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SimonMagus616

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Stillsnow1234

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Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game's magic progression, and adds new spells from previous Elder Scrolls titles.

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LE Port of Mysticism - A Magic Overhaul by SimonMagus616

Note: The description is Produced as is from the Original Mod Page.

Mysticism - A Magic Overhaul


Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game's magic progression, and adds new spells from previous Elder Scrolls titles. These spells are designed to feel like they belong in the world of Skyrim, both mechanically and aesthetically. You can purchase them from vendors, loot them from dungeons, or find them hand-placed in carefully chosen locations around the world. By adding new spells and re-balancing existing spells as part of the same project, Mysticism is able to offer users a coherent and balanced magical experience throughout the early, middle, and late game.

Features 

  • Sweeping balance adjustments to Vanilla spells 
  • Over 200 new spells added to the world 
  • Vendor tweaks to add flavor and enhance roleplay 
  • Rare spells hand-placed around the world
  • A complete rework of master spells from all schools
  • New visuals designed to fit perfectly with the Vanilla game 
  • Almost entirely scriptless, no impact on performance

Alteration 

“Magic is, by its very nature, volatile and dangerous. Unless you can control it, it can and will destroy you."

  • Flesh spells have been significantly buffed. Dragonhide now benefits from Mage Armor.
  • Shield spells allow the player to choose between Fire, Frost, Shock, or Poison for a short time.
  • Utility spells allow the player to open locks, fortify carry weight, and walk on water.
  • Several debuffs that were considered to be Destruction spells in previous games (Weakness to Fire, Disintegrate Weapon, Corrode Armor) have been reinterpreted as Alteration spells.
  • Mark and Recall spells allow for quick travel around Skyrim. 

Spell List 

Novice 

  • Oakflesh - Improves armor by 40 points for 60 seconds. 
  • Open Novice Lock - For 60 seconds, instantly open any Novice lock.
  • Candlelight - Creates a hovering light that lasts for 180 seconds.
  • Waterbreathing -Allows the caster to breathe underwater for 60 seconds. 

Apprentice 

  • Stoneflesh - Improves armor by 80 points for 60 seconds.
  • Damage Weapon - Touch enemies in melee range to reduce their weapon damage by 10% for 30 seconds.
  • Damage Armor - Touch enemies in melee range to reduce their armor by 100 for 30 seconds.
  • Open Apprentice Lock - For 60 seconds, instantly open any Apprentice lock. 
  • Feather - Increases carry weight by 100 for 60 seconds. 
  • Windwalker - You move 10% faster for 60 seconds.
  • Buoyancy - For 60 seconds, you swim twice as fast.
  • Magelight - Launches a hovering ball of light that lasts for 180 seconds.
  • Ash Shell - Encases enemies in ash for 15 seconds.*

Adept 

  • Ironflesh - Improves armor by 120 points for 60 seconds.
  • Fire Shell - Increases Fire Resistance by 50% for 60 seconds.
  • Frost Shell - Increases Frost Resistance by 50% for 60 seconds.
  • Shock Shell - Increases Shock Resistance by 50% for 60 seconds.
  • Poison Shell - Increases Poison Resistance by 50% for 60 seconds.
  • Disintegrate Weapon - A blast of raw magic that reduces enemy weapon damage by 15% for 30 seconds.
  • Corrode Armor - A blast of raw magic that reduces enemy armor by 150 for 30 seconds. 
  • Open Adept Lock - For 60 seconds, instantly open any Adept lock. 
  • Slowfall - You take no fall damage for 60 seconds.
  • Sea Stride - You can walk on water for 60 seconds.
  • Telekinesis - Levitates objects, allowing the caster to deal damage by launching them at foes.
  • Transmutation - Transmutes one piece of unrefined iron ore into silver ore, and one unrefined piece of silver ore into gold ore.*
  • Whirlwind Cloak - For 60 seconds, targets in melee range have a chance to be flung away.*
  • Ash Cloud - Creates a rune that explodes when enemies approach, encasing enemies in ash for 15 seconds.*

