File information

Last updated

Original upload

Created by

Mordune

Uploaded by

mordune

Virus scan

Safe to use

129 comments

  1. mordune
    mordune
    • premium
    • 13 kudos
    Sticky
    Added a line of Monster Summoning spells akin to the classic D&D conjuration spells. Apprentice, Adept and Expert ranks available and purchasable at a spell vendor (or randomly found like other spells.)
    Summons a few monsters for 15sec (with some rare surprises if you get lucky.)
  2. mordune
    mordune
    • premium
    • 13 kudos
    Locked
    Sticky
    Updated for Requiem 2.0 and SSE compatibility. Readded most of the vanilla Requiem illusion spells, but they haven't been supported or changed much by new systems added by this mod.

    2 Illusion spells added to help non-summoner mages from having to constantly backpedal (more battle control, less running away)

    Mirror Image- gained from Novice Illusion perk, summons a "Mirror Image" to distract enemies and an additional Mirror Image for each additional main illusion perks, (deals no damage and have low health) e.g. at Adept Illusion level summon 3 Mirror Images and gain a 3sec Invisibility effect

    Shadow Divide- expert Illusion spell, summons 2 invulnerable "Shadows" which cast unresistable Fear and Frenzy spells at enemies.

    Withstanding issue: skeletons and zombies sometimes don't follow through doors - working on a fix to their packages
  3. mordune
    mordune
    • premium
    • 13 kudos
    Locked
    Sticky
    This is a WIP, and it may not be perfectly balanced- so any feedback would be greatly appreciated.

    I'm working on Illusion for the next patch. Illusion is all about control and working out a plan before hand. However, in Vanilla and Requiem, this can be difficult when you can't know beforehand if any of your illusion spells will even work against the "levels" of your targets, and can't rely on them to cast in emergencies.

    In RMR, Illusion control spells will scale with duration rather than target level, with perks to allow particular spells to work in undead/constructs.

    Also, destruction spells will be cheaper, especially at lower skill lvls.
  4. BENwinterburn
    BENwinterburn
    • member
    • 0 kudos
    Let me get this straight, your mod aims to nerf the already nerfed magic of requiem so that the weakest players in the game, mages get even weaker?

    Sounds like a plan, why not have every point of magicka spent deal 2-3 points of health damage, that way a 50th level mage could cast a two or three novice spells before falling over dead!

    In a game where bows are the Tamriel equivalent of the H-bomb you feel mages with the ability to reanimate lvl 2 npc dead are the problem. Alrighhtty then...
    1. deleted24653394
      deleted24653394
      • account closed
      • 0 kudos
      lmao you have no clue what you are talking about, mages are op in requiem...
    2. HiImJustHereForSkyrim
      HiImJustHereForSkyrim
      • supporter
      • 8 kudos
      Mages are freakishly powerful in Requiem... ^
  5. PlatinumShad0w
    PlatinumShad0w
    • premium
    • 211 kudos
    I really love the design philosophy of your mod's approach to magic in Requiem, based on the description. Any chance of the illusion stuff being finished in the future? One of my favorite schools and I always felt that duration should be the key power factor with it, rather than magnitude.
  6. Brotagonista
    Brotagonista
    • premium
    • 0 kudos
    Cool mod, lots of interesting tweaks and new spells. Doesn't play super well with my mod list though, otherwise i'd definitely use it.

    Any chance of a pack that just adds some of the more unique spells or spell changes? I really like Transformation for example, its a fun concept. The bound weapon changes are also great, Mage armor as well.
    1. deleted4896204
      deleted4896204
      • account closed
      • 20 kudos
      Same opinion here, I really like a lot of what it offers, not a big fan of some of it, but the fact that it touches so many different records, especially perks, races, enchants, spell tomes etc, makes it much less appealing for heavy load orders in my opinion. I understand it probably couldn't have been done differently though, and it's still really well done all around.
    2. mordune
      mordune
      • premium
      • 13 kudos
      I agree, in hindsight it would have been better to have devoted the time to creating smaller addon mods, focused exclusively toward necromancy or "spell packs,"
      but ultimately factors of motivation prevent something perfectly polished to be delivered.
  7. LordSticks
    LordSticks
    • supporter
    • 0 kudos
    will this be compatible with the new Requiem 3.0? I love this mod!
    1. mordune
      mordune
      • premium
      • 13 kudos
      Thanks for the support, I haven't revisited this mod / Requiem / Skyrim in a while, but I may look into what Requiem 3.0 offers, changes, etc.
  8. geala
    geala
    • premium
    • 15 kudos
    The monster spells introduced in mid 2018, what monsters can you summon with it? A Daedroth or such? Or totally new creatures?
    1. mordune
      mordune
      • premium
      • 13 kudos
      Basic monsters found in the game are summoned under your control, there is randomness, with stronger monsters being rarer.
  9. Nickesponja
    Nickesponja
    • premium
    • 114 kudos
    Why is there a <br> in a lot of perks descriptions?
  10. Nickesponja
    Nickesponja
    • premium
    • 114 kudos
    Can I use this with spell research? Will there be any problems?
  11. paradcx
    paradcx
    • member
    • 0 kudos
    Am I missing something or does the changed empower perk no longer allow you to empower the knock spells? Also is drain essence supposed to be a novice spell that you get from the adept (60?) perk.
  12. SleepingBeard
    SleepingBeard
    • member
    • 2 kudos
    Really cool mod, it adds interesting mechanics. But the Frost and Storm Atronachs spells do not trigger the stabilization, nor the upkeep after the summoning. Fire Atronach spell works, just not the other two. Checked in MO and TES5Eedit, nothing is overriding the mod, any clue what might cause that ?
  13. Taedus
    Taedus
    • supporter
    • 10 kudos
    Frost Atronachs are just standing still now when summoned. Could it be related to this mod?

    Edit: Never mind. Found out later it was animation related.
OSZAR »