[RELz], [WIP] Fearsome Magicka

Post » Sun Jan 02, 2011 12:37 am

I personally love this mod, even if it's caused my death countless times now. I keep chuckling when I find out my companions can cast the spells. My edited version of the companion Skinned Hound mod make me very happy with it's new found spell(AA), and he finally managed to kill that Battle Mage guard who had been pushing him around.
Of course, it'd make me happier if I didn't have my selected spell swapped to the FM status spell every time my game loads, but beggars can't be choosers they say.
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Damien Mulvenna
 
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Post » Sun Jan 02, 2011 2:12 am

...Of course, it'd make me happier if I didn't have my selected spell swapped to the FM status spell every time my game loads, but beggars can't be choosers they say.

THIS. And as nobody pointed that before I was thinking that was a conflict with my 220+mods... and by the lack of time haven't tried tracking it yet. Hotkeys? Lame? Will take time that can't spend now... It don't matter if was a save, quicksave or streamsave, FM satus spell are (almost) always there in the next load.
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Sophh
 
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Post » Sun Jan 02, 2011 2:45 am

It seems that everything is allright, here is an explanation: Acid Arrow and Magic Missiles spells rended homing projectiles, therefore these require a target actor. Casting this spell without a target actor will do nothing, it will not count as using the spell, that is why after you've cast it several times is says the spell wans't cast. As for the damage: if the target actor has not absorbed the spell(it is possible) nor his magic resistance is at level 100(magicka resistance decreased the damage proportionally to it's value), the damage is dealt according to your PC's destruction skill(all is described in the notes your char has in inventory).

cheers,
brucevayne

I decided to buy all the spells, just to see which worked and which did. My PC has 70+ destruction and wouldn't be able to cast the more advanced attack spells, but i still cant see why i cant get some sort of reaction out of magic missiles. The sound effect worked, and I did cast it at someone, but nothing emanated at the NPC i shot it at. Now, when I try to cast acid arrow at nothing, "NO arrows LEFT" appears at the top left corner of the screen. When I actually cast it at someone, the message appears and the screen flickers. Also, when i cast it at someone, my viewpoint locks at center position and I cant look up or down. The other spells, veil of darkness, the fear spell where you grow black wings, and the defense/shield spell worked fine. I tried to make sense of the note that came with the purchase and I couldn't discern from it a reason for the problem.
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Batricia Alele
 
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Post » Sun Jan 02, 2011 7:39 am

I personally love this mod, even if it's caused my death countless times now. I keep chuckling when I find out my companions can cast the spells. My edited version of the companion Skinned Hound mod make me very happy with it's new found spell(AA), and he finally managed to kill that Battle Mage guard who had been pushing him around.

Ah, finally someone who is using companions along with this mod :)

Of course, it'd make me happier if I didn't have my selected spell swapped to the FM status spell every time my game loads, but beggars can't be choosers they say.

Actually this is not coused by a conflict, it is implemented in FM. Pre-selecting a spell right after a game is (re-)loaded is unfortunately necessary to keep the spell system waterproof. I'll try to address this matter in the next patch.


I decided to buy all the spells, just to see which worked and which did. My PC has 70+ destruction and wouldn't be able to cast the more advanced attack spells, but i still cant see why i cant get some sort of reaction out of magic missiles. The sound effect worked, and I did cast it at someone, but nothing emanated at the NPC i shot it at. Now, when I try to cast acid arrow at nothing, "NO arrows LEFT" appears at the top left corner of the screen. When I actually cast it at someone, the message appears and the screen flickers. Also, when i cast it at someone, my viewpoint locks at center position and I cant look up or down. The other spells, veil of darkness, the fear spell where you grow black wings, and the defense/shield spell worked fine. I tried to make sense of the note that came with the purchase and I couldn't discern from it a reason for the problem.


Hmm, it seems that there is some problem with ALGOHOL installation(an OBSE plugin which is responsible for correct movement of MM and AA projectiles). This could explain why you get those debug messages. Please also verify if all other files are installed correctly(RefStuff in OBSE\Plugins folder, not in OBSE\Plugin), Pluggy 132 and the latest OBSE v.0018.


Btw: April is almost over, and my mod is first/second in Files of the Month competition on TesNexus(after three weeks from being released!). Thanks for your votes!

cheers,
brucevayne
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Tanya Parra
 
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Post » Sat Jan 01, 2011 10:01 pm

Ah, finally someone who is using companions along with this mod :)


Actually this is not coused by a conflict, it is implemented in FM. Pre-selecting a spell right after a game is (re-)loaded is unfortunately necessary to keep the spell system waterproof. I'll try to address this matter in the next patch.




Hmm, it seems that there is some problem with ALGOHOL installation(an OBSE plugin which is responsible for correct movement of MM and AA projectiles). This could explain why you get those debug messages. Please also verify if all other files are installed correctly(RefStuff in OBSE\Plugins folder, not in OBSE\Plugin), Pluggy 132 and the latest OBSE v.0018.


Btw: April is almost over, and my mod is first/second in Files of the Month competition on TesNexus(after three weeks from being released!). Thanks for your votes!

cheers,
brucevayne

Well, I realized that I had the 125 Pluggy rather than the 132 that's in the requirements. I got the 132 and replaced the 125 file. I re-downloaded FM, and all of the posted requirements including OBSE v18 and ALGOHOL. No effect; AA still has the NO Arrows LEFT message coming up and the screen flashes every time I cast it at someone, forcing me to quick-load. I have all of the requirements in the OBSE/Plugins folder and have checked but couldnt find any listed compatibility issues for the individual downloads to any of the mods I have.
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Setal Vara
 
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Post » Sat Jan 01, 2011 8:00 pm

Well, I realized that I had the 125 Pluggy rather than the 132 that's in the requirements. I got the 132 and replaced the 125 file. I re-downloaded FM, and all of the posted requirements including OBSE v18 and ALGOHOL. No effect; AA still has the NO Arrows LEFT message coming up and the screen flashes every time I cast it at someone, forcing me to quick-load. I have all of the requirements in the OBSE/Plugins folder and have checked but couldnt find any listed compatibility issues for the individual downloads to any of the mods I have.


