gdarknight
May 29 2008, 06:10 AM
I am currently working on a large mod called "Wizard's Vengeance". The mod will contain several leveled spells that can be acquired by tomes (with some requirements), or found on random scrolls. The list so far....
- Wizard's Vengeance: AOE spell cast on a target that causes random fire/frost/shock spells to bombard your enemies in a certain radius; specifically targets enemies and avoids majority of friendly NPC's (depends on disposition and aggression).
- Rain of Fire: rains indiscriminate fire/disintegration balls from the sky/air ahead of the player in a random fashion.
- Mora's Tempest: shoots indiscriminate shock bolts from the sky/air ahead of the player in a random fashion.
- Ysmir's Breath: AOE spell that allows the caster to breathe a stream of frost clouds in a targeted direction (approximately at cross-hairs); the frost clouds spread out from the player in a random fashion as they travel farther.
- Belle Relleis: Chain shock damage spell that creates up to 10 branches/chain links; specifically targets enemies and avoids majority of friendly NPC's (depends on disposition and aggression).
The three previous releases will have improved visuals, better scripting, and better cost balance.
I want to include more spells, but don't want to just rehash mods like Midas.
Please respond with creative ideas or challenges to improve an already done spell.
macmert
May 29 2008, 06:51 AM
polymorph self

I guess it is self explanetory...
Web: If you are into D&D you would know this spell... spins a web on an area, if the spell check fails, the victim will be stuck in web unable to move, if the spell check is succeded, the victim will go through the web unhindered... But it would be way powerful to stuck the victims, it will be like paralyze so instead maybe you can hinder movement by 60 percent or something...
oh and please bound light armor

I cant use any bound spells...
gdarknight
May 29 2008, 07:43 AM
I'll see what I can do. The web spell could initially make the target "stuck", but wear down over time, like the target is breaking the webs.
As for the bound armor, I know there are script examples out there. The question is WHAT armor do you want bound? If it's a set list of standard armor like glass, piece of cake w/o scripting. If it's custom armor, that will take a bit longer to work out.
macmert
May 29 2008, 09:20 AM
ah cool... the fact is I am not really interested in light armor bounding, but it is frustrating not to have an option to bound light armor types, If I were a mage and I wanted to protect myself, I would end up in a huge tin can and not able to cast spells because my heavy armor skill is so low

so it is not practical, the characters using heavy armor already have heavy suits on them

I dont think any mage character would pick heavy armor as a major skill or something

As for web, yea it is a cool idea
What about polymorph self? I would love to shape change to a... say a spider deadra or something

I dont know it is possible thou, I know someone made a polymorph other spell, like the one in warcraft, the target transforms to a sheep for a duration
and maybe petrification spell? I guess that spell has been done, like flesh to stone, and reverse it, stone to flesh...
Oh and maybe enchant weapons? that way if you have a normal weapon, you can enchant it with eg. fire damage to kill ghosts and wraiths... that way you wouldnt need to cast spell after spell
gdarknight
May 29 2008, 02:08 PM
A Shield spell does the same as armor for a mage, since it increases your armor rating. An alternative would be to have a script effect on a basic Shield spell that rewards you for NOT wearing armor; similar to unarmored skill, but a spell.
As far as I am aware, polymorph self is not going to happen....but I'll look into options.
Enchanted weapons work by the game engine firing the spell when your weapon hits. As of right now, there is not a script command (that I know of) to check for this without adding a script to every NPC/creature. I have done a very approximate hit detection for H2H damage (e.g. with monk weapons), but it not without flaws......
I could however make a set of daggers that have a script enchantment on them that does nothing, until you cast an "enchantment" spell. This would give you control over the effects of the dagger.
macmert
May 29 2008, 03:13 PM
ummm... I am not a modder, in fact I cant to heck with modding but...
for polymorphing, when the spell is triggered, maybe the textures can change, just like bounding spells, and the spell boosts your stats accordingly, and lastly you will use your bare hands to fight, say like a Troll, and when the duration ends, these effects are stripped off... maybe?
as for enchanting weapons, sounds cool

