peregrine111 Posted September 24, 2015 Share Posted September 24, 2015 (edited) After reading through the epicness of Mushoku Tensei, I want to post some ideas here.. but I do know this would be a terrific amount of work if someone did want to make it.. - in the world of Mushoku Tensei, maximum mana capacity was thought to be determined upon birth, and cannot be altered. In addition to that, using magic required long incantations - the more powerful the spell, the longer was the incantation (therefore most mages were not really effective and most of the world just focused on swordsmanship). But it was discovered that maximum mana capacity could be extended by emptying mana reserves each day.. though for some reason this was only effective under the age of 10. (Same could be said for chantless casting - if the child did not grasp the principles behind chantless casting before the age of 10, it was impossible to learn later in life) To port it to Skyrim, I have these suggestions: MANA ISSUE- character starts with randomized amount of mana - let's say between 20 and 100, with higher being considerably rarer. - mana ONLY REGENERATES WHILE SLEEPING (~1/8 max mana per hour)- can no longer increase mana pool by investing into it when leveling up - mana capacity rises by expended amount each time character sleeps (this means if you have 50 mana capacity and go to sleep with 2 mana remaining, when you wake up, your maximum mana capacity will be 98 - if you slept long). To prevent potion/1hr sleep/cast/repeat loop, it would be best to only increase the capacity if you were sleeping for minimum of 8 continuous hours (=100% mana regenerated) UP TO CHARACTER LEVEL 10. Which essentially means that if you want to be a powerful mage, you'll need to practice (even without targets, as long as you expend as much mana as you can without hitting "rock bottom" - see effect bellow.. it's a math magic :D) as much as you can before reaching lvl 10. - effect: Mana Deprivation (optional effect, could be fun) : under 20% pulsating screen, under 10% halved movement speed, bellow 2% hair turns white temporarily (turns back over a few days), attempting to cast spell that WOULD put you bellow -5% mana makes character faint (which is instantly fatal when "enemies are nearby") =forced sleep for a couple of days - and turns hair color white permanently (unless you did just commit suicide by running OOM in fight) - to make the system a bit more realistic, it would be better not to use spell absorbtion effects or potions whatsoever, and ONLY regenerate it by sleeping. But we know players, they cheat anyways.. SPELL SYSTEM- spells are divided into schools:FireWaterEarthWindRestorationDetoxificationBarrierSummoning- spells are divided by their "difficulty" (read Mana cost) and area of effect into ranks:Elementary - very basic spellsIntermediate - more powerful spellsAdvanced - powerful spellsSaint - combined spells that affect large areaKing - same as saint, yet even stronger effect, capable of obliterating most common bosses in one shot, or affecting large areaEmperor - same as king, yet even stronger effect, capable of obliterating armiesGod - cannot be attained (they are simply too damn OP), as they are spells capable of erasing continents- since there are practically no "new" spells above Advanced rank, spells of higher ranks are refined versions of originals, or their combinations (= dual casting with different spells in each hand).- spells have a capacity to exceed their original rank by practicing them, so after practicing enough it's possible to fire spell you've learned as Intermediate rank with the power level (or mana cost, but generally power level) of Emperor rank. For example Rock Bullet (Intermediate) could become Rock Bullet rank 8 (Emperor) - ofc with power level of Emperor rank and appropriate huge mana cost.- using spells of power level beyond Saint would make game seem extremely easy, unless you play with mods throwing really hardcore enemies your way, making them far more numerous, smarter, or whatever else. So if anyone turns this into mods, I'd really advise playing a robed mage with extra low health, without tempering or enchanting gear. That way you'll be offensively a god, but defensively most likely dead after getting hit once or twice, to balance it somewhat... OBTAINING SPELLS- basic spells can be found in respective books- once character practices the spell 100-times, he will automatically learn enhanced variant (or a few of them, but original spells all stay in spellbook to allow even non-mages to use them), for example casting Rock Bullet 100 times grants Rock Bullet rank 2 - which would have just higher projectile speed/damage/manacost and Stone Cannon - which shoots much larger "bullet" with different effect - this time knocking back (on higher ranks ragdolling) targets hit.