pjyelton4476 Posted April 30, 2012 Share Posted April 30, 2012 Hey all, looking for some new ideas to add to my spell mod that I released over the weekend. So far I have telekinesis on enemies and about 12 others, I am working on some confusion based spells and a tsunami spell but would love to hear some other ideas, the more creative the better. I don't want spells that effectively end up being flashy instakill though since those are only fun for a little while and end up in the long run making the mod overpowered. Here are the spells I have so far in my mod, you can download and check out the trailer here:PJ's Spell Compendium Telekinesis: Traps your enemy in a stasis field of electricity allowing you to move around them around and eventually fling them in any direction you like. To fling, simply move your target quickly left, right, up or down and watch as they are flung in that direction. Minor damage is done to the enemy depending on direction flung with downward providing the most damage, upward the second most, and left/right the least. Use this spell to drop enemies off cliffs, into the water, or simply to move them out of the way. Magic Missiles: Summon orbs of magic that surround you and seek out and follow enemies in every direction eventually dealing random types of damage including fire, ice, electricity, and paralysis. Higher conjuration levels produce higher number of missiles. If no target is found after a certain amount of time the missiles will disappear. Due to the high desctructive power of these missiles this spell can only be cast once every 30 seconds. Tornado: Creates a vortex of wind surrounding your enemy, incapacitating them as they are flung around and around. Enemies caught in the tornado are invincible til the spell wears out. Very useful for crowd control. Earthquake: Summon a massive earthquake causing all enemies around you to consistently stumble and fall to the ground. Higher conjuration levels increase these chances. Use this spell to cause havoc then mop of the pieces with your weapons while your foes try to regain balance. Does not affect friendlies. Hurricane: Summon a hurricane with winds strong enough to push away and knock over your enemies. The higher your conjuration score the higher the probability of knockdown. The wind direction depends on your initial direction while casting the spell. Not castable indoors. Use this spell to keep enemies away while you pummel them with other spells or arrows. Does not affect friendlies. Fire Spouts: Creates spouts of fire from the ground at random locations around you causing massive damage to anyone caught in the flames and minor damage to those who step into the fires left behind. The spouts consistently jump around you and higher desctruction levels will produce more spouts. The spouts will not affect friendlies but the remaining fires will although noone will blame you for them. Lightning Columns: Creates columns of lightning that move randomly around you causing massive damage to anyone who stands in their way. Higher destruction levels will produce more columns. These columns do not affect friendlies and this spell is not castable indoors. Acid Rain: Creates a storm that rains down acid rain on your enemies causing damage to health and damage resistence. Higher destruction levels create more rain. Does not affect friendlies and is not castable indoors. Assassin's Rush: Teleport behind your enemy dealing massive sneak damage. The higher your sneak attribute the higher the damage, up to 75% of the enemies initial health. Only castable with a dagger in your main hand. Decoy: Creates a decoy of yourself that fools enemies into attacking it. After several seconds the decoy will explode throwing enemies close by to the ground. Great for crowd control or escaping. Decoy will be equipped in default armor due to the difficulty in figuring out what armor the user is currently wearing. If anyone knows of a way to do this easily please let me know since it would add to the illusion. Backfire: All enemy magic users have a chance of having their own magic backfire in their face propeling them backwards. Doesn't cause damage but does stun the enemy. The higher your alteration score the higher the probabilty of backfire up to 100% for 100 alteration. Does not affect friendlies. Clone: Create smaller clones of your enemy that will attack. Comes in three flavors depending on the number of clones you plan on summoning. Imagine the confusion of being attacked by three mini versions of yourself! Jump: Allows the user to jump to amazing heights. Comes in three flavors, Jump 1 is 10 feet, Jump 2 is 30 feet, Jump 3 is 100 feet. While the spell does propel you forward a little bit keep moving forward during the fall to move even farther. Swap: Swaps places between you and your enemy. See an enemy in a spot you want to get to? Swap with them! Want to be extra creative? Jump to a high out of the way spot then swap places with an enemy, effectively taking them out of the battle. Link to comment Share on other sites More sharing options...
