Just thought I'd drum up a little interest for my first proper Skyrim mod package, and see if anyone has any fun ideas to throw in.
Basiclly I'm working on a package of spells themed around kinetics with the aim of it being more like a "booster pack" to use with other spell package mods such as Apocalypse Pack, or used standalone, so I'm delibratly avoiding doing spells that are already ten-a-penny, like force spells and time spells while at the same time trying to keep stuff fresh, intresting an above all useful and balanced.
I was originally thinking of making a "proper" absorb spell package that covered more than just health, magicka and stamina (The 3 easy ones). But absorb was always a pretty flavourless line of spells in Oblivion even if they were useful. I had a moment of inspiration from City of Heroes, which has a power set called "kinetics" which functionally is a lot like absorb but is focused less on stealling stats, and more on absorbing more esoteric stuff like motion and force, and transferring it to the player character.
The key thing is that knockdowns/pushes/bullettime get really tired really fast yet they also epitomise the concept; controlling and redirecting force, motion and energy - my solution is to take a page out the absorb book, and have the effect scale the more foes that the player can siphon off, combined with Alterations natural tendancy towards defensive spells I hope it'll create a very high-risk, high-reward combat strategy that encourages the player to dive right into the heart of the action and come out looking like a boss instead of pvssyfooting around in the shadows taking on one foe at a time.
The spell list I plan to start off with is as follows (Given names are just placeholders, suggestions welcome
). Spoilers just have my personal commentry on each of the spells planned.Barrier :: Kinetic Barrier (Done!)
While concentrating damage is reduced 25...50...75% and arrows are blocked. Releases shockwave when spell ends that grows in magnitude based on damage recieved, for 10...20...30 mana.
Spoiler
My big issue with ward spells has always been that they are inferior in EVERY way to a conventional shield. The biggest flaw however is you can't bash with one. You're better off equipping a torch or emptying your hand so you can parry, than to try maintaining a ward in a knife fight because bashing and blocking is a really really big deal in sword play. Kinetic Barrier basically serves as a ward with a melee focus, it stops a much larger fraction of damage (comparable to a shield), and when you stop casting, it creates a kinetic blast that interuppts the foe just like a bash would - provided you havn't blown all your mana anyway.
Balance:: Impossible Odds (In progress!)
For 10 seconds*, each foe in the caster's vicinity deals 10% less damage. For each foe affected in this way caster deal 10% more damage to a maximum of +100%
Spoiler
Rather than making 10 different equivalent spells for each weapon and spell school, Impossible Odds serves as a catch-all AoE absorb that universally reduces enemy damage and gives it ALL to the player. The idea is that it's a high-risk, high-reward power. The player wants to get right in the fray with as many foes as possible, without becoming overwhelmed, done right they can come out of it looking and feeling like a total boss.
Snare :: Stolen Momentum
For 20 seconds*, each foe in target area is slowed 50%. For each foe affected in this way the caster moves 10% faster
Spoiler
This spell' is a combo breaker and has both range and long duration so that archers can use it from afar and kite around their enemies while making them feel like complete idiots. Mostly though this spell just epitomises the whole kinetics concept, stealling momentum from a foe and adding it to yourself.
BulletTime :: Critical Timing
For 3 seconds* you gain 20% bullet time for each adjacent foe (up to 100%)
Spoiler
Like I said earlier, bullet time can really break the game if the player is allowed to just spam it - so this spell is both relatively high cost (Expert level), and like most the absorb style spells it is most effective when you're being overwhelmed, and is less useful for 1 on 1 combat. If 3 seconds sounds short. With 5 foes and stability the effect will appear to last 12 seconds from your perspective, and halves enemy speed.
Stability :: Pendulum
For 60 seconds*, the next time you are staggered, your attacker is knocked down and the spell ends.
Spoiler
Again, kinetics epitomised, you get pushed, you push back harder. Since you have to re-cast it after each successful trigger, and it has a reasonably high cost (Journeyman) it shouldn't prove game breaking.
Teleport :: Dynamic Entry
Teleport to target location. Foes adjacent to start and end points are heavily staggered
Spoiler
These spells are all about getting into the thick of the action, so it seems like a no brainer that we should have a way of getting into the action fast and throwing your weight around so you have some time on the other end to prepare your next move. By having the stagger effect on both ends it also means it can be used to get OUT of trouble in a hurry too. technically teleport is a "copied spell", both midas and apocalypse have their own equivalents. But, neither are aimed at teleporting INTO combat - if I can find a way, I'd like to make it transition smoothly from A to B, like a vanguard charge in ME3, more thana direct teleport, thi'd help reduce the lag of loading new cells after a long teleport, and would reinforce the whole telekinetic aspect; less like teleporting and more like throwing yourself at the enemy.
*Spell durations are modifed to alteration potions and stability.
So, any thoughts? - Any wild ideas in the same theme that arn't carbon copies of spells found in other popular packs (ie. midas, apocalypse), and arn't wildly game breaking (timestop, force throw), an yinput or oversights I might've made with the spells so far?