I will think of other spells and please inform us when you are done, I would love to try them
LoginToDownload
May 29 2008, 04:48 PM
Polymorph Self is, in fact, doable.
Terran Vampires includes a wolf form, as does
Ice Elves and Wolf Elves (But I don't know how much you can do as one), while
Luchaire's Dryad Race features a deer form.
gdarknight
May 29 2008, 05:06 PM
The deer form in Dryad is not a true polymorph (can't fight or cast), but I'll check out the system in Terran's to see if it can be expanded. I'm guessing that the "morphs" are clothing/armor mesh replacements for appearance. This still limits what can be done, since the "form" you want needs to somewhat conform to the NPC skeleton system. I would definitely need help with the meshes, since I'm better at scripting.
gdarknight
May 29 2008, 05:45 PM
I took a look at the scripting in Terran Vampires, and it complicated, but doable. I think the spells would be another mod on their own.
lolassassin101
May 29 2008, 09:25 PM
maybe a finger of death (maybe a one per day take half health off) or Black as midnight (causes the NPC / target creatures to stagger aound blind unable to get a direct hit on you)
or clone self (makes a copy of the player, and the clone follows the player)
gdarknight
May 30 2008, 04:05 AM
Great ideas coming in. I think some are going to go in different mods. I have three over-arching concepts...
1. The "Wizard's Vengeance" mod which will focus primarily on the destruction spells and Arcane University type of magic.
2. The "Wrath of the Nine" mod which will focus on crusader/paladin type spells
3. A Necromancer/Shadowknight mod which will probably pull a lot of ideas from existing mods into a collection.
assin001
May 30 2008, 11:26 AM
i always used magic missiles because it gets better when you go up levels and you can start on a low down level and the spell will be useful but not realy powerful but when you are a good level it is powerful and realy useful
gdarknight
Jun 6 2008, 04:37 AM
I'm still trying to come up with unique spells that haven't been done yet for Oblivion. I would really like ideas for the Alteration, Mysticism, and Illusion schools.
I already have a Petrify, Multiplicity (clones of yourself), and Time Stopper (freezes your enemies out of time while you escape...they can't take additional damage while stopped) for the Alteration school.
If your idea is already in another mod like Midas, tell me what I could do different.
LoginToDownload
Jun 6 2008, 02:55 PM
What about a Disk of Force spell that spawns right below the player as a platform and floats horizontally in whatever direction the player was facing when casting?
EDIT: Or a Wildfire spell that only starts off affecting one being, but passes to anyone close to the burning victim?
gdarknight
Jun 6 2008, 04:02 PM
The Wildfire spell should be fairly easy to do. As for the Disk of Force, I'll have to experiment with it.
LoginToDownload
Jun 6 2008, 04:52 PM
Doesn't seem like the disc would be that hard to do... Have one scripted "Disc" reference, check the player's Z angle when he casts, move it to the player, and away it goes. It even has the added advantage of being able to change directions by recasting.
Will let you know if I come up with an algorithm for turning the "Z" angle into an appropriate X and Y speed. If it helps as a start, with a Z angle of 0, increasing the Y position will move the NPC forward and the X position will move the NPC to the right.
GBHis
Jun 6 2008, 05:10 PM
QUOTE(LoginToDownload @ Jun 6 2008, 04:52 PM)

Doesn't seem like the disc would be that hard to do... Have one scripted "Disc" reference, check the player's Z angle when he casts, move it to the player, and away it goes. It even has the added advantage of being able to change directions by recasting.
Will let you know if I come up with an algorithm for turning the "Z" angle into an appropriate X and Y speed. If it helps as a start, with a Z angle of 0, increasing the Y position will move the NPC forward and the X position will move the NPC to the right.
Trigonometry's your friend

You'll be needing sin and cos.
LoginToDownload
Jun 6 2008, 05:58 PM
I haven't really learned Trigonometry (

