Mattiewagg Posted October 18, 2014 Author Share Posted October 18, 2014 [ALT] Mind Reader ~ When aimed at a target, gives you their stats (health/magicka/stamina, armor rating, and level).Level: Apprentice [DES] Void Bolt ~ Shoots a blackish/blue ball of energy that opens up a mini black hole that sucks in enemies and does massive damage.Level: Master [RES] Mass Bloodlust ~ A life draining spell affects a large area.Level: Master [RES] Drain Stamina ~ It's in the name. It drains stamina from the targetLevel: Leveled variations [RES] Fatigue ~ Exchanges stamina for magicka. For magic characters who have no use for stamina, and don't have a high enough defense to risk using Equilibrium.Level: Apprentice [ALT] Chronoshift ~ Slows time almost to a stop for 10 seconds for everyone but yourself.Level: Expert That is all I have for now. Just read the edit. Thanks for the ideas. Hey, I'm back with more ideas. Anyway, were you gonna use any of them? Send me a PM so I get updated on the progress of the mod and download it if it's finished (is it finished?) Anyway, here's more [POWER] Duel - Can be used once a day. Target at an enemy and he will not attack anyone else except you. Also, nobody can hit him besides you. Whoever gets below 10% health of you two, loses and whoever wins gets a bonus 10 health and 5 one-handed/archery/two-handed. You must be a nord or some other gallant race. [ALT] / [ENCH] Great Cleave - If alteration spell, adds a wave from your weapon (must be physical, not conjured) that deals half damage from it's base. Say, you cast this spell on the left hand while equipped with iron sword with a base damage of 10, the dealt damage of the wave is 5. The wave 'decays" in 1 second, so that means the wave only reaches about a meter before disappearing. Kinda like Bloodskaal blade, yes? Also, if you unequip the weapon, the enchantment disappears too, if this is possible. Costs 100 magicks [RES] Inner Vitality - Same as basic healing spell, only that if you have a smaller amount of health, the higher the healing rate. Double the cost of magicka of basic healing spell. This spell saves your ass. [DES] life Break - ask boethiah how it works, cause I don't know. Asks boethiah for some assistance but requests your lifeblood in return for your enemy's lifeblood. So, here's how it goes: You cast it on your enemy and it deals.... say, 25 damage to you, but the life of your enemy becomes half. It's a steal at that price, if your enemy is a strong draugr or something. Dragons are immune, though... Or not, it depends on you. [ALT] or [POWER] Blink - In a blink of an eye, you teleport 20 meters. Costs a lot of magicka though... Unless you're a Psijic. 50 magicks [RES] Healing Rune - Cast it on the ground and every friendly injured are healed in a 10 m AoE (area of effect). It lasts for 120 seconds and heals as much as a dual casted healing spell. Costs 100 magicks [RES] Healing Ward - Cast it like Ironflesh, this blosters health regen. Another version could be cast on your friends (or enemies) 40 magicks [DES] Secunda's Kiss - Calls upon a beam of light from the moon that deals damage. I don't know if it can be scripted so it doesn't work indoors. 30 magicks [iLL]/[ALT] Masser's Blessing - Adds a constant 15 base damage to everyone around you. Also grants a slight night-eye effect. Costs 40 magicks [DES] Eclipse - Secundas kiss, only this time, it's like firestorm. You just cast it and everyone except allies get struck by Secundas kiss. Costs 150 magicks. [CON] Bound Net - Some kind of net that prevents movement, but not animation. What I'm saying is, the target can attack, walk but he cannot displace himself. Like for example, running at a wall in skyrim, you can do an animation of walking, but you're not moving. Something like that. Costs a measly 25 magicks. [POWER] or [THU] Song of the Siren - cast it once a day or has a cooldown of 360 secs, your choice. This makes everyone, friendly or not except yourself, get ragdollized. It ends when you either release the shout button or you press it again. Your choice, gentlemen. It doesn't make friendly people mad, so you can have fun with it in the cities. [iLL] Doppelwalk - This is freagin hot. This makes a phantom illusion of yourself when you cast this and it ALSO makes you invisible at the same time. So you can get away from those kids.Cost: 50 magicks [DES] Homing Firebolt - You cast it on a target and it follows it so you never miss. Double the cost of firebolt for this. This is not fireball, mind you. That is OP. [THU] Gust Shout - "Nahlot Wah Krent" or Silence to break or bend? I dunno. That's the shout, if it's possible. It prevents mages from casting spell by preventing them from regenerating by "burning" their magicka pool constantly for 60 seconds. Cooldown of 120 seconds. 