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Sunways

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Mastersunways

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About this mod

Adding more targeted spells to the game, organizing the existing spells better, and balancing those spells for maximum fun in the context of Skyrim Together.

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I have tested all of the spells, and the "Other" spells that are not healing-related do not work on players. Yet. Maybe one day. This is an issue with Skyrim Together that may be fixed in a later update. At least you can role play as a healer for now; the "Other" and "Group" healing spells are great for this.

Features

 [Square brackets do not appear in game.]

  • Healing [Novice] name changed to Heal Self [Novice].
  • Changed Candlelight [Novice] to last 10 minutes, but only cost 40 magicka with a 1 second charge time. (Crucial so that you can find other players until Skyrim Together adds a Find Players feature with a Detect Life effect.)
  • Necromantic Healing [Apprentice] changed to Heal Other (Undead) [Novice]. 
  • Healing Hands [Apprentice] changed to Heal Other [Novice].
  • Added Heal Group [Novice]. Concentrate to heal your allies within 15ft. One second charge time.
  • Fast Healing [Apprentice] name changed to Fast Healing Self [Apprentice].
  • Heal Other [Adept] changed to Fast Healing Other [Apprentice]. Works like Fast Healing. Restore 50 health on target.
  • Heal Undead [Adept] changed to Fast Healing Other (Undead) [Apprentice]. Great for when the person you're playing with accidently becomes a vampire, and wonders why your healing spells aren't working on them anymore, for example. Works like above, but only on members of the blood gang.
  • Added Fast Healing Group [Apprentice] – Works like a weaker version of Grand Healing. Restore 50 health to all friends within 30ft, and takes 1 second to charge.
  • Close Wounds [Adept] name changed to Close Wounds Self [Adept].
  • Added Close Wounds Other [Adept]. Works the same as Fast Healing Other [Apprentice] but restores 100 health on target.
  • Added Close Wounds Other (Undead) [Adept]. Works as you would expect. 
  • Added Close Wounds Group [Adept]. Heal your allies for 100 pts within 45ft after charging for 1 second.
  • Added Purify Self [Adept]. Charge for ten seconds to cure all of your diseases. This tome is pretty damn expensive, but useful if you just can't find an altar to pray at. According to ES lore, Restoration can cure disease, so here it is in action.
  • Changed Waterbreathing [Adept] to last 5 minutes, but only cost 200 magicka. Does 60 seconds of waterbreathing make sense when you're picking at that underwater chest?
  • Changed Grand Healing [Expert] to work on an area of 60ft. It is supposed to be grand, after all. 

Note: All spells have tomes associated with them, and have been added to the appropriate leveled lists for purchasing at any spell vendor. This includes the undead healing spells (because in vanilla, you can only get them by playing through the Dawnguard quest line, which doesn't really make sense for ST).

Note: The "Group" healing spells are notably more costly (both in gold and in magicka) than the "Other" or "Self" healing spells, so if you are thinking about using them, you should dedicate yourself to being an exclusive heal... wizard.

Note: All spell magicka requirements will also be affected by the relevant perks.

Future Plans:
(These will be made available in normal gameplay as soon as Skyrim Together supports these kinds of effects being cast on players. However, they do all work on NPCs. Some of these might already be available in the console if you've installed my mod, and wanted to try them out.)

  • Bound Sword Other [Novice]
  • Candlelight Other [Novice] (Ok I accidentally left this book in the levelled lists. Simply resist the urge to buy it as it does not work, yet.)
  • Oakflesh Other [Novice]
  • Oakflesh Group [Novice]
  • Equilibrium Other [Novice]
  • Bound Battleaxe Other [Apprentice]
  • Muffle Other [Apprentice]
  • Stoneflesh Other [Apprentice]
  • Stoneflesh Group [Apprentice]
  • Purify Other [Adept]
  • Purify Group [Adept]
  • Ironflesh Other [Adept]
  • Ironflesh Group [Adept]
  • Waterbreathing Other [Adept]
  • Flame Cloak Other [Adept] 
  • Frost Cloak Other [Adept]
  • Lightning Cloak Other [Adept]
  • Two handed long cast variations of the above for groups
  • Bound Bow Other [Adept]
  • Invisibility Other [Expert]
  • Ebonyflesh Other [Expert]
  • Ebonyflesh Group [Expert]

Some loose notes of planned spells:
  • A form of bound bow that shoots arrows that cause a healing explosion on impact (Conjuration... or Restoration? Restorconj?)
  • A spell to increase the movement speed of allies (Alteration)
  • A spell to increase the swim speed of allies (Alteration)
  • A group waterwalking spell (Alteration). Imagine the gang strutting across a pond... No, not sliding, actually walking.
  • A spell to increase melee attack speed of allies (Alteration)
  • A spell to temporarily boost the magicka of allies (Restoration)
  • A spell to temporarily boost the magicka regeneration of allies (Restoration)
  • A spell to increase the spell damage of allies (Restoration)
  • A spell to increase the physical damage of allies (Alteration)
  • A spell to give yourself night vision temporarily (Illusion)
  • A spell to give allies night vision temporarily (Illusion)
  • And anything else I might dream up... I've been putting an awful lot of thought into this project. 
 
Compatibility:
If you want the full effect of this mod, load it after any other magic mods, such as Odin and/or Apocalypse. It should blend in nicely with them if you do so.

Why make this?
When playing Skyrim Together with my wife, I felt bothered by the lack of spells that could be cast on other players (which makes sense since Skyrim is not a multiplayer game). I also felt bothered by the fact that the two targeted Restoration spells that did exist in normal gameplay (Healing Hands and Heal Other) were both a) one difficulty level above their corresponding self-targeted spell, making them unavailable in early game, and b) not named very methodically at all, making them cumbersome to locate in combat. So really, I started by tweaking all of the Restoration spells to match what I thought the game always should have been. I then branched out to making a few other spells as well that I thought would be good to have.
Oh, and as an added bonus, my mod doesn't break the game by removing enemy spell damage like "Skyrim Together Plus" does. How could they be so naïve?
I’m uploading this purely for my own convenience (and also to say “Wow I made a Skyrim mod,” since this is my first mod), but if my changes and additions interest you, please feel free to download and install. If I made any mistakes, or you want to see something relatively simple added, please let me know in a Post and I'll update it. I am limited by the capabilities of Skyrim Together, however; since the "Other" spells I've made all work on NPCs, but not players, this indicates a lack of support through Skyrim Together. I wonder if I can get them to work by including Skyrim Together as a master file... not that I understand how any of that multiplayer magic works, anyways.