), but would this work as (part of) an object script attached to the disc?
CODE
;Y+ == Z0 Forward
;X+ == Z0 Right
if (ForceDiskOn == 0 && player.IsSpellTarget ForceDisk)
set ForceDiskOn to 1
;The spell would have to be counted on to move the disc to the player
;Z = Caster's Angle
if (Z >= 0)
;Alterations can be made if the game decides to go into negative angles...
if (Z <= 90)
set XSpeed to 0 + Z
elseif (Z <= 270)
set XSpeed to 90 - (Z - 90)
else
set XSpeed to -90 _ (Z - 270)
endif
if (Z <= 180)
set YSpeed to 90 - Z
else
set YSpeed to -90 + (Z - 180)
endif
;Divide the speeds if it's moving too fast
endif
endif
;For moving the disc
If (player.IsSpellTarget ForceDisk && ForceDiskOn)
set TempPos to (GetPos X + XSpeed)
SetPos x TempPos
Set TempPos to (GetPos Y + YSpeed)
SetPos y TempPos
set CheckX1 to GetPosX - (DiscWidth / 2)
set CheckX2 to GetPosX + (DiscWidth / 2)
set CheckY1 to GetPosY - (DiscWidth / 2)
set CheckY2 to GetPosY + (DiscWidth / 2)
;Gotta punch in the width manually, and this assumes the game puts the disc's "pos" in its middle...
if (player.GetPos X > CheckX1 && player.GetPos X < CheckX2 && player.GetPos Y > CheckY1 && player.GetPos Y < CheckY2 && player.GetPos Z > GetPos Z && player.GetPos Z < GetPosZ + 20)
;20 for a disc with a small Z depth
set TempPos to player.GetPosX + XSpeed
player.SetPos x TempPos
set TempPos to GetPosY + YSpeed
player.SetPos Y TempPos
endif
elseif (ForceDiskOn)
set ForceDiskOn to 0
MoveTo HoldingCell
endif
gdarknight
Jun 6 2008, 06:00 PM
QUOTE(GBHis @ Jun 6 2008, 05:10 PM)

QUOTE(LoginToDownload @ Jun 6 2008, 04:52 PM)

Doesn't seem like the disc would be that hard to do... Have one scripted "Disc" reference, check the player's Z angle when he casts, move it to the player, and away it goes. It even has the added advantage of being able to change directions by recasting.
Will let you know if I come up with an algorithm for turning the "Z" angle into an appropriate X and Y speed. If it helps as a start, with a Z angle of 0, increasing the Y position will move the NPC forward and the X position will move the NPC to the right.
Trigonometry's your friend

You'll be needing sin and cos.
My biggest concern is the collision for terrain. I know I can use a dummy creature for terrain collision and set the disc zpos minimum at like 50 above the dummy zpos; I just need to make sure the update is smooth and consistent.
If I was to make the disc maneuverable in all directions, then that would be like "levitation" or Midas Magic Carpet.
LoginToDownload
Jun 6 2008, 06:06 PM
It might not be bad if the disc just floated through terrain, if the player was left behind. The difference between this and Midas' carpet (Which is a mount, by the way)/levitation would be that it would keep going in the specified direction and would stay level. I would love to cast this from a hill and snipe bandits...
johneweiland
Jun 6 2008, 11:40 PM
dunno if youve ever played diablo 2 lord of destruction but in the opening cinematic for the expansion Baal counjures up this stream of fire that he shoots through the air at a barbarian, and when all of the fire stuff enters his body, the barbarian explodes, like body parts everywhere and a puddle of blood. that would be sweet. so just like a once a day power, that causes instant exploding death.
gdarknight
Jun 7 2008, 05:31 AM
Ok. I definitely have a good direction to go with the "force disk".
I'll also start working on the exploding body spell.
lolassassin101
Jun 7 2008, 06:51 PM
Human telekinisis
just like the ones to pick up stuff just to pick up living/dead people and animals
gdarknight
Jun 8 2008, 02:42 AM
Wild Fire spell almost done...just tweaking the panic.
I thought of a great twist, a horde of flaming rats that you release. They live for a short time running around setting your enemies on fire. A type of "plague" spell.
LoginToDownload
Jun 8 2008, 03:41 AM
Ooh! I'm not sure if you mind overpower or not, but you could give it one more twist, stick with the basic "Pass it on" theme, and make a Zombie Outbreak spell. If the victim dies, a zombie is placed at the corpse right before the corpse is shunted off to a holding cell. (The zombie would get the corpse's inventory to prevent quest-breakage)
gdarknight
Jun 8 2008, 03:53 AM
QUOTE(LoginToDownload @ Jun 8 2008, 03:41 AM)

Ooh! I'm not sure if you mind overpower or not, but you could give it one more twist, stick with the basic "Pass it on" theme, and make a Zombie Outbreak spell. If the victim dies, a zombie is placed at the corpse right before the corpse is shunted off to a holding cell. (The zombie would get the corpse's inventory to prevent quest-breakage)
Sounds Cool! More of a Necromancer/Shadowknight spell, but I could do it.
gdarknight
Jun 8 2008, 08:13 AM
QUOTE(LoginToDownload @ Jun 6 2008, 02:55 PM)

What about a Disk of Force spell that spawns right below the player as a platform and floats horizontally in whatever direction the player was facing when casting?
EDIT: Or a Wildfire spell that only starts off affecting one being, but passes to anyone close to the burning victim?
Update on "Disk of Force": I can't get the Havok system to move the player with the disk. I even made a collision tube that went around the player. My character couldn't move thru the collision tube, but the tube could move thru me (bye bye disk). I tried scripting the player's position, but it is very jerky.
The best I can do for now is a platform the moves with the player on the horizontal, but stays at the original z position. The player will walk/run on the disk.
LoginToDownload
Jun 8 2008, 01:22 PM
How fast is it going? I wouldn't have expected a script that runs every frame to be jerky...
gdarknight
Jun 8 2008, 04:14 PM
QUOTE(LoginToDownload @ Jun 8 2008, 01:22 PM)

How fast is it going? I wouldn't have expected a script that runs every frame to be jerky...
I tried as slow as 2 units per frame, and Havok still didn't like it. Vertical movement is fine, but horizontal looks bad. I'll keep working on it, but not promising anything.
However, a spell that creates a temporary vertical lift would be easy.
Clipz43
Jun 8 2008, 06:05 PM
not a bad idea.. a spell to take you out of your enemies reach for a couple of seconds, give you a chance to get a couple of shots off. you might even be able to make it lower you back down so you don't fall to your death.
gdarknight
Jun 8 2008, 06:45 PM
QUOTE(Clipz43 @ Jun 8 2008, 06:05 PM)

not a bad idea.. a spell to take you out of your enemies reach for a couple of seconds, give you a chance to get a couple of shots off. you might even be able to make it lower you back down so you don't fall to your death.

Done.
I also have a Force Glider spell that moves the disk under the player, as it slowly falls.
Naminea
Jun 8 2008, 07:23 PM
If you ever watch the Harry potter movies or read the books, the Putronis spell would be cool. It could worde of Wraith, ghosts, and lichs.
LoginToDownload
Jun 8 2008, 08:20 PM
A joke "Expecta Patronus" spell can already be found in Midas Magic, but it doesn't have any effect on dementor wannabes. Might just be better to give it a Turn Undead effect of some kind as opposed to picking certain ones, though.
Timedevour9843
Jun 8 2008, 09:47 PM
How about "Summon Ridable Demon" type of thing, like a mini version of that giant siege machine that was used on Kvatch, and that you stop at Bruma? Or just some demon mount would be kinda neat.
Naminea
Jun 8 2008, 09:52 PM
Theres a AOE in W.o.W that rains ice bults in like a five yard raduss. That would be cool.
gdarknight
Jun 8 2008, 09:59 PM
QUOTE(Naminea @ Jun 8 2008, 07:23 PM)

