Phenderix Magic Evolved - Over 200 New Spells!

Post » Fri May 25, 2012 3:24 am

Creating a new topic because of the mass difference now.


This mod adds over 200 spells to the game implementing and introducing many new elements into the game.
Check it out here: http://skyrim.nexusmods.com/downloads/file.php?id=5898

Spell List:

Destruction Spells

Phoenix Palm Apprentice
A telekinetic fire attack that makes your enemies ignite suddenly on fire.
Phoenix Volley Adept
A attack that sprays out firebolts to deal damage.
Phoenix Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of fire wherever it strikes.
Phoenix Rune Repeater Expert
A attack that sprays out fire runes so that they may be easily set up for a given area.
Phoenix Barrage Expert
A attack that sprays out fireballs to deal area damage.
Phoenix Blast Expert
A blast of fire resembling a dragon?s fire attack.
Phoenix Destroyer Master
A attack that decimates opponents, resembling a full dragon breath.

Glacial Palm Apprentice
A telekinetic ice attack that makes your enemies suddenly take frost damage.
Glacial Volley Adept
A attack that sprays out ice spikes to deal damage.
Glacial Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of ice wherever it strikes.
Glacial Entombment Adept
A spell that leaves your targets cased in ice for 7 seconds.
Glacial Rune Repeater Expert
A attack that sprays out frost runes so that they may be easily set up for a given area.
Glacial Barrage Expert
A attack that sprays out icy storm to deal area damage.
Glacial Blast Expert
A blast of fire resembling a dragons frost attack.
Glacial Destroyer Master
A attack that decimates opponents, resembling a full dragon breath.

Static Palm Apprentice
A telekinetic shock attack that makes your enemies suddenly take damage.
Static Volley Adept
A sustained thunderbolt used to target down an enemy.
Static Shot Adept
A almost zero cast time spell that is so strong it leaves a wall of lightning wherever it strikes.
Static Rune Repeater Expert
A attack that sprays out shock runes so that they may be easily set up for a given area.
Static Barrage Expert
A attack that casts a sustained chain lightning that is very very useful against a large group of enemies.
Static Blast Expert
A attack that unleashes a force wave of lightning on your enemy.
Static Destroyer Master
A attack that unleashes a devastating continuous force wave of lightning upon your enemy.

Serpent Palm Apprentice
A telekinetic poison attack that makes your enemies suddenly take damage.
Serpent Spray Adept
A instant poison attack that does 18 damage per second for 5 seconds.

Terra Palm Apprentice
A telekinetic earth attack that makes your enemies suddenly take damage.
Terra Volley Adept
A spell that uses leaves to do damage to a target.
Terra Barrage Expert
A spell that uses potent leaves to do damage to a target.

Gale Palm Apprentice
A telekinetic air attack that makes your enemies suddenly take damage.
Gale Burst Adept
A blast of air that knocks back your opponent.
Gale Wave Master
A continuous blast of air that knocks back your opponent.

Rune - Elemental Adept
A rune type spell that when engaged does fire, frost, and shock damage.
Elemental Strike Adept
Use all of the elements to produce a fast and powerful attack.
Elemental Cloak Master
A defensive spell that gives the caster shock, fire, and frost cloak.
Elemental Outburst Master
A powerful offensive spell that does shock, fire, and frost damage.

Potent Flames Adept
A spell that deals fire damage to all that it contacts.
Potent Frostbite Adept
A spell that deals frost damage to all that it contacts.
Potent Sparks Adept
A spell that deals shock damage to all that it contacts.

FrostFlame Expert
A spell that deals frost and fire damage.
FrostSpark Expert
A spell that deals frost and shock damage.
FlameSpark Expert
A spell that deals shock and fire damage.
Frostfire Cloak Expert
A defensive spell that gives the caster a frost and fire cloak.
Frostshock Cloak Expert
A defensive spell that gives the caster a frost and shock cloak.
Fireshock Cloak Expert
A defensive spell that gives the caster a fire and shock cloak.

