Hii, I have a bit of an issue. I don't don't seem to be getting any experience in restoration from the spells I tried. I didn't want to put it in bugs cause I didn't know if it was because of a compatibility issue in my load order. I'll try testing some more and get back to you. Am using Ordinator and Odin, other vanilla and Odin spells seem to raise XP. Honestly I love the mod, having a curse/hex spell pack is something that I've always felt was missing in Skyrim and the effects are really nice and tasteful. Thank you.
What do you think of a destruction version? Both in the lore and games, curses have historically been considered destruction magic (see "Response to Bero's Speech for an example). These are some awesome spells, and I'll probably do the edits myself at some point, but it might be a nice option to provide.
Love me some new spell mods but I'm a bit concerned about Silent Death being too OP. 19pts per second? For how many seconds? I understand it's meant as a sneak spell but you don't have to use sneak to cast it.
Well this is intriguing. Quite like the concept of the Transfusio spell....though I tend to play a lot of two-handed weapon users. Would be interesting to have a spell/power that could accomplish the same for recharging two-handed enchanted weapons.
My current PC is way too humble for that :(. But I will do my best to bring a showcase for this mod as soon as possible. In the meantime, I added a few more screenshots to the gallery.
Unfortunately not in my plans right now. This type of editing is a compatibility issue hole. Difficult to patch, time consuming. Last time I checked ASIS was a long time ago but I remember it was already mentioned as a solution to this problem.
@Tirdas You should take a look at this Spell Perk Item Distributor (SPID), the compatibility problem will be resolved. Another "problem" we should worry about is whether the AI is capable of using these spells properly ?
I love the theme of this. It reminds me of the old evil magic tropes where casting spells was physically damaging (to someone, not necessarily the caster).
That said I hope you don't mind a little constructive criticism.
Because many of the spells damage the caster to cast, the lack of spells that transfer health to the caster make a caster specializing in this list of limited utility.
The Apprentice "Absorb Vitality" and the Master "Usurper's Cloak" are the only spells that allow the caster to permanently heal themselves (at someone else's expense). The Apprentice "Dark Debt" could easily kill the caster if they've taken damage since casting it, when the spell expires (that may be intentional).
The Apprentice "Balance" spell can be used for healing, but like the Adept "Harvest" spell to increase the caster's health regeneration at the expense of most of his stamina and magicka (and only when those are above 80% (50% for Balance)), that means they are really only useful outside combat, or when the caster has time to pound down some potions.
The Adept "Oppression" spell is a great idea, but IMO overpowered. Continuous stagger is a death sentence if anyone can attack the target - particularly if the spell can simply be re-cast if the target is still alive when it expires. IMO, it should be a *chance* of stagger that is checked every few seconds until it fires, and re-checked each time the stagger would be recovered from (the chance could vary depending on factors you choose, including dual casting it), and possibly have a cooldown where the target will not be affected by it once it expires. Also, while I get the theme of most of the spells not working against mechanical targets, this one would seem to be ideal for use against mechanical targets (objects can be cursed too, and it does no direct damage).
What I would add:
Spells to absorb health, magicka, and/or stamina from living targets in a static circle or an area around the caster. Lower level spells might only work against allies or might not differentiate between allies and enemies. Higher level versions might even work (at a reduced amount) against dead and undead (but not mechanical) targets.
Spells to steal health from living targets near the caster and *convert* it to magicka (the classic blood mage).
This one is more complex and might not be possible: a "modifier" spell that would be cast first, and while it is in effect, causes any damage that would have been caused to the caster by casting other spells in this list, to instead be suffered by a designated (allied) target - with the caster taking any excess damage if the ally is killed by the damage (again, this is classic blood mage).
In the theme of the modifier spell, a spell that transfers any harmful effects experienced by the caster to the target for the duration of the spell (the target would get their own resistance vs. each harmful effect. So if the caster is hit by a spell the target takes the damage if they don't resist.
Many of the spells were indeed designed for more situational use. Some for "pre-combat preparation", others as a life-saving resource, and so on. But, especially for early/mid game characters, the lack of a little more health absorption or at least status durability could really be limiting considering the amount of spells that cause self value reduction. And since I don't intend to touch vanilla spells like "Healing", etc, i'll definitely keep this in mind for future updates!
