[WIP] Skyhaul - Magic

Post » Thu Aug 28, 2014 7:26 pm

Hello, I'm creating my First mod to overhaul magic, being inspired by Skyre, Combat Remastered and Invested Magic.

For now, only the general aspect and the alteration tree are change (Destruction , Restoration, Illusion and Conjuration are being worked on, I will not overhaul Enchanting as I think Enchanting Awakened did a perfect job at that)

I wanted to show you my ideas since I want you to express your thoughts on them (I'm trying to have perks that influences gameplay and open new ways of building a character instead of only passive stat boosts)

For the General Changes : I wanted to make Magic stronger, less tedious but harder to obtain, and wanted to give players a reason to use staves and scrolls.

- Dual Casting now increases magnitude by x2.5 for x2.5 the cost but many spells gain new effect when dual cast (For example, Lightning bolt gives a 1 sec speed boost when dual cast)

- Flames and Healing spells removed from start

- You now require the appropriate perk to learn and cast spells. (This does not include scrolls and the spells from Ahzidal's ring)

- Every 10 points of magicka increases your spell's magnitude or duration (slightly better for scrolls and staves)

- Most spells that had a 1 or 2 minute durations are now maintained, and their cost is reduced by Enchantment, skill levels and other sources just like normal spells and they are dispelled if you drop below a certain magicka percentage. (Something that other "Maintained spells" mods didn't do)

- When you unlock a new rank in a magic school, you gain a lesser power that improves the magnitude of lower rank spells but increases their mana cost.

Now, for Alteration, I wanted to make Alteration what it is supposed to be since older TES games : A defensive, utility tree that doesn't offer much on it's own, but compliments other mageic or even melee skills very well.

Here are the perk

Novice/Apprentice/Adept/Expert/Master Alteration (5 Ranks) : You can now learn Novice/Apprentice/Adept/Expert/Master alteration spells.

Dual Casting (Requires Novice Alteration) : You can dual cast most spells, overcharging the effects into an even more powerful version. Many spells, such as Firebolt, Lightning Bolt or Ice Spike gain bonus effect when dual cast.

Mage Armor (3 Ranks)(Requires Novice Alteration) : Protection spells like Stoneflesh are x2/x2.5/x3 stronger if not wearing armor (calculated for each slot).

Stability (Requires Mage Armor 1) : Alteration spells are no longer dispelled when you are out of magicka.

Arcane Focus (Requires Stability) : When standing still and casting, you are immune to stagger (This will go very well with Deadly Combat perma-stagger, which prevent mages from casting Ritual Spells)

Ritual Mastery (Requires Arcane Focus) : You can now cast Ritual spells while moving, but doing so reduces the magnitude by 20%

Reinforce Flesh (Requires Mage Armor 1) : Flesh spells increases your unarmed damage (improved by Mage Armor)

Concentration (Requires Stability) : If you didn't cast a spell other than a maintained spell in the last 6 seconds, your maintained spells cost 25% less.

Haste (Requires Novice Alteration) : Fortify Weapon spells and shouts (Elemental Fury) boost your movement speed for half the amount.

Blink (Requires Novice Alteration) : While casting a non-ritual spell (or a ritual spell after getting Ritual Mastery), press "Space" to teleport a short distance forward. Consumes 30 Magicka. The cost increases by 50% if used again and resets after 3 seconds.

Magic Resistance (Requires Novice Alteration) : Unchanged

Atronach (Requires Magic Resistance) : Unchanged

Please tell me what you think of these ideas.

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Myles
 
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