After you've reinstalled FM(and also Pluggy) it might be good to try to start with a 'clean' save(made with this mod disabled). One more thing: please make sure that you have ALGOHOL v.011 installed(not v.010).

cheers,
brucevayne
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Nomee
 
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Post » Sat Jan 01, 2011 10:55 pm

After you've reinstalled FM(and also Pluggy) it might be good to try to start with a 'clean' save(made with this mod disabled). One more thing: please make sure that you have ALGOHOL v.011 installed(not v.010).

cheers,
brucevayne

If by "clean" save you mean disabling the mod in OBMM, loading my level 24 mage, making a new save, exiting, reactivating FM, reloading the save I just made, and fast-traveling to Crucible to buy the spells, that's what I did and MM still will only play the sound effect and the NPC I casted it at will yell "Guards! Guards! Assault!!!" and attack me. The bar that indicates the enemy's health wont show up either. If you meant start a new game completely, I wouldn't say a few more spells is worth that much extra time. I followed the Links posted on the mod page on tesnexus to get the requirements, so if the ALGOHOL that says v 011 isn't really that, I wouldn't know any better.

On the bright side, Teleportation is fun as hell and is alone worth keeping the mod installed. Other spells work fine that don't involve shooting things (AA, MM; The one where you conjure up the Fire Stones puts them in my inventory and nothing seems to indicate what I do with them or if they worked the way they're meant to.)

I greatly appreciate your willingness to help me resolve this.
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Stacyia
 
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Post » Sat Jan 01, 2011 7:54 pm

If by "clean" save you mean disabling the mod in OBMM, loading my level 24 mage, making a new save, exiting, reactivating FM, reloading the save I just made, and fast-traveling to Crucible to buy the spells, that's what I did and MM still will only play the sound effect and the NPC I casted it at will yell "Guards! Guards! Assault!!!" and attack me. The bar that indicates the enemy's health wont show up either. If you meant start a new game completely, I wouldn't say a few more spells is worth that much extra time. I followed the Links posted on the mod page on tesnexus to get the requirements, so if the ALGOHOL that says v 011 isn't really that, I wouldn't know any better.

On the bright side, Teleportation is fun as hell and is alone worth keeping the mod installed. Other spells work fine that don't involve shooting things (AA, MM; The one where you conjure up the Fire Stones puts them in my inventory and nothing seems to indicate what I do with them or if they worked the way they're meant to.)

I greatly appreciate your willingness to help me resolve this.


Hmm, could you PM me your load order?
As for the Fire Stones: after summoning Fire Stones you receive a Lesser Power: Throw Fire Stone. You can use it to throw the stones at your enemies.
Starting with a 'clean' save doesn't require starting a new game, just the first option you've described.

cheers,
brucevayne
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Sheila Reyes
 
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Post » Sun Jan 02, 2011 1:05 am

Some Ideas:

Corpse Telekenesis (III): Essentially Combat Telekenesis, but works with corpses. Since Corpses are, in oblivion anyway, bound to be more plentiful than physics objects.

Choke (IV): Lifts the target into the air, like vanilla telekinesis does with objects. Clicking the attack button throws the person away from you. If they hit anyone as they're flying away they'll do damage to both and cause knockdown (like Corpse Telekensis). Hitting Block flings them into the air a tad then slams them into the ground for some physical damage. Target to looses health and fatigue while in the air. Drains magicka the longer you hold them in the air. effect ends when either the target is released (Attack or Block buttons), Your concentration is broken (your attacked, or you move), You run out of magicka, or the target dies/faints from choking.

Time Slow (IV): A lesser version of time stop. Instead of stopping time altogether, it merely slows everyone around you down, while you remain in normal time.

Spray of Lighting (II): Tendrils of shoots from your fingers towards all targets in front of you. Seriously, we have no lighting attacks.

Mass Strength/Atrophy (III): We have haste, we have slow, we have heal. Now we need Strength and Atrophy to complete the series. Makes allies' melee attacks do more damage (Strength) and enemies' physical attacks do less (Atrophy). Has absolutely no bearing on magical attack strength or attack speed, or on marksman attacks.

Mass Projectile Spam (needs a better title): Increases the speed at which you and your allies can cast spells or shoot arrows. Has no effect on running speeds or melee attacks.
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Chloé
 
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Post » Sun Jan 02, 2011 3:27 am

Nice ideas rylasasin, thanks!

Ok, time for some news:
I've just uploaded a new version. Here is a changelog:
- added a FM.ini file which controls NPC's access to new spells;
- lowered prices of Scrolls containing new spells;
- altered NPC's AI: new spells will now be used less frequently;
- now after mod is launched a diagnostic is performed to detect if all required files are installed;
- few other tweaks;

IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH;

cheers,
brucevayne
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Sakura Haruno
 
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Post » Sun Jan 02, 2011 12:27 am

Nice update! Will download right now actually.

Hitting Block flings them into the air a tad then slams them into the ground for some physical damage

There's already a mod that has that. It's called Telekinetic choke from Telekinetic Mastery mod
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~Sylvia~
 
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Post » Sat Jan 01, 2011 9:50 pm

Mass Projectile Spam (needs a better title): Increases the speed at which you and your allies can cast spells or shoot arrows. Has no effect on running speeds or melee attacks.


Theres already a pretty good version of that in Supreme Magicka called Rapid Fire, lets you chuck 4 ranged projectiles at a time at as Destruction Master.

@ Brucevayne

Thanks for the update!
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Ray
 
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Post » Sun Jan 02, 2011 9:38 am

I might have forgotten to mention a possible bug/conflict, but I figured it was something I did.
In the last version there was a new spell effect added by the mod using the code BW10. Which struck me as odd when I saw that it wasn't used by anything(leading me to believe it was one of my mistakes), but I found this out after searching through all my mods trying to find out which one was causing a conflict with LAME and it's bound longsword spell.
I found out that day that one can not have more then one spell effect with one specific code, such as LAME using BW10 for it's bound longsword and FM using it for seemingly nothing.
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NIloufar Emporio
 
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Post » Sun Jan 02, 2011 8:14 am

IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH


Okay. So what might happen if we don't?
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Pat RiMsey
 
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Post » Sun Jan 02, 2011 7:43 am

Thanks for noticing that YX33A. I've just released a hotfix to version 0.15, here is a changelog:
- Rise Undead spell will now be used more frequently,
- "EnemiesUseNewSpells" value in FM.ini file is now taken into account,
- removed edit on BW10 magic effect;
- few tweaks;

I hope that this version will work flawlessly, so I can finally take care of some new spells :D

@AngryYoungDunmerSyndrome: New version changes might simply not work(at least some of them).

cheers,
brucevayne
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Helen Quill
 
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Post » Sat Jan 01, 2011 9:11 pm

So Bruce, is it my understanding that you are taking suggestions for your mod. Because I have several, and if you'd be interested I'd love to contribute them.
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Alexandra walker
 
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Post » Sun Jan 02, 2011 7:18 am

So Bruce, is it my understanding that you are taking suggestions for your mod. Because I have several, and if you'd be interested I'd love to contribute them.


