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counterpoint5

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About this mod

This mod recreates many of the spells, combat arts, and class skills from Fire Emblem: Shadows of Valentia and adds them to Skyrim as spells, lesser powers, and passive abilities.

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Changelogs
It's been a while, but a new version is out.

Update 1.2: What's new
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- Highlights: Added some new spells, fixed a major issue where settings in the MCM were lost on exiting the game, revised the MCM in general, improved compatibility by no longer using custom collision layers, and almost every spell now looks and sounds better. For that latter thing in particular, a big thanks to Kosorsomesaykosm, the author of the "Arcanum - A New Age of Magic" mod, for giving permission to build on one of their assets. Ragnarok and Seraphim now look a lot more like themselves. There are also some other more minor bug fixes and rebalances and improvements.


Overview


I liked the way that spells and skills were powerful at a price in Shadows of Valentia, so I made this mod to try to bring some of that gameplay to Skyrim.

To that end, this adds four different types of things:

1. Spells which have stronger effects than normal, based on the effects they had in FE SoV, but which cost both health and magicka to use as a tradeoff for their increased power. As a way to make them feel a little more deliberate, most of these spells are also slower to charge than vanilla spells while also always having a small chance to stagger enemies.
2. "Combat art" powers which make melee attacks and arrow shots more powerful for about enough time for one attack. These can be activated at any time like Shouts, but rather than having a cooldown, they cost health to use. These powers can be learned by repeatedly using a new type of enchanted weapon that's also added to the game. For a quick idea of how that works, take a look at the Valentian Iron Sword in the images tab.
3. "Class skill" abilities that give combat advantages for meeting their level requirements, like perks without being perks. Class skills can be learned from new items called skill scrolls and they can also be taught to your followers by trading them a skill scroll. They come with the limitation that it's only possible to have one class skill ability at a time, because learning a new class skill means losing any old ones.
4. A few enchanted rings that are like the magic rings in Shadows of Valentia. This is more of a bonus that I wanted to put in just because Skyrim didn't have an equivalent for them.

After installing the mod and loading the game for the the first time, all four things - spell tomes, weapons that teach combat arts, skill scrolls, and rings - will be added to leveled lists so that it's possible to find them in shops and treasure chests throughout Skyrim. It could take a few in-game days for shopkeepers to reset and include them in their inventories though.

There's also a debug bag called the "Valentian Knapsack" which contains everything, for people that want to use the these things right away. I put it the debug bag in Whiterun, on the side of Carlotta Valentia's house. There's a picture in the images tab showing where it is.

There are more details in the sections below, as well as some notes on compatibility and installation.

Spells

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- Most of these spells cost health to use, but unlike the originals, they only cost health if they actually hit their target. This is makes it so that wasted magicka is the only penalty for missing with a spell.

- These spells can be learned from spell tomes, which can be found wherever other spell tomes are normally found.

Arranged from novice to master level, the full list of spells is:

Novice

- Fire: Standard fire magic that does 50 damage, but drains 20 HP on affecting a target
- Nosferatu: Holy magic that absorbs 30 points of health from the targeted enemy
- Flamelight: Creates a hovering, illuminating flame for 60 seconds.

Apprentice

- Thunder: Thunder magic that does 60 damage and has a 30% chance to do critical damage while undetected, but drains 40 HP on affecting a target.
- Miasma: Poison magic that does 50 damage, but poisons the caster for 20 points on affecting a target. Effective against humans and horses.
- Invoke Soldier: Summons an illusory soldier for 60 seconds wherever the caster is pointing. Has 10% chance to create an additional summon. Costs 60 HP to cast.
- Rescue: Teleports a not-unfriendly target next to the caster, but drains 20 HP on affecting a target.

Note: Effective damage means that it does 50% more damage. Critical damage means it does 100% more damage.
Note 2: Miasma "poisoning the caster" means that Miasma will cost less HP to cast as your poison resistance increases.


Adept

- Excalibur: Razor wind magic that does 70 damage and has a 30% chance to do critical damage, but drains 25 HP on affecting a target. Effective against flying enemies.
- Seraphim: Holy magic that does 50 damage and triples in power against undead, but drains 40 HP on affecting a target.
- Mire: Send forth an accursed lifeform that can pass through walls to do 80 poison damage to a direct target and half that to surrounding enemies, but poisons the caster for 50 points on affecting a direct target.
- Conjure Entombed: Summons an undead with poisoned claws for 60 seconds wherever the caster is pointing. Has 10% chance to create an additional summon. Costs 70 HP to cast.
- Physic: Remotely heals your current follower by 100 points. Costs 30 health to cast.
- Witch Teleport: Cast on a target to mark them as a teleport point. Then from the prompt, choose a direction to teleport away from the target in that direction. Costs 30 HP to teleport.