Rune - Damage Stamina Adept
A rune type spell that when engaged does stamina point damage.
Rune - Damage Magicka Adept
A rune type spell that when engaged does magicka point damage.
Rune - Deplenish Expert
A rune type spell that when engaged does magicka and stamina point damage.
Rune Repeater - Damage Stamina Expert
A rune repeater type spell that when engaged does stamina point damage.
Rune Repeater - Damage Magicka Expert
A rune repeater type spell that when engaged does magicka point damage.

Chidori Master
A powerful lightning spell that only works at an extremely close distance.
Chidori Nagashi Master
A powerful lightning spell that works at a long distance.

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Alteration Spells

Stutter Time Apprentice
Slows time for two seconds, this can be useful for dodging.
Slow Time Adept
Allows you to slow time for a duration of 10 sec.
Accelerate Time Adept
Allows you to accelerate time for a duration of 10 sec, mainly just for fun.
Stop Time Master
Allows you to fully stop time for a duration of 10 sec.
Future Time Master
Allows you to rapidly accelerate time for a duration of 10 sec, mainly for fun.

Dimensional Rift Expert
Slows down time for 10 sec and allows you to slightly increase your weapon speed.

Enhance Speed Adept
Gives a burst increase to movement speed for 15 seconds.
Enhance Weapon Speed Adept
Gives a burst increase to your weapon speed for 4 sec. (Right-Hand Only)
Enhance Speed Greater Expert
Gives a huge burst increase to movement speed for 10 seconds.
Enhance Weapon Speed Greater Master
Gives a huge burst increase to your weapon speed for 4 sec. (Right-Hand Only)

Paralysis Rune Expert
A rune that when engaged gives off paralyze effect.
Paralysis Rune Repeater Master
A rune rapid-fire spell that sets paralysis runes for easy, fast usage.

Muffle Apprentice
A spell that makes you step quietly for 20 seconds.

Transmorgify Expert
Transforms your target into a chicken for 20 sec - doesn't work on some targets.

Enervate Master
Severely weaken an opponent leaving them easy to kill.

Phoenix Enchantment Adept
Enchants the weapon in your right hand dealing additional fire damage.
Static Enchantment Adept
Enchants the weapon in your right hand dealing additional shock damage.
Glacial Enchantment Adept
Enchants the weapon in your right hand dealing additional frost damage.
Elemental Enchantment Expert
Enchants the weapon in your right hand dealing additional frost, shock, and fire damage.

Byakugan Master
Allows you to detect life for 20 seconds. (Used like a power)

Gate 1 - Opening Apprentice
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 2 - Rest Apprentice
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 3 - Life Adept
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 4 - Pain Adept
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 5 - Limit Expert
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 6 - View Expert
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 7 - Wonder Master
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.
Gate 8 - Death Master
Allows for the user to move, attack faster, and fortify combat skills for 15 seconds.


Also added are 19 Expert level Alteration spells that fortify your attributes
Example: Fortify One Handed/Two Handed/Archery/Sneak/Block/Heavy/Light Armor by 20 for 30 sec at the expense of some Magicka.
You can also Fortify Lockpicking, Alchemy, Enchanting, Smithing, and Speech by 20 for 30 sec, these cost a little more.
You can Fortify Alteration, Conjuration, Destruction, Illusion, and Restoration by 20 for 10 seconds.
You can also Fortify Carry Weight by 200 for 30 sec.
You can also Fortify Stamina by 100 for 30 sec.

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Illusion Spells


Phantom Palm Apprentice
A telekinetic darkness attack that makes your enemies suddenly take damage.
Phantom Strike Adept
A shadow spell that does damage to its target.
Phantom Grasp Master
A continuous shadow spell that does damage to its target.

Sharingan Master
A spell that slows time for 20 seconds. This will be improved on in the future.
Sharingan Mangekyou Master
A spell that further slows time for 20 seconds. This will be improved on in the future.

Amaterasu Master
A black fire spell that does continuous damage for one day - yes it is a little overpowered - if you don't like it don't use it.

Fear Rune Expert
A rune that when engaged gives off fear effect.
Frenzy Rune Expert
A rune that when engaged gives off frenzy effect.
Calm Rune Expert
A rune that when engaged gives off a calming effect.
Fear Rune Repeater Master
A rune rapid-fire spell that sets fear runes for easy, fast usage.
Frenzy Rune Repeater Master
A rune rapid-fire spell that sets frenzy runes for easy, fast usage.
Calm Rune Repeater Master
A rune rapid-fire spell that sets calm runes for easy, fast usage.



