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In Depth Mod Idea -- Please Review It :)


IThreeDawgI

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Hello, I have never been very into modding. I like the idea of using mods for games but I am not a fan of making them. As summer approached, I decide to start thinking more about modding and I came up with a small-ish but hopefully interesting mod.

 

The mod consists of changes to general gameplay, changes to existing spells, new spells, and changes to magical items. Many of my ideas involve complicated mechanics that as far as I know have not been used in other mods. This is the main reason why I am making this post so early. I want to know if my ideas are even possible in Skyrim's Creation Kit, and if so where do I start learning how to complete them.

 

Anyways, in the next few posts will be the details of my mod idea. Posting problems. Ill just add everything into the op. It is balanced with the idea of playing on Legendary difficulty and with multiple mods that make combat harder.

 

 

General Changes

Fortify School of Magic: Magicka cost reduction capped at 50%.

Magicka Regeneration: Magicka now regenerates inversely proportional to the amount of magicka you have. If you are out of magicka you will regenerate very quickly. If you are almost full you will regenerate slowly.

The multiplier = 0.5 + P where P is the players proportion of used/empty magicka.

Overall, it will take the same amount of time to regenerate from empty to full as before. However, there should be far less down-time where you don’t have enough magicka to cast a single spell.

Armor: Spells cost 40% more magicka when wearing any heavy armor and 20% more when wearing any light armor.

Dragon Priest Masks: All changed to be considered clothing.

Master Level Spells: All master level spells now have a 1.5 second cast time unless otherwise stated. In addition, casting a master level spell causes ‘mental fatigue’, and magicka regeneration is set to 0 for 30 seconds after using any master level spell. The duration of this effect stacks.

Spell Damage Multiplier: All damaging spells receive bonus percentage damage equal to one-quarter of the casters current magicka. Affects the player and enemies.

Focus Target: New lesser power that makes your summons attack the target. Becomes available after 25 skill in Conjuration. Simply added in to give the player more control over his conjured creatures.

Changes to Existing Spells

Icy Spear: Deals 60 damage and applies a stack of “frozen” to the target. If the target reaches 5 stacks it will be frozen in place for the next 2 seconds (8 second with Deep Freeze). If hit by another Icy Spear during this time the target will be instantly killed. Large or unusual targets such as Mammoths, Dragons, and Dragon Priests cannot be frozen. Instead they take 200 damage (300 with Deep Freeze) on the hit following the fifth stack instead of the normal 60. Targets can only be frozen or take the bonus damage once every 12 seconds. Has 0.5 second cast time and costs 270 base magicka.

Incinerate: Deals 60 damage and applies “leaping flames” to the target. Over the next 3 seconds causing the target to take an additional 35 damage per second. On each tick of damage there is a 3% chance that the the damage over time will leap to another target within 20 feet. Damage triggers in intervals every 0.1 seconds. This dot can stack up to 8 times and jump up to 5 times. With Intense Flames, enemies that die with at least one stack of “leaping flames” explode, dealing damage equal to 40 times the number of stacks in 20 feet. Has 0.5 second cast time and costs 270 base magicka.

Thunderbolt: Deals 60 damage but applies “shocked” for the next 4 seconds if the target is wearing any armor. Causes the target to periodically stagger 35% of the time and take damage per second equal to half of their armor value up to a maximum of 75. With Disintegrate, the maximum damage is increased to 150. Has a 0.5 second cast time and costs 305 base magicka.

Blizzard: Deals 40 dps to targets within 120 feet for 10 seconds. Targets close to the caster receive up to 3 times as much damage while targets at the maximum distance will receive normal damage. Also applies stacks of “frozen” to targets in the area each second. Costs 2,200 base magicka.

Firestorm: Deals 400 damage to all enemies within 80 feet and sets the ground on fire for 10 seconds. Enemies on the burning ground have a 60% chance each second to acquire a stack of “leaping flames”. Costs 2,200 base magicka.

Lightning Storm: Deals exponentially increasing single-target damage as long as the ‘beam’ remains on target.

Damage per Second = 60 + 40^(root X) where X is time in seconds that the beam has been on target.

Costs 675+10% of your total magicka to cast and an additional 170+5% of your total magicka per second to maintain. Only the flat magicka cost and damage can be altered by skill, perks, or items.

New Master Level Spells

Bjuuna’s Ultimatum (Conjuration - Master): Imbue part of your own soul into a black soul gem. Your health, magicka, and stamina are reduced by 35%. Upon death you will instead send out your shade. As a shade, you and invulnerable, invisible to all others, and cannot interact with any npc. However, you may possess any dead body (even your own) and come back to life. This action destroys the soul gem that held your soul. Your stats will return to normal and you will need to repeat the spell if you wish to cheat death again. Has 8 second cast time and costs 2,375 magicka. You cannot move while casting this spell no matter what. Only found on the body of Malkoran in Meridia’s shrine.

