[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 2:14 pm

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Fri May 18, 2012 6:16 am

I'd be in favor of Midas Magic in Skyrim, and I don't think there's anybody who would disagree lol.

I had a good idea for mark/recall. Basically you place your mark just like you would a rune spell, and to keep teleportation from breaking the game, perhaps make it so you can only teleport from a cell that you can fast travel from? (with an option for players that want to be able to teleport anywhere, quests be damned)
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Fri May 18, 2012 7:53 am

http://www.youtube.com/watch?v=P3ALwKeSEYs

Personally, I'd like to see some new summon spells most. Skyrim is sorely lacking in summon variety, even though the ones you can get are awesome. I'm also a svcker for anything related to divine magic :P
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri May 18, 2012 4:35 am

It would be awesome seeing Midas in Skyrim, Mark/Recall is a must and lots of ice themed spells, maybe an ice bridge spell?
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 18, 2012 12:02 pm

Permanent summons. Or transformations... like into a zombie or something.
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Fri May 18, 2012 11:30 am

good to see you are back i dont really have any idea right now
but i would like to see more spell types especially more destruction and Conjuration spells
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Fri May 18, 2012 12:13 am

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver
Midas Magic was one of my absolute favorite mods for Oblivion. I'd love to see it for Skyrim as the magic system needs more variety. I can't say what spells I really want, I loved all of the MM for Oblivion spells. One thing I especially liked was the quest in MM. So I'd love to see something like that make a return appearance.
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Fri May 18, 2012 7:42 am

With the lack of in-game spellmaking, Midas Magic is a much needed addition to the game.
Good to hear you plan to make it! :thumbsup:
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri May 18, 2012 11:59 am

A complete overhaul of the Destruction tree and it's utter lack of scaling would be the first thing to implement.

-Bring back point blank, high damage/high risk touch spells
-Bring back absorb health to it's former state
-Bring back damage over time/efficient spells
-Make a telekinesis "shove" spell that allows you to toss or knockdown enemies. It's similar to the shout, but it should have been a spell in the first place
-Need "Holy" spells that harm undead much more than how it's currently implemented via Restoration
-Need healing over time spells. The current Restoration spells give very little reason for combat healing and you typically have to run away to heal. Or just drink a potion.
-Need poison/plague spells that add physical debuffs (less damage, less speed, less defense etc). Currently nothing that interesting for a Necromancer.
-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.
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Fri May 18, 2012 5:52 am

I agree with everyone else, Midas Magic is a must have mod :).
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Fri May 18, 2012 9:45 am

I WANT THAT PET CAT THING THAT YOU COULD FEED AND IT WOULD GROW AND YOU COULD RIDE IT LOOK A HORSE
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri May 18, 2012 3:49 am

Are you serious? Do you actually need to ask? Of course everyone here wants it.

What I really want, what I always wanted is to have shapeshifting. If I'm a powerful mage, able to call daedra and rain fire, why can't I turn into something to move faster? You could also fake levitation by implementing a bird transform. Make it balanced, like 5 magicka/second or something like that so it's not easily abused and you got a winner.

Also, for the love of Talos, while you're at it can you please balance the stagger chance on enemies please? I like the perk but it feels wrong stunlocking dragons to death. Or, better yet rework it to be shock specific. Rework the perk so that shock has a chance to stun the enemy (about 70% chance at 100 destruction would be balanced imo), frost has a chance to severely slow them for about 2 seconds and fire has a chance to set them ablaze for half the spell's dmg.

Seconding the Mark/Recall need as well. Some sort of short range teleport spell would be amazing as well. You shoot a projectile at a surface and immediately teleport to it.

And finally, thank you for your dedication to giving us a great magical experience in TES games.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Fri May 18, 2012 7:22 am

Oh, Xilver is here :)

Well, the magic effects are a lot of fun for starters. Between the couple new mechanics that they threw at us, you can easily expand them (traps, continuous damage, pbaoe) just but combining them.

But for really diferent spells:

- transformations (different animals and monsters - maybe requiring parts of them and a soulgem filled with their souls) - dragons should be among the choices
- linked with the above I willl love if at Master level for Destruction you will able to morph into an Atronach of your choice (maybe having a high Conjuration req. too)
- more magic attacks that use the 'soul trap' gfx but in reverse - magical energy flowing from you towards the enemy
- levitation spell (maybe using the dragon priest animation)
- body size modifications - simillar to the ones in Sheogorath quest - that can be used on npcs and monsters but yourself too
- time bubbles using the mass ilusson spells combine with slow time effect from the shout. You can enter and exit the bubble - things jusst get slow in there

I think there are a lot of things that can be done. These are all I could think for the moment.

