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About this mod

Overhauls all 6 magic perk trees, providing more interesting perk options, better ways to role-play, and a more well-rounded magic progression system. Construct a skeleton army, win favors from your patron Divine, unlock the secrets of Daedric artifacts, fuel your spells with the power of blood, weave shadows and control minds - and so much more.

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Path of Sorcery
Magic Perk Overhaul

Overview:
Walk the Path of Sorcery, and become a true master of the arcane! 

Path of Sorcery is a complete overhaul of Skyrim's magic perk trees: Alteration, Conjuration, Destruction, Enchanting, Illusion, and Restoration. This mod aims to improve the experience of playing a mage by providing more interesting perk options and more ways to role-play, but without turning Skyrim's magic system into something alien.

The vanilla magic perk trees tend to be pretty boring, and lack the depth needed to make progression interesting. Almost every perk is either "do x% more damage" or "spells cost x% less to cast". Your perk choices have no real weight - almost no new functionality can be unlocked, and you can become a master of EVERYTHING, even when it doesn't make sense.

Path of Sorcery fixes everything that is wrong with Skyrim's magic progression system, and adds all sorts of exciting goodies on top of that. There's too much packed into this mod to explain in a short summary, so take a look at the info below to get a sense of all the awesome waiting for you!

Features:
  • Completely overhauls all 6 magic perk trees
  • Improves and expands the magic system, but without turning it into something alien
  • Allows you to specialize in different types of magic, customizing your play style
  • Perk sinks have been replaced with perks that add gameplay and functionality. Passive boosts are less common, and more interesting than a flat increase.
  • Can be installed on top of some of the popular perk overhaul mods, such as PerMa or Ordinator (see Compatibility Notes section)
  • Novice, Apprentice, Adept, Expert, and Master perks have been done away with, and the new perks that take their place will allow spell power and cost to scale dynamically with your skill level. You will find yourself becoming more powerful as your skill level increases. Your level 50 Arch-Mage will be able to throw much more devastating fireballs with less effort than your level 10 apprentice.
  • Many vanilla bugs and annoyances have been fixed (see the "Other Tweaks" section further down the page for details)






Requirements:
  • Dawnguard
  • Dragonborn
**As of version 2.5.3, SKSE is no longer required! Versions before 2.5.3 MUST have SKSE 1.7.3+!

Installing on an existing save:
Although this mod is recommended for a new game, you CAN use Path of Sorcery with an existing character. The first time you load the game with Path of Sorcery installed, your magic perk points will be automatically refunded so that you can re-spec your character.

NOTE: If you want to install this mod on top of another perk overhaul mod, such as Ordinator (compatible mods are listed below), or if you want to switch to this mod from another magic perk mod, you need to start a new game! Otherwise the buffs from mod-added magic perks you selected earlier will still be active in the background, and the refund won't give you back all the perk points you should have. (The ONLY exception to this is if your character hasn't invested any perk points in any of the magic trees)