Expert 

  • Ebonyflesh - Improves armor by 160 points for 60 seconds.
  • Weakness to Fire - Reduces enemy Fire Resistance by 50% for 30 seconds.
  • Weakness to Frost - Reduces enemy Frost Resistance by 50% for 30 seconds.
  • Weakness to Shock - Reduces enemy Shock Resistance by 50% for 30 seconds.
  • Weakness to Poison - Reduces enemy Poison Resistance by 50% for 30 seconds.
  • Greater Disintegration - A blast of raw magic that reduces enemy weapon damage by 20% for 30 seconds.
  • Greater Corrosion - A blast of raw magic that reduces enemy armor by 200 for 30 seconds. 
  • Disintegration Rune  - Creates a rune that explodes when enemies approach, reducing enemy weapon damage by 25% for 30 seconds.
  • Corrosion Rune - Creates a rune that explodes when enemies approach, reducing enemy armor by 250 for 30 seconds. 
  • Open Expert Lock - For 60 seconds, instantly open any Expert lock. 
  • Pack Mule - Increases carry weight by 200 for 60 seconds. 
  • Windrunner - You move 20% faster for 60 seconds.
  • Mark - Marks a location for recall.
  • Recall - Teleports the caster to their marked location.
  • Equilibrium - Sacrifices Health for a moderate amount of Magicka.*
  • Shalidor’s Beacon - Teleports the caster to the College of Winterhold.*
  • Ash Rune - Creates a rune that explodes when enemies approach, encasing enemies in ash for 15 seconds.*

Master 

  • Dragonhide - Improves armor by 200 points for 60 seconds.
  • Flame Shield - Increases Fire Resistance by 75% for 60 seconds.
  • Ice Shield - Increases Frost Resistance by 75% for 60 seconds.
  • Lightning Shield - Increases Shock Resistance by 75% for 60 seconds.
  • Venom Shield - Increases Poison Resistance by 75% for 60 seconds.
  • Sword Breaker - An explosion of raw magic that reduces enemy weapon damage by 25% for 30 seconds. 
  • Armor Eater - An explosion of raw magic that reduces enemy armor by 250 for 30 seconds. 
  • The Unwelcome Guest - For 60 seconds, instantly open any Master lock. 
  • Grand Telekinesis - Levitates creatures and people, allowing the caster to launch them for massive damage. 
  • Cinder Storm - Encases all enemies in a large area in ash for 15 seconds.*

* Spells marked by a * are not available from normal vendors. 



Conjuration 

“You deal with powerful forces. Take care they do not overwhelm you.” 


  • New Conjuration spells allow you to summon ghostly predators, Dremora mages, and skeleton warriors. 
  • Rare spells hidden in unique places around the world allow Conjuration mages to summon ancestral ghosts, dwarven spiders, and even daedric Lurkers.
  • Reanimation spells increase both their magnitude and their duration when dual cast. 
  • Banish Daedra is now a potent defense against Daedra of all kinds.
  • New high-level bound weapons make Conjuration mages deadly in melee combat.

Spell List


Novice

  • Conjure Spectral Wolf - Summons a Spectral Wolf for 60 seconds wherever the caster is pointing.
  • Conjure Skeleton - Summons a Skeleton for 60 seconds wherever the caster is pointing.
  • Raise Zombie - Reanimates a corpse up to level 8 for 60 seconds.
  • Bound Sword - Conjures a lesser Daedra in the form of a sword for 60 seconds. 
  • Bound Dagger - Conjures a lesser Daedra in the form of a dagger for 60 seconds. 

Apprentice
 

  • Conjure Spectral Dire Wolf - Summons a Spectral Alpha Wolf for 60 seconds wherever the caster is pointing.
  • Conjure Flame Atronach - Summons a Flame Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Dremora Warrior - Summons a Dremora Warrior for 60 seconds wherever the caster is pointing.
  • Conjure Skeleton Archer - Summons a Skeleton Archer for 60 seconds wherever the caster is pointing.
  • Conjure Corrupted Shade - Summons a Corrupted Shade for 60 seconds wherever the caster is pointing.
  • Reanimate Corpse - Reanimates a corpse up to level 15 for 90 seconds.
  • Bound Battle Axe - Conjures a lesser Daedra in the form of a battleaxe for 60 seconds. 
  • Bound Bow - Conjures a lesser Daedra in the form of a bow for 60 seconds. 
  • Dismiss - Dismiss any summoned creatures under your control.
  • Banish Daedra - Daedra up to level 10 are sent back to Oblivion. Daedra who resist take 15 damage per second for 4 seconds.
  • Soul Trap - If the target dies within 60 seconds, fills a soul gem.