- advancing rank twice increases power rank (aka raising Elementary rank spell to rank 2 makes it equal to Intermediate spell in firepower. Raising Intermediate rank spell to rank 2 marks it as Advanced. etc. Not hard, it just takes a lot of practice shots (100) to increase spell's rank. OFC that means spells level up painfully slow at start while you still train your mana capacity. Also using rank 1 spell 200 times won't teach rank 3 spell. You have to use rank 1 100 times, then switch to newly learned rank 2 and use that another 100 times to get rank 3, and so on. No cheating! WATER SCHOOL - Water Ball - elementary rank, creates a ball of water and shoots it. Extinguishes fire (torches etc). Very low damage, slow projectile, slight stagger. Increase in Water Ball rank (by repeated use) increases mana cost (obviously), damage, projectile speed and stagger chance. When advancing Water Ball to Intermediate rank (let's say that would be Water Ball rank 2) you also get it's better variant: - Water Cannon - intermediate rank, basically just Water ball with a bit faster projectile and a large chance to stagger (or low chance to ragdoll). Increasing ranks further increases mana cost, damage, projectile speed and stagger chance - Water Shield - elementary rank, by channeling creates a barrier made of water that negates X% damage of fire spells of up to Advanced rank, ineffective on higher rank fire spells (functions like skyrim's Wards, but only to fire spells). (Optional effect - fire spell destroys Water shield and creates fog - optional because it would only blind you, as enemiy AI is stupid and ignores line of sight.. unless walking in fog also made you invisible). Increase in ranks increase. Advancing in ranks by usage increases fire damage reduction and increases cost. After let's say after advancing it to Advanced rank you learn a better version: - Water Wall - advanced rank, by channeling creates a wall of water in front of you that absorbs all damage from fire spells (after reaching absorbed threshold, water wall breaks into fog). Advancing in ranks increases absorb threshold and mana cost. (let's get to the actual point of water magic - aye, glorious ICE: ) - Ice Strike - elementary rank, creates an icicle and fires it. Relatively fast projectile spee. Contrary to basic ice spells in skyrim, this deals small damage and inflicts slight bleeding (unless target wears heavy armor) that stacks. Increasing in ranks increases the number of icicles created (cost = base cost*number of fragments, bleed stacks = number of icicles that hit target). After reaching Intermediate rank (Ice Strike rank 2), you also get a modified version: - Icicle Break - intermediate rank, returns to single icicle which in turns shatters in all directions upon impact (small radius AoE) and inflicts bleeding like a frag grenade. - Frost Nova - advanced rank, after short charging, temporarily freezes solid all targets (that are not immune to freezing, don't expect freezing Dragon or a Frost Atronach) in frontal cone, which is extremely effective when you're expecting to get overrun with fast small fries like wolf packs. Advancing in ranks shortens charging speed, increases mana cost, damage and freeze duration. After reaching Emperor rank grants modification: - Absolute Zero - emperor rank, instead of frontal cone it freezes everyone in radius, dealing very high damage (turning most "normal" enemies (wolves, humans etc, well most of which is not considered at least a "boss") into frozen corpses instantly), and also temporarily freezing Dragons (though they have mostly high enough magic resist to avoid most damage of it). Cannot advance further, as it's already emperor rank. (I was about to make Lightning cast by casting Cumulonimbus in both hands, but since Cumulonimbus does nothing but create rain clouds, it's kinda useless, so just Lightning: ) - Lightning - king rank, must be dual cast and takes a bit to charge. Can hit (and kill) player if used too close to himself. Charging creates rain clouds above targeted location, releasing fully charged spell makes lighting stike ground for very high damage. Advancing in ranks increases mana cost, damage and area hit. Ideal for long range sneak attacks against nesting dragons. Using Lightning for the first time teaches player: - Electric - saint rank, miniaturized version of Lighting - shoots weaker lighthing bolt from hand, which damages target and paralyzes it. Can bounce to nearby targets like chain lightning if the target is wearing metalic (or just Heavy for simplicity) armor. Can damage and kill user if used in close range and it bounces back. Advancing in ranks increases mana cost, damage and paralyze