[REL] PJ's Spell Compendium

Post » Sun May 27, 2012 9:02 pm

Download: http://skyrim.nexusmods.com/downloads/file.php?id=16022

Video Trailer: http://www.youtube.com/watch?v=42zfuTdFAIc

What does it do?
This mod introduces a collection of 15+ unique scripted spells to aid in your conquest of Skyrim. These spells range from utilitarian spells such as adding capability to jump to new heights to spells that call on the massive desctruction of earthquakes and acid rain. Ever wanted to use telekinesis on an enemy? Well now you can! Pick them up and fling them in any direction. I went out of my way to create unique spells that are unlike anything else found in the game or other spell mods. Those tend to only emphasize the stereotype of the magic user being a glass cannon shooting spells that may all look different but effectively simply do the same thing. With my mod you can knock down foes continuously with an earthquake, jump to the top of a rooftop, swap places with a hiding enemy, create a decoy to fool a monster, sneak behind and stab an opponent, have a magic user's own magic blow up in his face, summon magical missiles that track enemies no matter where they run, and many more! If you played the first year of Oblivion you may remember my mod which added many similar spells, in fact many of those spells can now be found in Skyrim proper such as traps, meteor storm, rapid fire, push, cloaks, and lightning strike.

Where can these spells be found? After being expelled from the Winterhold College for the practice of these dangerous and unpredictable spells the mage Phineus Jamison can now be found peddling the tomes in the cellar of the Frozen Hearth in Winterhold town. All spells are balanced to the best of my ability, however it must be noted that I have not played very far into Skyrim so have not tried every spell in every situation. If you find a spell is overpowered or underpowered please let me know and I will see what I can do in future updates. If you simply want to try the spells out without requirements just to see how they play look at the cheats section below for directions.

I am still creating new spells and will update often as more become available. If you have any suggestions please let me know!


Spell List
Telekinesis: Traps your enemy in a stasis field of electricity allowing you to move around them around and eventually fling them in any direction you like. To fling, simply move your target quickly left, right, up or down and watch as they are flung in that direction. Minor damage is done to the enemy depending on direction flung with downward providing the most damage, upward the second most, and left/right the least. Use this spell to drop enemies off cliffs, into the water, or simply to move them out of the way.
Magic Missiles: Summon orbs of magic that surround you and seek out and follow enemies in every direction eventually dealing random types of damage including fire, ice, electricity, and paralysis. Higher conjuration levels produce higher number of missiles. If no target is found after a certain amount of time the missiles will disappear. Due to the high desctructive power of these missiles this spell can only be cast once every 30 seconds.
Tornado: Creates a vortex of wind surrounding your enemy, incapacitating them as they are flung around and around. Enemies caught in the tornado are invincible til the spell wears out. Very useful for crowd control.
Earthquake: Summon a massive earthquake causing all enemies around you to consistently stumble and fall to the ground. Higher conjuration levels increase these chances. Use this spell to cause havoc then mop of the pieces with your weapons while your foes try to regain balance. Does not affect friendlies.
Hurricane: Summon a hurricane with winds strong enough to push away and knock over your enemies. The higher your conjuration score the higher the probability of knockdown. The wind direction depends on your initial direction while casting the spell. Not castable indoors. Use this spell to keep enemies away while you pummel them with other spells or arrows. Does not affect friendlies.
Fire Spouts: Creates spouts of fire from the ground at random locations around you causing massive damage to anyone caught in the flames and minor damage to those who step into the fires left behind. The spouts consistently jump around you and higher desctruction levels will produce more spouts. The spouts will not affect friendlies but the remaining fires will although noone will blame you for them.
Lightning Columns: Creates columns of lightning that move randomly around you causing massive damage to anyone who stands in their way. Higher destruction levels will produce more columns. These columns do not affect friendlies and this spell is not castable indoors.
Acid Rain: Creates a storm that rains down acid rain on your enemies causing damage to health and damage resistence. Higher destruction levels create more rain. Does not affect friendlies and is not castable indoors.
Assassin's Rush: Teleport behind your enemy dealing massive sneak damage. The higher your sneak attribute the higher the damage, up to 75% of the enemies initial health. Only castable with a dagger in your main hand.
Decoy: Creates a decoy of yourself that fools enemies into attacking it. After several seconds the decoy will explode throwing enemies close by to the ground. Great for crowd control or escaping. Decoy will be equipped in default armor due to the difficulty in figuring out what armor the user is currently wearing. If anyone knows of a way to do this easily please let me know since it would add to the illusion.
Backfire: All enemy magic users have a chance of having their own magic backfire in their face propeling them backwards. Doesn't cause damage but does stun the enemy. The higher your alteration score the higher the probabilty of backfire up to 100% for 100 alteration. Does not affect friendlies.
Clone: Create smaller clones of your enemy that will attack. Comes in three flavors depending on the number of clones you plan on summoning. Imagine the confusion of being attacked by three mini versions of yourself!
Jump: Allows the user to jump to amazing heights. Comes in three flavors, Jump 1 is 10 feet, Jump 2 is 30 feet, Jump 3 is 100 feet. While the spell does propel you forward a little bit keep moving forward during the fall to move even farther.
Swap: Swaps places between you and your enemy. See an enemy in a spot you want to get to? Swap with them! Want to be extra creative? Jump to a high out of the way spot then swap places with an enemy, effectively taking them out of the battle.
User avatar
Tessa Mullins
 
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Joined: Mon Oct 22, 2007 5:17 am

Post » Sun May 27, 2012 11:10 am

I remember your Oblivion spell mod, welcome back. :)


Also you're not using the right link, that's the link for editing the mod page.

http://skyrim.nexusmods.com/downloads/file.php?id=16022
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Josh Lozier
 
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Post » Sun May 27, 2012 4:15 pm

Both links are broken. Nexus is an editfile link, youtube said that validation failed.

