[submod] Sorcery Mod --- (DEV, NEW INFO)

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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Widowmaker94 » Fri May 27, 2016 03:37

This idea is amazing.

I love it.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Payuset » Fri May 27, 2016 03:57

Samaptrick wrote:Do you have any intention of adding Rhoynish Water Magic for Dornish/Rhoynish people?


pietkro will do however he wants, but you do realize that in keeping with vanilla, it would be tied to religion, not culture? so it would be mother rhoyne religion, and not rhoynar/ dornish culture.

except for that detail i do agree that water magic would be cool.

suggestions for water magic:
protection to fire - cancels part of wildfire /dragonfire.
flood - kill all troops on a coastal province friend and foe alike, and all characters, but with a chance of survival they swim to safety/ get rescued / whatever explanation you can come up with.
great flood - ruinize a coastal province, killing everything and everyone on it.
curse - (which in my oppinion every kind of magic should be able to do so, just with diferent flavor) greyscale on a province level or personal level.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Sat May 28, 2016 01:17

I will start with magic that is well described in lore so:

Dragonlore/Valyrian:
  • dragon binding
  • dragonglass candle usage

Pyromancy
  • usage of wildifire in safer way
  • firestorms when mastered

Blood Magic
It seems every magic is bloody magic.
  • Immortality spell
  • Stillborn curse - plotlike spell
  • Blood Pact - makes your whole bloodline tied to magic (like starks or targaryens).

Shadowbinders
  • Shadow Assassin

Thanks for the water magic ideas.
I'll certainly look into it.
In the meantime I have no idea where to put following spell:

- Favourable winds used by mellisandre on stannis fleet and Moqqoro (both required bloody sacfirifce).
Last edited by pietrko on Sat May 28, 2016 11:11, edited 1 time in total.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Payuset » Sat May 28, 2016 04:40

Shouldnt shadow assassins be tied to shadowbinder magic?

and about the favourable winds, could be a generic spell that with luck or time anyone (any mage) can get, again could have diferent flavours for diferent schools of magic this time in how they are sacrificed.
And about the sacrifices, as far as i know any suficiently powerful spell requires a sacrifice, be it someones health (that of stannis for the shadow assassins) or a life (rhaego's for drogo's)
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Sat May 28, 2016 14:09

Tons of new icons ready:
I think I'm getting better at this. Anyone painting event pics??
Image
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Swagger » Sat May 28, 2016 16:44

i might be able to help you with event pictures, what would you require?
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Sun May 29, 2016 12:25

For starters there are two events picture needed:
1) For casting ritual of blood - blood magic ritual that makes your whole bloodline - you kill yourself in the process - somewheat prometean: blood, sacrifice, magic, seal, genealogy tree, dynasty, pact,
2) For casting eternal youth ritual - keeps you young and immortal; keywords: blood, immortality, youth, dark magic


Do you paint them yourself? I do :
http://razjiel44.deviantart.com/
Some pictures are for ck2 events.
Last edited by pietrko on Sun May 29, 2016 14:30, edited 1 time in total.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Etel » Sun May 29, 2016 13:26

Is this working atm? Is there a difference between the .zip and the .tar.gz?

Sounds very interesting! :)
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Sun May 29, 2016 13:47

Nope mod isn't working now its being reworked. I'll delete the first page
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Samaptrick » Mon May 30, 2016 19:25

If you do decide to add Rhoynar magic to the mod, it probably shouldn't involve blood magic. As far as I can tell, the lore says that the Rhoynar was pretty much the opposite of the Valyrian magic. Anyway, if you need help with anything that isn't gfx, let me know. I'd be glad to help out.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Tue May 31, 2016 13:14

There's plenty of job to be done - but boring one mostly. And for starters it certainly won't involve water magic.
How is your:
- modding skill
- english
- lore skill (you for sure know something about Rhoynar stuff).
?
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Kironos » Tue Jun 07, 2016 02:19

Love those ideas, cant wait for the submod to come out!

Are there plans of adding some stuff from the latest WoW chapter, and the... things that Euron does in it? I would love to get his suit of armour :D
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by BillNyetheRussianSpy » Wed Jun 08, 2016 23:56

Cool and where is the shawdow baby spell D:
Also didn't the Starks and Blackwoods have warg magic in their bloodlines?
And where is the download link?
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by EDAP » Thu Jun 09, 2016 09:57

BillNyetheRussianSpy wrote:Cool and where is the shawdow baby spell D:
Also didn't the Starks and Blackwoods have warg magic in their bloodlines?
And where is the download link?


Its currently in (re)development. So no download links.
Here is a link to my personal list of FAQs. Please check there to see if it answers you question. This is still largely up to date, and I will try and remember to update it when I find the time.
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Sun Jun 12, 2016 14:22

Good news, I finally have new laptop I can develop mod without obstructions (I had to use westors only... since low specs..)
Didn't read the new WoW chapter... if there's magic there i will for sure.
Shadow baby spell is already in vanilla - if I would introduce it - then it will be somehow integrated with it.

Edit: I can't find this new WoW exceprt about Euron - what were you talking about?
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by blueman » Sun Jun 12, 2016 18:46

I don't think he released the new chapter written but he read it at a convention.

Someone has transcribed it here, The Forsaken
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by Ishkabeebee » Mon Jun 13, 2016 18:53

If you need any help writing event flavor text, etc. I would be glad to help!
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Wed Jun 15, 2016 15:49

Generic blood magic event image - painted by hand (mine).
If anyone can do this better without violating copyrights plz contanct me.
Image
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by blueman » Wed Jun 15, 2016 15:54

Really looking forward to this submod.

I wonder, how will the offense/attack-spells be? It would be awsome if the most powerful wizards could fight dragons/dragon riders. Like the dragon rider vs. dragon rider event chain, if a wizard could take down a dragon rider(in that chain) that would be so cool

Nice looking pic you painted btw :)
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Re: [submod] Sorcery Mod --- (IN DEV NEW SPELLS)

PostPosted by pietrko » Wed Jun 15, 2016 16:32

blueman wrote:Really looking forward to this submod.

I wonder, how will the offense/attack-spells be? It would be awsome if the most powerful wizards could fight dragons/dragon riders. Like the dragon rider vs. dragon rider event chain, if a wizard could take down a dragon rider(in that chain) that would be so cool


Magic is very well balanced in GRRM world. Most of the times it is used in subtle way - its a rock that causes an avalanche (killing king rather than all of his men). On the other hand some really powerfull "area of effect spells" has been through history. It seems however there is an interplay between physical things and magic i.e you need river to cause a flood, a wildifre to produce massive firestorm etc.

I would rather see dragon binding spell instead of spell that brings up the meteor storm.

However there are examples: great fires that consumed Summerhall, destroying Westoros-Essos land passage by Children of the Forest and Rhoynar mages floods.

Such kind of magic is more uncontrolable however - it isn't well suited for typical battle unless carefully planned before...

And this is exactly what I would like to represent giving offensive spells.
I've following ideas:
Pyromancy
Magic would allow you to use wildifire more effectivly not only in sieges but to combat armies too.
Maybe even prepare fireball-like things like children of the forest used in the show.

Blood magic
Indirect offensive spell of "last resort" here. A slow - province wide extinction - land is cursed animals die etc (basically you make new asshai).

Anyway if you came up with something write.
Last edited by pietrko on Wed Jun 15, 2016 20:19, edited 1 time in total.
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