duration FIRE SCHOOL - as elementary fire spells are useful just for the likes of setting candles on fire, let's not use those- also, while fire is very effective against majority of enemies (unless you're fighting fish in water, flame atronachs or dragons), it's effects can not be contained too much and therefore there is very large chance of friendly fire or self-incineration from it's AoEs. Therefore DO NOT use in buildings and other enclosed places. Also vulnerable to interferences from wind magic (who likes getting flames blown back in your face?). Therefore highly double-edged school. - Fire Ball - intermediate rank - throws a small fireball. Flies fast, hurts a lot, sets target on fire and also deals AoE damage on impact. Increasing ranks increases AoE damage and radius. After reaching Saint rank player learns modification: - Flashover - saint rank - throws a fireball at a targeted place. Fire spreads like... well... wildfire (aka like a bigger version of oil casks in Draugr-filled dungeons). Useful for incinerating whole forests with the user still in it. Very dangerous to use. Also burns pretty long.. Throw far or run like hell. Advancing in ranks increases damage per second. - Flame Pillar - intermediate rank - conjures a flame pillar in target location, charring enemies close by (damage increased by proximity - most small fries won't survive crossing it directly). Pillar stays as long as you channel (pillar stays in the same place though). Advancing in ranks increases it's mana cost, size and damage. - Flame Slice - advanced rank melded magic - created by dual casting Fire Ball with Wind Slicer. Deals higher damage than Wind Slice and sets targets in it's line on fire. Behavior depends otherwise on rank of Wind Slicer. - Nuclear Explosion - god rank - created by dual casting two emperor ranked fire spells....... I'm just kidding. Who'd need to Annihilate whole city from a nearby mountain? :D Even Skyrim's engine wouldn't do anything with that kind of distance and power. WIND SCHOOL - deals physical damage rather than magical - here comes the lamest school of them all.. in terms of damage at least.- I really doubt it can be implemented to deflect fire spells by blowing wind, so the best use is already out I guess.. - Wind Slicer - intermediate rank - compresses air into a blade and launches it. Deals damage to targets in line, causing bleeding. Useful for narrow corridors in dungeons.. or it would, if only Draugr could bleed, right? Advancing in ranks increases mana cost, damage and bleed damage. - Wind Blast - elementary rank - fires a ball of compressed air to ram target. Deals very small damage and ragdolls very small animals (rabbits, chicken) and staggers small animals (wolves, skeevers, ...). Advancing in ranks increases mana cost, as well as making it ragdoll/stagger progressively bigger enemies like Advanced rank would stagger human bosses and ragdoll anything lesser.. Emperor would stagger dragon and ragdoll smaller. - Hurricane - saint rank - creates hurricane at target location for a couple of seconds. Gale winds would considerably slow enemy movement while passing through it and making it impossible to use fire spells inside it. Advancing in ranks increases mana cost, area of effect and duration. Can only be used outside. - Shockwave - saint rank - fires an omnidirectional shockwave, pushing everything away (FusRoDah). Deals very low damage, but there is always a possibility of fall damage AND getting those annoying small fries away from you! Also allowing "double jump" when cast in air (you push yourself away from ground with it). Advancing in ranks increases mana cost, radius and "second jump" strength. EARTH SCHOOL - this school just plays around with dirt/metals, so it deals physical damage rather than magical - Rock Bullet - intermediate rank - fires a small rock projectile shaped like a bullet. Has a chance of penetrating target(s). Advancing in ranks increases mana cost, damage and penetration chance and allows you to learn it's various modifications at advanced and emperor ranks: - Stone Cannon - advanced rank - larger variation or Rock Bullet. Cannot penetrate but has high chance to stagger (ragdoll on last ranks) foes. - Rock Cannonball - advanced rank - hollowed variation of Stone Cannon, on impact explodes into fragments, dealing AoE damage. Advancing in ranks increases mana cost, explosion damage and radius. - Railgun - emperor rank - high mana cost, fires compressed Rock Bullet (with projectile speed close to instant), with very high damage that penetrates targets in a line. At this speed armor is useless (ignores armor). Cannot advance further, as it's already emperor rank. - Earth Fortress - advanced rank - creates a stone obstacle for several seconds. Useful for blocking narrow passages for a while - like doors in dungeons - to allow you to get a slight break in fights. Advancing in ranks increases mana cost and duration. Edited September 25, 2015 by peregrine111 1 Link to comment Share on other sites More sharing options...
