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Apocalypse - The definitive spell package


EnaiSiaion

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Apocalypse

Power to the people

 

Apocalypse is the new spell mod for Skyrim, currently nearing the end of development.

 

It aims to offer a selection of 100+ fair and balanced spells that add strategic depth to the game and increase the fun and variety of playing a spellcaster, hybrid, or anyone at all who casts magic.

 

The mod does not "change" anything including perks but follows existing perk implementation standards, ensuring compatibility with other mods.

 

http://i48.tinypic.com/8wxd35.png

 

1/4 of the new spells in a nutcase:

 

 

Alteration

Also known as the tree containing the annoying armor spells and nothing else of value. In Apocalypse, a large variety of spells to alter the flesh of your enemies muhahaha are added, making Alteration specs viable.

 

Chronosphere: Halts all units around the target until they take 2 instances of damage.

Earth to Water: A geyser erupts and knocks opponents into the air.

Life Rend: Exchanges the life percentages of the target and caster.

Necroplague: Disease that deals poison damage and jumps to another enemy on death of its host.

 

 

Illusion

A powerful but one-dimensional tree in the regular game, the illusion tree in Apocalypse gains a line of direct damage spells and other offensive options, the ability to mess with people's minds and telekinesis to satisfy the "power trip" reason for playing a mage.

 

Evil Twin: Summons a ghostly image of the target that fights for the caster for 6 seconds.

Mimic Magic: When the target ally or enemy casts a spell, you automatically cast the same spell.

See No Evil: Target does not break your stealth for 30 seconds.

Talon Strike: Does damage based on distance and has a small hitbox, rewarding long ranged accuracy.

 

 

Restoration

Healing and more healing and an insane number of redundant anti-undead spells. Apocalypse adds more options against non-undead targets and more defensive spells, including a line of necromantic spells.

 

Doom: Curses allied or enemy target to explode on death, doing area effect damage.

Sanctuary: The next 2 incoming hits are ignored.

Slay Living: Disintegrates non-undead target below 20% health.

Vessel of Life: Transfers your lifeforce to a target minion. You take 75% reduced damage but when the minion takes damage, you take damage too.

 

 

Destruction

Tired of all the bolt spells? Apocalypse adds a new fire, frost and shock spell at each Destruction tier adding up to 15 new elemental attack spells, as well as a number of non-elemental ones. Most of them benefit from some form of advanced aiming or combos.

 

Fracture: Does cold damage over 3 seconds and explodes if the target is hit by another cold spell.

Overload: Charges up a blast of magic that fires after a 4 second delay, doing heavy damage.

Static Field: Area effect lightning blast that deals damage equal to a percentage of the enemy's current health.

Volcano: Firebolts blast upwards from a fissure, doing huge damage if the target stands on top of it.

 

 

Conjuration

In the regular game, this tree has very little variation, as well as little interactivity. The new spells are meant to increase player involvement and offer new options in the form of a line of spirit animals and spells to summon Draugr. Most importantly, there are spells to interact with your minions in order to increase their effectiveness.

 

Conjure Spirit Wolfpack: Summons up to 4 spirit wolves.

Fire of the Master: Target minion spits a heavy fireball at its opponent.

Gate: Opens a portal that teleports the target in front of you.

Hammerfall: Target is weakened to conjured Draugr attacks, taking extra shock damage and 20% knockup chance.

 

 

Toggles

To cut down on upkeep effort, many buffs come in the form of toggles: they remain active forever, but you can cast them again to turn them back off. Most have a drawback or incentive to not keep them running forever.

 

Energy Shield: Incoming hits are partially redirected to magicka instead of health.

Venomous Weapons: Adds poison damage to bow and dagger attacks, but reduces magicka by 50.

 

 

Metamagic

Concentration based spells that are channelled with one hand and changes or enhance the spells you cast with the other hand.

 

 

Contingencies

An advanced method of spell automation, unlocked at 25 destruction for adventurous souls. Cast a contingency and then cast something else, and it will remember that spell and wait for a condition to be met, then automatically cast the stored spell free of charge.

 

 

Convenience

Using magic in Skyrim is very annoying until you figure out hotkeys, then it becomes just annoying instead. Many spell mods add a mountain of new buffs just to make casting all of them even more irritating. To counter this, Apocalypse features several measures to cut down on manual spell swapping.

 

Adaptive Protection: Toggle - Automatically casts the best physical or magic armor spell when struck.

Weave Mythal: Greatly increases buff spell duration but increases magicka cost by 50%.

 

 

Utility

People become mages either because they want to see their enemies driven before them and hear the lamentations of their atronachs, or because they dislike housecleaning. Apocalypse provides several utility spells to make life just a little bit easier.

 

Astral Anchor: After a short delay you flash back to where you cast the spell. (*)

Feather Fall: Removes fall damage.

Sense Resistances: Reveals the resistances and immunities of the target.

Teleport: Cross large distances with a thought.

 

 

Single shot spells

A number of tactical spells are added with a cooldown of 1 day or longer or a different cost, sometimes shared between similar spells to encourage picking and choosing.

 

Wild Hunt: If you have a spirit animal summoned, will summon a powerful Aspect of Hircine.

Death Shroud: Deals damage to nearby enemies and has a chance to kill weaker enemies instantly.

Avatar: Channel Boethiah, making illusion spells free to cast and gaining the ability to knock enemies around with your gaze.

