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the1yunico

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  1. I am looking forward to this getting released. Between this and Apocalypse there are a ton of great and interesting spells to use.
  2. The new spells are looking great and I am looking forward to the 2.0 release for SSE. Switcheroo > Switch places with the target. - This would be fun to use. Does it cause any issues with scripted encounters?Wizen > Turns the target old before their time for 30 seconds, reducing speed by 50% and attack strength by 30%. - Seems kinda strong for an apprentice spell but you have a few alteration spells that keep enemies occupied so to speak. Is this limited to living humanoid enemies?Bestow Locomotion > Animates the weapon in your other hand, allowing it to fight independently for 60 seconds. - This spell sounds really interesting. Based on the description, this won't work for 2 handed weapon users. Maybe have the spell give you a power that then allows the weapon in your right hand fight independently. That way it could work on 2 handed weapons.Pocket Dimension > Teleport to a room in a pocket dimension containing all crafting stations, a bed, and safe storage. Cast again to return to your starting position. - These spells are always worth using. Looking forward to see images of the decor of the room. Does this spell have a decent casting time so that you can't teleport away during battle?Nullifying Ring > Creates a null zone at the caster's location for 30 seconds. All temporary magic effects are dispelled on entering the ring, and everyone inside the ring loses access to their magicka, including the caster. - This reminds me of Vow of Silence from Dark Souls. Please also make add this as a scroll you purchase or get randomly.Soul Drain > Latches on the to target's soul. When they die, you regain magicka equal to 25% of their maximum health. - I don't know why no one thought of adding this type of spell before. It is simple and useful and should have been part of the game to begin with.Conjure Spectral Armor > Creates a magical set of armor for 120 sec. - This reminds me of the bound armor mod from old Skyrim that the mod author had removed. Glad to see something like it finally making it to SSE. Does this just add armor rating or does it have the visual effect with a magic effect added?Electroconvulsion > Deals magic damage equal to 20% of the target's remaining magicka. - This looks to be decent destruction spell but sounds like it might be overpowered when fighting high level enemies that have a lot of magicka. Is there a cap to the damage it would do?Black Ice > Creates a patch of slippery ice for y seconds that causes anyone who walks over it to fall down. (Only 1 at a time, 20 second stagger cooldown) - This is a solid and unique spell. Maybe add some stamina loss as well when the enemy falls so that you have a greater reason to use frost spells than other spells when following up on a stagger.Battle Fatigue > The target gains +15% attack damage and +20% movement speed for 15 sec. When the effect fades, the target staggers and their stamina is reduced to 0. - Awesome to see that you created a spell based on my idea. Looking forward to trying it out in game.Mind Parasites > Target is attacked by phantom vermin, one for every 20 points of magicka they have remaining. The parasites deal no damage, but each one killed causes the target to lose 10 points from a random stat for 60 seconds. - This is a fantastic idea for a spell. The 10 points per per random stat seems strong though considering that any enemy that has lets say 100 magicka will have 5 parasites attacking and not only are they distracted but they lose stats for each one killed. Will definitely need to try this one out.Silence > Reduces the target's magicka to 0 and prevents spell casting for 15 sec. - I have been looking for a mod that adds this type of spell for a while now. I do think that it maybe should be an expert spell as it neuters any mage enemies you encounter.Enhance Visage > Grants a buff for 60 sec depending on your current gear. Wearing wealthy clothing and no armor makes enemies hesitant to attack you, dealing 15% less damage. Wearing full armor and concealing your face grants a bonus to intimidation and may cause low-level enemies to flee. - This is a very nice addition. Can I assume that the wealthy clothing effect checks for ClothingRich keyword?Nightmare > Concentrate to inflict a nightmare on the sleeping target, draining 5 health per second. The closer the target is to death, the more likely they are to awaken. Those that awaken have -25% speed and attack damage for 30 sec. *Likely to change* - I think all this spell needs is a bonus