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About this mod

Phenderix Magic World adds a massive amount of content to the game including new spells, weapons, bosses, followers, locations, and much more! Download today to unleash hundreds of new roleplaying options and discover a new world where magic has just begun to awaken.

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THE NEXT EVOLUTION OF MAGIC HAS ARRIVED.


Location Showcase Trailer:


Magic Showcase Trailer:


Alternative Versions and Download Locations:
Released for Skyrim SE on PC (BethesdaNexus)
Released for Skyrim SE on Xbox One (Bethesda)
Released for Skyrim SE on PS4 (Bethesda)
Released for Skyrim on PC (Nexus)


Add-Ons and Patches:
Lore Friendly Patch
Add-Ons & Patches for PMW to be released at a later date for Skyrim LE.




This Skyrim LE mod is very outdated compared to the version available for Skyrim AE / Skyrim SE. If you want to play this mod, in its fully updated state, I recommend buying Skyrim AE.



Welcome to the awakening of magic in Skyrim. The next evolution begins now.

Phenderix Magic World is the largest, most comprehensive magic mod available for The Elder Scrolls V: Skyrim Special Edition. The new features added by this mod will completely enhance your gameplay experience and unleash hundreds of new roleplaying and character options. I strongly believe that this mod should be used by every single person that plays Skyrim. It's designed for all types of characters, not just mages. Also - cool fact - it's compatible with virtually every mod made for Skyrim and should contain no major bugs or issues as it has been tested for years.

This mod makes several references that are not lore-friendly. (for instance, parodies of content from Harry Potter)
Download the patch here, in addition to this mod, to make the mod more lore-friendly and remove these references. This is an optional download.

New Content Added by Phenderix Magic World:
MANANTIS WORLDSPACE (hours of exploration)
170+ SPELLS (new elements and spell types)
ELEMENTAL COMBINATION & INTERACTION SYSTEM
80+ ARCANE ARROWS & BOLTS (craftable and improvable)
ENCHANTED WEAPONS, ARTIFACTS, & STAFFS
ELEMENTAL FIST WEAPONS
CUSTOM FOLLOWERS
BOSS ENCOUNTERS
PLAYER HOME
15+ QUESTS
AND MUCH MORE!




This mod adds a new world called Manantis, but the player is not forced to visit the new world in order to obtain most of the content added by this mod. Most content added by this mod can be purchased from select vendors across Skyrim. Therefore, visiting the new world of Manantis is an optional experience.


This mod will receive frequent updates. These updates will introduce new quests, spells, weapons, locations, and improve existing content.
I strongly encourage you to download this mod and check it out. Dislike something? Tell me and I will try to fix it. 



HOW TO GET TO THE NEW WORLDSPACE?
PC/XB1: Upon starting Skyrim with Magic World installed, the player will be given a teleport spell that can take them to Manantis. Alternatively, there is a secret wardrobe in Whiterun's Dragonsreach that serves as a gateway to Manantis.

PS4: The PS4 version of this mod is substantially different. Please read this guide for more information.

WHERE TO FIND NEW ADDED CONTENT?
Most content can be purchased from vendors in Manantis and Skyrim. A small amount of content can only be looted from bosses found in Manantis or obtained through a quest found in Manantis. Visiting the new locations in Manantis is an optional experience. You do not have to go to the new land to obtain most of the content added by this mod.

Most content added by Magic World can be purchased from a new vendor in Whiterun's Dragonsreach, Solitude's Blue Palace, Markarth's Understone Keep, Riften's Mistveil Keep, Winterhold College's Arcanaeum, and Windhelm's Palace of the Kings. (and of course from a plethora of vendors in Manantis)

The level of the player's magic skills determines what spell tomes are available to purchase from vendors. For instance, to purchase a master level destruction spell tome from a vendor, the player must have their destruction skill at the master level.

There is also a "Cheat Chest" in Farengar's room in Dragonsreach which contains most of the spell tomes, ammo, and weapons added by Magic World. A small amount of content must still be obtained from bosses found in Manantis or obtained through a quest found in Manantis.

This mod does not edit leveled lists, meaning you will not be able to buy spell tomes from random vendors across Skyrim. This has been done to enhance compatibility with other magic mods. You can only buy spell tomes from vendors in Manantis and from vendors in the Skyrim locations noted above.


This mod adds an entire worldspace complete with new locations, shops, followers, NPCs, boss encounters, quests, and purchasable items!

MANANTIS - a new magical town and island to explore! (hours of exploration await you)
How to get there? Teleport spell automatically added upon installing this mod (There is also a secret wardrobe in Dragonsreach that connects to Manantis) The teleport spell will initially take the caster to Manantis. On the second cast, it will take the caster to wherever they were before traveling to Manantis. (works similar to teleport mark and recall) The cycle will then start over.

I'm not going to put many details about the new worldspace because I want you to explore it for yourself! For a quick overview of what to expect, check out the Phenderix Magic World - Version 4.0.0 trailer found on this page or YouTube.

Sample of Locations found in Manantis: 
(Note: The lore-friendly patch changes many location names)

Manantis Town - a large town with inns, shops, student dormitories, a player house, a stable, and more
The School of Witchcraft and Wizardry - a college teeming with students and professors
Sophitia Isle - an outdoor arena like challenge area (a new way to earn gold!)
The Wall - A fortified outpost where guards try their best to protect the city of Manantis
Northern Wildlands - a land where death lingers and life falters
The Forbidden Forest - a forest containing many creatures that will definitely bite



This mod adds 170+ new and unique spells to the game along with an elemental interaction system.

WHERE TO FIND THEM
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These spells can be obtained from vendors in The School of Witchcraft and Wizardry, Manantis, Whiterun's Dragonsreach, Solitude's Blue Palace, Markarth's Understone Keep, Riften's Mistveil Keep, Winterhold College's Arcanaeum, and Windhelm's Palace of the Kings.

As you level up your magic skills, you will find that vendors offer more spell tomes to choose from.
Most spell tomes must be purchased from vendors, however, there are some tomes that can only be acquired by completing boss encounters.


If you would like to cheat to obtain the spells added by this mod, there is a cheat chest in Whiterun's Dragonsreach near Farengar.
You will still have to earn the spell tomes dropped by bosses. (or use the console's help function)

MAGIC SCALING
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Many of the offensive spells added by this mod scale with enchantments and perks that affect the vanilla fire, frost, and shock magic types.

This allows you to use your favorite spells throughout the game to varying degrees of effectiveness.

