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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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   INTRODUCTION
               This mod main focus is to make magic more interesting while keeping it fairly "Vanilla" there's a lot of stuff and spells returnign from previous games but also a lot more new stuff as will find out from skill description below.




ENEMY COMBAT
Enemies will now use spells like blind, soultrap and such else, so be careful or buy counter-spells, at higher level you will encounter enemies with expert level spells and even powerful lunatic cultists of daedra.

MANA, SPELL COST AND 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. So choose wisely if you want to throw your entire mana pool just on a one bandit when casting a powerful spell.
Oh, and you cal also put elder scrolls on you back like Serana did and gain bonuses yo your spells from it.

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. You can still find 
regular spelltimes that only offer you one spell tho. But basic spells are sold in bulk to promote more diversity in spell casting.

NEW ROBES
There are alternatives to archmage robes if you are bored of them, at level 50 in any school of magic you can craft new archmage robes, and upgrade them further at level 60 in any magic school. You can craft them at Alchemical station (Alchemical stations now serve as both alchemy tables AND magic crafting stations)

RITUALS
Some type of Grimoires are not directly related to spells, instead they allow you to perform 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 atronachs or undead 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. The amount of rituals is too great to describe here so let me be quick: You can summon permanent atronachs, undead, soul cairn minions, flesh atronachs, sell souls to ideal master to get new spells. You can do a lot.
(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.

APOCRYPHA AND DEATH MAGIC
While lurking in Apocrypha, you may encounter new spelltomes dedicated entirely to Haermerus Mora or Death Magic, in combination with new Mora armor (look at photos) you can now roleplay as Mora cultist or powerful Necromancer.

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 
20 - Novice illusion: Novice illusion spells have 50% lower mana cost
25 - Apprentice illusion: Apprentice illusion spells have 50% lower mana cost
50 - Adept illusion: Adept illusion spells have 50% lower mana cost
75 - Expert illusion: Expert illusion spells have 50% lower mana cost
100 - Master illusion: Master illusion spells have 50% lower mana cost
30 - Rage: Your rage related spells have higher magnitude
30 - Hypnotic gaze: Your calm related spells have higher magnitude
30 - Aspect of Terror: Your fear related spells have higher magnitude
40 - Harmless: Fear spells make targets 30% weaker to attacks
40 - Full Trust: Calm spells allows you to look inside your victim's inventory
45 - Friend of Foe: you receive 40% less damage from frenzied opponents
50 - Careless: Sneaking around frenzied targets is easier
75 - Lycantrophy: Once per day make your opponen thin he's an animal, enraging him and giving him bonus to combat abilities
50 - Commanding presence: Command humanoid, blindness, disarm and silence have 25% greater magnitude and duration
70 - Broken Will: Target under calm spell can be ordered to commit suicide (10min cooldown)
60 - Nightmare: Activate a sleeping target to kill him instantly and increase your stamina by 1 permanently
70 - Incubus: Activate target while undetected to paralyze him with fear and then make him run away after he wakes up
20 - Dual Casting: Dual casted spells have double the magnitude
50 - Limitless: Your illusion spells scale with your magicka up to 100% bonus magnitude at 1000 mana
30 - Adrenaline: Targets under rally spells gain 20% movement speed
30 - animage: Illusions spells work on higher level animals
55 - Consistency: Illusion spells last 50% longer
75 - Quiet Casting: all spells from all schools are completely quiet
100 - Simple Trick: Muffle, Invisibility, Chameleon last 50% longer
100 - Master of Minds: Illusions spells work on undead, atronachs and automatons







