The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

The Revenge of Colette - Powers & Spells for Discerning Adventurers
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TS [~MLS~] CelticFrag Aug 30, 2015 @ 1:21am 
Nevermind-I got it figured out! Awesome
Spotify Aug 23, 2013 @ 5:21pm 
haven't really encountered any of your spells yet, trying to use the mod without cheating, can you give me a hint, are the spell found in very common places like big cities/player homes?
Spotify Aug 23, 2013 @ 5:20pm 
☻/ This is Bob. Copy and paste him
/▌ all over the workshop
/ \ so he can take over
Fenrisandzoe Jul 9, 2013 @ 9:48am 
were are they
ストーファー Nov 2, 2012 @ 1:19am 
Colette. <3
EldritchSyntax Oct 30, 2012 @ 5:13pm 
Well don't I feel great commenting three times in a row? Anyways, still wondering if your subconcious can be used for storage...
EldritchSyntax Sep 9, 2012 @ 2:38pm 
also: that one spell that turns you into an etherial dog? 3rd person mode glitches out into the floor when you use it.
EldritchSyntax Sep 1, 2012 @ 11:36am 
I see you've vastly improved that power that spell that places you inside your own mind. Does that cell reset? If not, does that mean I can use it to store all my junk?
JonasB Aug 21, 2012 @ 1:53pm 
You get stances by casting the sun spell (can't recall exact name atm, it's the thing you get from the note) then shooting an arrow at the sun
Geoffrey Aug 5, 2012 @ 7:25pm 
hi iv been looking for [Stance] Radiant Flash in The Shrine of Meridia and i must keep missing it ken i get a hand on its locashen plz
EldritchSyntax Jul 27, 2012 @ 8:09pm 
so complex, so cryptic, my brain hurts.
THE ELDER'S GREATEST CHAMPION Jul 21, 2012 @ 2:06pm 
Wheres Aela's note?
I can't find it D:
Dec Jul 18, 2012 @ 11:16am 
Really cool mod, its obvious youve put alot of work into this mod and its has made being a mage actually worth the trouble, I hope you will be adding more spells or making some more mods in the future :)
marik231 Jul 10, 2012 @ 9:31pm 
Hi, i want to know what is the compatibility thanks
Steelhart Jul 2, 2012 @ 11:12am 
That's good to hear!
You're a rare breed, if you don't mind me saying so. People usually... ignore what their subscribers/favouriters want. You listen to us and do your best to implement our requests. And if you deem it overpowered/ impossible etc. you actually offer an explanation! Brilliant!
Cinder Skye  [author] Jul 1, 2012 @ 8:21am 
Making an arcane element is still on my to-do list, don't worry!

JonasB, Clarity Wave is supposed to look like a visual spatial distortion with some blue fog-like tendrils of color near it. Sorry for the slow response, power has been out.
Steelhart Jul 1, 2012 @ 3:43am 
I really like what you've done with this mod! It gives a whole new feeling to the game.
Steelhart Jul 1, 2012 @ 3:40am 
I really wish you would create an arcane "element" for destruction with a set of arcane spells. I always loved being a mage that didn't really use any elements, but just blasted his opponents with clever patterns of raw magical energy.
The "Arcane Stance" could be something like: "Increases the damage done by your arcane spells by 100%, their magicka cost by 50% and the damage you recieve while in this stance by 100%."
Truly a "Glass Cannon".
JonasB Jun 29, 2012 @ 5:32pm 
Awesome! Also, could you describe what the power attack Clarity Wave effect is supposed to look like? I keep using power attacks while at full Focus but I'm not sure whether it's triggering an effect or not.
Cinder Skye  [author] Jun 29, 2012 @ 3:39pm 
Noted, Jonas!
JonasB Jun 29, 2012 @ 3:35pm 
Just a small suggestion for your Conjuration foray, how about a Conjure Shield spell?
Cinder Skye  [author] Jun 29, 2012 @ 5:57am 
Master Illusion: Charm Person: The basics of getting this working is simple. Getting it to not break quests is going to be the hard part.

