Last updated at 1:57, 1 Oct 2014 Uploaded at 0:37, 11 Jan 2012
This mod is the largest and most comprehensive spell mod available for the Elder Scrolls V: Skyrim. Currently it adds around 320 (yes, you read that right) new spells to the game. These include the following new spell archetypes: Phoenix, Glacial, Static, Holy, Phantom, Terra, Acidic, Gale, Blood, Bomb, Oceanic, Teleportation, Spirit, Elemental, Familiar, Summoning, Skeletal, Rune, Enchantment, and many others. Also included are spells based off of popular franchises such as Harry Potter and Naruto. (With lore-friendly names) This is a massive sandbox collection of balanced spells that I strongly encourage you to download and try out.
To install this mod download the zip file and extract its contents. Select the esp file, sound folder, and script folder. Copy and paste them into your Skyrim/Data directory. If you are asked to overwrite anything select the option “yes to all”. Use the Nexus Mod Manager to enable this mod for usage in-game.
The newest version of this mod requires Dawnguard and Dragonborn. The mod SkyUI is also recommended for configuration options.
If you want a version of this mod with no perks use the no perks esp. Only enable one esp when installing this mod. If you have a mod that changes perks simply load it after this mod for them to work together.
FINDING THE SPELLS
To obtain the spells contained in this mod go to one of the following locations: Dragonsreach (Whiterun), Blue Palace (Solitude), Mistveil Keep (Riften), Palace of the Kings (Windhelm), Understone Keep (Markarth), or the Arcaneum (College of Winterhold) and buy them from the Phenderix Ambassador. You will not be able to buy some of the spells depending on what your appropriate skill levels are. Level them up to buy new spells.
If you would like to cheat and obtain all of the spells regardless of what level your abilities are then simply steal all of the spell tomes from a chest that resides in each city somewhere near where the Phenderix Ambassador is. All tomes should be in the chest.
For more info regarding spells please check out the spell list below. All spells are cast like normal and have various effects.
PERKS AND RELATED CHANGES
Phenderix Empowerment Perks – Makes spells added by this mod do more damage.
Lingering Acid Perks – Make acidic spells do damage for a longer period of time.
Efficient Destroyer Perks – Allows you to cast destroyer spells for less magicka.
Purer Blood Perks – Blood spells cost less magicka to cast.
Sustain Gate Release – Gate release spells last for a longer period of time.
Twin souls perk changed to Triple souls to allow for 3 summons at the same time.
The rune master perk has been changed to allow for even further placement of runes.
If you have a mod that changes perks load it after this mod to ensure that mod works properly.
If you do not want perks added by this mod use the no perks version.
6.20 – MCM Beginnings - Requires Dragonborn, Dawnguard, Optional: SKYUI
New configuration options using mod configuration menu (MCM) if you use the mod SkyUI.
Can now, using the MCM menu:
Disable or Enable notifications in relation to effect start and end times
Disable or Enable notifications regarding familiar death
Conjure familiar dwarven ballista was removed due to reported errors.
6.10 – Sound Improvement - Requires Dragonborn, Dawnguard
Around 500 edits to sounds associated with spells added by this mod.
Added new room to Prime Evil Lair. Can now challenge the Lord of Shadows.
(This was a boss fight in a update about a year ago that I removed)
Defeat him and you obtain the ultimate spell Blaze of Wrath.
6.00 – Dragonborn Power - Requires Dragonborn, Dawnguard
Added 22 new spells.
Familiars: Ash Hopper, Ash Immolator, Jumping Spider Frost/Fire/Shock, Spider Queen, Lurker, Serpentine Dragon (Fire/Frost), Riekling Chief/Warrior/Ranger, Bristleback, Netch, Burnt Spriggan, Dwarven Ballista
Host: Jumping Spider Host, Riekling Host
Various New Spells: Phoenix Slasher, Holy Devotion, Phantom Grasp, Blood Eradication
Summon Phenderix Ambassador/Guard moved to adept conjuration. (50)
Both NPCs are nerfed. Can now barter with ambassador when you summon him.
Many summons added to familiar archetype. (Some spell renamings, duration/cost changes)
Host spells cost and cast time in general decreased. Replicator moved to manipulate archetype.
Many other small changes to a few spells. Spell menu image fixes. Description changes and improvements.
5.30 – Improvements All Around - Requires Dawnguard
This mod should work much better with AI mods that give spells to NPCs.
Killing curse and black fire work properly now. Killing curse now works via script. Black fire now 60 seconds.
Familiar Script Improvement. Should no longer notify you of summon that dies that is not yours.
Can now view familiar level in the stats box accessed by pressing (E)
Divine Healing Blast and Holy Shining Light properly moved to Restoration spell category.
Prime Evil cloak now properly does damage and is bigger in scale. (slightly buffed)
Spectral Arrow cost decreased. Oceanic Barrage projectile speed decreased.
Couple new loading screens and small edits to existing ones.
Cleaned mod further. No more worldspace edits and no changes to AVDetectLife.
5.20 – The 3000 Update - Requires Dawnguard
New Prime Evil spell, most powerful spell that has ever existed in Tamriel.
Use teleport Prime Evil spell that you get from chest or vendor to challenge the creature to get the summon.
New levels to many of the perks added by this mod.
Dawnguard familiar multiple summons fixed.
Hopefully fixed issues with black fire and killing curse being used by NPCs due to AI mods, let me know guys.
Description improvements. Spell tome cost reductions
No perk edition should have working lock/unlock spells now.
5.10 – Resurgance - Requires Dawnguard
Added 14 new Spells!
Teleport Vertical, Featherfall, Lock, Unlock, Growth, Growth Self, Shrink, Shrink Self, Reset Scale, Reset Scale Self, Conjure Vale Sabrecat, Lake Dragon, Reaper, Holy Shining Light
Glacial spell fixes and improvements. Can now ride conjured horses.
All spells added by this mod are now in a archetype. Spell cost and tome cost reductions.
5.00 – Renewal - Requires Dawnguard
Addition of 8 new summon spells!
Vampire Lord, Armored Frost Troll, Chaurus Hunter, Dire Deathhound, Frozen Chaurus, Gargoyle Brute, Husky, Glowing Deer
Addition of 3 new Divine Master level spells!
Divine – Replicator allows for replication of NPCs
Divine – Sunray holy attack, immense damage
Divine – Healing Blast complete stat healing on target
Many summon spells got significant cost reductions.
Fortify spells revamped. Cast time decreased. Magicka Cost decreased.
4.20 – Last Version that doesn’t require DLC.
Cleans lots of edits in the mod that were not necessary.
Mod should run better and have increased performance.
Vendor support added once again.
Chevenga for help creating a better text readme! Thank you!
Fg109 for various help creating scripts. Thank you so much!
Jay33721 for amazing voice acting work for the Manantis Ambassador!
mcw11 at Bethesda Forums for vendor tome information.
SkyEdit to create esp files before the construction kit came out.
Bethesda Softworks for creating the wonderful game that is Skyrim!
And lastly all of you that leave your thoughts in the comments! Thank you for your support and continued suggestions, you have truly helped shape this mod and I hope you like where it is going. Keep it up!
Phenderix Magic Transcended a magic system with many new spells, elemental bending, and a new resource system.
Phenderix Tool - Energy Consumption: allows conversion of stamina and/or health to magicka.
Phenderix Tool - Edit Weapon: allows the user to edit weapon values and enchantments.
Phenderix Tool - Spell Edit: allows the user to edit spell values and durations.
Phenderix Tool - Teleports: allows the user to teleport to many locations.
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