Adept

  • Conjure Spectral Sabre Cat - Summons a Spectral Sabre Cat for 60 seconds wherever the caster is pointing.
  • Conjure Frost Atronach - Summons a Frost Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Dremora Archer - Summons a Dremora Archer  for 60 seconds wherever the caster is pointing.
  • Conjure Skeleton Mage - Summons a Skeleton Mage for 60 seconds wherever the caster is pointing.
  • Conjure Corrupted Soldier - Summons a Corrupted Soldier for 60 seconds wherever the caster is pointing.
  • Revenant - Reanimates a corpse up to level 25 for 60 seconds.
  • Greater Bound Sword - Conjures a Daedra in the form of a sword for 120 seconds. 
  • Greater Bound Dagger - Conjures a Daedra in the form of a dagger for 120 seconds. 
  • Banish Greater Daedra - Daedra up to level 15 are sent back to Oblivion. Daedra who resist take 20 damage per second for 4 seconds.


Expert 

  • Conjure Spectral Bear - Summons a Spectral Bear for 60 seconds wherever the caster is pointing.
  • Conjure Spectral Steed - Summons a Spectral Steed for 120 seconds wherever the caster is pointing.
  • Conjure Storm Atronach - Summons a Storm Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Dremora Warlock - Summons a Dremora Warlock for 60 seconds wherever the caster is pointing.
  • Conjure Skeleton Warrior - Summons a Skeleton Warrior for 60 seconds wherever the caster is pointing.
  • Conjure Corrupted Sharpshooter - Summons a Corrupted Sharpshooter for 60 seconds wherever the caster is pointing.
  • Dread Zombie - Reanimates a corpse up to level 35 for 60 seconds.
  • Greater Bound Battleaxe - Conjures a daedra in the form of a battleaxe for 120 seconds. 
  • Greater Bound Bow - Conjures a daedra in the form of a bow for 120 seconds. 
  • Expel Daedra -  Daedra up to level 20 are sent back to Oblivion. Daedra who resist take 25 damage per second for 4 seconds. 

Master 


  • Conjure Spectral Manbeast - Summons a Spectral Manbeast for 120 seconds wherever the caster is pointing.
  • Conjure Flame Monarch - Summons a Flame Monarch for 120 seconds wherever the caster is pointing.
  • Conjure Frost Monarch - Summons a Frost Monarch for 120 seconds wherever the caster is pointing.
  • Conjure Storm Monarch - Summons a Storm Monarch for 120 seconds wherever the caster is pointing.
  • Conjure Dremora Lord - Summons a Dremora Lord for 120 seconds wherever the caster is pointing.
  • Conjure Skeleton Colossus - Summons a Skeleton Colossus for 120 seconds wherever the caster is pointing.
  • Conjure Corrupted Sorcerer - Summons a Corrupted Sorcerer for 120 seconds wherever the caster is pointing.
  • Dead Thrall - Permanently reanimates a corpse up to level 50 to fight for you.
  • Oblivion’s Edge - Conjures a greater Daedra in the form of a sword for 180 seconds. 
  • Soul Shine - Conjures a greater Daedra in the form of a dagger for 180 seconds. 
  • Shacklebreaker - Conjures a greater Daedra in the form of a battleaxe for 180 seconds. 
  • Widowmaker - Conjures a greater Daedra in the form of a bow for 180 seconds.
  • Annulment -  Daedra up to level 25 are sent back to Oblivion. Daedra who resist take 30 damage per second for 4 seconds. 


Destruction 

“Fire, frost, or lightning--you will suffer at my hands!”


  • Higher-level versions of your favorite Destruction spells 
  • Tweaks to damage, cost, and projectile weight make each element feel more unique 
  • New touch spells deal high damage and cost relatively little Magicka in exchange for their relatively short range
  • Powerful new spells allow Destruction mages to heal themselves by absorbing Health from their foes 
  • Over a dozen new Master spells, allowing Destruction to scale well into the late game.

Spell List


Novice 

  • Flames -  A gout of fire that does 8 damage per second. Targets on fire take extra damage.
  • Frostbite - A gust of icy wind that does 8 damage to Health and Stamina per second.
  • Sparks - A stream of lightning that does 8 damage to Health and Magicka per second.

