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About this mod

A small pack of a couple of spells aimed at improving scaling of the schools of magic- primarily illusion and alteration. Spells are heavily aimed at being lore-friendly and balanced, as if they were already there from the beginning.

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Did you ever try to make a stealthy mage character but got sick of having to grind your way up the illusion school and having almost no use of the spells until you reached expert level? Or did you perhaps try to make a battlemage but got bored with only having 'mage armor' at your disposal? This mod is aimed at giving what I feel are the two worst schools of magic a bit more useful in the lower skill levels, while focusing on lore-friendlyness, balance, and quality over quantity.

Where can I find the spells? Just as any other spell you should be able to buy them at all spell vendors - once you've reached a high enough skill level.

I will provide a video showcasing all of the spells once I get around to it, but here's a description of all the spells I've currently implemented.

Illusion

Probably contains the spells I am most happy with, and I would say they are all quite original. The idea with adding spells to illusion is primarily to make the school a bit more viable for low-level characters. Whereas before you had to be content with using only 'muffle' until you became an expert of illusion, you should now be able to use several sneak-enhancing spells before being able to go fully invisible

Blind - This mods gemstone. Cast it on an enemy and it will become blinded for a few seconds, leaving them stumbling around until the effect wears off or they take damage. You can use this to disable opponents, or to take the chance to run off and hide. Successfully casting this spell will reduce your stealth damage multiplier, so you won't be able to exploit it for consecutively doing stealth attacks. Implementing this was NOT easy, and if there are an bugs, please report them to me.

Conceal - Cast it on yourself and you will become invisible when you're walking or standing in sufficient darkness. Lasts for 60 seconds or so, during the time you will pop in and out of invisibility completely depending of light levels. This will be effected by dynamic lights such as torches or light spells. The light needed to become invisible is something I'm still tweaking, but it is possible to become invisible at night if you are standing in the shadow of a tree (moonlight will make you visible), or when you're in a dungeon and not close to any torch or brazier. 

Escape - Just like blind but cast as an AoE effect around you.

Brief Invisibility - Sort of self explanatory. Makes you invisible for a very brief period of time. This is an alternative to proper invisibility but available at much lower skill level, and much more costly than standard invisibility.

Alteration

Alteration spells are mostly oriented around force manipulation spells like stunning opponents, pulling them towards you, or throwing them about. Alteration is aimed at people who want more creative freedom in experimenting with bbattlemage-type characters.

Stun - Shoots a projectile which stuns the target. This will also cancel any action that target is performing, so it can be used to cancel enemy power-attacks (unlike other stun-spells I've seen out there!) or spell casting. 

Force Shock - Just like stun, but cast as an AoE effect around you. Dual casting makes it a bit stronger. Stuns are stronger the closer the enemies are.

Throw - Stronger version of Stun, where the opponent is knocked of its feet and thrown away from you.

Pull - Pulls target towards you while also knocking them off their feet

Grapple - Picks up a target and throws them away when released.

Reflect Damage - Applies an effect which reflects 20% of damage back to the damage source. You still take 100% of the damage.

Conjuration

Honestly I added these spells more for the fun of it rather than of a genuine lack of spells in the school. In vanilla, I think the conjuration spells become stronger and stronger as you level up in a way that makes sense. I do usually go a bit tired from sumoning only flame atronachs all the time. So this aims to provide a bit more variability.

Conjure Familiar Twins - Conjures two familiar wolves. They are a bit more durable than the standard familiar, but deal less damage and continously regenerate health. This is complemented with a behavior that makes them more inclined to retreat, meaning that they frequently retreat to regain health, returning to the fight a while later. They also last longer than most summoning spells. This makes them great for arches who wants to keep their enemies busy while being able to use their bow. You can at the moment exploit this spell and use it to replace the two summons with any other summon. This means that for it to be balanced, the magicka cost is quite high.

Conjure Familiar Sabre Cat - Originally I intended this to be a bear, but the bears are just a bit awkward and kind of loud, so I decided to make it a sabre cat instead. This spell is probably already made by hundreds of other modders, but my original take on it is that the sabre cat is very short lasting- with low hp and short duration, but deals massive damage. Kind of the opposite spell of familiar twins. The summon should be able to work as a shock trooper, rushing in (sabre cats are very fast) and clean up some of the low-level opponents for you, or you could use it to have it chase down archers.