You are welcome to! I'm open to suggestions :]

cheers,
brucevayne
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FoReVeR_Me_N
 
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Post » Sun Jan 02, 2011 10:39 am

I've just uploaded a 0.15b patch, here is the changelog:
- fixed an issue with startup diagnostic;
- attempt to fix the 'Rise undead' related CTD;
- debug messages should now ocurr less frequently;

brucevayne
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phil walsh
 
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Post » Sun Jan 02, 2011 4:20 am

You are welcome to! I'm open to suggestions :]

cheers,
brucevayne

You asked for it, I may be new here, but I know my way around. I'm gonna bombard you with crap now. XD You've been warned.
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Dean Ashcroft
 
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Post » Sun Jan 02, 2011 10:52 am

You asked for it, I may be new here, but I know my way around. I'm gonna bombard you with crap now. XD You've been warned.

Couldn't edit or pm Bruce, so heres the research I did.

Take from http://db.gamefaqs.com/computer/doswin/file/baldurs_gate_ii_spell.txt

I'm certain your aware of Baldur's Gate, though I figured I'd highlight some of the ones that I'd personally like to see.
May or may not coincide with your own feelings, so think of it as preemptive feedback. First I'll put other suggestions not seen in BG,
as to get the unique stuff out of the way.

Rasengan. http://www.youtube.com/watch?v=El4N6TVydYw

Sry for the cheezy video, but it gets the job done. Note how the enemies' body spins away after the blast. There is a mod that does this, but the quality is low.
While I use it personally, it IS still fun, but I'd love to see it polished to a mirror shine and put in game. In their universe it's a top level technique, so I'd give it tier 6.
With the Wind Rasengan version being Tier 7.

Blindness
Would have a NPC standing in place, swinging/casting at the space in front of them. Like when they are training. If you could have them shut
their eyes, that'd be a great touch.
(Illusion/Phantasm)
Level: 1
Range: Visual range of caster
Duration: 10 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This first level spell temporarily blinds its target. A saving throw
is allowed, and if successful there are no harmful effects. If a
victim is blinded he receives -4 to hit on his attack rolls, and has a
4 point armor penalty.

Summary - A pretty needless Spell, not only to the Saving Throw allowed
but the fact that even if it works it only weakens the enemy a bit.
3/10

Burning Hands (Alteration)
Though it doesn't in the game, if this could knock people over at higher skill levels, or make them "flinch," that'd be great.
Level: 1
Range: 5 feet
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from
his fingertips. His hands must be held so as to send forth a fanlike
sheet of flames: the wizard's thumbs must touch each other and fingers
must be spread. The burning hands send out flame jets of five-foot
length in a horizontal arc of about 60 degrees in front of the wizard.
Any creature in the area of the flames suffers 1d3 hit points of
damage, plus 2 points for each level of the spellcaster, to a maximum
of 1d3 + 20 points of fire damage. Those successfully saving vs. spell
receive half damage.

Summary - The main problem with this Spell, like so many others, is
that it can hurt party members. Otherwise it's still not that hot, the
Damage is fairly mild even without the Saving Throw. 4/10

Chromatic Orb
Player could also gain the effects as they level up. Let the spell level with them.
(Evocation)
Level: 1
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-diameter sphere to appear in the caster's
hand. When thrown, the sphere heads unerringly to its target. The
effect the orb has upon the target varies with the level of the mage
who casts the spell. Each orb will do damage to the target against
which there is no save and an effect against which the target must save
vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and
blinds the target for one round. At second-level, the sphere inflicts
1-4 damage and inflicts pain upon the victim. At third-level, the
sphere deals 1-6 damage and burns the victim. At fourth-level, the
sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-
level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the
victim. At seventh level, the sphere deals 1-10 damage and paralyzes
the victim for 2 turns. At 10th level, the sphere causes 1-12 acid
damage and turns the victim to stone. At 12th level, the sphere will
inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.

Summary - Pretty decent, the effects improving as you gain levels is
good, although the big drawback is the Saving Throw against the special
effects and the poor damage. 7/10

Pro Rebuttal - Throw in a Greater Malison first, and Chromatic Orb
is almost as good at level 1 as Finger of Death is at level 7!
Personally, I'd rate Chromatic Orb as a 9 or 10 later in the
game (once the caster is level 12+), although it's not so good earlier
on.

Grease (Conjuration)
Level: 1
Range: 10 yards
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 30' x 30' square area
Saving Throw: Special

A grease spell covers a material surface with a slippery layer of a
fatty, greasy nature. Any creature entering the area or caught in it
when the spell is cast must save vs. spell or slip and skid, unable to
move quickly. Those who successfully save can reach the nearest non-
greased surface by the end of the round. Those who remain in the area
are allowed a saving throw each round until they escape the area.

Summary - Fairly daft when you consider there are other spells that
actually hold the enemy in an area (Web for example) but the quick
Casting Time makes it even slightly useful. 3/10

Infravision (Divination)
Alternate to Night-Eye. Easy to make, just use a red tint instead, and balance the screen effects for brightness.
Might even consider making it a Less Power for the entire Elf race.
Level: 1
Range: Visual range of caster
Duration: 10 turns
Casting Time: Special
Area of Effect: 1 Creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see
with Infravision, just as an elf or dwarf would. This effect lasts
for the duration of the spell or until dispelled.

Summary - Needless, as an Elf or Dwarf is likely to be in your party
and I find I need the skill rarely anyway. 1/10

Reflected Image (Illusion/Phantasm)
I LOVE this spell. Be nice if you could make an alternative to spawning npcs on yourself tho, since you'd want them next to you like in BG,
and the game acts up when too many npcs are around. Sometimes, refusing to spawn them.
Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Upon casting this spell the wizard creates 1 image of himself that will
travel along beside him. The image will perform all of the actions
that the wizard does so that if any enemies are trying to attack the
wizard they will not know which one is real. There is a 50% chance
that an attacker will attack the image and a 50% chance that he will
attack the caster. The image will disappear with a successful dispel
magic, when attacked or when the spell duration runs out.

