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MrBread

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MrPootisBread

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About this mod

26 new immersive, if not very useful, spells distributed across all five schools of magic. Designed to be used alongside Mysticism magic overhaul. SkyPatcher is used for spell tome and scroll distribution.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
Alteration
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Novice
  • Lock – Locks targeted door or container in melee range. Lock level scales with Alteration. (Has an accompanying scroll).
Tips:
Lock a door to escape enemies.
Repeatedly lock some object to train lockpicking skill.


Apprentice
  • Boost – Target's movement speed is increased by 15% for 120 seconds. (Has an accompanying scroll).
Tips:
Buff your horse when riding out in the wilderness.
Make NPCs move faster during scripted sequences.


Adept
  • Purge – Dispels all magical effects from target. (Has an accompanying scroll).
Tips:
Use on enemies to remove unwanted effects like armor spells.
Use on allies to remove unwanted effects like lingering fire damage.


  • Water Walking Boon* – Target can walk on water for 120 seconds. (Has an accompanying scroll).
Tips:
Use on your horse to cross large bodies of water.
Use on followers to make them follow you across the water.


  • Forcebolt – Staggers the target and deals 20 Magic damage. (Has an accompanying scroll).
Tips:
Unrelenting force alternative for non-dragonborn characters.
Double casting increases both the damage and stagger power.


Expert
  • Haste – Target's movement speed is increased by 30% for 120 seconds. (Has an accompanying scroll).
Tips:
Same as Boost.


Master
  • Kinetic Blast – Knocks the target down and deals 50 Magic damage. Targets that cannot be knocked down are staggered instead. (Has an accompanying scroll).
Tips:
Same as Forcebolt.



* For some reason, water walking effect for NPCs doesn't prevent them from going underwater like it does for player. Don't be alarmed when you follower goes slightly below sea level. When riding a horse make sure to tilt your camera slightly upwards to stay above the surface.





Conjuration
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Novice
  • Bound Torch – Conjures a lesser Daedra in form of a torch for 300 seconds. (Can only be equipped in left hand).
Tips:
An alternative to candlelight with a purplish hue.
Mystic Binding variant burns brighter and deals more burn damage when bashing.


Apprentice
  • Bound Pickaxe – Conjures a lesser Daedra in form of a pickaxe for 120 seconds.
Tips:
Don't carry around a real heavy pickaxe. Summon one when you need one.
Mystic Binding perk allows you to mine Stalhrim as well.


  • Bound Woodcutter's Axe – Conjures a lesser Daedra in form of a woodcutter's axe for 120 seconds.
Tips:
On-demand wood axe that weighs nothing.


  • Bound Fishing Rod – Conjures a lesser Daedra in form of a fishing rod for 120 seconds.
Tips:
On-demand fishing rod that weighs nothing.
Also looks cool.


Adept
  • Drain Charge – Drains 150 points of charge per second for 10 seconds from target's currently equipped enchanted weapons or staves. (Has an accompanying scroll).
Tips:
Disarm enemies with staves.
Debuff enemies with enchanted weapons.


Expert
  • Absorb Charge* – Drains 150 points of charge per second for 10 seconds from target's currently equipped enchanted weapons or staves and transfers them to caster. (Has an accompanying scroll).
Tips:
High-tier version of Drain Charge.
Can also recharge two-handed weapons by swapping to them after casting the spell.



* Enchantment charge for items in right and left hands are stored as separate actor values. What this means is that you can only absorb the charge if you hold your weapon in the same hand as the target. Two-handed weapons are considered right-handed for this interaction.




Destruction
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Apprentice
  • Weakness to Disease – Target's Disease Resistance is reduced by 100% for 60 seconds.
Tips:
Makes it easier for NPCs to catch diseases (for whatever reason).
Works as a combat debuff with mods that add spells with Disease damage type.


  • Cripple Immunity – Your Disease resistance is reduced by 100% for 60 seconds.
Tips:
Use before engaging vampires to catch Sanguinare Vampiris.
Use before engaging animals to catch various diseases in honor of Peryite.


