Skyrim Special Edition

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phenderix

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phenderix

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About this mod

Magic Evolved adds 170+ new and unique spells to the game in an organic and balanced method.

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THIS MOD IS INCLUDED IN PHENDERIX MAGIC WORLD




 


Alternative versions and download locations:
Released for Skyrim SE on PC (Bethesda, Nexus)
Released for Skyrim SE on Xbox One (Bethesda)
Released for Skyrim SE on PS4 (Bethesda)
Released for Skyrim on PC (Nexus)


All of the content included in Phenderix Magic Evolved is also included in Phenderix Magic World. If you want the magic added by Magic Evolved as well as a new world to explore, new elemental ammunition, and unarmed elemental martial arts - use Magic World instead of Magic Evolved. 

OVERVIEW

Phenderix Magic Evolved (PME) adds 170+ new and unique spells to the game in an organic and balanced method. This is a massive sandbox collection of balanced spells that I strongly encourage you to download and try out.

This mod allows you to:
1.   Use 170+ spells to decimate foes or aid allies.
2.   Utilize new archetypes to create interesting spell combinations.
3.   Summon nearly every creature found in Skyrim.
4.   Enormous amount of new roleplaying options: blood magic, druid magic, darkness magic, wind magic, water magic!
5.   Dynamic summons that can be dismissed and have their stats viewed!
6.   Some spells can be used like powers, allowing a dual wielder to still utilize magic!
7.   Cast defensive spells to protect or heal allies.  
8.   Look awesome! These spells use customized effects and shaders to create distinct spells that are separate from vanilla Skyrim.
9.   Replicate enemies, turn them into chickens, or pull them through space-time!! 

This mod should be compatible with virtually every mod. I encourage you to use PME alongside other magic mods.


SPELL INFORMATION

This mod adds 170+ new and unique spells to the game along with an elemental interaction system.

WHERE TO FIND THEM
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MAGIC SCALING
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ELEMENTAL INTERACTION & COMBINATION SYSTEM
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THE MANIPULATE ARCHETYPE
spells that add new features to the game, some features can be regarded as cheat spells depending on how they are used
MAGIC SKILL: ALTERATION 
SCALING: NONE
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THE FIRE ARCHETYPE
Fire spells damage health and cause a target to begin BURNING. For 7 sec, the target will take fire dmg. Higher level Fire spells will do increased dmg.
-  If target is CORRUPTED, the target will also be mentally attacked by an illusionary purple fire explosion that also does damage.
-  If target is WATERLOGGED, the target will become STEAMING for 3 sec. 
-  If target is FREEZING, the ice will melt, causing FREEZING to be dispelled, and the target to become STEAMING for 3 sec and WATERLOGGED for 10 sec.
MAGIC SKILL: DESTRUCTION
SCALING: FIRE

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THE FROST ARCHETYPE
Frost magic damages Health and causes a target to become FREEZING. For 8 sec, the target will have decreased movement speed and attack speed. The magnitude of this slowing will scale with the level of the Frost magic used. This slowing effect will last for 8 sec, even if FREEZING is dispelled.
-  If target is BURNING, the fire will be put out and the target will become WATERLOGGED for 10 sec instead of FREEZING. BURNING will be dispelled from the target and the target will become STEAMING for 3 sec.
-  If target is WATERLOGGED, the water will freeze and thus the WATERLOGGED effect will be dispelled from the target.
MAGIC SKILL: DESTRUCTION
SCALING: FROST

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THE LIGHTNING ARCHETYPE
Lightning magic damages both Health and Magicka and causes them to become CHARGED for 10 sec.
For Adept/Expert/Master Level Lightning Spells:
-  If target is WATERLOGGED, a lightning explosion occurs on the target. The explosion does increased damage that scales in effect with higher level Lightning spells. The WATERLOGGED effect will be dispelled from the target
.
MAGIC SKILL: DESTRUCTION
SCALING: SHOCK

