so long as no extensive action is taken interacting with objects outside the players field will disrupt the spell, although undead/ghosts/spirits can still see the user, most other enemies not using spells like detect life cannot see the player but can hear them, unlike chameleon invisibility's optimal range is all whether close or far, but factors like projectile markers (vomit/spit/webs) can signal out the player, animals with heightend senses can also detect where the players general area is, but cannot focus on them, ranged attacks also generally miss. like other spells Invisibility can be used on objects to conceal them from thieves, or their seekers, but because of the magical endowment can be detected by Detect enchanted objects spell. failiure includes dud casting

Light: Illuminates the area via light Orb or object that the spell is applied to (rings, swords, Shields, clothing) the spell persists under duration or as long as magicka is feed into it from the enchanted item or player, Light can be intensified to stave off light sensitive creatures/abominations, it can also be combined like other spells into forms like fire damage combined with light gives Solar burst, an intense daylight effect useful for keeping vampires at bay(those sensitive to light anyway), you cannot sneak while illuminated unless you cancel the spell or pocket/drain your items with Drain Magicka.

Night-Eye: a spell effect used to mimick Khajiit's natural ability to navigate the darkness with little trouble, such requires a steady flow of magicka or releveant enchanted items equipped, it comes in intensities from low light illuminations to complete near daylight like hues, however the spell effect Light as well as other light sources can disorient the user or anyone using night eye. failiure results in *blind* spell effect.

Paralyze: this spell/effect can range from making movement extremely difficult (coupled with burden) to nigh impossible applicable by poisons, Inhilation, injection. this effect as a myriad of transmissions, it can reduce the effectiveness of a combatant in battle, inhibite mages from hand castes, and make them vulnerable to attack, combined with Frost, it could indefinently entomb and kill an opponent, or burn them alive for the more sadistic practitioners. failiure includes dud caste of paralyzation on self.

Rally: The opposite of Demoralize, Rally can invoke an overwhelming sense of bravado and courage into its target, at higher levels such can become near zealous or suicidal Higher INT *enemies* may notice something is wrong but they are compelled to carry out their fearlessness onto the duration of the spell unless they are able to resist and shrug off the spell, when used with Charm or command they are more susceptible to Rally, Rally does not substitute for a true leader however, who is able to invoke true bravery and zeal, but the spell is an excellent alternative to those with low speechcraft and charisma. one thoughtful way to employ this spell is to caste it on a sword, with an area effect and caste on activation not hit (or you'll be making your enemies more willing to kill you) then brandish your sword in a rally call and the effect will boost their moral. failures include dud casting

Silence: Does exactly what it says, it prevents vocal castings and doubles the lenght of time it takes for castes that require vocal and movement casting, it also prevents foes from calling for help or rallying others to their position, if they die during the silence caste, they will generally make no sound depending on the intensity for some opponents this can reduce moral in combat. casting silence on an NPC will not enable them to talk, where it would be a decent show of superiorirty to your percieved lessers, casting it on an citizen is generally a crime and not well recieved. Failiure includes back fire silence, one inventive way to utilize silence is in combination with paralysis leaving the individual fully aware but helpless as you pifler their store, blind is also useful aslong as they did not observe you prior, thus forgoing having your image posted all over town.

School of Mysticism I know its gone

Detect Life : Allows the user to see living things through solid objects. whether they are cloaked by darkness or Magic, so long as they have life, they will glow. failiure includes spell dud caste.

Dispel: depending on the casters proficiency, this spell can severely weaken or utterly abolish any Magicka based spell present on an object, from falling shields, wiping away buffs, and Enchanted weapons (effective when used with Drain can completely remove the enchantments) Dispel is essentially voiding Magicka from an object or area. failiures include spell dud caste.

Absorbtion/Reflect Damage/Spells are inherent in magicka Shield, certain birthsigns and combination of certain perks as well.

Soul Trap: makes the smallest applicable soulgem active for the target in question as to which it will encase that living targets soul upon death. spell failiure includes spell dud caste or soul escaping based on its strenght

Telekinesis: you to pick up an item or individual from a distance based on strenght of the spell. from there you can bring them to you and send them flying at another target, higher levels allow for multiple/heavier objects to be utilized as either shields or projectile weapons, even as buidling blocks to access other areas. spell failiures include dud cast, uncontrolled telekinetic throws, application on self and afformentioned Throws, or wild cast.


School of Restoration

Absorb: from Magicka to health, attributes and skills Absorb allows to user to gain strenght from other individuals/Objects for a temporary boost, the effect is not harmful and is somewhat symbiotic like drain, where the victim / source ceases so are the gains, like drain spell effect failiures include polarization of the stream, this spell is useful for absorbing magical items or friendlies with strenght to spare.

Cure Disease/Poison/Paralysis: this spell effect reduces or removes the effects of their appropriate relations, Reduced spell effects are able to comback in intensity for low cost duration cures while removing them completely or reducing them completely takes more Magicka, Failiures include dud spell cast.

Fortify: Like Absorb, Foritfy gives a substantial boost to the user whereever the deem relevant, the spell is dependent on the amount of Magica availible to the cast, because both temporary and permenant fortify are based from magick, their effects can be nulled by dispel and or damage/drain magicka.

Resist: resist nullifies detrimental effects pertaining to their caste type (shock, fire, frost,etc etc) as with all the other spell effects in Restoration it can be permenant or duration and can be nulled by Dispel, spell failiures include spell dud.

Restore: Returns attributes/health/Stamina back to normal, if used while under duress from a drain/damage effect the spell will be continous natively until the opposing effect cease, duration ends, or magicka supply runs out. spell failiures include spell dud.
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Sun Feb 06, 2011 12:51 am

It should also take away their ability to give you a bounty... I'm gonna get a spell that silences on 100feet for 25 sec... cast it in a building, then kill everyone within...
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Next

Return to V - Skyrim