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Conjuration Spells

Spectral Arrow Apprentice
Shoots out a spectral arrow from the palms of your hands.
Spectral Arrow Volley Adept
Shoots out spectral arrows from the palms of your hands.
Heroic Arrow Expert
Shoots out a heroic arrow from the palms of your hands.
Heroic Arrow Volley Master
Shoots out heroic arrows from the palms of your hands.
Ballista Arrow Expert
Shoots out a ballista arrow from the palms of your hands.
Ballista Arrow Volley Master
Shoots out ballista arrows from the palms of your hands.

Conjure Ghost Maiden Apprentice
Summons a Ghost Maiden to fight for you for 60 sec.
Conjure Ghost Warrior Apprentice
Summons a Ghost Warrior to fight for you for 60 sec.
Conjure Spriggan Apprentice
Summons a Spriggan to fight for you for 60 sec.
Conjure Wolf Spirit Adept
Summons a wolf to fight for you for 60 sec.
Conjure Dremora Adept
Conjures a Dremora to fight for you for 60 sec.
Conjure Spriggan Matron Expert
Summons a Spriggan Matron to fight for you for 60 sec.
Conjure Centurion Expert
Summons a centurion to fight for you for 60 sec.
Conjure Dragon Priest Master
Summons one dragon priest to fight for you for 60 sec.
Conjure Giant Master
Summons a giant to fight for you for 60 seconds.

Conjure Skeletal Warrior Apprentice
Summons a permanent Skeletal Warrior to fight for you.
Conjure Skeletal Archer Apprentice
Summons a permanent Skeletal Archer to fight for you.
Conjure Skeletal Frost Mage Adept
Summons a permanent Skeletal Frost Mage to fight for you.
Conjure Skeletal Fire Mage Adept
Summons a permanent Skeletal Fire Mage to fight for you.
Conjure Skeletal Shock Mage Adept
Summons a permanent Skeletal Shock Mage to fight for you.
Conjure Skeletal Warrior Titan Expert
Summons a permanent Skeletal Warrior Titan to fight for you.
Conjure Skeletal Archer Titan Expert
Summons a permanent Skeletal Archer Titan to fight for you.
Conjure Skeletal Dragon Master
Summons a permanent Skeletal Dragon to fight for you. (Stats will change post-CK to be weaker than normal dragons)

Conjure Dremora Lord Host Master
Conjures three Dremora Lords to fight for you for 30 sec.
Conjure Familiar Host Master
Summons three familiars to fight for you for 30 sec.
Conjure Flaming Familiar Host Master
Summons three flaming familiars to fight for you for 30 sec.
Conjure Atronach Host Master
Summons one of each Atronach to fight for you for 30 sec.
Conjure Ghost Warrior Host Master
Summons three ghost warriors to fight for you for 30 sec.
Conjure Ghost Maiden Host Master
Summons three ghost maidens to fight for you for 30 sec.
Conjure Skeletal Host Master
Summons a skeletal warrior, archer, and mage to fight for you for 30 sec.