ELEMENTAL INTERACTION & COMBINATION SYSTEM
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PMW adds a unique elemental interaction system that greatly enhances the Skyrim magic system and adds an additional layer of complexity to combat. Elements now interact with one another - they can create synergies together...or neutralize each other.  Upon combining elements, a whole host of interesting things could occur to the target or even to the caster. I've listed out all of the elemental interactions added by PMW in the appropriate spell archetype sections below. (in purple) These combinations and unique interactions are also implemented for the arcane ammo and elemental fists portion of PMW. I hope you enjoy this new system and share your ideas on how to make it even better!


THE MANIPULATE ARCHETYPE
spells that add new features to the game, some features can be regarded as cheat spells depending on how they are used
MAGIC SKILL: ALTERATION 
SCALING: NONE
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Manipulate - Unlearn Spell (Self) 
(apprentice) - don't like a spell, then remove it from your spell list
Manipulate - Add/Remove Spell (Target) (adept) - teach a spell to a target or make them unlearn spells that they've been taught
Manipulate - Replicator (NPC) (master) - make replicas of an NPC
Manipulate - Unlock (expert) - unlock a container/door
Manipulate - Lock (expert) - lock a container/door
Manipulate - Character Creation Menu (apprentice) - edit the appearance or race of your character (especially useful on XB1)
Manipulate - Unequip All (Self) (adept) - unequip all items from the player
Manipulate - Unequip All (Target) (adept) - cause a target unequip all items
Manipulate - Size (Self) (adept) - shrink or increase the size of the player
Manipulate - Size (Target) (adept) - shrink or increase the size of a target
THE FIRE ARCHETYPE
Fire spells damage health and cause a target to begin BURNING. For 10 sec, the target will take fire dmg. Higher level Fire spells will do increased dmg.
-  If target is CORRUPTED, the target will also be mentally attacked by an illusionary purple fire explosion that also does damage.
-  If target is WATERLOGGED, the target will become STEAMING for 3 sec. 
-  If target is FREEZING, the ice will melt, causing FREEZING to be dispelled, and the target to become STEAMING for 3 sec and WATERLOGGED for 10 sec.
MAGIC SKILL: DESTRUCTION
SCALING: FIRE

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Fire - Channel 
(apprentice)
Fire - Firebolt Repeater (adept)
Fire - Enchantment (adept)
Fire - Bomb (adept) - place a bomb and set the timer for when it goes off
Fire - Flying Bird Bomb (expert)

Fire - Fireball Repeater (expert)
Fire - Dragon Blast (expert)
Fire - Dragon Breath (master)
Fire - Slasher (expert)
Fire - Blazebolt (master)
Fire - Blazebolt (Cheat) (master)
Fire - Blaze of Wrath (master)
Fire - Concussive Strike (master)
THE FROST ARCHETYPE
Frost magic damages Health and causes a target to become FREEZING. For 8 sec, the target will have decreased movement speed and attack speed. The magnitude of this slowing will scale with the level of the Frost magic used. This slowing effect will last for 8 sec, even if FREEZING is dispelled.
-  If target is BURNING, the fire will be put out and the target will become WATERLOGGED for 10 sec instead of FREEZING. BURNING will be dispelled from the target and the target will become STEAMING for 3 sec.
-  If target is WATERLOGGED, the water will freeze and thus the WATERLOGGED effect will be dispelled from the target.
MAGIC SKILL: DESTRUCTION
SCALING: FROST

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Frost - Channel 
(apprentice)
Frost - Icicle Repeater (adept)
Frost - Enchantment (adept)
Frost - Ice Storm Repeater (expert)
Frost - Entombment (expert)
Frost - Dragon Blast (expert)
Frost - Dragon Breath (master)
Frost - Concussive Strike (master) 
THE LIGHTNING ARCHETYPE
Lightning magic damages both Health and Magicka and causes them to become CHARGED for 10 sec.
For Adept/Expert/Master Level Lightning Spells:
-  If target is WATERLOGGED, a lightning explosion occurs on the target. The explosion does increased damage that scales in effect with higher level Lightning spells. The WATERLOGGED effect will be dispelled from the target
.
MAGIC SKILL: DESTRUCTION
SCALING: SHOCK

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Lightning - Channel 
(apprentice)
Lightning - Enchantment (adept)
Lightning - Strike (expert)
Lightning - Discharge (expert)
Lightning - Charged K Beam (master)
Lightning - Concussive Strike (master) 
THE POISON ARCHETYPE
Poison magic harms a target and causes them to be POISONED and take a small amount of dmg/sec for 30 sec. The amount of damage caused by the POISONED effect scales in power with the level of the Poison spell used
-  If caster is BLEEDING, then the caster will get inflicted with a low-level poison as toxins also seep into their body when casting a poison spell
MAGIC SKILL: DESTRUCTION
SCALING: SHOCK

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Poison - Bug Beam 
(apprentice)
Poison - Spit (adept)
Poison - Immobilizing Gas (expert)
Poison - Spider Bite (expert)

Poison - Toxic Cloud (master)

THE EARTH ARCHETYPE
Earth magic damages both Health and Stamina and causes the target to become DIRTY for 10 sec.
-  If target is POISONED, the dirt/sand/dust from the earth spell further traps in the toxins and causes additional poison damage to occur over time.

MAGIC SKILL: DESTRUCTION
SCALING: FROST

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Earth - Sand Strike 
(apprentice)
Earth - Boulder (adept)
Earth - Quake (expert)
Earth - Avalanche (expert)
Earth - Sand Storm (master)
Earth - Sand Burial (master)
THE WATER ARCHETYPE
Water magic damages Health and causes a target to become WATERLOGGED. For 10 sec, the target has increased fire resistance, decreased shock resistance, and increased carry weight. These effects will last 10 sec, even if WATERLOGGED is dispelled.
-  If target is BURNING, the target will become STEAMING for 3 sec. The BURNING effect will be dispelled from the target.
-  If target is DIRTY, the water will clean off the target and cause the DIRTY effect to be dispelled.
MAGIC SKILL: DESTRUCTION
SCALING: FROST

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Water - Hydro Touch 
(apprentice)
Water - Liquid Orb (adept)
Water - Condensed Stream (expert)
Water - Geyser (master)
THE DIVINE ARCHETYPE
Divine magic damages a target's Health, heals the caster, and causes the caster to become FAVORED for 10 sec.
-  If caster is FAVORED already, Divine spells also restore Stamina to the caster. The amount restored scales with the level of the Divine magic used.
For Expert/Master Level Divine Spells:
-  If target is CORRUPTED, the target will be cleansed by a divine explosion and the CORRUPTED effect will be dispelled.
MAGIC SKILL: RESTORATION
SCALING: FIRE