I really like these spells. It would be useful if you put the spell level (i.e. adept, expert, and so on)
That said, I think Telekinesis should be in the Alteration school, like the vanilla spell. http://elderscrolls.wikia.com/wiki/Telekinesis_(Skyrim)
Probably i'd rather earthquake was too...
I'll check it out properly once the nexus link's fixed.
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Jake Easom
 
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Post » Sun May 27, 2012 1:58 pm

Sorry, links have been fixed. Thats what I get for posting so late at night :)
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Undisclosed Desires
 
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Post » Sun May 27, 2012 7:11 pm

Could we have more offensive spells usable indoors? The bulk of combat takes place in dungeons, after all.

I remember this from TES IV, nice to see it back.
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NIloufar Emporio
 
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Post » Sun May 27, 2012 11:50 pm

Yes, I plan on creating my next grouping of destruction spells to be cast indoors, including things like poison cloud and corpse explosion. Any ideas let me know!
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Breautiful
 
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Post » Mon May 28, 2012 12:53 am

what about some "enemy seeking spells", like your magic missile mod for Oblivion?
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Greg Cavaliere
 
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Post » Sun May 27, 2012 10:19 am

Cool. I liked the OB version. Is this compatible with Mighty Magick Skyrim?
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Solène We
 
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Post » Sun May 27, 2012 3:15 pm

This looks fantastic but I would also like to know if its compatible with Mighty Magick.
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Maria Garcia
 
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Post » Mon May 28, 2012 1:34 am

any new work on this PJ? maybe some homing spells?
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nath
 
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Post » Sun May 27, 2012 7:53 pm

Sorry, haven't checked in here in awhile since I have been pretty busy with work, I will be releasing in the next couple days with some tweaks and some new spells. New magic missile like spells are high on my list of things to come up with but unfortunately won't be in the next release. I've been trying to think of new ways to utilize the effect that isn't too similar to the current spell, the only thing I have come up with so far is a life leech type effect. For example the missiles go to the target, svck life, come back to caster and give life to you. Any other ideas?
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jadie kell
 
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Post » Sun May 27, 2012 9:38 pm

a spell that homes to the nearest target, like an orb of green light that flies and smashes into the nearest enemy, with a chance of istant death :tongue:
eventual support of Ely's uncapper?
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Marnesia Steele
 
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Post » Sun May 27, 2012 12:30 pm

That is what my current magic missiles do, minus the instant death part :)
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Max Van Morrison
 
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Post » Sun May 27, 2012 9:09 pm

a volcano spell?
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Hope Greenhaw
 
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Post » Sun May 27, 2012 11:16 am

New update has been made, here are the release notes!

Whats New in Version 1.1:
Spell Updates:
Assasins Rush: Damage changed to be a percentage of the targets full health, not current health. This will make killing with this spell much easier
Decoy: No longer able to pickpocket your decoy
Fire Spouts: Area damage increased, should hit enemies far more often now
Lightning Columns: Area damage increased, should hit enemies far more often now
Magic Missiles: Cooldown reduced and number of missiles increased
Telekinesis: Stutter had been practically eliminated, although to make this happen the movement speed had to be reduced a little bit. If the enemy is not thrown now he/she will be thrown backwards at spell end. Example here: http://www.youtube.com/watch?v=pLKtIm58V-o

New Spells!:
Blade Storm: Summons a whirlwind of daggers flying around your current spot, slicing and dicing anyone foolish enough to come close to you. Demos of the spell are here: http://www.youtube.com/watch?v=tmv3j5N0TFcand here http://www.youtube.com/watch?v=HmM0JOcjf8Q
Sleet Storm: Summons a storm that drops icy sleet down on your enemies. Anyone hit is frozen completely for two seconds. Demo of spell here: http://www.youtube.com/watch?v=hA0ccpkpHiM
Web: Creates a sticky web at the targets location trapping and immobilizing the target and anyone close by. Demo here: http://www.youtube.com/watch?v=CKc59pECyK8

Coming Soon!:
New spells including Darkness, Tsunami, Health Leach spell using Magic Missile mechanics, illusion spell turning target into a scared child, and a few others
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Dan Endacott
 
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Post » Sun May 27, 2012 6:42 pm

blade storm is just crazy :P

are those spells performance-intensive?

could you make magic missiles add more missiles depending on destruction skills?
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Harry Hearing
 
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Post » Sun May 27, 2012 4:57 pm

Magic Missiles is based on conjuration, I've been trying to level things out between the different schools for more balance otherwise destruction gets all of the fun :) My next mission is to give Illusion some love.
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GabiiE Liiziiouz
 
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Post » Sun May 27, 2012 9:37 am

mm you're right. and conjuration makes sense, too :D
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sally R
 
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