Name: Fearsome Magicka
Version: 0.1(Beta)
Date: 2/27/2010
Category: Gameplay Effects and Changes
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0018 beta 6, Screen Effects 1.0, Pluggy v125, RefStuff, ALGOHOL v0.11
Recommended mods: Windom Earle_s Oblivion Crash Prevention System, Oblivion Stutter Remover
Author: brucevayne
Source:
Description
===========
Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...
Features:
- New spells that affect the game in many various aspects,
- Most of spells are scaled, making them more powerful as the mage grow in experience
- New Magic System that controlls access to new spells, designed to make the new magic being used strategically
- NPC's and creatures will also use new spells, with the same magic system implemented
Location
========
To get the new spells find the student of Chronomancy.
Details
=======
Spells:
All new spells are designed to increase immersion of magic experience. Magic is being made an actual power, that allows to affect and shift surrounding reality in more varied ways.
There are of course spells that deal damage to it's victims, but also spells that has other purposes, like shrouding the caster with darkness, time stopping or slowing down nearby enemies.
Magic System:
Fearsome Magicka brings a new magic system to Cyrodil. It is inspired on a system present in Forgotten Realms.
In Baldurs Gate(and other Forgotten Realms based games) spells are ascribed to one of levels from 1 to 9 with level one containing simple spells and level 9 with most powerful ones. A magic user could cast
only limited number of spells before resting. Number of spells a character could use(and from which level) was determined by his experience level and his intelligence. With experience the character was
gaining access to higher level spells. Number of spells available to cast on each spellcasting level was dependant on character level, which means that characters on level 5 sould cast e.g. 6 spells from
level 1, 3-4 spells from level 2 and 1-2 spells on level 3. Upon resting the character could cast the spells again.
This system might sound a bit weird for someone who didn't play Baldurs Gate or Neverwinter Nights, but it has one adventage: it impells to strategic use of your magic.
This is how it works in Fearsome Magicka:
All spells belong to one of circles from 1 to 5. PC(well, the same goes to NPC's and creatures) is limited to number of times he can use those spells before resting. All spellcasters gain access to more
powerful spells and increase number of times a certain circle spells can be cast with experience(+ modification from intelligence) according to this formula:
1st Circle spells: character level / 3 + (intelligence / 10 - 5)
2nd Circle spells: (character level - 5) / 4 + (intelligence / 10 - 5) * 0.8
3rd Circle spells: (character level - 13) / 5 + (intelligence / 10 - 5) * 0.6
4th Circle spells: (character level - 21) / 6 + (intelligence / 10 - 5) * 0.4
5th Circle spells: (character level - 29) / 7 + (intelligence / 10 - 5) * 0.2
The outcome is rounded down. Intelligence factor applies only if the minimum level for certain spell circle has been reached, which is:
1st circle: level 3 (a new 'spell slot' every three levels)
2nd circle: level 9 (a new 'spell slot' every four levels)
3rd circle: level 18 (a new 'spell slot' every five levels)
4th circle: level 27 (a new 'spell slot' every six levels)
5th circle: level 36 (a new 'spell slot' every seven levels)
A 6 hours of sleep is required to be able to cast the spells again.
To be able to use a spell, one has to have apropriate skills. Most of the spells will have it's effects dependant from the caster's skill(so, if Fire Burst requires destruction on level 75, it will do more
damage if caster has destruction on level 100, or even more if on level 125).
NPC's & Creatures spell casting AI:
For the purpose of this mod an unique NPC's & Creatures spell casting AI was designed, making them more challanging opponents. It allows an intelligent use of the new spells by NPC's, and even lets them
create combinations(sometimes deadly) of those spells.
NPC's will also use Magicka potions to regenerate their magicka if necessary.
Future plans:
1. Add new spells.
2. Add support for companions.
3. Add customization options.
4. Add an unique vendor and quests to obtain spells.
4. .... we'll see

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the Fearsome Magicka.esp file.
5. Fearsome Magicka.esp should be loaded as last(on the bottom of the load order).
Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Fearsome Magicka.esp file.
2. Delete the files/folders associated with the mod.
Oblivion\Data\Meshes\Fearsome Magicka
Oblivion\Data\Meshes\HWings
Oblivion\Data\Textures\HWings
Oblivion\Data\Meshes\Characters\_male\Idleanims\FearsomeMagicka
Oblivion\Data\Textures\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Armor\pale_rider_berserker
Oblivion\Data\Textures\Armor\pale_rider_guardian
Oblivion\Data\Textures\Armor\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Weapons\pale_rider_berserker
Oblivion\Data\Meshes\Weapons\pale_rider_guardian
Oblivion\Data\Meshes\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Armor\pale_rider_berserker
Oblivion\Data\Meshes\Armor\pale_rider_guardian
Oblivion\Data\Meshes\Armor\pale_rider_NordicWarrior
Oblivion\Data\Textures\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_NordicWarrior
Oblivion\Data\Sound\FX\FM
Incompatibility
===============
No known at the moment, let me know if you find this mod conflicting with anything else.
Known Issues or Bugs
====================
None known at the moment.
History
=======
1.0, 2010/02/27 - Initial release.
Contact
=======
You can find me on the official Elder Scrolls forums as 'brucevayne'
You can find me on TESNexus as 'brucevayne'
You can send me an email here: brucevayne@wp.pl
Credits
=======
Thanks to all guys on the forum who helped me, especially to:
ShadeMe,
Scruggsywuggsytheferret,
QQuix,
The Filthy Spaniard,
throttlekitty
Much appreciated!
Thanks to XMarksTheSpot for acension animation and Froceball mesh.
Thanks to pale_Rider for his unique weapons and armor.
Thanks to Hentai for his Dark wings.
Thanks to Spike4072 for his Dark Flame shader.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.
Tools Used
==========
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Audacity - http://audacity.sourceforge.net/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of
this mod.