Oblivion spell extension mod. Unpack files to data directory Contains unused assets for future versions. Please, read description on the mod page. Here is only the addition to the info on the mod page. I don't want to repeat it many times. Possion bugs : 1. The mod is still in development, but it is not super heavily scripted and you can freely play, but you need a new character. 2. Poison spells will be update in future versions, as of now most of them have charm visuals and only one of them is actually poison. 3. Some spells have improper effect descripton, I'm working on it now. I haven't tasted it on vanila max difficulty as add actor values ignores diffculty for magic damage. Though, it allows me to work on the balance itself and some effects ignore difficulty anyways. 4. Again, if some summons seem to just destroy everything while you stay and watch, pls let me know. It want it to be less so, but still leave you a chance to play pure summoner. I also plan to add spells that empower you while the summoned creature is alive. Okay, Spoilers ahead. Don't keep reading if you don't want to spoil your experience. You can use psb command to seed the additions and I added most of them to the game, not all of them. ------------------------------------------------------------------------------- 1. Necosummons are sold by necromancers. You need to wear their robes so they don't attack you. With this you can cosplay necromancers , but with mods like Mannimarco Resurrection it would be nicer. Think of it as 'hidden mechanics'. The service providers are not essential, but respawn, they haave set levels and don't look different from other necromancers. Some of them have rare summons and spells and may summon them. Come there without companions, because they are likely to attack them. All of them provide some services and teach magic up to expert and also don't know the concept of schedule. Locations : 1. Wendelbek - rare summons and blood spells, right in the end - typical necro breton ( necromancers are only high elfs and bretons ) 2. Bloodrun cave - 2 necromancers , one for mages guild spells and another is an alchemist. This dungeon only has one cell and they are both trainers. 3. Fort Cuptor - sells spells of conjuration & provides services 4. For Doublecross - service provider and staff seller. 5. Fort Linchal - a necromancer who sells all usual skeleton/lich/wraith spells from the mod. 6. Dark guardians are sold my Mraaj Dark of the dark brotherhood Necrosummons explained: 1. As far as I now know, if the creature looks like a humanoid, it can summon something. Skeleton mages are the example. Champions level with you. 2. Added 4 levels of skeleton archer. The 5th is leveled and has a powerful drain hp bow and requires a lot of mana. 3. Skeleton master has a staff of Mannimarco, but with disease damage ( 70+ pts ) and weakness to it. HE SUMMONS HIMSELF AND HIS COPIES TOO. Lasts only 25 seconds and requires tonns of mana ( Wendelbek seller ) 4. Two types of liches with unused models - daedric and ayleid. The former summons daedras and has a fire staff (greater), the later summons another lich and has a shock staff. Both leveled. 5. Dread zombie is a master spell. Dread zombie lord is a super master spell that summons a strong version of dread zombie 6. Fast wraith has speed 100, may be imbalanced. 2. Daedric summons are sold by dremore in Arcane University, Spell maker office ( first door on the left in the university ), second floor. This dremora also sells stuff. List of daedric summons : 1. Atronachs masters - have expert spells and all of them are master summons. Calindil has a flame version, Dremora - all others. 2. Scamp magister - a scamp with expert/master spells. Scales with the player, master summon. 3. Dremora mages 4. Chosen clannfear and daedroth - set level and super tanky, clannfear is very fast. If it is imbalanced , let me know. All master levels. 5. Everscamp in the editor - melee scamp, summons himself and levels with the player. Now available for sale - I need to test him properly. 3. Dark brotherhood is kinda enhanced , but beware : 1. Dark guardians have dremora/daedric claymores that DAMAGE attribues. 2. Dark beam spells damage enemies based on the attribue difference between you and the enemy. The darkness effect reduces magical resistance but is resisted by conjuration (percent) - this is the dark mage archtype and I plan to expand it. 3. Most spells are duped to the Murder assassin for the Listener. 4. All of the assasins are essential now, and the breton girl is empowered. I plan to add spells that summon them, so that you don't lose them, but I don't think it's kinda ok. 4. Archmage now has enchanted robes, hood and staff. Mannimarco too. I plan add the inability to wear these if you aren't a dedicated mage yourself. 5. Spells of blood damage your health, but it is a preset damage. I'm working on the script to make it leveled. Most unique spells are obtained from the Wendelbek necromancer. Blood boil kills enemies with low hp based on your willpower and luck. Blood scrourge is a glass cannon spell that damages enemies more , the lower your hp is. The damage is based on your INT + WILLPOWER. Blood collapse - leveled restoration+willpower based damage. Slay living percent is 15, but I plan to make it leveled in the future versions. You can also obtain these spells from falcar( steal his book, drop & activate ), Hassildor (activate book on the table) and the necromancer who wants to become a lich in the DB contract. 