The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Archmage Spellcrafting
   
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Category: Magic
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Oct 6, 2012 @ 2:09am
Oct 21, 2012 @ 8:32am
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Archmage Spellcrafting

Description
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I get asked this A LOT... how do you change the spell's settings?
Drop soulgems into boxes. Skyrim doesn't have sliders, so I had to make a different way to change numbers for spell data.You can take the soulgems back out, but its how many you drop in a box at once that changes a spell's features. Also, with Cess, the second spell changes which spell you're currently working on and/or casting.
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==NOTE==
The main thing preventing the next version of this from coming out (The user-friendly archspell "Doht") is a few key papyrus functionalities I just can't quite figure out. For me to learn what I need, a great example for what I need would be an Area of Effect blast written in papyrus and/or a way to get the facing of an object. I've scoured the internet and have had no luck finding these two things. If anyone wants to help speed this up, and knows of such a thing post a link in the comments.
==END NOTE==


One thing I miss from Morrowind and Oblivion is the spellcrafting system. When I found out Skyrim did not have that spellcrafting system, I was determined to fix that.

I have worked hard and planned, learned, and tried, failed, and tried again to make it happen. This mod is the result.

I should warn, however, this mod is still in early phases. There are many more features and options that I want to add to it, and it has quite a ways to go to reach the complexity and capability of the spellcrafting in Morrowind and Oblivion, but I hope I've gotten Skyrim one step closer than it has yet, pushed it a bit closer than it has before. That the power of magic will once again be in our control.

BTW: I humbly think this much more feels like the reward you should have gotten upon becoming Archmage, rather than "another home and some nice loot."
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UPDATES:

Revision 2! This is a big update, and I really burned the midnight oil for this one.... imagine then coolness of the mod as it was in Revision one, and then... not double it... not trouble it...

Multiply the coolness of Revision 1 by 4/3, and then take it to the power of 125!

Why? First off... new spell(s)... You've seen Ayem, you've seen Bedt, say hello to their MUCH bigger sister, Cess!
What makes Cess so much better? For one, it's a combination of two Archspells. The one name cast does what it says on the tin... casts... but unlike Bedt, you have four effects instead of three, and... get this, you can set it up to change targets...

But that's not the coolest part.

The other spell, Cess Focus, lets you cycle through available spells! (And you can set the number of available spells, all the way up to 125, in a special repository). As you cycle through, it changes which spell Cess Cast does! Initially, they're all just a mega-blizzard, it's up to you to make them something to suit your fancy.

As usual, it's up to you to figure out what the spell effects are (hint, they're in alphabetical order).

Also, as usual, there's a manual sitting there by the Archspell tomes, giving you the nitty-gritty on how everything works.

Now... go make some magic!

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Revision 3: Just a little bit of beautification

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Revision 4 - Add Multiple spellcasting types (not just Fire and Forget) - you now have a choice between Cast (fire and forget) or Blast (a concentration effect), first backlashes also added... 15% chance of damage to magicka, health, or stamina (although a minor nusience using cast, it can quickly hurt using blast.)

Also, note, at the moment, like cast, blast needs to target someone... otherwise you're shooting blanks.

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Notes;
This is Alpha version, so still plenty of bugs. Feel free to post them there.

How you get spellcrafting: First, you have to become an Archmage, getting the old Archmage's key. In the Archmage's quarters, there is now a glowing gate in the back, that is an entry into the Archmage's demiplane, where he had been working on resotring spellcrafting capability that was lost to the college during the great collapse. There's journals there of his work, that are moderately lore-friendly. (There's also one non-lore friendly journal, it's the credits.) The journels not only give information and hints about the spellcrafting, but follow the story of the old Archmage and his struggles from being a fresh archmage to his work until the day you took his place.

For now, the demiplane is rather barren and not that interesting to look at (I plan to fix this is later updates), and the magic has risk of causing game crashes (please report glitchs, bugs, etc. Especially report what values you had for your spellcrafting if you can.)

It should be noted: Spellcrafting is HARD and EXPENSIVE. I've intentionally not given full infromation on what all the different variations you can cause are. This is to encourage new combinations of new spell effects and powers, and more. Also, note... this is NOT "just some more spells gained at a crafting bench". You actually craft and design your own spells, experimenting and mixing effects. Also, there are only two tomes for you to craft. This is due to limitations in papyrus that I am still trying to figure out ways around... so bad news, you can only craft two spells.... good news is you can change what they're crafted to be at any time you're in the Archmage crafting chamber.