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Perk Trees

Alteration


  • Student: Alteration (0/50) > All Alteration spells last 0.5/0.75% longer per Alteration level. All Alteration spells consume less magicka per Alteration level. Cost reduction caps at 50/70%.
  • Alteration Dual Casting (20) > Dual casting an Alteration spell overcharges the effects into an even more powerful version.
  • Mind Over Matter (20/45) > Increases the duration of Protection spells like Stoneflesh by 1/2% per your Alteration level.
  • Careful Preparation (25) > Grants the lesser power "Careful Preparation". When used, the next spell you cast will be re-cast at no cost when you enter combat. Cannot be used to store Master-level spells. Lasts for 1 hour.
  • Mage Armor (30/50/70) > If not wearing armor, gain 5/10/15% chance to take no damage from attacks and armor spells are 2/2.5/3x as strong.
  • Synergy (40/70) > While affected by a flesh spell, all spells you cast are 10/20% stronger.
  • Magic Resistance (40/70) > While affected by a flesh spell, your magic resistance is increased by 25/50%.
  • Well Of Endurance (40) > (Toggle) Stamina is drained to keep your magicka pool replenished.
  • Adaptability (45) > Whenever you are hit by a weapon, poison, or spell, you gain 25% resistance to that type of damage for 15 seconds. Resistance type switches the next time you are hit.
  • Intrinsic Knowledge (50) > Choose a magic school. Spells from that school cost 25% less magicka to cast.
  • Blood To Power (60/90) > (Toggle) When active, every spell costs 25/35% less magicka to cast and has 25/35% greater magnitude and duration, but you lose a percentage of your max health on casting. (Novice=2.5/2%, Appren.=5/3.5%, Adept=8/5%, Expert=11.5/7%, Master=15.5/9%)
  • Atronach (60/90) > 60/95% chance to absorb the magicka of any spell that hits you, taking no damage. Base magicka regeneration is reduced by 70/90%
  • Bastion (70) > While affected by a flesh spell, if your health falls below 15% you are protected by an impenetrable shield for 5 seconds. 30 second recharge time.
  • Strength In Reserve (70) > Choose a stat: Magicka , Health, or Stamina. When combat starts, the chosen stat is damaged by 25 points. Afterwards, if you lose more than 90% of that stat while still in combat, the stat is fully restored. Only occurs once per battle.
  • Transmutate (75) > Transform your own flesh, gaining one permanent ability: Water-breathing, night-vision, or feather-falling. *Night-vision adjusts dynamically based on light level and time of day.
  • Spell Eater (80) > Hostile spells restore a small percentage of your maximum health. Stronger spells restore a larger percentage.
  • Midas Touch (90) > Once a day, activate an opponent with less than 50% health to transform them into a pile of gold. The gold pile grows by 10 Septims for each point of health remaining. *The target drops all their items, including quest items, so nothing is lost - only the flesh is transformed*
  • Spell Mastery (100) > The next spell you cast is infused into your very soul, transforming it into a lesser power that can be cast instantly for no magicka. (10 second cooldown between casts).
 


Conjuration


  • Student: Conjuration (0/50) > All Conjuration spells last 0.5/0.75% longer per Conjuration level. All Conjuration spells consume less magicka per Conjuration level. Cost reduction caps at 50/70%.
  • Conjuration Dual Casting (20) > Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
  • Mystic Weapon (20) > Bound weapons do more damage.
  • Acolyte (20) > Bones can be harvested from humanoid corpses while sneaking; the dead can be reanimated 3 times before turning to ash.
  • Bonecraft (25/45) > Can assemble skeletons/more powerful skeletons from harvested bones and filled soul gems. Second rank enables creation of a ridable skeletal horse. **See the Skeleton Mini-Guide below for more info on skeletons!**
  • Soul Stealer (30) > Bound weapons cast Soul Trap on targets.
  • Summoner (30/70) > Can summon Atronachs, Daedra, and Familiars twice/three times as far away. When your health is low, Atronachs, Daedra, and Familiars require 70/90% less magicka to summon but have 50/70% duration.
  • Necromancy (30) > Raised or summoned undead have doubled duration; duration is increased by another 50% for fresh corpses.
  • Thirsty Blade (35/50/70) > Bound weapons absorb 10 magicka/and stamina/and health on every hit.
  • Gatekeeper (35/60) > Activate a friendly summoned daedra, atronach, or familiar to send it back to Oblivion, regaining 50/100 magicka. *Second ranks allows any daedra, friendly or hostile, summoned or not, to be banished
  • Feel No Pain (40) > Reanimated undead gain 100 armor and 25% magic resistance.
  • Ossuary (40) > Harvesting bones from a corpse results in more usable bones. Deconstructing a skeleton returns more bones, with a chance to return a filled soul gem.
  • Atromancy (40) > While active, summoned atronachs increase your fire, frost, or shock resistance by 15% and boost the power of your fire, frost, or shock spells by 15%.
  • Oblivion Binding (50) > Bound weapons will banish summoned creatures and turn raised ones.
  • Witch's Familiar (50) > Grants the spell "Chose Familiar". Your chosen atronach, daedra, or familiar will have 2x duration, and while active it will boost the power of your spells by 15%and your magicka regeneration rate by 50%.
  • Plague Carrier (50) > Reanimated undead will cause disease damage to opponents within melee range; when killed, vicious vermin spawn from the undead corpse, as long as it has not turned to ash.
  • Ancient Tongues (50) > Created skeletons can be given simple commands and called to your location.
  • Crypt Lore (55/70) > Created skeletons can be given Fire Salts, Frost Salts, or Void Salts/for a second time. Doing so increases their magicka pool by 100/by a further 100 and grants them access to a powerful/devastating spell of that type.
  • Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.
  • The Relentless (60) > Reanimated undead deal 50% more damage in combat and move and attack 15% faster.
  • Gift Of The Master (70) > Can give 10% of your maximum health, magicka, and/or stamina to a friendly summoned daedra, atronach, or familiar, boosting its stat by 10x the amount sacrificed. The borrowed health, magicka, and/or stamina is returned when it dies.
  • Chosen Disciple (75) > Can gift a created skeleton with your mark of power, boosting their health by 100 and protecting them from fatal harm. You can only have 1 disciple at a time; making another skeleton your disciple will remove the mark of power from your previous disciple. 
  • Arcane Strike (80) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger.
  • Elemental Potency (80) > Conjured Atronachs are more powerful and have access to higher level spells.
  • Dark Souls (80) > Reanimated undead have their health increased by 3 per your level and can be raised an infinite number of times.
  • Lord Of Bones (90) > Can create powerful Bone Walkers and Bone Dragons from collected bones.
  • Oblivion Walker (100) > You can have two daedra, atronachs, or familiars. If a Witch's Familiar is active, your summoning limit is increased to 3. (Cannot have both Oblivion Walker and King Of Worms).
  • King Of Worms (100) > You can have two summoned or reanimated undead. At night, you can have up to 3 undead servants. (Cannot have both King Of Worms and Oblivion Walker).