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THE POISON ARCHETYPE
Poison magic harms a target and causes them to be POISONED and take a small amount of dmg/sec for 30 sec. The amount of damage caused by the POISONED effect scales in power with the level of the Poison spell used
-  If caster is BLEEDING, then the caster will get inflicted with a low-level poison as toxins also seep into their body when casting a poison spell
MAGIC SKILL: DESTRUCTION
SCALING: SHOCK

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THE EARTH ARCHETYPE
Earth magic damages both Health and Stamina and causes the target to become DIRTY for 10 sec.
-  If target is POISONED, the dirt/sand/dust from the earth spell further traps in the toxins and causes additional poison damage to occur over time.

MAGIC SKILL: DESTRUCTION
SCALING: FROST

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THE WATER ARCHETYPE
Water magic damages Health and causes a target to become WATERLOGGED. For 10 sec, the target has increased fire resistance, decreased shock resistance, and increased carry weight. These effects will last 10 sec, even if WATERLOGGED is dispelled.
-  If target is BURNING, the target will become STEAMING for 3 sec. The BURNING effect will be dispelled from the target.
-  If target is DIRTY, the water will clean off the target and cause the DIRTY effect to be dispelled.
MAGIC SKILL: DESTRUCTION
SCALING: FROST

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THE DIVINE ARCHETYPE
Divine magic damages a target's Health, heals the caster, and causes the caster to become FAVORED for 10 sec.
-  If caster is FAVORED already, Divine spells also restore Stamina to the caster. The amount restored scales with the level of the Divine magic used.
For Expert/Master Level Divine Spells:
-  If target is CORRUPTED, the target will be cleansed by a divine explosion and the CORRUPTED effect will be dispelled.
MAGIC SKILL: RESTORATION
SCALING: FIRE

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THE BLOOD ARCHETYPE
Blood magic users cause damage to their own health and cause themselves and their target to become BLEEDING for 8 seconds. If the caster is already BLEEDING, then the caster will take increased damage from casting a blood spell.
MAGIC SKILL: DESTRUCTION
SCALING: FIRE

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THE DARKNESS ARCHETYPE
Darkness magic users channel dark spirits into the minds of targets to do damage to health and cause a target to become CORRUPTED. For 12 seconds, the target will have decreased armor and therefore be more vulnerable to attack. This armor reduction effect will last for 12 seconds, even if CORRUPTED is dispelled. When proper conditions are met, these spirits can jump into the bones of the fallen to spawn a Skeletal Mage.
For Expert/Master Level Darkness Spells:
-  If target is BURNING, Darkness spe
lls will spawn a Spirit Skeleton Fire Mage. 
-  If target is CHARGED, Darkness spells will spawn a Spirit Skeleton Shock Mage. 
-  If target is FREEZING, Darkness spells will spawn a Spirit Skeleton Frost Mage.  
The spirit skeletons will survive for 15 seconds an
d are allied with the player. The level of the spirit skeleton will scale with the level of the player. Only 1 spirit skeleton will be allowed at a time. (If the caster of a Darkness spell is not the player, the spirit skeleton will not spawn)
MAGIC SKILL: ILLUSION
SCALING: FIRE

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THE WIND ARCHETYPE
Wind magic staggers or knockbacks a target and causes a target to become WINDSWEPT.
-  When using a low level wind spell, if target is BURNING, the BURNING effect will be amplified and its duration reset to 10 seconds.
-  When using a high level wind spell, if target is BURNING, a fire explosion will occurs on the  target. The BURNING effect will be dispelled from the target
-  If target is DIRTY, the wind spell will blow off the dirt and cause the DIRTY effect to be dispelled from the target.