Summary - An interesting spell but this is much improved with the Level
2 spell Mirror Image. 4/10

Shield (Evocation)
Mostly for the "Stops Magic Missle" part. Giving it a low chance to stop normal missles would be excellent too.
Level: 1
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front
of the wizard. It sets the wizard's armor class to 4 against all melee
weapons, and 2 against missile weapons. It also grants the wizard
immunity from the spell Magic Missile. The effect lasts for the
duration of the spell or until dispelled.

Summary - On first glance this looks pretty effective and the Duration
is pretty good, also very few enemy Wizards cast Magic Missile. In the
thick of the battle though, it might be worth using. 5/10



Level 2
--------

Agannazar's Scorcher (Evocation)
Level: 2
Range: 20 yards
Duration: Instant
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet.
Saving Throw: None

Upon casting this spell a jet of flame appears at the caster's
fingertips and bursts out toward one target of the caster's choice.
That target will be hit by this flame for 3-18 points of damage. There
is no saving throw against this spell, though anti-fire capabilities
such as fire resistance will apply and may reduce or eliminate the
damage.

Summary - A reasonable starter spell but unfortunately it doesn't
improve with more Level's. It's main upper is no Saving Throw but the
damage is poor and you also might hit one of your party members. 5/10


Blur (Illusion/Phantasm)
Very, very easy to make.
Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a blur spell is cast, the wizard causes the outline of his form to
become blurred, shifting and wavering. This distortion causes all
missile and melee combat attacks against the caster to be made with -3
penalties. The wizard also gains a +1 to all of his saving throws.

Summary - This is a decent defensive spell but it will probably become
obsolete as you grow in power. 4/10

Deafness (Illusion/Phantasm)
I imagine this is also easy to make, as it could (when used on the player) mute the game for the duration, and mess with their spells.
Like an immersive half-silence.
Level: 2
Range: 60 yds.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The deafness spell causes the recipient to become totally deaf and
unable to hear any sounds. The victim is allowed a saving throw vs.
spell. Deafened spellcasters have a 50% chance to miscast any spell.
This deafness can be done away with by means of a dispel magic spell or
a cure disease spell.

Summary - This would be good but the Saving Throw is often made by
Wizard's who you would just love to be affected. If you're thinking
along these lines then Silence is a better one to try. 3/10

Detect Invisibility (Divination)
Disappates all Chameleon and Invisible Spells in the area. Also, very easy to make.
Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 70 foot radius
Saving Throw: None

When the wizard casts a detect invisibility spell, he is able to see
clearly any objects or beings that are invisible, as well as any that
are astral, ethereal, or out of phase. In addition, it enables the
wizard to detect hidden or concealed creatures (e.g., thieves in
shadows, halflings in underbrush, and so on). It does not reveal the
method of concealment or invisibility, except in the case of astral
travellers (where the silver cord can be seen). It does not reveal
illusions or enable the caster to see through physical objects. Note:
if an invisible creature enters the area of effect after the spell has
already been cast, then the creature will remain invisible.

Summary - This is a good spell to have although there are better spells
later on for similar purposes, might be worth keeping one memorised
until then though. 7/10

Glitterdust (Conjuration/Summoning)
Simple, effective, and something great to show off in a promotional video.
Level: 2
Range: 10 yds.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 20 ft
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the
area of effect. All enemies in the area must roll a successful saving
throw vs. spell or be blinded (-4 penalties to attack rolls, saving
throws, and Armor Class) for 4 rounds. In addition, all within the area
are covered by the dust, which cannot be removed and continues to
sparkle until it fades. Note that this reveals invisible creatures. The
dust fades in 4 rounds.

Summary - A double-edged sword of a spell which is mainly letdown by
the poor Duration and the Saving throw allowed for the Armor Class
penalty effect. Detect Invisibility may be better. 5/10


Mirror Image (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a mirror image spell is invoked, the spellcaster causes from two
to eight exact duplicates of himself to come into being around him.
These images do exactly what the wizard does. Since the spell causes a
blurring and slight distortion when it is cast, it is impossible for
opponents to be certain which are the illusions and which is the actual
wizard. When an image is struck by a melee or missile attack, magical
or otherwise, it disappears, but any other existing images remain
intact until they are struck. However, it is important to note that
this will not protect the caster against every attack as it is possible
for an enemy to choose the real caster amongst all the images.

Summary - Another good spell and if you're a defensive type then this
is the first decent defensive spell yet. Good Casting Time helps.
8/10

Vocalize (Alteration)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

The recipient of this spell can cast spells with a verbal component
without having to make any noise. Effectively, this spell cancels the
effect of silence and makes the recipient immune to it for the spell's
duration. This spell has no effect on other noises or speech - it
simply removes a spell's verbal component.


Summary - This is a little handy to have on you regularly. You don't
get Silenced that often, but when you do it's a pain. 6/10

Web (Evocation)
Level: 2
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

A web spell creates a many-layered mass of strong, sticky strands
similar to spider webs but far larger and tougher. The web spell covers
a maximum area of about 30 feet in radius (roughly the same size as a
fireball). Creatures caught within webs, or simply touching them,
become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs.
spell with a -2 penalty. If the saving throw is successful, then the
creature is free to move out of the area. A failed saving throw means
the creature is stuck in the webs, unable to move. Each round that a
creature remains in the web, he must make a saving throw or be unable
to move.

Summary - It may seem wise to miss out on this because the Priest Level
1 Spell Entangle is very similar, but has the big difference of a much
easier Saving Throw (+3) where as this one (-2) isn't bad. The Spell
is good for keeping a group of enemies away from you and works well
with Spells such as Fireball. Unfortunately in close quarters combat
it can all too often affect party members. 7/10

Pro Rebuttal - apparently, most people think the only difference
between Entangle and Web is the saving throw difference. Not so,
unlike Entangle, Web actually prevents the victims from attacking.
While in Entangle, archers and mages, and any melee user entangled
right next to an enemy can still unleash their chaos upon you. When in
Web, they cannot do anything; it is as if they have been held. I
suggest an 8/10 because of that, if you can pull it off right.
- Chris





Level 3
--------

Clairvoyance (Divination)
Would reveal doors and chests as well as other objects. Great from everything to finding a secret room to that sword that got blown halfway down the mountain.
Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None

The Clairvoyance spell empowers the wizard to see in his mind the
geographical features and buildings of the region he is currently
exploring. It extends to a great range, but cannot reveal creatures or
their movements.

