Witches and Wizards: Tales of Ancient Magic

By admin

Magic is often associated with the supernatural, the extraordinary, and the inexplicable. It is frequently depicted as a force that wields power and control over the natural world, defying the limitations of mere mortals. Magic has always fascinated humanity, captivating us with its potential and allure. In many cultural and historical contexts, magic is believed to harness hidden energies and manipulate them to bring about desired outcomes. From ancient sorcerers and witchcraft to modern-day illusionists and magicians, the concept of magic has evolved over time but remains a captivating subject of interest. Magic is often perceived as a mystical force that can exert influence over the physical and spiritual realms.


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Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette streetwise skills high enough. This ring combines all of the religous ring abilities in one ring with a double of power usually 25 bonus The same for the Amulet of the Eight , eight amulets plus 50 gold ingots.

Talisman of the Divine Arkay

Magic is often perceived as a mystical force that can exert influence over the physical and spiritual realms. It is believed to have the ability to heal, protect, or harm, depending on the intention of the practitioner. Throughout history, individuals have sought to harness the power of magic for various purposes, such as divination, spellcasting, or invoking spirits.

Daggerfall Workshop Forums

I recently started writing a Divine Aid mod because I wanted to address the lack of summoning in the game, and I didn't like the way later Elder Scrolls games implemented summoning.

The more recent games allowed Conjuration summoning spells, but I don't like the idea of snapping your fingers and summoning creatures that throw their lives away on the character's behalf. I also don't like the predictability and level of control the spells offer. (Note: I may write a Create Atronach spell mod after completing this mod)

I am nearing completion of the Divine Aid mod, with most of the basic mechanics already implemented. At this point I would like to invite any additional suggestions/comments before polishing it up and releasing it.

Here is the rundown of how the mod currently functions:

-If the character has a reputation higher than zero with any god at character creation, they will be granted a divine Focus item to use for prayer/summoning; this is usually achieved by answering the 'What god, if any, do you worship?' question with something other than 'None'. The item itself uses the standard ReligousItem/Talisman graphic, except that it is considered to be a summoned item to prevent the player from accidentally losing it. The reported item condition is directly correlated with the character's reputation with their chosen deity(e.g. item condition 'New' implies high reputation with the chosen divine). The divine reputation is used to determine success when praying for a boon.

-When the player Uses the Focus item, a boon *may* be granted depending on divine reputation and current conditions. Most boons (like summoning) only occur when the character is in combat.

-If a summoning is granted, the summon type is particular to the character's god, the character's language skills, and the location of the summoning (ground units, air units, underwater units). The possible summon types are correlated with the language skills offered at the Divine's temple. If the character doesn't have any appropriate language skill, they will be limited to animal (non-speaking) summons only. The reason language skill is needed is because the summons is not guaranteed to be allied with the player; the god is less likely to grant the summon unless the character has some measure of appropriate language skill. At higher levels, animal summons are no longer provided, so the character must have language skills to continue receiving summons. Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette/streetwise skills high enough.

- More than one summon might be granted if reputation is high enough and/or there are multiple enemies.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.

-The character can only pray for aid so often, typically every few hours dependent on divine reputation. If a significant boon is granted, the character will likely lose a bit of reputation with their god. Divine Aid is meant to be an occasional tool for the player to use, it is not a crutch.

-Other general boons that all gods can grant include healing, fatigue reduction, curing paralysis, and breath (when swimming).

-There are other deity-specific boons that might be granted in lieu of a summons, currently these are:
Akatosh: Increase player speed, decrease enemy speed in area
Arkay: pacify undead (dependent on willpower)
Dibella: charm human-like enemies (dependent on luck)
Julianos: restore magicka
Kynareth: levitate indoors, fly (fast levitate) outdoors. Currently the only non-combat boon available.
Mara: pacify humans (dependent on personality)
Stendarr: pacify humanoids (humans, orcs, etc.) (dependent on willpower)
Zenithar: likely to find extra gold on enemies
. of course I'm open to other ideas.

