OBLIVION
Sithian Arcanum by Mordrid Cowl
Oblivion » Magic - Spells & Enchantments
Added: 13/08/2010 - 11:07AM
Updated: 19/09/2010 - 03:54AM

5 Endorsements

1.2 Latest version

383 Unique D/Ls

495 Total D/Ls

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Uploaded by Mordrid Cowl

Description

Last updated at 3:54, 19 Sep 2010 Uploaded at 11:07, 13 Aug 2010

Welcome to my 2nd mod. It's all me this time so it's a hell of alot smaller this time around.

This is an updated version of Sithian Arcanum. It is a complete overhaul.

This mod requires Spell Tomes plugin to work properly.

This mod now requires OBSE to function fully (you can run it without it, but a few of the spells won't work properly if you don't run OBSE.

I have altered every spell and item; added new items and spells, to balance out this mod and unmake it's god mod qualities.

All spells now eat magicka and are leveled appropriatley.

All items eat charges and have 100 each. Not to expensive to recharge either.


**********************Important Notes!**************************************

Every item that adds a ability/spell on equip will remove the ability/spell on
unequip.


The enchantments you see on the apparel/jewelry are just dummy scripts I used to let you see the Titles of what "abilities" they add when you equip them. To see what each enchantment actually does; equip the item and then click the last tab on your spell menu to see the effects.


Anything with OBSE in the description requires OBSE to function properly.


***************************************************************************


List of New Items:


*--Sithian Shoes = adds ability that gives you water walking and resist water damage(walk on oblivion lava), fortifies sneak to 100.

*--Blade of Darkness = Will add ability that fortifies blade to master level, strength to 100, and constant restore fatigue.

-Blade also has damage health enchantments with special life leech/insta kill if sneaking and undetected. restores health 100,000 using "player.modav2 health 100000" from OBSE. Handy if your low on health and outa potions.

*--Amulet of Shadows = adds ability that gives you constant night vision, chameleon to 66%, but will give constant sun damage 66 pts. Try not to use it during day. Light is bain of Shadow no?

-Amulet also adds spell Shadows Grasp. This touch spell requires NO magicka and will only work if your sneaking and undetected. It soul traps for 1 sec, insta kills the victim and restores your magicka 100 thousand points thanks to the "player.modav2 magicka 100000" script command from OBSE. Atronach birthsign players dream spell.


List of New Spells:

*--Skeleton Key Spell = you guessed it! adds an Open Very Hard lock spell. Only spell i didn't level properly; left it Novice, so those pesky locks won't slow ya down. Still need keys for "Needs a Key" locks/doors. Novice Level.

*--Sithian Blast Spell = harness your dark will into a touch explosion spell that pushes everything from player back 50 feet and damages health 25 pts with modav2 from OBSE. Apprentice Level.

*--Sithian Strike Spell = focuses your dark will into a single powerfull strike of raw power that will send one target (no AoE) flying back 75 feet and damage health 50 pts with modav2 from OBSE. Journeyman Level.

*--Dominion of Sithis Spell = fixed this spell so it is now a touch explosion spell and it now works. Problem was previous version had an "activator" cast the command humanoid/creature spells at the victims. this did nothing but make them under the command of the "activator", not the player. Novice Level.


List of Old items with New changes:

*--The Dread Fathers Cowl = adds ability that fortifies intelligence, personality, mercantile, speechcraft, and will power to master level.

New Changes! = removed Detect Life from ability and added fortifie magicka multiplier 1,000 pts.

*--The Dread Fathers Shroud = adds ability that fortifies health 66,666 pts, Resists disease, poison, paralysis 100% (still get stunned by arrows).

New Changes! = removed constant restore health (you can now take damage) and brought down Reflect Damage to 66%.

*--Mercurian Shoes = adds ability that fortifies acrobatics, speed, agility, and athletics to 200 pts. Run like the Greek God Mercury!

New Changes! = added water walking and resist water damage (no damage from Oblivion lava) to ability.

*--Sithian Ring of Magic = adds ability that fortifies ALL magical schools to master level.

New Changes! = Removed constant restore magicka and fortify magicka. Brought resist magic down to 66%. you can now take magic,fire,frost,shock damage.

*--Sithian Staff of The Void = totally redid this one. Soul traps for 67 sec AoE 66 feet, reanimates for 66 sec, and delivers a Sithian Explosion AoE 66 feet.

