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What changed:

iTrainingNumAllowedPerLevel=500
Means you can train up to 500 times per level. Being unable to train more than 5 times per level, even for money, never made much sence for me in the first place. Balance, hah. As if things like that ever exitsed in Skyrim.

AllMasterTrainers - Up to 255
Actually, you still can't ask to be trained over 90, BUT if you already on training screen, you can train up to 255. And yeah, I play with uncapper.

Scroll:Mind Contolling Spider (plant SpiderAlbinoButt(+damaged), longer time, higher level)
Half minute is quite short, and there are creatures over 100 level. Also, there are no good source of SpiderAlbinoButts, so this make one more purpose for this spiders.

Perk:Extra Effect (+1 instead =2)
Skill works the old way, but now more compatible with other effects that alter max number of enchantments.

Perk:Twin Souls (2 levels, +1 and +2 summons instead of =2)
Now called multisummon, 'cause "Twin" doesn't sound right if you summon more than 2 creatures. And, same as Extra Effect, more compatible with other effects that alter max number of summoned creatures.

Shout:Soul Tear (3 independant effects, crystallizes soul if can't catch, more powerful, multi-target, multi-reanimate)
Was competely remade.
1: All 3 words have now independant effects. "Rii" do damage, "Vaas" traps soul(or crystallizes), "Zol" reanimates dead body. Now THAT make sense for this shout to have 3 words.
2: Now it's actually Shout, which means it's a Wave. Wave that can collide with more than one enemy.
3: "Rii" do alot more damage. Vanilla was 300(AFAIR), now it's 1500. No more faceless nameless bandit will resist the shout that was supposed to tear his soul from his body!
4: "Vaas" effect was changed, so, if you can't trap soul of enemy youself, it will be crystallized on his body(in his inventory).
5: "Zol" can reanimate more than one enemy,due to the starting perk that is added by this mod.
6: Colldown was dramatically changed. In vanilla, it was 5-5-90. Now, it's 180(c'mon, a wave to kill all the enemies in front of you?)-200(trapping souls is actually not THAT useful in battle)-360(kill all enemies and reanimate their bodies, kind of powerful effect, no?)

Shout:Dragon Aspect (threated as basic shout, cooldown changed)
Yep, now it's not a power. But still powerful. So, current cooldowns is 120-240-360.
And how to get advantage of powerful shouts if your voice is on cooldown? Either shorten or completely remove cooldowns(there are way to do that) or... Eat dragon heart. It will remove current cooldown.

Shout:Dragonrend (hold dragon longer, actually do damage)
Just forcing dragon to land are not that useful(especially if landing script not working correctly), so now this shout:
1: Does damage to dragon. First word: 5 for 30 sec. Second: 30 for 10 sec. Third: Instant 600 damage.
2: Holds dragon longer. Vanilla was 15-18-22 sec, now its 30-60-300. Forcing dragon to land(especially for melee-oriented characters) won't eat half of your shouts in battle.
3: Has changed cooldowns. Vanilla was 10-12-15, now it's 15-30-90. So, you won't be able to shout dragon to death. In most cases.

Book:Oghma Infinium (completely new script)
Oghma Infinium script was remade. Now, you will be able to use it more than one time. Well, no even "more than one", but infinitely. Buuuuut... there are some restrictions.
Upon reading the book, you will be granted with options: "Skill", "Word" and "Perk". Also, if you never choosed that option, there will be "Ancient knowledge", it will grant you few, but important new recipes for Handcraft.
"Word" will grant you dragon soul, "Perk" will grant you perk (I myself prefer to think that book actually give you understanding of dragon word or secret behind the exact perk, for roleplay reasons). "Skill" will allow you to select path (Warrior, Mage, Thief), then skill, and then this skill will be increased for 10 points. Upon reading the book AND accepting one of it's gifts, you will get "Mind overload" negative effect. It will disallow you to get more knowledge from Oghma, and for this effect to wear off, you need to sleep for 8 hours total.
But. Also there are second effect. This effect is not displayed, and will wear off with time if you will keep yourself from reading Oghma. But if you will overrread it, effect will worsen and will start to do PERMANENT damage to you character. Each time you read Oghma at that stage, you will lose 100 point of base magicka. PERMANENTLY. No way to get them back. And, in the end of this all, if you base magicka after the withering effect will be at 0 or lower, your character will die.
Note: Current value of second effect displayed with first (Current mind overload ---), you will suffer magicka drain at 7 or higher. Also, no matter now high current mind overload level, it will drop to 0 if you won't read book for 720(+-1) hours.

------------- ------------- -------------
NEW:

Recipes:

Make paper
Materials: Firewood

Basic book
Materials: 2 Leather, 20 Paper rolls

Make generic meat
Conditions: Meat in inventory
Materials: Meat
Note: Correct types of meat is: Beef, Chicken, Dog, Goat, Horker, Horse, Mammoth, Pheasant, Rabbit, Venison, Human(flesh, but not heart), Ash Hopper (Meat), Boar

Cook generic meat
Conditions: Destruction at 50 or higher
Materials: Raw generic meat

Horse skull
Conditions: Alteration at 75 or higher
Materials: 8 Bone meal
Note: Can be disassembled for 8 bone meals, condition for action - have horse skull in inventory

Human skull
Conditions: Alteration at 80 or higher
Materials: 4 Bone meal
Note: Can be disassembled for 4 bone meals, condition for action - have human skull in inventory

Troll skull
Conditions: Alteration at 90 or higher
Materials: 7 Bone meal
Note: Can be disassembled for 7 bone meals, condition for action - have troll skull in inventory

Dragon skull
Conditions: Alteration at 100 or higher
Materials: 5 Dragon bones
Note: Can be disassembled for 5 dragon bones, condition for action - have dragon skull in inventory

Blood potions
Conditions: Be undead(ActorTypeUndead keyword)
Materials: Human flesh for 1 potion, Human heart for 3 potions

Crimson nirnroot
Conditions: Conjuration at 66 or higher, Restoration at 33 or higher
Materials: Nirnroot, Blood potion

Create daedra heart
Conditions: Conjuration at 66 or higher, Restoration at 33 or higher
Materials: Human heart, Filled black soulgem

JarrinRoot
Conditions: Conjuration at 66 or higher, Restoration at 33 or higher
Materials: Daedra Heart, Crimson Nirnroot

Ingot manipulations(Make core ingot)
Conditions: At least one ingot in inventory
Materials: Ingot
Note: Iron-2/Steel-10/Dwarven-15/Orichalcum,Corundum-20/Silver,Quicksilver-25/Moonstone,Malachite-30/Gold-50/Ebony-60/Stalhrim-100

Ingot manipulations(Create ingot)
Conditions: X Alteration or higher
Materials: Y Core Ingots
Note:
X - Iron-15/Orichalcum,Corundum-33/Silver,Quicksilver-50/Moonstone,Malachite-66/Gold-90/Ebony,Stalhrim,Dwarven,Steel-100
Y - Iron-2/Steel-10/Dwarven-15/Orichalcum,Corundum-20/Silver,Quicksilver-25/Moonstone,Malachite-30/Gold-50/Ebony-60/Stalhrim-100
Note:Steel and Dwarven metal counted as complex alloys, so they are harder to make with magic.

Clean ore
Conditions: Ore in inventory, Alteration at 100 or higher
Materials: Core

Unpurified ore
Contitions: Ingot in inventory, Alteration at 66 or higher
Materials: Ingot(not complex, like steel or dwarven metal)
Note: One ingot will give one piece of ore.

Make gems
Conditions: Alteration and Destruction at 100 or higher
Materials:
Amethyst - Stone, Iron ore
Diamond - Charcoal
Emerald(5) - 6 Stone, 3 Malachite ore, 2 Quicksilver ore
Garnet(5) - 3 Stone, 3 Iron ore, 2 Quicksilver ore
Ruby(2) - 2 Quicksilver ore, Orichalcum ore
Sapphire(2) - 2 Quicksilver ore, Iron ore

Make ingredient
Conditions: Alteration at 80 or higher
Materials: Salt, Flawless gem
Ruby - Fire salt
Sapphire - Frost salt
Amethyst - Void salt
Diamond - Glow dust(why not?)
Emerald - Ectoplasm(emerald is linked to poison and death, right?)
Garnet - Vampire dust(IDK, nothing else fits, made just to fill the gap)

Flawless gem
Conditions: Gem in inventory, Alteration at 100 or higher
Materials: Gem

Gem talisman
Conditions: Flawless gem in inventory, Enchanting at 66 or higher
Materials: Flawless gem

Unchain soul
Conditions: Filled black soulgem in inventory, Conjuration at 66 or higher
Materials: Black soul gem(Filled)
Note: Creates placeholder which removes itself and adds empty soulgem and sealed soul

Filled black soulgem
Conditions: Sealed soul in inventory
Materials: Empty black soulgem, Sealed soul

Make soulgem
Conditions: Conjuration at 33 or higher
Materials: Stone block

Merge empty soulgems
Conditions: Conjuration at 25/50/75/100/100
Materials: 3/5/10/20/30 petty soulgems(empty)
Note:Lesser/Common/Greater/Grand/Black

Shatter soulgem(to petty)
Conditions: Soulgem in inventory
Material: Soulgem
Note: Lesser-3/Common-5/Greater-10/Grand-20/Black-30

Seal dragon soul
Conditions: Conjuration at 95 or higher, Have at least 1 dragon soul
Materials: Black soul gem(empty), 3 Flawless diamonds
Note: Created item is a placeholder, which will add correct crystal to player's inventory and will remove one dragon soul

///Oghma Infinium

Oghma Infinium page copy(for each skill)
Conditions: BASE magicka at 1000 or higher, Oghma Infinium in inventory
Materials: Paper roll, Sealed soul