Expert

- Sagittae: Fires arrows of light that do 85 damage per second and can pass through walls, but costs 100 HP to begin casting.
- Aura: Light magic that envelops the targeted enemy to do 85 damage per second to them and to other enemies that come in contact with the aura, but drains 90 HP on affecting the first target.
- Death: Deadly magic that does 120 damage to the targeted enemy with a 50% chance to do critical damage. Drains 60 HP on affecting a target.
- Entrap: Teleports the target next to the caster with a projectile that can pass through walls. Drains 60 HP on affecting a target.
- Fortify: Heals everyone else in a wide area around the caster by 150 points. Drains 10 HP for every affected target.
- Invoke Dread Fighter: Summons an illusory Dread Fighter, a mystic mercenary with high magic resistance, for 60 seconds wherever the caster is pointing. Has 10% chance to create an additional summon. Costs 80 HP to cast.

Note: Sagittae can't be dual casted.

Master

- Ragnarok: Ultimate magic that does 300 damage to all enemies in the area and sets them aflame, but drains 90 HP for every affected target.

Note: Emphasis on the word "enemies". In v1.2, Ragnarok is a smart spell that won't affect your followers while you are in combat, so now you won't have to worry about losing more HP from a follower jumping in at the last moment.

- Anew: Rapidly recover magicka and stamina for 25 seconds, but drains 100 HP when the effect ends.

The other master spells need a little bit of explanation.

- Upheaval and The Mother's Fury are two spells that don't have a direct HP cost, but instead inflict a long lasting health-reducing status condition called dragon degeneration:

Dragon Degeneration: Your dragon soul is rendered unstable, reducing your maximum health by 50 and your Shout recovery by 30%. Can be cured at a shrine of Akatosh, Kynareth, or Talos.

so then,

The Mother's Fury: For 30 seconds, a tempest blows away all nearby enemies and the caster takes 50% less damage from physical and magical attacks. Half the time, inflicts dragon degeneration on the caster afterwards.
Upheaval: Earth spirit magic that targets all non-allies in the current location to reduce their maximum HP by 130 points. Has no effect on an already affected target. Inflicts dragon degeneration on the caster.

In case you're wondering, these spells were inspired by the abilities used by the two dragon gods of the setting of FE SoV, which is why the Dragonborn would face that kind of drawback for using this kind of power ...


- The Medusa spell doesn't cost anything to cast except magicka. Instead, the catch is that it's not possible to own the Medusa spell permanently, since it has to be acquired (and reacquired) by repeatedly using another spell called Witch's Soul Trap. The way this works is spelled out in their in-game descriptions:

Witch's Soul Trap: If the target has a grand soul, sacrificial fire engulfs them and does 2 fire damage per second. If the target dies within 25 seconds, grants the Medusa spell to the caster.
Medusa: Cast on a nearby surface, enemies that come near are paralyzed for 5 seconds and have their health reduced to 1. Can be cast three times before requiring another sacrifice.


Alternate Spell Versions

While figuring out how to handle some of these spells, I had some spell ideas which were closer in concept or visuals to the originals, but which were also probably not as much fun to actually use in Skyrim. I was conflicted about what I wanted to go with until I realized I could just put in both. I put these alternate spells in the debug bag along with all the other spells.

- Thunder (Alternate): Thunder magic that strikes the nearest target within 100 feet for 60 damage. Drains 40 HP on affecting a target.
- Death (Alternate): Deadly magic that strikes the nearest target within 100 feet for 120 damage. Drains 60 HP on affecting a target.
- Ragnarok (Alternate): Ultimate magic that purges the targeted foe with flames from above, doing 300 damage. Drains 120 HP on affecting a target.
- Anew (Alternate): The target rapidly recovers magicka and stamina for 25 seconds. Drains 100 HP on affecting a target.

I don't recommend using these alternate versions of Thunder and Death in normal gameplay, because while they are functional, their effects require scripting that can cause performance issues if used several times in a short amount of time.

There's also a "Spell Tome: Medusa" found only in the debug bag which teaches the Medusa spell permanently. It was meant just for testing, but I figured it wouldn't hurt to have that option for people who wanted to mess around with that spell.



Combat Art Powers


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- "Combat Arts" are lesser powers that modify your physical attacks to give you a significant spike in attack power or defensive ability, usually at the cost of health. By default, they only last six seconds because they're meant to be used for a single attack at the right moment, in a similar way as what they're inspired from.