100 if you only shout Nahlot or Nahlot Wah, cause that will only cause maagicka burn. If you add Krent, it will cause stagger or possible ragdollization. [PAS] / [iLL] Shadowmeld - This makes the player invisible if he is not moving. If you move, it will dispel. It could be passive if you apply it on a bosmer or some other sneaky race. What I mean by passive is "innate". Also, it doesn't activate if you're standing, since that's useless. [ALT] Psionic/Psijic Trap - A rune spell that causes a sticky situation. It slows down the target by 80% and burns 50% magicka.Cost: 150 magicka [DES] Magick Missile - A candlelight looking effect but is actually dangerous. It causes 25 damage and a slight ragdoll. Meaning it only lasts 0.25 seconds before the target gets up. It costs as much as fireball. [iLL] Terror - Is detect life Illusion? Anyway, group this one with that. This causes fear to enemies below lvl 15 and reduces armor rating by 50. It also enables detect life.Cost: 75 magicks [CON] Daedric Swap - swaps position with yourself with a target. Friendly or otherwise. Costs 100 magicks [iLL] Wind Walk - Basic invisibility only with a little twist, you gain 50% more movespeed.Cost: add 25 to the cost of invisibility. [iLL] Track - Kinda like detect life, but this one only detects ones you attack. Say, you're hunting a rabbit, them fast little rodents and he gets away. You cast this and it ignores the deers, bears and others and only shows the rabbit.Cost: 100 magicks. Cast once, lasts 60 secs. [DES] Freezing Field - Kinda like firestorm only this time, it's ice spikes. It costs as much as that. I dunno if there's a vanilla spell of that, cause I still consider myself a noob. [ALT] Phase Shift - This makes you non-existent for 5 seconds, then you return to Mundus. Costs 50 magicks. [RES] Mara's Hand - This can only be used by master priests because it costs 300 magickas. Dayum! Anyway it heals EVERYONE in your respective area. Except enemies, of course. This can turn the tide of the battle of a Vampire Attack. [iLL]/[RES] Mara's Persuasion - This makes the target your follower for an indefinite amount of time. Essential NPCs and Unique NPCs are immune to this, though. You can use this on bandits, forsworn, imperials, that sort of thing. Draugr dies if you cast it on them.Costs 150 magicks [ALT] Wind Run - This makes the caster 100 % resistant to damage and adds 50% movement speed.Costs 100 magick. [DES] Focused Fire - Spams 10 fireball/firebolt at the target over a 3 second duration. It requires a lot of magicka though. Formula for cost is :(Fireball (10)) x0.5 [DES] Static Vortex - Continually cast on a target and he will take "sparks" damage per second and also be dragged to you. Like what I said in Bound nets, earlier, but this time, he will be dragged to you.Cost: Sparks + 70 magicks [THU] Dual Breat - "Yol Aav Krah" or Fire Joins Cold. This shout first creates Yol, then adds the Cold shout. I dunno, Krah? This creates extra damage from the flames and slows and reduces stamina to the target. Just add the shouts + 10 seconds for Aav. That one is pretty exhausting lol. Actually, just for balancing purposes [ALT] Telekinetic Anger - This is a firestorm like spell to be cast. It makes every physical object move erratically, like some kind of poltergeist activity. Inspired by the quest in Markarth city. the cost is just a dual casted telekinesis + 10 magicka. By the way, the physical objects must be very very fast so it actually causes damage, and not just problems for Fiana in dragonsreach. [DES] Arcane Bolt - This is a spell that looks like the wave from bloodskaal blade, but this is blue colored. This creates damage equal to firebolt and deals this damage to health, magicka and stamina alike. [DES]/[POWER] Pulse Nova - This creates an explosion to every enemy with a magicka pool. It also drains your magicka by 50/explosion. [CON] Planar Imprisonment - Just like being prisoned, this takes away the target's skills, but not permanently. This one makes the target non-existant and with the effects of conjuration. You know, the violet thingy. There, the daedric residents strip your target of his belongings.... not physically, of course. So that takes away 15 of all skills your target has. Pretty nifty for softening up assholes.Cost: 100 magicks [DES] Embrace of death - % of target's missing health = damage. So, if 50% health remaining, the target instantly dies. Some NPCs and dragons should be immune to this, for balance purposes. [ALT] Frost armor - This needs the perk that improves frost spell. I don't remember it cause I use SPERG. Anyway, if you have that perk, then you're good. This one adds 100 armor rating to you and also the trapped in ice effect. You'll know it.Costs 100 magicks [DES] Chain Frost - This creates a chain ice storm. The tornado