Daedric items.
Conditions: Lesser sigil stone in inventory
Materials: Lesser sigil stone, X sealed souls.
Note: X is 50-Cuirass/30-Boots/20-Gauntlets/30-Helmet/40-Shield/50-Battleaxe/30-Bow/10-Dager/50-Greatsword/30-Mace/20-Sword/20-Axe/50-Warhammer/20-48Arrows

Make spellbook
Conditions: Lesser sigil stone in inventory
Materials: Lesser sigil stone, Basic book

Lesser sigil stone
Conditions: Knowledge from Oghma Infinium, Enchanting at 100 or higher, Sigil stone in inventory
Materials: Daedra heart, Fire salts, Frost salts, Void slats

Make GRIMOIRE
Conditions: Knowledge from Oghma Infinium, No grimoire in inventory, Haven't created grimoire yet, Alteration, Destuction, Conjuration, Restoration and Illusion at 100 or higher
Materials: Basic book, 5 Lesser sigil stones

//GRIMOIRE

Baits
Conditions: Ancient secrets ability
Materials:
Deer/Elk bait: Spriggan sap, Canis root
Wolf bait: Spriggan sap, Generic raw meat
Sabrecat bait: Spriggan sap, 2 Generic raw meat
Bear bait: Spriggan sap, 5 Generic raw meat
Spriggan bait: Sleeping tree sap, Human heart

Signs
Conditions: Ancient secrets ability
Materials: Flawless diamond, Catalyst
Note: Catalyst is Taproot for Animals, Centurion Dynamo Core for Machines, Vampire Dust for Undead.

Protection charm
Conditions: Ancient secrets ability
Materials: 5 Dragon Bone, 5 Stalhrim, 5 Stone blocks

Guardian charm
Conditions: Ancient secrets ability, Conjuration at 100 or higher
Materials: Diamond talisman

Blood mutagen
Conditions: Ancient secrets ability, Alchemy at 100 or higher
Materials: Blood potion, Blue mountain flower, Purple mountain flower, Red mountain flower, Spriggan sap

Universal catalyst
Conditions: Ancient secrets ability, Alchemy at 100 or higher
Materials: Ash Hopper Jelly, Ghoul ash, Netch jelly, Void salts, Frost salts, Fire salts, Vampire dust, Spriggan sap, Moon sugar, Salt pile, Glow Dust, Ectoplasm, Dwarven Oil

Dragon heart
Conditions: Ancient secrets ability
Materials: Daedra heart, 5 Dragon scales

Capture cube(Dwemer)
Conditions: Ancient secrets ability
Materials: Centurion dynamo core, 6 Dwarven ingots

Nail rain
Conditions: Charged nail in inventory
Materials: 40 charged nails, Fire salts

Nail storm
Conditions: Charged nail in inventory
Materials: 40 charged nails, Fire salts, Void salts

Animated axe
Conditions: Ancient secrets ability
Materials: Axe, Sealed soul

Deathhound collar
Conditions: Be undead(ActorTypeUndead keyword), Ancient secrets ability
Materials: Ebony ingot, Vampire dust

Simple dynamo core
Conditions: Ancient secrets ability, Smithing at 66 or higher
Materials: Ruby, Dwemer Ingot

Centurion dynamo core
Conditions: Ancient secrets ability, Smithing at 90 or higher
Materials: Flawless Ruby, Dwemer Ingot

Create Animated armor
Conditions: Ancient secrets ability, Full armor set in inventory
Materials: Sealed soul, Full armor set
Note: Correct sets are: Blades, Bonemold Improved, Chitin Heavy, Chitin Light, Companoins, Daedric, Dragonplate, Dragonscale, Dwarven, Ebony, Elven, Falmer Hardened, Falmer Heavy, Glass, Morag Tong, Nordic, Orcish, Steelplate

Create lesser spirit
Conditions: Ancient secrets ability
Materials: Sealed soul, Elemental salt pile(Fire for wyrm, Frost for wraith, Void for anomaly)

Create Elemental
Conditions: Ancient secrets ability
Materials: Lesser sigil stone, 7 element salts (Fire/Frost/Void)

Create dragon
Conditions: Ancient secrets ability
Materials: Dragon heart, Dragon skull, Dragon soul(Crystal)

Create undead dragon
Conditions: Ancient secrets ability
Materials: Dragon skull, 20 Sealed souls

Create skeleton
Conditions: Ancient secrets ability
Materials: Sealed soul, Human skull

Create skeletal horse
Conditions: Ancient secrets ability
Materials: Horse skull, Sealed soul

Create Lich
Conditions: Ancient secrets ability
Materials: 12 Sealed souls, Troll skull

Create Avatar
Conditions: Ancient secrets ability
Materials: Human skull, Daedra heart, 4 Ectoplasm, 7 Sealed souls

Create Hermit
Conditions: Ancient secrets ability
Materials: 666 Sealed souls

Enchanted dragonstone(Base)
Conditions: Ancient secrets ability, Enchanting at 100 or higher
Materials: 3 Dragon souls(crystals), 10 Stone blocks

Enchanted dragonstone(Sigil)
Conditions: Have base dragonstone in inventory, know shout(s)
Materials: Enchanted dragonstone
Note:
Kyne's peace - Sigil:Peace
Bend will - Sigil:Supremacy
Soul tear - Sigil:Gravelord
Aura whisper - Sigil:Perception
Dismay - Sigil:Intimidation
Fire breath + Frost breath + Unrelenting force - Sigil:Gates
Become ethereal - Sigil:Invisibility
Battle fury - Sigil:Hatred
Whirlwind sprint - Sigil:Acceleration
Slow time - Sigil:Still Time

Artifical dragon egg
Conditions: Ancient secrets ability
Materials: 3 Dragon bones, Dragon heart, Dragon soul(crystal)

Max health/magicka/stamina token
Conditions: Ancient secrets ability
Materials: Dragons soul(crystal), Blue(Health)/Red(Magicka)/Purple(Stamina) mountain flower

Regen health/magicka/stamina token
Conditions: Ancient secrets ability
Materials: 5 Seales souls, Blue(Health)/Red(Magicka)/Purple(Stamina) mountain flower

Enchantment token
Conditions: Ancient secrets ability
Materials: Crimson Nirnroot, 70 Sealed souls

Flow token
Conditions: Ancient secrets ability
Materials: Vampire dust, 10 Sealed souls

Shout token
Conditions: Ancient secrets ability
Materials: Dragon soul(crystal)

Gate token
Conditions: Ancient secrets ability
Materials: Human heart, 35 Sealed souls

Bloodstone
Conditions: Ancient secrets ability
Materials: Heartstone, Blood potion, Spriggan sap, Vampire dust

Haunting soul
Conditions: Ancient secrets ability
Materials: Sealed soul

Dread cloak
Conditions: Ancient secrets ability
Materials: Lesser sigil stone, 100 Sealed souls

Fire gates
Conditions: Ancient secrets ability
Materials: Lesser sigil stone, 6 fire salts, 20 Sealed souls

Source of lifepower
Conditions: Ancient secrets ability
Materials: Daedra heart, Dragon soul(crystal), Lesser sigil stone

Summon Guardian
Conditions: Ancient secrets ability
Materials: Humal skull, Sealed soul

Summon Dremora
Conditions: Ancient secrets ability
Materials: Daedra heat, Sealed soul

Gem Enchantment.
Contition: Daedric greatsword in inventory(would be a lot of useless work for all other weapons to implement), Ancient secrets ability
Materials: Daedric Greatsword, Flawless Gem.
Note: Garnet-Blood(Absorb Health)/Ruby-Fire(Fire damage)/Sapphire-Frost(Frost damage)/Diamond-Light(Turn Undead)/Emerald-Poison(Paralyse)/Amethyst-Shock(Shock damage)

Spectre sword
Conditons: Ancient secrets ability, Daedric greatsword in inventory
Materials: Daedric greatsword, 12 Ectoplasm

Spell sword
Conditons: Ancient secrets ability, Daedric greatsword in inventory
Materials: Daedric greatsword, 3 Lesser sigil stone

Soul crystallize sword
Conditons: Ancient secrets ability, Daedric greatsword in inventory
Materials: Daedric greatsword, 12 Black soulgems(empty)

Ghoul curse sword
Conditons: Ancient secrets ability, Daedric greatsword in inventory
Materials: Daedric greatsword, 24 Sealed souls

Soul Cairn Covenant
Conditions: Ancient secrets ability
Materials: Enchanted paper roll, 1000 Sealed souls

ITEMS:

GLOBAL NOTE: Sigils are armor type items, can be equipped and unequipped, effects will start to work after equipping. Weight 5, No armor rating.

GLOBAL NOTE: Sings are armor type items, can be equipped and unequipped, effects will start to work after equipping. Weight 0, No armor rating.

GLOBAL NOTE: Most of created units can be told to follow or to wait at place.

GLOBAL NOTE: "Farming" means creature will spawn item each X hours.

GLOBAL NOTE: For taming, you need to use calming spell on animal and activate it with correct bait in inventory. Option "Tame" will appear.

Sigil:Supremacy
Description: Each 5 seconds casts controlling spell. Controlling spell forces enemies to fight for player(similar with Bend Will shout). Area 15. Lasts for 90 sec. Influences only those who attack holder of sigil.

Sigil:Peace
Description: Each 3 seconds casts calm spell. Area 15. Lasts for 60 sec. Max level 999. Influences only those who attack holder of sigil.

Sigil:Acceleration
Description: Greatly increases speed of holder. (SpeedMult +500%)

Sigil:Still Time
Description: Greatly decreases speed of time. (1% of normal)

Sigil:Hatred
Description: Each 3 seconds casts rage spell. Area 50. Lasts for 60 sec. Max level 999. Influences EVERYONE.