- As lesser powers, combat arts are activated with the same button that would be used to use Shouts, but they can be used again almost immediately.

- In Shadows of Valentia, characters that gained enough experience at using a certain weapon could unlock special techniques to use with that weapon, aka, combat arts. In this mod, combat arts are learned in roughly the same way. The enchanted weapons that teach combat arts all have a description of the type:

Grants the [name] combat art when the enchantment is used up.

Like with any other enchanted weapon, this type of enchanted weapon will run out of charge by using it repeatedly in battle and so you'll get its combat art once it finally runs out of charges. These combat art enchanted weapons can be found wherever other enchanted weapons are normally found.

In order of increasing cost and power, roughly speaking, they are:

- Windsweep: For six seconds, completely avoid combat damage while performing a forward power attack. Costs 25 HP to activate.
- Sunder: For six seconds, power attacks do +20 damage with a +30% chance to do critical damage. Costs 20 HP to activate.
- Heavy Draw: For six seconds, arrows do +20 damage with a 50% chance to stagger the target. Costs 20 HP to activate.
- Armorcrush: For six seconds, power attacks with a mace or warhammer do +30 more damage to enemies with rigid exteriors; other weapons do +15 more damage. Costs 25 HP to activate.
- Mistdancer: For six seconds, take 60% less damage from magic while performing an attack. Costs 20 HP to activate.
- Hexblade: For six seconds, power attacks ignore armor and set enemies on fire. Affected enemies take 4 points of damage per second and cannot regenerate health. Costs 30 HP and 60 magicka to activate.
- Lifetaker: For six seconds, killing blows to enemies will restore 50% of your maximum health.
- Heaven or Hell: For six seconds, if an enemy is power attacking, interrupt with your own melee attack to do +150 damage. However, if you get hit by a power attack, you take +150 damage.
- Foudroyant: For six seconds, power attacks ignore armor and cause an electrical explosion that does 40 shock damage to health and magicka. Costs 35 HP and 80 magicka to activate.
- Celestial Bow: For six seconds, arrows ignore armor and also do x3 damage against undead. Costs 35 HP and 80 magicka to activate.
- Vendetta: For six seconds, power attacks do increasingly more damage as health falls below 75%, for up to x5 as much damage while under 10% health. Costs 25 HP to activate.
- Duelist Sword: For six seconds, when using a sword or dagger, your attacks do x2 as much damage and you take 50% less physical damage when you attack an enemy in the middle of their own attack. Costs 25 HP to activate.
- Encloser: For six seconds, arrows cause paralysis for 4 seconds. Costs 35 HP to activate.
- Death Blow: For six seconds, standing power attacks with maces or warhammers have +50% chance to do critical damage and also do +60 damage to enemies with rigid exteriors (heavily armored humans, automatons, insects, etc.) Costs 40 HP to activate.
- Tigerstance: For six seconds, non-standing power attacks do additional damage equal to the wielder's Two Handed skill. Costs 40 HP to activate.
- Flamberge: For six seconds, attacks will set enemies on fire, and follow up power attacks will cause a fiery explosion that does 60 damage. Your attacks also ignore armor. Costs 40 HP and 90 magicka to activate.
- Hunter's Volley: For six seconds, can fire two arrows at once from one fully drawn shot, and arrows do +20 damage and have +30% chance to crit. Costs 40 HP to activate.
- Double Lion: For six seconds, attacks do +15 damage with a 40% chance to stagger, and follow up power attacks will do x2 as much damage and knock enemies down. Costs 50 HP to activate.
- Trance Shot: For six seconds, arrows do increasingly more damage to further away enemies for up to x6 as much damage. Costs 50 HP to activate.
- Scendscale: For six seconds, standing power attacks emit shockwaves that do 120 damage and blow enemies away. Costs 60 HP for every shockwave.
- Shield Drop: Activate to throw your shield aside. For six seconds afterwards, attacks do x20 as much damage to dragons that have less than 20% of their health left.

Note: Flamberge and Double Lion are, in other words, combo attacks. After attacking an enemy with a melee attack boosted by the first effect, attacking the same enemy with a power attack immediately afterwards (the "follow up") will trigger the second effect.


- I also made an original, ice themed combat art called Froidure, just so that there would be a combat art for all three destruction elements.

Froidure: For six seconds, power attacks ignore armor and cause an icy explosion that does 40 frost damage to health and stamina. Costs 35 HP and 80 magicka to activate.



