Yes all of the spells in the game use new modified effects. Nothing in the game is changed, I simply added new effects and spells. If you want to sure pm them. A lot of stuff needs to wait until CK though. So many ideas right now. So little time, plus college about to start up again...
This looks pretty cool and these spells seem like nice natural extensions of the vanilla spell effects.
Shame this will probably case a massive amount of spell clutter for mages that like to have and can afford to have a wide varity of options...
Not an issue with your mod really, more or less one with how beth designed magic for this game. It would have been awesome for example to have one fire spell that you could learn new abilties with like what you have, or craft new ones by combining them with existing spell effects for example. Instead they chose to slim down the magic diversity and as such thjer spellbook system means things that add lots of spells that do cool but very similar things feel more redundant to interact with than they really are :/
Ya maybe eventually someone will have a crafting type mod. May attempt to do something like that but may be working on othe things like mage clan stuff.
- the price of spell tomes needs to be diversified (and raised) a bit more based on what they do - stop time is a bit overpowered. maybe half the duration at most would be appropriate - It would be much better for balance to spread The place were you aquire the spell tomes across more vendors
Is the mage-clan thing really required? It seems too out of place in Elder Scrolls; with the Psijics, College of Winterhold, Synod, College of Whispers and so on being more academic organizations. Mage-clans are something out of Diablo.
@LordofBones It will probably later be included in the main version but there will probably be an optional version of just the spells. @hadtosayit Did you try the new version? Spell tomes are now diversified by cost. Stop time is a bit op but it is master alteration. Need to fix one issue with duration eventually. The vendor will be split into multiple people once the ck is out and I can add npc's to the game world. People in clans will sell spells.
They aren't meant to be completely lore friendly - just moderately. I am going to add clans to represent these spell types. So terra is going to be a nature element using clan if you get what I mean. Holy Light name is actually from warcraft. I am trying to have unique names to make more interesting.
Once CK is out I can probably do that. I also want holy light to heal people if you target an ally and do damage if you target an enemy - Just like how it is in Warcraft 3 - I think that would be an awesome spell then.
When ck comes out, boulder like meteor showers, lighting strikes with immersive thunder sound or the greybeard shout sound, and if possible a ghost blade that does a backstab kill move without a npc holding it when the spell is used, its abit overpowered because of instant kill but some kind of heavy magicka usage could balance it. These are spells I wanna see for master destruction and master conjuration.
This mod will not conflict with anything really. The only confliction would be a mod that changes what Farengar sells. These are all good idea...I have so fricken many now XD
I think one of the first ones I do will be a conjurable door that leads to a mage house in a different dimension.