Summary - A strange one this is, although it's kinda fun to use, but
has very limited usefulness. 2/10

Flame Arrow (Conjuration/Summoning)
Level: 3
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within
range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6
points of fire damage. Only half of the fire damage is inflicted if the
creature struck saves vs. spell. The caster receives one bolt for every
five experience levels beyond 5th (two bolts at 10th level, three at
15th level, etc.). All of the bolts will streak towards the target of
the spell.

Summary - Another very good offensive spell which once again is
probably a must at the higher levels. At 15th Level you can do up to 90
Damage (ouch!), although you'd could conversely do just 7. Once again
the save vs spell is a slight spanner in the works. 9/10

Hold Person (Enchantment/Charm)
Love to see a NPC's arms locked to the side of their body like they walked into a really tight hallway. XD
Left the commentary in there to give you a feel of the power in-game. Seems to be resisted easily but powerful.
Level: 3
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.

This spell holds one or more humans, demihumans, or humanoid creatures
rigidly immobile and in place for 1 turn. This includes brownies,
dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings,
half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs,
pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter
could be held, while an ogre could not.
The effect is centered on the victim selected by the caster. Every
enemy within 5 feet of the target is also affected. Those who succeed
on their saving throws are totally unaffected by the spell. Undead
creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events
around them. Time passes for the held creature at the same rate as if
they were not held, even though they cannot move or even speak. In
other words, being held does not prevent the worsening of the subjects'
condition due to wounds, disease, or poison.

Summary - An even worse version of Charm/Dire Charm (as you cannot
instruct them what to do) and totally pointless amongst other great
options in this Spell level. 1/10

Pro Rebuttal - "An even worse version of Charm/Dire Charm (as you
cannot instruct them what to do) and totally pointless amongst other
great options in this Spell level." I'm sorry, but that is one of the
most incorrect statements I have ever heard. First of all, with
Charm/Dire Charm, as soon as you attack them, you lose control over
them. With Hold Person, they just stay there, unable to do anything
while your party gets to take free potshots at them. This is an
excellent defensive maneuver or offensive as it doesn't affect your
party at all, and it gives you a great advantage, especially
considering that enemies generally don't have "Remove Paralysis" in
memory. - Chris

Con Rebuttal - With all that in mind it still resisted far too often to
be of any use.

Invisibility 10' radius
(Illusion/Phantasm)
Level: 3
Range: 0
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius
Saving Throw: None

This spell causes all creatures within 10' of the caster to vanish from
sight and be undetectable by normal vision or even infravision. Of
course, the invisible creature(s) are not magically silenced, and
certain other conditions can render the creature(s) detectable. Even
allies cannot see the invisible creature(s) or their gear, unless these
allies can normally see invisible things or employ magic to do so.
Items dropped or put down by the invisible creature(s) become visible,
items picked up disappear if tucked into the clothing or pouches worn
by the creature(s). The spell remains in effect until it is magically
broken or dispelled, until the wizard or recipient cancels it, until
the recipient attacks any creature, or until 24 hours have passed. The
invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If
they attack, they immediately become visible, although the invisibility
enables them to attack first.

Summary - Like the level 2 Spell Invisibilty but for everyone in one
click of your fingers, but like I said before a few enemy's seem to
intuitively see right through it, but most don't. As for scouting
ahead then you may as well do that with just one person, so in that
case use the Level 2 Spell. 7/10

Lightning Bolt (Evocation)
Would be different from Oblivions' lightning in that it pierces through opponents, and might (Plz OwO) have a new, better
animation to go with it.
Level: 3
Range: 40 yards + 10 yards/level
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of
electrical energy that inflicts 1d6 points of damage per level of the
spellcaster (maximum damage of 10d6) to each creature within its area
of effect. A successful saving throw vs. spell reduces this damage to
half (round fractions down). The bolt begins at a range and height
decided by the caster and streaks outward in a direct line from the
casting wizard (e.g., if a 40-foot bolt was started at 180 feet from
the wizard, the far end of bolt would reach 220 feet (180 + 40). If
the lightning bolt intersects with a wall it will bounce until it
reaches its full length.

Summary - This is a bit like the Fireball Spell (the Damage and Saving
Throw are the same) but it is more difficult to handle and your just as
likely to hit your own members as well as the enemy. 6/10

Melf's Minute Meteors (Evocation, Alteration)
Would land at a target area where the player aims. Very potent, very deadly. X3
Level: 3
Range: 70 yds
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None

This spell enables the wizard to cast small globes of fire (one for
each experience level they have attained), each of which bursts into a
1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to
the creature struck. It can also ignite combustible materials (even
solid planks). The meteors are treated as missiles hurled by the wizard
with a +5 bonus to the attack rolls and with no penalty for range. Each
meteor inflicts +3 damage, and an additional +3 fire damage.
The wizard may discharge up to five missiles per round.

Summary - A fairly potent spell, the amount of missiles per round
allowed is excellent and no Saving Throw is a big plus. At high levels
you can do some good damage. 8/10

Skull Trap (Necromantic)
Level: 3
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2

Upon casting this spell, a skull is thrown by the caster at the target
area. The skull floats in the area until a creature comes within 20
feet of it. When this happens the skull is triggered and explodes,
damaging everyone within a 30 foot radius. The damage inflicted is
equal to 1d6 hit points per level of the caster, or half with a
successful save vs. spell. When casting this spell it is wise to set
it far away from the party, lest they set it off accidentally.

Summary - It's difficult to pull this one off without hurting your
party but if you do then you could see some high damage if the caster
is high enough in levels. Also there is a Save, which is bad 5/10

Pro Rebuttal - You gave Fireball an 8/10 and Skull Trap a 5/10 even
though a skull trap is potentially much more powerful than a fireball,
even a delayed blast fireball, doing as much damage as 23d6 (if you're
a bard, 17d6 if you're a mage). The saving throws are identical, the
area of effect is identical, the difference is in the type of damage.
Fireball does fire which is more often resisted than Skull Trap's pure
damage. Also, unlike Fireball, Skull Trap actually waits until
something is within range, whereas Fireball detonates regardless.
although, in the midst of a fight, the "proximity" effect of skull trap
is nulled and it turns into a more potent fireball. - Chris

Con Rebuttal - I find Skull Trap to still be far more annoying and hard
to get off without my party getting hurt, but the points above are good
and if you agree with them then add 2 marks to the score.