6. All of spells of madness are sold by Kiglan in the books of bliss. The robes have a script, but I haven't tasted it yet. The spells are: 1. Lucky shield - gives random shield abilities based on luck, up to 85 value. 2. Charity of madness - 25 resistance to all magic effects, but 6 types and you get each for luck. Fire , frost, shock have equal chance, posion and disease - the highest, magic - the lowest. 3. Bloom of madness - healing spell. 10 points over time - fp , hp , mp ( ordered by luck chance) 4. Blast of madness spells - damage based on luck. Has a knockback chance too. All alteration. 5. Sells all summon elytra spells. All of these spell are luck based, so you can now make luck builds. Have fun :) 7. Sideways cave has a mighty spell to - loot the corpse in the end. 7. Quests : 1. All daedric quests give spell rewards. Haermeus even gives you a unique staff. I plan to add the player to daedric faction if the staff is equipped. Daedric artifacts were empowered to present their status. Daedric spells may be op : 1. Peryite gives a super damage disease+poison spell 2. Boethia - remote absorb spell (area) ( I HAVEN't Tasted them yet, and may be I will replace them with something else in later releases, because modav command is kinda buggy when used on the player - you have a chance to get extra hp or be unable to cure yourself, the absorb spell are unreflectable tough) 3. Molag bal - remote absorption spell 4. Namira - 3 seconds invul for 50 magica (lesser power) 5. Sheogorath - luck based damage & knockback area spell, there is A CHANCE of random damage. 6. Azura - dispell 250pts + 50 shock damge spell 7. Meridia - 100% spell reflection for 5 seconds spell. Cheap. I plan to nerf it to 3, but it would be too hard to use. 8. Clavicus & Sanguine - command greater powers, Sanguine's bend will is a range on touch spell. Clavicus spell can subjugate a human for one day ( don't do it with quest npcs ,it is gamebreaking) but you pay gold for that. I plan to extend interaction with Clavicus so that you can sell junk to him for more gold. 9. Mephala - command humanoid + invis for 100 magicka 10. Malacatch -5000 drain fp touch with range spell 11. Nocturnal - command anything for 3 seconds + invisibility 25 seconds. Allows to escape in dungeons. 12. Vaermina - restore hp,fp,mp +50 for 5 seconds, but silenced and weak to damage for 10 seconds. I plan to make it more useful. 13. Hircine - command creature for a day greater power. 14. Haermeus mora - adds staff , that grants an ability and has a decent enchantment. 15. Through the nightmare darkly is kinda worth it. Gives ability, spell and an amulet in the sack. The amulet is a quest item and has a stolen status. Don't know how to change that yet. The amulet has 200 resist damage enchantment and 500 feather + speed boost, but -5000 drain magicka, silence,and damage fatigue, so you it can't be a god mod item. Dreamworld snap - irresistible 5000 drain fatigue + sheogorath's effect once a day for 7 seconds. Ability - +5 spell reflect permanently. 16. When you become the Listener, you get spells with skill based damage ( Dark soul - conjuration, dark hand - dest+sneak, dark light - mysticism), so that it makes sense to complete DB as a mage. Also they are good addition to the dark mage type. 17. Vampires are more powerful now, if you are the vampire you also get a remote absorption spell ( more powerful that that of Molag). Stage 4 vampires have an undead aura. They now fully resist poison as all undead should and have a stage based resist frost. You have these too. I plan to improve vampirism in next releases. 8. Items & misc: 1. Again , if you drain 100 endurance on an npc, he won't care about it at all, so that it is a part of dark mage type playstyle now. Most enchantments were replaced with disase/poison and blood. The later helps enemies kill themselves on low levels ( don't know how to fix that), but not so on high levels. 2. New rings (extremely rare, I need someone to test the chance to find them) 1. Cat ring - -50 str + 150 acro 2. Mysticist - +mysticism effects and skill+ 3. Illusionist - +illusion , personality, speechcraft 4. Conjurer - +mp +int +conj 5. Necromancer's ring - +mp +conj -endurance 6. Forbidden knowledge - -100 endurance +100 int. Can kill you 7. Ring of death - +2 damage health, +50 destruction +200mana +50 willpower 3. Some sigil stones were changed, so that shild ench gives +25, while elemental around 20 if transcendent. 4. increased dispel magnitudes , especially on potions. 5. burden spells pin target in place 6. Increased some skill enchatments, nerfed some rings ( Mundane, 100+ elemental are no so powerful now) 9. Companions: All of them are teleportable essential creatures. 1. Nornal, first - scamp magister - can summon things too, follows you only on lvl20+ and conj,int,wp all = 100 2. Derelict mine - goblin shaman, follows you when you have the helmet on. Buy Kings Helment from Ungarion. You will need to save him , as this mine has an army of goblins. Shaman uses illusion spells. 3. Greed - a skeleton that gives you money every time he hits an enemy. Halcyn conservatory - after Thadon's quest. 4. Elytra with a knockback poison - Durnroot cave, entrance only if you have a control rod from Earil. ( It is a pity that such a difficult quest has no reward in vanilla)