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Divine - Scorching Ring 
(apprentice)
Divine - Unlock Chakra Gate (apprentice) - 8 levels of speed enhancements but they cause damage to the caster
Divine - Fortify Creativity (adept)
Divine - Fortify Dexterity (adept)
Divine - Fortify Magic (adept)
Divine - Fortify Strength (expert)
Divine - Cleansing Light (adept)
Divine - Cure Disease (expert)
Divine - Purifying Flames (expert)
Divine - Embrace (master)
Divine - Healing Blast (master)
Divine - Overshield (master)
Divine - Resistance Barrier (master)
Divine - Resistance Field (apprentice)
Divine - Concussive Strike (master)
Divine - Resurrection (master)
Divine - Shield (adept)
Divine - Sunray (master)
Divine - Restore Health Target (apprentice)
Divine - Restore Magicka Target (apprentice)
Divine - Restore Stamina Target (apprentice)
Divine - Restore Stamina Self (apprentice)

THE BLOOD ARCHETYPE
Blood magic users cause damage to their own health and cause themselves and their target to become BLEEDING for 8 seconds. If the caster is already BLEEDING, then the caster will take increased damage from casting a blood spell.
MAGIC SKILL: DESTRUCTION
SCALING: FIRE

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Blood - Seep 
(apprentice)
Blood - Cloak (adept)
Blood - Transfusion (adept)
Blood - Sanguine Offering (adept)

Blood - Ring of Ruin (expert)
Blood - Hemorrhage (expert)
Blood - Eradication (master)
Blood - Ravager (master)
THE DARKNESS ARCHETYPE
Darkness magic users channel dark spirits into the minds of targets to do damage to health and cause a target to become CORRUPTED. For 10 seconds, the target will have decreased armor and therefore be more vulnerable to attack. This armor reduction effect will last for 10 seconds, even if CORRUPTED is dispelled. When proper conditions are met, these spirits can jump into the bones of the fallen to spawn a Skeletal Mage.
For Expert/Master Level Darkness Spells:
-  If target is BURNING, Darkness spe
lls will spawn a Spirit Skeleton Fire Mage. 
-  If target is CHARGED, Darkness spells will spawn a Spirit Skeleton Shock Mage. 
-  If target is FREEZING, Darkness spells will spawn a Spirit Skeleton Frost Mage.  
The spirit skeletons will survive for 15 seconds an
d are allied with the player. The level of the spirit skeleton will scale with the level of the player. Only 1 spirit skeleton will be allowed at a time. (If the caster of a Darkness spell is not the player, the spirit skeleton will not spawn)
MAGIC SKILL: ILLUSION
SCALING: FIRE

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Darkness - Mind Ripper (apprentice)
Darkness - Corrupted Cloak (adept)

Darkness - Corrupted Flames (adept)
Darkness - Corrupted Fireball (expert)
Darkness - Tentacle (expert)
Darkness - Black Death 
(master)
THE WIND ARCHETYPE
Wind magic staggers or knockbacks a target and causes a target to become WINDSWEPT.
-  When using a low level wind spell, if target is BURNING, the BURNING effect will be amplified and its duration reset to 10 seconds.
-  When using a high level wind spell, if target is BURNING, a fire explosion will occurs on the  target. The BURNING effect will be dispelled from the target
-  If target is DIRTY, the wind spell will blow off the dirt and cause the DIRTY effect to be dispelled from the target.

MAGIC SKILL: DESTRUCTION
SCALING: FROST
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Wind - Blow 
(apprentice)
Wind - Gust (adept)
Wind - Cyclone Ball (expert)
Wind - Force Strike (expert)
Wind - Gale (master)
Wind - Force Omega Blast (master)
Wind - Rapid Squalls (master)
THE ELEMENTAL ARCHETYPE
magic that does fire, frost, and/or lightning damage
MAGIC SKILL: DESTRUCTION
SCALING: MIXED (FROST/FIRE/SHOCK)

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Elemental - Firespark 
(expert)
Elemental - Frostfire (expert)
Elemental - Frostspark (expert)
Elemental - Enchantment (expert)
Elemental - Firespark Cloak (expert)
Elemental - Frostfire Cloak (expert)
Elemental - Frostspark Cloak (expert)
Elemental - Trinergy Cloak(master)
Elemental - Concussive Strike (master)
THE SUMMON ARCHETYPE
summon nearly every creature found in Skyrim and then some
MAGIC SKLL: CONJURATION
SCALING: MOST SUMMONS SCALE IN LEVEL WITH THE PLAYER
All summons added by this mod can be interacted with and be dismissed or have their stats viewed dynamically.
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Summon - Alphatize 
(master) - make any summoned creature bigger and stronger temporarily
Summon - Ash Hopper (apprentice)
Summon - Ash Immolator (expert)
Summon - Bear Assortment (expert) - black, brown, white, spirit
Summon - Bristleback (adept)
Summon - Centurion (expert)
Summon - Chaurus Assortment (apprentice) - regular, frozen, hunter
Summon - Nature Assortment (apprentice) - deer, elk, glowing deer, stag, fox, snow fox, rabbit
Summon - Farm Assortment (apprentice) - cow, chicken, goat
Summon - Deathhound (Dire) (adept)
Summon - Dispel (apprentice)
Summon - Dog (apprentice)
Summon - Dragon Assortment (master)
Summon - Dragon Priest (master)
Summon - Draugr Assortment (apprentice) - warrior, archer, lord
Summon - Dwarven Sphere (expert)
Summon - Gargoyle Brute (master)
Summon - Ghost Assortment (apprentice) - warrior, archer, maiden
Summon - Giant Assortment (master) - regular, frost
Summon - Horker (apprentice)
Summon - Horse Assortment (adept) - brown, black and white, palomino, grey
Summon - Husky (apprentice)
Summon - Lurker (master)
Summon - Mammoth (expert)
Summon - Mudcrab (adept)
Summon - Netch (expert)
Summon - Prime Evil (master)
Summon - Reaper (master)
Summon - Riekling Assortment (apprentice) - warrior, archer, chief
Summon - Sabre Cat Assortment (adept) - brown, black, white, spirit
Summon - Skeever (Dire) (apprentice)
Summon - Skeleton (Assortment) (apprentice) - warrior, archer, fire mage, frost mage, shock mage
Summon - Slaughterfish (apprentice)
Summon - Spider (Frostbite) (apprentice)
Summon - Jumping Spider Assortment  (adept) - fire, frost, shock, oil
Summon - Spider (Queen) (master)
Summon - Spriggan Assortment (apprentice) - regular, matron, burnt
Summon - Troll Assortment (expert) - regular, frost, spirit, armored
Summon - Werebear (master)
Summon - Werewolf (expert)
Summon - Wolf Assortment (apprentice) grey, red, snow, spirit
THE TELEPORTATION ARCHETYPE
teleport to cities and targets
MAGIC SKILL: ALTERATION
SCALING: NONE
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Teleport - Skyrim City 
(adept) - 17 possible teleport locations available from just one spell
Teleport - Manantis (adept) - on 1st cast, teleport to Manantis; on 2nd cast, teleport to where you were before teleporting to Manantis
Teleport - Mark (adept)
Teleport - Recall (adept)
Teleport - Targeted Blink (adept)
Teleport - Pull (adept)
Teleport - Vertical (adept)
THE ARROW ARCHETYPE
shoot arrows from the palm of your hands
MAGIC SKILL: CONJURATION
SCALING: FIRE

