[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 1:42 am

Yay Midas Magic Yay :celebration: ......erm but yeah I am excited to see the mod continued in Skyrim.
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Chloé
 
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Post » Fri May 18, 2012 9:55 am

Bethesda did a really good job making fast exits for dungeons. More often than not when you reach the end you're only a pull of a lever away from finding a hidden exit, or a hidden path to an earlier section. So while I too would like to request a Mark and Recall spell, I don't miss it as much as I did in Oblivion. It'd be great to have if you want to avoid fast traveling though.

Also, I like the Wall of Flames/ Frost/ Storms spells, and the Ward spells, but what I'd really like is a combination of the two, as a Shield spell. Like the area of effect http://www.youtube.com/watch?v=whnkvxonzq4&feature=related where you cast it and you're surrounded by a physical wall of magic that enemies can't penetrate unless they do enough damage to the shield or it disappears after the timer runs out. In a mod, you'd cast the spell and the shield surrounds you and your immediate area, giving you time to prepare your weapons or heal. It could disappear after a set amount of time, or it could drain your magicka like a Ward spell and disappear when you run out.

But yeah, no matter what spells you make, I'd love to see a version of Midas Magic for Skyrim. The spells it added for Oblivion were fantastic and adding more variety to the spells in Skyrim can only be a good thing.
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Sophh
 
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Post » Fri May 18, 2012 4:50 am

Hi, I am quite crazy about your Midas Magic in Oblivion, and had a lot of fun there. thank you!

in new Skyrim, I would like to have some nova magic if possible. You know when a mage is surrounded by some enemies, that will be a embarrassing situation.

then, if we have a shock nova or ice nova, like a ring outside yourself and then spread out, disappears when hitting the wall or furniture, and all the enemies in 360 angle will be damaged.

Very glad that you've been back.
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Etta Hargrave
 
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Post » Fri May 18, 2012 1:04 am

..And here I thought you were retired xilver.

I have absolutely no idea what I'd like to see(other than the force spells).
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Samantha Wood
 
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Post » Fri May 18, 2012 7:59 am

Burden can be a slow now, it was always awkward to use unless it has a huge magnitude..
Roots can be a new burden now, stopping the target in its place.

Both can be alteration.


I would love if every school had an attacking spell and a shield type spell.

Ex. illusion armor with random fear / calm / frenzy effect when hit and Horror attacking spell (inflicts visions) which cause blood vessels to burst (internal bleeding)
Also Blind as a cc spell.

Alteration with Smash/Crush /Obliterate line which would do telekinetic dmg to the enemy.

Conjuration with bound armor (think armor over robes) which shares dmg with minion (soul link), drain spell which sacrifices minion health for yours, even summon projectile spell (rocks, rubble, darts, daggers) which damages enemies (channeled)

Restoration with blessed armor (healing you a bit when you get hit), reworked wards (useless atm), mark spell (which does dmg when the target uses mana or stamina)
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Susan Elizabeth
 
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Post » Fri May 18, 2012 2:35 pm

Levitation
Mark/Recall
Summons that last constantly but with mana drain.

:)
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Juan Suarez
 
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Post » Fri May 18, 2012 10:51 am

Reinforcing the telekinesis on npcs that does crushing damage please, if possible :)))
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sexy zara
 
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Post » Fri May 18, 2012 4:03 am

Great work on MM, xilver. Loved it
I second YouN'Wah about combination magic
for example we could cast fire with left hand, electricity with right hand, and between them we would get plasma!
or we could combine magic like in Naruto :sb:
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Racheal Robertson
 
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Post » Fri May 18, 2012 10:03 am

Loved MM in Oblivion...thx for trying to bring it to Skyrim. My two most loved spells in OB were the summon chest spell and the summon white tiger spell so I'm hoping they will make a re-appearance in Skyrim. Food is pretty useless in Skyrim right now so having a pet I can feed it to would make finding it in loot a lot more exciting.

~C
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Roddy
 
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Post » Fri May 18, 2012 5:48 am

How about a silent moons spell line to go with the forge/weapon enchant, complete with a little 'old-ones' highlights?

Silent Moon Starfield:
Heal the caster some amount of HP while in the effect, and inflicts horror on enemies in the field. Only works at night.

Silent Moon Skyray:
Moon laser. Mix of lighting and fire damage cast at night.
I imagine you'd have to script this one.

Silent Moon Witness
Summons a retextured 'Celestial Shade' that uses the 'Corrupted Shade' model and has a starfield texture shader applied.
Only works at night, and shades take damage on exposure to sunlight.
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Ells
 
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Post » Fri May 18, 2012 3:30 pm

ohboyohboyohboyohboyohboyohboyohboy!

No specific ideas, but maybe something similar with a flavor more akin to dragons than gold?
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GPMG
 
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Post » Fri May 18, 2012 1:45 am

Yes! So glad to see this [WIPZ]!
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Shirley BEltran
 
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Post » Fri May 18, 2012 5:36 am

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.

I was thinking of more having undead servants in player homes and such, rather than massive armies (which is non fun lag-wise).
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Lynne Hinton
 
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Post » Fri May 18, 2012 10:33 am

This one's probably really simple to do, but I'd like a Skyrim Version of the Dwemer Animunculi 'spell' from Morrowind.

Which was basically Summon Centurion Sphere for 120s.
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Juan Cerda
 
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Post » Thu May 17, 2012 11:01 pm

Cool, good to have the original modder working on the Skyrim version :)

I jotted down some simple spells that I knew from past modding experience should be workable and shouldn't be too hard.