added to you if the target dies while the effect is active and the target is sleeping. That way you have a reason to use this over doing a sneak attack with a dagger.Astral Projection > Leave your body for 60 sec, becoming intangible and undetectable. When the effect ends, you return to your body. - This is a decent addition. Good for scouting out an area.Decoy > Creates a phantom doppelganger at the target location for 30 sec. Everyone nearby will react to the decoy as if it were the caster. - Is this like Phantom Decoy from Enai's Thunderchild mod? Or is this a replacement for Trickster and the doppelganger can attack as well?Mark of Doom > The target is marked for death and attacked by everyone nearby for 30 sec. Counts as a hostile attack, and will cause the mob to turn on you if detected. - The hostile attack part is a good addition.Invoke Twilight > Shrouds the area in an eerie darkness for 120, reducing the accuracy of incoming attacks by 30% and increasing the power of illusion spells by 25%. - This looks perfect for a master spell. I am guessing this is a ritual spell? How large is the area that this adds?Pyre > Engulfs the target corpse in flames, turning it to ash and preventing it from being resurrected. The holy flames will linger for 30 seconds, dealing 5 damage per second to undead. - Great addition. Fits a "holy" character well. Do the holy flames count as sun damage?Consecration > Bless the target location, transforming it into holy ground for 60 sec. Vampires, undead, and werebeasts have their maximum health, magicka, and stamina decreased by 30% while touching holy ground. - Another awesome holy spell.Glory of the Sun (Master) > Massive sunlight explosion centered on the caster that does 100 damage to undead within 25 feet. Undead below 25% health turn to ash. - This seems like a sun spell version of fire storm. It is a good addition and will work with well with Path of Sorcery.
  3. I am looking forward to Lost Grimoire 2.0. The new spells and changes are shaping up well. I wrote up a long post on your mod page in regards to an earlier version of Lost Grimoire and figured I could provide some feedback on your current changes and additions. ALTERATION: Novice: Unlock > Cast at a locked door or container to unlock it. Stronger locks require a higher Alteration level to open. - This spell was really good in your older version. My only recommendations for this are that you don't let this work on locks that can only be unlocked with a key, and that this is normally not a silent spell. This way it doesn't totally overshadow other lockpicking options.Wither > Drains 10 magicka and stamina per second for 20 sec. - I like the change you made to this spell but I think that 10 magicka and stamina is a little strong for a novice spell which doesn't even account for anything that boost magnitude since it will end up draining 200 magicka and stamina total. Maybe lower the duration?Apprentice: Corrosion > Reduces the effectiveness of weapons and armor by 30% for 30 sec. Deals 2 points of damage per sec to automatons. - This change is great.Time Loop > Traps the target in a time loop for 20 sec. Every 5 sec, the target is teleported back to their starting location. - Looking forward to trying this new spell.Unstable Transformation > Transforms the target into a random creature for 30 sec or until they take damage. - Will this spell be resisted by any actors? I ask because this was really strong against any enemy that could conjure minions as it worked on the minions themselves.Expert: Levitation > Concentrate to rise into the air. - I am curious as to how this spell has changed since the previous version. CONJURATION: Novice: Conjure Cursed Shade > Conjures a weak shade for 60 seconds. When destroyed, a curse is applied to the killer that decreases all skills by 10 points for 60 sec.Conjure Will-O-The-Wisp > Conjures a fragile Wisp for 60 sec that explodes when hit, engulfing nearby opponents in mystical flames. - I like both of these new novice summons. Definitely adds a later of strategy to playing. Curious to know if the effect these have on enemies stacks as then they would be kind of strong.Apprentice: Sacrificial Offering > If the target is killed by one of your summoned or raised creatures within 60 sec, that creature is restored to full health. - At first I thought that this was pretty strong due to the 60 sec duration but you could always just resummon your minion so I find this to be a nice spell to add.Adept: Conjure Spectral Staff > Summons a powerful staff from Oblivion for 120 sec. - Is this going to be any different than before?Crystal Locus > Creates a Crystal Locus for 120 sec. While in range, the crystal drains magicka from nearby hostiles and funnels