Conjure Pet Rabbit Novice
Summons a pet rabbit.
Conjure Pet Dog Novice
Summons a pet dog.
Conjure Pet Black Fox Novice
Summons a pet fox.
Conjure Pet Gray Fox Novice
Summons a pet fox.
Conjure Pet Mudcrab Novice
Summons a pet mudcrab.
Conjure Pet Goat Novice
Summons a pet goat.
Conjure Pet Cow Novice
Summons a pet cow.
Conjure Pet Painted Cow Novice
Summons a pet cow.
Conjure Pet Chicken Novice
Summons a pet chicken.
Conjure Pet Chaurus Novice
Summons a pet chaurus.
Conjure Pet Deer Novice
Summons a pet deer.
Conjure Pet Dire Skeever Novice
Summons a pet dire skeever.
Conjure Pet Dire Skeever White Novice
Summons a pet white dire skeever.
Conjure Pet Elk Novice
Summons a pet elk.
Conjure Pet White Stag Novice
Summons a pet white stag.
Conjure Pet Wolf Novice
Summons a pet wolf.
Conjure Pet Red Wolf Novice
Summons a pet red wolf.
Conjure Pet Ice Wolf Novice
Summons a pet ice wolf.
Conjure Pet Slaughterfish Novice
Summons a pet slaughterfish.
Conjure Pet Horker Novice
Summons a pet horker.
Conjure Pet Horse Novice
Summons a pet horse. Can't ride yet.
Conjure Pet Horse Variant Novice
Summons a pet horse. Can't ride yet.
Conjure Pet Spider Adept
Summons a pet spider.
Conjure Pet Mammoth Adept
Summons a pet mammoth.
Conjure Pet Sabrecat Adept
Summons a pet sabrecat.
Conjure Pet Snowy Sabrecat Adept
Summons a pet snowy sabrecat.
Conjure Pet Bear Adept
Summons a pet bear.
Conjure Pet Troll Expert
Summons a pet troll.
Conjure Pet Snow Bear Expert
Summons a pet bear.
Conjure Pet Fire Dragon Master
Summons a pet fire dragon.
Conjure Pet Frost Dragon Master
Summons a pet frost dragon.

Host spells will only work if you have the Twin Souls perk. (000D5F1C)
The pet system is a work in progress. Eventually they will be able level up and increase in size. As of now they simply follow you. This will be a comprehensive system in the future.

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Restoration Spells


Holy Palm Apprentice
A telekinetic light attack that makes your enemies suddenly take damage.
Holy Scorcher Adept
Spell that does continuous holy damage to a target.
Divine Blast Adept
A spell that unleashes a blast of holy energy on a target.
Holy Shield Expert
Protects the caster absorbing some damage for 15 seconds.
Divine Light Expert
Spell that does a high amount of damage to its target.
Divine Shield Master
Protects the caster absorbing a high amount of damage for 7 seconds.
Divine Destroyer Master
A spell that unleashes a continuous blast of holy energy on a target.

Restore Stamina Apprentice
A sustained spell that restores 20 Stamina per second held.
Restore Stamina Instant Apprentice
A spell that when cast restores 80 stamina.

Resistance Field Apprentice
Gives 25% resistance to all elements for 20 sec.
Resistance Field Greater Adept
Gives 50% resistance to all elements for 15 sec.
Resistance Barrier Expert
Gives 100% resistance to all elements for 6 sec.

Cure Disease Expert
Cures any disease you are afflicted with, similar spell included in Midas Magic

Weakness to Shock Expert
Spell that makes shock spells do more damage to a target.
Weakness to Fire Expert
Spell that makes fire spells do more damage to a target.
Weakness to Frost Expert
Spell that makes frost spells do more damage to a target.
Weakness to Elements Master
Spell that makes shock/fire/frost spells do much more damage to a target.

Drain Stamina Adept
A spell that drains 37 stamina per second cast on target.
Drain Magicka Adept
A spell that drains 15 magicka per second cast on target.
Drain Health Adept
A spell that drains 15 health per second cast on target.
Ravage Stamina Master
A spell that drains 75 stamina per second cast on target.
Ravage Magicka Master
A spell that drains 30 magicka per second cast on target.
Ravage Health Master
A spell that drains 30 health per second cast on target.

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Forbidden Magic Spells
Can only use these spells once per day because they are so powerful.

Phoenix Devastator Master
A spell believed to harness the very essence of a phoenix.
Time - Master Master
Step through time with little effort - you are its master for 20 seconds.
Enhance - Speed Master Master
Move very very fast for 20 seconds.
Conjure Ancient Dragon Master
Conjures an Ancient Fire Dragon to fight for you for 200 seconds.
Divine Embrace Master
Absorbs a high amount of damage and gives 100% resistance to fire, shock, and frost attacks for 15 seconds.
Susanoo Master
A powerful cloak that also conjures a powerful weapon to fight with. This spell will be improved in the future.
Kirin Master
A very powerful lightning attack that decimates opponents.
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Kate Schofield
 
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Post » Thu May 24, 2012 10:22 pm

Wow, a whole week earlier, you really demolished that March 10th release date. Way to go!
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Stryke Force
 
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Post » Fri May 25, 2012 4:50 am

I don't know if you like suggestions, but would it be possible to include a spell (alteration) that increases unarmed damage? A fancy fist shader would be nice too, but that's probably more hassle. (I'll probably combine it with a flame cloak)
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Katy Hogben
 
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Post » Fri May 25, 2012 12:58 am

How are these added to the game world?
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Sierra Ritsuka
 
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Post » Fri May 25, 2012 1:40 am

That's easy.

