About this mod
A Realistic/Hardcore Magic Overhaul.
This mod aims to transform all elements into the hazard they are meant to be. As you and your enemies are vulnerable to the hazards of the elements, you must explore new sets of tools and practices to excell in this deadly world of magic, a refreshing experience be you a mage or anything else.
- Permissions and credits
- Changelogs
- Donations
Have you ever wondered why the elements in Skyrim seem like they're supposed to be taken lightly?
Every elemental spell and enchantment damage/resistance has been reworked to behave as it's real life counterpart , posing a very real threat to your
enemies as well as your allies or yourself if you're not wary.
This mod tailors the damage of all useable elemental spells and even torches, so that they wreak havoc amongst mortals and
undead alike. With new obtainable powers to balance it to your style. It now expands upon the perk system, offering resistances with each elemental perk.
Shields now block 99% of all elemental magic with the first perk of the Block skill tree (Shield Wall), the perk (Elemental Protection) now adds 100% resistance to all incoming elemental magic damage.
All concentration spells are still very deadly, however the first aimed elemental spells you get won't output as much damage, these aimed spells have also been made to cost signifficantly less in order to improve combat versatility at a distance and let both you and the opponent exchange a couple of spells before the inevitable demise of one of the parties.
On top of using the elemental spells, you must use the Overclock Spell to push your limits, which advances your destruction skill. But beware, it will cost you, don't overdo it without making up for it by meditating and building up your magicka.
Added a more studious way of leveling your destruction tree and upgrading upon your magical knowledge, a series of encrypted books by the name of Magnus Corpus, found across skyrim's most acessible places.
Features
- Magic Meditation - Expands your magical knowledge by increasing your magicka and health points cap permanently by 5 and 3 points, respectively. Only useable once a day. (Find it in Farengar's Desk)
- Magic Battle Meditation - Calm your mind and call forth the fruits of your training by increasing your magicka points cap by 300 points for 100 seconds, costing you 10 Magicka points off your cap upon the end of the power's effect duration. Only useable once a day.
- Overclock - Push your magical limits as you channel an enormous upgrade to your magicka and Health (1000 points to each) for 20 seconds, costing you greatly after (50 magicka, 10 health), but making you a better mage overall, improving your destruction skill. Only useable once a day.
Modified Vanilla Magic Spells (On top of the Deadly Damage)
- Ice Spike / Icy Spear- Both of these spells have been made to deal a ridiculously low amount of damage, but are debatingly the most deadly spells of all, since no one would survive for long with an icicle ripping their chest open, it now adds a longterm bleeding effect that is virtually unstoppable by normal means, meaning death will surely await those who suffer from it, be extremely cautious or exploit it to your advantage, since the bleeding effects stack with each icicle
Survivability Tools
- "Forsworn Blood" - A red vial that contains the blood of a forsworn, those naked people that live in the wilds of the cold province that is Skyrim. It's a last resort, not very healthy in the longrun as one would expect from drinking blood. It gives you health regen to overcome the bleeding effect you will take from ice projectiles, while it paralyzes you for 2 seconds (just for the gist of it) and depletes your magicka and stamina bars temporarily. It's better used out of combat, obviously, but for obvious reasons you can still use it in combat if the situation requires, just chug it away and hope for the best if you can't deal with those pesky ice mages in time.You can obtain it by buying it from a vendor or you can loot them by the bunch from most corpses of Forsworn.
Do note: If you're bleeding out really fast from multiple ice spikes that ran through your body, enough to overpower the health regen effect from the Forsworn Blood Vial, you're screwed, pray to the divines as you kiss your shoebox goodbye.
Playstyle Adaptability
For either mage or non-mage characters:
Cleric:
- Pray to the Divines - Doing your part towards the Divines grants you +5 Faith (Total Stamina). Only useable once a day.
This can actually overcome the bleeding effects on an Ice Spike.
Although you need a certain Faith (Total Stamina) level for certain prayers to work, the Divines will not abandon you during your times of need, which means they will channel their grace even after your stamina bar runs out.
Cultist:
As opposed to the Cleric, all added powers use Health instead of Magicka or Stamina, there's no faith here, sacrifice yourself to your overlords.
- Daedric Ritual: Death Vision - Detects undead around you, costs 5 Health per second. Useable from the start.
- Daedric Ritual: Horror - Instils fear in those around you. Only useable once per day. Useable at 140 Health.
- Daedric Ritual: Blood Ward - Generates a ward that costs 5 Health per second. Useable at 150 Health.
- Daedric Ritual: Force Manipulation - Pull, hold and throw objects from a distance, costs 5 Health. Useable at 160 Health.
- Daedric Covenant - Enter into a Covenant with the Daedra by selling them your soul, leaving your humanity behind forever. Sets Health and Magicka to 5000, rids you of any Divine prayer permanently. Be wary, as you become immortal and virtually unstoppable, you will leave all trace of sentiment behind, without your soul, you will not be able to find pleasure as your basic senses become twisted themselves. Useable at 200 Health
How to start
- All mage spells are located in Farengar's Desk
- To become Cleric/Cultist just read a book found in the temple of Kynareth in Whiterun: "The Divine and The Occult," then you will recieve a power "Ponder about The Divine and The Occult." Upon using, you will recieve all of the respective abilities to customize your playthrough, follow the instructions above to tip the scale and make a definitive yet rewarding choice.
Works best with the Adept Difficulty!
Latest Features
V1.4
Added Playstyle Adaptability:
- Cleric/Cultist
Pre V1.4:
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V1.0
- All elemental spells are really powerful.