Thanks.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Fri May 18, 2012 11:43 am

I will cast my vote for please create a Midas Magic for Skyrim!
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Fri May 18, 2012 10:48 am

Just going to copy/paste some ideas I had earlier:

Ray spells that do a steady steam of damage at long range with instant travel and high mana cost
Acid bolts/sprays that do damage over time and reduce armor
Silent trap-setting spells that put patches of ice that may slip opponents or oil slicks that can be set on fire.
Magic missile!
Wide array of summons with a unique ability or two just for variety
Summon-able floating bag that effectively increase max carry weight
Rare spell that teleports you home, or maybe makes a two-way portal to some unique house that can only be accessed that way.
Unlocking spells
Quicksand spell that slows enemies
Spells that turn clutter items into potions or something else useful
Spell that create an impassible barrier with a set amount of health
Plague spells that spread from one target to another
Detect magic spell that makes magic loot, and NPCs/containers with magic loot glow.
Spell that makes all lootable items glow
Telekinesis that works like the normal one in Oblivion when casted with one hand, and a gravity gun when casted with both.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Fri May 18, 2012 3:27 am

I'll volunteer any proofreading/correction
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Fri May 18, 2012 10:52 am

A spell that summons
Spoiler
Alduin's meteor attack
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri May 18, 2012 12:18 am

An Unlock spell is a must for me, right now my Mage is a good lockpicker too and I didn't really like that. But leaving all those easily lockpicked chests locked is stupid.

To keep it balanced it would probably have more strict skill requirements, since it would be too easy if the only requirement was having a large enough magicka pool. Something like needing an Alteration skill of 30 to unlock Apprentice locks, 50 for adept locks, 75 for Expert and 90 for master could work.

Also, water walking!

I know your Oblivion mod is most known for its more spectacular spells, but I'd love to see the return of these simple spells as well.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Fri May 18, 2012 6:25 am

I recall that the first couple of spells I usually made with MM in Oblivion were the "Chest" spell and the Summon White Tiger. Part of that was due to having easy access to the items needed for those rather than a lot of the other ingredients which I'd usually sold off by the time I had MM installed.

I think most of the stuff that marcat mentioned would be awesome as well.

Maybe in addition to the spells themselves, some way to improve on staves would be great. Possibly the ability to craft staves that use the new spell effects?
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Fri May 18, 2012 8:14 am

Beam spells for each element. :hubbahubba:

Used as high level replacement for the continuous damage spells, having longer range, more effective, and most importantly have a much cooler effect. Now we can really play as super Saiyan :flamethrower:
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri May 18, 2012 1:21 pm

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver
Oh my sweet jesus it's Xilver! :woot:


....but why the name change? :huh:
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri May 18, 2012 1:57 am

I don't know if you'd be willing to work out the alternate perks it might take to make this a useful idea, but I liked having some mods that let me summon alternate types of creatures, such as repurposing the summon bear spell from spriggans. We already have a "summon familiar", which summons a sort of "spirit wolf", but especially for bosmer mages, it would make sense to have the ability to summon larger and fiercer spirit creatures, like saber cats and possibly even mammoths.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Fri May 18, 2012 1:28 pm

Oh, something else I've been thinking about:

Some sort of "shove" spell that keeps enemies back (similar to the shout, or the effect of dual-wielding destruction to stagger foes), including a "wall of shoving" that just keeps enemies away from you, and a fast version to use in the off-hand like a shield (since wards are crap) so that you can time it right to knock enemies off balance just before they attack.

This may also be something of a total pipe dream, as well, but since we have a candlelight spell that actually is a floating light that follows the player, and we have self-targeting "cloak of" spells that deal damage to anything within range, I'd like to see a destruction spell that involves creating one of those floating balls of energy of one of the major elements that just starts firing lightning bolts or whatever at enemies around you, like some sort of automated attack drone. Even better if it just auto-targets the single closest actively hostile enemy if it is within a certain range. (Just having it shoot where your cursor is pointed repeatedly for the duration of the spell is also fine.) I've always liked the notion of a magical drone that fires on its own accord.
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Fri May 18, 2012 8:14 am

Elemental balance.

A pure stun spell.

A resurrect animal spell.

A gem flaw remover

insta-smelt

positive energy ray.

Phantasmal summons in the illusion tree.

Fortify X effects

Absorb magicka - or a restore magicka spell that costs stamina points.

A group heal spell.

A resurrection spell?

A spell that lets you look ahead to spy on people

A spell that lets you draw the ghost out of a corpse
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Fri May 18, 2012 4:31 am

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver

Its great that you are willing to develop Midas Magic for Skyrim, its one of my favorites Oblivion mods. It was really fun to run after the requirements for the spells: )

As I usually try to play a less violent character, here comes some suggestions:

- Entangle,
- A calm/forget spell, that not only makes the npc/monster to stop fighting, but also make that it doesnt start to fight again right after
- A blackness spell that turn off one/all light sources (if this is possible) in an area
- A sound spell that makes suspicious npc/monsters to go look for you elsewhere
- A spell that makes npcs randomly drop an equiped item


It would be fun to give a random factor to some spells. So, the Teleport Home spell can teleport you home, or, if you fail, can teleport you elsewhere; the "drop itens" spell sometimes can make YOU drop all. It would also be neat if some NPCs could have one or another Midas Spell... this could lead to really surprising situations : )

Thanks!
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Next

Return to V - Skyrim