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Raldavar

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Raldavar

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About this mod

Adds new lore friendly, balanced spells to the game.

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This mod aims to close the gap between the apprentice to expert level and endgame type spells, particularly the destruction tree. The way spells are designed when compared to weapons in skyrim is balanced. They have more base power and deal more damage while requiring very little investment early to mid game. This mod's purpose is to continue spell lines as to make using magic viable in mid to end game.

Spells come as low maintenance, high powered nukes early in the game. They cannot and should not deal equivalent or greater damage than weapons that require massive investments in perks involving multiple trees, enchanted equipment to further these trees. What this boils down to is that spells in skyrim require little investment other than a few perk points to utilize.

Master level spells are located inside of the safe in the Archmage quarters in Winterhood. All other spells are sold by Urag gro-Shub in the Arcanaeum. All spells are self explanatory. The mod also adds a third rank to the augment perks under the destruction tree, slightly buffs the recovery perks in the restoration tree, and makes some alterations to the vanilla master destruction spells as to make them viable.

The list of spells added are:

Alteration - Nirnflesh (Apprentice Magic resistence), Aedra Skin (Master evel magic version of dragonhide), Refresh (Invest magicka for magick over time effect).

Restoration - Mend Flesh (Adept Heal over time), Group Heal (Adept grand heal) NEW* Battle Ready (Weapon damage and slight health regen buff), NEW* Focus Magicka (Multi-school magicka reduction and slight magick regen buff).

Destruction - Flame Toss, Ice Burst, Lightning Strike (Adept spells bridging apprentice to expert level single target destruction spells).

Fire Blast, Ice Wave, Chain Lightning (Zero charge time master level destruction spells meant for single targets Just press left and right in a rhythm without holding the button down).

Area of effect spells already exist in Skyrim. They are horribly magicka inefficient on single targets, which is why these destruction spells were made.

These spells aren't flashy or complicated. They are meant to get the job done.

Update 1.3 - Added two new spell books to Urag gro-Shub's selection. Rebalanced certain spells like refresh and mend flesh.
Update 1.2 - Removed Apachi.esm dependency. I apologize for this screw up.
Update 1.1 - Fix a minor problem with the spell group heal not healing allies as intended.