like spell often casted by frost mages, and makes it jump into other enemies. Cost: Just add 25 to the cost of ice storm. [RES]/[ALT] Cold Embrace - This adds the ice form to your ally or enemy and makes them regen 10% of their maximum health per second. They can only get up when their health is completely restored. Pretty good for offence or defence, or just restoring a member of the party.Cost: 150 magicks. [CON] Black Hole - using dark matter which has mass, you call upon the daedric lords to transport a tiny chunk of it to nirn. This creates a strong but relatively weak black hole which causes ragdolization and attraction to it. Doesn't have damage on it's own. It's casted like a rune and looks like a "setscaled x10 conjuration spell in your hand. [DES] Midnight Pulse - looks like a black hole but smaller and tinted red. It's actually sanguine having debauchery to the living cells at the affected living objects. This is cast like a rune and damages everyone who steps on it by 10% depending on their remaining health. This is best combined with black hole to create a devastating effect. Who says living cells can't have fun? [DES] Finger of death - Inspired by me when I was once electrecuted, it felt like the electricity is turning me inside out. My girlfriend also told me that when I umm... Nevermind. This creates a black bolt of electricity that staggers and deals a whooping 300 damage. Costs 150 magicka, but use once only per combat. [CON] Night of Tears - This spawns anomalies from coldharbour itself. It looks like blue fireballs that are actually flame atronachs of some sort. kinda like the ones in the college of winterhold quest, but this one doesn't drop anything, because it just disperses like a fireball. You cast it like a healing spell or a firestorm and spawns 1 anomaly per second. 25 cost per anomaly. [DES] Ion Cloak - Can cast on friend and foe alike. This makes a cloak that damages any enemies that are close. It looks like oakflesh. Also, the damage is ignored by whoever wears it, even though he's an enemy. PHEW that was exhausting. That's all I have for now, though. I wish I could help, but I am no good at scripting, that sort of thing. I could help with texturing if you want. Anyway, good luck, I hope you choose these for your mod.I may indeed use many of these. I'm mostly brainstorming for the future, but I'll certainly PM you when any of them are used. The mod still has 10 quests to go before release, so some time, but you can find more info here. Link to comment Share on other sites More sharing options...
faffman Posted October 18, 2014 Share Posted October 18, 2014 (edited) Got some more ideas. [iLL] An invisibility spell, that isn't broken until the time runs out. I really feel that the Shadow Stone, given that it only grants invisibilty once a day, should have some plus side to it like this. Unrelated ranting aside, this spell might last no longer than 15 seconds and still cost a lot to cast, and certainly no lower than Expert level. [CON] The ability to summon a spectral pillar from the ground, to act as an impregnable wall. I came up with this when fighting a dragon in the middle of the plains somewhere, with no wall or anything to hide behind when the dragon breathed fire or frost on me. You shouldn't have to use wards with every character just to survive a dragon assault.I'd make it Adept level, and have it last 120 seconds when cast normally. [CON] Bound Cuirass and Shield (separate spells, obviously). I know of True Bound Armors, but what I'd like is slightly different. The shield is a no-brainer, you conjure a shield (Daedric model, like the bound weapons) in your left hand. It would make sense if the spell was only equippable in your left hand, or both for when you dual cast, but not only in the right hand.The cuirass I want to function in a specific way. You may wear a piece of clothing underneath the cuirass, and thereby still have access to any enchantments it may have (mage robes + armor rating? Aw yeah). If, however, you wear any armor cuirass, light or heavy, casting this spell will unequip it.Of course, you can still wear gauntlets, boots and a helmet without the spell affecting this. Taking hits with the bound armor on will level your Heavy armor skill accordingly. Now, for the armor ratings on these articles. I'm thinking the shield should be apprentice level, so 26 (equal to a Dwarven shield) as base rating, and 32 (equal to Ebony) with the Mystic Binding perk sounds reasonable. The cuirass, presumably an Adept level spell, I'd imagine 38 as base (slightly lower than Orcish) and 46 with the perk (equal to Dragonplate, which is 3 lower than Daedric). Do I write my suggestions in too much detail? Edited October 18, 2014 by faffman Link to comment Share on other sites More sharing options...
