[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 5:31 am

Not so much looking at new spells, as new effects.

No criticism whatsoever for the original Midas Magic (it looks great), but an artistic direction that is more ... subdued and not hypersaturated colored would be a much more appropriate one for Skyrim. Unlike in Oblivion, the existing spell effects already look great, so expanding on those will be most appreciated.
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Heather Stewart
 
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Post » Fri May 18, 2012 6:06 am

combat shapeshifting spells, e.g. spells that change you into creatures like atronachs, trolls, or other such monsters.
baleful polymorph spells with Transformation effects like the wabbajack except not random.
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Jah Allen
 
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Post » Fri May 18, 2012 2:44 pm

First off, I'm so glad that you're doing this for Skyrim. Midas Magic for Oblivion was one of the mods that I absolutely had to have to play, and I'm definitely glad you're setting up for this one too. As for suggestions as to the spells?

I'd love to see an increase in the restoration field. Rather than calling it restoration, I think it might be more appropriate to shift it to the "Holy" spell tree. Or something along those lines.

1. Holy smite spells, AOE turn undead. If you ever played around with baldurs gate 2, you might recall the "sunflare" spell, which basically just lit up all the undead around you in holy fire and made you feel awesome inside.
2. More undead damaging spells in general - should healing hands have the opposite effect on undead?
3. Anti-vampire spells. Not sure what they'd be exactly, but I think it'd be interesting.
4. SUMMON ANGEL SUMMON ANGEL SUMMON ANGEL.
5. Not sure if you're into the whole gear thing, but maybe creating a decent quarterstaff that's useable as a weapon?

All I can think of right now. :X
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Dewayne Quattlebaum
 
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Post » Fri May 18, 2012 9:10 am

No criticism whatsoever for the original Midas Magic (it looks great), but an artistic direction that is more ... subdued and not hypersaturated colored would be a much more appropriate one for Skyrim. Unlike in Oblivion, the existing spell effects already look great, so expanding on those will be most appreciated.

I'm going to somewhat agree with this comment. I love Midas Magic, but my one complaint (and, really, it's the only one I have) is that the spells just stand out. It's good that they're different, but in developing your Skyrim edition, I'd love to see the effects try to fit in a little better with what's already there.
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phillip crookes
 
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Post » Fri May 18, 2012 6:22 am

Everyone, thanks for the comments & feedback. I won't know how feasible any of these suggestions are until the kit comes out but am keeping fingers crossed.


Oh my sweet jesus it's Xilver! :woot:


....but why the name change? :huh:

Somehow my old account got bliffed/locked/hacked during the Forms upgrade. Tried to contact admins for help. But I'm back now either way ;)

Not so much looking at new spells, as new effects.

No criticism whatsoever for the original Midas Magic (it looks great), but an artistic direction that is more ... subdued and not hypersaturated colored would be a much more appropriate one for Skyrim. Unlike in Oblivion, the existing spell effects already look great, so expanding on those will be most appreciated.

Thanks. They've done a great job with the new effects. Magic is much more dynamic/fluid now and visually pleasing. Being able to light walls on fire is awesome and I hope I can have access to that kind of coding logic. Oh the things I'd coat the walls with. It would definitely make things like entangling spells more interesting.
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Siobhan Wallis-McRobert
 
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Post » Fri May 18, 2012 11:29 am

First off, I'm so glad that you're doing this for Skyrim. Midas Magic for Oblivion was one of the mods that I absolutely had to have to play, and I'm definitely glad you're setting up for this one too. As for suggestions as to the spells?

I'd love to see an increase in the restoration field. Rather than calling it restoration, I think it might be more appropriate to shift it to the "Holy" spell tree. Or something along those lines.

1. Holy smite spells, AOE turn undead. If you ever played around with baldurs gate 2, you might recall the "sunflare" spell, which basically just lit up all the undead around you in holy fire and made you feel awesome inside.
2. More undead damaging spells in general - should healing hands have the opposite effect on undead?
3. Anti-vampire spells. Not sure what they'd be exactly, but I think it'd be interesting.
4. SUMMON ANGEL SUMMON ANGEL SUMMON ANGEL.
5. Not sure if you're into the whole gear thing, but maybe creating a decent quarterstaff that's useable as a weapon?

All I can think of right now. :X
These! Maybe a few spells to fight Daedra too, so we can RP Vigilants of Stendarr.
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Angela Woods
 
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Post » Fri May 18, 2012 6:34 am

FLYING CARPET PLZ
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Laura
 
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Post » Thu May 17, 2012 11:02 pm

Spells that would fit a monk-mod I'm planning. To start with:

1) Defense spells that make your mana absorb damage. Mana absorbs 25, 50, 75, 100% of damage depending on skill level
2) Buff spells - attack speed, unarmed damage, dodge
3) elemental fists!
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Soph
 
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Post » Fri May 18, 2012 2:35 pm

Detect Life. After Mark/Recall it would probably be my all time favorite TES spells and it needs to be a spell and not just a shout.

