MotokoKHammond Posted May 27, 2014 Share Posted May 27, 2014 (edited) Hello there people, I am not a modder, I plan to start messing around with the creation kit soon but I have never made a mod in my life, I am making this Thread to put out my Idea's of cool spells I have came up with & would love to hear Other people's Idea's & other peoples Opinions on my Idea's. I want this to be a friendly thread with little to no nasty comments if possible, it doesn't matter if an idea is good or bad please be lenient & accepting, if you have to give criticism please make it constructive & helpful as well as try to put it in a nice & polite manner. Also I Apologise now in advance for any spelling mistakes I may make. Anyway without further ague here is a list of some of my spell Idea's I came up with. *Decay, Rust & Disease Series* (note these are in no way poison attacks) Name: Rotten Apple Class: Alteration Level: Apprentice AOE: Single Target Type: Projectile Description: Throws a Maggot & Disease Infested apple at the enemy dealing 2 points of Collision Damage, if the projectile lands on the enemy they will have a 30% chance to instantly be infected with a Random Disease (apart from Sanguinere Vamperism) there for weakening the enemy in some random way. Name: Relenting Rust Class: Alteration Level: Apprentice AOE: Single Target Type: Constant Fire Description: Fires a constant stream of Rust particles at the enemy dealing no damage to the enemies health but decreasing the enemies Armour ratting by 2 points every 2 seconds, the Max armour this spell can take from an enemy is that equal to 50% of there total armour ratting. Name: Infection Class: Alteration Level: Adept AOE: Single Target (but able to be spread) Type: Projectile Description: Fires a needle like projectile into the target instantly infecting them with a disease called "Flu", once the enemy has the Flu there Movement speed is cut down by 30% & they will receive 10 points of Physical Damage ever 1.5 seconds for 15 seconds, if the said enemy is within 2 feet of another NPC that is not immune to disease or the PC if not Immune to disease then there is a 10% chance the Infection can spread to said person every 2 seconds. Name: Oxide Ball Class: Alteration Level: Adept AOE: Single Target Type: Projectile Description: Fires a small ball at the enemy instantly oxidizing there armour, the Ball does an initial 10 points of damage to the enemies armour dealing no damage to the wearers health, after hit the enemies armour will decrease by 5 points every 2 seconds for 40 seconds, the max amount of armour this spell can take from the enemies armour is equal to 65% of the enemies max armour ratting. Name: Antibodies Class: Restoration Level: Adept AOE: Self Cast Type: Armour Description: This spell manipulates your own body by the power of your magic, by casting this spell on yourself you become 80% less likely to contract any disease for 30 seconds, if dual casted the duration of this spell increases to 75 seconds. Name: Plague Class: Alteration Level: Expert AOE: 70 Degrease in front of the character for 10 meters Type: Wave Projectile Description: Sends a wave of Infectious & Putrid air forward from the caster, the enemies will receive 3 points of initial physical damage & all court in its range will instantly be infected with a disease called "Plague", once infected all enemies will receive a 50% speed penalty, the infected victims will also receive 15 points of physical damage every 1.5 seconds for 30 seconds, if the enemy is within 5 feet of the PC or any NPC that is not immune to disease they will have a 50% chance to spread the Plague every 2 seconds. Name: Acid Orb Class: Alteration Level: Expert AOE: Single Target Type: Projectile Description: Once it was though that you couldn't rust scales or skin but with your magic you have learned how, you fire an orb of rot & decay at your enemy dealing 10 points of physical damage to your enemy, after hit the enemies Natural armour ratting will decrease by 5 points every 2 seconds for 40 seconds, the enemy will also receive 2.5 points of stamina damage every 2 seconds for 40 seconds, the amount of armour this spell can remove from the enemy is equal to 75% of the enemies armour ratting. Name: Antibody Transfusion Class: Restoration Level: Expert AOE: 10 Meters around caster Type: Self Cast Description: this spell can only be used if the Antibodies spell is already in effect, if so then all friendly followers & NPC's within 10 Meters of the caster receive the Antibodies spell effect for 60 seconds, this spell can only be dual casted. Name: Vaccine Class: Restoration Level: Master AOE: 20 meters around caster Type: Self Cast Description: This spell can only be used if the antibodies spell is already in effect, when cast the caster loses there Antibodies spell state for 1 minute but it cures all friendly NPC's & Followers 20 feet around the caster instantly of any Disease or Poison (even sanginere Vampersim unless the character is already fully a vampire), this spell like Antibodies