Apprentice 

  • Burning Touch - Touch enemies in melee range for 30 fire damage. Targets on fire take extra damage.
  • Firebolt - A bolt of fire that does 25 damage. Targets on fire take extra damage.
  • Fire Rune - Creates a rune that explodes when enemies approach, dealing 40 fire damage. Targets on fire take extra damage.
  • Chilling Touch - Touch enemies in melee range for 30 frost damage to Health and Stamina. 
  • Ice Spike - A bolt of ice that does 25 damage to Health and Stamina.
  • Frost Rune - Creates a rune that explodes when enemies approach, dealing 40 frost damage to Health and Stamina.
  • Static Touch - Touch enemies in melee range for 30 shock damage to Health and Magicka. 
  • Lightning Bolt - A bolt of lightning that does 25 damage to Health and Magicka.
  • Lightning Rune - Creates a rune that explodes when enemies approach, dealing 40 shock damage to Health and Magicka.

Adept 

  • Greater Flames - An intense gout of fire that deals 25 damage per second. Targets on fire take extra damage.
  • Fireball - A ball of fire that deals 40 damage. Targets on fire take extra damage. 
  • Flame Cloak - For 60 seconds, targets in melee range take 8 fire damage per second. Targets on fire take extra damage.
  • Greater Frostbite - An intense gust of icy wind that deals 25 damage per second to Health and Stamina.
  • Ice Storm - A freezing whirlwind that deals 40 damage to Health and Stamina.
  • Frost Cloak - For 60 seconds, targets in melee range take 8 frost damage to Health and Stamina per second.
  • Greater Sparks - An intense stream of lightning that deals 25 damage to Health and Magicka per second. 
  • Chain Lightning - A bolt of forked lightning that deals 40 damage to Health and Magicka before leaping to a new target.
  • Lightning Cloak - For 60 seconds, targets in melee range take 8 shock damage to Health and Magicka per second. 
  • Entropic Touch - Touch enemies in melee range to absorb 30 Health. 
  • Entropic Bolt - A bolt of raw magic that absorbs 25 Health. 

Expert 

  • Fiery Grasp - Touch enemies in melee range for 75 fire damage. Targets on fire take extra damage.
  • Incinerate - A blast of fire that deals 60 damage. Targets on fire take extra damage.
  • Greater Fire Rune - Creates a rune that explodes when enemies approach, dealing 80 fire damage. Targets on fire take extra damage.
  • Wall of Flames - Creates a wall of fire that deals 40 damage per second for 30 seconds. Targets on fire take extra damage.
  • Freezing Grasp - Touch enemies in melee range for 75 frost damage to Health and Stamina. 
  • Icy Spear - A blast of ice that does 60 damage to Health and Stamina.
  • Greater Frost Rune - Creates a rune that explodes when enemies approach, dealing 70 frost damage to Health and Stamina.
  • Wall of Frost - Creates a wall of frost that deals 40 damage per second to Health and Stamina for 30 seconds.
  • Shocking Grasp - Touch enemies in melee range for 75 shock damage to Health and Magicka. 
  • Thunderbolt - A blast of lightning that does 60 damage to Health and Magicka.
  • Greater Lightning Rune - Creates a rune that explodes when enemies approach, dealing 70 shock damage to Health and Magicka.
  • Wall of Storms - Creates a wall of lightning that deals 40 damage per second to Health and Magicka for 30 seconds. 
  • Drain Life - A volatile surge of raw magic that absorbs 25 Health per second. 
  • Entropic Blast - An explosion of raw magic that absorbs 40 Health. 
  • Entropic Rune - Creates a rune that explodes when enemies approach, absorbing 60 Health.

Master 

  • Scorch - Touch enemies in melee range for 100 fire damage. Targets on fire take extra damage.
  • Flames of Oblivion - A rapid barrage of fireballs that deals 50 damage per second. Targets on fire take extra damage.
  • Blazing Spear - A raging fireball that deals 80 damage. Targets on fire take extra damage.
  • Enemies Explode - A fiery explosion that deals 60 damage. Targets on fire take extra damage.
  • Fire Storm - A fiery explosion that surges outward, dealing up to 80 damage based on proximity to the caster. Targets on fire take extra damage.
  • Flash Freeze - Touch enemies in melee range for 100 frost damage to Health and Stamina. 
  • Hailstorm - A rapid barrage of icy spikes that deals 50 damage to Health and Stamina per second.
  • Frozen Lance - An icy lance that explodes for 80 damage to Health and Stamina.
  • Throat of the World - A frozen vortex that deals 60 damage to Health and Stamina.
  • Blizzard - A deadly blizzard that deals 20 damage to Health and Stamina per second for 10 seconds over a wide area.
  • Electrocute  - Touch enemies in melee range for 100 shock damage to Health and Magicka. 
  • Lighting Storm - An unstable stream of lightning that deals 50 damage to Health and Magicka per second. 
  • Electrocution - A blast of wild electricity that deals 80 damage to Health and Magicka.
  • Finger of the Mountain - A blast of forked lightning that deals 60 damage to Health and Magicka before leaping to a new target.
  • Lightning Surge - Charged lightning that surges outward, dealing up to 80 damage to Health and Magicka based on proximity to the caster.
  • Leech - Touch enemies in melee range to absorb 75 Health..
  • Life Steal - A volatile surge of raw magic that absorbs 40 Health per second.
  • Hand of Sithis - A crackling blast of raw magic that absorbs 60 Health. 
  • Death Field - An explosion of raw magic that absorbs 50 Health.
  • Lamae’s Embrace - For 60 seconds, absorbs 8 Health per second from targets in melee range.


