Enderal SSE - KataPUMB Spell Pack

Enderal SSE - KataPUMB Spell Pack

Jun 15, 2021

Hi my dear members,

I hope some day someone will read this lines, but man, for the time being this is a good way to organize my moding work.

So I've begun to work on the new Enderal Spell pack, since my old spell pack got lost along with my old setup I'd rather redo most of the spells and add new ones I like.

So far I've developed up to 40 new spell archetypes for a grand total of 168 spells which are integrated within Enderal leveled lists. The new archetypes are the following:

Elementalism

Electrosphere: Leveled from I to VI, is a slowing charged ball which damages foes in a 15ft area, somewhat similar on how a fireball works but with shock damage.
Fire Nova: Leveled from I to IV, a fiery explosion centered on the target, has a 10% chance to deal extra damage.
Frost Nova: Leveled from I to IV, a chilling explosion centered on the target, has a 10% chance to freeze targets.
Shock Nova: Leveled from I to IV, an electrical explosion centered on the target, has a 10% chance to deal DOT damage for 10s.
Bombardment: Leveled from I to III, a stream of fireballs that do damage per second.
Icicle Storm: Leveled from I to III, a stream of piercing icicles that do damage per second.

Electrostorm: Leveled from I to III, a stream of electrospheres that do damage per second.

Entropy

Curse: Leveled from I to VI, reduce target's magic resistance by 15% to 50% and armor by 40 to 300 points.
Death Beam: Leveled from I to VI, a concentrated beam of dark might that does entropy damage without damaging you (half the magnitude of Death breath and such but has way more range).
Entropic Mantle: Leveled from I to III, nearby summoned minions gain extra health and extra attack damage.

Ritual of the Damned: On cast, permanently loose 50 points of Health and Stamina so you can have 1 extra summoned minion. Cast again to deactivate.

Soul Cloak: Leveled from I to II, nearby hostile targets fill a soulgem on death.
Summon Lost One: Leveled from I to VI, summon a lost one to aid you in battle, each level is a different summon:

  • I: warrior lvl 9, simple summon with a sword and a shield.

  • II: archer lvl 12, uses a bow.

  • III: mage lvl 18, uses a sword and firebolts.

  • IV: lord lvl 26, uses a big two handed frost greatsword.

  • V: Lich lvl 38, has divine shield and it's own summons.

  • VI: Grotesque lvl 44, acts like a giant, he's a pool of health that can tank most enemies and bosses.

Summon Spirit: Leveled form I to IX, summon a spirit to aid you in battle, each level is a different summon:

  • I: Horse lvl 1, you can ride this horse.

  • II: Spider lvl 8, acts like a normal spider.

  • III: Pus Beetle lvl 12, good tank.

  • IV: Leopard lvl 16, good dps.

  • V: Lion lvl 20.

  • VI: Troll lvl 30, good tank which regenerates health.

  • VII: Vatyr lvl 35, good dps.

  • VIII: Mammoth lvl 40, good to tank.

  • IX: Spirit Colossus lvl 46.

Light Magic

Holy Ball: Leveled from I to VI, a holy sun burst that deals fire damage to foes and deal extra damage to Lost Ones.

Holy Ray: Leveled from I to VI, a holy beam that deals fire damage to foes and deal extra damage to Lost Ones.

Holy Cross: Leveled from I to VI, fire a holy cross which deals fire damage to foes on its path and deals extra damage to Lost Ones.

Holy Aura: Surround yourself in holy fire, opponents in melee range take fire damage, deals extra damage to lost ones.

Aegis: Leveled from I to IV, block the next incoming attack, the higher the rank the more blocks in a single cast.

Holy Smite: Leveled from I to IV, a holy fire explosion centered on the target which deals fire damage to foes and deals extra damage to lost ones.

Mentalism

Blink: Leveled form I to V, teleport to aimed location. The higher the level the further distance you can teleport.

Aquamarine Body: Leveled from I to V, increase your armor rating and reduces effectiveness of piercing weapons form 20% up to 100% (Piercing weapons are: bows and daggers).

Beryl Body: Leveled from I to V, increase your armor rating and reduces effectiveness of blundegoing weapons form 20% up to 100% (Blundegoing weapons are: maces and warhammers).

Heliodor Body: Leveled from I to V, increase your armor rating and reduces effectiveness of slashing weapons form 20% up to 100% (Slashing weapons are: swords, greatswords, axes and greataxes).

Maximize Magic: Leveled from I to VI, unchain your maximum potential. All spells are from 2% to 20% stronger but you loose a fixed amount of maximum mana.

Elemental Shield Fire: Leveled from I to VI, increase your fire resistance from 10% up to 100%.

Elemental Shield Frost: Leveled from I to VI, increase your frost resistance from 10% up to 100%.

Elemental Shield Shock: Leveled from I to VI, increase your shock resistance from 10% up to 100%.

Lightborn Recital: Leveled from I to III, store from 1 up to 3 spells equipped in your left hand, each time you enter in combat the spells will be casted. Each level enables you to store up to 1 extra spell. Empty your hand to reset the recital.

Petrify: leveled from I to IV, Petrify a target with level 5 up to 15 or lower. The target is instantaneity killed but can't be looted. The highest tier of the spell let's you petrify any target with less level than you.

Quick March: Leveled from I to IV, Increase your movement speed from 5% up to 50% for 60 seconds.

Recital of Mana: Recharge your staff equipped in your right hand but you loose 50 points of maximum mana for 60 seconds.

Ondusi's Key: leveled from I to III, lets you open target container up to Expert lock level.

Dimensional Pocket: Grants access to an infinite dimensional pocket in which you can store items

Psionics

Mind Wrack: Leveled from I to VI, shatter the mind of the target dealing raw magic damage. Mesmerized targets receive double damage.

Diversion: Leveled from I to V, stagger and confound the target with violent images in it's head making him unable to cast any spell.

Phase Retreat: Leveled from I to III, summon an illusion and warp yourself in a psionic veil which makes you invisible.

Inspiring Aura: Leveled from I to III, irradiate a heroic aura, allies won't flee, get extra health and deal extra damage.

Chaotic Aura: Leveled from I to III, irradiate a chaotic aura, creatures and people arround you will attack anyone nearby.

Death Mantle: Leveled from I to III, irradiate a fatal aura becoming the very aspect of death for your enemies, creatures and people around you will flee.

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