Skeleton Mini-Guide
There are five types of skeletons that can be created with PoS: Bone Servant, Bone Wight, Bone Horse, Bone Walker and Bone Dragon. Skeletons are permanent, and you can create as many as you want. Bone Servant and Bone Wight do not have any weapons when they are first created. To equip them with gear, simply activate them and choose "Access Inventory."

Crafting requirements:

Bone Servant - 1 skull, 1 ribcage, 2 arm bones, 2 leg bones, 2 hand bones, 2 foot bones, 1 filled petty soul gem
Bone Wight - 1 skull, 1 ribcage, 2 arm bones, 2 leg bones, 2 hand bones, 2 foot bones, 1 filled lesser soul gem
Bone Walker - 1 troll skull, 1 ribcage, 2 arm bones, 2 leg bones, 2 hand bones, 2 foot bones, 1 filled lesser soul gem
Bone Horse - 1 horse skull, 3 horse bones, 1 filled common soul gem
Bone Walker Abomination - 1 troll skull, 1 ribcage, 2 arm bones, 2 leg bones, 2 hand bones, 2 foot bones, 3 dragon bones, 1 filled grand or black soul gem
Bone Dragon - 5 dragon bones, 1 filled Grand or Black soul gem

Crypt Lore Notes:
  • Bone Servant and Bone Wight will gain an apprentice/adept spell corresponding to the type of salt they were given
  • Bone Walkers will gain an elemental claw attack corresponding to the type of salt given
  • Bone Horse will change appearance and gain a cloak spell corresponding to the type of salt given
  • Bone Dragon will gain a new type of shout corresponding to the type of salt given