Illusion

“You know, Illusion really is the least appreciated of the schools of magic.”


  • High Magicka cost and relatively conservative target levels keep Illusion balanced even at high levels of play. 
  • Paralysis spells have been migrated from Alteration to Illusion, a decision which enhances the respective identities of both skills.
  • In addition to Paralysis, two new leveled archetypes have been added to Illusion: Silence and Command.
  • New spells such as Chameleon, Vanish, and Ghostwalk enhance the stealth capabilities of Illusion mages.  
  • New utility spells allow Illusion mages to charm merchants, become ethereal, and slow their perception of time.

Spell List

Novice

  • Calm - Living targets up to level 5 won’t fight for 30 seconds.
  • Fury - Living targets up to level 5 will attack anyone nearby for 30 seconds.
  • Courage - Living targets won’t flee for 180 seconds and receive 25 extra Health and Stamina.
  • Clairvoyance - Shows the path to the current goal.

Apprentice

  • Hypnotize - Living targets up to level 10 won’t fight for 30 seconds.
  • Rage - Living targets up to level 10 will attack anyone nearby for 30 seconds.
  • Hush - Living targets up to level 10 are silenced for 30 seconds. 
  • Fear - Living targets up to level 10 flee from combat for 30 seconds. 
  • Chameleon - For 60 seconds, sneaking is 20% better.
  • Nighteye - Improves the caster’s night vision for 60 seconds. 

Adept

  • Pacify - Living targets up to level 15 won’t fight for 30 seconds.
  • Frenzy - Living targets up to level 15 will attack anyone nearby for 30 seconds.
  • Quiet - Living targets up to level 15 are silenced for 30 seconds. 
  • Panic - Living targets up to level 15 flee from combat for 30 seconds. 
  • Disable - Living targets up to level 10 are paralyzed for 10 seconds. Some enemies are immune to this effect.
  • Command - Living targets up to level 10 are placed under your command for 30 seconds. 
  • Calm Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 won’t fight for 30 seconds.
  • Frenzy Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 will attack anyone nearby for 30 seconds.
  • Silence Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 won’t cast spells for 30 seconds.
  • Fear Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 flee from combat for 30 seconds.
  • Rally - Targets won’t flee for 300 seconds and receive 50 extra Health and Stamina.
  • Charm - For 300 seconds, prices are 10% better. 
  • Muffle - Silences the caster’s movement for 60 seconds. 
  • Detection - Nearby living targets can be seen through walls.
  • Shroud - For 60 seconds, incoming weapon attacks have a 20% chance to miss.

Expert

  • Serenity - Living targets up to level 20 won’t fight for 30 seconds.
  • Wrath - Living targets up to level 20 will attack anyone nearby for 30 seconds.
  • Mute - Living targets up to level 20 are silenced for 30 seconds. 
  • Rout - Living targets up to level 20 flee from combat for 30 seconds. 
  • Immobilize - Living targets up to level 15 are paralyzed for 10 seconds. Some enemies are immune to this effect.
  • Control - Living targets up to level 15 are placed under your command for 30 seconds. 
  • Paralysis Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 are paralyzed for 10 seconds.
  • Command Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 will fight for you for 30 seconds.
  • Seduce - For 300 seconds, prices are 10% better. This effect is stronger on members of the opposite sex.
  • Invisibility - For 30 seconds, the caster cannot be seen. Attacking or activating an object will break the spell.
  • Reflection - For 60 seconds, 50% of all melee damage is reflected back at your attackers. 
  • Haste - Focuses the senses, slowing the caster’s perception of time by 25% for 6 seconds.