Attach them to Spell Tomes.
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Rozlyn Robinson
 
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Post » Fri May 25, 2012 8:40 am

@evilgiraffe
That is actually already on my list of things to do - will try to do that eventually :smile:

@psymon
You use a spell tome to add them to your inventory

@Leold
Ya I got tired of working on it so just said screw it and released it as is XD
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CArlos BArrera
 
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Post » Thu May 24, 2012 8:33 pm

Thats alot of spells, congratulations.

It feels very Midas-Magick-y though. What Im looking for is a 'Supreme Magicka' type of mod, that mostly just overhauls existing magic and adds back into the game a strategic splattering of spell effects that have been cut out since Morrowind.

Hope anyone's making something like this :)
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chinadoll
 
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Post » Fri May 25, 2012 11:30 am

@Valamyr
I don't want to edit existing spells because if I do that people will get upset at changes.
Basically everything in my mod is new content meaning that there is almost zero chance for compatibility errors.
I want to keep it that way to keep things simple, if I began changing existing spells that would be different.
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Steve Smith
 
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Post » Thu May 24, 2012 9:04 pm

@Valamyr
I don't want to edit existing spells because if I do that people will get upset at changes.
Basically everything in my mod is new content meaning that there is almost zero chance for compatibility errors.
I want to keep it that way to keep things simple, if I began changing existing spells that would be different.

That makes sense.
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Laura Shipley
 
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Post » Thu May 24, 2012 7:46 pm

@psymon
You use a spell tome to add them to your inventory
Compatibility be damned that is why we have tools like bash. I'd want to see these spells being used against my character by NPCs - not just to buy all too cheap at a store that really shouldn't have that much stock and then only I get to use them.
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Tyrone Haywood
 
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Post » Fri May 25, 2012 3:53 am

There is an optional file to download that randomly gives spells to NPCs in Skyrim.
Download it and try it out if you want other people to use these spells.
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Mashystar
 
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Post » Fri May 25, 2012 5:31 am

wow simply awesome! seriously this is incredable cant wait! i think i pooped alil with excitment! ha! hands up your time is very much appreachiated!! thats one masterful mod cant wait to blast some fool with all this new mojo! x

I don't know if you like suggestions, but would it be possible to include a spell (alteration) that increases unarmed damage? A fancy fist shader would be nice too, but that's probably more hassle. (I'll probably combine it with a flame cloak)
second that and add would it be possible to do a hole host of h2h spells, so that punches cast elemental spells on touch?!

Inaddition i also have some ideas if you are looking for inspiration for more spells:
conjuration(soul trap variation)
-drain soul- ranged spell that drains vitals and traps soul on death.
-consume soul- very short range/touch spell that does a large amount of instant absorb damage to vitals and soul traps on death.
-deamon host-summon skeleton inside weak humanoid killing them.

illusion(destraction spells)
-bump-silent projectile that creates a noice where it hits to attract enemys attention to that spot.
-doppelgangger-summons harmless apparition that destracts and draws enemy attacks.
-hall of mirrors-summons 3 harmless apparitions that destracts and draws enemy attacks.

restoration(on/off light)
-blinding light-creates a continous cast of light that turns or staggers undead and allows a useful stealthy on/off light effect(unlike current timed light)
restoration(heal)
-sactuary- creates a rune that can be stepped into heal you.
-devine sactuary- creates a rune that can be stepped into to restore all your stats.

alteration(telekinesis)
-destabalise- chance to disarms enemy.
-choke- continous cast that keeps staggering draining the stamina, slowing the enemy then draining hp.
-rob- ranged pickpocket.
alteration(transmute)
-sunder-reduces enemys armour rating.
-blunt-reduces enemys weapon damage.