Destruction


  • Student: Destruction (0/50) > All Destruction spells are 0.5/0.75% stronger per Destruction level. All Destruction spells consume less magicka per Destruction level. Cost reduction caps at 50/70%.
  • Destruction Dual Casting (20) > Dual casting a Destruction spell overcharges the effects into an even more powerful version. 
  • Apprentice Rune mage (20) > Can place up to 2 runes twice as far away.
  • Augmented Flames (25/55) > Fire spells do 15/30% more damage and you gain 15/30% fire resistance.
  • Augmented Frost (25/55) > Frost spells do 15/30% more damage and you gain 15/30% frost resistance.
  • Augmented Shock (25/55) > Shock spells do 15/30% more damage and you gain 15/30% shock resistance.
  • Subtle Magic (30) > Rune casting spells are silent.
  • Catch Fire (35/65) > Fire spells cause the target to burn for 3/5 additional seconds.
  • Piercing Cold (35/65) > Frost spells deal additional true damage equal to 30% of their magnitude to targets that have 50% or more frost resistance/regardless of the target's frost resistance.
  • Conductivity (35/65) > Shock spells deal 5/8% more damage for each piece of iron, steel, or dwarven armor worn by the
    target. Shock spells deal 20/35% more damage to dwarven automatons.
  • Searing Pain (40) > Fire spells inflict grievous burns that prevent regeneration and lower attack damage for 10 seconds.
  • Chilled To The Bone (40) > Opponents who have run out of stamina take 10 points of frost damage for 3 seconds. 15 second cooldown per target.
  • Static Drain (40) > Shock spells absorb 4-24 magicka from the target on each hit.
  • Impact (40) > Dual-cast Destruction spells have a 33% chance to stagger the target.
  • Elementalist (40) > Your elemental spells become 5% more powerful every time you use a destruction spell with a different element than the previous spell used. Effect stacks if another elemental destruction spell is cast within 10 seconds. Boost caps at 30%.
  • Intense Flames (50) > Fire damage causes targets to flee if their health is low.
  • Deep Freeze (50) > Frost damage paralyzes targets if their health is low.
  • Disintegrate (50) > Shock damage disintegrates targets if their health is low.
  • Master Rune Mage (60) > Can place up to 5 runes 3.5 times as far away.
  • Force Of Nature (60) > Unlocks spell chaining. Elemental spells cast in different combinations on the same target will cause various secondary effects. (Fire/Ice: "Brittle", reduces armor rating; Ice/Shock: "Superconductive", reduces magic resist; Electric/Fire: "Flash-Point", causes a magical explosion)
  • Immolate (70) > Killing a target with fire magic unleashes a fiery explosion at their location, dealing damage to any nearby.
  • Frostborn (70) > Targets killed by your frost magic will have their spirits transformed into hungry ice wraiths. These ice spirits will be friendly towards you, but hostile towards your enemies.
  • Seizure (70) > Targets that have run out of magicka are paralyzed for 3 seconds. 30 second cooldown.
  • Wildfire (80) > Fire spells have chance to consume the target in unquenchable flames for 20 seconds. During that time, the target will flee in terror, spreading fire wherever they go. (Chance to induce Wildfire increases as the target's health decreases)
  • Frigid Aura (80) > Reduces the frost resistance of anyone within 25 feet by 50%. 
  • Power Surge (80) > Shock spells have a 10% chance to deal twice as much damage, and a 1% chance to deal 5 times as much damage.
  • Ambush (80) > Runes deal twice as much damage if the target is unaware that anything is amiss.
  • Phoenix Rising (100) > Once an hour, if your health falls below 20%, you become cloaked in flames for 30 seconds. During that time, you rapidly regenerate health and your fire spells are 50% stronger. (Can only choose 1 elemental mastery)
  • Arctis Tor (100) > Once an hour, if your health falls below 20%, your power flares out and surrounds you with deadly icicles. For 30 seconds afterward, your skin is protected with a layer of ice that deflects 80% of incoming damage, and your frost spells are 50% stronger. (Can only choose 1 elemental mastery)
  • Stormlord (100) > Once an hour, if your health falls below 20%, you emit a pulse of electricity that steals 100 magicka from each nearby target. For 30 seconds afterwards, your shock spells are 50% stronger and have a chance to cause electrocution. (Can only choose 1 elemental mastery)


Enchanting


  • Enchanter (0/50) > New enchantments are 0.5/0.75% stronger per Enchanting skill level.
  • Soul Squeezer (20) > Soul gems provide 50% extra magicka for recharging.
  • Sigils Of Power (30) > Elemental enchantments on weapons and armor are 20% stronger.
  • Attuned To Shor (35) > Enchantments placed on weapons and armor made of metal or stony materials - such as iron, dwarven, glass, and ebony - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)
  • Attuned To Kyne (35) > Enchantments placed on weapons and armor made of natural materials - such as leather, chitin, dragon, and stalhrim - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)
  • Sigils of Skill (40) > Skill enchantments on armor are 20% more powerful and level skills 10% faster when worn.
  • Soul Siphon (40) > Death blows to creatures and people trap 10% of the victim's soul, recharging the weapon.
  • Enchanter's Ritual (40) > Grants the Ritual enchantment. While wearing robes or armor imbued with this enchantment, any item enchanted during the witching hour (12-1am) is 20% more powerful. If the full moon is shining during the ritual, created enchantments are 40% more powerful.
  • Resonance (45) > Elemental enchantments on equipped weapons or staves boost your elemental resistance by 10%; elemental enchantments on armor boost your elemental spell damage by 10%.
  • Sigils of Life (50) > Health, magicka, and stamina enchantments on armor are 20% stronger.
  • Delicate Touch (50) > Can learn enchantments without destroying the base item.
  • Quality Materials (50) > Enchantments placed on valuable clothing are 20% more powerful.
  • Soul Artificer (60) > Enchanted weapons you create have 50% more charges.
  • Exemplar (60) > Skill enchantments on armor increase your skill level by 30 for 5 seconds if your health falls below 20%. 15 second cool-down.
  • Elemental Might (70) > Elemental enchantments on weapons have a 30% chance to deal twice as much damage to resistant targets; elemental enchantments on armor have a 30% chance to shield you from elemental damage if you health is below 15%.
  • Overflow (70) > Health, magicka, and stamina enchantments on armor have a 10% chance to restore 5% of your maximum health, magicka, or stamina every second during combat.
  • Twin Moons (75) > Can put two enchantments on one item.
  • Forbidden Knowledge (100) > Grants the power "Forbidden Knowledge". Use this power while you have an artifact in your inventory to copy its enchantment to a Token, which can then be disenchanted. Works for almost every unique item, including Daedric artifacts, dragon priest masks, and religious amulets. **See the readme for a list of items that work with Forbidden Knowledge.**
  • Draconic Infusion (100) > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and the next enchantment you create is powered up by 50%.