sercho Posted April 30, 2012 Share Posted April 30, 2012 Hi, I really like your ideas, they seem pretty interesting, specially how telkinesis works. I was also trying to make some new spells, but just with the CK alone it seems impossible. One of the spells I had in mind was somekind of Flame Form, were the player is sorrounded by flames (yeah, like the cloack spell) and can cast fire spells with a +% in damage and maybe a magicka cost reduction, also leaving a wall of fire while the player walks. I thought on a Frost/Shock Form too. Also, looking at the Jump spell, it think it would be cool if you could make a "Fall" spell, where you fall a high speed and making AoE damage when hitting the ground. And finally, I dont know if this is possible, a spell that makes the player go in straight line very fast and going through all enemies in the way hurting them. The spell will ignore armor and make the sound of a thunder or somthing like "BROOOOOM". I hope I expressed well and that youn find those ideas usefull ^^! Link to comment Share on other sites More sharing options...
wintersblast Posted April 30, 2012 Share Posted April 30, 2012 Very nice and unique set of spells. I've been trying to make a new spell but I neither have the time nor ability to make it it seems. So have a go if you're interested (and if you do make it, can you send me the source so I can learn something?) Magnet: Shoots an orb at an enemy. The enemy instantly attracts all (unequipped) weapons in a radius to come flying towards him, damage dealt in some combination of weapon damage, skill of the caster and speed of impact. Or something along those lines. Link to comment Share on other sites More sharing options...
IVmM7 Posted April 30, 2012 Share Posted April 30, 2012 Wow, really cool mod; I'm dling right now. For more spells, you need only look at the ultimate repository of nerdom - Dungeons and Dragons. I would say specifically, Baldur's Gate II and even more specifically the expansion pack, Throne of Bhaal. Here are some spells I think would be particularly awesome added to skyrim (starting from level one):Color Spray, Find Familiar, Grease, Agannazar's Scorcher, Mirror Image, Web and/or Entangle, Melf's Minute Meteors, Polymorph Self, Stoneskin (though you'd have to tone it down compared to BG rules), Teleport Field, Wizard Eye, Mislead, Summon Nishruu, Tenser's Transformation, Mantle Also, DnD spellcasters have mutliple layers of spell/physical protections but also multiple ways to bring those down on opponents. I don't know how complex you want things to get, but with Globes of Invulnerability, spell triggers and contingencies, mage duels reach a whole new level of awesome. And this may sound a little silly, but have you ever played Defense of the Ancients (DOTA)? The Warcraft III Frozen Throne version is nothing but crazy scripted skills and spells. Your Assassin's Rush is exactly the sort of combat heavy, scripted spells DOTA is stocked full of. Link to comment Share on other sites More sharing options...
minymoo Posted April 30, 2012 Share Posted April 30, 2012 Love your mod by the way, very creative and inventive spells! Favorite would have to be the tornado spell, seeing enemies flail about while being thrown around in circles in the air is a very therapeutic! As for new spells, I would love more form based spells, things that transform you, etc. Also, maybe some more uses for telekinesis such as picking up items and hurling them for damage? Keep up the good work and I'll be tracking the progress of this mod! Link to comment Share on other sites More sharing options...
pjyelton4476 Posted May 1, 2012 Author Share Posted May 1, 2012 Thanks for the ideas so far. I remember looking at some DnD stuff back when I was creating this mod for Oblivion, but you are right I should take a look again since it has by far the most spells that aren't simple the point and hurt spells. The magnet spell is similar to something I am experimenting on now trying with nearby items to the enemy. One quick question, I am having trouble visualizing what a water or tsunami spell might do. I guess it could wash away enemies but that seems too similar to my hurricane spell. Hmmm... any ideas? Link to comment Share on other sites More sharing options...
09nephilim Posted May 1, 2012 Share Posted May 1, 2012 Those look awesome. I'd like to be able to do the channeled bee-swarm thing that Spriggans attack you with. Also, a trap spell that locks people in place would be cool. Oooh, you should also add a spell that pulls targeted enemies toward you. Suck enemies down from roofs and into stabbing range... Link to comment Share on other sites More sharing options...
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