destruction(cloaks)
-burning betrayal- projects a flame cloak onto enemy that burns them and those around them for a set time.
-icy betrayal- projects a frost cloak onto enemy that freezes them and those around them for a set time.
-sparking betrayal- projects a spark cloak onto enemy that jolts them and those around them for a set time.

keep up the great work bud!
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Yvonne Gruening
 
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Post » Fri May 25, 2012 10:52 am

Compatibility be damned that is why we have tools like bash. I'd want to see these spells being used against my character by NPCs - not just to buy all too cheap at a store that really shouldn't have that much stock and then only I get to use them.
Or you can use Automatic Spells, which finds all spells in your mods and distributes them to NPCs (not sure how it chooses leveling, etc, but it seems to work)
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Dalley hussain
 
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Post » Fri May 25, 2012 12:45 am

@Knock-Knock
I do take suggestions, most of the suggestions are too difficult to do however XD
Will try to keep those in mind.

@evilgiraffe
That is what my AI-addon is based off of.
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Jay Baby
 
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Post » Fri May 25, 2012 1:31 am

Or you can use Automatic Spells, which finds all spells in your mods and distributes them to NPCs (not sure how it chooses leveling, etc, but it seems to work)

It's chosen based on the skill level of the NPC in question. The one on the nexus is a bit out-of-date, though.. mainly prepping towards an actual release of several files atm.

Looks good, phenderix. :)
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Motionsharp
 
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Post » Fri May 25, 2012 12:09 am

It looks good, but i must question why there are spells that do damage in Illusion and why there are more slow time spells there as well?

Also, not that i have a problem with restoration having dammage spells, but I believe it would make more since if they only damaged undead.
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El Khatiri
 
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Post » Fri May 25, 2012 3:32 am

@Knock-Knock
I do take suggestions, most of the suggestions are too difficult to do however XD
Will try to keep those in mind.

@evilgiraffe
That is what my AI-addon is based off of.
no worrys thx for the reply, i just had a list penned and alot you had already added, these are just some i thought differed from what you already had inplace, i have more ideas ill try and adjust to keep them simple, almost all of it is beyound my skill at the moment so i prefer to put my ideas out there for others to see than just keep a word document that may never see the light of day! i just hope you liked some of them, mods like yours give me alot of pleasure so the best i can do is share ideas! have fun and keep up the good work!

It looks good, but i must question why there are spells that do damage in Illusion and why there are more slow time spells there as well?

Also, not that i have a problem with restoration having dammage spells, but I believe it would make more since if they only damaged undead.
personnely i dont see why the schools should stay so ridgid, for instance i see no reason why if a school like restoration is magic based on life force why that couldnt be used to do damage and not just heal. id agree tho that illusion wouldnt allow time change unless it only slows the person targeted giving them the perception time had slowed, changing time its self would be alteration magics. the spells listed that change time are ment to represent the ability to read the flow of energy from a persome and there for perceive what they are doing, this would come under illusiom magic in tes as illusion in tes isnt the pretend so much but the imaterial thought process, controling and perseaving thoughts, hense the ability to create fear or calming effects, so slowing time is the only gamy way to respresent a sharpening of reactions based on your knowledge of your appoinents thoughts/chi/chakra/magicia/whateveryouwannacallit/ect hopefully that helps understand the ops choice, also sorry my english svcks i have no computer with me to help and my phones keys only increase the problem.
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biiibi
 
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Post » Thu May 24, 2012 10:48 pm

personnely i dont see why the schools should stay so ridgid, for instance i see no reason why if a school like restoration is magic based on life force why that couldnt be used to do damage and not just heal. id agree tho that illusion wouldnt allow time change unless it only slows the person targeted giving them the perception time had slowed, changing time its self would be alteration magics.

As far as restoration and the schools go, i dont see them as schools but more as classifications. A spell that is meant to deal damage would be destructive. But a spell that is meant to heal would be restorative. Now on the undead thing it could be balanced to where the spell also doubles as a healing spell for others, but if the target is undead it will damage them.

Kind of like how its handled in other RPG's. Your mage would have healing spells but if you targeted a creature that is of undead status it would deal a decent amount of damage to them.
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suniti
 
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Post » Fri May 25, 2012 4:04 am



As far as restoration and the schools go, i dont see them as schools but more as classifications. A spell that is meant to deal damage would be destructive. But a spell that is meant to heal would be restorative. Now on the undead thing it could be balanced to where the spell also doubles as a healing spell for others, but if the target is undead it will damage them.