Sigil:Intimidation
Description: Each 3 seconds casts fear spell. Area 25. Lasts for 30 sec. Max level 999. Influences those who hostile to holder.

Sigil:Invisibility
Description: Each 0.25 seconds casts invisibility spell. Lasts for 120 seconds.

Sigil:Gravelord
Description: Each 5 seconds casts reanimation spell. Area 20. Lasts for 60 sec. Max level 999.
Also adds perk that allows to reanimate up to +25(to already available count) undeads.

Sigil:Perception
Description: Each second casts detection spell. Area 250. Lasts for 1 sec. Enemies and friends marked differently.

Sigil:Gates
Description: Each 10 seconds summons different creature, mostly atronachs, sometimes dremora(warrior, archer or warlock) .Last for 40 sec.
Also adds perk that allows to summon up to +12(to already available count) creatures.

Sign:Animals
Descripton: Most animals and spriggans will count wearer as ally.
Enchantment can be learned.

Sign:Undead
Descripton: Most draugrs, skeletons, dragon priests and ash spawns will count wearer as ally.
Enchantment can be learned.

Sign:Machines
Descripton: Most dwemer automatons will count wearer as ally.
Enchantment can be learned.

Charm:Protection
Descripton: Increases protection(armor rating).
Enchantment can be learned.

Charm:Alteration/Conjuration/Destruction/Illusion/Restoration
How to get: Universal catalyst
Description: Increases power of spells of one of schools of magic.
Enchantment can be learned.

Charm:Guardian
Descripton: Summons marked craeture at all time/at start of battle(and desummons after) and resummons each time creature gets killed. To mark creature, summon it, activate and select "Mark as Guardian". With Multisummon of 1/2 rank can assign 2/3 guardians at once.
Note: Cannot mark creatures that are leveled as guardians - will either disallow that or just summon nothing.

Talisman - Gem
Descripton: Can be weared as armor(they have no armor rating), can be enchanted. They have ClothingRing keyword(to pass enchantments restrictions), but they will not take ring slot.

Sword:Spellsword
Description: Upon being equipped, will allow player to cast up to 12 spells. Spell triggers are: Forward attack, Backward attack, Left attack, Right attack, Standing attack, Forward power attack, Backward power attack, Left power attack, Right power attack, Standing power attack, Blocking, PowerBash. Those spells can be set via Will:Store Spells.
Enchantment can be learned.

Sword:Soul Crystallizer
Description: Any creature killed with this effect active will have it's soul trapped in soulgem created on it's body. Base duration 5 seconds.
Enchantment can be learned.

Sword:Necro Curse
Description: Target receives damage(20 base, scales with enchantment level) for 120(base) seconds. If target dies, reanimates his body for 1 day.
Enchantment can be learned.

Sword:Spectre Sword
Description: If target dies with this effect active, spawns Spectre(5% chance Testament) near his body. Base duration 30 seconds.
Enchantment can be learned.
Note: SPECTRE
Description: Invincible for physical damage ghost.
Level: Starts at 25 Lvl, Scales with PC*0.75 up to 100 Lvl
Base bonuses: Health +100, Magicka +200
Starting spells: Random elemental attack spell(Incineration/Icyspear/Thunderbolt).
Perks: Augmented Flames/Frost/Shock (second rank), Special ghost perk.
Specials:
Ghost perk makes creature immune to incoming physical damage(at least, should)
Can be dissolved(killed) by activation.
Upon death, will spawn 1-3 ectoplasm piles.
TESTAMENT
Description: Invincible for physical damage ghost.
Level: Starts at 25 Lvl, Scales with PC*1.25
Base bonuses: Health +200, Magicka +500
Starting spells: Vampire drain, Summon Wrathman, Random elemental attack spell(Incineration/Icyspear/Thunderbolt).
Perks: Conjuration/Destruction expert, Augmented Flames/Frost/Shock (second), Special ghost perk.
Specials:
Ghost perk makes creature immune to incoming physical damage(at least, should)
Can be dissolved(killed) by activation.
Upon death, will spawn 2-6 ectoplasm piles.

Book:Basic
Description: Does nothing. Resource for other items.

Book:Spellbook
Description: Upon creation, will be replaced with random spellbook. Included master spells and spells from DLCs.

Book:Ahriman's Grimoire
Description: One of milestones of this mod. Upon reading, will teach many new spells and grant new crafting recipes. Will grant Ability:Ancient Secrets
Note: If no bug will occur, can be created only once.

Soulgem:Sealed Soul
Description: Special item that can be extracted from filled black soul gems or gathered while in True Wraith form. Basically, just soulgem (can be used for enchantment and recharging), but weights and costs nothing.

Food:Raw Generic Meat
Description: Simple placegolder for baits(would be a lot of effort to make 3 bait receipts for 13 types of meat)

Food:Cooked Generic Meat
Description: Mostly just to fill the gap - if there is raw meat, there should be cooked. But, can be useful as low-tier healing potion(heals 20 points of health)

Food:Dragon Heart
Description: Was meant to be resource for dragon-related stuff, but was made more useful after. Restores health (up to 9999 points) and resets current shout cooldown.

Scroll:Create Skeleton
Description: Basic necro warrior unit. Designed mostly as mage or spellsword.
Level: Starts at 20 Lvl, scales with PC *1.00
Skills: High Destruction and OneHanded; Average TwoHanded, Marksman and Block; Low Light/Heavy armor and Conjuration.
Perks: Augmented Flames/Frost/Shock (second), Conjuration/Destruction expert, Triple summon(however, never summons/reanimates 3 creatures).
Specials:
Can be improved(multiple times): Blood potion for out-of-combat regeneration, Dragon bone for +300 armor, Bone meal for +100 health, Sealed soul for +50 magicka AND stamina, Glow Dust for +25% magic resist.
Can be taught spells for flawless gems: Garnet for vampire drain, Ruby for incineration, Sapphire for icy spear, Amethyst for thunderbolt, Emerald for reanimation (quite powerful), Diamond for Wrathman summon.
Can be deconstructed for Human skull, alive or dead. (deconstruction will not return items in its inventory, but will remove body completely)
Inventory can be accessed, can use items like weapons or armor(armor will not be shown)
Note: Because of multisummon skill, can have both undead and zombie at the same time.

Scroll:Create Skeletal Horse
Description: Basic necro transport.
Level: Fixed 50 Lvl
Base bonuses: +200 health, +1000 stamina.
Specials:
Protected.
Can be deconstructed for Horse skull, alive or dead. (deconstruction will not return items in its inventory, but will remove body completely)
Inventory can be accessed.

Scroll:Create Lich
Description: Powerful magic-using unit.
Level: Fixed 100 Lvl
Base bonuses: +3000 health, +5000 magicka.
Starting spells: Greater ward, Ebonyflesh, Special lifedrain spell, Special ghoul curse. Also will get random elemental spells set: Fire(Fireball, Inceneration, Fire Cloak), Frost(Ice Storm, Icy Spear, Frost Cloak), Shock(Chain lightning, Thunderbolt, Shock Cloak).
Perks: Augmented Flames/Frost/Shock (second), Mage armor, Magic resistance, Stability, Regeneration, Respite, Recovery, Necromancy, Atromancy, Special multisummon skill.
Specials:
By using ghoul curse, can reanimate up to 11 zombies.

Scroll:Create Avatar
Description: Powerful unit with special ability.
Level: Starts at 10 Lvl, scales with PC *1.00.
Base bonuses: +1000 health, +200 magicka.
Equipment: Special unplayable one-handed version of Spectre Sword.
Starting spells: Random cloak spell, Random direct damage spell(Inceneration/Icyspear/Thunderbolt), Marked for Death shout.
Perks: Destruction expert
Specials:
Protected.
More about avatars and its specials in Incarnation spell description.

Scroll:Create Hermit
Description: Immortal reaper-type unit, also known as Soul Golem.
Level: Starts at 50 Lvl, scales with PC*1.50 up to 500 Lvl
Equipment: Unique unplayable reaper axe - kills with one hit, steals black souls.
Starting spells: Drain Vitatlity shout.
Specials:
Can be deconstructed, will return Hermit soul.
Invulnerable and Ghost.
Despite inaccessible inventory, has special options "Get collected souls" to get all Sealed souls in its inventory.

Scroll:Create Fire Wyrm
Description: Low-leveled fire-related creature.
Level: PC*0.50
Specials:
Will NOT follow/wait player.

Scroll:Create Ice Wraith
Description: Low-leveled frost-related creature
Level: PC*0.50
Specials:
Will NOT follow/wait player.

Scroll:Create Spirit
Description: Low-leveled magic(shock)-related creature
Level: PC*0.50
Specials:
Will NOT follow/wait player.

Scroll:Create Animated armor
Description: Animated armor. Just as is. Designed mostly as warrior, in opposite to skeletons.
Level: Starts at 15 Lvl, scales with PC*1.00
Skills: Has no magicka. Linear leveling for battle skills (Onehanded, Twohanded, Marksman, Block, Heavy armor, Light armor)
Perks: Almost all of them from related skill trees.
Specials:
Inventory can be accessed, but better not give them armor - glitches to be expected.
Has bear voice.
Loot option replaced with "Collect" that adds all items from dead creature to player's inventory and removes body.

Scroll:Create Flame Element
Description: Flame atronach, useful for farming salts.
Level: Fixed 100 Lvl
Specials:
Inventory can be accessed.
Farming: Fire salts for 8 hours.

Scroll:Create Frost Element
Description: Frost atronach, useful for farming salts.
Level: Fixed 100 Lvl
Specials:
Inventory can be accessed.
Farming: Frost salts for 8 hours.

Scroll:Create Storm Element
Description: Storm atronach, useful for farming salts.
Level: Fixed 100 Lvl
Specials:
Inventory can be accessed.
Farming: Void salts for 8 hours.

