Enderal: Forgotten Stories

Enderal: Forgotten Stories

107 ratings
KataPUMB Spell Package
   
Award
Favorite
Favorited
Unfavorite
Equipment: Spells
File Size
Posted
66.623 MB
Apr 16, 2019 @ 2:56pm
1 Change Note ( view )

Subscribe to download
KataPUMB Spell Package

Description
40 New Spells integrated within Enderal, 2 new armor sets and books made like shields.



THE EQUIPMENT:
Arcanist Set: The nehrimese armor set but retextured in blue, with new enchantments and a set bonus. You need 20 of smithing and the recipe to be able to craft it in a rack.

Blackmage set: the old skyrim expert robes with the warlock hood all textured in black with specific enchantments and a set bonus. You need 30 of smithing to be able to craft it in a rack.

Every Spell Tome model now has a version made a shield so you can wear it. It can be enchanted and act as a very weak shield. If you select "debug version" at the begining it will also add to you a powerfull enchanted version of each book but i removed them from the main mod for balance purposes. You can craft them with 10 of smithing and the recipe of each book to be able to craft them.



THE SPELLS:
Mentalism

Blink: Teleport a short distance.

Fire, frost and shock shield: Increase your elemental resistance, the spell is leveled to I to V.

Force Grab: Pull to yourself a foe or an object from a distance. It has a very high mana cost.

Lightborn Recital: Store up to 3 spells. Each time you enter in combat the spells will be cast. The spell is leveled from I to III each level let's you store 1 new spell, in the first level you're only able to store 1 spell, in the second 2 and in the third 3.

Recital of mana: Recharge any staff to maximum but your mana and mana regen will suffer for a long time.



Entropy

Death beam: Deal entropy damage without damaging yourself, it's obviously less powerfull but has longer reach than death breath. It's leveld from I to VI.

Ritual of the Damned: You permanently lose 50 points of health and stamina. In exchange of your life force every entropy spell is 10% powerful laste 50% more and cost 80% less.

Curse: Deal points of magic damage and reduce by a 20% to a 50% target's magic resistance. Leveld from I to III.

Summon Wood Elemental: Summon a lvl 20 Wood elemental to fight for you.

Summon Spirit: Leveled from I to IX depending on the rank of the spell you will summon the following spirits: a Horse which you can ride, lvl 15 Spider, lvl 18 Pus Beetle, lvl 20 Leopard, lvl 25 Lion, lvl 30 Troll, lvl 35 Vatyr, lvl 40 Antecesor, lvl 50 Titan.

Sumon Lost One: Leveled from I to VI depending on the rank of the spell you will summon the following Lost One: lvl 20 warrior, lvl 25 archer, lvl 30 mage (which summons a skeleton), lvl 35 knight, lvl 45 Lich (which summons a warrior), lvl 50 Grotesque.



Psionics


Death mantle: Like every other cloack has only 2 leveled versions I and II. Become the very aspect of death terrifying everyone near you.

Mind wrack: Deal magic damage and if the target don't resist make him flee. It's leveled from I to VII.

Mantras: Very long casting spells but with lasting and powerfull effects ment to be casted before the combat begins. You can only have one of this mantra active at once:
Mantra of Concealment: Increase sneak by 10
Mantra of Concentration: regen 5 points of mana per second
Mantra of Distraction: Increase Rethorics by 10
Mantra of Pain: there's 2 versions one increases One Handed by 10 ponts the other increases two handed by 10 points
Mantra of Resolve: regen 5 points of stamina per second


Elementalism

Fire Nova: A fiery explosion centered in the caster. Has a small chance to deal extra fire damage. Leveled from I to IV.

Frost Nova: a chilly explosion centered in the caster. Has a small chance to slow foes. Leveled from I to IV.

Shock Nova: a shocking explosion centered in the caster. Has a small chance to deal extra pure damage. Leveled from I to IV.


Light Magic

Holy Ray: A holy beam that only affects foes and deals extra damage to Lost ones. Leveled from I to V.

Holy Cross: A cross made of holy fire which deals strong damage to foes and extra damage to Lost ones. Leveled from I to III.

Recital of Erodan: Every entropy spell cost 100% more but in exchange you gain 50 of mana and every Light and Mentalism spell you canst is 10% stronger and last 10% more.
38 Comments
Fishi Dec 1, 2020 @ 9:46pm 
A couple things about entropy spells from what I've experienced so far.
Death beam is downright overpowered, since you just have to tick something then the spell's DoT continues for a while after, letting you slaughter an entire room of enemies with a swipe or two while costing practically no mana. I have numerous other powerful spells that play into the archetype entropy spells follow well, but there's just no point of using them when I can nuke things with ease from a huge distance.

Mind wrack is similarly powerful, that is, when the enemy is something psionics can actually be used on, but when it comes down to it sacrificing 3 levels of available targets to basically condemn them to die as they run around is straight cheese.

TL:DR DoT's too stronk pls nerf!!!! :steamsalty:
Maelik Oct 11, 2020 @ 4:48pm 
Has no one answered the multiple people asking how to change the spell stored in Lightborn's Recital? I came here to find out, no answers but many questions. So the answer is, Lightborn's Recital is always equipped in your main hand, just make sure your offhand does not contain a spell then cast Lightborn's Recital, this will remove all spells stored.
Dunestyler Sep 7, 2020 @ 1:42pm 
How do I change the spell stored using Lightborn Recital?
Ralakus May 26, 2020 @ 7:54pm 
The description for Holy Cross here says it does extra damage to Lost Ones, however, it seems to only affect lost ones in game, and the description in game points that out, is that intentional?
QuestorWI May 20, 2020 @ 7:13pm 
I added the mod after I had started the game. I know some spells are not available. The problem I am having is every time I play I get the debug message and I click on yes the first time to get items. Second time I continued from where I left off and I got the debug message and when I select NO it switches back to yes and the game locks up. Now that I have all the items and have learned them can I turn off the mod and not loose what I have learned?
Oled Apr 6, 2020 @ 11:27am 
how do i change what spells i have stored?
Thal Mar 31, 2020 @ 9:58am 
Hello dude very good spell package !

i've noticed that the new summon doesn't benefit from enchantment that increase health and damage of summon do you know a way to fix it via enderalEdit ? ty
Eternal Daemon Mar 17, 2020 @ 6:55pm 
I'd like to make clear that I greatly enjoy and appreciate this mod; it adds a lot to the game, and it was only after re-reading all of the spells to post these comments that I realized that a lot of the spells that fit so seamlessly with the base game were in fact from from this mod. Wish you the best!
Eternal Daemon Mar 17, 2020 @ 6:53pm 
There are also some spells that too weak, or need some tweaking to be worth using regularly.

1) The mantras should be permanent affects, and they should slightly scaled off of psionics. Maybe lower the base amount, but make it so that you can get the buffs up to 15 points if you invest in them.
2) I haven't tested it, but the Mind Wrack spell seems kinda weak. Maybe its strong with a stealthy psionic build, but that begs the question of why I would invest a bunch of memory points across two trees into making one spell useful when I have tons of spells that are useful without that investment?
Eternal Daemon Mar 17, 2020 @ 6:47pm 
3) Holy Cross Rank 3 when two handed can one or two shot even end game boss undead.

4) While Lightborn Recital is a phenomenal quality of life spell, its very easy to combine the more powerful light magic and mentalist buffs and become a walking fortress with little to no investment in defensive measures like armor or health. This is with using Ritual of the Damned at the same time. This spell just needs a drawback to using it, like a permanent reduction to magicka and magicka regen.