-Current list of per-deity summons:
Akatosh: Dragonling, Fire Daedra, Daedroth, Knight, Monk
Arkay: Frost Daedra, Daedroth, Sorcerer, Assassin
(Note: I toyed with the idea of giving Arkay undead summons, but that smacks of necromancy and Arkay is supposed to dislike that)
Dibella: Nymph, Lamia, Daedra Seducer, Orc Sergeant, Orc Shaman, Orc Warlord, Spellsword, Bard, Burglar, Acrobat
Julianos: Imp, Dreugh, Mage, Battlemage, Frost Daedra, Fire Daedra
Kynareth: Dragonling, Harpy, Fire Daedra, Daedra Seducer, Archer, Healer, Acrobat
Mara: Nymph, Lamia, Harpy, Fire Daedra, Daedra Seducer, Spellsword, Bard, Ranger, Burglar, Thief
Stendarr: Healer, Frost Daedra, Daedroth
(Note: Stendarr is somewhat less combat-oriented)
Zenithar: Centaur, Fire Daedra, Daedroth, Giant, Gargoyle, Harpy, Spriggan, Warrior, Barbarian, Rogue, Nightblade

-Other notes:
-I'm looking into having the player/character occasionally summoned by another, a little tit-for-tat so to speak.

Jarlyjarljarl Posts: 64 Joined: Sat Aug 01, 2020 6:37 am

Re: [WIP] Divine Aid : Looking for Suggestions

Post by Jarlyjarljarl » Sat May 22, 2021 3:11 pm

DunnyOfPenwick wrote: ↑ Sat May 22, 2021 1:46 pm I recently started writing a Divine Aid mod because I wanted to address the lack of summoning in the game, and I didn't like the way later Elder Scrolls games implemented summoning.

The more recent games allowed Conjuration summoning spells, but I don't like the idea of snapping your fingers and summoning creatures that throw their lives away on the character's behalf. I also don't like the predictability and level of control the spells offer. (Note: I may write a Create Atronach spell mod after completing this mod)

I am nearing completion of the Divine Aid mod, with most of the basic mechanics already implemented. At this point I would like to invite any additional suggestions/comments before polishing it up and releasing it.

Here is the rundown of how the mod currently functions:

-If the character has a reputation higher than zero with any god at character creation, they will be granted a divine Focus item to use for prayer/summoning; this is usually achieved by answering the 'What god, if any, do you worship?' question with something other than 'None'. The item itself uses the standard ReligousItem/Talisman graphic, except that it is considered to be a summoned item to prevent the player from accidentally losing it. The reported item condition is directly correlated with the character's reputation with their chosen deity(e.g. item condition 'New' implies high reputation with the chosen divine). The divine reputation is used to determine success when praying for a boon.

-When the player Uses the Focus item, a boon *may* be granted depending on divine reputation and current conditions. Most boons (like summoning) only occur when the character is in combat.

-If a summoning is granted, the summon type is particular to the character's god, the character's language skills, and the location of the summoning (ground units, air units, underwater units). The possible summon types are correlated with the language skills offered at the Divine's temple. If the character doesn't have any appropriate language skill, they will be limited to animal (non-speaking) summons only. The reason language skill is needed is because the summons is not guaranteed to be allied with the player; the god is less likely to grant the summon unless the character has some measure of appropriate language skill. At higher levels, animal summons are no longer provided, so the character must have language skills to continue receiving summons. Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette/streetwise skills high enough.

- More than one summon might be granted if reputation is high enough and/or there are multiple enemies.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.

-The character can only pray for aid so often, typically every few hours dependent on divine reputation. If a significant boon is granted, the character will likely lose a bit of reputation with their god. Divine Aid is meant to be an occasional tool for the player to use, it is not a crutch.

-Other general boons that all gods can grant include healing, fatigue reduction, curing paralysis, and breath (when swimming).

-There are other deity-specific boons that might be granted in lieu of a summons, currently these are:
Akatosh: Increase player speed, decrease enemy speed in area
Arkay: pacify undead (dependent on willpower)
Dibella: charm human-like enemies (dependent on luck)
Julianos: restore magicka
Kynareth: levitate indoors, fly (fast levitate) outdoors. Currently the only non-combat boon available.
Mara: pacify humans (dependent on personality)
Stendarr: pacify humanoids (humans, orcs, etc.) (dependent on willpower)
Zenithar: likely to find extra gold on enemies
. of course I'm open to other ideas.