-Sithian Explosion is a amped up version of Sithian Strike with an AoE of 100 and custom flame effects. It will knock back everything 100 feet and damage health 75 pts useing modav2 from OBSE.

-The Reanimate is very handy letting you kill, soul trap, reanimate, kill, soul trap, reanimate, kill, etc....... should make keeping your items charged easy if you have enough soul gems.


List of Old Spells with New Changes:

*--The Pale Rider = soul traps for 100, 1 sec. Insta kills everything for 100 feet with custom flame effect. THE most powerfull and costly spell in the Sithian Arcanum. Master Level.

New Changes! = swapped the Flame of Agnon effect for one I custom made.


Elemental Barrage Spells;


*--Armageddon = calls down elemental barrage and changes weather to Oblivion sky. Extremely powerfull and will hurt player if in blast range.

New Changes! = eats ALOT of magicka now, third highest of my spells. Most powerfull elemental barrage spell. Master Level.

*--Nuke = calls down entropic (disintergrate,weakness,dispell), damage health, and frost damage barrage and changes wheather to snow. Will hurt player if in blast range. Frost damage is here cause it sucks on it's own; makes the screen blinding white. Totally lame.

New Changes! = second most costly/powerfull elemental barrage spell. Expert Level.

*--Maelstrom = brings down lightning barrage and changes weather to thunderstorm. Will fry players butt if they wonder in the blast zone.

New Changes! = third costliest/juiciest elemental barrage spell. Journeyman Level.

*--Fire Storm = calls down blazing fire balls and changes weather to overcast (wish there was a red sky weather code with no Oblivion thunder). Try and not toast your marshmellows with this one.

New Changes! =lowest powered elemental spell; eats less than it's big brothers, but still has base cost of 1,972. Apprentice Level.


Sithian Summon Spells;


==============================Important Notes!=============================================

The following spells utilize a vanilla in-game glitch where you have one previous summon of one type; manage to cast multiple summons of a different type (usually done with daedric lava whiskey) at once; sacrificing your original summon and gaining EVERY summon you managed to cast at once.

These custom summon spells are made with just the CS. The creatures haven't been altered in anyway except their longevity and numbers.

You can cast each spell back to back aslong as you use a DIFFERENT one each time. One of your previous summons will be sacrificed each casting.

If you cast the same summon spell back to back, ALL of creatures from the 1st casting will be sacrifieced ALONG with the new ones summoned, save for the strongest of the new summons. Meaning you'll be left with one lonely summon.

These spells eat an UBER amout of magicka now at the higher levels so I recommend saving before you play around with them in case you screw up.

==============================================================================================

*--Casper, The Golden Years = Previously Sithian Sacrifice. changed the summon to Rufios Ghost. He'll hang around for 666 sec. This spell is the least costly and lowest leveled so i recommend useing it as your "sacrifice" spell. Novice Level.

*--Flamming %&*$% Action! = Previously Infernal Legion. Summons Flame Atronachs. Reduced their number to just 2. Apprentice Level.

*--1 little, 2 little, 3 little Yetties = Previously Frozen Legion. Summons Frost Atronachs. Chipped them down to just 3. Journeyman Level.

*--4pk D-cell batteries = Previously Thunderous Legion. Summons Storm Atronachs. Turned down the juice to just 4. Expert Level.

*--Five Big Ugly Bastards = Previously Void Legion. Summons Sewn Flesh Atronachs. Had 8, down to 5, still same amount of ugly. Master Level.

*--Noah's Rejects = Previously Sithian Legions. "And they came 2 by 2....." Summons 2 each Flame, Frost, Storm, and Flesh Atronachs for a total of 8. Still kinda overkill but haveing only 1 of each woulda been pretty useless. Second most costly spell in Sithian Arcanum. Master Level.





Still has a set of vanilla master level alchemy gear.

Reduced the number of Black soul gems to 1000.

Fixed it so Black soul gems weight is normal.



I hope everyone enjoys this very time consuming mod. I have been up 24 hours straight working on this, hence the goofy names on the summon spells.


Thanks and Credits:

Bethesda- for making Oblivion and everything my attention has been focused on for months now ;)

The OBSE Team- I bow before these Gods of Tech.

The Talkie Toaster- let me use his scipts for Sithian Blast and Stike from his Telekinetic Mastery mod.

Tools used:
TES CS
OBSE CS

Thanks for reading,.............im going to bed.