It includes spells that absorb, reflect, and dispel magic, as well as the ability to move objects, sense nearby life, and bind souls into stones for future use.You are now an Apprentice of Mysticism and can cast Apprentice level Mysticism spells.
You are now a Journeyman of Mysticism and can cast Journeyman level Mysticism spells. ![]() You are now a Master of Mysticism and can cast Master level Mysticism spells. Players that like to recharge their magic weapons often will find Soul Trap spells useful as well. Reflect spells and Absorb spells are not very useful because they only go to 20 even at very high levels. Mysticism helps raise Intelligence which in turn helps raise total Magicka. Ever since Bethesda showed off their game jam at DICE (and before that, there had been speculation before the games release), Ive been thinking about spell combinations. The more I thought about it, the more elegant it seemed, the more I wanted to see it done, and done properly. Not just from a gameplay perspective mind you, but from a lore perspective. These combinations fill something that I consider to be lacking from the game: Mysticism. For those of you not familiar with the previous two games (which is very few I hope), Mysticism magic has always been something of a mystery and a controversy within the Elder Scrolls. Even within the game lore, no one was ever quite sure how the magic worked, or if it should be considered its own type of magic at all. Mysticism Skyrim Mod How To Classify ItNothing demonstrates this better than the fact that it has been removed from Skyrim entirely; however, between previous games saw large numbers of spells jump between it and other schools, and both in Oblivion and Morrowind you could find in-game books pondering its odd properties and debating over how to classify it and its various spells. It was rather the unique results of combining different schools. From a modding perspective, this presents a logical framework and lays down the laws that will govern the art. A brief overview of the mod as I plan to do it: Add several unique spells some returning from previous games some unique spells (or returning w a twist) useful but never over-powered Add new spellcasting mechanic combine the properties of two spells, one cast from each hand at the same time ALWAYS made up of spells from different schools (if a spell is WHOLLY governed by one school, it should just fall under that school) costs based on component spells perks and ease casting (more on this later) based on governing schools can be overridden by nature of result Add a layer of fun and challenge only have to learn the components to cast the combination, but dont expect it to come easy some combinations are more powerful then their components, and some less costs will reflect this based off dual-casting so combos will take longer, but are affected by (potentially) double the perks miscasting under certain circumstances miscast chance based off of skill in both governing schools This is designed to add the magic system, offering more freedom but also more challenge. Its magic combat along the same lines as what Duel or Deadly Combat do for the melee combat system, or Arrow Tweaks does for marksman. It is my intention to make the gameplay both streamlined and nuanced. If the system seems a little cumbersome, then you dont have to use it. Heres a working list of all the new and returning spells: Reflect, Elemental Shield, Force, Soul Arrow, Elemental Weapon, Holy Weapon, Drain (Health, Stamina and Magicka versions), Sound, Silence, Feather, Dequip, and POSSIBLY MarkRecall, Divine Intervention, Bound ShieldArmor (though aside from aesthetics theres not really a point) Note that some spells will have different versions based on the components, ex. Also, Ive done some work trying to balance the whole thing and give each school combination at least one spell. There will be a book in-game that backs up the lore and teaches some combos, but Im not going to tell most of the recipes outright ( A. However, there shouldnt be any harm telling players where to start, so heres the working list of component spells: Alteration light spells telekinesis paralyze Conjuration bound weapon soul trap conjure familiar Destruction elemental sprayprojectile elemental rune Illusion invisibility influence spells muffle Restoration heal ward turn undead Keep in mind that this is still in the planning stage. Im working on adding the spells to the game and making sure they work, then Ill work on the actual combinations. ![]() Page loaded in: 0.875 seconds.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |