The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Forbidden Magic: Spell Pack 1
 
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Feb 17, 2013 @ 3:14pm
Apr 26, 2013 @ 2:34pm
38 Change Notes ( view )

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Forbidden Magic: Spell Pack 1

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In 1 collection by HamsterJuice
Forbidden Magic
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Description
v1.4
Even more spells are available in Forbidden Magic: Spell Pack 2! Get it here!
This mod is also available on the Skyrim Nexus![skyrim.nexusmods.com]

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OVERVIEW:

Finally finished! This was definitely a fun mod to make and it's given me lots of ideas for Forbidden Magic Spell Pack 2. I want to give a HUGE thanks to everyone who has and will rate, comment, and subscribe. I make mods for you guys, so it's always awesome when I get to hear from you!

The goal of this mod series is to add unique spells and powers to Skyrim, while still staying lore-friendly and balanced. Each spell pack contains 10 spells and powers. The content of each pack is largely influenced by your suggestions -- so speak up! If there's something you want added, changed, balanced, or just plain deleted, tell me!

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SPELLS, EFFECTS, AND TOME LOCATIONS:

All spell tomes are in Dragonsreach. They are on the table by Farengar, to his right, next to a white shelf.

Flare: A powerful fireball that flings back targets in a very satisfying way :D

Dark Blast: A sinister spell that deals damage and absorbs the target's soul when it dies.

Mutagen: A toxic blast that does damage instantly and a little bit of damage over time. The more the spell is used on the same target, the more powerful the damage over time gets.

Intense Lightning: A really sexy blast of lightning that sends enemies flying.

Killer Bees: I hate bugs. I hate needles. Bees are freakin' FLYING BUG-NEEDLES!!! Basically a spray type spell, like Flames. But with flying bug needles.

Light Beam: If you took a big magnifying glass and taped it to your hand on a sunny day, then found a bunch of ants... and then you took out a flamethrower... Well, this is nothing like that. It does do extra damage to undead, though! :D

Spatial Distortion: Paralyzes and throws back enemies, AND makes a pretty little swirly thingy!

Summon Ghostly Steed: Summons a spectral horse with awesome glowy red eyes. He is 75% faster than normal vanilla horses and can't die.

Cataclysm: Don't you want to be like Alduin, shooting meteors all over the place and just basking in the chaos and destruction? Well now you can! Introducing Cataclysm; the ultimate spell! It can be yours, for only $19.99! Haha! Got you, didn't I? I'd never charge you guys $19.99 for a spell... It's actually $99.99 :P

Waterstriding: A spell that gives the caster the ability to walk on water! Marvelous!

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CHANGELOG:

v1.4
-Added a glowy hit effect to Light Beam.
-Changed the inventory art for Light Beam.
-Fixed Light Beam not actually doing 45 damage.
-Added a new projectile just for Light Beam to fix possible compatibility issues and change some small details.
-Balanced out some spells.

v1.3.5
-Added all spells to their respective leveled lists, so they can now be found in loot from monsters, chests, etc.
-Fixed a typo in the Summon Ghostly Steed spell effect that could possibly cause some small bugs.
-Fixed Light Beam not being affected by perks.

v1.3.2
-Moved the tomes back to the table next to Farengar because Farengar sometimes refuses to sell the spells. They are free now, but must be stolen.

v1.3.1
-Fixed a glitch causing Farengar not to sell the spells to the player.

v1.3
-Removed all spells from Dragonsreach and gave them to Farengar so he could sell them.
-Made Cataclysm much less expensive.
-Made Waterstriding a spell with a set duration instead of a concentration spell, so now you have both hands free and can not only walk, but also sprint across water.
-Minor tweaks and bug fixes.

v1.2
-Added a hit effect to the Dark Blast spell. Now the target will turn red when they are hit with it.
-Changed Intense Lightning into a Master level spell.

v1.1
-Changed Mutagen into a Destruction spell because it was wierd when it was an Alteration spell.
-Decreased the Magicka costs of a few spells. Mostly Intense Lightning and Summon Ghostly Steed.
-Gave Mutagen a new impact effect.
-Fixed a glitch causing Spatial Distortion to heal enemies.
-Fixed a glitch preventing Dark Blast from absorbing souls.
-Replaced Dragonborn's Rage with the Waterstriding spell.
-Changed Mutagen's sound effects a bit.
-Fixed a glitch causing enemies to go flying when killed by Mutagen's damage over time effect.
-Corrected a stupid mistake on my part that sometimes prevented spells from being affected by relevant perks.

v1.0
-Gave Dark Blast a more appropriate sound effect.
-Fixed nearly all compatibility issues -- nearly all.
-Fixed Spatial Distortion's decal wanting to stay on the ground.
-Changed spells to higher tiers.
-Changed the visuals for Spatial Distortion, Flare, and Light Beam, and removed the damage effect from Spatial Distortion.
-Moved all tomes to Dragonsreach.
-Balanced out spells' magicka costs.
-Changed Dark Blast from Conjuration to Destruction.
-Added the Cataclysm tome and spell, and the Dragonborn's Rage power.

v0.8
-Added the Ghostly Steed npc, spell tome, and summon spell.

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Popular Discussions View All (1)
1
Apr 30, 2015 @ 10:33am
Is it a good mod?
Gurraosk Die Psycho
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576 Comments
Q-ROCK Jan 16 @ 3:06pm 
I cant find any of the spell books, they arent spawning on the table in farengars lab.
Sture Nov 27, 2015 @ 5:58am 
okay, thanks
BattleSlut Nov 26, 2015 @ 9:48pm 
@buppen No, they're all separate.
Sture Oct 29, 2015 @ 6:54am 
do i need spell pck 1 to use pack 2?
The Lombax Oct 26, 2015 @ 3:24pm 
never mind, I reloaded the game, and now there is a large pile of books on the table. interesting.
The Lombax Oct 26, 2015 @ 3:22pm 
I think my game glitched, since instead of the books being next to farengar in whiterun, it looks like he is selling a few. If I get my destruction skill up enough, will he sell all the various ones? I haven't checked to see if the other magic packs have this issue.
norange Sep 4, 2015 @ 3:18am 
BRACKES BOUND SWORD
Deadpool54 Sep 3, 2015 @ 4:54pm 
what armor is he wearing
gho$t. Aug 5, 2015 @ 9:09pm 
I do believe a simple merchant in a shack using vanilla dialogue would suffice as a sort of way to acquire the spells. It's not really "lore-friendly" and etc. when you get them by picking them up in a room. A purchase for each one (rather expensive, say 2000 gold, etc) would be simple but make it much more realistic for those that try and remain immersed.
MrPigeonBreath Jul 26, 2015 @ 12:58pm 
really good point OneNutWonder but im still getting it