ThatOneAssassin Posted July 9, 2021 Share Posted July 9, 2021 (edited) First - I wanna say, I'm not looking for anyone to make this mod. I'm just suggesting it as an idea if any authors are bored and want something to do, I don't expect anyone to take this.Secondly, I was thinking of how the magic system works in skyrim.So I've compiled a list of what this mod would do: 1. Upon starting a new game, the player will be given the first novice level spell of each school of magic regardless of race.2. Each spell will start off weak and will progressively get stronger the more that spell is used.3. Upon hitting a certain level with a spell, the player will automatically learn a new spell within that subset (will be explained below)4. Spell tomes will still allow the player to instantly learn a new spell, however upon doing so will cause the learned spell to be significantly weaker and will take longer to level up. Certain spell tomes will be level/perk restricting - forcing the player to be a certain a level in a field of magic before being able to learn the spell.5. Spells will level with the character and cap at the same level as the player (level 81) Example Spell Tree ConjurationBound DaggerPlayer starts with spell.Does not level.Bound Sword*Requires Bound Dagger*Requires Level 20 ConjurationDoes not level.Bound Battleaxe*Requires Bound Sword*Requires Level 20 ConjurationDoes not level.Bound Bow*Requires Bound Sword*Requires Level 25 ConjurationRequires Level 20 Archery (optional)Does not level.Spectral Arrow*Requires Bound Bow*Requires Level 30 ConjurationRequires Level 20 Archery (optional)Does not level.Conjure Familiar*Requires Spectral Arrow*Requires Level 35 ConjurationPlayer must have soul captured a minimum of at least 3 wolves (any variant)Cost: (1) Soul Captured Wolf. (per cast)Spell Level Cap: 50Conjure Flaming Familiar*Requires Conjure Familiar*Requires Level 35 ConjurationRequires Level 30 DestructionCost: (1) Soul Captured Wolf, (1) Fire Salts. (per cast)Levels with player.Conjure Flame Atronach*Requires Flaming Familiar*Requires Level 40 ConjurationRequires Level 35 DestructionCost: (2) Fire Salts, (1) Greater Soul Gem (Greater Soul). (per cast)Levels with player.Conjure Frost Atronach*Requires Flame Atronach*Requires Level 40 ConjurationRequires Level 35 DestructionCost: (2) Frost Salts, (1) Greater Soul Gem (Greater Soul). (per cast)Levels with player.Conjure Storm Atronach*Requires Flame Atronach**Requires Frost Atronach*Requires Level 45 ConjurationRequires Level 40 DestructionCost: (1) Grand Soul Gem (Grand Soul), (1) Salt PileConjure Flame Thrall*Requires Flame Atronach*Requires Level 100 ConjurationRequires Level 95 DestructionCost: (5) Fire Salts, (1) Grand Soul Gem (Grand Soul). (per cast)Does not level.Conjure Frost Thrall*Requires Frost Atronach*Requires Level 100 ConjurationRequires Level 95 DestructionCost: (5) Frost Salts, (1) Grand Soul Gem (Grand Soul). (per cast)Does not level.Storm Thrall*Requires Storm Atronach*Requires Level 100 ConjurationRequires Level 95 DestructionCost: (1) Salt Pile, (1) Grand Soul Gem (Grand Soul)Does not level.Soul Trap*Requires Conjure Familiar**Requires Spectral Arrow*Requires Level 45 ConjurationCost: While Spell is Active, Magicka Regenerates 5% Slower. (Effect Scales with Number of Targets)Levels with player. (duration increases by 5% every conjuration level)Banish Daedra*Requires Soul Trap*Requires Level 45 ConjurationCost: (1) Common Soul Gem (Common Soul)Item Drop: Daedra Heart (5% Chance), Frost Salts (5% Chance), Fire Salts (5% Chance), Salt Pile (10% Chance)Does not level.Expel Daedra*Requires Banish Daedra*Requires Level 50 ConjurationCost: (1) Grand Soul Gem (Grand Soul)Item Drop: Daedra Heart (10% Chance), Frost Salts (10% Chance), Fire Salts (10% Chance), Salt Pile (15% Chance)Does not level.Raise Zombie*Requires Soul Trap*Requires Level 50 ConjurationRequires Level 45 RestorationCost: (1) Black Soul GemDoes not level.Revenant*Requires Raise Zombie*Requires Level 55 ConjurationRequires Level 50 RestorationCost: (1) Grand Soul GemDoes not level.Dead Thrall*Requires Revenant*Requires Level 55 ConjurationRequires Level 50 RestorationCost: (1) Grand Soul Gem (Grand Soul)Levels with player.Command Daedra*Requires Soul Trap**Requires Revenant*Requires Level 55 ConjurationRequires Level 50 IllusionCost: (1) Grand Soul Gem (Grand Soul)Levels with player. (level of affected creatures scales with player)Conjure Dremora Lord*Requires Command Daedra**Requires Revenant*Requires Level 60 ConjurationCost: (1) Daedra Heart, (1) Fire Salts. (per cast)Levels with player.Conjure Mistman (Dawnguard)*Requires Raise Zombie**Requires Soul Trap*Requires Level 60 ConjurationCost: (1) Black Soul Gem (Grand Soul), (1) SkullDoes not level.Conjure Wrathman (Dawnguard)*Requires Conjure Mistman**Requires Soul Trap*Requires Level 65 ConjurationCost: (1) Black Soul Gem (Grand Soul), (1) SkullLevels with player.Conjure Ash Spawn (Dragonborn)*Requires Flame Atronach*Requires Level 65 ConjurationRequires Level 60 DestructionCost: (1) Black Soul Gem (Grand Soul), (3) Fire Salts, (1) Ash SpawnLevels with player.Conjure Seeker (Dragonborn)Must be learned from source. (no penalty)Requires Level 70 ConjurationCost: (1) Ruined Book, (1) Grand Soul Gem (Grand Soul)Levels with player.Conjure Ash Guardian (Dragonborn)*Requires Conjure Ash Spawn**Requires Storm Atronach*Requires Level 75 ConjurationRequires Level 70 DestructionCost: (3) Ash Spawn, (1) HearthstoneDoes not level.Spell SubsetsSpells would be recategorized and placed into their own sub-categories or sub-set. Each subset can be defined by element, school or type. Ex: Flames Wall of Flames Fire Storm Firebolt Fireball Fire Rune PenaltiesPlayer cannot read spell tomes 10 levels higher than their current school is.Reading any common spell tome reduces the base stats of the learned spell by 10% and levels up 5% slower.All conjuration spells actively drain magicka at a rate of 1 point/sec when cast. (does not stack)Race powers now consume magicka but do not level. (all race powers cost 40 magicka to use with the exception of dragonskin and berserker rage which instead drain 3 magicka/sec)BuffsAll spells cost 10% less magicka.Race powers are reduced from their 1 day cooldown to 1 hour.All shock based spells and enchantments now have a 10% chance to do 5% additional afterburn damage.All fire based spells and enchantments now linger and cause afterburn that deals 1hp/sec for 10 seconds. (does not stack)Vampire Seduction cooldown reduced from 1 day to 1 hour so long as player does not feed.Vampiric Drain damage boosted from 8 hp/second to 15 hp/sec. (stacks when dual casting)All drain health enchantments are 10% stronger while used by a vampire.All frost enchantments and spells are now 10% stronger when used by a vampire. (does not stack with stahlrim buffs)While a vampire, sun damage is reduced by 10% if player is wearing a closed helmet or hood.While a vampire, all one-handed damage is increased by 5% when the moon is visible.While married - vampires can now spread their vampirism through feeding on their spouse which then has a 5% chance to spread to any adopted children. Edited July 9, 2021 by ThatOneAssassin Link to comment Share on other sites More sharing options...
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