Phenderix's Magic Evolved - 80 New Spells!

Post » Wed May 23, 2012 5:35 am

Sounds impressive! I am following this one!
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Andrea Pratt
 
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Post » Wed May 23, 2012 6:32 am

There are plans to add them to npcs.

It it all running from the leveledlist item thing right now. There is a checkbox option for checking level requirements for the items but when checked it doesn't do anything and can mess things up.
I am just assuming SkyEdit has an error with it. When CK comes out it will probably be a fast fix. (Hoping...)

The checkbox isn't needed in this case, the vanilla adept and higher spell tome lists have the "chance none" field set to 100 (meaning they won't show up normally) and a global set (directly below in skyedit). Once you reach a certain level in a skill the corresponding global (e.g. pcrestorationadept) is set to 0 which is then used for the "chance none" field - giving a 100% chance for the spell tomes to appear.

So you could simply add your spells to the corresponding lists (which the college vendors already use) to have them show up. Note that the master spell lists (LItemSpellTomes100xxx) are not used by the college vendors, but instead the lists MGRitualxxxbooks (so they only show up after the corresponding ritual quest has been completed).

Hope that helps, and nice mod :)
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Kayla Keizer
 
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Post » Wed May 23, 2012 2:53 pm

@mcw11
Thanks! I will look into it tomorrow!
@DragonBone
It is a little op perhaps rightn now, there are a few fortify spells, the only thing I think it may overpower are the shouts in the game.

No I haven't looked into the Balanced Magic mod yet.
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Michelle Chau
 
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Post » Wed May 23, 2012 2:22 pm

@mcw11
Wow, thank you so much! I am fixing it now! Will credit you on mod later :)
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OTTO
 
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Post » Wed May 23, 2012 6:24 pm

Okay this file is updated for vendor support, try it out and tell me if you are enjoying the mod/ if it works right!
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Killer McCracken
 
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Post » Wed May 23, 2012 4:53 am

Definitely intrigued by this and will continue to watch it. I would love it if NPC's could gain access to at least some of these spells. That would help with balancing.
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Pants
 
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Post » Wed May 23, 2012 7:34 pm

Thanks yes please watch it and try it out! NPC AI packagess may be able to modified to add the new spells. Going to check later. A lot of this stuff may require CK so expect big update later.
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Mélida Brunet
 
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Post » Wed May 23, 2012 11:34 am

All these spells...and not a single Absorb Health.

Why do you taunt me, phenderix?

On a more serious note, how about the return of Feather, Unlock and Absorb Health, each with their own tier appropriate effects?
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Betsy Humpledink
 
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Post » Wed May 23, 2012 9:08 am

All these spells...and not a single Absorb Health.

Why do you taunt me, phenderix?

On a more serious note, how about the return of Feather, Unlock and Absorb Health, each with their own tier appropriate effects?

Check it:

http://skyrimnexus.com/downloads/file.php?id=3413

Contains all of the above.

Also, good work on these spells Phenderix!
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Steve Smith
 
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Post » Wed May 23, 2012 3:59 am

It includes two absorb health type spells...unlock is already included in midas magic.
Thanks Eldiran!
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Nany Smith
 
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Post » Wed May 23, 2012 6:36 am

You didn't list Absorb Health in your list phenderix. Not complaining, just pointing it out.
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Elizabeth Falvey
 
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Post » Wed May 23, 2012 1:11 pm

Perfect and thanks, I'll definately use your mod when I start my mage playthrough.
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mimi_lys
 
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Post » Wed May 23, 2012 4:45 pm

It is indeed listed. Absorb and Drain are the same thing...
@4Skyrim
Awesome! Hope you like it! There will be tons of updates so please track it. In fact, going to release an update in next few hours.
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brandon frier
 
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Post » Wed May 23, 2012 10:42 am

Uh...no. Absorb Health and Drain Health are two different things.

Absorb Health is devouring your enemy's health to heal yourself, like a vampire. (It's a Destruction effect in Skyrim, for some reason the devs only gave it to vampires when all mages had it in previous games)

Drain Health basically acts as a damage DoT effect.

They have always been two different things.
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willow
 
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Post » Wed May 23, 2012 7:00 pm

Drain and ravage magicka

I believe the description is incorrect. 25 for drain and 15 for ravage - other way round maybe?

Looks good by the way!
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trisha punch
 
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Post » Wed May 23, 2012 8:19 pm

Uh...no. Absorb Health and Drain Health are two different things.

Absorb Health is devouring your enemy's health to heal yourself, like a vampire. (It's a Destruction effect in Skyrim, for some reason the devs only gave it to vampires when all mages had it in previous games)

Drain Health basically acts as a damage DoT effect.