I have some ideas for Conjuration now, but they're venturing into uncharted territory for me, so I am not at all confident I can deploy them in anything like their imagined state; so keeping mum on those for now.
Cinder Skye  [author] Jun 29, 2012 @ 5:57am 
Working on a final set of destruction spells and an illusion spell right now before I move on to finish up conjuration.

Tentative designs:
Master Destruction: Wildfire: 1.0s projectile cast. Minor upfront damage, but deals very heavy damage over time; 50% of incinerate's damage every second for 10 seconds. Every 2 seconds, it attempts to catch other nearby actors on fire. At 15 seconds (only possible with Necromage or Pyroclasmic Might stance) it dispels itself, because Lingering Flames at full effect would be overpowered on this one since its primary damage contribution is DoT inherently.
Master Destruction: Iceblood: 0.5s very wide AoE stagger + slow. Ten seconds later, all afflicted targets are paralyzed. Paralysis lasts longer in Glacial Serenity.
Master Destruction: Solenoid Coil: 1.5s cast. Deal no damage, but steal all of a target's magicka and stamina, and disarm and stagger them.
Cinder Skye  [author] Jun 28, 2012 @ 7:25am 
Update going up shortly with three new destruction spells, all Expert:

Entropy: Short-range concentration spell, one-handed. Steals 60 health/sec. 5% chance of flash paralysis every second on the target. Has a 0.5s cast time but a high magicka cost.
Heatwave: Long-range fire and forget. One-handed. Staggers the targets and hits them with 100% Magic Vulnerability for 15 seconds. Augmented Flames increases to 150%. Pyroclasmic Might stance extends to 150 seconds. Deals no damage. Cannot be dualcast.
Static Cling: Short-range two-handed concentration spell with a 1.5s cast time. Roots you, makes you heal from shock damage, deal high damage to anyone in melee range and grips/holds the nearest target in melee range. You can throw them at the end of the cast.
JonasB Jun 27, 2012 @ 4:32pm 
Ok, I've only gotten three of the stances and the spectral hound spell but I LOVE what I have so far! Unrelenting Force is now the red-headed stepchild of my Z key ^^
Tackyk Jun 26, 2012 @ 1:22pm 
Ok awesome i look forward to that, thanks.
Cinder Skye  [author] Jun 26, 2012 @ 1:12pm 
It's not in Skyrim because it has the potential to break a LOT of quests. I intend to put one in, I just have to get around that issue.
Tackyk Jun 26, 2012 @ 12:58pm 
Can you please make a command humanoid spell for illusion? I always found it strange that it wasnt in skyrim it would fit perfectly.
Cinder Skye  [author] Jun 25, 2012 @ 5:32pm 
v4.0 has gone live.
Cinder Skye  [author] Jun 24, 2012 @ 6:47pm 
Good news, everyone! I have all I need!

All seven stances have been coded and appear to be bug-free. The list posted above is the final effect list. Tomorrow I'll code in some of the destruction spells, write and place all of the tomes for this, go over everything for ASIS compatibility, and then hopefully make an update by evening.

Three days in a row modding for 12-16 hours again. Yeesh!
Cinder Skye  [author] Jun 24, 2012 @ 7:17am 
All seven stances are coded, but a lot of the effects are bugging out on Alteration - which is weird because I've used virtually all of those effects before. I'm going to spend the rest of today hammering out the bugs, try to get out the new Destruction spells, and then place everything. I... will probably not make a deadline of tonight. But I will try.
Cinder Skye  [author] Jun 23, 2012 @ 9:29pm 
Note to self: Add clairvoyance to the dog.

I'm wrapping up the stances (2 of 7 left), so the end is in sight before v4 hits. Thanks for being patient, everyone.
[Onyx] Kyubiko - Kurama Jun 23, 2012 @ 11:29am 
You shoud be able to track as the dog, like a glow comes up
Cinder Skye  [author] Jun 21, 2012 @ 4:47pm 
Thanks, spearrx!