Level 4
--------
Farsight (Divination)
Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

When Farsight is cast, the caster is able to view an area of an
unexplored map. After casting the spell, simply click on a section of
the map that you want to view. For the duration of the spell, the
caster can spy on that area, noting creatures and fortifications.

Summary - A superb scouting weapon so you can judge your enemies before
launching an assault on them, the drawback is you can only see a small
area of a map per spell so it's slightly limited. 8/10

Teleport Field (Alteration)
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Neg.

With this spell, the wizard instigates a teleportation effect as far as
the wizard can see. All enemies in this area are randomly teleported
for the duration of the spell. This spell is best used against
multiple enemies, serving to confuse them and allowing the wizard to
concentrate on activating her defences.

Summary - Good stalling spell against multiple enemies but they can
make a dreaded Saving Throw. 6/10

Cone of Cold (Evocation)
Level: 5
Range: 0
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

When this spell is cast, it causes a cone-shaped area of extreme cold,
originating at the wizard's hand and extending outward in a cone five
feet long and one foot in diameter per level of the caster. It drains
heat and causes 1d4 + 1 points of damage per level of experience of the
wizard. For example, a 10th-level wizard would cast a cone of cold 10
feet in diameter and 50 feet long, causing 10d4 + 10 points of damage.

Summary - Like plenty of other spells if you can aim this right and not
risk injuring Party Members (keep them behind you is a tip) then it can
do some decent damage, a 15th level Wizard could cause 75 maximum, and
the Saving Throw doesn't completely negate the effects. There are
better damage spells around but it is good that it improves with
experience. 7/10

Contingency (Evocation)
Level: 6
Range: Visual range of caster
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

Upon casting this spell the wizard is allowed to choose a spell out of
his repertoire of known spells. One spell level for every three levels
of the caster is allowed up to 18th level or 6th level spells. Once
the spell is chosen the caster is allowed to choose a condition of some
kind from the list provided. The starting condition can be anything
from reaching 10% of his/her hit points to an enemy being sighted.
Once this starting condition is satisfied the spell that was chosen
will be cast automatically. For example a 12th level wizard could
place the spell stoneskin in a contingency with the starting condition
being 'the wizard reaches 50% of his hit points'. Then in combat once
the wizard is reduced to 50% of his hit points or below, stoneskin
would be immediately cast upon him. This requires no action by the
wizard, it happens automatically and instantaneously. The limitation
of this spell is that the target of the spell placed in the contingency
must be the caster. Therefore it cannot be an offensive spell and
cannot target any other party members.

Summary - Contingency's great defensive spells and you should always
have one ready to kick in. For this one I'd recommend using Stoneskin
with it, maybe when you are low on HP or maybe an enemy sighted, but
it's up to you how to use it as the possibilities are many. Just make
sure you have one in readiness constantly. 9/10

Delayed Blast Fireball (Invocation/Evocation)
Level: 7
Range: Visual range of caster
Duration: Special
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: 1/2

This spell creates a fireball that hovers at a point determined by the
caster. The fireball will stay in position until someone walks too
close to it. At which point it will explode for 15d6 points of damage
with a save vs. spell for half damage.

Summary - The Level 3 spell Skull Trap is very similar to this (once
you reached Level 15+ anyway) and I don't particularly rate that
because of its total awkwardness to use. So I don't like this much
either and it scores less because it is way up in Level 7. 2/10

Limited Wish
(Conjuration/Summoning, Invocation/Evocation)
Level: 7
Range: Unlimited
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The limited wish is a very potent but difficult spell. It will fulfill
literally, but only partially or for a limited duration, the utterance
of the spellcaster. Thus, the actuality of the past, present, or future
might be altered (but possibly only for the wizard unless the wording
of the spell is most carefully stated) in some limited manner. The use
of a limited wish will not substantially change major realities. The
spell can, for example, restore some hit points lost by the wizard.
Greedy desires usually end in disaster for the wisher. Lastly, the
wiser the wizard, the better chance that he will choose the right
wording. Wizards with low wisdom will more often than not meet with
disaster when asking for a wish.

Summary - The most interesting spell in the whole game. I couldn't
wait to pick up this on my first go around to see what it offered. The
repeatable wishes are a bit poor but the one-time wishes are good, such
as getting the Glasses of ID and being able to cast Time Stop and Wail
of the Banshee, plus you can get an extra quest with this and also get
a good magical item and a fair amount of Gold as well. Just make sure
you have fairly high wisdom before casting. 7/10

Mordenkainen's Sword (Evocation)
Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard brings into being a shimmering,
swordlike plane of force that leaps into the wizards hands. The sword
acts as a +4 weapon in all respects, as well it inflicts 5-20 damage
when a successful attack is made in combat. Once the spell is cast the
sword will float in the air completely under the control of the caster.
Note that this does not prevent the caster from doing any other actions
during the spell duration.

Summary - How good this is majorly depends on your Wizard's Level but
it is very useful all the time and by the end of the game with you
Wizard at high levels it kills a lot of stuff and is immune to some
attacks from enemies. Pity the duration isn't better. 8/10

Protection from the Elements (Abjuration)
Level: 7
Range: Touch
Duration: 1 round /level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

The effect of a protection from the Elements spell lasts no longer than
one round per caster level. When the spell is cast it confers 75%
immunity all elemental attacks such as fire, cold and electricity
whether magical or non magical such as spells, weapons, wands, breath
weapons, etc. This effect lasts for the duration of the spell or until
dispelled.

Summary - Not bad but the duration is a little poor and it doesn't
grant complete immunity so there's always a chance you will still get
hurt. Not all that many enemies have an elemental-type attack either.
5/10

Spell Turning (Abjuration)
Level: 7
Range: 0
Duration: 3 rounds/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This powerful abjuration spell causes the spells cast against the
wizard to rebound upon the original caster. This effects a total of 12
spell levels, for example 4 3rd-level, or 1 6th and 1 7th-level, etc..
This includes spells cast from scrolls and innate spell-like abilities,
but excludes the following: area effects that are not centered directly
upon the wizard as well as area effects that are stationary such as
cloud kill and stinking cloud. As long as the spell is cast directly
at the wizard it will be reflected back upon the caster. Something to
note is that as long as there are levels remaining then the spell will
be reflected. For example if there is only 1 level left and a 3rd-
level spell is cast at the wizard, the spell will be reflected while
canceling the spell turning. This spell will not protect the caster
from dispel magic. However it will not be affected by dispel magic
either.

