-Fairy Fire (Illusion)
Duration: 10 seconds on People, 15 seconds on non-people
This spell creates, when cast upon an object that can recieve it (most activators, containers, doors, people) harmless fire encompassing the object. If its cast upon a person, and the caster's skill in illusion is greater than their skill in illusion and their willpower, the person, when they notice the fire, shall run around in terror, positive that they are on fire.
-Summon Flaming Longsword (Conjuration)
Duration: 15 seconds
This spell calls a longsword to the caster. Every strike will release an explosion of fire energy and set fire to what it touches.
-Lift Other (Alteration)
Duration: N\A
This spell grabs the target and tosses them high in the air. Causes damage on fall. Less of a height inside.
-Drag Other (Alteration)
Duration: N\A
This spell drags the target to the feet of the player, and knocks them down.
-Warp [BAMF!](Alteration)
Duration: 5
This spell causes the caster to move very quickly, nightcrawler style.
-Weakness to Sun Damage (Destruction)
Duration: 10
This spell causes the target to recieve damage from the sun
Very cool. I especially like the fairy fire spell. Got any other ideas you're throwing around?
I just made a whirlwind spell. It tosses the enemies in the air and leaves them there spinning for several seconds.
The whirlwind spell, does it use ragdoll effects? Also, the warp spell - you said it moves you Nightcrawler style. I was thinking that the death effect on the Mythic Dawn guards, the one where their armor disappears into a portal or a flash of some sort - that would be the perfect sort of thing to disappear in when casting warp. Do you think there would be any way to apply that effect to the player on using the warp spell?
PMS Effectname!
The whirlwind is a simple setpos z (above their current position) and a rotate.
The la-*test*-('") spell descriptions and pictures can be found on the official forums:
Link I noticed something that might be a problem in your script, depending upon whether or not a certain glitch was fixed in Morrowind. The line where you remove the arrows from the player's inventory explicitly states that 15 arrows should be removed. Of course you can expect the player to have used a few if not all of those arrows. I recall that in Morrowind, the RemoveItem function would actually affect the player even if you had no such item in your inventory - that is to say the weight would be permanently removed from the player. So if those arrows weigh 0.2 units each and you have only 14 in your inventory when the effect finishes, you get a credit of 0.2 points. It might be worth looking into - I'm not sure whether the devs would have fixed that problem or not, but it should be easy enough to fix regardless.
| CODE |
scn boundspell
ref self short done
Begin ScriptEffectStart set self to GetSelf if ( done == 0 ) self.additem flamingarrow 15 self.EquipItem flamingarrow set done to 1 else return endif End
Begin ScriptEffectFinish if ( done == 1 ) self.removeitem flamingarrow 15 set done to 0 endif End |
It doesn't seem to be the case in Oblivion.
Its been released, learn more
here.
Nice

Be honoured, it's the first Mod I've downloaded for Oblivion

P.S.: And I'll check that script he borrowed you later, too. Will be an interesting read.