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Hikarai

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Hikarai

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This mod is designed to completely overhaul the Restoration school of magic, making pure-restoration mage a viable 'class'. The majority of spells included directly damage health, as if corrupted versions of spells aimed at directly increasing health.

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Permissions and credits
For those who wish to continue using their perk overhaul mods, see footnote.

This mod is an overhauled version of another mod of mine, Spells of the Dark Cleric. It adds a series of restoration spells to Skyrim to make a pure Restoration mage a viable 'class', without needing to use other schools to do damage. This mod does require dawnguard, since at later points it will interact with both Vampire and Dawnguard spells. 

Don't forget to rate this mod. Every rate contributes to boosting my ego by giving me a sense of satisfaction for my work. 

Also, if anyone can suggest any name improvements for the spells, that'd be great. Dark Healing just sounds stupid. 

All spell tomes are available in Belethor's shop in Whiterun, but will be spread out in the same kind of distribution as other restoration tomes later on, with a quest for the master spell. 

Spells: 

-> Indicates spells that aren't duplications of pre-existing spells. 

+> indicates something I will be adding in the future. 

Dark Healing: 8 irreducable damage per second. Think flames. 

Dark Bolt: 25 irreducable damage. think Firebolt. 

Blood Flare: 40 irreducable damage in 15 foot radius. Think Fireball. 

Phantom Aura: 8 irreducable damage per second in a radius centered on the caster. Think Fire Cloak. 

Life Rend: 90 irreducable damage. Think Incinerate. 

Maelstrom: A massive amount of irreducable damage in an AOE centered on the caster. Think Fire Storm. 

-> Pulse Mortar: 60 irreducable damage in a 25 foot radius. Staggers those it hits. Projectile is affected by gravity. Very good for assaulting bandit fortresses. 

-> Desperate Sacrifice: A power granted by obtaining a perk on the altered restoration tree. Can be used once per day. At the cost of 250 health, the caster gains 300 max magicka and 200% magicka regeneration rate, as well as +40% spell damage, for 60 seconds. This has been tested in a vareity of situations and so far it's been a fair trade off. 

-> Dominate: Paralyzes the target for 30 seconds, and if they die within 15 seconds, will fill a soul gem. If anyone knows how to apply a damage-over-time effect like poison, please contact me. 

-> Suppression Aura: A Cloak Spell. For 60 seconds, all creatures within range take damage to their Magic Resist value. This damage is slightly exponential, so the longer something is exposed to it, the amount of Magic Resist they lose each second will increase. This value can and will fall into the negative values, which will not only not reduce incoming spell damage but actually increase it. 

+> Absolute Domination: Applies Dominate to every target within a certain radius. Master spell. 

+> Purge: Removes all magical effects from the target, including those granted by item enchantments and by potions. Not sure how to code this one yet, so anyone who knows should get in contact. 

+> Blood Supression: Target loses <MAG> max health, magicka and stamina, and their health, magicka and stamina regeneration rates become zero for <DUR> seconds. Targets hit are slowed for the duration of the effect. 

+> Eclipse: All targets within an area are silenced (cannot cast spells), and have their combat skills reduced by 20. (applies to one handed, two handed and archery.) 

+> Blood Mark: Places a "mark" upon the target. The effect of a basic mark is dependent upon certain perks and items that may be added at various times. 

+> (name pending): "Activates" placed marks, dealing a certain amount of damage to every marked target within a certain area. Since Mark would have no max range and would not be a hostile spell, Mark and (name pending) could be applied very effectively by a stealth-oriented character. 

Perks: 

-> Dark Arts: Increases damage done by restoration spells by 20/40/60%. 

-> Ritual Markings: Increases duration of curses by 20/40/60 seconds. 

-> Desperate Sacrifice: Player gains the Desperate Sacrifice Power. 

-> Aetherial Reward: Doubles the strength of healing spells cast by the player. 

-> Vampire's Blessing: Dark healing spells now restore the health of the caster by half the damage done by the spell. 

-> Light of Destruction: Suppression Aura now also functions as a kind of Flame Cloak, dealing 8 damage each second, which will naturally be increased by the normal function of the spell. 

+> Forbidden Rites: If the player's magicka reaches zero, the player can continue to cast spells by spending health instead of magicka. Essentially, the player's health bar becomes an extension of their magicka bar. 

Items and Other: 

+> Black Priest's Amulet: Aspects vary 

+> Black Priest's Altar: Allows the player to select the aspects of the Black Priest's Amulet by sacrificing various things to it. 

+> Black Cathedral: A dungeon involved in the quest for the Master Spell and for the Black Priest's Amulet. 

Any ideas for spells are appreciated, though some things are very difficult to do.

Anyone should feel free to make me a video too! There's only so much that can be shown with pictures and words. I'd do it myself, but my skyrim is so heavily modded it'd be impossible to tell what actually belonged to this mod.

Footnote:
For users of SPERG, simply download the SPERG specific patch file and place it in your Data folder. Provided it loads after the main file and any SPERG files, the patch will work just fine and my perks will be integrated into the SPERG perk tree. Do not open this .esp in Creation Kit or you risk breaking it and having to download it again, since it exploits a glitch in order to work. Don't worry, this is a CK glitch, not a Skyrim glitch. It won't break your save.

For users of overhaul mods that aren't SPERG, you'll need the second file that isn't SPERG specific. In order for this to work, your perk tree overhaul must load after any of my files. My perks will then be gained through the use of spell tomes found in an inconspicuous barrel in the Riverwood general store, instead of through the perk tree. These will not consume perk points. I cannot guarantee this will actually work, but if it doesn't, the barrel is set to respawn so simply wait 24 hours to gain all the tomes again. You may need certain pre-requisite perks before they will work, but these pre-requisites are the base novice/apprentice/adept etc perks, so shouldn't be edited much by any overhaul mods.