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Univers123

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About this mod

This mod completely changes the way magic works in skyrim. It changes spells cost, casting time. scaling, way you obtain new spell. perks, magic minions, and importancy of mana, add interesting magic rituals to perform and powerful unique spells to use.

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This mod makes every aspect of magic better, from incredible rituals to new mechanics like mutagens in alchemy or ability to use multiple spells with one staff, also minor things like Psiijic robes version of archmage robes, or adding some old-school spells to conjuration/alteration (including golden saints)

ENEMY COMBAT
Enemies will now use spells like blind, soultrap and such else, so be careful or buy counter-spells 

MANA/SPELL COST/SPELL CASTING

now all races have much slower mana regeneration and less mana overall, all spells cost much more and require more time to cast, yet they also reward you for this, so that you won't be just spamming same firebolt spell 100x times per second, instead spells like ice storm deal massive damage and slowdown everyone while taking 0,5s to cast, but it costs a looot of mana and is hard to land. Fireball on the other hand has less damage and mana cost whilst being easier to land, but it takes 3,5s to cast. Such decisions are players to made. So choose wisely if you want to throw your entire mana pool just on a one bandit when casting a powerful spell.


SPELL BOOKS

You start the game without any spells, and you can't learn them, unleas you have enought magicka, also instead of normal spelltomes, now you will find wizards selling "grimoires". These books teach you the spells of certain levels. (like: book of fire part 2 will teach you fire magic on apprentice level) etc.
Once you buy a grimoire and learn a spell from it, it will disappear like normal spellbooks. Basically it's a spellbook packs with multiple spells.



RITUALS

Some type of Grimoires are not directly related to spells, instead they allow you to perform a rituals at dark shrines wich you will find across skyrim.
Depending on what kind of grimoire you have, you can either teleport yourself, summon permanent atronach that will not add to your minion count and will listen to your command, or summon unbound atronach in mid battle as an act of desperate need of help.
(These atronachs and undeads will also benefit from perks like dark souls etc)

UNDEAD DRAGON
When your conjuration is powerful enough, you can summon giant black undead dragon named Noon'mere 
he will use special necro-themed spells and summon an army of soul cairn soldiers with his unique shout
You can also ride on him into battle for some ultimate dark lord experience.
Dragon stays forever after being summoned and doesn't add into summon count, he will fly around patroling terrain and if he get's lost you can call him by using the power again.


PORTABLE CRAFTING
Now you can use new "alchemy altar" crafting station to make usefull mutagens, scrolls, essences, advanced or black soul gems (more on that in enchanting/alchemy description) But you can also craft portable alchemy/enchanting/altar stations at smiths  in case you need to travel where you won't find these commidities.



DARK SHRINES
You can find objects knows as "Dark Shrines" at random places across skyrim, one is near falkreth mage tower, these objects are used to perform variety of rituals and interact with other features of this mod.


CORRUPTED DAWNBREAKER
After you complete your mission for meridia, you can choose to use the dawnbreaker same way the necromancer tried to and corrupt it at any dark shrine, or cleanse it at the shrine of arkay if you wanna come back to the previous version.
Corrupted dawnbreaker will soultrap the living and will summon corrupted shade after killing his victim.


STAFFS CAN CAST MULTIPLE SPELLS
with the newest enchanting update, staves can cast multiple spells, all depends on how powerful you are, advanced enchanter can now craft unique staffs with mutiple effects and use the basic effects, advanced effect, and ultimate effect, more about it in the Enchanting section



ILLUSION - (FINALLY USEFUL)
-Oldschool spells like chameleon, blindness and such 
-ability to command people under calm spells to give you their items, attack someone, or commit suicide
-ability to turn someone into potential follower/mariage partner
-scaring people so hard, they get paralyzed
-feeding on nightmares to permanently increase your stamina and klling target in the process
-making the effect above even more rewarding when you curse the person first
-play with special spells for trickster that let's you momentary confuse people, create fake sound and such.
-charms, new spells and basically everything that made this tree useless is now gone, it is very much suggested to play as illusionist now i may even say