Illusion


  • Student: Illusion (0/50) > All Illusion spells are 0.5/0.75% stronger per Illusion level. All Illusion spells consume less magicka per Illusion level. Cost reduction caps at 50/70%.
  • Illusion Dual Casting (20) > Dual casting an Illusion spell overcharges the effects into an even more powerful version.  (Dual cast spells cost 50% more to cast and are 25% stronger)
  • Bestial Minds (20) > Illusion spells last 50% longer when used on animals and creatures. Mind-altering spells
  • affect higher level animals and creatures.
  • Second Wind (30) > Courage spells boost magicka and stamina regeneration by 100%.
  • Mesmerize (30) > Calm spells cause the target to drop their guard - armor rating is reduced by 100, and they will ignore crimes against their allies. Calm spells now work on higher level opponents.
  • Consuming Rage (30) > Frenzy spells drain 1% of the target's health per second while the target is not actively engaged in combat. Frenzy spells work on higher level opponents.
  • Panic (30) > Fear spells cause the target to drop their weapon. Fear spells work on higher level opponents.
  • Quiet Casting (40) > All spells you cast from any school of magic are silent to others.
  • Humanoid Minds (40) > Illusion spells last 50% longer when used on people. Mind-altering spells affect higher level people.
  • Telepathy (40) > Grants the lesser power "Telepathy", which allows you to see through the eyes of another. Magicka is consumed to maintain the telepathic link. Foreign Minds allows you to see through the eyes of undead, daedra, and automatons.
  • Shadow Weaver (40) > While undetected, activate a target to transform their shadow into a hostile mirror phantom for 30 seconds.
  • Last Stand (50) > Courage spells boost magic resistance by 50% and armor rating by 200.
  • Geas (50) > Activate a calmed target to turn them into an ally for 5 minutes. You can only have one enthralled ally at a time. Peaceful targets have a chance to become hostile after the geas ends. Calm spells now work on higher level opponents.
  • Fratricide (50) > Frenzied targets deal 30% more damage to other members of their race and 30% more damage to faction allies. Effect stacks. Frenzy spells work on higher level opponents.
  • Paralyzing Terror (50) > Fear spells have a 30% chance the paralyze the target for 5 seconds. Fear spells work on higher level opponents.
  • Foreign Minds (60) > Illusion spells work on undead, daedra and automatons.
  • Arise (70) > Courage spells double the amount of damage dealt with weapons and magic for 15 seconds. 60 second cooldown per target.
  • Lasting Peace (70) > Calm spells have tripled duration and permanently raise the target's relationship with the player by 1 level (does not stack). Calm spells now work on higher level opponents.
  • Scared To Death (70) > Fear spells instantly kill weaker opponents who are low on health. Fear spells work on higher level opponents.
  • Mayhem (70) > Those affected by a frenzy spell have a chance to spread their rage to other nearby opponents. Frenzy spells work on higher level opponents.
  • Puppeteer (80) > "Telepathy" consumes 50% less magicka, and allows you to take limited control over the actions of another.
  • Decoy (80) > After successfully creating a shadow phantom, you gain invisibility for 10 seconds.
  • Master Of The Mind (100) > Specialize in a type of Illusion magic: Calm, Fear, Frenzy, Courage, Telepathy, or Shadow. Your chosen specialization receives a powerful bonus.
       Calm = Those enthralled by Geas will now be enthralled forever; attacking a calmed target will result in a critical strike that does 2x damage.
        Fear = You now absorb magicka and stamina from those afflicted by fear. Scared To Death restores 50 health to you when it claims a victim.
        Frenzy = Those affected by frenzy will now gain increased magicka, stamina, and attack power as long as they are not in combat with the player.
        Courage = Arise will now last for 30 seconds and has no cooldown; Courage spells grant boosted health regeneration.
Telepathy = Telepathy now siphons off the victim's magicka to maintain the connection before using your own; while a telepathic connection is intact, you are invisible and invulnerable.
Shadow = Shadow phantoms gain 3 HP per player level, and will linger beyond the death of the one casting the shadow.