Kind of like how its handled in other RPG's. Your mage would have healing spells but if you targeted a creature that is of undead status it would deal a decent amount of damage to them.

ahh i see, (check my post again i edited in some info on the ops illusion time change spell to clarrify his choice.)
As i see it: Magics in tes fit into two brakets:
Physical based(destruction and alteration)energys and Spiritual based (Restoration and Conjuration)energys, Illusion(and once mystisium) magic teaters on the brink between both.
Destruction: Elemental magics harnessing energy to directly effect the world, so exo and endo thermic's and elecromagnitisium are the powers of destruction in my eyes not just it destroys stuff.
Alteteration: Atomic magics works on newtonian and quantum energy, allowing matter and time manipulation, altering things at micro and macro level, not just state changes as those still fit in to destruction imo.
Illusion: Psyonic magic works on thought process bending the will or perceaving the will of others and creating concepts and illusions to capitilse on such subjective forces.
Restoration: Life forces buffered in a spiritual way to the weilders preference, working with or against living things.
Harnessing such spiritual forces has great effect against the unnatural such as undead destabalising there grip with in realms but it has little consiquence for the normals, and is there for limited.
Conjuration: Life forces bent in a physical way to the weilders preference working with or against living things. Harnessing such spiritual forces has great effect against the natural such as life and reality but little consiquence to matter and time and is there for limited within our reality.

Thats how i see it really, a mix of science and spirtituality, schools are types of magic, forces if you will to be exsplored and exsploited just as science in the realworld world fits into the chemical and atmoic then subatomic/quatum state, biological process blending them into life force.

imo as these as fantastical concepts no ones wrong here you just perceive what make 'sense' to you! hope you enjoyed my explinations and it helped you understand how the op placed some of his/her spell choices.

edit: op if you would actualy be interested in some indepth ideas into more spells id be happy to clarifie some of my ideas if you could edit in what would/couldnt work id be happy to go over them, if your not interested i understant and take no offence im purly trying to be helpful, thx again for your time! x
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Melanie
 
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Post » Thu May 24, 2012 9:35 pm

I think everyone has different thoughts or beliefs about that argument.

My perspective is that I want to expand all of the different classes of magic and give each skill new gameplay mechanics. I hope to encourage people to want to try to level up their other skills.

Also Version 2.02 has been uploaded. Bug fixes for conjuration and a few other changes.
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Captian Caveman
 
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Post » Fri May 25, 2012 10:00 am

Hey phenderix,
I hate to say this, but with the naruto and now harry potter spells, you're really breaking the lore for me. I love some of the other spells, is there any chance you could keep the more lore unfriendly spells in an optional download?
It's a particular issue with Automatic Spells, because even if I don't use them, NPCs might...
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Lance Vannortwick
 
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Post » Fri May 25, 2012 3:25 am

Harry Potter spells?
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*Chloe*
 
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Post » Fri May 25, 2012 3:53 am

I don't see any Harry Potter spells in the list. Admittedly, the mod is pretty lore-unfriendly, but most of the issues stem from direct Naruto transplants into Skyrim and the spell school issue rather than Avada Kedavra or Petrificus Totalus.
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Je suis
 
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Post » Fri May 25, 2012 1:11 am

People not every mod needs to be lore friendly...btw how can magic spells be considered Lore Friendly?? :blink:

Any way Phenderix mod brings back power to magic player characters, because the vanilla spells are/where not worthy of being called magic spells in my opinion. :smile:
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Fanny Rouyé
 
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Post » Fri May 25, 2012 4:01 am

People not every mod needs to be lore friendly...btw how can magic spells be considered Lore Friendly?? :blink:

Any way Phenderix mod brings back power to magic player characters, because the vanilla spells are/where not worthy of being called magic spells in my opinion. :smile:
Vanilla spells are incredibly dull, I'll be giving this try fro sure, just cant believe I havnt yet.

Also, I watch naruto so I personallly dont care about the naming. And I agree, mods dont have to be lore-friendly, in this case, its really a small detail so why worry about it?
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DAVId Bryant
 
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