Ocam’s Mind Razor (Illusion - Master): Release the power of your mind dealing damage equal to four times the difference between your total magicka and the magicka of each enemy within 80 feet. Damage is reduced by 2% for every enemy in range. Enemies with more magicka than you instead take magicka damage equal to you total magicka. Costs 100% of your total magicka to cast. Only found on the body of Otar the Mad in Ragnvald.

Sheogorath’s Gambit (Alteration - Master): Roll the dice of fate for better or worse! The caster and all enemies within 80 feet have their health set to a random value (5-85%). Enemies can only be affected by this spell once every five minutes but there is no limit on the player. Cannot reduce dragons below 30% health. Costs 2,375 magicka to cast. Only obtained by using the Wabbajack on a Sheogorath Worshipper.

Amyntok’s Golden Sun (Restoration - Master): Release a stationary ball of energy above the casters head for ten seconds that heals allies and damages enemies within 60 feet. The ‘sun’ heals allies and damage enemies for 500 per second. However, the damage and heal is divided evenly among targets. If there is one enemy in range, he or she will receive the full 500 dps. At the end of the spells duration, the ‘sun’ explodes dealing damage equal to the total damage it dealt and healing allies for total heal it dealt to all targets within 40 feet. Costs 2,375 magicka. Only one ‘sun’ can be up at a time. Only found on Orchendor in Bthardamz.

Melkoth’s Umbrage (Destruction - Master): Coming Soon...

Changes to Items

Wabbajack: Added passive. While wielding this staff, Destruction spells deal between 50-400% damage and cost 30-300% as much. Requires a skill of at least 90 in Destruction to activate these effects.

Staff of Magnus: Added passive. While wielding this staff, enemies within 100 feet do not benefit from enchantments or racial resistances. In addition, enemies within 50 feet cannot cast spells or shouts. Requires a skill of at least 90 in Alteration to activate these effects.

Sanguine Rose: Added passive. While wielding this staff your dremora summons do not expire. In addition, there is no limit to the number of dremora that you may have summoned. However, for each additional dremora summoned beyond two, your dremora deal 10% less damage and have 10% less health than they initially had. Requires a skill of at least 90 in Conjuration to activate these effects.

Necromancer Amulet: Added passive. When equiped, 80% of damage you receive is transferred to your undead reanimations. In addition, the number of reanimations that you may control is increased by two. Requires at least 90 in conjuration to activate these effects.

Oghma Infinium: Passively increases magicka by 50. In addition, the holder of this book may choose to focus in one of the following categories. You may change focuses any time. Focusing on a school of magic requires 100 skill.

Destruction: You restore magicka equal to 20% of the single target spell damage you deal and 5% of the area of effect damage you deal. In addition, you may now cast any master level Destruction spells with one hand and while moving. However, doing so costs 25% more magicka and requires twice as long to cast.

Illusion: The wielder’s illusions spells no longer have a level cap and now affect all enemies other than dragons. In addition, your illusions spells no longer turn people or creatures hostile towards you and don’t generate a bounty.

Restoration: Your healing spells can now bring allies back to life. In addition, any excess healing is restored as magicka. Your turn undead spells now instantly kill undead targets of lower level than you.

Alteration: Your ‘skin’ spells affect all nearby allies as well as yourself and grant spell absorption. In addition, your paralysis spells last twice as long and paralyzed targets are 100% more vulnerable to all sources of damage.

Conjuration: Your summons are significantly stronger. They do twice as much damage, have twice as much health, and move twice as fast. In addition, there is no level limit on reanimating dead bodies and reanimations last indefinitely and don’t disintegrate on death.

Archmage’s Robes: You gain five magicka for every 10 levels of skill in any school of magic.

Ahzidal: Reduces the cast time of fire spells by 0.3 seconds.

Dukaan: It only takes 3 stacks of “frozen” to freeze a target.

Hevnoraak: Staggered enemies take 40% more damage from spells.

Konahrik: Nearby enemy summons fight for you instead.

Krosis: Potions and other positive buffs last ten times longer.

Miraak: If worn with Miraak’s Gloves, Robes, and Boots, it grants the wearer Miraak’s unique four-word shout that kills dragons if you are at least 15 levels higher.

Morokei: Casting master level spells no longer causes ‘mental fatigue’. Magicka regenerates as per usual.

Nahkriin: While wearing this mask you deal 1% more spell damage for every person or creature you have killed.

Otar: While wearing this mask, 65% of the damage you take is absorbed by your magicka.

Rahgot: While wearing this mask your spells heal you for 10% of their damage.

Vokun: Area of effect spells have their aoe doubled.

Volsung: Living humanoid enemies affected by your fear spells will now commit suicide.

Zahkriisos: Your shock spells now damage twice as much magicka and deal 80% more damage to targets without magicka.

Edited by IThreeDawgI
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A lot of your ideas seem similar to spells I've seen in Apocalypse, so they should be possible. I think Enai is a pretty busy modder so if he can't/won't help you out then you can ask other magic mod authors or maybe reverse-engineer their spells.

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