MAGIC SKILL: DESTRUCTION
SCALING: FROST
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THE ELEMENTAL ARCHETYPE
magic that does fire, frost, and/or lightning damage
MAGIC SKILL: DESTRUCTION
SCALING: MIXED (FROST/FIRE/SHOCK)

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THE SUMMON ARCHETYPE
summon nearly every creature found in Skyrim and then some
MAGIC SKLL: CONJURATION
SCALING: MOST SUMMONS SCALE IN LEVEL WITH THE PLAYER
All summons added by this mod can be interacted with and be dismissed or have their stats viewed dynamically.
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THE TELEPORTATION ARCHETYPE
teleport to cities and targets
MAGIC SKILL: ALTERATION
SCALING: NONE
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THE ARROW ARCHETYPE
shoot arrows from the palm of your hands
MAGIC SKILL: CONJURATION
SCALING: FIRE

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THE TIME ARCHETYPE
slow and manipulate time
MAGIC SKILL: ALTERATION
SCALING: NONE
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THE CURSE ARCHETYPE
an assortment of offensive magic
MAGIC SKILL: ILLUSION
SCALING: NONE
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THE MAGNETISM ARCHETYPE
take metal items and fling them at targets
- If target is CHARGED, metal projectiles fly towards a target significantly faster and do slightly more damage

MAGIC SKILL: ALTERATION
SCALING: SHOCK
some spells require magnetized metal to cast, forge them using steel ingots (requires steel smithing perk)
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VERSION DIFFERENCES

This mod is available for use on PC, XB1, and PS4. There are some differences in the versions released on these platforms.
The differences in the PS4 version arise from Sony's decision to not allow external assets in mods for Skyrim Special Edition.

Xbox One
No differences.

PS4
Massive amount of differences. The mod on PS4 is very different than the mod on PC and XB1.
Please check out the Bethesda.net guide and YouTube for more information on the PS4 version of Magic Evolved.

PERKS AND RELATED CHANGES

As of version 3.0.0, there are no changes to perks by this mod.

UPDATES

Version 4.1.0 
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Version 4.0.0 
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FREQUENTLY ASKED QUESTIONS
Q: Should I use both Magic World and Magic Evolved?
A: No, you should choose only to install one.

Q: How often will this mod be updated?
A: Not very often. However, my main mod Magic World will receive frequent updates. On an irregular and occasional basis, I will take the magic portion of Magic World and upload this content as a Magic Evolved update.

Q: Does this mod edit perks?
A: No.

Q: Is this mod compatible with Apocalypse - Magic of Skyrim?
A: Yes, they work together and both populate vendor lists. This leaves you with many spells to choose from.

Q: Is this mod compatible with mods that change the leveled lists for spell tomes?
A: Yes. Place these mods after Magic Evolved in your load order. Your other spell mods may also edit the vendor lists for spell tomes and overwrite the changes made by this mod. This is okay though - in this scenario, you must purchase spell tomes from the vendor in Dragonsreach. This will be the only place you will be able to buy them. You will, however, be able to use any mod that edits the spell tome lists.

Q: Is this mod compatible with "Insert Perk Mod Here"?
A: Phenderix Magic Evolved should work with every perk mod. However, perks that change anything magic-related may not affect some of the spells added by PME. I have put in great effort to ensure compatibility is maximized! Please let me know if you have any suggestions!

Q: Is this mod compatible with the mod "Spell Research"?
A: As of version 4.0.0, yes. No additional patches or downloads are needed. Support is baked into the main file.

Q: Does this mod have a Mod Configuration Menu?
A: Yes, it does! You must also have SkyUI installed. Many aspects of this mod are configurable using the MCM in-game.

CREDITS
Chevenga for help creating a better text readme! Thank you!
Fg109 for various help creating scripts. Thank you so much!
mcw11 at Bethesda Forums for vendor tome information.
SkyEdit to create esp files before the construction kit came out.
Bethesda Softworks for creating the amazing game that is Skyrim!

Lastly, thank you all for your support and continued suggestions, you have truly helped shape this mod and I hope you like where it is going.


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