Scroll:Create Dragon
Description: Random dragon.
Level: PC*1.00
Specials:
Will NOT follow player.

Scroll:Create Skeletal Dragon
Description: Dead dragon.
Level: Starts at 50 Lvl, scales with PC*1.00
Spells: Frost breath, Unrelenting force.
Specials:
Can be deconstructed for Dragon skull, alive or dead. (deconstruction will not return items in its inventory, but will remove body completely)

Scroll:Capture cube
Description: Can capture dwarven automaton, leaving "Release (Type)" box(scroll)
Note: Releasing captured automaton will return capture cube.
Note: Missed cubes can be picked despite inexistent activation label.
Note: Can capture even broken(dead) automaton, and will release it repaired.

Scroll:Release Ballista
Description: Dwarven ballista. Same as generic.

Scroll:Release Centurion
Description: Dwarven centurion. Same as generic.

Scroll:Release Sphere
Description: Dwarven sphere. Same as generic.

Scroll:Release Spider
Description: Dwarven spider. Same as generic.

Scroll:Fire Gates
Description: Heals caster for 500. 250 damage at 100 area. Summons 3 fire elements.
Note: FLAME
Description: Same as fire atronach.
Level: Fixed 32 Lvl
Specials:
Will NOT follow/wait player.

Scroll:Dread Cloak
Description: Cloak type spell. Lasts for 300 seconds. Absorbs high amount of health from targets, also reanimates for 1 day and steals soul(if it's black) if target died.

Scroll:Life Power
Description: Permanently increases max health(+10000) and heal rate (+50) of a target.

Scroll:Launch charged nail
How to get: Nails Enchant spell
Description: Shoots charged nail that do noticeable amount of damage and explodes on contact.

Scroll:Launch nail rain
Description: Shoots charged nail bundle that explodes next second, raining down charged nails that explodes and do damage.
Warning: Very script-heavy. Can affect perfomance. Could be buggy. DO NOT SPAM THIS SPELL.

Scroll:Launch nail storm
Description: Shoots overcharged nail bundle that explodes next second, throwing around charged nails that explodes and do damage. Flies straight.
Warning: Very script-heavy. Can affect perfomance. Could be buggy. DO NOT SPAM THIS SPELL.

Scroll:Haunting Soul
Description: For 300 seconds, damages target. If target dies with this effect active, reanimates him. Also can reanimate already dead target. Upon death of reanimted target, returns sealed soul to caster.

Scroll:Summon Guardian
Desctiption: Summons random Keeper from Soul Cairn for 1 day

Scroll:Summon Dremora
Desctiption: Summons VERY powerful dremora for 1 day.
Level: Starts at 40 Lvl, scales with PC*2
Base bonuses: +1000 health, +500 stamina
Note: Forces enemies attack him

Misc:Hermit soul
How to get: Despawn Hermit
Desctiption: Mostly useless, upon being used returns all 666 sealed souls.

Misc:Core ingot
Desctiption: Used for transforming one type of ingot to another.

Misc:Enchanted Dragonstone
Desctiption: Useless, can be enchanted with shout into sigil dragonstone.

Misc:Enchanted Paper
How to get: Paper Enchant spell
Desctiption: Can be used to create spell scroll, if player knows needed spell (just use it from inventory, cycle of messages will show name of spell and then ask to create scroll)

Misc:Animated axe
Description: Allows to activate Wood Chopping Block to instantly get 2 firewood("Living Axe Chop"). They will be spawned near Chopping block.

Misc:Dragon Soul
Desctiption: Useless, resource for some items. Upon being used will dissapear, but will return dragon soul.

Misc:Horse Skull
Desctiption: Useless, resource for some items.

Misc:Dragon Skull
Desctiption: Useless, resource for some items.

Misc:Lesser Sigil Stone
Desctiption: Useless, resource for some items.

Misc:Universal Catalyst
Description: Upon usage, can be either transformed to charm that empower spells from one of schools of magic, of give player one of elemental affinities(First select charm or element, second exact school/exact element, also can remove current element, can't have more that one affinity) and corresponding shout(and remove another, if any)

Misc:Bait - Wolf
Desctiption: Allows to tame wolf.
Note: Wolf will be replaced with generic black wolf no matter what kind of fur color it had.

Misc:Bait - Sabrecat
Description: Allows to tame sabrecats.
Note: Generic, Snow and Vale sabrecats can be tamed.

Misc:Bait - Bear
Description: Allows to tame bears.
Note: Generic, Cave and Snow bears can be tamed.

Misc:Bait - Spriggan
Description: Allows to tame spriggans.
Note: Generic, Matron, Earth mother and Burnt spriggans can be tamed.
Farming:
Spriggan: Spriggan sap for 24 hours.
Spriggan Matron: Spriggan sap for 12 hours.
Spriggan Earth Mother: Spriggan sap for 8 hours.
Burnt Spriggan: Burnt spriggan wood for 12 hours.

Misc:Bait - Deer/Elk
Description: Allows to tame deers and elks.
Note: Elk, ElkFemale, Deer and ValeDeer can be tamed.
Note: Tamed creatures can be used as mounts.
Note: Elks and Deers not so easy to control while riding as horses.

Misc:Blood Mutagen
Description: Will permanently change one of user's parameters.
Parameters and modifiers are: Attack Damage +1% ; Armor +4 ; Magic Resist +0.1% ; Speed +1% ; Unarmed Damage +1 ; Weapon Speed +1%

Misc:Actifical dragon egg
Description: Use the egg to drop it(simple dropping won't work for some reasons) and use shout on it to make it hatch. Used shout will define type of the dragon. Dragons start at 100 level and grow with player at 0.95 rate.
Types: Black - Dragonrend(any word); Golden - Bend Will(any word); Fire - Fire breath(only third word); Frost - Frost breath(only third word); Red - Dismay(only third word); Elder - Unrelenting Force(only third word); Dracolich - Soul tear(only third word)
Note: Despite the fact that there is no restrictions for hatching egg inside interiors, you shouldn't do so for very obvious reasons.

Misc:Bloodstone
Description: Source of vitality and life.
Usage:
1: Use from inventory to get +1 resurrection.
Warning: effect will only work if player have Ancient Secrets ability.
2: Place bloodstone in dead body, then activate corpse and select "Revive" option. Additional effects includes maxed relationship(+4) to player and membership in allied to player faction. Actor will not fight his own faction allies, though.
Note: All inventory will be saved before resurrection and then restored.
Note: Can reanimate even creatures that was dead from the start.
Warning: Animation of getting up sometimes stucks all script.
Warning: Unequipping and reequipping sometimes can crash the game.
Warning: Resurrection dead-from-the-start creatures will actually spawn their copy, so quests relevant to dead body may get stucked or become uncompletable.

Misc:Vitality power (+10 Max Health)
Description: Upon usage will increase base max health by 10 points.

Misc:Aetherius power (+10 Max Magicka)
Description: Upon usage will increase base max magicka by 10 points.

Misc:Enegry power (+10 Max Stamina)
Description: Upon usage will increase base max stamina by 10 points.

Misc:Vitality source (+0.25 Health regen rate)
Description: Upon usage will increase base heal rate by 0.25 points.

Misc:Aetherius source (+0.25 Magicka regen rate)
Description: Upon usage will increase base magicka regen rate by 0.25 points.

Misc:Energy source (+0.25 Stamina regen rate)
Description: Upon usage will increase base stamina regen rate by 0.25 points.

Misc:Draconic sigil (-1% Shout recovery)
Description: Upon usage will decrease shout recovery time for all shouts by 1% of base.

Misc:Ancient sigil (+1 Enchantment)
Description: Upon usage will increase max number of placeable enchantments by 1
Warning: effect will only work if player have Ancient Secrets ability.

Misc:Gate sigil (+1 Summoned creature)
Description: Upon usage will increase max number of summoned or reanimated creatures by 1
Warning: effect will only work if player have Ancient Secrets ability.

Misc:Flow sigil (-1% Mag cost)
Description: Upon usage will decrease cost of all spells by 1%
Warning: effect will only work if player have Ancient Secrets ability.

Misc:Oghma Infimium Skill Page(1-18)
Description: Upon usage will increase associated skill by 1

Misc:Soul Cairn Covenant
Description: One of milestones of this mod. Upon usage will turn player to a wraith, allowing to use new skills and powers. Will grant Ability:Wraith powers.

///HIDDEN

Misc: Blood Mutagen XTRA
How to get: Be cheater
Description: Unobtainable without cheating. Empowered version of basic mutagen. Counter are: 100%, 1000, 100%, 100%, 100, 100%

Misc: Doll (?)
How to get: Be cheater
Description: Unobtainable without cheating. Adds grimoire, sets health, magicka and stamina to 1000, mods heal, magicka regen and stamina regen by +50, shout recovery mult by -100%, allows summon +6 creatures, place +3 enchantments, zero cost for all spells, adds 7 resurrections. Last effects can work only after grimoire read.

SPELLS:

Special:Handcraft
How to get: Automatically(Central perk)
Description: Main spell of this mod, used for all advanced crafting.
Parameters: Base cost - 0, Lesser Ability

Spell:Hack ray
How to get: Ancient secrets perk.
Description: Use on dwemer automaton to hack it. Enemy automatons can be reprogrammed, sabotaged(killed) or detonated(killed with fire explosion), but it takes much time for hack. Friendly automatons can be detonated or fixed(restores health), also hack triggers much faster for them. Dead automatons can be restored(resurrected), hack triggers slightly faster for them.
Parameters: Base cost - 100
Note: Uses Variable01 of automatons.