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Arrow - Ballista 
(expert)
Arrow - Ballista Repeater (master)
Arrow - Heroic (adept)
Arrow - Heroic Repeater (expert)
THE TIME ARCHETYPE
slow and manipulate time
MAGIC SKILL: ALTERATION
SCALING: NONE
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Time - Slow 
(adept)
Time - Stop (master)
Time - Analysis (expert)
Time - Analysis (Greater) (master)

THE CURSE ARCHETYPE
an assortment of offensive magic
MAGIC SKILL: ILLUSION
SCALING: NONE
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Curse - Transmogrify 
(expert)
Curse - Cruciating (master)
Curse - Killing (master)
Curse - Commanding (master)

THE BELOTH ARCHETYPE
store and withdraw Magicka from a magical artifact
MAGIC SKILL: ALTERATION
SCALING: NONE
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Beloth - Withdraw Energy
 (Acquired from looting a boss)
Beloth - Store Energy (Acquired from looting a boss)
THE MAGNETISM ARCHETYPE
take metal items and fling them at targets
- If target is CHARGED, metal projectiles fly towards a target significantly faster and do slightly more damage

MAGIC SKILL: ALTERATION
SCALING: SHOCK
some spells require magnetized metal to cast, acquire from Manantis vendors or forge them using steel ingots (requires steel smithing perk)
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Magnetism - Coin
 (apprentice)
Magnetism - Blade (adept)
Magnetism - Pummel (expert)
Magnetism - Spear (master)


This mod adds 20 new types of arrows/bolt to the game. These new ammo types can be equipped like standard vanilla ammo. As of version 4.0.0, the elemental interaction system is now implemented for all arcane arrows/bolts. Check out the spells guide above for more details on this system.

WHERE TO FIND THEM
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This ammo is sold by vendors in Manantis (Ex: Legolai on Oromis Isle, Pointed Fletching Shop) and by select vendors in Skyrim. They can also be crafted. There is also a cheat chest near Farengar in Dragonsreach containing 20,000 of all arrows/bolts. (Another option - use the console's help function)


CRAFTING GUIDE
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Rank I arrows/bolts - Firewood / Steel Ingot
Rank II arrows/bolts - 3x Rank I arrows/bolts
Rank III arrows/bolts - 3x Rank II arrows/bolts
Legendary ammunition - a mixture of different Rank III arrows/bolts.
The Steel Smithing perk is required to craft these arrows and bolts.

ARCANE ARROWS AND BOLTS
Each new ammo type listed below has three variants with increasing levels of damage. (Rank I, II, III)
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Fire 
- causes a fiery explosion
Frost - causes an icy explosion, slows targets
Lightning - causes a shock explosion, damages Health and Magicka
Fear - causes targets to be struck with fear
Paralysis - causes targets to be paralyzed
Frenzy - causes targets to enter a state of frenzy
Earth - causes targets to be shaken on impact, damages Health and Stamina
Darkness - causes an explosion of darkness to damage targets and weaken their fire resistance
Poison - causes targets to be afflicted by a long-lasting poison
Water - causes an explosion of water to damage targets and weaken their shock/lightning resistance
Wind - causes stagger/knockback
Divine - heals the player upon impact with an NPC
Skeletal- summons a warrior upon impact
Blood - damages the user but does increased damage
Calm - causes targets to enter a state of calm

LEGENDARY ARCANE ARROWS AND BOLTS
Each legendary ammo type listed below only has only one rank.
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Glacial Strike
 - an icy flurry with a rather forceful impact
Inferno Blast - incinerate a large area with a fiery inferno
Eternal Black - sap a target with black fire until their soul is destroyed
Replicate - causes replication of a target (currently only has 1 rank)
Blink Strike - teleport to and strike a target




This mod adds new unarmed elemental fist weapons that can be used by the player and NPCs. It allows for elemental martial arts fighting. As of version 4.0.0, the elemental interaction system is now implemented for all elemental fist weapons. Check out the spells guide above for more details on this system.

WHERE TO FIND THEM
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These weapons are sold by vendors in Manantis (Ex: Shenari in The Wandering Magician, The Knockout Shop) and by select vendors in Skyrim. There is also a cheat chest near Farengar in Dragonsreach containing all of these items. (Another option - use the console's help function)


UNARMED ELEMENTAL FISTS
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Fire
 - causes fire damage
Frost - causes damage to Health and slows movement and attack speed
Lightning - causes damage to Health and Magicka
Poison - causes damage over time
Paralysis - causes paralysis (does not scale in effect, can be absorbed)
Divine - causes damage and heals the wearer
Blood - causes damage and damages the wearer
Earth - causes damage to health and stamina
Water - causes water damage
Wind - causes less damage than other elements but is faster and has farther reach
Darkness - causes darkness damage

These fists are equipped like normal weapons, like a sword, but the wearer will appear unarmed. The base damage of these weapons scale with One-Handed enchantments and perks. Magical damage and visual effect scale as the player levels up One-Handed. The One-Handed skill will level-up as you use the fists.

EFFECT LEVEL THRESHOLDS

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After you pass a threshold, elemental damage, and visual effect increases.

First Level - 0 One-Handed
Second Level - 50 One-Handed
Third Level - 75 One-Handed
Fourth Level - 100 One-Handed



This mod adds a variety of new magical artifacts, legendary weapons, staves, and items to the game.
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Magical Artifacts - rings and amulets that boosts stats
Location: Scattered throughout content added by this mod. 
(The One Ring) (The Archmage Ring) (The Dragonborn Amulet) (The Demigod Ring)

Excaliblade - a mythical sword set in stone that has been unmoved for centuries, causes the user to feel..."saiyan-like" ;)
Location: Near the entrance of Azkalin Prison (must be above level 50 to acquire)
Brisinblue - a magic sword that unleashes blue fire upon its target
Location: Owned by Shraken, can loot from corpse
Naegrand - a magic greatsword that burns targets with golden fire
Location: Owned by Araglag, can loot from corpse
Tamerlina - a magic sword that blasts targets with green magical energy
Location: Owned by Colossus, can loot from corpse
Vandilight - a magic sword that consumes targets in white fire
Location: Owned by The Soul Taker, can loot from corpse
Volundix - a magic axe that electrifies targets
Location: Owned by The Lord of Shadows, can loot from corpse
Vrangra - a magic sword that shrouds targets in darkness
Location: Owned by Galbatrick, can loot from corpse
Zar'rook- a magic sword that scorches enemies with crimson fire
Location: Owned by Embris, can loot from corpse
Butcher Sword - a magic great sword that causes a fire explosion with every swing
Location: Owned by the Wight Butcher, can loot from corpse
The Necklace of Beloth - a magical necklace that allows for the transference of energy - ASSOCIATED SPELLS FOUND IN MAGIC GUIDE
Location: Owned by Galbatrick, can loot from corpse

This mod also adds 15 staves to the game that cast Phenderix spells. They can be bought from Hergrid at the School of Witchcraft and Wizardry or from the Staves of Power shop located in the town of Manantis. Additionally, there are new items from "Weapons of the Third Era" that you can purchase from the Manantis blacksmith. Further enhancements to both of these additions will likely come in future updates.