Master

  • Harmony - Living targets in a large area up to level 25 won’t fight for 30 seconds.
  • Mayhem - Living targets in a large area up to level 25 will attack anyone nearby for 30 seconds.
  • Silence - Living targets in a large area up to level 25 are silenced for 30 seconds.
  • Hysteria - Living targets in a large area up to level 25 flee from combat for 30 seconds
  • Paralysis - Living targets in a large area up to level 20 are paralyzed for 10 seconds. Some enemies are immune to this effect.
  • Domination - Living targets in a large area up to level 20 are placed under your command for 30 seconds. 
  • Call to Arms - Living targets in a large area won’t flee. They receive 100 extra Health and Stamina, as well as increased combat skills for 600 seconds.  
  • Mesmerize - For 300 seconds, prices are 10% better and merchants will buy any item you offer them. This effect is stronger on members of the opposite sex.
  • Shadowmask - For 30 seconds, the caster cannot be seen, heard, or harmed. Attacking or activating an object will break the spell.
  • Shalidor’s Mirror - For 60 seconds, 100% of all melee damage is reflected back at your attackers. 
  • Sanctuary - For 60 seconds, incoming weapon attacks have a 35% chance to miss.
  • Quicksilver - Focuses the senses, slowing the caster’s perception of time by 40% for 10 seconds.


Restoration 

“Restoration is a perfectly valid school of magic, and don’t let anyone tell you otherwise!” 


  • Instant healing spells have been replaced with higher level concentration spells.
  • Regeneration spells allow Restoration mages to restore large amounts of health over a short time.
  • Healing Light spells allow Restoration to restore small amounts of health over an extended time.
  • Attunement spells allow Restoration mages to fortify their Health over an extended time.
  • Ward spells have been buffed to provide defense against physical blows. 
  • New Sun and Turn Undead spells allow Restoration mages to devastate the undead. 
  • Poison spells allow Restoration mages to deal damage over time to the living.

Spell List 


Novice 

  • Healing - Restores 10 Health per second.
  • Lesser Ward - Creates a magical shield that resists 15% of physical damage and negates up to 30 points of spell damage. 
  • Turn Lesser Undead - Touch undead up to level 5 to turn them for 30 seconds. 
  • Sunbeam - A beam of sunlight that deals 8 damage per second to the undead.
  • Poison Spray - A poisonous mist that deals 8 damage per second.

Apprentice 

  • Fast Healing - Restores 20 Health per second.
  • Regeneration - Restores 10 Health per second for 5 seconds. 
  • Healing Light - Restores 2 Health per second for 60 seconds. 
  • Healing Hands - Heals the target, restoring 20 Health per second. 
  • Attunement - Increases Health by 25 points for 60 seconds
  • Steadfast Ward - Creates a magical shield that resists 30% of physical damage and negates up to 60 points of spell damage.
  • Cleanse - Removes all magical effects from the caster.
  • Turn Undead - Turns undead up to level 10 for 30 seconds. 
  • Sunlight Touch - Touch undead to smite them for 30 damage.
  • Sunfire - A ball of sunlight that deals 25 damage to undead.
  • Sunlight Rune - Creates a rune that explodes when enemies approach, dealing 40 damage to the undead. 
  • Poisonous Touch - Touch enemies in melee range to deal 7 poison damage per second for 5 seconds. 
  • Poisonbolt - A ball of poison that deals 6.25 damage per second for 5 seconds. 
  • Poison Rune - Creates a rune on a nearby surface that explodes when enemies approach, dealing 10 poison damage per second for 5 seconds. 

Adept 

  • Close Wounds - Restores 30 Health per second.
  • Rapid Regeneration - Restores 15 Health per second for 5 seconds.
  • Restoring Light - Restores 3 Health per second for 60 seconds.
  • Mending - Heals the target, restoring 30 Health per second.
  • Greater Attunement - Increases Health by 50 points for 120 seconds. 
  • Greater Ward - Creates a magical shield that resists 45% of physical damage and negates up to 90 points of spell damage. 
  • Cure - Cures any diseases affecting the caster. 
  • Repel Undead - Turns undead up to level 15 for 30 seconds. 
  • Radiant Sunbeam - A beam of sunlight that deals 25 damage per second to the undead. 
  • Vampire’s Bane -  An explosion of sunlight that deals 40 damage to the undead.
  • Stendarr’s Aura - For 60 seconds, undead in melee range take 8 damage per second.
  • Venom Spray - A poison mist that deals 25 damage per second.
  • Poison Cloud - A cloud of poison that deals 10 damage per second for 5 seconds. 
  • Poison Cloak - For 60 seconds, opponents in melee range take 8 poison damage per second.