-Astral projection spell (probably do a full clone while making the player invisble, and then return the player to the body once the clone is attacked or the player is in combat - so the astral'ed player can't attack)
-Mark and Recall spell as someone mentioned, I remember this from Morrowind (or is it another game)
-Return Home spell to return the player to his house
-Conjure Spriggan / Spriggan Matron (toggle on higher level)
-Conjure Shade (shade that wispmother conjures, they look a lot cooler than just regular actors with alpha on)
-AoE vanilla spells - I don't think vanilla illusion spells have AoE versions, so basically AoE buff/debuffs, AoE healing
-Maybe a new school of spells dealing with force/physics damage, I can't really think of anything besides spell version of Unrelenting Shout :P
-Unlock spell (with Wizardry's name, Knock), success should be difficulty-dependent and skill-level-dependent
-Sleep
-Insect Swarm (hopefully just make Spriggan's available as spellbook)

I was gonna try my hand at this but there are other things I wanted to tackle first :P
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Sarah Unwin
 
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Post » Fri May 18, 2012 2:24 pm

Very excited to see this in the works.
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Danial Zachery
 
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Post » Fri May 18, 2012 3:09 am

Steam breath. It was a cut shout and considering that dwarven centurions use it in the vanilla game it shouldn't be too hard to recreate.

Transfigurate, another cut one. Not sure if it was a spell or a wereskeever but you could turn into one and it semi-worked. A couple different forms would be interesting to see
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Jerry Jr. Ortiz
 
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Post » Fri May 18, 2012 2:44 am

Skyrim magic in many ways leaves much to be desired, but there is allot of potential there for great things.


I would like to see the alteration armor spell remain active permanently once cast, and ding mana based on the damage you take. The ward spells have the potential to be awesome, but in there current form they svck and need improvement.



To Xilver: you made some absolutely amazing spells for oblivion and I would love to see them here as well. I just have one little criticism to keep in mind, the spells should try to be a bit more balanced if you could. It was difficult to play Oblivion with your mod as the spells felt more like god spells for the most part. That being said I played allot of mods that used your spells in a toned down version!
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Jessie Butterfield
 
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Post » Fri May 18, 2012 2:13 pm

Skyrim magic in many ways leaves much to be desired, but there is allot of potential there for great things.

I would like to see the alteration armor spell remain active permanently once cast, and ding mana based on the damage you take. The ward spells have the potential to be awesome, but in there current form they svck and need improvement.

To Xilver: you made some absolutely amazing spells for oblivion and I would love to see them here as well. I just have one little criticism to keep in mind, the spells should try to be a bit more balanced if you could. It was difficult to play Oblivion with your mod as the spells felt more like god spells for the most part. That being said I played allot of mods that used your spells in a toned down version!

That sounds like Mana Shield in Diablo 1 (can't remember if it made it into 2). I'd rather the original spells remain timed (the balance lies in the mage having to remember casting it pre-combat), and if really desired, a permanent version could be created with significant mana usage (or constant mana drain).
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Carlos Vazquez
 
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Post » Fri May 18, 2012 12:34 am

Transformations: vanilla Skyrim already showed us it can be done. It looks like they actually added werewolves in Skyrim just to demonstrate what modders could do (dragons, horses, spiders.... I have a feeling you could potentially turn into everything?).
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Jeff Tingler
 
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Post » Fri May 18, 2012 2:31 pm

I would really like a return to Midas Magic in Skyrim, but I also hope there is more of a "filter" in place this time if you do decide to make it. What I mean by that is the sheer crapload of spells you put into the Oblivion mod and only about a quarter of them were interesting/good/functional. For example the "Death Ray" I think it was called, was the main reason I downloaded it in the first place, and then I realized it didn't work at all. And stuff like the Magic Missiles passing through walls was annoying too, and how the Magic Carpet "mount" was looked ridiculous and static, and was buggy to boot. Basically, I'm saying I'd prefer more overall quality to the spells, even if it means less spells.

The portable chest and mark/recall were the only ones I kept using in the end. I loved the crafting system though and sorry if the above criticism sounds harsh, I only mean the best!
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Mr. Ray
 
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Post » Fri May 18, 2012 12:17 am

Midas magic = a must for Oblivion.

Let's see, many good ideas here but the interesting part would be on how you would implement them in game.

You probably need flash knowledge to add/create "perk constellations" and i'm not even sure if you can actually add them, but you could change uninteresting perks in each school of the existing constellations, enabling you to learn some of your new spells or improve them. Currently i feel that most perks are "lacking in interest", not to mention that without spellcrafting a mage loses a ton of flexibility and variety of spells.
For example you could add powerful spells in each of the master perks along with the half mana thing they give you etc (not many ideas atm).

Glad to see you back and good luck with your project
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Gavin boyce
 
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Post » Fri May 18, 2012 6:06 am

I think first, we need to restore all the old spells, and then work from there.
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Katey Meyer
 
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Post » Fri May 18, 2012 1:42 am

Transformations: vanilla Skyrim already showed us it can be done. It looks like they actually added werewolves in Skyrim just to demonstrate what modders could do (dragons, horses, spiders.... I have a feeling you could potentially turn into everything?).

Well Morrowind actually had werewolves, so they're within the Lore. They just didn't include it in Oblivion for some reason. The Oblivion mod that added it back was just an armor, I don't know if it's the same here.
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Kay O'Hara
 
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Post » Fri May 18, 2012 4:24 am

My only suggestion is that I'd like to see some Armageddon-class spells (such as the Lightning and Meteor Storm spells of the original Midas) that take advantage of the new spell charging system: Massive amounts of damage that will probably kill any enemy in range, but it takes an extremely long time to cast, so you would need a summon or companion to take the enemy's attention while you cast it.
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Leilene Nessel
 
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