Actually, if it is in your power do everything to can to bring back the whole Mysticism College, because it was always my favorite.
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Cedric Pearson
 
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Post » Fri May 18, 2012 8:57 am

Spells that would fit a monk-mod I'm planning. To start with:

1) Defense spells that make your mana absorb damage. Mana absorbs 25, 50, 75, 100% of damage depending on skill level
2) Buff spells - attack speed, unarmed damage, dodge
3) elemental fists!
The monk playstyle certainly needs some love, Heavy Armor gauntlets just seem to contrary to the monk playstyle. I definitely want to make a monk sometime though.
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Gemma Flanagan
 
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Post » Fri May 18, 2012 11:58 am

Necromantic magic, sort of like the Death Ray in Oblivion. My only criticism is that spell names should be more...lore-oriented, I guess. Death Ray sounded kind of dull; something like N'Gasta's Bile or Mannimarco's Soulsteal looks more appropriate.
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Bad News Rogers
 
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Post » Fri May 18, 2012 2:58 am

I also miss the old school ghosts. Spells to summon spirits that have over time drifted so far from life as a human that they no longer take on a humanoid form and instead look more like the old ghosts.
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NeverStopThe
 
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Post » Thu May 17, 2012 11:58 pm

Permanent summons. Or transformations... like into a zombie or something.

Permanent summons are already possible, they're master-level Conjuration spells.
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Romy Welsch
 
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Post » Fri May 18, 2012 11:48 am

Permanent summons are already possible, they're master-level Conjuration spells.

Are permanent summons actually permanent (i.e. they don't disappear with use of other conjuration spells)? Haven't gotten that far yet. If not, that should also be a feature.
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Miguel
 
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Post » Fri May 18, 2012 1:37 am

Infinite possibilities Xilver! the new effects will definitely compliment your creativity.
Instead of a walking on water spell how about a freeze water spell.
Time related spells would be cool. Stop time but become ethereal.
So many things can be done!
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Brooke Turner
 
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Post » Fri May 18, 2012 9:45 am

Glad to see you're up for another round xilver :3 - after all the effort poured into Midas Magic for Oblivion wasn't sure we'd see another mod quite like it.

I always liked the more subtle spells of midas magic myself. Such as the spell for freezing time (And thusly projectiles and would be attackers) in a small region, or creating a zone of nebulous darkness to provide visual concealment in an otherwise exposed location. I forget their names but you know the ones ;)

Supreme Magicka's timestop/slow time was an awesome accompaniment to it but sometimes could have unpredictable results when combined, having equivalent spells included in any new midas package would be awesome not to mention the fact it'd help round out a "chronomancy" sub-school of magic (Other simpler spells might include a bullet-time spell achieved by decreasing the process time but increasing the player's movement speed by the same factor)
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Bryanna Vacchiano
 
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Post » Fri May 18, 2012 1:45 pm

YES! Glad you're still around to do something like this.

Are you making Midas shouts too?
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Andrea P
 
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Post » Fri May 18, 2012 1:57 am

Transformation spell, all sorts. Transform into a mouse to avoid notice, a fish to gain water breathing and again avoid notice, a hawk to fly, a Dragon to be badass. Give each real advantages and disadvatages, so that they aren't just cosmetic, but in fact a real strategic choice. Nobody is going to care about a mouse unless they are a neat freak or very rich, but cats, dogs, hawks, and predators will probably be quite interested in you if they see you and there isn't much you can do beyond run or abandon your mouse form. But trying to sneak through a castle kitchen as a mouse and getting chased out by a maid with a broom would probably be epic.
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Rex Help
 
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Post » Thu May 17, 2012 11:30 pm

One idea I had earlier was to try and implement a lot of the cool spells in the pen and paper D&D (3.5e, since 4e removed a lot of the cool stuff), and in particular, some of the items (Immovable Rod would be cool if it could be done easily :P get a few of them and you have a makeshift ladder, Oblivion Paintbrush style but actually legit). Before anyone goes full [censored] and mentions all the spells that are obviously not in the scope of a video game, yes, I'm aware. I'm specifically interested in stuff that could work (http://www.d20srd.org/srd/spells/ropeTrick.htm maybe, using an interior) of course.

If Blindness and Deafness are possible, it would be awesome to do those.
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Rob Davidson
 
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Post » Fri May 18, 2012 2:36 am

Telekinesis could definitely use a little love. Currently I can pick up items and throw them at people but wouldn't it be cool if the dagger I picked up actually turned toward the target and stabbed them on release instead of just randomly flying into them hilt first. I also think being able to pick up weaker enemies and toss them about would be pretty cool (force grip anyone?).