Expert 

  • Grand Healing - Restores 40 health per second. 
  • Mutagen - Restores 20 health per second for 5 seconds. 
  • Purifying Light - Resotes 4 Health per second for 60 seconds. 
  • Convalescence - Heals the target, restoring 40 Health per second.
  • Divine Body - Fortifies vitality, increasing Health by 75 points for 120 seconds.
  • Grand Ward - Creates a magical shield that resists 60% of physical damage and negates up to 120 points of spell damage. 
  • Grand Repulsion - Turns undead up to level 20 for 30 seconds. 
  • Repulsion Rune - Creates a rune  that explodes when enemies approach, turning undead up to level 25 for 30 seconds.
  • Radiant Grasp - Touch undead in melee range to smite them for 75 damage.
  • Sunburst - A radiant ball of sunlight that deals 60 damage to the undead.
  • Radiant Sunlight Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 damage to the undead.
  • Wall of Sunlight - Creates a wall of sunlight that deals 40 damage per second for 30 seconds.
  • Venomous Grasp - Touch enemies in melee range for 18 poison damage per second for 5 seconds. 
  • Deadly Poisonbolt - A deadly ball of poison that deals 15 damage per second for 5 seconds. 
  • Deadly Poison Rune - Creates a rune on a nearby surface that explodes when enemies approach, dealing 17.5 poison damage per second over 5 seconds. 
  • Wall of Poison - Creates a wall of poison that deals 50 damage per second for 30 seconds.

Master 

  • Heart of Dibella - Restores 50 Health per second. 
  • Tears of Mara - Restores 25 Health per second for 5 seconds. 
  • Arkay’s Light - Resotes 5 Health per second for 60 seconds.
  • Mercy of Stendarr - Heals the target, restoring 50 Health per second.
  • Augur of Aetherius - Channels divine energies to fortify vitality, increasing Health by 100 points for 120 seconds.
  • Shalidor’s Shield - Creates a magical shield that resists 75% of physical damage and negates up to 150 points of spell damage. 
  • Bane of the Undead - Turns undead in a large up to level 25 for 30 seconds. 
  • Eclipse - Touch undead in melee range to smite them for 100 damage.
  • Daybreak - A beam of radiant light that deals 50 damage per second to undead.
  • Reflective Light - An orb of aetherial sunlight that deals 80 points of damage to the undead.
  • Solar Flare - A radiant explosion of sunlight that deals 60 damage to the undead.
  • Charged Nova - A volatile eruption of sunlight that deals up to 80 damage to the undead, based on proximity to the caster. 
  • Venomfang - Touch enemies in melee range for 25 damage per second for 5 seconds.
  • Death’s Wind - A caustic wind that deals 50 damage per second.
  • Viperbolt - A volatile ball of poison that deals 20 damage per second for 5 seconds.
  • Poison Bloom - A venomous cloud that deals 15 damage per second for 5 seconds. 
  • Black Marsh - A poisonous explosion that surges outward, dealing up to 20 damage per second for 5 seconds based on proximity to the caster.



Special Spells and Vendor Changes

Mysticism makes adjustments to a small number of vendors in order to improve the overall experience of playing as a mage. Specifically, it ensures that each school of magic has at least one Expert vendor outside the College of Winterhold. Some of these vendors, such as Talvas Fathryon or Florentius Baenius, have unique spells that you won't find at (most) other vendors. Mysticism also hand-places some unique spells as loot throughout the world. If you're have trouble finding these spells, or you don't want to make the trip to Solstheim or the Soul Cairn right now, don't worry! The College is home to a certain shady elf who makes a living selling items that other mages can't get their hands on. If you're looking for a spell that can't be bought from other members of the College, pay him a visit and see what he has in stock.

  • Rare and powerful spells hand-placed as loot throughout Skyrim.
  • Sybille Stentor, Falion, Feran Sadri, Festus Krex, Florentius Baenius, and Tavlas Fathryon now sell Expert spells for their respective schools of magic.
  • Sun magic and Ash magic are only available from the Dawngard and Tel Mithryn, respectively. New spells will become available when you complete the Restoration and Alteration ritual quests.
  • Some of the most powerful spells in Mysticism can only be acquired by finding them in the world, in many cases guarded by powerful bosses!
  • A special vendor in the College will have a rotating inventory of spells that are otherwise unavailable, in case you want to try your luck.