Class Skill Abilities and Items


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- Class skill abilities can be learned from new items called "skill scrolls" in the same way that spells are learned from spell tomes, and they become active on meeting their level requirements. If you read a skill scrolls before having the required skill level, you'll still get the ability that it teaches, but it will remain dormant until you meet the level requirement. Active class skill abilities can be viewed in-game in the magic effects tab.

- In order to teach a follower a class skill ability, ask them to trade items and give them the skill scroll for the skill you want them to learn. They won't consume the skill scroll, and they won't lose their class skill ability if you take the skill scroll out of their inventory, so there are no negative consequences to giving a follower a class skill that you then realized you didn't want them to have. If your follower doesn't meet the level requirements to use class skill ability, a notification will come up to say so and then list their current skill levels.

- Skill scrolls can usually be found wherever ordinary spell scrolls are normally found.

The full list of them is:

- Boots: Gain +20% movement speed.
- Anti-Fliers: When you have a bow equipped, all nearby flying enemies have their armor rating reduced by 100 points. Requirement: 50 Archery.
- Heavy Armor: When wearing a full set of heavy armor, all nearby bow-wielding enemies have their attack power reduced by 30%. Requirement: 50 Heavy Armor skill.
- Banish: When your weapon is drawn, all nearby undead have their armor rating reduced by 100 points. Requirement: 60 One Handed and 45 Restoration.
- Incarnation: Recover 50 health on casting a summoning spell. Requirement 65 Conjuration.
- Apotrope: Gain +25% spell absorption when wearing a full set of light armor. Requirement: 60 One Handed and 45 Sneak.
- Absolving Light: Grants +30% poison resistance. When your weapon is drawn, nearby friends and allies recover 4 points of health per second. Requirement: 65 Restoration.
- Discipline: Destruction spells cost 20% less magicka to cast. Requirement: 60 Destruction and 45 Restoration.

Finally, there's also those few enchanted rings as an extra.

- Speed Ring: Increase movement speed by 30%
- Grimoire Ring: All forms of destruction magic do +15 damage.
- Mage Ring: All forms of destruction magic do increasingly more damage to further away enemies for up to x3 as much damage.
- Animus Ring: Enables the wearer to use Valentian magic without a health cost, but inflicts dragon degeneration so long as the ring is worn.

These magic rings can be found wherever other enchanted rings are usually found.



Compatibility


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- Due to not editing almost anything in Skyrim itself, this mod should be compatible with most things, including mods that add new spells or edit pre-existing spells, perk overhaul mods, and new enemies mods.

- Regarding the things it does edit, there are some very likely conflicts with mods that make edits to the Akatosh, Kynareth, and Talos shrines. Mods that change Whiterun's appearance may also conflict if they happen to put something in the same place that I put the debug bag.



Known Issues

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- Entrap, Sagittae, Mire, and Upheaval can potentially cause quests to break by passing through walls to mess with NPCs that aren't "supposed" to be interacted with (like as an example, casting Entrap on Sinding to get him out of Falkreath jail). At least, it's not that easy to break a quest this way without actually trying to.

- Learning a class skill ability from a skill scroll will cause a notification to pop up saying "New Spell Learned: [Class Skill Name]". This happens because Skyrim considers class skills (and combat arts) to be just different kinds of spells. As of now, I'm not sure how to avoid this without introducing issues that wouldn't be worth it.

- The "chance for an extra summon effect" on Invoke Soldier, Conjure Entombed, and Invoke Dread Fighter doesn't function correctly if you have the Twin Souls perk (or an equivalent from another mod). Instead of having a chance for an extra summon, these spells will just always create two summons at a time. As of now, I'm not sure to get those spells to work properly with that perk without introducing visual glitches.




Installing / Uninstalling


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- The only hard installation requirement is having Skyrim Script Extender (SKSE).
- If you want to use the MCM options, the latest version of SkyUI is also required.
- To install, preferably use a mod manager, or do it manually by unzipping SpellsandSkillsFromFESoV_1.2.zip into your Skyrim/Data folder.

- To uninstall, open up the MCM menu if you have it and click "Prepare to uninstall". Then after that runs through, make a clean save and uninstall as you usually would.
- To uninstall without an MCM menu, find the "Uninstall" spell in the debug bag on the side of Carlotta Valentia's house, and then cast it and wait for a few seconds before uninstalling.



Credits

SKSE for making many parts of this mod possible
SkyUI Team for making the MCM for this mod possible.
Kosorsomesaykosm and anyone else involved in the Arcanum - A New Age of Magic mod for making the visuals for Ragnarok and Seraphim possible.
Creation Kit Wiki for showing me a lot of example scripts which I borrowed from.
Bethesda for making Skyrim
Nintendo for making Fire Emblem