Spell:Mark
How to get: Ancient secrets perk.
Description: Marks actor(can mark up to 100 actors) for be used later by Marked call spell. Can mark only teammates.
Parameters: Base cost - 100

Spell:Mine ore
How to get: Ancient secrets perk.
Description: Allows to mine ore from any source, even stalhrim.
Parameters: Base cost - 10

Spell:Paper enchant
How to get: Ancient secrets perk.
Description: Turns one paper roll in inventory to enchanted paper, used for making scrolls(and Soul Cairn Covenant)
Parameters: Base cost - 200

Spell:Nails enchant
How to get: Ancient secrets perk.
Description: Enchants one pile of nails, turning them into powerful single-use weapon for range combat.
Parameters: Base cost - 400
Note: One pile will give 4 enchanted nails.

Spell:Place - Altar mold
How to get: Ancient secrets perk.
Description: Places mold that can be transformed to altar of one of Nine Divines. Altar(or mold) will dissapear after player leaves location (cell unload)
Parameters: Base cost - 250

Spell:Place - Assembly sigil
How to get: Ancient secrets perk.
Description: Places Dwemer assembly sigil point that can be activated by player to create automaton mold. Mold than can be activated with correct dynamo core. Sigil will dissapear if player leaves location and no mold created. Molds will not dissapear, just as sigil linked to this mold. Molds can be disassembled.
Parameters: Base cost - 100
Note:
Spider:12 Ingots, 25 Smithing, Simple dynamo core for activation.
Sphere:25 Ingots, 40 Smithing, Simple dynamo core for activation.
Ballista:40 Ingots, 75 Smithing, Simple dynamo core for activation.
Centurion:100 Ingots, 95 Smithing, Centurtion dynamo core for activation.

Spell:Place - Obelisk sigil
How to get: Ancient secrets perk.
Description: Places obelisk sigil. Prepare spell(or shout) and activate sigil to set casting type(Period/OnActivate), Casting source(Obelisk casted/Self casted), Casting target(Obelisk, Random Ally, Random Enemy, Player, Anyone, Random point) and Casting Spell(shout effects can be assigned as well). Activate obelisk(or order someone to activate it) after to cast spell(if OnActivate) or to start/stop countdown(if Period). Obelisk has search radius of 1024, and possible recast time of 0.1 - 300 seconds. Activate sigil again to remove obelisk.
Parameterss: Base cost - 500
Note:
Actual owner of obelisk will be the one who last activated it(for single use or for countdown). So, if enemy will activate obelisk that supposed to hit enemies of it's owner with hostile spell, it will cast spells on player and his allies. Good thing is that enemies have no knowledge of how to activate anything except for doors.
"Ally"/"Enemy" will ignore dead bodies, "Anyone" will not.
"Anyone" with "OnActivate" will cast spell on the one who activated obelisk. If selfcasted selected, summon spells can be used to, for example, force your follower to summon creature. Creatures tend to not follow, though.
"Random" will work correctly only if spell casted from obelisk.
Sigil w/out obelisk will disappear if player will leave location. Activated periodic cast obelisk will be deactivated, but will remain, same as sigil.

Spell:Place - Unstable plant sigil
How to get: Ancient secrets perk.
Description: Places fertile soil patch(not actually) with growth sigil. Activate sigil to plant something. Possible crops same as in basic fertile soil for Hearthfires. Plant will grow and can be harvested immediately, though. Can remove crop and plant new one. Can dig out patch to remove sigil and get Core Ingot back. Sigil AND plant will dissapear if player leaves location.
Parameterss: Base cost - 300, Core Ingot.

Spell:Place - Portal mold
How to get: Ancient secrets perk.
Description: Places unmarked portal entry. Activate it to select associated numbers(0-9 + 0-9; can make up to 100 portals) or remove portal mold. Activate marked portal to travel to one of another and to get current portal's index(notification will appear). Upon selection of output portal, notification with name of portal's location will appear. Unprogrammed mold will dissapear if player leaves location.
Parameterss: Base cost - 250

Spell:Place - Workshop sigil
How to get: Ancient secrets perk.
Description: Places any kind of crafting stations or camping equipment. Sigil AND furniture will dissapear after player leaves location (cell unload). Campfires can be ignited or extinguished. Bedroll will block access to sigil, so it can be removed by activating it. Activate sigil to remove object(and summon another, if you will)
Parameterss: Base cost - 150

Spell:Create artifical soul
How to get: Ancient secrets perk.
Description: Creates sealed soul in mage's inventory. And yes, its base cost is 1000000, that's not a mistake or a bug.
Parameters: Base cost - 1000000

Spell:Create artifical dragon soul
How to get: Ancient secrets perk.
Description: Creates dragon soul by merging 100 sealed souls.
Parameters: Base cost - 1000000

Spell:Create magical lockpick
How to get: Ancient secrets perk.
Description: Creates lockpick for the time of spell. Magical lockpick cannot be used as general lockpick, but it will make any lockpick unbreakable, and, also, will grant new option "Unlock" for any locked container or door.
Parameters: Base cost - 120, Base duration - 120

Spell:Replenish
How to get: Ancient secrets perk.
Description: Use it on depleted ore vein to restore it and be able to mine again, use it on harvested plant to resore it and be able to harvest again.
Parameters: Base cost - 350

NOTE: SEL is Stored Energy Level

Spell:Aspect:Fire/Frost/Shock - Channel
How To Get: Fire/Frost/Shock affinity perk.
Description: Channels some part of stored elemental energy to harm enemies in short range.
Parametes: Base cost - 0 magicka, 0.1 SEL per 0.5 seconds, Base magnitude - SEL*1, Base area - SEL / 2

Spell:Aspect:Fire/Frost/Shock - Release
How To Get: Fire/Frost/Shock affinity perk.
Description: Releases all stored energy, harming friend and foe alike in large area.
Parametes: Base cost - 0 magicka, ALL stored SEL, Base magnitude - SEL*5, Base area - SEL

Spell:Aspect:Fire/Frost/Shock - Summon
How To Get: Fire/Frost/Shock affinity perk.
Description: Each second summons atronach, if have enough energy.
Parametes: Base cost - 0 magicka, 10 SEL per summon, Base summon duration - 90

Spell:Aspect:Fire/Frost/Shock - Wither
How To Get: Fire/Frost/Shock affinity perk.
Description: Does damage to creature of same element, steal part of it power(0.01 SEL) each 0.25 second. If creature dies, adds 5 point of SEL.
Parametes: Base cost - 0 magicka.

Spell:Spawn shadow
How to get: Lesser wraith perk.
Description: Summons shadow of target creature.
Parameters: Base cost - 300, Base duration - 120
Note: Shadows persisted after save/load sequence or location change can be buggy - invisible, crash game, and so on. Be warned.

Spell:Searing wither
How to get: Lesser wraith perk.
Description: Lowers target's current HP to 1, forcing most of them to bleedout state.
Parameters: Base cost - 120

Spell:Blood cross
How to get: Lesser wraith perk.
Description: Cross projectile, that damages all enemies it passes through.
Parameters: Base cost - 85, Base magnitude - 50

Spell:Drain Essence
How to get: Lesser wraith perk.
Description: Drains target's health, if target dies from this spell, increases (modifies) health(50%), stamina or magicka(25% each) of caster by 1 point.
Parameters: Base cost - 150, Base magnitude - 100, Base duration - 1

Will:01-07 Will Cast Spells
How to get: Ancient secrets perk.
Description: Cast one of stored spells. Can be used multiple times and for no cost. Pretty unbalanced.
Parameters: Base cost - 0, Lesser Ability

Will:Store Spells(1-7 + spellsword)
How to get: Ancient secrets perk.
Description: Stores spell from left or right hand to one of 7 will cast spell slots, or to one of 12 spellsword slots.
Parameters: Base cost - 25, Lesser Ability
Note: Most of spells work fine, but some tend to misbehave. Runes will denonate below player's feet, damaging him, two-handed weapon will not dissapear after sheathed, and one-handed crashes game sometimes. Some other spells can have weird effects.

Special:Marked call
How to get: Ancient secrets perk.
Description: Select marked actor. If mark exists, will show name of actor(if possible) and his location(if possible), and will allow to either teleport to actor, teleport actor to player, or summon his shadow.
Parameters: Base cost - 300, Lesser Ability

Special:Call down
How to get: Ancient secrets perk.
Description: Use on friendly dragon to make him land, if he is in flight, or to make him takeoff if he is on the ground. Also disallows/allows to fly. Also uses same parameter as Dragonrend shout.
Parameters: Base cost - 5, Lesser Ability

Special:Container
How to get: Ancient secrets perk.
Description: Allows access to 10 containers.
Parameters: Base cost - 0, Lesser Ability

Special:Time leap
How to get: Ancient secrets perk.
Description: Allows to skip up to 24 hours momentary.
Parameters: Base cost - 10, Lesser Ability

Special:Harvest dead
How to get: Ancient secrets perk.
Description: Turns dead creature to ashes and allows to harvest more parts of its body/skeleton.
Parameters: Base cost - 0, Lesser Ability
Note:
NPC and NOT Vampire: Human heart, 10 Human flesh, Human skull, 10 Bone meal, 5 Blood potions.
NPC and Vampire: Human heart, 3 Human flesh, Human skull, 10 Bone meal.
Horse race: 20 Bone meal, Horse skull, 35 Horse meat.
Skeleton race(only basic): Human skull, 6 Bone meal.

Special:Deconstruct
How to get: Ancient secrets perk.
Description: Deconstructs dead automaton, removing body and adding Dwemer Ingots and Dynamo core if not centurion.
Parameters: Base cost - 0, Lesser Ability
Note:
Spider: 10 Ingots, Simple dynamo core (5%).
Sphere: 20 Ingots, Simple dynamo core (40%).
Ballista: 30 Ingots, Simple dynamo core (100%).
Centurion: 80 Ingots.

