Skyrim

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shadowhexblade

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shadowhexblade

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About this mod

Adds Frost, Shock, Chaos, Poison, and Ash versions of Flaming Familiar to Skyrim.
Requires Dragonborn DLC

Requirements
Permissions and credits
Original mod (for non-Dragonborn users) can be found here.

After a suggestion from another user, I lost grip of my sanity and revamped my previous mod to add even MORE types of suicidal wolf bombs into Skyrim! Uncle Sheo would be proud! :)

This mod adds frost (Frostfire Familiar), shock (Shocking Familiar), chaos (Chaos Familiar), poison (Poison Familiar), and ash (Ash Familiar) versions of the Flaming Familiar spell into Skyrim.  They behave exactly like the standard, un-modded Flaming Familiar (charge the nearest enemy and
suicide bomb them), but have been tweeked slightly- their damage was upped to make them more viable at the slightly higher level you
probably pick them up at, and their explosion now staggers anything caught in the blast (with the exception of the ash familiar, it paralyzes anything caught in the blast for 30 seconds).  All have also been tagged to not be absorbed if you have 100% spell absorption.

Frost and Shock versions both deal their damage upfront and take a chunk out of stamina or magicka respectively, Poison deals slightly more damage over a duration, Chaos combines the power of Flaming, Frostfire, and Shocking for an absurd amount of damage to all 3 of your bars, and Ash deals no damage.  Damage may seem high when their spell costs still sit at a measly 18 magicka, but fair warning- these suicidal puppies' explosions can't tell friend from foe (melee users take care).

Spell tomes for all of the added familiars can be purchased from Phinis Gestor at the College of Winterhold (sorry, no good at scripting, and I haven't figured out how to place containers yet).

Requirements
Skyrim
Dragonborn DLC

Future Plans: fix ash familiar paralysis effect to actually encase targets in ash like ash shell and ash rune; place spell tomes in world location(s)

This mod should be compatible with just about anything (I play a rather heavily modded skyrim myself and made sure nothing bothered these
spells) including magic balance mods.  The only mods that might conflict are any that make changes to the Flaming Familiar spell (and even then they'll only affect the regular flaming familiar, not the ones I've added) and any mods that directly affect Phinis Gestor's merchant inventory.