Spell List


The following spells are either 1) hand-placed in the world or 2) only available from special vendors such as Talvas and Florentius. All of these spells have a chance to show up in Enthir's inventory as well.

Conjuration - Adept 

  • Conjure Boneman - Summons a Boneman for 60 seconds wherever the caster is pointing.
  • Conjure Seeker - Summons a Seeker for 60 seconds wherever the caster is pointing.
  • Conjure Ash Spawn - Summons an Ash Spawn for 60 seconds wherever the caster is pointing.
  • Conjure Ancestral Guardian - Summons an Ancestral Guardian for 60 seconds wherever the caster is pointing.
  • Conjure Dwarven Spider - Summons a Dwarven Spider for 60 seconds wherever the caster is pointing.
  • Conjure Flaming Familiar - Summons a Flaming Familiar who will charge into battle and explode.

Conjuration - Expert 

  • Conjure Mistman - Summons a Mistman for 60 seconds wherever the caster is pointing.
  • Conjure High Seeker - Summons a High Seeker for 60 seconds wherever the caster is pointing.
  • Conjure Ash Guardian - Summons an Ash Guardian for 60 seconds wherever the caster is pointing.
  • Conjure Ancestral Wizard - Summons an Ancestral Wizard for 60 seconds wherever the caster is pointing.
  • Conjure Dwarven Sphere - Summons a Dwarven Sphere for 60 seconds wherever the caster is pointing.
  • Ancestral Intervention - Teleports the caster to the New Temple in Raven Rock.
  • Planar Anchor - Once per day, creates an invisible Planar Anchor that serves as a beacon for transliminal passage.
  • Translimination - Teleports the caster to the nearest Planar Anchor.

Conjuration - Master 

  • Conjure Wrathman - Summons a Wrathman for 120 seconds wherever the caster is pointing.
  • Conjure Lesser Lurker - Summons a Lesser Lurker for 120 seconds wherever the caster is pointing.
  • Conjure Ash Husk - Summons an Ash Husk for 120 seconds wherever the caster is pointing.
  • Conjure Ancestral Assassin - Summons an Ancestral Assassin for 120 seconds wherever the caster is pointing.
  • Conjure Dwarven Centurion - Summons a Dwarven Centurion for 120 seconds wherever the caster is pointing.

Destruction - Master 

  • Dread Harvest - A volatile surge of raw magic that absorbs 40 Health per second.


There are a few spells that are not available in Enthir's inventory due to the fictions involved in acquiring them (Ash Spawn, for instance, doesn't seem to exist as a spell before you complete a quest for Neloth and he creates the spell). 

  • Whirlwind Cloak
  • War Weather
  • Ash Spawn
  • Ash Guardian 
  • Ash Champion
  • Summon Arvak 
  • Summon Arniel's Shade
  • Freeze
  • Ingite 

Finally, there are a small number of spells that Mysticism doesn't touch. Most of these spells are simply tools to trigger quest progression. Vampiric Drain was left untouched to ensure compatibility with Vampire overhauls.

  • Arniel’s Convection
  • Vision of the Tenth Eye
  • Vampiric Drain
  • Summon Unbound Dremora (Okay, you caught me, I changed it to Conjure Unbound Dremora).



Compatibility

Mysticism will cause no major compatibility issues. It edits Vanilla spells (using the original records whenever possible), adds new spells to the default leveled lists, and changes a small number of merchant chests. Like most mods that edit leveled lists, you may need to use a tool such as Wrye Bash to create a patch for your leveled lists, especially if you have more than one mod that edits the leveled lists for spells. 

Mysticism is 100% compatible with other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. Mysticism is 99% compatible with Ordinator out of the box, and I have provided a patch for the other 1%. Load Ordinator after Mysticism so that it can overwrite my edits to the magic effects for Destruction perks. Whether Mysticism is compatible with other perk overhauls depends on whether or not they were built with compatibility in mind.

Mysticism edits a small number of merchant chests in order to distribute its spells across the world in an interesting way. Only one NPC is touched (Festus Krex), so Mysticism will not cause black face or any incompatibilities with NPC overhauls. Most of my changes to merchants will be compatible with other spell packs (so if you have both Mysticism and Apocalypse downloaded, Festus will sell Apocalypse spells).