Restoration


  • Student: Restoration (0/50) > All Restoration spells are 0.5/0.75% stronger per Restoration level. All Restoration spells consume less magicka per Restoration level. Cost reduction caps at 50/70%.
  • Restoration Dual Casting (20) > Dual casting an Restoration spell overcharges the effects into an even more powerful version. 
  • Regeneration (20) > Healing spells randomly restore between 0 and 30 additional health.
  • Patron God (25/55) > Praying at a shrine grants you the divine's favor for 3/7 in-game days, magnifying the blessing from the shrine by 25/50%. Can only have 1 patron at a time. Patronage can be lost by acting against the divine's teachings.
  • Recovery (30/50) > Magicka regenerates 70/100% faster with less than 25% magicka remaining, 40/60% faster with less than 50%, and 20/30% faster with less than 100%.
  • Divine Avenger (30/50) > Strikes with unenchanted weapons cause undead to burn with holy fire, taking 3/7 sun damage per second for 5/12 seconds.
  • Blessing (30/70) > Healing spells boost magic resistance by 10/15% for 10/30 seconds. During that time, the target is immune to disease and takes half damage from poison.
  • Respite (35) > Healing spells also restore Stamina.
  • Favored Child (35/65) > While you have the favor of your chosen patron, you are gifted with an incredible power that can be used once/three times a day. 
  • Aura of Light (40/60) > Allies within 25/50 feet heal 5/7 points of health per second.
  • Healer (40/60) > Healing spells grant healing-over-time for 4/10 seconds.
  • Life Link (40) > Healing spells create a Life Link between you and the target for 15 seconds. When the target takes damage, 15 stamina per second is drained from you to restore 10 health per second to the target.
  • Fear The Dawn (45/65) > Fire, sun, and turning spells are 30/50% more powerful against undead.
  • Mage Ward (40/60/80) > Wards are 2/2.5/3x stronger and cost 20/35/50% less magicka to cast if not wearing any chest armor.
  • Guardian (50/75) > Once/three times a day, if you have a divine's favor, an ethereal guardian will appear at your side.
  • Bolster The Ranks (55) > Those affected by Aura of Light deal 10% more damage.
  • Invigorate (55) > When at full health, healing spells boost maximum health by 40 for 60 seconds.
  • Ward Absorb (60) > Wards recharge your magicka by 75% of the cost of incoming spells.
  • Words And Deeds (60) > Can leave an offering at your patron's shrine before praying to increase the power of Favored Child.
  • Strength In Numbers (65) > Regain 2% of your maximum magicka and stamina per second for every person affected by Aura Of Light. Stacks up to 10 times.
  • Urgency (70) > Healing spells restore 50% more if the target is below 15% health; healing spells restore 100% more if the target is below 5% health.
  • Saving Grace (75) > Those affected by Aura Of Light have a 10% chance to survive a fatal blow, regaining 100 health. 60 second cool-down.
  • Dust To Dust (80) > Undead below 50% health turn to ash when hit by a fire, sun, or turn spell.
  • Avoid Death (90) > Once a day, heals 250 points automatically if you fall below 10% health.
  • Dark Supplicant (90) > Can have a Daedric Prince as a patron. Choosing a daedra alienates the divines, and they will refuse to grant you their favor for 3 days after your current patronage ends.
  • Miracle (100) > Saving Grace has a 90% chance of saving those affected by Blessing, restoring 200 health. 60 second cool-down.


