Changed spell name and spell tome name to be lore friendly by using the dovah language. Changed magika costs to be a lot higher and will now requiar destruction perks and magika reducing enchanments to be use for extended periods of time. Changed Winking Skeever vendor name to a lore friendly name. Added Life Drain spells called Vasik. Added a Healing spell called Vahraan. Added leveled spells to 6 spell merchants in vanilla game.
Version 1.01
Changed values of the spell tomes for a more balanced feel. Moved merchant to The Winking Skeever. Changed merchant AI package so he acts normal. Added Leveled Items to Farengar & Faralda Upped the Ranks of the Spells to the next level up (e.g. Adept > Expert)
I have no idea why but for whatever reason this mod just won't work, it says it's installed and enabled but just isn't working. I really like the sound of it but can't get it to work, please help
I know this is off-topic, but I still have to ask. For some weeks I've been trying to make the vanilla master-level destruction spells like Fire Storm and Blizzard into concentration spells, draining magicka per second making me able to cast it for as long as I'm able instead of a "Fire and Forget" type of spell. Is this something anyone could do? I have been trying myself and I'm not exactly a mere apprentice in the CK, but just can't wrap my head around this. I'd really appreciate it and I'm sure a lot others would too.
we need this mod for skyrim special edition hehe id like too a version based on skill level instead of perk as i use ordinator :S PS: i didn't test if it work with ordinator if this is loaded after as of yet Edit1: forget the above its working with ordinator + skyrim special edition go upload here though in farangar inventory he had all the spell i and iv why there no iii ii version of them lel
there is only one healing spell because anymore would be over powered and the reason I made this mod in the first place was because I found the vanilla spells to be to weak for me personally, but thank you for your input.
I like this idea. Out of curiosity, do the upper levels have a ground effects like "Wall of ___" or is it just like the novice spell but scales with each new spell rank. (also are the names a reference to KH?)
No these are just the novice spells leveled up and the spells names are based off Final Fantasy games, but FF characters appear in KH so you could say so.
Hey .. So listen, I love your mod but I was wondering if you could create lightning speer mode I can explain ... I love this game and the Nagic but they all basically the same and I think what I'm going to suggest you change the game for the better. If you were playing Dark Souls and Dark Souls 2 there is lightning speer it looks cool and beautiful and I would be happy if it will be in the game and I know still full Ioahbo that I personally really like lightning magic in the game if you create a mod that I think it will change my game completely More magic way Tobh.ois mod I think that really change the game and that force field and Google it and look how cool is that I hope it's not much to ask, and I really thank you if you make it so if you can please create both of these mods
35 comments
Version 2
Changed spell name and spell tome name to be lore friendly by using the dovah language.
Changed magika costs to be a lot higher and will now requiar destruction perks and magika reducing enchanments to be use for extended periods of time.
Changed Winking Skeever vendor name to a lore friendly name.
Added Life Drain spells called Vasik.
Added a Healing spell called Vahraan.
Added leveled spells to 6 spell merchants in vanilla game.
Version 1.01
Changed values of the spell tomes for a more balanced feel.
Moved merchant to The Winking Skeever.
Changed merchant AI package so he acts normal.
Added Leveled Items to Farengar & Faralda
Upped the Ranks of the Spells to the next level up (e.g. Adept > Expert)
For some weeks I've been trying to make the vanilla master-level destruction spells like Fire Storm and Blizzard into concentration spells, draining magicka per second making me able to cast it for as long as I'm able instead of a "Fire and Forget" type of spell. Is this something anyone could do? I have been trying myself and I'm not exactly a mere apprentice in the CK, but just can't wrap my head around this. I'd really appreciate it and I'm sure a lot others would too.
id like too a version based on skill level instead of perk as i use ordinator :S
PS: i didn't test if it work with ordinator if this is loaded after as of yet
Edit1: forget the above its working with ordinator + skyrim special edition go upload here
though in farangar inventory he had all the spell i and iv why there no iii ii version of them lel
As for the Farengar problem I will look into it and try to fix it if I find a problem.
Also, it seems like the spells should be progressively less efficient in terms of cost vs. Damage. Consider vanilla:
Ice Spike - 48 magicka/25 damage = 1.92
Icy Spear - 320 magicka/60 damage = 5.33
This mod:
frostbite 16/8 = 2.0
liz 1 35/16 = 2.1
liz 3 164/64 = 2.5
It's not really problematic, cause I can still loot them just fine, just amusing. And I thought you'd like to know