CONJURATION - (really cool now)
This one is probably the most advanced, so let's make a rundown list
-Summoning now scales more, and you can summon more minions at higher levels, but the mana costs are increased too
-you can obtain special books on necromancy/atromancy/soul cairn summoning and use them to perfomr special rituals at dark shrines/corpses to summon PERMANENT minions, which does not add to your minion count
-These minions can be ordered to guard location, follow you, carry something, or do other things
-These minions can vary from simple goblins or skeletons to zombies and atronachs, to even powerful undead mages, dread lords, or 12ft tall frost atronachs
-You can also make pacts with ideal masters and summon soul cairn minions or sell souls to them for increased mana/health in return or even gain new spells
-You can also sacrifice souls gems/human flesh/daedra hearts etc to daedras at dark shrines to gain exp/mana/buffs etc
-opening a literal portal to oblivion, spawning hellish amount of unstable and hostileatronachs while giant void storm rages above your head
-At the highest level you can be basically a dread lord with 100+ army of whatever you have summoned and undead dragon to ride on




DESTRUCTION - (really destructive now)
-All spells of this school take more time to cast and have higher costs but do a lot more damage. 
-Lighting spells are the fastest and require little time or mana, and may offer use more speed
-Ice Spells are in the middle, and are focused more on crowd control, stopping or slowing the target
-Fire spells are focused on hitting once and hitting hard on a large area, but they have the highest charging time and mana costs
-summoning a meteor rain for a few seconds, so powerful it basically looks like warhammerk40K orbital bombardment
- in other words, Fire for damage, Frost for Crowd control, and lightning for mobility







RESTORATION - badass priest, vampire hunter 
-There are three pathways to take when playing restoration mage
-Path oh healer, which icludes perks and spell which are all about healing
-Path of priest which let's you gain new abilites/blessings at shrines or banish undead and receive bonuses when wearing amuletes
-Path of crusader which let's you cast powerful light magic to smite all around you
-Spells like restore mana, cure disease, remove curse and such old-school stuff




ALTERATION - Doctor Strange/Jedi roleplay
-Alteration is now a supportive tree for other schools
-Alteration allows you to go full telekinatic and even levitate
-Alteration allows you to stop time, freeze target in time prison and much more
-Alteration now reduces the costs of spells from other schools too
-Alteration mage can unlock blood mage perk, which will cause destruction spells to restore a little bit of health to caster.
-Bunch of oldschool spells like improve lockpicking, featherfall, silence, drain stamina etc







ENCHANTING - enchanter gameplay is now a viable option!!!
enchanting starts weaker, but with more perks to power it up, very advanced enchanting master can compensate even for a follower with how powerful his artifacts are, new perks allow you to craft new scrolls too, or power up your scrolls, making the scroll-only gameplay a viable option
You can also craft staffs, and use multiple spells with them, let me explain
When you unlock a perk "Wizard's best companion" you can craft special staff at the staff enchanter and then unlock new powerf to these staves with more perks. the staffs go as follow and each one have animated special power (25-120s cdr) and ultimate power (once per day)

Staff of the dark path (Necromancy)
-reanimate dead body, or soultrap the living depending on which you use it, also you take 15% less damage while holding it
-Special power: Summon 1-3 skeletons depending on conjuration level (120s cdr)
-Ultimate Power: Summon 6 skeletons and reanimate everyone around you.

Staff of the oblivion Caller (Atromancy)
-Place oblivion rune on the targeted surface, take 15% less damage when holding the staff
-Special power: Summon a storm atronach for 60 seconds for free (90s cdr)
-Ultimate power: Summon a potent storm atronach for 60 seconds.

Staff of the Mind warping (Illusion)
-Target is put under charm and will help you for 60 seconds
Special power: All target in the targeted area will not fight for 60seconds (30s cdr)
Ultimate power: Create a giant explosion that will charm all actor around you for 60 seconds

Staff of telekinetics (Alteration)
Pulls a person or object from far and deal damage or throw them
Special Power: Cast Mass paralysis in the targeted area (30s cdr)
Ultimate power: Cast giant force storm arounf you pushing back everyone

Staff of the Fire lord (Destruction - fire)
Cast a grivity bound fireball in the are, if it lands, you'll cast a free firebolt too
Special power: Casts a cloud of fire in the targeted direction (30s cdr)
Ultimate power: Cast a powerful gravity bound fireball in the direction, upon landing deal damage and pushes back everyone

Staff of the thunderstrucked (Destruction - Shock)
-Casts a small lightning that can paralyze the target for 1-3 seconds
Special power: Bash the staff against the ground and deal damage to everyone around you creating a small magic storm (30s cdr)
Ultimate power: summon a storm to smite down everyone in the area over 60 seconds
 
Staff of the Frostborn (Destruction - ice)
Shoot out an ice spike, if it lands, your shot out 3 more for free
Special power: Cast an ice storm in the targeted direction (25s cdr)
Ultimate power: Freeze and immobilize everyone around you for 25s