This mod currently adds 15 new quests for the player to complete. (Note: The lore-friendly patch changes many NPC as well as location names)
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The Stolen Remeglass - find and return a stolen item and gain a friend along the way (Started by talking to Nevil Longs)
Rogue Templar Resistance - eliminate those that seek to do Manantis harm (Started by talking to Oromis Thrandurin)
Camp Troy Ammunition - help restock supplies (Started by talking to Olly)
The Lost Caravan - find out what happened to a supply route (Started by talking to Asha)
The Chamber of Sircets - discover what lurks in the chamber (Started by talking to Mertle)
Prank Book - have fun reading an innocent book... (Started by talking to Fred or George Weslie)
Requirement Room - help with finding a suitable meeting place (Started by talking to Harold Potter)
The Perfect Sweetroll - bake a delicious dessert for a hungry fellow (Started by talking to Ron Weslie)
Angela's Cloth - gather materials for a shop in Manantis (Started by talking to Angela) 
Selfas Shards  - gather shards of an ancient mage that are said to give immense power (Started by talking to NPC in Elesma)
Message for the Archmage - deliver a message to the Archmage (Started by talking to greeter NPC by Manantis Portal)
Searching for Drake Glass - gather drake glass for a vendor in Manantis (Started by talking to a vendor on the second level of Manantis Bridges) 
Clank Clank - gather materials for a shop in Manantis (Started by talking to Horst)
The Wight Thing to Do - kill wights and earn a reward (Started by talking to Roland)
The Sorting Hat - become a student at the college (Started by talking to Albus)



VERSION 4.1.0
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  • Assortment summon spells now cast a default spell if used by an NPC/follower.
  • Draugr/Skeleton/Ghost warrior summons now use better swords as the player levels up. (4 variants of each warrior now - iron, draugr, orcish, daedric)
  • Draugr/Skeleton/Ghost archer summons now use better arrows as the player levels up. (4 variants of each archer now - iron, draugr, orcish, daedric)
  • Manantis Player Home now purchasable from Eragen for 3,000 septims. (key no longer dropped by boss)
  • Phenderix Magic vendor can now be found in Winterhold College Arcaneum.
  • Transmogrify spell now has a projectile.
  • Updated description for Teleport Mark/Recall spells.
  • Improved Elemental Interaction - Corruption effect now has 4 levels of armor reduction that scales with the caster's Illusion magic skill.
  • Improved Elemental Interaction - Corruption effect now stacks. (each Darkness spell/arrow/weapon that hits a target reduces armor for 10 sec)

VERSION 4.0.0 - PHENDERIX MAGIC BEYOND
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I present to you the best update that this mod has ever seen!  (over 100 hours of additional development time!)
  • Location "Sophitia Isle" (a new outdoors arena-style challenge area and a new way to earn gold!)
  • Location "Elesma" (new land to explore near the Manantis Athletic Fields)
  • Complete overhaul of Divine archetype and associated spells
  • Complete overhaul of Elemental archetype and associated spells
  • Overhauled, refined, and/or enhanced nearly every spell added by this mod. (1000+ changes and tweaks)
  • Many enhancements and refinements to Phenderix Magic elemental fist weapons.
  • The elemental interaction system has been implemented across all the Phenderix Magic elemental fist weapons.
  • The elemental interaction system has been implemented across all the Phenderix Magic arcane arrows/bolts. 
  • The elemental interaction system has been implemented across all the Phenderix Magic staves.
  • Spell "Darkness - Corrupted Cloak"
  • Spell "Blood - Ravager"
  • Spell "Summon - Alphatize"
  • Spell "Manipulate - Character Creation Menu"
  • Spell "Manipulate - Add/Remove Spell (Target)"
  • Spell "Manipulate - Unequip All (Target)"
  • Spell "Manipulate - Unequip All (Self)"
  • Quest "Selfas Shards - Part 1"
  • Quest "Searching for Drake Glass"
  • Quest "Message for the Archmage"
  • New Elemental Interaction - Blood spells now cause both the caster and the target to begin BLEEDING for 8 sec. (not just the caster anymore)
  • New Elemental Interaction - Earth spells, when they hit a POISONED target, trap in toxins with dirt/sand and cause additional poison damage to occur.
  • New Elemental Interaction - Wind spells, when they hit a DIRTY target, blow away the dirt, and cause the effect to be dispelled.
  • New Elemental Interaction - Casters that cast poison spells while BLEEDING, will get inflicted by a low-level poison as toxins seep into their body too
  • New Elemental Interaction - Magnetism spells fly towards a target significantly faster and do slightly more damage if that target is CHARGED.
  • Spell "Manipulate - Unlearn Spell (Self)" now allows the player to choose to forget a spell equipped in their left or right hand.
  • Merged 8 "Enhance - Gate" spells into 1 spell called "Divine - Chakra Gate Unlock". (Now a Divine Restoration spell with a menu system and new FX)
  • Merged 6 Manipulate Size spells into 2 spells called "Manipulate - Size (Self)" and "Manipulate - Size (Target)".
  • Merged 5 teleport spells into 1 spell called "Teleport - Skyrim City". (also added 12 new teleport locations)
  • Merged 3 farm animal spells into 1 spell called "Summon - Farm Assortment".  
  • Merged 7 nature animal spells into 1 spell called "Summon - Nature Assortment".
  • Merged 3 jumping spider spells into 1 spell called "Summon - Jumping Spider Assortment".  (also added new jumping oil spider variant)
  • Merged 8 dragon summons into 1 spell called "Summon - Dragon Assortment". Standardized stats of variants and added new variants.
  • Merged 4 troll summons into 1 spell called "Summon - Troll Assortment". Standardized and adjusted stats of troll variants.
  • Merged 3 chaurus summons into 1 spell called "Summon - Chaurus Assortment". Standardized and adjusted stats of chaurus variants.
  • Merged 2 giant summons into 1 spell called 'Summon - Giant Assortment". Standardized stats of giant variants.
  • Merged 4 wolf summons into 1 spell called "Summon - Wolf Assortment". Standardized stats of wolf variants.
  • Merged 2 ghost summons into 1 spell called "Summon - Ghost Assortment". (added new ghost archer variant in addition to existing warrior & maiden)
  • Merged 4 sabre cat summons into 1 spell called "Summon - Sabre Cat Assortment". Standardized stats of sabre cat variants.
  • Merged 3 draugr summons into 1 spell call "Summon - Draugr Assortment". Adjusted stats of draugr variants.
  • Merged 3 riekling summons into 1 spell called "Summon - Riekling Assortment". Adjusted stats of riekling variants.
  • Merged 3 spriggan summons into 1 spell called "Summon - Spriggan Assortment". Adjusted stats of spriggan variants.
  • Merged 4 bear summons into 1 spell called "Summon - Bear Assortment". Standardized stats of bear variants.
  • Merged 5 skeleton summons into 1 spell called "Summon - Skeleton Assortment". Adjusted stats of skeleton variants.
  • Merged 2 horse spells into 1 spell called "Summon - Horse Assortment". (also added 2 new horse variants)
  • Merged 3 bomb spells into 1 spell called "Fire - Bomb". (no longer require clay to cast; bomb spells are now in the fire archetype)
  • Bombs are now placed below the player's feet, not at a target's location.
  • Bombs now have timers that are set by the player upon bomb placement.
  • Enhanced "Lair of the Deathbringer" boss encounter.
  • Generated new LOD and created an updated and improved world map for the Manantis worldspace.
  • Spells "Teleport - Targeted Blink" and "Teleport - Pull" are no longer registered as hostile magic to targets.
  • Spirit conjuration spells renamed and moved to Summon archetype.
  • Restore spells renamed and moved to Divine archetype.
  • Enhanced several old Phenderix scripts to make them more efficient and flexible.
  • This mod no longer edits the max number of placeable runes. (increases compatibility with other mods)
  • 100+ new lines of text dialogue.
  • Completely redid the built-in compatibility support for the mod Spell Research. (if using this mod, you'll want to do a clean save for version 4.0.0)
  • Phenderix Magic and Weapon vendors have been merged into 1 vendor.
  • Phenderix Magic Vendor now in Whiterun's Dragonsreach, Solitude's Blue Palace, Riften's Mistveil Keep, Markarth's Understone Keep, and Windhelm's Palace.
  • The mod has been cleaned and checked for errors in SSEEdit. (0 errors pop up for version 4.0.0)
  • My mods Magic Evolved, Arcane Archery, and Elemental Fighter mods have been hidden. (There is no reason to choose those mods over Magic World)
  • Removed many spells that were duplicative in nature, a gimmick, or simply not interesting.