Special:Incarnate
How to get: Ancient secrets perk.
Description: Allows to incarnate into one of avatars or to get back to starting point. More in NOTES: Keys of Immortality far below.
Parameters: Base cost - 50, Lesser Ability

Special:Summon Power Club
How to get: Ancient secrets perk.
Description: Summons powerful Giant Club that often rockets people up to skies with its powerful strikes.
Parameters: Base cost - 300, Base duration - 120, Lesser Ability

Special:Call avatars
How to get: Ancient secrets perk.
Description: Teleports all avatars to caster's position.
Parameters: Base cost - 0, Lesser Ability

Special:Teleport
How to get: Ancient secrets perk.
Description: Teleports caster for some distance.
Parameters: Base cost - 250, Lesser Ability

Special:Teleport other
How to get: Ancient secrets perk.
Description: Teleports target to selected cell or to one of portals immediately.
Parameters: Base cost - 50, Lesser Ability

Special:Teleport self
How to get: Ancient secrets perk.
Description: Teleports caster to selected cell or to one of portals immediately.
Parameters: Base cost - 10, Lesser Ability
Note: There are 6 cells: 1, 2 and 3 are bigger while 4,5 and 6 are smaller. Cells completely empty and supposed to be used as place to keep all player-crafted followers(animated armors, skeletons and so on). Also, a very good place for testing and saving game, 'cause empty cells load very fast. Cells do not have exits. Either place portal outside of them before entering, use "coc" console command or find another way to get out of there.

Special:Set power rate
How to get: Ancient secrets perk.
Description: Allows to set power rate for spells from all 5 schools or magic. Rate determines counters to magnitude, duration and cost. Allows to make spells more powerful by making them cost more, or to make them cost less by making them less powerful.
Parameters: Base cost - 0, Lesser Ability

Special:Enchantment power
How to get: Ancient secrets perk.
Description: Allows to lower enchantment power for short period of time. Also, allows to empower enchantments for Sealed Souls - one soul for 1%. Souls will be removed after setting power value, script will count max available power according to amount of souls and will not allow to set value higher - highest power will remove all souls.
Parameters: Base cost - 0, Base duration - 300, Lesser Ability

Special:Blood magic
How to get: Ancient secrets perk.
Description: Stops magicka regen. Empowers spells by 1.5 times. Restores magicka to it's BASE maximum if lower at price of health(conversion rate - 1 health for 5 magicka)
Parameters: Base cost - 0, Lesser Ability

Special:Devour Soul
How to get: Lesser wraith perk.
Description: Restores main parameters(health, magicka and stamina) to their base max values, chance to advance random skill by 1(chances are lower if skill is at high level)
Parameters: Base cost - 0, Lesser Ability

Special:Mind Link
How to get: Lesser wraith perk.
Description: Allows wraith to form a mind link to share knowledge with their teammates. Allows to select skill, then either increases skill of player to level of follower, or mods follower's skill to player's level. Can be used only on teammates.
Parameters: Base cost - 0, Lesser Ability

Special:True Wraith Form
How to get: Lesser wraith perk.
Description: Allows to take on the from of True Wraith, becoming ghost and gaining new advantages, or return back to mortal form.
Parameters: Base cost - 0, Lesser Ability

Touch:Blight
How to get: Lesser wraith perk.
Description: After placing chaurus or spider egg(s) in dead human body, activate it with this ability active. Select Blight option. After some time, chauruses/spiders will spawn near dead body.
Parameters: Base cost - 0

Touch:Enthrall
How to get: Lesser wraith perk.
Description: If activating bleeding or paralyzed actor, will grant option "Mind wipe", that will make actor friendly to player and will allow to make actor a follower (at least, should. Some times, "Follow me" line just don't appear). Also, will mess up factions of actor FOREVER - be warned.
Parameters: Base cost - 0

Touch:Exorcism
How to get: Lesser wraith perk.
Description: Activating summoned creature and selecting "Exorcise" will desummon it, activating undead and selecting "Banish" will cover them in flames that will do a lot of irresistable damage.
Parameters: Base cost - 0

Touch:Firestarter
How to get: Lesser wraith perk.
Description: Activating creature hostile to player or his faction and selecting "Conflagration" will cover creature with flames that do little damage, but lasts for very long and decreases fire resistance. Lasts 1 hours, do 1 point of fire damage and lowers resistance for 50
Parameters: Base cost - 0

Touch:Paralyze
How to get: Lesser wraith perk.
Description: Activating creature hostile to player or his faction and selecting "Paralyze" will paralyze creature for 15 seconds.
Parameters: Base cost - 0

Gaze:Calm
How to get: Lesser wraith perk.
Description: Calms creature for 60 seconds.
Parameters: Base cost - 150, Lesser Ability

Gaze:Control
How to get: Lesser wraith perk.
Description: Forces creature to fight for player for 60 seconds.
Parameters: Base cost - 500, Lesser Ability

Gaze:Fear
How to get: Lesser wraith perk.
Description: Forces creature to run away in fear for 60 seconds.
Parameters: Base cost - 150, Lesser Ability

Gaze:Firestarter
How to get: Lesser wraith perk.
Description: Covers creature in flames, doing 100 fire damage for 60 seconds.
Parameters: Base cost - 250, Lesser Ability

Gaze:Image
How to get: Lesser wraith perk.
Description: Permanently alters disposition of creature to caster (from archnemesis(-4) to lover(+4))
Parameters: Base cost - 300, Lesser Ability

Gaze:Paralyze
How to get: Lesser wraith perk.
Description: Paralyzes creature for 15 seconds.
Parameters: Base cost - 200, Lesser Ability

Gaze:Peace
How to get: Lesser wraith perk.
Description: Permanently adds creature to friends faction.
Parameters: Base cost - 1000, Lesser Ability

Gaze:Rage
How to get: Lesser wraith perk.
Description: Forces creature to attack everyone for 60 seconds.
Parameters: Base cost - 150, Lesser Ability

Will:Corpse Feed
How to get: Lesser wraith perk.
Description: Turns all corpses around to ash piles, recovers 50 point of health for each. If caster is undead, also permanently increases max health by 0.5 and heal rate by 0.01 for each.
Parameters: Base cost - 666, Area - 60, Lesser Ability

Will:Firestorm
How to get: Lesser wraith perk.
Description: Fire explosion around cater, do alot of damage to those who hostile to caster.
Parameters: Base cost - 150, Base damage - 108, Base duration - 4, Area - 100, Lesser Ability

Will:The Harvest
How to get: Lesser wraith perk.
Description: Kills all hostile beings around caster, seals their souls (if soul is black)
Parameters: Base cost - 999, Area - 40, Lesser Ability

Will:Heal
How to get: Lesser wraith perk.
Description: Heals caster, Heals all non-hostile creatures around caster.
Parameters: Base cost - 250, Area - 25, Base heal(caster) - 400, Base heal(others) - 200, Lesser Ability

Will:Mass Reanimate
How to get: Lesser wraith perk.
Description: Reanimates all dead bodies around caster.
Parameters: Base cost - 300, Area - 75, Base magnitude - 999, Base duration - 300, Lesser Ability

Will:Force Wave
How to get: Lesser wraith perk.
Description: Throws all creatures around caster away (like unrelenting force, Power is 25, while third word of UF is 15)
Parameters: Base cost - 100, Area - 50, Lesser Ability

Will:Mass Summon Daedra Squad
How to get: Lesser wraith perk.
Description: Summons Seeker and 2 Dremora lords
Parameters: Base cost - 250, Base duration - 60, Lesser Ability

Will:Mass Summon Dragon Squad
How to get: Lesser wraith perk.
Description: Summons Dragon priest and 2 Ancient dragonborns
Parameters: Base cost - 400, Base duration - 60, Lesser Ability
Note: Dragonborns are ghosts, and thus cannot be harmed.

Will:Mass Summon Undead Squad
How to get: Lesser wraith perk.
Description: Summons Mistman, Boneman and Wrathman
Parameters: Base cost - 150, Base duration - 60, Lesser Ability

Shout:Dragon Strom Call
How to get: Read grimoire(? can't be sure, maybe will be added automatically on Yol, or Lok, or Dov learning)
Description: Same as Alduin's shout, makes meteors shower from skies.
Words: Yol-Lok-Dov(yep, last word of Bend Will)
Recharge:1-1-120
Note: First two words have no effect.

Shout:Aspect:Fire/Frost/Shock
How to get: Use universal catalyst and select Element.
Description:
First word(Shot) sends light projectile(base damage 50) for cost of 0.5 SEL(if not enough, will do nothing);
Second word(Blast) sends heavy projectile(fireball/icestorm/chainlightning) (base damage 40) for cost of 2 SEL;
Third word(Wave) sends powerful wave(base damage 100) for cost of 10 SEL.
Words: Yol-Yol-Yol/Fo-Fo-Fo/Qo-Qo-Qo
Recharge:0-0-0
Note: That's alternative meaning of Flame/Frost/Lightning dragon words, they are not related to other shouts.

Shout:Soul Cairn Summon
How to get: Read grimoire.
Description: Shout that was already in game and even has words. First word summons Wrathman. Second word summons Boneman with chance of 75%. Third word summons Mistman with chance of 50%.
Words: Diil-Qoth-Zaam(if I translated correctly)
Recharge:15-15-15

Ability:Maintance
How to get: Automatically(Central perk)
Description: Handles renaming Will player set spells, guradian list update and Affinity spells power on game restart and player's dying event.

Ability:Fire/Frost/Shock affinity
How to get: Use universal catalyst and select Element.
Description: Adds corresponding perk, which increases power of element related spells and adds four element spells, gives 100 resistance to element, allows to store energy from enemy's attacks with this element(from 0.0 to 1.0 SEL per applied effect, randomly), charges over time (0.05 per hour of game time) and releases all stored energy if SEL exceeds 100.