CONJURATION 
20 - Novice conjuration: Novice Conjuration spells have 50% lower mana cost
25 - Apprentice Conjuration: Apprentice Conjuration spells have 50% lower mana cost
50 - Adept Conjuration: Adept Conjuration spells have 50% lower mana cost
75 - Expert Conjuration: Expert Conjuration spells have 50% lower mana cost
100 - Master conjuration: Master Conjuration spells have 50% lower mana cost
20 - Daedric Rituals: You can now use dark shrines located across skyrim to sacrifice human hearts and fles or soulgems and daedra hearts and gain exp/buffs for it
20 - Vampiric Necromancy: You may now use dark shrine to perform a ritual to enhance your destruction/conjuration spells for 2 days.
20 - Conjuration dual casting: Dual casted conjuration spells have double duration
40/60 - Necromancy: your undead last 2/4x as long.
40 /60/90 - Summoner: Your atronachs can be summoned 50/100/400% further away.
50/60/70/80 - Atromancy: your atronachs last 50/100/150/200% longer
70 - Dark souls: Your undead have plus 100 Health.
75 - Daedric powers: Your dremoras are 10 level highers and 10% bigger, can summon +1 atronach
90 - Dark powers: All undead, both from rituals and spells have plus 30% magic resistance, can summon +1 Undead
100/110/120 - Beyond limit: Can summon plus 3/6/9 minions.
100 - Summon Noo'mere: Summon an undead dragon Noo'mere to fight alongside you.
100 - Gates of Hell: Once per day tear open a portal to oblivion, making all kinds of daedric creatures spill out, the creatus are unbound and will quickly fade away an attack everything.
45 - Step into void: Unlock a short distance teleportation spell
70 - Space Bender: Unlock a global teleportation spell to all major cities, towns, places and marked locations
20 - Mystic binding: Bound weapons deal more damage, bound staff gains AOE damage
30 - Soul stealer: bound weapons apply soul trap
50 - Daedric binding: bound weapons expel the daedra and turn undead away
65- Soul Strike: Every 12 seconds your bound weapons become charged, shooting a magic projectile upon attack that deal damage and applies all other effects
90- Thirsting Blades: Bound weapons deal 15 points of magic damage and absorb 5
85 - soul stealer: Activate target who's on his knees to devour his soul, gaining +1 mana, health and stamina
 





DESTRUCTION
20 - Novice Destruction: Novice Destruction spells have 50% lower mana cost
25 - Apprentice Destruction: Apprentice Destructionspells have 50% lower mana cost
50 - Adept Destruction: Adept Destruction spells have 50% lower mana cost
75 - Expert Destruction: Expert Destruction spells have 50% lower mana cost
100 - Master Destruction: Master Destruction spells have 50% lower mana cost
30/45 - Walking elemental: cloak spells have 2/3x times the range
20 - dual casting: dual cast destruction spells have 2.2 the magnitude
40 - impact: Dual cast spells have a chance to stagger or even knockback opponents
20 - full potential: Destruction spells scale with your mana up to 100% bonus damage at 1000 magicka.
40 - Rune master: Runes can be placed 3 times further away
50 - Rune Mage: runes deal 20% more damage and are completly silent
30/60 - Augmented Flames: fire spells deal 15/30% more damage
30/60 - Augmented Frost: Frost spells deal 15/30% more damage
30/60 - Augmented Shock: Shock spells deal 10/20% more damage
45 - Hellfire: fire spells make targets flee in pain
55 - Fire Master: Fire spells cast 15% less
75 - Fire runes: fire runes knockback all targets and set them ablaze
75 - Shattered steel: Fire spells reduce target's frost resistance by 40%
100 - Dragon Breath: Unlock a master level dragon breath spell
45 - Deep freeze: Frost spells encase targets in ice if their stamina is drained completely
55 - Frost mastery: Frost spells cost 15% less magicka
75 - Frost Runes: frost runes encase enemies in ice for 15s
75 - Ice construct: Wall of ice reduced damage dealt by enemies by 50%
100 - Piercing wind: Unlocks a master level spell which work like dragon breath and encases enemies in ice
45 - Disintegration: Shock spells deal additional 50 points of health to enemies under 15% health
55 - Shock mastery: Shock spells cost 15% less
100 - Magic Storm: unlocks a master level spell which dealth damage to all enemies around you and silences them for 20s
100 - Cataclysm: Unlocks a master level spell which summons meteor shower