If you ever watch the Harry potter movies or read the books, the Putronis spell would be cool. It could worde of Wraith, ghosts, and lichs.
I could do such a spell. It could be made to target all undead, or just certain ones like ghosts and wraiths. I could even make it an extension of the force spells (alteration school)
gdarknight
Jun 8 2008, 10:01 PM
Current "Force" spells completed:
- Force Glider: creates a "force disk" beneath the player that stays under the player while slowly moving down
- Force Lift: creates a "force disk" beneath the player that moves up for a short time, stays stationary for a while, and then moves back down; the player can move off the disk as it only moves in the vertical
- Force Blast: exploding touch spell that knocks all actors/creatures within a close radius away from the player while doing leveled damage
- Force Bolt: Target version of Force Blast
- Force Missiles: fires 5 force balls from the player that spread out in front of the player; each ball casts a weak version of Force Blast on collision with an actor/creature; the balls do not stop on impact, so you can bowl over opponents that are in a relative line
Note: if any of these sound like spells in Midas, they may be similar, but I started from scratch without looking at the ones in Midas (didn't want to copy them).
gdarknight
Jun 8 2008, 10:05 PM
QUOTE(Naminea @ Jun 8 2008, 09:52 PM)

Theres a AOE in W.o.W that rains ice bults in like a five yard raduss. That would be cool.
I already have a Rain of Fire spell that does rains random fire balls from the sky. I know Midas has a Hail spell, but I don't know if it's what you want. Check out the "Rain of Fire" spell and tell me if you just want an ice version:
http://www.tesnexus.com/downloads/file.php?id=17157.
gdarknight
Jun 8 2008, 10:07 PM
QUOTE(Timedevour9843 @ Jun 8 2008, 09:47 PM)

How about "Summon Ridable Demon" type of thing, like a mini version of that giant siege machine that was used on Kvatch, and that you stop at Bruma? Or just some demon mount would be kinda neat.
I haven't played with mounts yet, but I can take a look at some of the "mount" mods.
Naminea
Jun 8 2008, 10:42 PM
QUOTE(gdarknight @ Jun 8 2008, 10:05 PM)

QUOTE(Naminea @ Jun 8 2008, 09:52 PM)

Theres a AOE in W.o.W that rains ice bults in like a five yard raduss. That would be cool.
I already have a Rain of Fire spell that does rains random fire balls from the sky. I know Midas has a Hail spell, but I don't know if it's what you want. Check out the "Rain of Fire" spell and tell me if you just want an ice version:
http://www.tesnexus.com/downloads/file.php?id=17157.
Yeah thats pretty much what i want, just with ice. Can you make it to where theres like a peice of ice that rains out of the sky? Then just animate it to shatter when it hits the ground, or stick into the ground? That would be pretty cool.
gdarknight
Jun 11 2008, 06:28 AM
QUOTE(Naminea @ Jun 8 2008, 10:42 PM)

QUOTE(gdarknight @ Jun 8 2008, 10:05 PM)

QUOTE(Naminea @ Jun 8 2008, 09:52 PM)

Theres a AOE in W.o.W that rains ice bults in like a five yard raduss. That would be cool.
I already have a Rain of Fire spell that does rains random fire balls from the sky. I know Midas has a Hail spell, but I don't know if it's what you want. Check out the "Rain of Fire" spell and tell me if you just want an ice version:
http://www.tesnexus.com/downloads/file.php?id=17157.
Yeah thats pretty much what i want, just with ice. Can you make it to where theres like a peice of ice that rains out of the sky? Then just animate it to shatter when it hits the ground, or stick into the ground? That would be pretty cool.
The core spell is complete. Targeted AOE of ice shards that drop from a cloud. Each shard does leveled damage and the spell time is also leveled. I'll need to learn more about collision and animation before they can shatter on impact.
gdarknight
Jul 2 2008, 04:02 AM
The majority of spell ideas have been implemented. The beta version of the mod can be found here:
http://www.tesnexus.com/downloads/file.php?id=18116Let me know if there are any other spells that I could work into this mod.
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