daredevinho Posted August 26, 2019 Share Posted August 26, 2019 (edited) I think Illusion and Alteration spells are lackluster, so I came up with seven spell ideas.Names are place holders Illusion spellsTaunt: Target will start attacking the caster.Provoke: Hostiles nearby will start attacking the caster.Misdirect: Hostiles nearby will start attacking the caster's targetDecoy: Creates a mirror image of the caster at target location. It doesn't attack or defend, stays in place at all times and can survive 1 attack per every 10 Illusion Skill levels (up to 10). Can only summon one decoy at a time, does not count towards the conjuration limit. Taunt will be used to soak damage and save allies. Provoke/Misdirect is to make your ally defend you, or combined with Decoy for the same purpose. Alteration spellsSilk skin: Reduces target armor rating by 20%.Insulate: Raises caster's Ice resistance by 20%.Fire proof: Raises caster's Fire resistance by 20%. Silk skin, unlike flesh spells, is supposed to weaken the enemy. The difference is that it is not a flat number, so A) it won't go to negative numbers B) doesn't affect unarmored enemies.Insulate/Fire proof is my response to using gear or potions to defend myself from harm. Edited September 2, 2019 by daredevinho Link to comment Share on other sites More sharing options...
DaisyTheMage Posted August 28, 2019 Share Posted August 28, 2019 I could try and see if I can do some of these. A lot of them seem pretty easy to do, for Taunt and Provoke I could just remove the effects of existing illusion spells and mark them as Hostile. Misdirect might require some scripting, maybe not. I'm pretty sure that the Alteration Spells and Decoy already exist in other mods so they would definitely be possible. Link to comment Share on other sites More sharing options...
DaisyTheMage Posted August 28, 2019 Share Posted August 28, 2019 Hmm.. after I read into a bit more of what I'm trying to create it seems like it might be difficult. I'm assuming I'd have to make the target's combat AI change temporarily when they are targeted. It might also be possible to temporarily change there faction to be neutral to everyone nearby but, aggressive to the caster. Taunt and provoke might end up being more like "Creatures and people up to level <mag> attack the caster for <dur> seconds" and Misdirect would just force the target to cast Provoke. Link to comment Share on other sites More sharing options...
daredevinho Posted September 2, 2019 Author Share Posted September 2, 2019 (edited) Maybe if there was a way to raise/lower Threat levels... The combat AI is very finicky, sometimes my archer follower is being attacked so I run to save him but even if I stand in front of the enemy the enemy won't change target; it's worse against archer/mages because more often than not they are far away.And then, when I'm the one being attacked, my followers won't defend me - I always send them head first into open rooms or rooms with enemies, but surprise attacks are quite troublesome. And yes, there is a mod that adds a Decoy spell. It's the Apokalpyse spell pack. I want is a stand alone spell, to prevent bugs. Edited September 2, 2019 by daredevinho Link to comment Share on other sites More sharing options...
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