[RELz] Ace Illusion Spells Full Release

Post » Sat Sep 07, 2013 5:58 pm

DESCRIPTION

I always felt that the illusion spell school was lacking spells. I wanted to play through the game without relying so much of the other schools so I set out to make a mod that would allow me to do that. Here we are, a set of new illusion spells that will complement the other illusions spells but also make it useful in more ways. A few spells also allow a different type of play style and strategy. I may expand on this later but for now I'm happy with releasing all these spells.

SPELLS


Level 25 - Apprentice

Conceal - A concentration invisibility spell
Dominate Tier 1 - Allows you to take control of weak animals
Exhaustion - Makes the humanoid feel like they've been walking 500 miles and need to slow down
False Ego - Causes the humanoid(best used with followers) to feel a false sense of accomplishment which causes them to push harder.
Imaginary Skeleton - An illusion of a skeleton is is projected, weak enemies will run away from this(Frozen in place)
Sheogoraths Joke- The humanoid will hear the funniest joke ever and will laugh to the point that they momentarily can't breathe

Level 50 - Adept

Coward - The humanoid will cower in fear(allows for a quick escape)
Dominate Tier 2 Allows you to take control of stronger animals
Drink Poison - Causes the humanoid to drink their own poisons
Hot Weapon Tier 1 - The humanoid will think their weapon is on fire and burning up causing them to drop their weapon
While Loop - Dwarven machines will run a while loop causing a slight malfunction in their system
Silence - The target will think they are out of magicka and will stop casting spells
Imaginary Spider - Like the imaginary skeleton but will scare away higher levels
Veiled - 15 second invisibility spell

Level 75 - Expert

Imaginary Chaurus - The strongest of the illusionary creatures, this will cause almost all to flee at the sight of it
Dominate Tier 3 - Almost all animals will be under you control and fight for you
Hot Weapon Tier 2 - Same as the first tier but works on higher levels
Suicide - The humanoid will feel suicidal and cut them their own wrists
Chaos - Fear on the inside and frenzy on the outside, good for causing chaos if there's a clustered group
Infinite Loop - Dwarven machines are put into an infinite loop causing a lot of damage to their systems
Honeyed Words - The caster will appear to be saying exactly what the person/merchant etc wants to hear



SPELL USAGE


These spells are meant to allow more styles of play. The early invisibility spells will allow for a very short amount of invisibility, just enough to quickly hide at lower levels. The dominate spells will allow you to control animals and have them fight for you. Good for when you don't have a follower and you are required to kill a draugr. If any enemies are chasing you down and you need to get away, exhaustion and coward will both work well. The imaginary creatures are great for setting traps, put an illusionary creature at the end of a hall way and then kite bandits to it, as they run away, that will be your chance to get whatever you need and get out. If you know you have to fight a humanoid and they aren't hostile, a good way to get their health down would be to cause them to drink their own poison. The small health drop might will aid a passive player greatly if they are forced to fight. Hot weapon spells will do wonders against beings that are running at you with their warhammer, just use the hot weapon spell and they'll drop it on the floor. This allows you to quickly steal it before they realize that the weapon is not of fire and it was just their imagination. The two loop spells will stop dwarven machines in their tracks and you'll be easily able to run past them.
Silence is great for pesky mages, use this well. Suicide is quite a powerful spell as it causes the targets to bleed out, you won't be able to use this mid battle but if you can cast this on a non hostile being they'll surely die. Honeyed words is very useful when selling your loot or if you need to pass by a guard that's hassling you.


Other

Although I have tested these all, please feel free to mention any balancing, pricing or spell issues you have. Suggestions are always welcome.
If you read the whole description and you were wondering what my other ideas were, I was thinking of making something like a rabbit that hostiles would see and then calm down and just watch the creature until it disappeared. This would allow another play style and strategy for those that want to gather a bunch of hostiles and keep them in one place using the kite method I mentioned earlier. Just an idea for now, let me know what you think.

No requirements as far as I'm aware of.

Thought I'd add the credits here as well.

I'd like to thank Mr.jack, Thomas Kaira and Antaras for helping me either refine, fix or create parts of my scripts.
Heilghast for helping with fear ability and getting it all up and running even when I was about to give up on it.

All the people that gave me their ideas, especially ShadeyBladey who helped quite a lot.

Everyone that answered my all my small and big questions in the CK part of the forum, every little thing made a difference.

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