UPDATES 3.0.0 - 3.9.0
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Version 3.9.0
Content: Moderate overhaul of Fire, Frost, Lightning, and Conjuration Arrow spells. Depending on the specific spell, the following may have been changed: visual effects, sound effects, lighting effects, spell description, spell name, and balance. These overhauls to the existing archetypes are intended to make this mod extremely polished, visually stunning, and fun.
Content: Spell "Blood - Sanguine Offering"
Improvement: Spell "Water - Liquid Orb" projectile visual enhanced and projectile speed increased.
Improvement: Minor additions and enhancements to Manantis town. (In particular, Lookout Mountain)
Bug Fix: Ghost Warrior summon is no longer invulnerable to attacks.
Misc: New LOD generated for Manantis.
Misc: Blood spells now do more damage to the Caster if the Caster is already BLEEDING.
Misc: Lightning explosion will occur on WATERLOGGED targets only if the Lightning spell cast is Adept level of above.
Removal: Several Fire, Frost, and Lightning spells. (others were renamed)
Removal: Spell "Summon - Dremora", replaced by the new "Blood - Sanguine Offering" spell.

Version 3.8.0
Content: Complete overhaul of Blood and Wind spells. Depending on the specific spell, the following may have been changed: visual effects, sound effects, lighting effects, spell description, spell name, and balance. These overhauls to the existing archetypes are intended to make this mod extremely polished, visually stunning, and fun.
Content: Location "Fort Alaga"
Content: Interior Cells "Spell Experimentation Room", "Jen's Gems", "Eragen's Estate", and "Fort Alaga Prison".
Content: 200+ new lines of text dialogue.
Improvement: Significant enhancements to appearance and detail of Manantis Town.
Improvement: New clutter, flora, trees, items, and objects added to Manantis Town
Bug Fix: Solved room bound issue in the school kitchen interior. (no more disappearing or falling objects)
Misc: New LOD generated for Manantis.
Misc: Edited AI Packages of many NPCs to allow them to wander further than before.
Removal: Several Blood and Wind spells. (others were renamed)

Version 3.7.0
Content: Complete overhaul of Poison, Water, and Earth spells. Depending on the specific spell, the following may have been changed: visual effects, sound effects, lighting effects, spell description, spell name, and balance. These overhauls to the existing archetypes are intended to make this mod extremely polished, visually stunning, and fun.
Content: Location "Drake Glass Mine"
Content: Craftable Drake Glass Weapons that do extra damage against Wights. (Requires Glass Smithing perk)
Content: 20+ new NPCs added to Manantis world. (including 2 bards and 2 street vendors)
Improvement: Significant enhancements to the appearance and detail of the Wall and Northern Wildlands
Improvement: New clutter, flora, trees, items, and objects added to both of these areas.
Improvement: New loot chests and additional hidden items in new locations added by this mod to encourage exploration.
Improvement: Spell "Divine - Sunray" projectile visuals.
Balance: Darkness magic buffed and further refined.
Misc: New LOD generated for Manantis.
Misc: Changed the unique names of school students without dialogue to generic names.
Misc: Windfleur boss encounter relocated to the Northern Wildlands.
Misc: Removed unused files that were in the mod package, meaning the mod is now slightly smaller and takes up less storage space. (important for XB1)
Removal: Several Poison, Water, and Earth spells. (others were renamed)

Version 3.6.0
Content: Complete overhaul of Darkness spells. Depending on the specific spell, the following may have been changed: visual effects, sound effects, lighting effects, spell description, spell name, and balance. This is the first of many overhauls to the existing archetypes that is intended to make this mod extremely polished, visually stunning, and fun.
Content: Introducing the 3rd round of elemental interactions!! Please read the content in the magic guide to learn more!
Improvement: Existing elemental interactions refined.
Removal: Several Darkness spells. (others were renamed)
Removal: Spells "Elemental - Outburst", "Elemental Strike", "Elemental - Onslaught".

