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File credits
SimonMagus and the Simonrim team for all the really cool stuff they do.
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Changelogs
Version 2.6.2
Cleaned incorrect Master requirements; no other changes. Special thanks to user GenericAvatar for letting me know about it. Should be safe to update.
Version 2.6.1
Illusion damage line has had a name and description change to reflect changed restrictions.
The spells (now named Delusion, Hallucinate, Mania, and Dementia) will now work on anything EXCEPT Dwemer constructs, regardless of whether the player has Master of the Mind. The technical reason is because I couldn't get the conditions to work properly; the lore reason is that, technically, the Dwemer animunculi have no mind to attack.
Version 2.6
Fixed Madness spells not properly recognizing Master of the Mind.
Version 2.5
Rebalanced existing weapon enchantment spells and added two new ones at Adept tier.
Cleaned up unnecessary records (thanks Hyperies for the report)
Various minor fixes.
Version 2.4.1
Phantom Blade line can now be dual-cast, and has had its Magicka costs adjusted.
Phantom Blade line now has unique projectile coloring and hand FX.
Version 2.4
Removed Magician's Custard - fun idea, not particularly useful. Gourmet patch no longer needed.
Removed Novice-tier staves, and by extension the Sorcerer requirement.
Requirements are now only Adamant, Mysticism, and Container Item Distributor.
New Spells - Imbue (Element) and Chaotic Charge
FormIDs compacted and plugin now flagged as ESL
Version 2.3
Removed Novice Heal spell
Removed Cure Poison spell
Added Phantom Satchel spell
Changed radius of base Candlelight spell to match torches, making Radiance an overall upgrade rather than just a toggleable version.
The two removed Restoration spells will be reintroduced as part of an upcoming mod centered around Pilgrim.
See pinned comments if the Candlelight change is undesirable.
Version 2.2
The Alteration Update!
New spell - Radiance, an Adept-tier toggleable version of Candlelight.
New spells - Oakbody, Stonebody, Ironbody
Tweaks to leveled lists to (hopefully) make things show up more reliably.
Version 2.1.2
Am dumb, uploaded wrong files. 2.1.1 changelog still stands though.
Version 2.1.1
New files are just ESP replacers as no other files were changed.
Adjusted taper on Blade line.
Fixed incorrect range on Renew Summon.
Version 2.1
Changed name of summonable food to Magician's Custard.
Magician's Custard fortifies Magicka by 25 and Magicka Regen by 25% for 30 minutes.
OPTIONAL .esp replacer to add appropriate Gourmet keyword to Magician's Custard; simply download and overwrite!
Safe to update.
Version 2.0
Added Conjure Mystic Meal - Summons an enchanted stew using any bowl as a focus, but only once per day!
Changed Spectral Arrow line to the Blade line - an expanding crescent of magic that strikes multiple enemies. Higher tiers benefit from Chaos Binding and Curse Binding, meaning Adamant is once again a requirement.
All spells are now distributed to merchants via Container Item Distributor, making CID a hard requirement.
NOT safe to update mid-game!
Version 1.11
Removed Adamant as a requirement; old version WITH Adamant requirement still up just in case.
Version 1.1
Fixed CTD related to opening trade with Farenger. Dependencies updated, Artificer no longer required. SUBR version no longer flagged as .esl due to issues discovered during testing; base file is still .esl
Version 1.0
Initial upload.
My previous expansion to Mysticism, Novice's Library, aimed to address the one thing that was still bugging me about magic in Skyrim - a lack of options. Don't get me wrong, SimonMagus does a fantastic job of giving Skyrim that Vanilla+ feel, but this is Elder Scrolls, darn it! Just one game back you could go hog wild with spells and spell effects thanks to Spellmaking, and the only limit was your magicka pool. Now I can't do anything about Spellmaking being removed (I won't speak for Simon or his team, those people might actually be wizards), but what I can do is what I do best - chop up vanilla assets and call it something new.