Other Tweaks
  • All fixes from USKP have been carried over.
  • Atronachs now level with you, to a certain extent. This means that they will be useful for longer.
  • Rebalanced exp gain for a few spells - conjuring atronachs, casting Courage, etc will now actually level the associated skill, and Bound Sword won't provide an instant level-up.
  • Non-NPC zombies will now follow you through load doors.
  • All zombies will now retain their renaimation abilities (including the Dark Souls bonus) through reloads.
  • Dead Thrall now works on most things, like it always should have.
  • Dual cast spells now cost 50% more to cast and are 25% stronger. This is a much more worthwhile magicka-in to power-out ratio than vanilla.
  • Improved the enchantment on the Necromancer's Amulet, so that it's now actually worth the effort of getting it.
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Compatibility Notes:
  • PerMa Warrior, Thief - Compatible
  • PerMa Mage - NOT compatible (both edit the same perk trees)
  • SkyRe/Requiem - NOT compatible (Changes to the game are too extensive)
  • Ordinator - Compatible! Load Path of Sorcery AFTER Ordinator. (This will replace the Ordinator magic perk trees with the perk trees from Path of Sorcery, along with some magi effects)
  • SPERG - Mostly compatible: Make sure to disable automatic perks.
  • Better Magic - Mostly compatible. Load Path of Sorcery AFTER Better Magic. (Only NPCs will experience the changed vanilla perks from Better Magic)
  • Any mod that alters a shrine blessing - Not compatible.



Spell Mod Compatibility Notes (aka, How To Make  Patch):
*None of the guidelines below should be used for enchantments or alchemical effects, ONLY spells!
*These scripts should ONLY be added to the PRIMARY effect(s), NOT to secondary effects like DeepFreze/Disintegrate/IntenseFlames or Respite.

1) If a mod adds new Alteration/Conjuration/Destruction/Illusion/Restoration spells...
-Add all Novice spells to the IMP_AllSpells_Novice formlist
-Add all Apprentice spells to the IMP_AllSpells_Apprentice formlist
-Add all Adept spells to the IMP_AllSpells_Adept formlist
-Add all Expert spells to the IMP_AllSpells_Expert formlist
-Add all Master spells to the IMP_AllSpells_Master formlist
-Add ALL spells that should be compatible with Spell Mastery to the IMP_SpellMastery_ValidSpells formlist
-Add ALL spells that should NOT be compatible with Spell Mastery to the IMP_SpellMastery_excludeList formlist

2) If the mod adds new fire/frost/shock spells, AND uses the vanilla fire/frost/shock magic effects...it's compatible!
    OTHERWISE:
        -Add script IMP_DES__Fire to the new fire magic effects, and auto-fill the properties (some may need to be filled by hand)
        -Add script IMP_DES__Frost to the new frost magic effects, and auto-fill the properties (some may need to be filled by hand)
        -Add script IMP_DES__Shock to the new shock magic effects, and auto-fill the properties (some may need to be filled by hand)

3) If the mod adds new paladin-type sun spells, AND uses the vanilla sun damage effects...it's compatible!
    OTHERWISE:
        -Add script IMP_MISC__ApplySpell to the magic effect and set the properties as follows:
            -IMP_Perk > IMP_PERK_RES_DustToDust
            -IMP_Spell > IMP_SPELL_RES_DustToDust
        -Add keyword IMP_K_MagicSunDamage to the magic effect

4) If the mod adds new fear/frenzy/calm/courage spells, AND uses the vanilla fear/frenzy/calm/courage effects....it's compatible!
    OTHERWISE:
        -Add script IMP_ILL__InfluenceFear to the new fear magic effects, and auto-fill the properties
        -Add script IMP_ILL__InfluenceCalm to the new calm magic effects, and auto-fill the properties
        -Add script IMP_ILL__InfluenceFrenzy to the new frenzy magic effects, and auto-fill the properties
        -Add script IMP_ILL__InfluenceCourage to the new courage magic effects, and auto-fill the properties
        -Add keyword IMP_K_MagicInfluenceRally to any new courage magic effects
        *Make sure you add the right script to the corresponding MasterOfTheMind magic effects as well!

5) If the mod adds new healing spells, AND uses the vanilla "restore health" magic effects...it's compatible!
    OTHERWISE:
        -Add script IMP_RES__restoreHealth to the new healing magic effects, and auto-fill the properties
       
       
6) If a mod adds new bound weapons that should take advantage of the new bound weapon perks...
    -Add keyword IMP_K_BoundWeapon to the weapon record
-Take a look at the enchantments on the vanilla bound weapons, and copy over the 3 new magic effects (and their conditions) added by PoS into the enchantments on the NEW bound weapons.

7) If a mod adds new daedra, familiar, or atronach summoning spells that should be compatible with Witch's Familiar...
a. Add the new summoning spells to the IMP_WitchFamiliar_SpellRefs formlist
b. Add the magiceffects for those spells to the IMP_WitchFamiliar_MagicEffRefs formlist. The index for the spell should match the index for the magiceffect!!
NOTE: If a summoning spell has more than 1 magiceffect, create a sub-formlist for all the magiceffects of that spell, and add the sublist to IMP_WitchFamiliar_MagicEffRefs. (See the sublists for the vanilla atronachs for an example of how to do this.)