Mattiewagg Posted October 18, 2014 Author Share Posted October 18, 2014 Got some more ideas. [iLL] An invisibility spell, that isn't broken until the time runs out. I really feel that the Shadow Stone, given that it only grants invisibilty once a day, should have some plus side to it like this. Unrelated ranting aside, this spell might last no longer than 15 seconds and still cost a lot to cast, and certainly no lower than Expert level. [CON] The ability to summon a spectral pillar from the ground, to act as an impregnable wall. I came up with this when fighting a dragon in the middle of the plains somewhere, with no wall or anything to hide behind when the dragon breathed fire or frost on me. You shouldn't have to use wards with every character just to survive a dragon assault.I'd make it Adept level, and have it last 120 seconds when cast normally. [CON] Bound Cuirass and Shield (separate spells, obviously). I know of True Bound Armors, but what I'd like is slightly different. The shield is a no-brainer, you conjure a shield (Daedric model, like the bound weapons) in your left hand. It would make sense if the spell was only equippable in your left hand, or both for when you dual cast, but not only in the right hand.The cuirass I want to function in a specific way. You may wear a piece of clothing underneath the cuirass, and thereby still have access to any enchantments it may have (mage robes + armor rating? Aw yeah). If, however, you wear any armor cuirass, light or heavy, casting this spell will unequip it.Of course, you can still wear gauntlets, boots and a helmet without the spell affecting this. Taking hits with the bound armor on will level your Heavy armor skill accordingly. Now, for the armor ratings on these articles. I'm thinking the shield should be apprentice level, so 26 (equal to a Dwarven shield) as base rating, and 32 (equal to Ebony) with the Mystic Binding perk sounds reasonable. The cuirass, presumably an Adept level spell, I'd imagine 38 as base (slightly lower than Orcish) and 46 with the perk (equal to Dragonplate, which is 3 lower than Daedric). Do I write my suggestions in too much detail? These are good. I especially like the spectral wall one. Link to comment Share on other sites More sharing options...
faffman Posted October 18, 2014 Share Posted October 18, 2014 (edited) Got some more ideas. [iLL] An invisibility spell, that isn't broken until the time runs out. I really feel that the Shadow Stone, given that it only grants invisibilty once a day, should have some plus side to it like this. Unrelated ranting aside, this spell might last no longer than 15 seconds and still cost a lot to cast, and certainly no lower than Expert level. [CON] The ability to summon a spectral pillar from the ground, to act as an impregnable wall. I came up with this when fighting a dragon in the middle of the plains somewhere, with no wall or anything to hide behind when the dragon breathed fire or frost on me. You shouldn't have to use wards with every character just to survive a dragon assault.I'd make it Adept level, and have it last 120 seconds when cast normally. [CON] Bound Cuirass and Shield (separate spells, obviously). I know of True Bound Armors, but what I'd like is slightly different. The shield is a no-brainer, you conjure a shield (Daedric model, like the bound weapons) in your left hand. It would make sense if the spell was only equippable in your left hand, or both for when you dual cast, but not only in the right hand.The cuirass I want to function in a specific way. You may wear a piece of clothing underneath the cuirass, and thereby still have access to any enchantments it may have (mage robes + armor rating? Aw yeah). If, however, you wear any armor cuirass, light or heavy, casting this spell will unequip it.Of course, you can still wear gauntlets, boots and a helmet without the spell affecting this. Taking hits with the bound armor on will level your Heavy armor skill accordingly. Now, for the armor ratings on these articles. I'm thinking the shield should be apprentice level, so 26 (equal to a Dwarven shield) as base rating, and 32 (equal to Ebony) with the Mystic Binding perk sounds reasonable. The cuirass, presumably an Adept level spell, I'd imagine 38 as base (slightly lower than Orcish) and 46 with the perk (equal to Dragonplate, which is 3 lower than Daedric). Do I write my suggestions in too much detail? These are good. I especially like the spectral wall one. That one if any seems like a nescessity. I was thinking it could also come as a lesser power, for those who use neither Conjuration, Restoration or the Spellbreaker. In that case, it could be usable once a day, and last 300 secs. Edited October 18, 2014 by faffman Link to comment Share on other sites More sharing options...
Morganyonce Posted October 19, 2014 Share Posted October 19, 2014 (edited) Just thought of a few more: [iLL] Hypnosis ~ A concentration spell that causes frenzy/fear/calm if used long enough depending on the level of the enemy.Level: Adept [iLL] Enthrall ~ A spell similar to frenzy, but the target only attacks their own allies and no one else.Level: Leveled, but no lower than Apprentice Edited October 19, 2014 by Morganyonce Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 3, 2014 Author Share Posted November 3, 2014 Still taking ideas! Link to comment Share on other sites More sharing options...
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