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Grimoire - New spell package for role-playing


steelfeathers

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Looks awesome! But the description is confusing: turn one target permanently to stone; lasts for 10 seconds? I would rather not have a permanent spell like that, but maybe one that lasts 2 hours would be nice haha.

No, it gives you a power that remains equipped for 10 seconds. The effect on the target is permanent, however.

I found that it was really, really hard to do a ritual spell that had to be aimed right at a target during combat - your opponent is usually circling around trying to kill you, so by the time the spell finishes winding up they are no longer in your cross-hairs. Instead, casting the spell equips a one-use power that you have 10 seconds to use.

 

 

Oh, it's a ritual spell. That explains a lot. Although, your download link isn't working.

 

Oh my god, I'm such a dope. It's fixed now.

 

Ahem, to re-announce...

New beta version has been posted!

Edited by steelfeathers
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Heh, no pressure. It's happened to me before. Looking forward to the new familiars. I think you should shorten the name of the mod to just Grimoire, its unique and sounds awesome.

Interesting idea. I kinda like it. :D

I'll have to think about it - it's possible that some people don't know what 'grimoire' means. (Although anyone who doesn't has no business playing a mage in Skyrim, haha)

 

EDIT: Also, please let me know what you think of the mod if/when you test it. :3

Edited by steelfeathers
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Just found an insidious little bug with some of the 'instant-apply' spells, most notably Jolt and Light the Tallow. Apparently, Skyrim is very finicky about when it wants to apply an effect that has an application method of 'target actor'. So I changed them to be aimed spells with an invisible, light-speed-fast projectile.

 

For non-modders: Some of the destruction spells were being sissies and not working 100% of the time. Tis fixed now.

Edited by steelfeathers
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Three new strategy spells for destruction mages:

 

 

 

Flame Infusion > Infuses the target with the power of fire. Does 6 damage per second for 10 seconds to opponents and frost atronachs; provides powerful boosts to summoned allies. *Boosts the health/magicka of flame atronachs, and gives them the spell Molten Core. All other summons gain a flame cloak.

 

Frost Infusion > Infuses the target with the power of ice. Does 6 damage per second for 10 seconds to opponents and flame atronachs; provides powerful boosts to summoned allies. *Boosts the health/magicka of frost atronachs, and gives them the spell Icy Veil. All other summons gain a frost cloak.

 

Lightning Infusion > Infuses the target with the power of lightning. Does 6 damage per second for 10 seconds to opponents; provides powerful boosts to summoned allies. *Boosts the health/magicka of storm atronachs, and gives them the spell Electrify. All other summons gain a shock cloak.

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I have some new suggestions for you, yet I have no clue if it's remotely do-able at all....

 

Conjure Refreshment:

Summon a certain food or drink that restores health, mana or both.

 

Evoke Magic:

A magic regeneration spell that allows you to pull in magical flow to restore your lost mana. Being channelled over x amount of seconds; the mage cannot take another action, else the channelling will be interrupted. For balancing I'd suggest let it drain say half your stamina and if interrupted drain your stamina entirely.

 

Mirror

Basically a ward you cast that bounces of all incoming magical attacks.

 

Mirror Image:

Summon a copy of yourself that attacks the enemies with a random spell. The higher skilled you are you can summon an extra additional copy.

Example: Apprentice: Summons 1 copy, Adept: Summons 2, Expert summons 3. Master: Summons 3 but they are more powerful (more health and magicka)

 

Reflection:

Summon a copy of yourself in another specialisation.

Example: Summon a warrior, archer or assassin version of yourself.

 

Chameleon:

Become invisible for X amount of seconds to escape or get to a better vantage point to attack your enemy. Cancels when doing anything else but running like: Interacting, equipping and using items.

 

Shadow Blend:

Blend in with the shadows and move from shadow to shadow. Works only at night time when there are no light resources.

Hope any of these help.

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Maybe you can revise the description for the jolt spells? Something like, "Silent touch-range spell that does <mag> shock damage, x5 if undetected." It's brief, it mentions the range, the damage, the element and the multiplier. Sorry if I seem nitpicky, but I think it would make the presentation better.

 

I'm wondering if you are basing some spells off of Daggerfall, because I've recently started playing that game and Grimoire reminds me of it. For example, DF has Chameleon and Shadow Form. Chameleon seems to boost sneak, and Shadow Form only worked in shadows. They also have waterwalking, but it wasn't actually waterwalking but water mobility. Still, I know dragonborn DLC has the waterwalking ability so that would be cool to add for alteration. The shock spell in Daggerfall was touch-based, so it works more like the jolt spell which I thought was interesting. I really like the classic feel of these spells.

 

I do think some of the Restoration spells are unfitting, for example the poison-related ones fit other schools better. I know disease and restoration are related, but the idea of reverse-restoration is destruction, or maybe alteration, in my opinion. Cure Disease would be easy to implement, and maybe some fortify spells like "Fortify Stamina." I know a lot of your spells already fortify these attributes and there's only 3 of them, but they were all considered Restoration spells in DF. There's also fortify speed, but now I'd say that also seems to fit alteration more.

 

This page has the list of effects in Daggerfall, and many of them are present in Skyrim/implemented in Grimoire but there's some interesting ideas nonetheless, especially Spell Reflection:

http://www.tesguides.com/tes2/magic/spelltab.htm

 

 

 

This page also has the list of effects that were cut from Daggerfall:

http://www.tesguides.com/tes2/magic/strange.htm

 

A bunch of them still aren't feasible or there are mods that take care of them, but shrinking people and different levels of magelight seems interesting. I know you've got a lot to work on, so I'll end with saying that you've done an excellent job so far.

Edited by Ceruulean
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@Ceruulean:

 

I've actually never played Daggerfal, believe it or not. Skyrim is my first foray into the Elder Scolls world. Any similarity is entirely a coincidence, I promise.

Also, Jolt isn't meant to be a touch spell. In one of my previous posts I mentioned a bug with it that has now been fixed - you should be able to Jolt a target at quite a distance, now. (Electrocute, however, IS a touch spell). But you're right, some of the descriptions are confusing. I'll work on revising them.

 

As for why I included poison and disease in the Restoration school:

1) To me, Restoration focuses not just on healing, but more broadly on manipulating life-forces...for good or for ill.

2) Poison Rune is a vanilla Restoration spell ^_^

 

Thanks for the suggestions, though. Waterwalking seems like it would be a cool alteration spell to have (maybe scroll-only? Hmm...)

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