About this mod
This mod aims to bring several classic spells from the world of Dragon Age to Skyrim.
- Requirements
- Permissions and credits
REQUIREMENTS
None
CHANGELOG
1.0
-Intial Release
1.1
-Added Glyph of Paralysis and Pull of the Abyss
-script optimizations
-support for future spells
1.2
- Added Sleep.
1.3
- Added Walking Bomb and Earthquake
- integrated mod into leveled lists- integrated mod into leveled lists
- bug fixes and major script rewrite + balancing,
- MCM customisation menu added.
1.4
- Intial port of mod to SSE. Removed SKSE dependency
- added Static Cage and DAI version of Pull of the Aybss
- removed Sleep as it was too buggy
1.4a
- Fixed bug where Earthquake could affect the player as well
1.5
- Added revamped Sleep, Mana Clash and Waking Nightmare + minor bug fixes
1.6
- Added Glyph of Neutralization, Stone Fist and Grave Robber
- heavily increased cost of spells to be in line with how powerful and long their effects are.
- balanced spell tome cost
- rewrote spell descriptions to match standard Skyrim spells
- new blood explosion VFX for Walking Bomb
- minor/major bug, script and texture fixes
DESCRIPTION
This mod aims to add several classic spells from the world of Dragon Age to Skyrim. As of v1.6, Glyph of Repulsion, Glyph of Paralysis, Glyph of Repulsion Pull of the Abyss, Earthquake, Static Cage, Stone Fist, Grave Robber, Mana Clash, Sleep, Waking Nightmare and Walking Bomb have been added. More spells will soon follow.
These spells have all been integrated into leveled lists, and they will be sold by all court wizards across Skyrim + the College of Winterhold. Wait 48 hours for the spell tomes to spawn.
SPELLS
- Earthquake
- Glyph of Paralysis
- Glyph of Repulsion
- Glyph of Neutralization
- Grave Robber
- Mana Clash
- Pull of the Abyss (DA2)
- Pull of the Abyss (DAI)
- Sleep
- Static Cage
- Stone Fist
- Walking Bomb
- Waking Nightmare
TECHNICAL NOTES
This mod contains all new textures and meshes, no assets were taken from the Dragon Age games. I merely used the original textures as reference.
- Earthquake
The caster creates a localised earthquake that has a chance to stagger, slow and knock down nearby targets every few seconds for 30 seconds.
Knocked down targets have a 10% chance to be disarmed when falling.
- Your followers are immune.
- Several effects (camera shaking, objects being affected) can be toggled on and off in the MCM menu.
- Glyph of Paralysis
This glyph will paralyse up to 3 enemies that cross it's bounds for a maximum of 20 seconds.
- Due to technical and balance issues, only one Glyph of Paralysis may be cast at any time.
- Dragons and non hostile NPCs are immune to its effects
- Sometimes the spawned decal will be invisible when cast on the ground.
- Glyph of Repulsion
This glyph will repel most enemies that cross it's bounds for a maximum of 30 seconds.
- Due to technical and balance issues, only one Glyph of Repulsion may be cast at any time.
- Your companions, giants and non hostile NPCs are immune to its effects.
- Sometimes the spawned decal will be invisible when cast on the ground.
- Glyph of Neutralization
This glyph will neutralize all magic and prevent spellcasting within its bounds for 20 seconds.
- Due to technical and balance issues, only one Glyph of Neutralization may be cast at any time.
- Player will be immune to all magical damage but will not be able to cast spells. NPCs cannot cast spells only.
- Your companions are immune to its effects.
- Sometimes the spawned decal will be invisible when cast on the ground.
- Grave Robber
Regain 10% of health and magicka regeneration from each nearby corpse.
- Dragons, daedra, dwarven automations and undead are immune.
- Only works once on corpses.
- Mana Clash
Enemies are completely drained of magicka and suffer damage proportional to the amount of magicka they lost.
- Your followers are immune.
- Pull of the Abyss
The caster creates a swirling vortex of energy that draws all nearby foes to it's center.
- Giants, dragons and non hostile NPCs are immune to it's effects.
- Sleep
The caster causes all nearby targets to fall asleep for a maximum of 20 seconds. They may wake up when hit.
- Your followers are immune.
- If targets are still asleep when the effect ends, recast Sleep and hit them (this should wake them up for good).
- Has a chance of disarming targets when they fall asleep.
- Static Cage
The caster traps and harms nearby enemies in an electric field that paralyses those who try to leave it, for 15 seconds.
- Your followers are immune.
- Targets will take 15 points of damage each time they try to leave the field.
- Sometimes the spawned decal indicating the boundary of the spell will be invisible when cast on the ground.
- Stone Fist
An ethereal stonefist deals 25 points of damage and sends enemies flying.
- Your followers are immune.
- Walking Bomb
The caster curses a target to take 15 points of damage for 10 seconds. If the target dies while the spell is active, it explodes, harming those nearby and has a 33% chance to infect them as well.
- Dragons, daedra, dwarven automatons and the undead are immune.
- You and your followers can be hurt by the explosion so be careful!
- Several effects (blood decals showing up on dead bodies) can be toggled on and off in the MCM menu
- Waking Nightmare
Hostile targets are trapped in a waking nightmare. They may become randomly stunned, attack other enemies, fall asleep or become allies for the duration of the effect.
- Your followers are immune.
- Enemies who become allies may briefly still attack you before targeting someone else.
INSTALLING
- Installing using Nexus Mod Manager/ModOrganizer - Highly recommended. Just click the "Download with Manager" button and it will install.
- Manually installing - Unzip the contents of this folder into your Skyrim/Data Folder
UPGRADING
- If upgrading to V1.6 : Make a clean save, and then upgrade.
UNINSTALLING
- Uncheck DragonAgeSpells.esp and delete this mod.
PERMISSIONS
- If you want to use any of the files in this mod, please let me know in a PM.
- I allow this mod to be ported to consoles, given that I know of it first.
CREDITS
- Credit goes to Bioware for the spells and Bethesda for giving us the freedom to mod.