Summary - Put this on your character before leaping into battle with a
spellcaster and especially against those pesky Beholdrer's who are
constantly throwing offensive magic at you. 7/10

Level 8
--------

Abi-Dalzim's Horrid Wilting (Necromancy)
Level: 8
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-ft. cube
Saving Throw: Half

This spell evaporates moisture from the bodies of every living creature
within the area of effect, inflicting 1d8 damage per level of the
caster. Affected creatures are allowed a saving throw vs. spell for
half damage. This spell is especially devastating to water elementals
and plant creatures, who receive a penalty of -2 to their saving
throws. This spell will not harm party members.

Summary - A fantastic damage spell, not many creatures will be immune
to the effects of this spell, by the time you get it and use it
regularly, they will make be tough enemies and they will make the
Saving Throw a lot, but it will hurt them all the same. Two other
boons are, it is party friendly and it will increase in value as you
gain more levels. 9/10

Bigby's Clenched Fist (Evocation)
Level: 8
Range: Visual range of caster
Duration: 4 Rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the
target once per round for up to four rounds. It initially smashes the
target for 3D6 damage with no save. The target is held. In the second
round, the target can save vs. paralyzation at -2 to escape. If they
fail to save, the hand does 4D6 damage. The following round, the target
can save vs. paralyzation with no penalty. If they make the save, they
are free to move, if they fail, the spell does 6D6 damage and holds
them for 2 rounds. After the 4th round, the spell is finished. Magic
resistance will stop the spell.

Summary - Fairly powerful if they fail their saving throws, if they did
they would be damaged a fair bit and be held for 4 rounds of time. But
at the high levels again, enemies will make saving throws a lot. 7/10

Maze (conjuration,summoning)
Level: 8
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon utterance of a
maze spell. The subject vanishes into the shifting labyrinth of force
planes for a period of time that is totally dependent upon its
intelligence.

Intelligence of Target -- Time trapped in maze
under 3 -- 2d4 turns
3 to 5 -- 1d4 turns
6 to 8 -- 5d4 rounds
9 to 11 -- 4d4 rounds
12 to 14 -- 3d4 rounds
15 to 17 -- 2d4 rounds
18 and up -- 1d4 rounds

Note that if the 9th level spell freedom is cast in the area where a
creature is mazed, it will effectively bring him back to this plane
ending the spell prematurely. Otherwise it will last for the duration
of the spell. Note a mazed creature is not freed through dispel magic.

Summary - A good spell for stalling, and helping to get rid of any
pesky enemies for a while, but high-level enemies tend to be fairly
intelligent. Enemy Mages will be back out in a flash from this, not
worth using an 8th Level slot over. 4/10

Simulacrum (Illusion/Phantasm)
Level: 8
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A duplicate of the caster is created when this spell is cast. The
duplicate is almost identical to the caster, making the duplicate a
very powerful ally. The simulacrum is created at 60% of the level at
which the caster is currently on. It has all the spells and abilities
that the caster would have at that level. It also has 60% of the hit
points of the caster. The simulacrum is fully under the control of the
caster.

Summary - A good spell, better than Mislead and, at higher levels,
Projected Image (forgetting the infamous cheese tactics you can use
with this and Projected Image......I like to play fair), this will give
you a good ally in battle, and if gets more powerful as you go through
the game, by the time you have reached the Experience Cap in ToB you
will basically be able to summon a 19th Level Mage for 31 rounds (by
the time you get to 25+ level, it feels like a very powerful 9th level
spell), but when you are first able to cast it at 16th Level it isn't
all that great. One major tip, if you can, use it with Spell Immunity:
Divination or the Cloak of Non-Detection, so it cannot be dispelled.
8/10 (9/10 when you reach around 25th Level)

Spell Trigger (Invocation/Evocation)
Level: 8
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

This spell allows a mage to store spells in a magical ability (accessed
via the special ability button) that is created by the spell. This
item, the trigger, can store three spells to be released
simultaneously, all of which must be of 6th level or lower. A mage can
only possess one spell trigger at a time, and the trigger may not be
given to other players. Once the spell trigger is used the icon will
disappear from the special ability.

Summary - The biggest baddest Sequencer spell, and I love them. Once
again there are thousands of combinations, and creative Wizard's can
use this spell to wonderful effect. The good thing is it will only
ever probably need to burn up 1 slot, as you cannot have two at once.
Although it is a shame you cannot. 10/10

Bigby's Crushing Hand (Evocation)
Level: 9
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and
pins them to the ground. In the first round, the spell does 2D10
damage. The victim can save at -4 vs. paralyzation to avoid being
pinned. If they fail, the hand does 3D10 damage the next round. The
victim can again save vs. paralyzation at -2. If they fail to save, the
hand does a final 4D10 damage and disappears.

Summary - An upgrade of Bigby's Clenched fist, with a bit more damage
and more penalised Saving Throws, but this is 9th Level and 9th/10th
Level spells are a big upgrade from Level 8 and this doesn't upgrade
itself enough. It is still fairly useful, but not really worth the
slot. 3/10

Spell Trap (Abjuration)
Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This powerful spell creates a barrier of magical protection around the
spellcaster. Every spell that hits the barrier is absorbed by the
power of the spell trap -- making the caster recall a previously cast
spell. For example, a wizard shields himself with spell trap and is
then hit by a Flame Arrow (3rd level spell). He gets three spell
levels back -- he will regain one spell, up to 3rd level in power.
The spell trap protects against 30 levels of protection (i.e., ten
flame arrows or five finger's of death). The spell trap can absorb any
level of spell, from one to nine.

Summary - The ultimate Mage protection, this will save your ass a hell
of a lot of times. 30 Levels of Spell Absorbtion is neat and it's
duration is not too bad. The best part is it will refresh your
repertoire of spells, which is awesome. One small drawback is there is
an infamous item in SoA, that will cast this once per day, meaning you
probably may not bother to memorise it, but it is still a great spell
to have. 9/10

Level 10 Spells
-----------------

Comet
(Any School)
Level: 10
Range: 90 yards
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None

A more powerful and specialized version of Meteor Swarm, a huge meteor
or comet strikes the earth damaging all enemies in its path and sending
out a powerful shockwave that knocks away all foes in the area of
effect. Those knocked down must save vs. paralyzation or be stunned for
1D4 rounds. The comet itself does 10D10 damage.
This spell will not harm party members.

