SKYRIM
Sinister Summoner by RipperArcane
Skyrim » Magic - Spells & enchantments
Added: 24/04/2012 - 08:18AM
Updated: 12/02/2014 - 05:36PM

77 Endorsements

1.3 Latest version

1,824 Unique D/Ls

2,595 Total D/Ls

33,551 Total Views

Uploaded by RipperArcane

Description

Last updated at 17:36, 12 Feb 2014 Uploaded at 8:18, 24 Apr 2012





You call yourself a summoner? I'm not impressed. Between your tired old Flame Atronach and that sorry excuse for a corpse you call a zombie, you have the all the variety of the town bard. Maybe that head of yours is better for stopping maces than learning spells? No matter, there are other ways to call upon aid that don't require mana and fancy hand gestures. I sell secrets from a far away land, they can be yours.... for the right price.



These curious weapons appear mundane to the common adventurer, some mages might even detect the faintest trace of magic. However what you see before you are no mere wall ornaments. With the proper spell they will spring to action with a life of their own and defend yours.

Required Reagent - Ceremonial Weapon (corresponding type)

Animated Dagger (up to 2)
Base Life - 75

Animated Sword (up to 2)
Base Life - 100

Animated WarAxe (up to 2)
Base Life - 100

Animated Mace (up to 2)
Base Life - 100

Animated Greatsword (only 1)
Base Life - 150

Animated BattleAxe (only 1)
Base Life - 150

Animated Warhammer (only 1)
Base Life - 150

Animated Bow (up to 2)
Base Life - 75


Thought by many to be merely campfire tales these ghastly apparitions do in fact exist. They eagerly await the opportunity to rend the flesh from the living.

Required Reagent - Sacrificial Skull

Warrior (up to 2)
Weapon - 2 Hand Weapon
Base Life - 100

Defender (up to 2)
Weapon - 1 Hand Sword, Shield
Base Life - 150

Archer (up to 2)
Weapon - Bow
Base Life - 75

Mage (up to 2)
Weapon - Fire Spells, Claw
Base Life - 75

Thief (up to 2)
Weapon - 1 Hand Sword, Bow
Base Life - 75








Its thought that the souls of the finest warriors reside in Sovngarde singing songs of glory and drinking mead. Some perhaps, others hunger for battle without end. These souls wait only for your call.

Required Reagent - Sanctified Skull

Warrior (up to 2)
Weapon - 2 Hand Weapon
Base Life - 100

Berserker (up to 2)
Weapon - Dual 1 Hand Swords
Base Life - 100

Defender (up to 2)
Weapon - 1 Hand Sword, Shield
Base Life - 150

Archer (up to 2)
Weapon - Bow
Base Life - 75

Mage (up to 2)
Weapon - Fire Spells, Ice Spells
Base Life - 75

Thief (up to 2)
Weapon - 1 Hand Dagger, Bow
Base Life - 75




Pets, everybody has had one. Nothing out of the ordinary about that. The question is how many eyes does YOUR pet have, and how sharp are its teeth?

Required Reagent - Animal Treat

Spider (up to 3)
Base Life - 50

Pit Spider (up to 2)
Base Life - 75

Abyss Spider (only 1)
Base Life - 150

Skeever (up to 3)
Base Life - 50

Hunting Dog / White Wolf (up to 2)
Base Life - 75

Fox (up to 3)
Base Life - 50

Sabrecat (only 1)
Base Life - 100

Bear (only 1)
Base Life - 150




Loyal companions are hard to find and adventuring can be dangerous business. Death need not be the end, the spirits of the wilds are always eager to continue the hunt.

Required Reagent - Sacred Pelt

Spirit Fox (up to 3)
Base Life - 50

Spirit Wolf (up to 2)
Base Life - 75

Spirit Sabrecat (only 1)
Base Life - 100

Spirit Bear (only 1)
Base Life - 150

Wisps (summons 3)
Base Life - 50













Favored by Necromancers everywhere the Undead are common here in Skyrim, risen from they grave they exist to do your bidding. They may not be fancy but sometimes a sack of meat between you and a blade serves well enough. Even if it does smell.

Required Reagent - Sacrificial Skull

Warrior (up to 2)
Weapon - 2 Hand Weapon
Base Life - 100

Defender (up to 2)
Weapon - 1 Hand Sword, Shield
Base Life - 150

Archer (up to 2)
Weapon - Bow
Base Life - 75

Mage (up to 2)
Weapon - Ice Spells, Claw
Base Life - 75

Thief (up to 2)
Weapon - 1 Hand Sword, Bow
Base Life - 75







The most basic of all undead, the Skeleton is the first servant of many young grave robbing mages with a fascination with death. Whether planning your revenge on that Nord bully or plotting the overthrow of your local Jarl, the Skeleton will willingly take a blow to the head. At least he doesn't smell.

Required Reagent - Sacrificial Skull

Warrior (up to 2)
Weapon - 2 Hand Weapon
Base Life - 100

Defender (up to 2)
Weapon - 1 Hand Sword, Shield
Base Life - 150

Archer (up to 2)
Weapon - Bow
Base Life - 75

Mage (up to 2)
Weapon - Ice Spells, Claw
Base Life - 75

Thief (up to 2)
Weapon - 1 Hand Sword, Bow
Base Life - 75







Now that you possess these sinister secrets what else could you want to know? .....I see. Its true I can be hard to find, and I always have use for more coin. This land of yours intrigues me so I think I'll stay awhile, here's where you can find me.

Drunken Huntsman
7 A.M. Breakfast

Hall of the Dead
8 A.M. Study

Bench outside Hall of the Dead
1 P.M. Lunch

Hall of the Dead
2 P.M. Study

Town Market
4 P.M. Shopping

Bench near Heimskr
6 P.M. Listening to speech

Bannered Mare
7 P.M. Dinner
8 P.M. Drinking
12 A.M. Sleeping






***************Version 1.3***************
Added Ghost Berserker, Ghost Thief, Ghost Mage, Shade Warrior, Shade Defender, Shade Archer, Shade Thief, Shade Mage, Undead Thief, Undead Mage.

Resized Sabrecats, Bears, and Dogs to be smaller in relation to the player.

Miara now stays in the Bannered Mare after eating as intended and bed permission adjusted to keep patrons from having a quick nap.

New and innovative hat system implemented to help differentiate summoned actors job class.

New outfits assigned to Ghost class summons to add personality.

***************Version 1.2***************
Fixed level scaling, hit points now scale with player progression. Summons level 1-100

Added Skeleton Thief, Skeleton Mage, Undead Warrior, Undead Archer, Undead Defender.

Sinister Merchant replaced with Miara, having grown tired of her mask and Andur's incessant rambling she has started to leave the Hall of the Dead and explore Whiterun.

All Summons how have a Lesser Power version known as "Ability Summons" these spells require no mana, do not raise Conjuration, and do not need to be equipped in hand to use.

Summon life totals adjusted to compensate for level scaling.

***************Version 1.1***************
Changed the life values of all summons to be at a set level, giving them more hit points.
Big thanks @Alonndo for pointing out a problem I didn't know about!!


Notes:
You MUST have the required reagent for the spell you are casting, IF YOU DON'T IT WILL NOT CAST!
Weapons and items used by ghosts and skeletons upgrade according to the weapons you would come across in the world.
(Animated sword will change from iron>steel>dwarven>etc)

I love seeing my mods in action please feel free to upload any images you take and I will approve them for the user gallery.

Check out my other mods!