Oblivion
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Cameron Ozz

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bigantennaemay

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About this mod

This mod adds a unique variety of spells to the game.

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--Super Spells Abdul--

Basically, this mod adds in a new spell merchant (Kresles Abdul) into the game, who sells a variety of new, interesting spells. Some of the spells might be overpowered, but I tried to balance everything. Kresles Abdul himself can be found in Skingrad, hiding under a bridge like the troll he is. He's really ugly, so you can't possibly miss him.

Two of the spells added by this mod are hidden; if you would like to know how to get them, read the bottom of the readme file.

Here's a list of spells included, along with the rank and school of magic required to cast it (if any):

Become a Mirror Lord (Expert of Destruction) - This spell casts a temporary curse over your character, in exchange for using scripts to add a powerful ability to your character.
Alternate Focus (Apprentice of Illusion) - Turns you invisible and casts light on another creature or humanoid as a distraction, so you can slip away quietly.
Body to Mana (Apprentice of Restoration) - Saps the player of a modest amount of health and fatigue, to restore more than twice the magicka that the spells costs to cast.
Checkmate (Expert of Restoration) - Hurts the player badly, and counts as assault if used near anyone. Yay! ...Some investigative work into this spell may yield something really great, though...
Curse of Atronach (no req) - gives you benefits (and the penalty) similar to that of being born under the sign of The Atronach, but only temporary.... If you're already born under that sign, it will enhance those positive effects, temporarily.
Basically Dispel (no req) - weak Dispel spell
Escape (no req) - hurts your stats badly so you can't fight, but also causes invisibility, and a very high Sneak skill; is useful for escaping a fight you can't win or otherwise get away from.
Flames Repentant (Apprentice of Destruction) - This is the first of three Atronach summons spells that grants additional bonuses. Aside from the obvious effect of summoning a Flame Atronach, it grants the caster a durable Fire Shield, a rather powerful resistance to Frost, but unfortunately, also degrades any armor the caster is wearing.
Gambler's Stream (Apprentice of Restoration) - Allows the caster to take everyone else's good luck around them, and use it to become ultra lucky!
I'm a Jesus! (Expert of Destruction) - Grants the caster the powers of a Jesus. (like, Water Walking, Healing, Light, and similar stuff)
Incremented Leech Life (Apprentice of Restoration) - Has three different levels of Absorb Health spell effects in it, hence, 'Incremented' and 'Leech Life'.
******** ********* (no req) - A hidden spell, very powerful, cannot be reflected or absorbed, pretty much destroys anything and everything and everyone nearby, almost instantly. Can't be acquired through normal means, though.
Layer of Sin (Apprentice of Mysticism) - This spell has its ups and downs. It gives any of your nearby enemies some of your fatigue and magicka, and also causes you sun damage, and is considered a hostile spell, as well as giving you a critical weakness to poisons; in exchange, you get light, and a highly reflective, but temporary, coat of magic!!!! What I mean is, Reflect Damage and Spell for over 100%!
Life Transferrence (Journeyman of Destruction) - Saps quite a bit of your health to give to a dead person.
Magicka Sweep (Journeyman of Mysticism) - Removes all spell effects from you and anyone around you. It's like a mass cancellation; 'let's start over fresh' type of thing.
Magicka Whole (no req) - Allows you to absorb some Magicka, but also has the unintended side effect of giving everyone around you Spell Absorption (including yourself).
MilGadil (no req) - Gives you the ability to see life-forms up to 120 feet, and also has quite a hefty Reflect Damage effect.
Mind Brain (Apprentice of Mysticism) - Turns you into a psychic-type killer. You will lost a lot of endurance, luck and fatigue (temporarily), but in exchange, you get intelligence, mercantile, alchemy, security, illusion, and additional Magicka reserves. You also get resistances to Magicka through various spell effects (resist magic, shock, and absorption), as well as the Telekinesis associated with psychics. Unfortunately, it will also leave you quite vulnerable to diseases.
Mind Swipe (Apprentice of Illusion) - Gives you complete control of those humans and creatures around you; unfortunately, you can't cast any more spells during the duration of the effect, and you are more vulnerable to magic.
Oogly Boogly (no req) - Gives you telekinesis, invisibility, water walking, and a moderate Frost Shield. You'll also lose Mercantile skill.
Power of Ice Compel Thee (Apprentice of Conjuration) - This is the second of Atronach summons spells with additional effects. It gives you a Frost Shield, and allows you to walk on water, as if you or it was made of ice, and of course, summons for you a Frost Atronach! Unfortunately, it also leaves you vulnerable to Fire.
Restless Shock (Journeyman of Destruction) - This is a standard Shock Damage attack, that was intended to be Kresles Abdul's main method of attack; however, it is also available for sale to the player.
Separation of Body and Soul (Expert of Restoration) - This spell 'extracts' your skeleton from your body (Summon Skeleton Champion, Drain Magicka) and leaves you as a spirit (Chameleon, Sun Damage, Resist Normal Weapons, Resist Frost, Resist Disease, Water Breathing [spirits can't drown], Weakness to Fire, Weakness to Magic, Fortify Sneak, Fortify Willpower), and also restores some of your fatigue.
Kresles Abdul Shock Shield Spell (no req) - Instead of a Shock Shield spell effect, you get a Resist Shock effect and a Shield effect!!! Yay!!! The advantage to this spell is that it is a lot cheaper to cast than a Shock Shield spell of the same power.
Summon Kresles Defender (Apprentice of Conjuration) - It summons a Skeleton Hero.
Super Mutantize (Expert of Destruction) - Makes you like the Super Mutants of Fallout 3: Stupid and Strong (Damage Personality, Drain Intelligence, Drain Armorer, Drain Sneak, Drain Mercantile, Drain Alchemy, Drain Speechcraft, Drain Magicka, Fortify Strength, Fortify Endurance, Fortify Willpower, Fortify Speed, Fortify Blunt, Fortify Athletics, Fortify Hand to Hand, Fortify Marksman [those guys were good at shooting targets (me) from far away], Fortify Heavy Armor, and Feather), as well as giving you resistance to 'radiation' (Cure Poison, Resist Poison), and gives you their toughness, too (Resist Normal Weapons, Shield). I chose Damage Personality rather than Drain Personality, because, let's face it, who likes Super Mutants?
Tesla Power (Apprentice of Conjuration) - This is the third of the Atronach summons spells that have additional effects. Obviously, you get a Storm Atronach, but you also get a Shock Shield, with additional resistance to Shock Damage. Unfortunately, you also lose some ability for Illusion magic (temporarily), and you become slightly more vulnerable to Normal Weapons.
The QX Spell (no req) - Has all spell effects that have either the letter 'q' or the letter 'x' somewhere in the name, including a custom spell effect I made called 'Qoins.'
Summon Genie (no req) - The readme file (I think) as well as the piece of paper you may or may not find on the ground in-game both advise against buying this spell.
Useless (no req) - Cure Disease on Target, Feather on Target, and Cure Paralysis on Self. Yup, pretty useless.
Wave of Decay (Master of Destruction) - Incredibly powerful spell for tearing opponents down. Provides Disintegrate Armor and Weapons for anyone caught in the wave, as well as vastly reducing their effectiveness in any type of armor. It will also cause a 'decay of skin,' which is like weakness to normal weapons and to poison. It will also bind souls, and scare away the undead, but has the unfortunate side-effect of stunting your Magicka for a period of time.

There you go, all the spells, with what they do.