Version 3.5.0
Content: Introducing the 2nd round of elemental interactions!! Please read the content in the magic guide to learn more!
Improvement: Existing elemental interactions refined.
Improvement: Significant changes to many Darkness spells.
Balance: Darkness spells generally decreased damage to account for the fact that they now can spawn skeletons and weaken armor.
Balance: Frost spells generally decreased damage as slowing effect lasts longer now.
Bug Fix: Decreased experience gained from Fortify spells.
Misc: "Darkness - Transmogrify" moved archetypes and renamed "Curse - Transmogrify".
Removal: Spells "Darkness - Invisibility (Greater)", "Darkness - Grasp", "Darkness - Enervate".

Version 3.4.0
Content: Introducing the 1st round of elemental interactions!! Please read the content in the magic guide to learn more!
Improvement: Overhauled Teleport Manantis spell. On first cast it will take the player to Manantis. On second cast, it will take the player to wherever they were upon first casting Teleport Manantis. The cycle then starts over.
Improvement: Overhauled Teleport Mark and Recall spells. They now work globally and can be used across any world or cell in the game.
Improvement: Followers can now walk through Manantis portal and enter the Skyrim School of Witchcraft and Wizardry.
Improvement: Navmesh enhanced in key connecting parts of Manantis town.
Bug Fix: No more duplicate Alessandra NPC.Bug Fix: Dozens of fixes to spells associated with proper skill level.
Bug Fix: Lightning - Volley animations now work properly.
Misc: Removed the portal outside Whiterun. There is now a wardrobe in Dragonsreach that connects to the Manantis portal.
Misc: Several other small changes to spells and effects.
Removal: Spells "Potent Flames", "Potent Frostbite", "Potent Sparks"

Version 3.3.0
Improvement: Built-in compatibility support for the mod "Spell Research". (No additional patch is required)
Improvement: Blazebolt spells now leave a firewall on impact.
Improvement: Spell "Fire - Slasher" will now cause an explosion upon impact if the caster is a Master of Destruction.
Bug Fix: Fixed all 23 errors that showed up in SSEEdit. There are now 0 errors.
Bug Fix: Corrected errors caused by Requirement Room location.
Bug Fix: Dozens of fixes to spells associated with half magicka cost perks.
Bug Fix: Dozens of fixes to spells associated with proper skill level.
Bug Fix: Several fixes to spell tome vendor lists.
Balance: Spell "Summon - Armored Troll" buffed and made Conjuration Master level.
Balance: "Lightning - Strike (Ranged)" magicka cost increased.
Misc: Minor spell name changes to gate, bomb, elemental, and other spells.
Removal: Spell "Fire - Slasher (Greater)", "Summon - Vampire Lord".

Version 3.2.0
Content: Shop "Potent Potions".
Content: Shop "Necrohaven".
Content: Shop "Apotek Restaurant".
Content: Shop "Pointed Fletching".
Content: Shop "The Knockout".
Content: Two new shared housing interiors.
Content: 20+ new generic NPCs in Manantis exterior and interior cells.
Improvement: Manantis town has been enhanced with additional NPCs, clutter, items and flora.
Improvement: The Wall has been enhanced with additional NPCs, clutter, items, and flora.
Bug Fix: "Spell Tome - Divine Concussive Strike" now teaches the right spell.
Bug Fix: "Divine - Devotion" properly marked as expert level spell.
Bug Fix: Properly marked Curse spells as master level Illusion spells.
Balance: Magnetism spells now have slightly longer cast times.
Misc: Arrow vendor in Clank and Thunk shop is now in "Pointed Fletching" shop.
Misc: Quest dialogue has been changed to work better with the Lore Friendly patch.
Misc: Enchantment spells have been changed from Alteration to Destruction spells.
Misc: The previously removed Host spells are now available as a separate mod titled "Phenderix Host Spells".

Version 3.1.0
Content: Spell "Magnetism - Blade".
Content: Spell "Magnetism - Spear".
Content: Spell "Water - Concussive Strike".
Content: Spell "Earth - Concussive Strike".
Content: Spell "Darkness - Concussive Strike".
Content: Spell "Wind - Concussive Strike".
Content: Spell "Poison - Concussive Strike".
Content: Spell "Blood - Concussive Strike".
Content: "Hand - Darkness".
Content: 50+ new lines of text dialogue.
Improvement: "Fire - Demonic Energy" spell overhauled and renamed "Blood - Cloak".
Improvement: "Magnetism - Coin" spell overhauled to function like new Magnetism spells.
Improvement: New Arrow/Bolt vendor, anvil, and smelter in Clank & Thunk shop.
Improvement: Some new NPCs and fixes to existing NPCs in Manantis.
Bug Fix: Licinus Malice removed from school location.
Balance: Drain Health/Stamina/Magicka spells now scale with Shock damage.
Balance: Changes to Phenderix Cloak spells and their costs/scaling/damage.
Balance: Darkness spells no longer damage "resist fire" attribute.
Balance: Significantly buffed Demented enemy damage.
Balance: Nerfed loot dropped by Demented enemies and Embris boss.
Balance: Phenderix Arrows/Bolts are now more expensive and do less damage.
Misc: Renamed Phenderix Cloak and Enchantment spells and assigned them to appropriate Archetypes.
Misc: "The One Ring" is now obtainable once again. (Chest in the Wildlands)
Misc: New item "Magnetized Metal" that is required for Magnetism spells is sold by some Manantis vendors. It is also craftable.

Version 3.0.0
Content: Massive overhaul of Manantis town and worldspace.
Content: The School of Witchcraft and Wizardry is now in Manantis. This is a massive change and completely enhances the atmosphere of Manantis. There are no longer any changes to the area near Markarth by this mod. This will massively increase compatibility with other mods and improve FPS performance. Players will now get to Manantis using a teleport spell given to them at the start of the game. (In addition, the player is now given an Unlearn Spell ability at game start)
Content: "Hand - Earth", "Hand - Water", "Hand - Wind"
Content: Quests "The Wight Thing to Do", "Angela's Cloth", "Clank Clank"
Content: 200+ new lines of text dialogue.
Improvement: New LOD and updated Manantis World Map.
Improvement: Additional detail, NPCs, and clutter added to Manantis.
Improvement: Navmesh enhanced in the new locations added by this mod.
Improvement: Teleport spells now spawn to centrally located markers.
Bug Fix: NPCs will now be able to properly enter/exit Manantis buildings.
Bug Fix: Paralysis bolts now launch properly.
Bug Fix: Requirement Room no longer has old references that spawn NPCs.
Removal: All Host Conjuration spells. Will be released as a separate mod.
Removal: 2 Shadow Shroud spells. (These caused game crashes)
Removal: All changes related to perks.
Removal: All edits to Skyrim worldspace. (Besides 1 portal near Whiterun)
Removal: All edits to leveled lists, meaning Phenderix spell tomes cannot be purchased from any vendor outside Manantis and Dragonsreach)


Detailed patch notes for updates released prior to version 3.0.0 can be found in the log section of this mod page.