Summary - Very powerful, they will likely save against the 1d4 rounds
Stun but the damage is very heavy and isn't easily resisted. A quick
Casting Time is also good, and it cannot touch your party members, but
you do have a chance to do more damage with Dragon's Breath. 9/10

Dragon's Breath
(Any School)
Level: 10
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Special

This spell causes a disembodied head of red dragon to appear and
breathe fire with the strength of an advlt red dragon. In addition to
the enormous 20D10 fireball, the force of the dragon's breath knocks an
opponent off their feet and away from the caster. The victim can save
vs. breath to take half damage and not be blown backwards.
This spell will not harm party members.

Summary - A chance to do some extreme damage with this one, but they
will save often (Tip - Greater Malison!) and only take half-damage.
The Casting Time is very snappy again but the big downside of this
spell is a lot of high-level enemies resist fire. 9/10

Energy Blades
(Any School)
Level: 10
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10
additional electrical damage. This spell creates 1 energy disc per
level of the caster and sets the caster's attacks to 9 as long as the
discs are held.

Summary - Very good for getting your mage to do ranged damage. If you
already can get good THAC0 (Tenser's Transformation or if you are a
Fighter/Mage) then it is more than likely you will hit them with the
extra +10 to THAC0. Obviously the higher the level the better. The
damage is poor but you get to throw so many discs you will probably end
up doing a lot of damage. At 25th Level, for instance, you could
average around 325 damage, but that is if you hit your opponent every
time. 8/10

Improved Alacrity
(Any School)
Level: 10
Range: Unlimited
Duration: 2 Rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

Improved Alacrity essentially erases the pause between casting spells.
When cast, the mage can begin casting a new spell the instant he is
finished casting his current spell. The effect lasts for 2 rounds.

Summary - Pity about the short duration, but this spell has awesome
power. If you can combine with Robe of Vecna, Amulet of Power and Time
Stop, then I think you have the chance to fire of an obscene amount of
spells before the enemy has anything to do about it. 10/10

Summon Dark Planetar
(Any School)
Level: 10
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell opens an abyssal gate and calls forth a fallen planetar to
fight at the caster's side until the spell expires or the planetar's
avatar is slain.

Summary - The best summoning spell, the Fallen Planetar you gate in can
do a number of things. It has an excellent pick of Priest spells such
as Raise Dead, Heal, Lesser Restoration, Fire Storm, Insect Plague,
True Seeing, Neutralise Poison, Remove Fear, Holy Word, Earthquake,
Globe of Blades, Flame Strike and also has a few good Mage spells such
as Dispel Magic, Flame Arrow, Magic Missile, Remove Curse, Detect
Invisibility, Improved Invisibilty, Chaos and the Symbol Fear and Death
spells. On top of this the Planetar is a good fighter and has good
Magic Resistance. The duration is pretty decent, and fortunately
improves as you go up in levels, and the Casting Time is very good.
9/10

Summon Planetar
(Any School)
Level: 10
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell opens a celestial gate and calls forth a planetar to fight
at the caster's side until the spell expires or the planetar's avatar
is slain.

Summary - The same as the above summary, there is practically no
difference between the two. 9/10
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sun Jan 02, 2011 10:59 am

I love this mod, great ideas all around ;D

i haven't played with it much.., but, hurrah :D

can i ask what your plans for the future are?

i thought a progression system might be cool, in which you have to buy or use level one of the skill,
to get level 2 etc: making it a worthwhile decision players would have to think about,
and or perhaps limiting the amount of fearsome magicka spells you can get in total ?

...

thank you sensei ;D
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sun Jan 02, 2011 10:25 am

@Tristam: Whoa... it was truly a bombardment! Thanks for the input, surely I can make use of it.

@samuelthemule: My near future plans are to add more spells, maybe some quest(s)... As for the system: I only plan to add some customization options to the ini file to let people modify it in some degree, but that's all for now.

Btw. If you notice any strange things(like debug messages...) or bugs, please let me know. I'm eager to fix any problems.

cheers,
brucevayne
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Sun Jan 02, 2011 6:34 am

Not quite a bug I don't think, but I have come to loath any NPC/Creature with Magic Missile, because I can rarely survive one or two castings(depending on certain things such as my HP and level), but on the flip side, it takes me a couple castings to take down most foes.
I've found that while it's not hyper uber kill at lower levels(since they rarely have more then 1 missile at those levels), the fact that it gets more powerful in two ways that both add to the damage it deals is quite freakishly painful for me.
I mean, level one, it's one or two projectiles dealing five or ten damage each. Not a huge problem, I can survive that with a potion on hand after the spell hits. But when I'm about level 15 with some characters, they fire five missiles dealing twenty five damage a pop, dealing a total of 125 damage per casting, which is more then I can deal with three spells that aren't from this mod, even if two of them are weakness to magic.
I don't like to beg, but please either nerf magic missile's damage output in one way or another(maybe have each projectile deal less damage), or make it a circle two spell and nerf it's damage.
Also, can you make teleport a circle 1 spell? It's kinda like the force burst spells, only more useful.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sun Jan 02, 2011 5:10 am

Not quite a bug I don't think, but I have come to loath any NPC/Creature with Magic Missile, because I can rarely survive one or two castings(depending on certain things such as my HP and level), but on the flip side, it takes me a couple castings to take down most foes.
I've found that while it's not hyper uber kill at lower levels(since they rarely have more then 1 missile at those levels), the fact that it gets more powerful in two ways that both add to the damage it deals is quite freakishly painful for me.
I mean, level one, it's one or two projectiles dealing five or ten damage each. Not a huge problem, I can survive that with a potion on hand after the spell hits. But when I'm about level 15 with some characters, they fire five missiles dealing twenty five damage a pop, dealing a total of 125 damage per casting, which is more then I can deal with three spells that aren't from this mod, even if two of them are weakness to magic.
I don't like to beg, but please either nerf magic missile's damage output in one way or another(maybe have each projectile deal less damage), or make it a circle two spell and nerf it's damage.
Also, can you make teleport a circle 1 spell? It's kinda like the force burst spells, only more useful.


I'll think about it. For now you could try increasing your magicka resistance, the higher your magicka resistance, the lower is damage dealt by the spell. Also there is a chance to absorb the projectiles according to your spell absorption(each projectile is treated separately).

cheers,
brucevayne
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Sun Jan 02, 2011 3:29 am

Really? It actually can be absorbed or reduced? Hm, maybe I'll get out that outfit again, I always thought that 100% magic resist was overpowered, but now I need to test this...
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

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