They have always been two different things.

In the two previous TES games, Drain Health and Absorb Health are two different effects. http://www.uesp.net/wiki/Skyrim:Drain_Health.
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James Hate
 
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Post » Wed May 23, 2012 1:02 pm

@chuckos88
Thanks - the drain magicka number was wrong it is supposed to be 7. Fixed on nexus site.
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Olga Xx
 
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Post » Wed May 23, 2012 2:22 pm

Any news on new spells that will be added in future versions
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Inol Wakhid
 
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Post » Wed May 23, 2012 9:38 am

File now updated - to V.1.2! 9 New spells and other changes!

Destruction Spells

Phoenix Palm Apprentice
A telekinetic fire attack that makes your enemies ignite suddenly on fire.
Phoenix Volley Adept
A attack that sprays out firebolts to deal damage.
Phoenix Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of fire wherever it strikes.
Phoenix Rune Repeater Expert
A attack that sprays out fire runes so that they may be easily set up for a given area.
Phoenix Barrage Expert
A attack that sprays out fireballs to deal area damage.
Phoenix Blast Expert
A blast of fire resembling a dragon?s fire attack.
Phoenix Destroyer Master
A attack that decimates opponents, resembling a full dragon breath.

Glacial Palm Apprentice
A telekinetic ice attack that makes your enemies suddenly take frost damage.
Glacial Volley Adept
A attack that sprays out ice spikes to deal damage.
Glacial Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of ice wherever it strikes.
Glacial Entombment Adept
A spell that leaves your targets cased in ice.
Glacial Rune Repeater Expert
A attack that sprays out frost runes so that they may be easily set up for a given area.
Glacial Barrage Expert
A attack that sprays out icy storm to deal area damage.
Glacial Blast Expert
A blast of fire resembling a dragons frost attack.
Glacial Destroyer Master
A attack that decimates opponents, resembling a full dragon breath.

Static Palm Apprentice
A telekinetic shock attack that makes your enemies suddenly take damage.
Static Volley Adept
A sustained thunderbolt used to target down an enemy.
Static Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of lightning wherever it strikes.
Static Rune Repeater Expert
A attack that sprays out shock runes so that they may be easily set up for a given area.
Static Barrage Expert
A attack that casts a sustained chain lightning that is very very useful against a large group of enemies.
Static Blast Expert
A attack that unleashes a force wave of lightning on your enemy.
Static Destroyer Master
A attack that unleashes a devastating continuous force wave of lightning upon your enemy.

Poison Spray Apprentice
A instant poison attack that does 10 damage per second for 5 seconds.

Drain Stamina Apprentice
A spell that drains 25 stamina per second cast on target.
Drain Magicka Apprentice
A spell that drains 7 magicka per second cast on target.
Drain Health Apprentice
A spell that drains 7 health per second cast on target.
Ravage Stamina Expert
A spell that drains 50 stamina per second cast on target.
Ravage Magicka Expert
A spell that drains 15 magicka per second cast on target.
Ravage Health Expert
A spell that drains 15 health per second cast on target.

Rune - Damage Stamina Adept
A rune type spell that when engaged does stamina point damage.
Rune - Damage Magicka Adept
A rune type spell that when engaged does magicka point damage.
Rune Repeater - Damage Stamina Expert
A rune repeater type spell that when engaged does stamina point damage.
Rune Repeater - Damage Magicka Expert
A rune repeater type spell that when engaged does magicka point damage.

Elemental Cloak Master
A defensive spell that gives the caster shock, fire, and frost cloak.
Elemental Outburst Master
A powerful offensive spell that does shock, fire, and frost damage.

Force Wave Master
A continuous blast of force that knocks back your opponent.


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Alteration Spells

Muffle Apprentice
A spell that makes you step quietly for 20 sec - requires more testing - may work.
Stutter Time Apprentice
Slows time for one second, this can be useful for dodging.
Enhance Weapon Speed Adept
Gives a burst increase to your weapon speed for 3 sec. (Right-Hand Only)
Slow Time Adept
Allows you to slow time for a duration of 10 sec.
Accelerate Time Adept
Allows you to accelerate time for a duration of 10 sec, mainly just for fun.
Paralysis Rune Expert
A rune that when engaged gives off paralyze effect.
Dimensional Rift Expert
Slows down time for 10 sec and allows you to slightly increase your weapon speed.
Paralysis Rune Repeater Master
A rune rapid-fire spell that sets paralysis runes for easy, fast usage.
Stop Time Master
Allows you to fully stop time for a duration of 10 sec.
Future Time Master
Allows you to rapidly accelerate time for a duration of 10 sec, mainly for fun.
Enhance Greater Weapon Speed Master
Gives a huge burst increase to your weapon speed for 3 sec. (Right-Hand Only)
Enervate Master
Severely weaken an opponent leaving them easy to kill.