This mod is available for use on PC, XB1, and PS4. There are some differences in the versions released on these platforms.
The differences for the PS4 version arise from Sony's decision to not allow external assets in mods for Skyrim Special Edition.

Xbox One (XB1)
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No differences.


Playstation 4 (PS4)
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This mod was previously released on PS4. I have, however, released a new mod on PS4 called Phenderix Magic Reloaded that you should use instead. If you are playing on PS4, I recommend not using Magic Evolved, not using Magic World, and instead using Magic Reloaded. The guide for Magic Reloaded can be found 
here.


Q: Does this mod make any changes to Skyrim's Worldspace?
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A: As of version 3.0.0, no. There are no changes or additions to Skyrim's vanilla worldspace. (Besides one wardrobe and chest in Dragonsreach).


Q: Does this mod make any changes to perks?
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A: As of version 3.0.0, no. There are no changes to perks. This maximizes compatibility with other mods.


Q: Does this mod make any changes to vanilla leveled lists?
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A: As of version 3.0.0, no. There are no changes to vanilla leveled lists. This maximizes compatibility with other mods.


Q: Is this mod simply a collection of your already released works?
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A: Phenderix Magic World bundles my previously released mods Phenderix Magic Evolved, Phenderix Arcane Archery, and Phenderix Elemental Fighter into one easy to install package. In addition, a large amount of new content was created specifically for Phenderix Magic World. (Ex: new world of Manantis, quests, followers, boss encounters, etc.)


Q: Should I continue using your other mods like Phenderix Magic Evolved, Phenderix Arcane Archery, or Phenderix Elemental Fighter?
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A: No - you should uninstall and delete those mods. Please upgrade and use only Phenderix Magic World.


Q: Why did you hide your mods Phenderix Magic Evolved, Phenderix Arcane Archery, and Phenderix Elemental Fighter on the Skyrim Special Edition Nexus?
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A: I've released many mods over the years, with some of them adding somewhat similar content. This has created some confusion about what the proper, best Phenderix mod is to install. I want to simplify and streamline this decision by making Phenderix Magic World the only downloadable version of these mods on the Skyrim Special Edition Nexus. 
There is simply no legitimate reason for someone to use Magic Evolved, Arcane Archery, or Elemental Fighter over Magic World. If you don't want to visit the new world of Manantis, you don't have to visit it. You can still obtain the new spells, ammo, and select items from select vendors across Skyrim. That being said, Magic Evolved, Arcane Archery, and Elemental Fighter will remain available on Bethesda.net as removing them would potentially cause issues for console users. Magic Evolved, Arcane Archery, and Elemental Fighter will never again receive an update. In comparison, Phenderix Magic World will receive regular updates.

Q: Is this mod compatible with Apocalypse, Mysticism, Arcanum, Forgotten Magic, and other magic mods?
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A: Yes - this mod should be compatible with essentially every spell mod.


Q: Is this mod compatible with the mod "Spell Research"?
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A: As of version 3.3.0, yes. No additional patches or downloads are needed. Support is baked into the main file.


Q: Is this mod lore-friendly?
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A: Yes, and no - it really depends on how you define the word lore-friendly. Obviously, these new locations and spells don't exist in Tamriel lore. If you think a certain aspect of the mod is not lore-friendly, then simply don't use that portion and download the Lore Friendly Patch
 if you so wish!

Q: Is this mod compatible with Ordinator or other Skyrim perk mods?
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A: Yes, it is!. Load Ordinator or other perk mods after Magic World.


Q: Dialogue isn't working, what's wrong?
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A: Make sure you have subtitles enabled in the options menu. All Magic World dialogue is text only, no voiced dialogue for now. If you are still having issues with dialogue options popping up, save the game and reload - sometimes this fixes the problem. Lastly, try reinstalling this mod.



Below are some recent reviews of Magic World:

slewis65: 
"Really like the additions in the latest update, excellent! Fantastic mod, love the land/city additions, and the awesome spells added!"
Kaidzen554: "I love this mod so much, words can not describe my happiness! endorsed! endorsed! ENDORSED!"
salamandrak: "I love your mod and I think every update makes it better. New visuals are amazing and elemental interactions make spells much more interesting to use and combine"
mrgoboy: "I've installed Phenderix for my first "modded" play through of Skyrim and I'm very much enjoying myself."
VoidGenon: "This mod is incredible. I love using this mod, really adds variety to magic"
Litintha: "Awesome mod! Absolutely love it!"
Brevebaristaboi: "Hey phenderix, I just wanted to say thank you for the awesome mod. its been a staple for a lot of my playthroughs and continues to impress."
"I've considered your spells a staple for years, and the World is fun"
jakky567: "The references alone make this mod easily my new favorite magic mod. Compatibility is great with my other mods. I can even teach these spells to followers. The new content for me is a plus. How have I never heard of this?"
Mustang052484: "Get this mod!!!!! It's awesome. I love the aoe arrows. Just wanted to tell you I'm really enjoying this mod thus far so GG!!!!!"
Kurnn: "I use tons of mods. All that adds something to the game (no cheats or OP stuff). I've just spent a good hour or 2 to check that this mod actually works with the many mods that adds magic, perks etc. It seems that this mod is GOLDEN! And you can install it without starting a new game = Awesome. This is by far the largest mod that adds both depth and "width" to the game, in all kinds of areas.


phenderix - created all content not mentioned below.

CUSTOM ASSETS USED BY THIS MOD
Skyrim Nexus User: 747823 - Weapons of the Third Era - meshes and textures used for several items contained within this mod. Awesome work!
Skyrim Nexus User: lolikyonyu Lolicept Resources - clutter items that make locations much more interesting. Thanks for this resource!

ASSISTED IN CREATING THE OLD VERSION OF THE SCHOOL OF WITCHCRAFT AND WIZARDRY
Skyrim Nexus User: Sjogga - created a large portion of the main hall interior for the School of Witchcraft and Wizardry.
Skyrim Nexus User: Timmy19992 - assisted in creating part of the exterior for the School of Witchcraft and Wizardry and creating texture files.
Skyrim Nexus User: HellCommander711 - assisted in creating an old version of navmeshes.


I truly hope you enjoy Magic World and realize that mods like this are a massive undertaking. Thousands of hours went into its development.

I look forward to hearing about your experience using this mod and any suggestions you may have!