8) If a mod changes the enchantment on any of the items that can be learned with Forbidden Knowledge...
-PM me for guidance if you can't work out how to update the Token enchantments



@$#%! Help! Nothing is working!
DO YOU HAVE SKSE verion 1.7.3 or above?        
-If you haven't updated your SKSE in a while, update it!
DO YOU HAVE Dawnguard and Dragonborn?       
-If not, Path of Sorcery simply won't work for you.
DO YOU HAVE the latest Unofficial Skyrim Patches, or USLEEP?
-These mods are a must-have for fixing vanilla bugs
ARE YOUR INIs "Tweaked"? Do you use any sort of "hacks", besides ENBoost?
-INI "tweaks" WILL BREAK YOUR GAME. So will a lot of performance "hacks". Revert your INIs to the default values.
DO YOU HAVE another mod that edits perks?
-See the Compatibility section. Path of Sorcery can only be installed over perk overhauls that don't entirely re-write how the game works. PerMa Mage, Requiem, and Skyre CANNOT be used with Path of Sorcery.
ARE YOU switching to this mod from another magic perk mod on an existing character?
-Bad move. Go re-read the "Installing on an existing save" section.



FAQ
Q: What mods need compatibility patches, and where do I get them?
A:
Mods that add new spells, change artifact enchantments, or mess with shrines will need patches. Some patches can be downloaded from the "Files" section. Patches for Apocalypse, Elemental Destruction Magic, Vile Art of Necromancy, etc, are maintained my DrMonops, and are linked in the sticky in the comments section.

Q: Is this mod compatible with ___?
A: If it edits magic perks or magic perk trees, probably not. There are a few exceptions to this listed in the compatibility section, but keep in mind: If two mods edit the same thing, skyrim will ONLY use the version in the mod loaded LAST. So it would be a pointless exercise to try to use Path of Sorcery with another magic perk overhaul mod. Just pick one.

Q: Is this mod compatible with ASIS?
A: Yes! To make this mod work with ASIS, make the following changes to your ASIS ini files:
-Add "_noASIS" under [NPCExclusions] in AutomaticSpells.ini
-Add "PathOfSorcery.esp" under [PerkModInclusions] in AutomaticPerks.ini

Q: I don't like perk x. Can you change it?
A: If the reason you don't like perk x is because of a bug, or because it's super OP or completely useless, then I can probably do something about that. Submit a bug report. If you don't like perk x because it just rubs you the wrong way...you might want to go find another magic perk mod that suits you better.

Q: Yeah but seriously, x part of this mod sucks/isn't lore friendly/already exists in another mod.

A: I don't care. Go bother someone else.

Q: TES5Edit says that this mod has a lot of "Identical to Master" errors....should I clean it?
A: NO. Do NOT clean this mod. It has already been cleaned. Those "errors" are there for a very specific reason, and the mod won't work without them. Just make sure to load POS last and everything will work fine.

DO NOT CLEAN THIS MOD. DO NOT CLEAN THIS MOD. DON'T TOUCH ANYTHING IN TES5EDIT UNLESS YOU REALLY REALLY ABSOLUTELY NO KIDDING KNOW WHAT YOU'RE DOING. Most people don't know what they're doing. Yes, I'm talking to you. SO DON'T TOUCH IT. Okay? Okay.

Q: My papyrus log is spitting out errors for Path Of Sorcery. Should I be worried?
A: No. And turn off your papyrus logs. They're only useful in you're trying to find the cause of a CTD. For anything else, they won't tell you anything useful, they'll hog your processing power, and most "errors" they find are benign anyway. So seriously - turn off your papyrus logs.

Q: Dark souls, The Relentless, Plague Carrier, Feel No Pain...none of the zombie perks are working! (And my zombies don't follow me through load doors, either).
A: You have another mod in your load order that is adding a "reanimation ability" to your raised zombies, preventing the reanimation ability in PoS from taking effect. Search your mods - if you have anything that affects zombies or reanimation, go talk to the author of that mod. They have probably implemented their own Apply Reanimation Ability perk, which means that that mod will inherently conflict with PoS.





Credits
  • Bone Horse textures are edited versions of Ph0rce's arvak textures, which are compiled for modder use in the Nexus Creature Resource mod: (http://www.nexusmods.com/skyrim/mods/49682/?)