[WIP] Av Latta Magicka - A Magic Expansion Mod

Post » Wed Aug 27, 2014 11:31 am

Av Latta Magicka

This mod will expand Oblivion's magic with variety of new spell effects and also add some new gameplay elements related to magic.

Key principles:

  1. Integration

    I'm not going to add a new vendor which sells new spells from this mod. Instead, all spells will be distributed to vanilla spell vendors, to enemy leveled lists and into loot lists in form of spell tomes. All that is done with scripts to avoid compatibility issues.

  2. Balance

    Naturally, using this mod will make mages somewhat more powerful, but I don't wont any of the added effect to be too over\underpowered.

  3. Uniqueness

    I see little point in adding spell effects which will duplicate the existing ones, only with different graphics. Each effect I add will have something to differentiate it from similar ones.

Gameplay features:

  1. Environmental effects

    Certain environmental effects such as weather and location will make certain spell more\less effective. Exact conditions and numbers are still in development.

  2. Spell combinations

    Certain spell effect, both new and vanilla, may produce various (sometimes unexpected) side effects when used on the same target.

  3. Illegal magic

    Casting certain spells in public may lead to getting a bounty and\or being expelled from the Mages Guild if witnessed.

  4. Instant spells

    All new player-created spells with the duration of 1 second will be automatically converted to instant spells.

  5. Player Paralysis

    Being affected by paralysis spell will prevent the player from opening inventory or other game menus (except main menu). In order for 'Cure Paralysis' potions not to become totally useless, you will be able to drink them if assigned to a hotkey.

New spell effects (main part of the mod):

I. Alteration

  • Expose

    Target becomes vulnerable to physical attacks. This effect is pretty much the antipode of 'Shield'. Alteration mages start the game with novice level Expose spell.

  • Petrify

    Turns the target into stone for the duration of the spell. Petrified targets cannot move or attack, but become highly resistant to physical attacks, immune to being poisoned and moderately resistant to magical fire and frost. They are, however, slightly more vulnerable to shock attacks. Certain targets, such as ghosts (and any non corporeal creatures), vampires and targets already made of stone are immune.

  • Bubble

    Envelops the target into a thin layer of air, preventing contact with any liquid substances. In addition to granting ability to breathe underwater protects the target from any corrosive or otherwise harmful liquids.

  • Barrier

    Creates a shield of magical energy around the target, which stops any attack with damage below spell magnitude. Attacks with higher damage go through unaffected.

  • Levitation

    Gives the caster ability to fly. Usage of this spell has been banned in most provinces, so no law-abiding mage would risk teaching you such magic. That does not mean, however, that secret of levitation spells is lost.

  • Slowfall

    Levitation may be banned, but at least it's 'little brother' – Slowfall can still be found amongst spellcasters of Cyrodiil.

II. Conjuration

  • Banish

    Sends summoned creatures back to Oblivion.

  • Summon Wolf/Imp/Bear Familiar

    Name says it all. Summon a ghostly version of specified creature to aid caster in combat.

III. Destruction

  • Poison Damage

    Target is infected with magical poison. 'Fog' type spell (like frost damage).

  • Piercing Damage (name subject to change)

    Deals damage ignoring all spell resistances, absorption and reflection, including otherwise impenetrable 'Resist Magic'. The secret of this spell effect has been lost for centuries.

IV. Illusion

  • Sleep

    Puts target into magic-induced sleep state. Dispelled if target is attacked.

  • Sanctuary

    Makes target's body partly ethereal, adding a % chance of avoiding physical attack.

V. Mysticism

  • Force Push

    Strikes the target with a blast of kinetic energy, dealing physical damage and potentially staggering\knocking target back. Effect's strength decreases with distance. Non corporeal targets are immune.

  • Stasis

    Creates an impenetrable magical shield around the target. Target is unable to move or interact with the world, and becomes completely immune to all types of damage.

VI. Restoration

  • Fortify Attack

    Adds a static damage bonus to all physical attacks made by the caster.

  • Resist Petrification

    % chance of resisting petrification effect.

Requirements:

This mod will require Shivering Isles, latest version of OBSE, and also OBME (Oblivion Magic Extender) and AddActorValues OBSE plugins.

Compatibility:

This mod is script based and I try to keep compatibility issues to a minimum, except for situations where it can't be avoided.

Progress:

Roughly about 15-20% of the features described above are done and this is not the final list of features, so don't expect a release soon.

However, I'm still interested in feedback about the current features and possibly in other ideas on new spells.

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