The "Dark Debt" spell was indeed designed to be a tricky "two-way resource", with the advantage potentially turning into a disadvantage depending on the outcomes of the combat. Similar to other spells like "Mortal Bond", for example.
My approach with the "Oppression" spell (with all spells, in fact) was to follow a script free path as much as possible. And it's basically impossible to create chances and checks update effects without scripting, so I tried to compensate this with a more mana costy and situational spell in order to keep the mod "cleaner". But indeed stagger is one of the most op effects to have in hands and I'll keep a possible revamping/balancing of the spell in mind for future updates.
And once again: very good observations! Thanks for the constructive criticism. It helps. Comments like this really illuminates the mind of a solo modder.
16 comments
Honestly I love the mod, having a curse/hex spell pack is something that I've always felt was missing in Skyrim and the effects are really nice and tasteful. Thank you.
That said I hope you don't mind a little constructive criticism.
Because many of the spells damage the caster to cast, the lack of spells that transfer health to the caster make a caster specializing in this list of
limited utility.
The Apprentice "Absorb Vitality" and the Master "Usurper's Cloak" are the only spells that allow the caster to permanently heal themselves (at someone else's expense). The Apprentice "Dark Debt" could easily kill the caster if they've taken damage since casting it, when the spell expires (that may be intentional).
The Apprentice "Balance" spell can be used for healing, but like the Adept "Harvest" spell to increase the caster's health regeneration at the expense of most of his stamina and magicka (and only when those are above 80% (50% for Balance)), that means they are really only useful outside combat, or when the caster has time to pound down some potions.
The Adept "Oppression" spell is a great idea, but IMO overpowered. Continuous stagger is a death sentence if anyone can attack the target - particularly if the spell can simply be re-cast if the target is still alive when it expires. IMO, it should be a *chance* of stagger that is checked every few seconds until it fires, and re-checked each time the stagger would be recovered from (the chance could vary depending on factors you choose, including dual casting it), and possibly have a cooldown where the target will not be affected by it once it expires. Also, while I get the theme of most of the spells not working against mechanical targets, this one would seem to be ideal for use against mechanical targets (objects can be cursed too, and it does no direct damage).
What I would add:
Spells to absorb health, magicka, and/or stamina from living targets in a static circle or an area around the caster. Lower level spells might only work against allies or might not differentiate between allies and enemies. Higher level versions might even work (at a reduced amount) against dead and undead (but not mechanical) targets.
Spells to steal health from living targets near the caster and *convert* it to magicka (the classic blood mage).
This one is more complex and might not be possible: a "modifier" spell that would be cast first, and while it is in effect, causes any damage that would have been caused to the caster by casting other spells in this list, to instead be suffered by a designated (allied) target - with the caster taking any excess damage if the ally is killed by the damage (again, this is classic blood mage).
In the theme of the modifier spell, a spell that transfers any harmful effects experienced by the caster to the target for the duration of the spell (the target would get their own resistance vs. each harmful effect. So if the caster is hit by a spell the target takes the damage if they don't resist.
Many of the spells were indeed designed for more situational use. Some for "pre-combat preparation", others as a life-saving resource, and so on. But, especially for early/mid game characters, the lack of a little more health absorption or at least status durability could really be limiting considering the amount of spells that cause self value reduction. And since I don't intend to touch vanilla spells like "Healing", etc, i'll definitely keep this in mind for future updates!
The "Dark Debt" spell was indeed designed to be a tricky "two-way resource", with the advantage potentially turning into a disadvantage depending on the outcomes of the combat. Similar to other spells like "Mortal Bond", for example.
My approach with the "Oppression" spell (with all spells, in fact) was to follow a script free path as much as possible. And it's basically impossible to create chances and checks update effects without scripting, so I tried to compensate this with a more mana costy and situational spell in order to keep the mod "cleaner". But indeed stagger is one of the most op effects to have in hands and I'll keep a possible revamping/balancing of the spell in mind for future updates.
And once again: very good observations! Thanks for the constructive criticism. It helps. Comments like this really illuminates the mind of a solo modder.