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Grommhellscream

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Grommhellscream

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About this mod

This mod changes the magic system in Skyrim and tries to balance it and make spells and schools of magic more useful.
The goal is to have fewer spells each of them useful and unique.

Requirements
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Changelogs
-------- Magic Reborn --------

1.Description
2.Content
3.Installation
4.Uninstallation
5.Progress
6.Information for Compatibility

-------- 1.Description ------------------------------------------------------------------------------------------------

This mod changes the magic system in Skyrim and tries to balance it and make spells and schools of magic more useful.
The goal is to have fewer spells each of them useful and unique.

Requirements:

!!!This Mod requires Dawnguard and Dragonborn and the latest Skyrim Patch!!!

This is my first mod for Skyrim so bear with me pls! If you find bugs or want to make a suggestion, pls leave a comment.

-------- 2.Content ---------------------------------------------------------------------------------------------------

All Master Perks require that the player has completed the "Ritual Spell" Quest in their schools.

-------- School of Destruction ----------------------------------------------------------------------------------------

The Art of Destruction specializes in dealing elemental damage to enemies.

Novices can only handle spells that deal constant damage while channeling.
Apprentices learn to handle aimed spells which hit single enemies. The Apprentice can also create elemental runes.
Adepts of Destruction learned to use elemental cloak spells to harm their foes in meele range.
Experts can handle aimed spells which affect multiple enemies.
The ones who master the Art of Destruction are capable of using devastating Ritual Spells.

-------- School of Alteration -----------------------------------------------------------------------------------------

The Art of Alteration specializes in modifying the environment.

Novices are able to summon a hovering light sphere and to create a protective skin.
An Apprentice can sense the Aura of the Dead and the Living. He can also create sticking light spheres.
Adepts can transmute ore and breathe underwater. They are also able to move things with telekintic powers.
An Expert of Alteration can paralyze his enemies and bend time with their magical power to slow down its flow.
Masters of Alteration are capable of using Ritual Spells to paralyze their environment or freeze time for a short moment.

-------- School of Illusion -------------------------------------------------------------------------------------------

THe Art of Illusion is about manipulating the mind of others.

The Novice of the Art of Illusion can magicaly influence merchants. Novices are also able to silence their footsteps and
see way to their next target very clearly.
The Apprentice can modify the mood of others to be angry, afraid or peaceful.
Adepts increase the strength of these spells even further and can make themselfs invisible while concentrating.
Expert can become invisible and are able to fear, calm or enrage multiple enemies with a single spell.
The ones who master the Art of Illusion can use the Ritual Spells to create Mayhem, Hysteria or Harmony around themselfs.

-------- School of Restoration ----------------------------------------------------------------------------------------

The School of Restoration specializes in Healing and Fighting the undead.

The Novice of Restoration can concentrate a spell to heal himself and create a magical ward to block incoming spells.
The Apprentice can heal himself whith one cast and channel a spell to heal others. Apprentices can also damage or turn
away the undead.
Adepts can heal others and create a cloak of light against the undead.
Experts can damage multiple undeads in an area with one spell. They can also create a Ring of Protection which hinders
undead on entering.
Masters of Restoration can cleanse their sourroundings and create a healing circle. They can also heal up completely.

-------- School of Conjuration ----------------------------------------------------------------------------------------

The School of Conjuration specializes in summoning of deadric entities and reanimating the dead.

The Novice of Conjuration can summon a bound dagger or an familiar to fight his foes. Novices are also able to reanimate
dead bodies.
The Apprentice of Conjuration can summon a bound sword and raise a flame atronach.
Adepts can use a bound battleaxe or bow. The can also summon a frost atronach.
Experts can conjure a storm atronach and command or banish daedra.
The ones who master Conjuration can summon a deadly dremora lord to fight for them. Also all of their atronachs turn into
more powerful atronach thralls.

-------- 3.Installation ------------------------------------------------------------------------------------------------

1. Using NMM: just download with the manager and activate the mod. (recommended)

2. Without NMM: download the mod and extract the .esp file into /data and the scripts-folder into /data/scripts.
If some scripts are already there make a backup before overwriting them.

-------- 4.Uninstallation ----------------------------------------------------------------------------------------------
1. if installed with NMM: just deactivate the mod

2. Without NMM:
in /data delete
MagicReborn.esp
in /data/scripts delete
QF_MGRitual01_000A4E82.pex
QF_MGRitual02_000B3233.pex
QF_MGRitual03_00099F27.pex
QF_MGRitual04_000CD987.pex
QF_MGRitual05_000D0755.pex
in /data/scripts/source delete
QF_MGRitual01_000A4E82.psc and restore backup
QF_MGRitual02_000B3233.psc and restore backup
QF_MGRitual03_00099F27.psc and restore backup
QF_MGRitual04_000CD987.psc and restore backup
QF_MGRitual05_000D0755.psc and restore backup

-------- 5.Progress ----------------------------------------------------------------------------------------------------

Illusion:95% complete,to do: Balancing
Alteration: 85% complete,to do: Balancing,Dragonborn
Conjuration: 85% complete, to do: Balancing,Dragonborn
Restoration: 90% complete,to do: Balancing
Destruction: 90% complete,to do: Balancing

Scrolls:00% complete,to do: start work
Staves:00% complete,to do: start work

-------- 6.Information for Compatibility -------------------------------------------------------------------------------

This mod is not compatible with other mods that change the magic system or spells.
It should be compatible with mods that change actors.
The Mod is already cleaned with TES5Edit and is compatible with the latest Unofficial Patches! (09.02.14)

for modders:

In the CK all new created spells, effects, perks, ... are named "000MRName"
This mod modifies levelditemlists to have the spells appear in game.
This mod modifies the scripts for the "Ritual Spell Quests"