will now also have a 1 minute call down time. Name: Epidemic Class: Alteration Level: Master AOE: 10 meters around caster Type: AOE Attack spell Description: releases a wave of fly riddled diseased air from the caster in a full 360 degrease, anyone friend or enemy that is not immune to diseases will instantly be infected with the "Black Plague" disease status, once infected they will receive a 50% movement penalty & there Stamina will be cut in half, also all infected people will receive 15 points of physical damage every 1.5 seconds for 50 seconds, anyone within 5 feet of an infected will have a 90% chance to become infected every second. Name: Corrosive wave Class: Alteration Level: Master AOE: 90 Degrease for 20 Meters Type: Wave Projectile Description: releases a Whirlwind filled with Corrosive Acid, any enemy caught in this cloud of decays path will instantly receive 30 points of physical Damage per second, enemies will also have there Armour & Natural armour rating decreased by 10 points every second for 50 seconds, alongside this they will also have there Stamina drained 5 points every second for 50 seconds, the max amount of armour this spell can take is equal to 80% of the enemies Natural Armour & 100% of worn Armour, this however will destroy the armour worn by the enemy making it un-lootable. Note, I would also like a rebalance of the Disease resistance Enchantments for this mod & also a possible corrosion resistance enchantment for armour. Also I would love these spells to have to be learned through a series of really hard quests to do with a cult of Mages that have strayed from the College of Winterhold/Mages Guild, it would also be great if you had to face enemies using these spells & they would be added to the game in certain random locations throughout Skyrim. An idea I had for the quests series is a new faction you can join that opposes the College of Winterhold, the NPC's would only hand you out new quests dependant on the level of your Alteration & Restoration skills not your char level & the Quests rewards would be ether 1 of these spells of maybe some sort of staff or Clothing based around these spells. Anyway thank you for reading & I hope you enjoyed my spell Idea's. x Edited May 27, 2014 by MotokoKHammond Link to comment Share on other sites More sharing options...
MotokoKHammond Posted May 30, 2014 Author Share Posted May 30, 2014 wow not even 1 reply :( well that totally sucks Link to comment Share on other sites More sharing options...
MotokoKHammond Posted May 30, 2014 Author Share Posted May 30, 2014 (edited) More Spell Idea though, the series of spells would be a completely different tree of magic is possible called "Composition" or something of the sort. The Idea of these spells is they are separated into 4 categories, Percussion, Wind, Strings & Vocal, each type of spell would have its own branch in the tree increasing your abilities with that type of spell, if you plan to use Percussion spells you need a drum equipped, in the same manor you need a Flute Equipped for Wind & Lute for Strings, vocal is the only category that requires no weapon but at the same time can not be used if a weapon is equipped. Ideally the mod would also add a series of new instruments that also fit into the 4 instrumental categories, before you think that the vocal magic would be too much like "The way of the Voice" & Thu'um's I have already thought of that, the idea of the music Magic would be that you sing or play an enchantingly beautiful composition of music, you don't just shout at your enemies, the music though can have many different effects on the bodies of your enemies, music can effect people in unfathomable ways but with the mastery of Magical Music it can also be deadly in the right hands :wink: I haven't thought up exactly how the Spells would be implemented yet but will add the spells once I have figured them out. Edited May 30, 2014 by MotokoKHammond Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted May 31, 2014 Share Posted May 31, 2014 seems cool. a few have been made to some extent. but I like the ideas Link to comment Share on other sites More sharing options...
MotokoKHammond Posted June 1, 2014 Author Share Posted June 1, 2014 seems cool. a few have been made to some extent. but I like the ideashehehe TY hun ^^ if someone doesn't offer to make them for me I will probably end up making them myself given some time, I haven't got a working PC right now & am running a really bad laptop, so I am waiting to get my parts then I can start trying to make these, it will probs take me awhile cus unlike other peeps I haven't got many years of modding experience but I can try my best for sure :) Link to comment Share on other sites More sharing options...
Lokken10 Posted June 1, 2014 Share Posted June 1, 2014 Those are very specific spells. I could try to make the Relenting Rust but i dont guarantee that it will be the same as you wanted. Link to comment Share on other sites More sharing options...
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