Phenderix's Magic Evolved - 80 New Spells!

Post » Wed May 23, 2012 8:30 am

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...
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Baby K(:
 
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Post » Wed May 23, 2012 10:26 am

Put college on hold, my skyrim magic experience is far more important than your future employment opportunitys
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Alba Casas
 
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Post » Wed May 23, 2012 5:35 am

@JimReapa
lol, sorry but I will need to be able to afford electricity in the years coming to continue modding in Fallout 4 or Elder Scrolls VI
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Crystal Clarke
 
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Post » Wed May 23, 2012 5:44 am

@JimReapa
lol, sorry but I will need to be able to afford electricity in the years coming to continue modding in Fallout 4 or Elder Scrolls VI

I will come and power your pc via bicycle. In exchange for mods.
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George PUluse
 
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Post » Wed May 23, 2012 5:33 pm

Here's a thought: how about staves for the new spells and putting them in leveled lists?
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Blaine
 
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Post » Wed May 23, 2012 5:18 am

That is a good idea. I will think of an addon later once ck comes out for that.
Will probably release that when I start clan and AI stuff.
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Sheila Reyes
 
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Post » Wed May 23, 2012 4:03 am

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 :/
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Sammie LM
 
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Post » Wed May 23, 2012 4:31 pm

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.
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The Time Car
 
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Post » Wed May 23, 2012 8:23 pm

I'd like to suggest a few things:

- 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
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Avril Churchill
 
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Post » Wed May 23, 2012 9:33 am

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.
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Pat RiMsey
 
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Post » Wed May 23, 2012 3:14 pm

@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.
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casey macmillan
 
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Post » Wed May 23, 2012 5:08 am

Here's a thought: add in spells to summon Draugr, all the way from normal to Deathlords.
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Charlotte Lloyd-Jones
 
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Post » Wed May 23, 2012 11:40 am

@LordofBones - That is a possibility I guess for future conjuration spells.

New update released!
4 new spells and bug fixes.

Terra Volley Adept
A spell that uses leaves to do damage to a target.
Terra Barrage Expert
A spell that uses potent leaves to do damage to a target.


Holy Scorcher Adept
Spell that does continuous holy damage to a target.
Holy Light Master
Spell that does a high amount of damage to its target.
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Jynx Anthropic
 
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Post » Wed May 23, 2012 9:14 am

I'd suggest renaming those spells; Terra to Kyne's and Holy to Meridia's/Arkay's . They sound...I dunno...too Final Fantasy-ish.

I suppose that's just the lore buff in me, though.
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Richus Dude
 
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Post » Wed May 23, 2012 7:47 pm

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.
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Tamara Primo
 
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Post » Wed May 23, 2012 10:08 am

you managed to add new elemental damages?
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Claire Vaux
 
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Post » Wed May 23, 2012 4:22 pm

No they are just names for now - maybe later new elemental damages.
Animation looks like holy or nature damage though.
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lisa nuttall
 
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Post » Wed May 23, 2012 2:31 pm

maybe more damage to undead enemies?
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abi
 
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Post » Wed May 23, 2012 5:28 pm

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.
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Eve(G)
 
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Post » Wed May 23, 2012 3:27 pm

Looks pretty great! Nice to have a high quality mod out before the CK.
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Richus Dude
 
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Post » Wed May 23, 2012 6:56 am

wow looks amazing BUT....

I'm already using balanced magic mod

will it conflict with it ??!!

god I hope not
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Lifee Mccaslin
 
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Post » Wed May 23, 2012 8:24 am

btw can you add magic bolts and missiles that would be neat :D
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christelle047
 
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Post » Wed May 23, 2012 12:23 pm

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.
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Alexander Lee
 
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Post » Wed May 23, 2012 12:43 pm

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.
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stevie critchley
 
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Post » Wed May 23, 2012 3:14 pm

Any more ideas?
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KIng James
 
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