-REALLY NEED a mana burn type of spell to use against enemy casters. The "magicka" damage dealt from shock spells is laughable and it needs to deal damage based off of the mana fried (i.e. 80 mana hit, 40 life cut). It can easily be balanced by the fact that it would do less base damage for the cost compared to other spells and is really only for casters. There's currently almost no incentive to use shock over fire in this game.
Wah? How much time have you spent playing a destruction mage? My level 67 still DESTROYS enemy mana bars with high level lightning spells. I almost exclusively use shock just because of how insanely OP it is against casters. Dragon Priests? Ha! The master level lightning spell is a constant stream of lightning doing upwards of 50 mana damage per second.

Detect Life. After Mark/Recall it would probably be my all time favorite TES spells and it needs to be a spell and not just a shout.
It is a spell. There is a Detect Life and a Detect Undead spell already in the game (Alteration). The shout is still superior though due to it's larger range and ability to detect mechanical creatures as well.

Are permanent summons actually permanent (i.e. they don't disappear with use of other conjuration spells)? Haven't gotten that far yet. If not, that should also be a feature.
They are permanent as in you don't have to recast them (they last for ~50000 seconds). Yes they still count toward your limit of maximum summons however personally I think that's a good thing. Playing a necromancer with 50 zombies is not only going to get you trapped EVERYWHERE by the stupid summon AI, but it's probably gonna cause a good deal of lag. If you're hell bent on a small army you can put staffs that summon atronachs/zombies on the corpse of an npc and then raise them with the permanent res. You + companion + 2 permanent zombies + 2 atronach (1 summoned by each zombie) = 6 people. Actually I think your companion can use the staff too so make that 7 lol.
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Julie Serebrekoff
 
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Post » Fri May 18, 2012 6:32 am

Oh, by the nine Divines, YES! Was hoping you'd return for Skyrim and whip up a Midas Magic!
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ANaIs GRelot
 
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Post » Thu May 17, 2012 11:14 pm



Wah? How much time have you spent playing a destruction mage? My level 67 still DESTROYS enemy mana bars with high level lightning spells. I almost exclusively use shock just because of how insanely OP it is against casters. Dragon Priests? Ha! The master level lightning spell is a constant stream of lightning doing upwards of 50 mana damage per second.

Going to go out on a limb here and say that you are playing on Adept and that you proably have not even really paid attention to the fact that enemy casters never run out of mana. They especially don't on Expert and above. And all I can say is "Wow, 50 mana damage per second!" when you could have simply killed them with something instead. Both the "stamina damage" and "magicka damage" may not even be applied considering that's exactly how useful they are in their current form.
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Robert Bindley
 
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Post » Fri May 18, 2012 9:21 am

Those beam spells were awesome. I would like effects similar to the ice wraith's crystals left on the ground alongside some of those AoE glyphs you had before. What would be really awesome is more spells to cater to certain character types(Paladins, blackguards, Mages, Necromancers, Warlocks etc). Would be amazing. Like if you were a Blackguard you could have an ability similar to D&D's Negative Energy spells where they would drain a person and deal decent damage. Not to forget they could be used to heal undead and heal could be used to harm undead as a result. More plane travel is nice too! I loved that in your last mod. Was completely badass that I could travel to an alternate dimension and basically unlock its secrets my self using what I'd learned and discover before hand. I see a lot of potential in expanding on the idea.
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Leilene Nessel
 
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Post » Fri May 18, 2012 5:01 am

Going to go out on a limb here and say that you are playing on Adept and that you proably have not even really paid attention to the fact that enemy casters never run out of mana. They especially don't on Expert and above.
I bounce between Expert and Adept depending on my mood, although I haven't used Master. As for them not running out of mana they sure seem to run out for me, the dragon priest just kinda stands there and the other casters switch to dagger and come try to knife me. Assuming you've played for awhile I'm sure you've also seen how poorly magic damage scales so to be fair I am blasting with lightning for quite some time.
And all I can say is "Wow, 50 mana damage per second!" when you could have simply killed them with something instead.
The spell does > 100 lightning damage per sec and an additional 1/2 as magicka damage (hence the 50). Besides if we're concerned with kill speed it's time to go melee. Physical attacks are leaps and bounds above spell damage at higher levels.

Both the "stamina damage" and "magicka damage" may not even be applied considering that's exactly how useful they are in their current form.
Haven't tested frost on expert, but on adept the stamina damage was definitely being applied. It's how my low level mage first killed a giant. I kept blasting him with ice to prevent his power attacks (which would 1 shot me)
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sharon
 
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Post » Fri May 18, 2012 10:28 am

Maybe this is a silly idea but when I first heard about how you could "combine spells" in Skyrim (way back when we were getting the first info on the game) I pictured a system where dual casting two different spells would blend them into a new effect.

What if skyrim got a new kind of spellmaking that had you make spells on the fly?It could keep with the theme of having distinct spells (no spreadsheetyness) but you could still have lots of fun discovering combinations and then being creative with them.


Some examples could be combining flames+frostbite to make steam (or fog) that conceals you,but affects your visibility.Or maybe fear+chainligtning=chain fear.Not the best of examples but it's 5:40 in the morning :)
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Joe Bonney
 
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