 

 

...and about 80 more spells, each of them unique! (**)

 

Screenshots following soon, release is planned within 2 weeks!

 

 

(*) Sovngarde bungee jumping. You know you want to.

(**) I lied. There are two teleport spells.

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This thread disappeared to the second page just like that?

 

So you want to see explosions?

http://i49.tinypic.com/2rrp9w5.png

 

Bigger explosions??

http://i48.tinypic.com/33cc0lh.png

 

People getting sucked into a time vortex?

http://i49.tinypic.com/21c9ojs.png

 

Atronach hellfire from Oblivion?

http://i50.tinypic.com/2r29f2f.jpg

 

Ghost clones?

http://i50.tinypic.com/2a6jl9j.png

 

So there! Any questions?

http://i46.tinypic.com/2nk5q42.jpg

 

Release coming soon.

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The spells are implemented, I just need to figure out a way to add them to the levelled lists without causing conflicts with existing mods.

 

Full spell list:

 

Alteration

0 - Almalexia's Grace

0 - Feather Fall

25 - Alad's Armorgeddon

25 - Baleful Polymorph

25 - Devouring Swarm

25 - Slow

50 - Adaptive Protection

50 - Life Rend

50 - Poison Dart

50 - Spell Echo: Repeat

50 - Stone Curse

50 - Tormented Earth

75 - Crystalflesh

75 - Earth to Water

75 - Impetus

75 - Mass Slow

75 - Necroplague

75 - Shrink

75 - Weave Mythal

75 - Wizardlight

100 - Chronosphere

100 - Sheogarath's Dice

100 - Wrack

 

Conjuration

0 - Conjure Skeleton

0 - Fire of the Master

25 - Blood Pact

25 - Conjure Draugr Warrior

25 - Conjure Spirit Cat

25 - Defensive Formation

25 - Energy Shield

25 - Gate

50 - Atronach Mark

50 - Conjure Draugr Archer

50 - Conjure Spirit Bear

50 - Hammerfall

50 - Rift Weapons

50 - Spirit Totem

75 - Conjure Draugr Scourge

75 - Conjure Spirit Wolfpack

75 - Dreadking

100 - Conjure Spirit Mammoth

100 - Great Conjuration: Bane Mark

100 - Great Conjuration: Warband

100 - Great Conjuration: Wild Hunt

 

Destruction

0 - Deathmark

0 - Embers of Magicka

25 - Eyes of the Storm

25 - Fracture

25 - Inferno

25 - Offensive Contingency

50 - Call Lightning

50 - Defensive Contingency

50 - Empower Destruction

50 - Glacial Spike

50 - Meteor

50 - Overload

75 - Convection Ball

75 - Greater Fire Rune

75 - Greater Frost Rune

75 - Greater Lightning Rune

75 - Ice Spike Cloak

75 - Reflective Ice

75 - Static Field

100 - Battlecast

100 - Chain Contingency

100 - Electrocute

100 - Greater Malison

100 - Hailstrike

100 - Volcano

 

Illusion

0 - Astral Anchor

0 - Befuddle

25 - Dispel Magic

25 - Hand of Nocturnal

25 - Mimic Magic

25 - Talon Strike

50 - Mindshock

50 - See No Evil

50 - Sense Feelings

50 - Swap

50 - Teleport

75 - Astral Chain

75 - Evil Twin

75 - Slam

75 - Venomous Weapons

100 - Archon

100 - Command Humanoid

100 - Dementia

100 - Dominus

100 - Greater Teleport

100 - Sanity's Eclipse

 

Restoration

0 - Curse of Brimstone

0 - Sense Status

25 - Induce Trance

25 - Lesser Sanctuary

25 - Sense Resistances

25 - Slay Living

50 - Exorcism

50 - Finger of Death

50 - Inspired Casting

50 - Panacea

50 - Scan Status

50 - Wellspring of Blood

75 - Circle of Fire

75 - Death Shroud

75 - Horrid Wilting

75 - Thorns

100 - Circle of Death

100 - Lionheart

100 - Master Ward

100 - Vessel of Life

100 - Wrath of God

 

 

Lots of work, and judging by the view count of this thread, noone cares. :wallbash:

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This looks like it might be the "midas magic" of skyrim when completed. Phenderix has the best spell mod right now, but the spells aren't nearly as complex as Midas Magic in oblivion. I'm really looking foward to this once it's completed... Especially the volcano (for some reason) :).
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It is not on the first page because it is not a new map or skimpy armor. :) It is much easier to sell a mod that can be described in 10 words or with awesome screenshots.

 

I intend to go live this weekend with the above spells or perhaps a handful more, but the first release won't be the last. Based on community feedback and requests I'll expand this mod for a long time to come.

 

 

This looks like it might be the "midas magic" of skyrim when completed. Phenderix has the best spell mod right now, but the spells aren't nearly as complex as Midas Magic in oblivion.

 

Complexity is a good thing if it makes spells more tactical, but I want to stay away from unnecessary bling and showoff spells in favour of gameplay. Spells that make a pretty light show when you blow up townsfolk are fun for half an hour. Spells that actually expand the game are fun for a hundred hours.

 

So far there are two main spell mods: Midas Magic and Phenderix. While they provide a good starter package of new spells, the spells on offer are fairly basic. I intentionally avoid plain "does damage" and "fortify skill" type spells. After all, if you want those you can install the above mods - Apocalypse will be fully compatible with both as well as with any other mod, even those that claim dibs on the leveled spellbook lists.

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