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Illusion and restoration concentration spells game mechanic


daidojc

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It is extremely frustrating when illusion and turn undead spells stop affecting enemies at certain levels, and at the same time it feels exploitative to use them on lower level enemies. This could be solved with a dynamic level increase during casting.

Non-area illusion spells like calm, fury and fear and turn undead could be concentration spells. By concentrating, magnitude would increase each second and therefore affect enemies with progressively higher levels the longer the player successfully casts. This would perhaps go well with mods that lower movement speed while casting to compensate for the new feature. If the PC is hit or loses the target (e.g. goes behind an obstacle or out of the cone of the spell) casting is interrupted.
The magnitude of the spell would have the vanilla base value (or slightly lower) and increase by 2 per second (i think) while casting.

This way it would feel like the player is fighting to take control of stronger opponents and the game would be more balanced.

I don't know how to open scripts (can't make notepad++ work) but I think a mgef script attached to these spells would work, or perhaps a mgef with such script added through a perk. Tried to make a self-concentration spell that increases illusion/resto magnitude with tapering using xEdit, but that did not work. The tapering function did not work as well.
A similar concept can be found in Apocalypse's mind control spell.

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