Also added are 19 Expert level Alteration spells that fortify your attributes
Example: Fortify One Handed
Fortifies One Handed skill by 20 for 10 sec at the expense of Magicka.
You can fortify: Light Armor, Heavy Armor, Lockpicking, One Handed, Two Handed, Archery, Alchemy, Enchanting, Smithing, Carry Weight, Alteration, Conjuration, Destruction, Illusion, Restoration, Block, Speech, Sneak, and Stamina


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Illusion Spells

Fear Rune Expert
A rune that when engaged gives off fear effect.
Frenzy Rune Expert
A rune that when engaged gives off frenzy effect.
Calm Rune Expert
A rune that when engaged gives off a calming effect.
Fear Rune Repeater Master
A rune rapid-fire spell that sets fear runes for easy, fast usage.
Frenzy Rune Repeater Master
A rune rapid-fire spell that sets frenzy runes for easy, fast usage.
Calm Rune Repeater Master
A rune rapid-fire spell that sets calm runes for easy, fast usage.



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Conjuration Spells

Spectral Arrow Apprentice
Shoots out an a spectral arrow from the palms of your hands.
Conjure Ghost Warrior Apprentice
Summons a Ghost Warrior to fight for you for 60 sec.
Spectral Arrow Volley Adept
Shoots out spectral arrows from the palms of your hands.
Conjure Dremora Lord Expert
Conjures a Dremora Lord to fight for you for 60 sec.
Heroic Arrow Expert
Shoots out a heroic arrow from the palms of your hands.
Heroic Arrow Volley Master
Shoots out heroic arrows from the palms of your hands.
Conjure Dremora Lord Host Master
Conjures three Dremora Lords to fight for you for 20 sec.
Conjure Familiar Host Master
Summons three familiars to fight for you for 20 sec.
Conjure Flaming Familiar Host Master
Summons three flaming familiars to fight for you for 20 sec.
Conjure Atronach Host Master
Summons one of each Atronach to fight for you for 20 sec.


Host spells will only work if you have the Twin Souls perk. (000D5F1C)

Not too many conjuration spells because the mod in my suggested section does it so well, Be A Better Mage with Unique Spells.


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Restoration Spells

Resistance Field Adept
Gives 25% resistance to all elements for 15 sec.
Resistance Field Greater Expert
Gives 50% resistance to all elements for 15 sec.
Cure Disease Expert
Cures any disease you are afflicted with, similar spell included in Midas Magic
Restore Stamina Expert
A sustained spell that restores 25 Stamina per second held.
Restore Stamina Instant Expert
A spell that when cast restores 100 stamina.
Resistance Barrier Master
Gives 100% resistance to all elements for 7 sec.
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Auguste Bartholdi
 
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Post » Wed May 23, 2012 6:42 pm

Looks pretty solid. :) I'll keep an eye on it. I'm not playing much right now besides testing, so I can't give you much feedback. I know editing perks tends to start making things incompatible quite fast, but have you considered, when the CK comes out, creating or editing perks so that spells can change as you level? Such as having Static Palm, a perk increasing the effects to that of Volley or Shot, and then another perk to change the effect to Barrage or Blast.. Well, honestly I don't know how it'd work in practice, but it 'twas an idle thought of mine. I've always disliked the idea that a mage at one skill level and player level is always identical to another mage at the same levels. Anyways, looks good. Keep up the good work. :)
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Jack Moves
 
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Post » Wed May 23, 2012 6:00 pm

Only two perks are changed - Twin Souls to 3 and Rune Master to 1000 to be able to set runes farther.
There is also a download option for a version with no perk changes. :)
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sally R
 
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Post » Wed May 23, 2012 11:02 am

In the two previous TES games, Drain Health and Absorb Health are two different effects. http://www.uesp.net/wiki/Skyrim:Drain_Health.

I don't know if that article is correct, because that would mean that poisons that "drain health" would heal you.
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Lil'.KiiDD
 
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Post » Wed May 23, 2012 8:59 am

Ya it doesn't really matter though...we all know what it does :P
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dean Cutler
 
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Post » Wed May 23, 2012 11:27 am

Any new thoughts about update?
This mod is more balanced with more content.
Please try it out!
http://www.skyrimnexus.com/downloads/file.php?id=5898#
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Keeley Stevens
 
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Post » Wed May 23, 2012 1:25 pm

Havent downloaded magic mods yet, starting mage playthru tomoro. Will you be adding entirely new spell effects?. I have ideas but I can pm them.
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Setal Vara
 
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