A video preview of the upcoming overhaul has now been added.
HexaPumpkin Jun 20, 2012 @ 11:26am 
Astral your mod is highlighted next to the workshop button. +best
EldritchSyntax Jun 20, 2012 @ 9:52am 
If you're wondering, "smothering radiance" is pretty much vageta's galic gun that instead gives heart attacks; and "barkflesh curse" is just that. cast it on someone and you hear a timer "THUMP.....THUMP....THUMP" eventually the target becomes a tree (a non-solid one that you can search)
Cinder Skye  [author] Jun 20, 2012 @ 9:00am 
Destruction is currently being worked on as part of the major overhaul, but there are no destruction spells in here yet. The two that do damage are Smothering Radiance and Barkflesh Curse.
HexaPumpkin Jun 20, 2012 @ 8:31am 
Astral will be releasing destruction spells with some new cool spells! :)
ADHD Blacksmith Jun 20, 2012 @ 8:30am 
BTW, those 19 mods includes this one, I just need some info on it.
ADHD Blacksmith Jun 20, 2012 @ 8:29am 
Ok, now that I've nearly completed my search of the Steam Workshop, I have grabbed up 19 mods for skyrim already, almost all functioning properly. I want to add this in, but only if it has the destruction magics in it. I saw the demonstration and there were a beam or two attacks that did crazy damage, still using magic and whatever. Can you give me some info on what that was?
Cinder Skye  [author] Jun 20, 2012 @ 8:23am 
Possibly. There is an upcoming set of seven that are - for certain - going to get a fully (professionally!) voice acted questline, though I may not have the questline implemented in time for the next push of the mod. The ones already implemented, however, I don't know.
Steelhart Jun 20, 2012 @ 7:32am 
I see. Well I have both of those mods anyhow, so the result is the same for me.
Are you planning to make a questline to connect all of these spells?
Cinder Skye  [author] Jun 20, 2012 @ 5:52am 
And I will not be changing the way mod and powermod work. It's a valid way to look at solving things, but I want to avoid touching vanilla as much as possible to maximize compatibility.
Cinder Skye  [author] Jun 20, 2012 @ 5:50am 
This mod was actually on the Nexus first. XD I prefer the Nexus as a mod-hosting site, it's much easier for me to work with. I maintain the Steam Workshop addon mostly for the sake of the end users who prefer using Steam Workshop. :)
Steelhart Jun 20, 2012 @ 4:32am 
I believe you should introduce this mod to Nexus. That way all you really need to add to this mod's description is well... a short description and a link to the more detailed information. (Such as locations, spells and their effects etc.)
Can't wait for Destruction to come out!
Speaking of which, I'd like to suggest another thing.
There is already a mod that does that, but what if you switch the magicka cost reduction enchantments to +damage/effectiveness/length of effect %? You could also make all spells scale in stgrength for each skill point in the tree. (For instance, +1-2% damage for to all destruction spells for each skill point in the tree.) That way, it gets very very funny at master level. You've got destructive force, but you can be killed in one stray blow. Truly a wizard!
Cinder Skye  [author] Jun 19, 2012 @ 9:10pm 
I no longer have space to put in all of the spell locations directly into the document, hence just the hint locations are there. :\
EldritchSyntax Jun 19, 2012 @ 8:17pm 
...uhm.. can't help but notice, with the new description, almost none of the spells have their location mentioned. (except for a choice few) Is this just temporary, or...
EldritchSyntax Jun 19, 2012 @ 7:03pm 
also, when messing with destruction/conjuration, try playing with the "magic blows you up" myth that frightens all the nords away.
Cinder Skye  [author] Jun 19, 2012 @ 6:54pm 
That's an interesting suggestion. I'm currently very busy on the overhaul, so something like that sounds neat, but I'll have to wait to evaluate it for when I'm done with this.
EldritchSyntax Jun 19, 2012 @ 5:54pm 
I noticed you added a minimum level for learning the spell. This is just a suggestion, but what if upon learning the spell, it was auto-equipped, added to inventory, and unsheathed. If you are too low a level, it does the same without adding the spell, and you have a dud version equipped instead. The dud version would have an adverse effect if cast, such as setting you on fire or summoning an unbound atronach.