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Planned Changes and updates (subject to change)

Revision 5 - (This is a big one, should finally get things to Morrowind/Oblivion equivilent, although not identical, on hold till I can figure out how to make an explosion spell *completely* using papyrus). The "Doht" Update. Will feature new Archspell Doht, which will be a significant improvement on Archspell Cess..
Will feature the following (assuming Creation Kit plays nice):
* Up to 6 effects, or as few as 1 effect.
* Archspells will dynamically change cost & backlash chance depending on how you craft.
* Toggles for availability of spell effects (meaning they can be locked until certain quests are acheived... or possibly if you have a similar spell in your magic list.)
* Controlling targeting types (choose self, target ally, target enemy, or area)
* Control for spell linking (are effects happening all on you at once? Does one sprout from the end of the previous? etc.)
* A spellcrafting menu that actually tells you what the spell effects you've selected are (having to figure it out on your own no longer needed to balance things, what with scaling backlashes there to balance things.)
* Some interesting backlashes to screw with you (some whose affects won't be immediately detrimental, but may haunt you later.)
* And more!

Revision 6 - Add more possible backlashes, bugfixes as needed. (Backlashes NOT to include vampirism effects)

Revision 7 - Improve appearance, improve spelling, make first quest.

Revision 8 - Ward Wall side quest, and new spell effects


Non-Revision updates planned (will not neccesarrily happen in any particular time frame compared with revision updates) -
NRU 1 - create mod to add my other spell, Dragonslave, to the spellcraft effect list. (First experiment in linking mods)

NRU 2 - assuming no complaint from the creator of Midas Magic (still trying to get permission), create mod to add midas magic effects to archmage spellcrafting.

NRU 3 - TBD

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Support my modding on Patreon!

[www.patreon.com] : https://www.patreon.com/harmonyjoshu
Popular Discussions View All (1)
5
Aug 17, 2014 @ 11:10pm
Primer to Archmage Spellcrafting
lil
261 Comments
shardinhand Mar 20, 2021 @ 9:50am 
cool!
lil  [author] Mar 20, 2021 @ 8:52am 
Well, you could always sneak into the archmage's chambers...
shardinhand Mar 6, 2021 @ 9:10am 
can i just be a low rank mage and still craft spells like in morrowind?
lil  [author] Apr 2, 2018 @ 2:16pm 
Well, at the suggestion of some people, I'm starting a Patreon. Honestly, the mod was previously just made in some free time, but I think it could be a million times better... but that would require rebuilding a lot of the mod. I'm talking a better interface (I'm thinking an assistant daedra to help guide through the spellcrafting process), easier access to spellcrafting (maybe have said daedra able to be summoned by a specialty spell), and expanding the effects and attributes able to be crafted. I've got lots of ideas to improve this, but they're going to take a lot of time.
TribalSouljah Aug 3, 2017 @ 2:24pm 
Personallly, I find this unusable without some sort of guide. I'm not looking for one to spell (haha) everything out, but it would be nice to at least know what type of spell I am working on. I can't tell if I'm working on an alteration spell or destruction spell. I don't mind experimenting to find cost, range, cast speed, or whatever the traits are.

And since you require a target for these spells, a non-hostile person/target (that can lose health and be affected by flee and other spells) would be nice.

Just to be clear, I love the concept.
Theoron Apr 14, 2017 @ 4:07pm 
for the papyus explosion try looking at the fus ro dah scripts or the stormcall scripts
lil  [author] Jan 9, 2017 @ 12:06am 
@DarzieDarkwing
If you're standing on the bed in the archmage quarters, and face at the entrace (through the wall), there should be a glowing gateway on the wall inbetween you.

I honestly have never done a run-through where it didn't show up, so if it's not there, I don't know why.
Sammy Mellow Jan 8, 2017 @ 3:53pm 
I don't know if this mod is dead or not but I have a problem, where is the gate to the spellcrafting?
I have looked around the enitre archmage's quarters and could not find it.
Do I need to start a new run for it to appear?
lil  [author] Oct 10, 2016 @ 6:41pm 
@calvertar
It would be. And it has been something Ihat I have tried, sadly, not easily doable.
Mr. Slept On Oct 8, 2016 @ 3:33am 
just an idea: would be awesome to have textures / visual effects of one spell, color of another, and effect of another. having that customizability would be absolutely incredible.