peregrine111 Posted September 25, 2015 Author Share Posted September 25, 2015 RESTORATION SCHOOL - 1handed casting heals target (on touch), dual casting heals user - Healing - elementary rank, heals minor wounds. Has no effect when used under 50% HP, otherwise heals to full over several seconds. Advancing in ranks increases mana cost and makes it heal to full faster. - Shrine Healing - advanced rank, heals major wounds (= even if you are bellow 50% HP). Heals to full over several seconds. Advancing in ranks increases mana cost and makes it heal to full faster. DETOXIFICATION SCHOOL - since poisons and diseases in skyrim aren't divided into categories, this is just going to be a single spell.. - Detoxification - elementary rank, clears poisons and diseases. 1handed casting detoxifies target on touch, dual casting detoxifies player. Has no additional ranks. BARRIER SCHOOL - Magic Shield - elementary rank, creates a magic shield around user while channeling. Absorbs up to X (flat) damage (physical or spell) per second, renewing each second (like a skyrim's ward). Advancing in ranks increases mana cost and absorb amount per second. - Anti-magic Barrier - saint rank, deploys an anti-magic barrier in target location for several seconds. Anyone inside it's radius can't use any spells. Advancing in ranks increases mana cost, duration and radius. SUMMONING SCHOOL - Summoning cannot be cast normally - as a magical circle must be drawn before attempting to do so, the player actually only learns to craft magical scrolls from books. And use those scrolls to cast summoning spells. - Summon Guardian Beast - summons random beast as your permanent guardian (until they die). Strenght ( = type) of the beast depends on your maximum mana, but spell itself uses only 10% of your maximum mana. - Summon Spirit - a group of spells that summons various helpful spirits temporarily (mana costs vary), to help you fight (combat spirits), shine in caves (Spirit of Light), etc. WARRIOR BALANCEMENT - as to not make mages superior in every possible way, warriors (or just anyone specializing in STAMINA) can "wear" Fighting Spirit: - Fighting Spirit - seasoned warriors (let's say any character that reaches 200 BASE Stamina pool = ignoring gains from enchanted items) gain a toggle power - option to "wear" Fighting Spirit (no visual effect), making their bodies more durable - ignoring 1/4 Stamina damage (which means that the very weakest Fighting Spirit will make wearer take 1/4*200 = 50 less damage from all sources - attacks that would do less damage than that obviously deal zero damage) - the more the wearer invests in Stamina, the less damage he takes. (basically you can walk into a wolf pack, take no damage from them and easily brush them off..) - obviously giving option to use Fighting Spirit to all humanoid characters as well... as to.. well... think twice about going to kill a dungeon boss who has let's say 400 stamina so he would ignore any attack bellow 100 damage, if your best attacks would maybe deal 110 damage if you're lucky.. it would take forever to kill him, and you'd be dead almost instantly if you can't use Fighting Spirit already as well.. - also, warriors are expected to temper their weapons a lot to get enough damage to penetrate enemy Fighting Spirits.. WANDS AND WAND CASTING SYSTEM - I'm guessing this cannot be done in Skyrim as you can't actually cast spell with a hand that actually holds an item, as it's the same slot.. but at least I'm gonna write it down anyways. - wands are weapons for mages. They aren't necessary for casting and they themselves can't cast anything, but they can amplify spells of various schools (that depends on the material used to create wand and it's magic stone).- basic wands are just small sticks, better "wands" are basically staves of same height as mages - base material used to create wand slightly decrease mana costs (let's say 2% per rank of material)- gem (and it's quality used) slightly increases damage of respective school of magic (let's say Ruby for fire, Sapphire for water, Diamond for air, Amethyst for earth, Emerald for restoration and Garnet for barrier, though it would be much better if there were enough stones of "mixed" colors that boost 2 schools at once..) - so one of the most powerful wands would for example reduce mana costs by 10% and increase damage of Earth and Water schools by 10% each. 1 Link to comment Share on other sites More sharing options...
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