-Current list of per-deity summons:
Akatosh: Dragonling, Fire Daedra, Daedroth, Knight, Monk
Arkay: Frost Daedra, Daedroth, Sorcerer, Assassin
(Note: I toyed with the idea of giving Arkay undead summons, but that smacks of necromancy and Arkay is supposed to dislike that)
Dibella: Nymph, Lamia, Daedra Seducer, Orc Sergeant, Orc Shaman, Orc Warlord, Spellsword, Bard, Burglar, Acrobat
Julianos: Imp, Dreugh, Mage, Battlemage, Frost Daedra, Fire Daedra
Kynareth: Dragonling, Harpy, Fire Daedra, Daedra Seducer, Archer, Healer, Acrobat
Mara: Nymph, Lamia, Harpy, Fire Daedra, Daedra Seducer, Spellsword, Bard, Ranger, Burglar, Thief
Stendarr: Healer, Frost Daedra, Daedroth
(Note: Stendarr is somewhat less combat-oriented)
Zenithar: Centaur, Fire Daedra, Daedroth, Giant, Gargoyle, Harpy, Spriggan, Warrior, Barbarian, Rogue, Nightblade

-Other notes:
-I'm looking into having the player/character occasionally summoned by another, a little tit-for-tat so to speak.

I like the idea buy it's not in step with the lore.

The gods don't grant any summons, they don't have the power to. That's a sacrifice they made (willing or not) when they created Nirn.

The summons that we use in TES are all summoned from the Planes of Oblivion and have ties to different Daedric lords, which is why conjuration is looked down on by many people and seen as dangerous because the essence of conjuration at the end of the day is pulling Daedra from Oblivion (forcibly unless you are a follower if a Daedric Lord and are summoning from their cohorts with their blessing) and using a spell to dominate the mind of the Daedra to do your bidding; the stronger the domination the longer the Daedra remains under your control.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.
Magic is mitht

However, it is essential to recognize that magic is not limited to supernatural occurrences or fantastic tricks. In a broader sense, magic can be seen as the embodiment of human creativity and imagination. It encompasses the ability to create something extraordinary, awe-inspiring, or beyond the scope of what is considered normal or ordinary. Art, literature, music, and other forms of creative expression can be seen as a kind of magic. Through these mediums, individuals can transport others to different worlds, evoke powerful emotions, and inspire profound experiences. The ability to evoke wonder and astonishment through artistic expression is undeniable. Magic also manifests in the realm of science. Throughout history, many scientific discoveries and technological advancements might have seemed like magic to those who first encountered them. The ability to manipulate electricity, create artificial intelligence, and cure diseases are just a few examples of the incredible feats that science has accomplished. Ultimately, the notion that magic is might stems not only from its association with supernatural abilities but also from the power it holds over our imagination and the countless possibilities it represents. Whether it is conjuring illusions on a stage, creating captivating works of art, or pushing the boundaries of scientific understanding, the allure and enchantment of magic will continue to inspire and captivate humanity..

Reviews for "Magic and Religion: Exploring the Supernatural in Faith"

1. Sarah - ⭐⭐ - This book was a huge disappointment for me. I found the plot to be confusing and poorly executed. The characters lacked depth and I couldn't connect with any of them. The world-building felt half-hearted and left me with more questions than answers. Overall, "Magic is mitht" failed to capture my attention and I struggled to finish it.
2. John - ⭐ - I couldn't understand what all the hype was about with "Magic is mitht". The writing style was dull and uninspiring. The dialogue felt forced and unnatural, making it difficult for me to become invested in the story. The pacing was also quite slow, causing me to lose interest quickly. I regret wasting my time on this book and would not recommend it to others.
3. Emily - ⭐⭐⭐ - While "Magic is mitht" had an interesting concept, the execution fell flat for me. The characters were poorly developed and I often found their decisions to be inconsistent and unbelievable. The plot had potential, but it lacked clear direction and left me feeling confused at times. I did appreciate the author's attempt at incorporating magic into the story, but overall, it failed to captivate me.
4. Mark - ⭐⭐⭐⭐ - I have mixed feelings about "Magic is mitht". While I appreciated the unique magical elements and the author's vivid descriptions, I found the pacing to be too slow for my liking. It took too long for the story to really get going, and I found myself losing interest in certain parts. The characters, though well-developed, didn't have enough depth to truly connect with. Overall, it was an average read for me, but I understand why some people might enjoy it more.

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