Staff of the faithfull (Restoration)
Cast a spell that heals the living and banishes the dead
Special power: Cast a wave of light in the direction faced that banishes the dead (20s cdr)
Ultimate power: Creates a giatn blinding explosion banishing all dead if not turning them into ash instantly and blinding all living

Staff O Miraak 
Special Power: Freeze target in time (40s cdr)
Ultimate power: Summon a dragon priest to fight for you

Staff of Magnus
Special Power: Cast a free chain lightning(no cdr)
Ultimate Power: Silence everyone around you from power attacking/casting spells for 20s

Wabbajack
Special Power: Cast a free Frenzy spell(40s cdr)
Ultimate Power: Cast a LITERALL wabbajack effect on everyone around you

Skull ofcorruption
Special Power: Cast a Free Rout Spell (30s cdr)
Ultimate Power: Turn into invincible ghost for 20s or until you attack somebody

Sanquine Rose
Special Power:Cast a mass explosion on tager in front of you and soultrap everyone around
Ultimate Power: Restore all of your magicka/health/stamina




ALCHEMY - KOŚCIEJ AND MUTAGENS!!!
Alchemy has been remastered, roleplaying as alchemist is now a viable option. But let's run it down.
-You can find/buy book called "essence of alchemy" part 1 and 2
-these book will let you use the newly added alchemical altar to create "essences" which are basically super overpowered potions with multiple effects
-on top of that, you can create three special elements: Rubedo, Albedo, and Nigredo (Witcher 1 inspired) and add them to essences which in result will add another effect to the essence when you drink it
-Nigredo will increase your reflexes, Rubedo health regeneration, and Albedo magic powers.
-This way you craft idk, essence that gives you super high magic powers and add nigredo to it, so now you'll get magic powers plus the time will slow down for the duration, or add Rubedo and you will get HP regen for the duration (You can add only one element to essence)
-Advanced Alchemist can create mutagens, these are extremely powerful potions that will give you permanent buff after you succesfully survive the mutation
-Mutations can range: Night vision, Health bonus, mana bonus, enhanced reflex, poison spit, magic absorption/resistance, or empowerment to your dark magic.
-You can also find alchemical book on how to create spider servants and undead werebear, use them as you wish, the higher your alchemy level, the more sick experiments you can perform.




NEW PLAYER HOME - mage tower in falkreth
Falkreth watch tower (that old tower near falk, that had one necromancer in it and was really ugly)  has been turned into player home, so you can roleplay as a mage living in your tower. It has enchanting table, alchemy lab, and dark shrine just next to it.


That was just but a quick review, im not gonna write down like entire lost of changes because there are too many of them. Just install this mod and play it, remember to inform me about any bugs or problems with this mod. 
FELL FREE TO MAKE YOUR OWN COMPATIBILITY PATCHER OR BUG FIXES OF YOU WANT TO, OR EVEN TAKE SCRIPTS FROM THIS MOD IF YOU ARE INTERESTED IN THEM.




My other mod:  https://nexusmods.com/skyrim/mods/89663 <--- it changes vamprie, i highly suggest it if you want to play some necromancer/vampire character



Patch 6.0
-fixes to bugs related to illusion
-new illusion spells and changes to spelltomes
-fixes to bugs related to conuration
-new endgame spells for destruction and conjuration
-A LOT of bug fixes and balance changes 

Patch 2.2 changes
-Teleportation, both ritualistic and from skill tree has the same choices of places to go
-if you posses book "soul cairn and power with in" you can use teleportations(either ritualistic or non-rituaistic) to enter soul cairn.
-if you you are an expert-level conjurer you can enter "oblivion wasteland" using teleportation, this place is rather empty, and im planning to give it mre life in next updates.

patch 2.1 changes
-small bug fixes
-mana cost tweak on summon bonemans spell
-minor changes to descriptions od items
-magic ink is now craftable for sure, no more bugs around that.

patch 2.0 changes
-minor bug fixes
-tweaks to spell prices
-levitation finally works as intended
-no starting spells finally work as intended



patch 1.3 changes
-alchemy has been reworked
-lower spellbook prices
-few small changes to alteration skill tree
-KOŚCIEJ
-essence creating and mutating yourself! 


Suggested mods:

https://nexusmods.com/skyrim/mods/70009

nexusmods.com/skyrim/mods/36006/

nexusmods.com/skyrim/mods/69306/

nexusmods.com/skyrim/mods/28642/

nexusmods.com/skyrim/mods/39759/

nexusmods.com/skyrimspecialedition/mods/1315/