Ability:Ancient Secrets
How to get: Read grimoire.
Description: Gives player Perk:Ancient Secrets Spells and Powers. Also shows current numbers for additional enchantments and summons, spell cost lowering and current number of resurrections(player-used bloodstones)
Note: Uses player's Variable01 for summons, Variable02 for enchantmens, Variable03 for spell cost and Variable04 for spell power rate.

Ability:Wraith powers
How to get: Use Soul Cairn Covenant.
Description: Wraith permanent bonuses. HealRate +10, MagickaRegenRate +30, StaminaRegenRate +30, Armor +1000, Resist Disease +100, Resist Poison +100, Waterbreating. Also adds perk Wraith.

Ability:True wraith powers
How to get: Shift to True Wraith form.
Description: Wraith true form bonuses. Silence, Floating Shades (SneakBonus +1000%), Windrunner (Speed +150%), Windslasher(Weapon speed +133%), Shade Cloak(visuals). Also adds perk Wraith(true form). Also makes player a ghost.

Perk:Central Perk(Hidden)
How to get: Automatically added on mod's start by initialisation quest.
Description: Defines most of new forms of interactions.
Full list:
1. Adds Maintance ability.
2. Adds Handcraft ability.
3. Bloodstone "Revive" effect.
4. "Tame" effects.
5. Skeleton "Spell" teach effect.
5. Skeleton "Augment" effect.
6. Skeletal creatures "Deconstruct" option.
7. Animated armor Loot replacer with "Collect".
8. Hermit "Get collected souls" option.
9. "Wait"/"Follow" option.
10. "Dissolve" for specters.
11. "Inventory" option for some created creatures.
12. "Despawn" Hermit option.
13. Magical lockpick "Unlock" option and Unbreakable parameter.
14. Living axe autochop.
15. Workshop bedroll "Remove"
16. Marking creatures for Guardian charm.
UNIQUE:
17. "Will - Mass reanimate", "Haunting soul" reanimate effect and "Soul Tear" reanimate effect allowed to raise up to +100 creatures.
18. "Dead Thrall" and "Dread Zombie" effects magnitude *10.
19. Revive follower creature (only Tamed; Spriggans and Deathhounds excluded) by placing Spriggan sap on its body, activating and selecting "Revive".
20. Activate dead "Tamed Wolf" while being undead and having "Death Hound Collar" in your inventory to resurrect it as Tamed Death Hound. Level from 15 to 50, PC*0.25.
21. Revive "Tamed Death Hound" by activating dead body with "Blood Potion "in your inventory. "Death Hound Collar" must be still on dead creature! Will also permanently increase creature's health by 10(each time).
22. Activate tamed animal to encourage or calm it.

Perk:Fire/Frost/Shock affinity
How to get:Ability with same name
Description: Adds Channel, Release and Summon spells of element, also empowers all spells that do damage with this element by 2 times.

Perk:Ancient Secrets Spells and Powers
How to get: Ancient secrets ability.
Description: Gives all grimoire spells, makes use of Variable01,Variable02, Variable03 and Variable04 for altering placeable enchantment count, summon limit, all spells cost and Spell Power Rate, which is set by "Set power rate" ability.

Perk:Wraith
How to get: Wraith powers ability.
Description: Adds will, gaze and touch spells, also some generic(Drain Essence, Blood Cross, Searing Wither and Shadow Spawn) and wraith-related(Mind Link and Devour Soul). Also:
1. Cuts cost for all Destruction spells to quarter(0.25)
2. Empowers all Illusion spells (and also all SummonUndead spells, basically Reanimation type) by 10 times.
3. Elongates all Conjuration spells duration by 5 times.

Perk:Wraith(true form)
How to get: True wraith power ability.
Description: Adds new 2 effects:
1. Activate any dead body and select "Reanimate" to raise it for 7 days.
2. Activate any hostile creature and select "Reap Soul" to kill if(for essentials, will warn with notification about status of victim, but will still do damage to it) and, if creature has black soul, catch it as "Sealed Soul".

NOTES:

Ghost factor: Upon being shifted to "True Wraith Form", player will be maked as ghost. It means that he cannot be hitted by any type of damage or projectile. Including spells. INCLUDING SELF-TARGETED. The spell "True Wraith Form" still works because it has special trigger that watches what spell player casted. Other spells will not work.
Note: Ghost form also will be marked as undead(ActorTypeUndead keyword).

Keys of Immortality:
There are 3 keys to immortality: Bloodstone, Wraith and Incarnation.
Logic: Upon being "killed" player will be casted to spawn location(Incarnation), devour one bloodstone(Bloodstone) or will simply shift to True Wraith form(Wraith). Then, he will completely restore health. Also, all magic effects will be removed.
1. Bloodstone. Simply use bloodstone from inventory to gain +1 resurrection(and be marked essential). Upon losing last bloodstone, you will be marked mortal again. Third priority, which makes this useless for wraiths.
2. Wraith. You simply need to be wraith for this to work. Upon becoming wraith you will be marked essential. If you get "killed" and shifted to True Wraith form, you can shift back whenever you like. Second priority, which makes bloodstones useless for wraith to use on self.
3. Incarnation. You can have up to 8 avatars. You can incarnatre to any of them. Upon incarnation, you will be teleported to avatar's place, avatar will dissapear. If you was NOT incarnated, on your last location will be placed spawn point. If you already incarnated, you can re-incarnate in any other avatar, leaving newly spawned avatar on your position instead of spawn point. You can even un-incarnate, teleporting back to you spawn point and losing this immortality key. This effect has first priority, which means even wraiths can make use of it.
Note: Upon being killed, you will be teleported back to spawn point. This immortality key will be removed(if there is no other, player will be marked mortal again), and in place of death dead avatar will be spawned.
Note: While player incarnated HE IS MARKED AS UNDEAD. This can be used to be able to use all undead-related stuff without need to become a vampire.

Technical note - Touch spells: Upon being used, will add special static effect(and associated perk) to player, that will add new way of interaction with objects. Cast spell again to remove effect(and perk)

Technical note - Gaze spells: Has no visible projectile, hits target instantly. Also, will actually make creature cast associated spell on itself, which means that using spells like Rage or Firestarter will not be counted as crime(at least, shouldn't). Also, firestarter spell will not(shouldn't) kill Protected actor.

Technical note - Console commands - Items: If you already used Oghma Infinium, you can add one more copy of it by typing "player.additem 0001A332 1".
Grimoire ID - xx237A80(xx is index of this mod in load order).
Covenant ID - xx4D44C7.
Cheat Doll ID - xx3EB5BF.
Powered blood mutagen ID - xx3EB5C0.

Technical note - Console commands - Bloodstone problems: If game crashes on resurrection of creature, it may be(or may not be) because of reequipping unplayable/invisible/incorrect items. You may try "RemoveAllItems" command on creature, after taking everything important from it's inventory, before placing bloodstone and reviving it.

Technical note - Bloodstone Revive: To make creature actually get up, I used SendAnimationEvent. Script waits for 6 seconds, then actually resurrects actor. All his items will be transported to chest, and after resurrection, all his items will be removed, and items from chest will be given back. To make actor reequip his armor, script also adds special null armor to initiate inventory check. This null armor will be removed by next script command, though. In the end, actor will be added to Ally faction and will be marked as Lover(Relationship+4).

Technical note - Capturing and Taming: Capturing dwemer automatons and taming animals will replace target creature with mod's version of it. The target himself will be killed and placed to WIDeadBodyCleanupCell. Some other mods allow to capture/tame creatures and simply delete original, which, seems, removes creature from game completely. That means that creature will stop spawning. Placing creature's dead body to cleanup cell was workaround to avoid it.
Impotrant: Bloodstone, being used on dead from start creature, will not delete original body, neither move it to cleanup cell, but will disable it. However, disabled actor will be stucked at incorrect state, being dead but forced to get up.

Technical note - Capture cubes: Making capture script that will check actor's race and select correct item to spawn wasn't a problem. The problem was to cover event when projectile will NOT hit. To simply make projectile of Arrow type didn't work - Ammo type is linked on firing, and arrows not always remain when hit someone. Next easiest way to do so was explosion that will spawn item. That worked fine, except for the times when projectile actually hits the right target - then there will be 2 objects: spawned by spell with automaton inside, and spawned by explosion and empty. To remove excess one, I used Game.FindClosestReferenceOfType function. At least, that will disallow player to use single cube again and again.

Technical note - Soul crystallize: I nave no knowledge(and no wish) to override vanilla TrapSoul function, so instead of it, I made special creature(Soul Catcher) that has all soulgems in it's inventory. This creature spawn on death of enemy in WIDeadBodyCleanupCell, will try to trap soul of dying enemy, and if succeeded, will check which one of soulgems was filled, and then place same soulgem in dead body, then Soul Catcher will be deleted. For each enemy(in case of Soul Tear triggering many of them) independant Soul Catcher will spawn.

Technical note - Ghoul curse: Is wasn't too hard to implement damaging effect and link reanimation script with it, but once I tried to make same effect as enchantment, I found that either I will be unable to cast this spell(scroll Haunting soul) on dead body, 'cause Value Modifiers are not applied to dead, or set its enchantment power if effect is pure script. So I made 2 versions of this spell: first is complete script, but to do scaled with player's magical skills damage, it will cast damaging effect on target from time to time; second if Value Modifier effect with direct damage and resurrect script, that can be applied to weapon. There are actually third version of this effect that stacks, I made it simply for Liches.

Technical note - Tamed elks/deers: They tend to wait few seconds after player mounts them before they start moving, also they are harder to control while moving. That probably relevant to their behavior, but I don't know how to work with behavior files. Also, I think thats kind of logical for that creatures to behave that way, so I won't change anything even if I understand how.