RESTORATION
20 - Novice Restoration: Novice Restoration spells have 50% lower mana cost
25 - Apprentice Restoration: Apprentice Restoration spells have 50% lower mana cost
50 - Adept Restoration: Adept Restoration spells have 50% lower mana cost
75 - Expert Restoration: Expert Restoration spells have 50% lower mana cost
100 - Master Restoration: Master Restoration spells have 50% lower mana cost
40 - Warding master: Ward spells cost 15% less to cast
50/80 - Deflecting ward: Ward spells absorb 25/50% magicka when struck
80 - Greater ward: Ward spells are 50% stronger
20/50/70/100 - Regeneration: Healing spells cure 25/50/75/100% more
30/60 - Recovery: health regenerates 25/50% faster unless you are undead
35 - surge: Magicka regenerates 35% faster if not wearing more than 2 pieces of armor
40 - Respite: Healing spells restore 25% of their value as stamina, Stamina spells restore 25% of theirs as health.
20 - dual Casting: Dual cast restoration spells have 2.2 the magnitude
30 - Saint: You can have as many blessing as you like and all of them will last 4x times longer
40 - Priest of Skyrim: Each blessing you currently have increase your restoration spells magnitude by 7%
60 - Power of Faith: While wearing a religious amulete, gain 25% boost to your restoration spells
70 - Exorcism: All spells have 25% greater magnitue and duration against undead
75 - Greater protection: everyone inside your circle spells gain 150 armor.
100 - Aftercare: Healing spells increase health regeneration for 5 seconds after use.






ALTERATION 
20 - Novice Alteration: Novice Restoration spells have 50% lower mana cost, spells from other schools have 10% lower costs
25 - Apprentice  Alteration: Apprentice  Alteration spells have 50% lower mana cost, spells from other schools have 15% lower costs
50 - Adept  Alteration: Adept  Alteration spells have 50% lower mana cost, spells from other schools have 20% lower costs
75 - Expert  Alteration: Expert  Alteration spells have 50% lower mana cost, spells from other schools have 25% lower costs
100 - Master  Alteration: Master  Alteration spells have 50% lower mana cost, spells from other schools have 30% lower costs
50/80 - Stability: Alteration spells have 50/100% greater duration
20 - Dual casting: Dual cast alteration spells have 2.2 the magnitude
40 - Reversum: unlocks a spell which converts 25 stamina into health
35/50/70 - Magic Resistance: block 10/20/30% of incoming magic damage
30/50/70 - Mage armor: spells like iron flesh etc, are 100/150/200% stronger if not wearing more than 1 piece of armor
80 - Atronach: Absorb 30% of magicka from incoming spells
55 - Blood mage: Most of your destruction spells will restore a small portion of your health
55 - Willpower: Telekinesis can grab people, items thrown with telekinesis deal 10x more damage.
70 - Telekinetic push: unlocks a spell which let's you push away targeted enemy
75 - Old magic: Levitation spell lasts 50% longer
80 - Slow time: Unlocks a spell which slows down time for 15s
90 - time prison: Unlocks a spell which freezez target in time for 30s, making him unable to attack or be attacked
100 - Time sphere: Unlocks a master level spell which freezes all targets around you for 30s