Adept
  • Ruin Armor* – Damages condition of target's all worn armor pieces by 150. (Has an accompanying scroll).
Tips:
Marginally useful with mods that distribute tempered items to NPCs.


  • Ruin Weapon* – Damages condition of target's equipped weapons by 200. (Has an accompanying scroll).
Tips:
Same as Ruin Armor.



* Here 100 points of condition is equal to a single tier. So a Fine item has 100 points, a Superior has 200 points and so on.





Illusion
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Novice
  • Recklessness – Target won't flee for 60 seconds.
Tips:
Works the same as vanilla Courage spell, but without bonus Health and Stamina.
Can used on enemies to prevent them from running away.


Apprentice
  • Dim Vision – Target is 75% less likely to spot you when out of combat for 60 seconds. Non-hostile spell. (Has an accompanying scroll).
Tips:
A low-level and cheap alternative to more potent effects like Invisibility or Chameleon.


Adept
  • Charming Aura – Persuasion is 40% easier for 300 seconds.
Tips:
Speechcraft alternative for mage characters.


  • Intimidating Aura – Intimidation is two times easier for 300 seconds.
Tips:
Ditto.






Restoration
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Apprentice
  • Fortify Immunity – Your Disease resistance is increased by 50% for 120 seconds. (Has an accompanying scroll).
Tips:
Low-level option to protect yourself from diseases.
Use when fighting vampires and animals.


  • Transfer Magicka – Restores 20 Magicka per second to target.
Tips:
Support allied mages.


Adept
  • Resist Paralysis – You are immune to Paralysis for 120 seconds. (Has an accompanying scroll).
Tips:
Occasionally useful with mods that add Paralysis effect to enemies.


  • Cure Paralysis – Removes Paralysis effect from target. (Has an accompanying scroll).
Tips:
Ditto.


Master
  • Divine Perseverance – For 120 seconds, you resist 50% of incoming stagger and are immune to Paralysis and knockdown. (Has an accompanying scroll).
Tips:
High-tier version of Resist Paralysis.
Especially useful againts enemies who can use the Unrelenting Force shout.




Optional - Survival Addon
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Adds 4 new spells that allow you to protect yourself from cold and conjure food and drink.
  • Thermal Shield (Alteration Adept) - Your Warmth rating is increased by 100 for 60 seconds. (Has an accompanying scroll).
  • Inner Warmth (Restoration Adept) - Your Warmth rating is increased by 25 for 300 seconds. (Has an accompanying scroll).
  • Conjure Food (Conjuration Expert) - Conjures a meal that restores hunger and increases Health and Stamina regeneration by 10% for 1200 seconds.
  • Conjure Drink (Conjuration Expert) - Conjures a beverage that increases Magicka regeneration by 10% for 1200 seconds.


Thermal Shield and Inner Warmth work with the official Survival Mode and any other mods that make use of its warmth rating system.
Conjured foods and drinks work with Survival Mode and Sunhelm. Other mods haven't been tested.



Optional - Dirt and Blood Addon
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Adds 3 new spells that allow you to clean yourself with magic. Requires Dirt and Blood.
  • Minor Cleansing (Alteration Novice) - Removes most of the Dirt and Blood from your body (stage 1 dirt).
  • Cleansing (Alteration Adept) - Fully cleans your body. (Has an accompanying scroll).
  • Aetherial Bath (Alteration Master) - Fully cleans your body and increases Magic and Disease resistance by 10% for 900 seconds.




Requirements
  • SKSE64 – hard requirement.
  • KID – hard requirement.
  • PO3 Papyrus Extender – hard requirement.
  • SkyPatcher – hard requirement.
  • Bug Fixes SSE – soft requirement. Necessary for Boost and Haste spells.
  • Mysticism – not required, but highly recommended.
  • Dirt and Blood – for the optional addon.


Compatibility
One vanilla record changed (TorchBashPerk, needed for bound torch bash flames). Distribution to leveled lists is done via SkyPatcher. Mysticism patch is provided in the optional files.


Credits
Convenient Utility Magic – by Solus200 for bound tool assests.