- With frost being the less powerful, it comes with the addition of gathering heat from the opponent and turning into life force (will be taken out and posted as an optional file if frowned upon) as well as the ability to slow down your opponents to a staggering degree.
- Fire is a very dangerous element, burning through your enemies, allies or yourself in moments, resulting in a quick yet painful death.
- Electricity is the most deadly, with the first spells being considerably less deadly than fire, but as your lightning spells build up in energy,
few can stand a chance against a steady volley of electricity, perishing to it's destructive nature. - Wards are your new best friend, blocking most of the elemental damage you recieve. They have been severely reworked so that the more you
progress in your mastery of wards, the more magicka damage they block and the less magicka they consume from the weilder, being given a
very real use when it comes to magic combat and strategizing against a mage. - Potions are now balanced to offer resistance accordingly, not breaking the potions of elemental resists.
- Elemental Enchantments to weapons have been reworked. May be too overpowered (that's kinda the point of this mod but in this case may be too much) let me know what you think.
- All mages are what they are supposed to be, adepts of the unknown and now they hone their unspeakable prowess in magic.
- All dragons are naturally resistant to the deadliest element, electricity, as their scales are impervious to it, however fire dragons are resistant to fire
and frost dragons are resistant to frost. Plan accordingly when facing each type. - Atronachs are naturally resistant to the element they are composed off.
- Dragon Priests hone the capabilities of all dragon types, therefore, they are resistant to all of the elements, be extremely cautious.
Adds Powers and their spelltomes to Farengar's Table:
- Magic Meditation - Expands your magical knowledge by increasing your magicka points cap permanently by a small amount, only useable once a day.
- Magic Battle Meditation - Calm your mind and call forth the fruits of your training by increasing your magicka points cap by a great amount for 100 seconds, only useable once a day.
Adds/Modifies Powers:
- Magic Meditation - On top of adding to your magic points cap, it now adds a small amount of Health points as well.
- Magic Battle Meditation - It now rids you of an additional 10 Magicka Points upon the end of the power's effect duration.
- Added: Overclock - Push your magical limits as you channel an enormous upgrade to your magicka and Health for 20 seconds, costing you greatly after, but making you a better mage overall.
Using spells is not enough to progress your destruction tree, you mustUse the Overclock Power to push your limits, which advances significantly your destruction skill. But beware, it will cost you, don't overdo it without making up for it by meditating and building up your magicka.
Don't just spam the powers that level and buff you up, you will need to build up through magic meditation in order to have the resources to evolve.
With great powers comes great responsibility.
- Augmented Flames, Frost, Shock (Destruction) - 60% at (1), 90% at (2)
- Intense Flames, Deep Freeze, Disintegrate (Destruction) - 99% (just a little more challenging than vanilla damage)
- Shield Wall (Block) - 90% resistant to all elements when blocking with a shield.
- Elemental Protection (Block) - 100% resistant to all elements when blocking with a shield.
- Reworks elemental resistance enchantments to armor.
- Added more studious way of leveling your destruction tree and upgrading upon your magical knowledge, a series of encrypted books by the name of Magnus Corpus, found across skyrim's most acessible places.
All of the useable elemental destruction spells have been thoroughly rebalanced and tailored to work best in adept difficulty.
- Now all the spells, values and resistances have been tailored to not break immersion.
- All concentration spells are still very deadly, however the first aimed elemental spells you get won't output as much damage, so you don't get molested and vice versa as soon as you're spotted, these aimed spells have also been made to cost signifficantly less in order to improve combat versatility at a distance and let both you and the opponent exchange a couple of spells before the inevitable demise of one of the parties.
- Spells still respect the original hierarchy of deadliness: Frost < Fire < Electricity.
- Ice Spike and Icy Spear now deal a ridiculously low amount of damage, but are debatingly the most deadly spells of all, since no one would survive for long with an icicle ripping their chest open, it now adds a longterm bleeding effect that is virtually unstoppable by normal means, meaning death will surely await those who suffer from it, be extremely cautious or exploit it to your advantage, since the bleeding effects stack with each icicle.
- With the last feature having been spoken, you will have to make good use of something newly added to guarantee your survival in dire times:
"Forsworn Blood" - A red vial that contains the blood of a forsworn, those naked people that live in the wilds of the cold province that is Skyrim. It's a last resort, not very healthy in the longrun as one would expect from drinking blood. It gives you health regen to overcome the bleeding effect you will take from ice projectiles, while it paralyzes you for 2 seconds (just for the gist of it) and depletes your magicka and stamina bars temporarily. It's better used out of combat, obviously, but for obvious reasons you can still use it in combat if the situation requires, just chug it away and hope for the best if you can't deal with those pesky ice mages in time. You can obtain it by buying it from a vendor or you can loot them by the bunch from most corpses of Forsworn.. Do note: If you're bleeding out really fast from multiple ice spikes that ran through your body, enough to overpower the health regen effect from the Forsworn Blood Vial, you're screwed, pray to the divines as you kiss your shoebox goodbye. - Dragon's are no longer impervious to lightning and are no longer completely resistant to their respective element, the same goes for Dragon Priests, although they are still very resistant to the elements nonetheless.
- Using elemental spells will now upgrade your destruction skill again, as it should!
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- More Custom Buffs, Debuffs, Diseases and ailments resulting from the elements
- More Custom Spells and Powers.
- The ability to enter into a covenant with a Daedra. Become more powerful than ever in a specific way to your choosing, for a permanent price...
- Additional books to the Magnus Corpus series, as well as other book series that boost destruction.
Don't hesitate to let us know of what you would like to see next for this mod or if you have any mod request.
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find us at RisingTalesMods@gmail.com
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If you have any question or suggestion at all, please feel free to comment or get in tough.