it to you. - Another spell I am looking forward to.Master: Dark Crystal > Store part of your soul in a black soul gem, gaining immortality at the cost of 25 HP. The crystal will shatter after 1 resurrection. - I remember having issues with this working properly in your previous version. Did you remake this spell?Oblivion Gate > Opens a portal to Oblivion for 3 min that will randomly spawn friendly atronachs and daedra. Only 1 portal can be open at a time. - This spell sounds amazing. I hope that you will also have a similar one for necromancers as well. ILLUSION: Novice: Blind > Blinds the target for 60 sec. - Does this spell pretty much make enemies blind like the Falmers?Disorient > Disorients the target for 30 sec, giving them a 20% chance to stagger. - I like the update to this as the original spell was too good.Phantom Sound > Creates a burst of sound at the target location. - Looking forward to using this but I am curious as to how the spell works differently than the Lucky Rabbit spell.Apprentice: Alluring Whispers > Concentrate to lure the target towards you. Does not work on targets who are in combat. - Cool spell. Already thinking of good ways to use this.Seduce > People of the opposite sex below level 9 will ally with you for 30 sec. Effect breaks if attacked by the player. - Does the level for this spell increase with magnitude?Adept: Inner Demon > The target is attacked by their demonic mirror image for 30 sec. - This would be a very, very useful spell. I think that you should only be able to have 1 in battle at a time though.Psychic Snare > Creatures a people below level 15 will be enthralled to your will and follow you for 120 sec. - Is this the Bend Will spell renamed?Shadow Form > Fade into shadow, making it more difficult for opponents to pinpoint you. For 30 sec, incoming attacks and spells have a 15% chance to miss. - I am definitely looking forward to using this. Illusion has very little buff spells.Haunting Lullaby > Concentrate to send the target into a deep sleep for up to 120 sec. Only works on people. - Do the people actually go into the sleep animation on the floor with this? Master: Mark of Doom > The target is marked for death and attacked by everyone nearby for 30 sec. - This spell sounds awesome. Are there any limitations on this? Do you have to get close to the enemy to make this work as I see this to be potentially overpowered.Enthrall > The target becomes a permanent ally of the player, and can become a follower. - I always thought that this spell was too good in your previous version as all you just needed to cast the spell to put the target on your team. Was wondering if any changes were made. RESTORATION: Novice: Delayed Healing > Heals the caster 100 points after a 15 sec delay. - This new novice spell fits well. :smile:Apprentice: Lifebloom > For 60 sec, you regain 10 HP every time you take damage. - Interesting change to the original spell and can certainly be useful.Adept: Cleanse > Cures all diseases and stops the effects of poison. - I feel that this spell does too much at the level you can get it. At 40 restoration you pretty much invalidate diseases and poisons without being a vampire or werewolf. Maybe have it cure poison at adept level and you "unlock" the cure disease effect once you have expert level restoration skill.Split Lifeforce > Cast on a living target to pool your remaining health percentage with theirs and split the result. - This is a nice addition especially if it works on both allies and enemies. I like a lot of your new spells and changes. I also agree with others that there should be some poison and disease spells for restoration. Perhaps you can add some conditions to the magic effect to avoid infinite stacking. I do have some ideas for spells but I am not sure if too much scripting is needed or not. Below are few of my ideas. 1.) Life Burst - Cast a spell on an enemy who has less than full hp. For 10 sec they absorb 5 health/sec of any living creature within 10ft. If they reach full health, they take damage equal to 150% of the health they recuperated and the effect wears off. 2.) Battle Fatigue - Hostile enemy in battle gains a 10% damage boost, 50% stamina regeneration and 10% movement boost for 15 sec. At the end of the duration the target falls over and magic/stamina drop to 0. 3.) Gamble - Ritual Cast - Must be cast in battle. Until the end of battle receive one random negative effect: 50% maximum hp reduction, fatigued (cannot regenerate stamina, 0 stamina), Silenced (cannot cast any spells), or weapons and armor are 50% less effective. Each enemy you kill while gamble is in effect has gold equal to 5 times their level. Let me know what you think.
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