If you could make Directed Amnesia as a standalone mod that would be great. A nice simple way of removing spells, I like your mod here but since I am using many NPC injectors and they add everything I have to them I do not wish for them to have ALL of these spells ( like Sanctuary ) however there is no way to add single spells to exceptions list sadly so I can't use this.
Very interesting conception, I'd like your idea in expanding teleportation magic, as well I appreciate your idea in use dualcatsing for different effect.
What do you think about adding spell thats create an rune linked with another one what is placed by dual casting, so it work like an gate spell and move any actors (include caster, neutral or enemy) who step on it to linked rune? Mastery can increase duration of such runes, distance, ability to teleport few times more.
Or how about an illusion spell thats act as decoy by making caster invisible and in same time summon illusionary caster clone, so caster will be invisible until duration of spell while enemies will be distracted by illusion? Mastery can effect duration, distance health of clone, ability clone to move and attack, as well if illusion is powerful enough such clone can make real damage to enemies or have more then one decoys active at same time?
The rune thing is interesting, but sadly I have no idea how I could do that. As for the decoy, I've actually already made a similar spell, but didn't include it in this pack because I felt it was fairly similar to the "Phantasm" spells from another collection of spells.
>The rune thing is interesting, but sadly I have no idea how I could do that. Perhaps something like this http://www.youtube.com/watch?v=DRvLQzJ4vGM or this http://www.youtube.com/watch?v=Bw38zCfh4jA From technical explanation perhaps series of moveto and trggerzones can help. Since you can use runes for VFX and your style of different effect from dual casting your spell will be unique in mechanic.
>I've actually already made a similar spell There is no shame if you include an spell thats have similar effect in other mod, since vanilla game does not include any variants of such spell at all, besides you can use different method for casting, as well you can use those shadow aura from Ebony Mail as SFX for clone thats will make your spell unique.
I would suggest moving shelter and safeguard to illusion: they are remarkably similar to a morrowind spell called sanctuary in that school. Restoration is more about the manipulation of life than immunity to damage.
Well, the way I see it this spell protects your life energy from being diminished. Plus, I actually have some spell ideas which would add a different protection spell to illusion which I may include in a future version of this mod. If you wish, I have no problem with you going into the creation kit and changing the type yourself though as long as it's only for personal use. If it turns out enough people feel the same way though, I may eventually upload a version where it's under illusion.
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What do you think about adding spell thats create an rune linked with another one what is placed by dual casting, so it work like an gate spell and move any actors (include caster, neutral or enemy) who step on it to linked rune?
Mastery can increase duration of such runes, distance, ability to teleport few times more.
Or how about an illusion spell thats act as decoy by making caster invisible and in same time summon illusionary caster clone, so caster will be invisible until duration of spell while enemies will be distracted by illusion?
Mastery can effect duration, distance health of clone, ability clone to move and attack, as well if illusion is powerful enough such clone can make real damage to enemies or have more then one decoys active at same time?
Perhaps something like this
http://www.youtube.com/watch?v=DRvLQzJ4vGM
or this
http://www.youtube.com/watch?v=Bw38zCfh4jA
From technical explanation perhaps series of moveto and trggerzones can help.
Since you can use runes for VFX and your style of different effect from dual casting your spell will be unique in mechanic.
>I've actually already made a similar spell
There is no shame if you include an spell thats have similar effect in other mod, since vanilla game does not include any variants of such spell at all, besides you can use different method for casting, as well you can use those shadow aura from Ebony Mail as SFX for clone thats will make your spell unique.
I'll think about it, but the idea doesn't quite sit well with me for the moment.
Either way, I'm considering getting this just for the "Enemies Explode" spell...