Technical note - Dragon eggs: To make dragon egg to hatch up on shout was interesting idea, but it was unobvious how to implement. First, I tried OnHit event in item's script, but I found that event will not be fired if item is hit by Cone-type projectile. Strange thing, actors will still call OnHit in that case(at least, so I've been told). Then, I decided to use OnMagicEffectApply event, but found that magic effects never applied to items(which is actually do make sense), but it will be called for activators(which is stranger). So I made it that: upon use of egg ITEM will be removed ACTIVATOR will be placed over player(that's why "Artifical Dragon Egg" will turn to "Dragon Egg"). I intended to do so by simple drop, but was forced to do it other way because of the stupid Stack Drop, which makes only ONE copy of egg be dropped physically, no matter now much player drops from inventory. Activator upon being activated will remove self and add artifical dragon egg to actor's inventory. And, activator can be triggered by shout, so, in the end, everything works pretty fine.

Technical note - Signs: I didn't want to mess with vanilla factions, also could be problem to add/remove, again and again, some actor to/from vanilla faction, so I made new factions for that. Ally relationships will be set via script though, so no vanilla faction data will be changed. Upon equipping/unequipping items, actor will be added/removed from corresponding faction, so logics could be counted as pretty flexible.

Technical note - Dragons: It was the most frustrating part of work so far. Their behavior logic is so unobvious, and I was completely unable to make them behave as they supposed to. They tend to fly upward, fall throught the ground, not follow player, ignore enemies and, most of all, completely ignore DragonRend parameter and even IsAllowedToFly parameter that Call Down ability operates with. The more I tried to fix them, the worse they behaved. But still, I was able to give them some unique shouts(like animal mass summon for golden dragon, or all three heroes of Call of Valor shout summon for Elder dragon), so, I intended to keep them in game - too lot of work was done for that. But, be warned - their behavior is completely messed up. Finally, I was able to make dragons land and take off on command by using SendAnimationEvent(FlyStopDefaultSafe and TakeOff events), but this function is tend to mess up actor's current state, and, for some reasons, sometimes dragons land far far away, beyond reach. But, at very least, they DO land and DO takeoff, which they didn't do before I added SAE to script - for some reasons, simple IsAllowedToFly and Dragonrend was not enough.

Technical note - Hacking: It was obviously had to be concentration type spell, but I had to save hacking progress into some of actors value, and, moreso, I had to make that spell work on dead, what Value Modifier archeype couldn't do. I decided to make spell that will damage unused value(Variable01) each 0.33 sec and check it, and, after value falls lower that -100, trigger hack menu. Hacking was smooth and very immersive. The only thing I could think to make it better, is to make it trigger almost instantly to already hacked automatons and faster on dead, like they have no firewall anymore, so I check via script if creature is hostile or dead, and just lower variable by 95 points if not hostile or by 50 points if dead. Dead bonus has higher priority, 'cause emergency restore core should be blocked even for friendly automatons.

Technical note - Affinity: It was an interesting idea to create some kind of magic that will not require magicka. Thats why I made Affinity. Concentration spells was a bit tricky to implement, especially summons, but I managed somehow. Then, there was another problem - targeted spells. There are no way for magic effect to have script to be applied on cast, and I can't be sure if projectile will hit someone. And if one, then ONLY one. So, I made shout self-targeted, and then, if player has enough energy, it makes player cast spell via script. It worked even better than I expected. But shouts didn't work without words, so I made three new words from generic(Yol, Fo and Qo) and linked shouts to them.

Technical note - Restore: Restoring ore veins and plants was wery important for me, because it would give player access to unlimited resources w/out waiting. But it was hard to made. I was intended to not touch MineOreScript, so, instead, I was forced to use only magic effect. But effects never applies to Activator type - I mean, they DO fire OnMagicEffectApply event, I've learned it while working with dragon eggs hatching, but they never fire OnEffectStart/Finish. So, I decided to do this: Casted spell will spawn invisible explosion, explosion will spawn special activator and it will look for nearest ore vein or plant. Simple script to replenish vein or plant after we found something, and that's all(ClearDestruction(), SetDestroyed(false) and ResourceCountCurrent=-1/SetHarvested(false)). But to do this, I made two FormLists: for veins and for plants. So, it seems script will not be able to update something from other mod, if it uses custom assets. Also, 579 vein entries and 144 plant entries in formlists. Hope it will not affect perfomance - can't be sure how inner function(Game.FindClosestReferenceOfAnyTypeInList) operates those entries.

Technical note - Nail rain: Make an actual rain spell was cool thing, but game never had a way to trigger explosion on projectile after some time. Making explosion to rain nails was child's play, but triggering explosion... After some brainstorming, I came to decision: after player takes one of scrolls in his hands, ability will be added to him. This ability will periodically cast a spell, which effect will await for player to cast spell with no source(scroll presumably). After that, effect will search for nearest correct projectile, and, if it will be found, will wait for some time, and them "detonate" projectile, disabling and deleting it after placing explosion. There are a lot of possible issues with that, but most of the time, spell works fine.

Technical note - Sigils: Making linked elements like sigils and summoned furniture/plants/molds was not hard, but I was forced to create my own type of DeleteWhenAble function, because Assembly must be marked so at spawn, but after creating mold it must NOT be deleted anymore. Aslo, it was easier to link spawned element to sigil which made possible spawning/despawning objects by using sigil. That made script even more flexible.

Technical note - Axe: I actually was intended to use Void race I made before for Animated Armor and create invisible worker with visible axe to chop wood for player, but I found that: forcing someone to activate furniture via script is harder than I thought; I'm pretty bad with making behaviour packages; on the top of it all, actors will not create wood by playing chopping animations if they aren't player's followers. So I made thing much simpler - just activate chopping block to spawn 2 firewoods instantly. At least, you have to pick them up youself. Better than nothing but worse than something. So far so good.

Technical note - Guardians and Shadows: Making some enchantment that will summon creature infinitely on equipping was simple, but to make it automatically respawn creature once it killed? To summon not pre-set creature? To summon it at start of battle and desummon at the end of it? That was what I wanted. Implementing that was easier than I thought. at least at first glance. Simply made self-targeted summon spell, linked it to actor base, and actor base to leveled list - so to summon exact creature all I have to do is to clean list, add creature to it and cast spell. Pretty simple! Thats how I made Shadow Spawn spell. But then I discovered that there are lot of problems if you try to save/load - ActorBase will get lost, and actor either will not appear at all or will appear only to crash game. But I just left the things the way they are - I'm too tired to search for a way for my awesome ideas to work with Bethesda's shitcode.
Main difference with Guardian is Shadow Spawn using LeveledBase, and Guardian simple Base - Guardian type must be persisted through save/load, and temporary LeveledBase cannot. Summoning guardian was not much harder, except for selecting it. To avoid strange behaviours, I decided to force player firstly summon creature by himself, and mark it after that. The main trouble was the fact that there is no way to find out is commanded creature reanimated or summoned. Yes, I could check MagicSummonUndead keyword, but Soul Cairn summons have same keyword(to do so was "great" idea in the first place, yeah). Besides, there could be reanimation spells from other mods that do not have correct keyword... But I decided to do things simplest way, so I just left MagicSummonUndead check, but added exception for all three undead creatures from Soul Cairn. In most of cases, it should work fine.

TEchincal note - Obelisks: To make something to select targets and cast spells independantly to player was cool thing, but there was some problems. I was unable to use anything except for FindRandomActor function to get actor near obelisk, but NOT nearest. Function is quite slow, especially if used in cycle for 40 times. Also, function seem to ignore walls, so projectile spells will sometimes hit the wall, literally. And I spend over hour trying to fix bug with incorrect direction of lightning projectile, only to find out that that bug was vanilla and cannot be fixed by me. At least, MOST of the time obelisks work fine. To search for target, I used FindRandomActor function with radius of 1024, but I was unable to force this function ti ignore allies/enemies and dead bodies, so even in best conditions it must be summoned at least few times; I set max ammount of iterations to 40. To be sure that player is still in range of obelisk, player-targeted spells will also search for player in nearest actors, and chances are they will not find him in 40 iterations. To prevent activated obelisk to hang in memory, after player leaves cell activated obelisk will be deactivated. For OnActivate obelisk and inactive Period obelisk I used mesh of nordic stone with removed markings, and for active obelisk nordic stone with markings. It actually two object, they will be disabled and enabled depending what state obelisk is in. Activated stone will just resend activation event to main stone if activated by actor. Obelisk also contains CastingPoint invisible marker placed over stone to mark place spells will be cast from, and CastingTarget invisible marker to select random point in obelisk's reach - point will be moved to different place each time spell is casted. So, full obelisk contains 5 elements: Sigil, Inactive obelisk, Active obelisk, CastingPoint, CastingTarget. Inactive obelisk also defines function to remove all related elements(Active, Point and Target) and itself, for sigil to call at.

Techinical note - Blood magic: The main problem with it was the fact that there is NO working 100% way to get player's MAX health/magicka/stamina, event GetActorValuePercentage called "not reliable". I ain't gonna even explain how stupid it was in the first place, each tech note just increases my level of frustration by Creation Engine. The only way I was able to implement it is to: save current magicka; restore 99999 points of magicka(to max it out in most cases); check current magicka value; if base is lower, set MAX to base, else set to current(so could be if player has negative magicka effects); damage magicka to revert it to start value. Then, each step check if current magicka is lower than saved MAX value and channel health to it if it is. STILL, there will be problems if player will get permanent negative magicka effect - health will be channeled to nowhere. Count it as risk of leak for blood magic users, what more you(and I) can do.

Technical note - Technical notes: Most of them actually a living proof of either unobvious logic, or, more frequently, undeniable shitcode in Creation Engine I lost so much time trying to fight or avoid. So I declare that in my opinion, Bethesda's so-called "programmers" are actually a bunch of stupid butt-monkeys. With keyboards. That, I said it.