For those who need a reminder, here's our returning stars from Novice's Library:
Destruction:
Ember - Novice-tier ranged Fire spell, does 10 points of damage
Ice Shard - Novice-tier ranged Frost spell, 10 points of damage to Health and Stamina
Discharge - Novice-tier ranged Shock spell, 10 points of damage to Health and Magicka
Flame Grip - Novice-tier touch Fire spell, 15 points of damage at melee range
Frost Grip - Novice-tier touch Frost spell, 15 points of damage at melee range
Static Grip - Novice-tier touch Shock spell, 15 points of damage at melee range
Lifetap - Absorb 8 points of health per second
Illusion:
Frighten - Enemies up to Level 5 will flee from combat for 30 seconds
Suppress - Enemy casters up to Level 5 will be silenced for 30 seconds
Restoration:
Poison Dart - 2 points of Poison damage per second for 5 seconds
Seems like Destruction was getting too much love, doesn't it? It did to me, too, so here's what makes this the Expanded Library:
Alteration (2.2+ only)
Apprentice: Oakbody - Grants 50% more armor than Oakflesh and lasts until dispelled, but does not benefit from Mage Armor/Bastion and blocks other armor spells while active.
Apprentice: Phantom Satchel - Increases carry weight by 15 points until dispelled, but blocks other carry weight increasing spells.
Apprentice: Imbue Weapon: Fire - Gives an unenchanted (one-handed) weapon 10 points of Fire damage. Lasts 120 seconds or until weapon is sheathed.
Apprentice: Imbue Weapon: Frost - Gives an unenchanted (one-handed) weapon 10 points of Frost damage. Lasts 120 seconds or until weapon is sheathed.
Apprentice: Imbue Weapon: Shock - Gives an unenchanted (one-handed) weapon 10 points of Shock damage. Lasts 120 seconds or until weapon is sheathed.
Adept: Stonebody - Grants 50% more armor than Stoneflesh and lasts until dispelled, but does not benefit from Mage Armor/Bastion and blocks other armor spells while active.
Adept: Frostfire - Unenchanted weapons inflict 10 Fire and 10 Frost damage (20 total) for 120 seconds.
Adept: Cryovolt - Unenchanted weapons inflict 10 Shock and 10 Frost damage (20 total) for 120 seconds.
Adept: Radiance - Create a hovering globe of light that lasts until dispelled.
Expert: Ironbody - Grants 50% more armor than Ironflesh and lasts until dispelled, but does not benefit from Mage Armor/Bastion and blocks other armor spells while active.
Expert: Elemental Infusion - Unenchanted weapons inflict 10 Fire, Frost, and Shock damage (30 total) for 120 seconds.
Conjuration (Note that 1.11 uses the Spectral Arrow line, that DOES NOT benefit from Chaos Binding or Curse Binding):
Novice: Unstable Blade - Throws a summoned crescent blade, hitting enemies in a wide area over a medium distance for 10 Magic damage.
Apprentice: Spectral Blade - Throws a summoned crescent blade, hitting enemies in a wide area over a medium distance for 20 Magic damage. Benefits from Chaos Binding.
Apprentice: Renew Summon - Heals nearby summoned and reanimated minions for 10 points of Health per second.
Adept: Phantom Blade - Throws a summoned crescent blade, hitting enemies in a wide area over a medium distance for 40 Magic damage. Benefits from Chaos Binding.
Expert: Conjurer's Scythe - Throws a summoned crescent blade, hitting enemies in a wide area over a medium distance for 60 Magic damage. Benefits from Chaos Binding and Curse Binding.
Illusion:
Novice: Delusion - Assaults a target's mind, dealing 3 Psychic damage for 5 seconds. Dwemer constructs are unaffected.
Apprentice: Hallucination - Assaults a target's mind, dealing 6 Psychic damage and half as much to Magicka for 5 seconds. Dwemer constructs are unaffected.
Adept: Mania - Assaults minds in a small area, dealing 12 Psychic damage to Health and Magicka for 5 seconds. Targets up to level 10 have a small chance to be paralyzed. Dwemer constructs are unaffected.
Expert: Dementia - Assaults minds in a large area, dealing 18 Psychic damage to Health and Magicka for 5 seconds. Targets up to level 20 have a small chance to be paralyzed. Dwemer constructs are unaffected.
All spells are integrated via CID into merchants' leveled lists to appear at appropriate points and vendors.
As usual, thanks to SimonMagus and the Simonrim team for all their hard work, an extra thank you to wSkeever for the script used to toggle spells, but most of all thank YOU for reading this far.