ENCHANTING
20 - enchanting: New enchantments are 20/40/60/80/100% stronger
25 - Scroll writer: you can now use alchemical altar to craft scrolls, the greater your enchanting skill, the greater the scrolls
40 - Scroll reader: Scrolls have 40% greater magnitude and duration
30/70 - Corpus enchanter: Stamina/magicka/health enchantments are 25/50% stronger
50 - Soul siphon: Killing strikes will absorb part of enemies soul, restoring 7% of your weapons charge
35/60 - Insightful enchanter: Skill enchantments on armour are 25/50% stronger
45 - Storm enchanter: Storm enchantments are 25% stronger
45 - Fire enchanter: Fire enchantments are 25% stronger
45 - Ice enchanter: Ice enchantments are 25% stronger
100 - Extra Effect: Can put two enchantments on one item
100 - Magnum Opus: Next item you enchant can have 3 enchantments and each will be 30% stronger, after that the perk is removed and you have to unlock it again
35 - Wizard's Best Companion: allows you to use unique staves with many unique spells
45 - Second spell: Staves made with previous perk now have a second spell with 30-120s cooldown (description of each spell is below)
60 - Ultimate ability: Your staff unlocks it's one per day ultimate ability  (description of each spell is below) 



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


Enchanting bonuses depending on materials goes as follow:

Robes and Clothing
+100% absorb spells, resist magic
+25% fort illusion, fort destruction, fort conjuration, fort alteration, fort restoration, fort magicka, fort magicka rate

Iron
+10% health, heal rate, fire resistance, fire damage
+5% stamina, stamina rate
-10% resist frost, resist shock

Silver
+15% banish undead, banish daedra, damage magicka, shock damage

Steel
+5% health, heal rate, stamina, stamina rate, fort archery, fort twohanded, fort onehanded
-5% soul trap, magicka, regenerate magicka, resist magic

Hide
+15% stamina, stamina rate, fort speed, fort sneak, resist poison
+10% fort conjuration, fort archery
-10% resist fire, resist frost, resist shock, resist magic

Leather
+10% stamina, stamina rate, fort speed, fort restoration

Dwarven
+10% magicka, magicka rate, fort smithing, fort alchemy, fort heavy armor, fort light armor
-5% fort speed

Elven
+15% absorb magicka, damage magicka, absorb spells
+10% magicka, magicka rate, fort destruction, fort illusion
-10% resist magic, resist fire, resist shock, resist frost

Orcish

-15% fort illusion, fort Destruction
+15% heal rate, health

Glass

+15% absorb stamina, damage stamina, fort speechcraft
+10% fort one handed, fort twohanded, fort block, magicka, regenerate magicka

Ebony
+15% health, heal rate, fort block
+10% fort destruction, fort smithing
-10% fort speed, stamina, stamina rate, fort one handed, fort twohanded

Dragon bone

+25% stamina, stamina rate, damage stamina, absorb stamina
-15% soul trap, absorb health, absorb spells

Dragon Scale

+25% absorb spells, fort alteration, fort speed
-15% fort conjuration 

Daedric
+25% resist magic, resist fire, resist shock, resist frost
+15% absorb spells
+10% fort conjuration, soul trap
-10% fire damage, shock damage, frost damage
-20% fort speechcraft



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 books will let you use alchemical workbench 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)
-Another inspiration from Witcher 1 is the elements, advanced alchemist can now pufiry ingredients into pure elements (Hydrogenum, Rebis, Aether etc..)
-Each of these elements serves as it's own ingredients but with WAAY more powerfull effects than regular ingredients. You can use them to make incredibly better potions, but mind that they require lots of things to make.
-New effects added to somee of the ingredients: Etherilize, Slow, Night Vision, Damage Undead, Combust (Fire cloak)
-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.
-You can also craft special and incredibly powerful ingredients by taking the normal one and purifing them at alchemy table.




NEW PLAYER HOME - mage tower in Falkreth and near Riften
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. There is also another, much bigger tower, north of Riften if you want some more high fantasy mage roleplay.



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 7.2
-New mage tower added north of Riften
-New ingredients effects added
-New Alchemical elements added
-Fixed problem with missing textures (hopefully)

Patch 7.0
-bug fixes
-Massive changes to destruction perk placements + new master spells
-Changes to enchanting, one new perk and additional buffs/debuffs depending on enchanted material

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/