Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

User_24636339

Uploaded by

User_24636339

Virus scan

Safe to use

Tags for this mod

About this mod

This mod adds to the magic system by adding in new spells and tweaking certain aspects of the game.

Requirements
Permissions and credits
Changelogs
Overview

Purpose: The purpose of this mod is to change up the magic system in Skyrim by adding spells and modifying items but comes in modules to allow for flexibility and high comparability. The spells are intended to be balanced and logical, however they are not intended to be lore friendly, but they do not feel alien to the world of Tamriel.
Spell Location: The spells are integrated into the levelled lists so they can be found on merchants, and are found exactly the same way as default spells.
Requirements: Both the Dawnguard and Dragonborn DLCs are required for all three modules, as all 2 make changes or add new content based on these DLC's assets.
Installation: To install this mod simply, place contents into the data folder, or install using a mod manager such as MO2, NMM or Vortex. Installation is a simple as clicking install, as the mod does not come with a mod installer menu.
Compatibility: This mod comes in 2 modules to allow for more compatibility between other mods. This mod aims to change 2 aspects - spells and modifying existing items. Each has their own .esp plugin. The new spells should be compatible with perk overhauls such as Ordinator as they have vanilla keywords and do not use any external non recognised assets, however i cannot guarantee this.
Load Order:  The load order is dependent upon your specific setup however the 
plugin should be placed below .esm files, but generally if you want this mod's content to take priority over another mod place it after that mod, and vice versa.
Known Issues: One issue is that the spells added by this mod are able to level the player's skill up even when not in combat (will be fixed next update).

____________________________________________________________________________________________________________

Tweaks
Spells:
  • All wards cost 50% less to cast.
  • Candlelight lasts for 5 minutes.
  • Magelight lasts for 5 minutes.
  • All armor spells last for 2 minutes.
  • Firestorm now does damage increments of - 150,125,100, but costs 25% more.
  • Blizzard does 35 damage per second for 15 seconds, but costs 20% more.
  • Lightning storm does 100 damage per second, but costs 15% more.
  • Soul trap lasts for 2 minutes.
  • All bound weapons last for 5 minutes, but costs 50% more.
  • All master spell tomes for each school of magic costs 150% more.
  • Dragonhide spell lasts for 1 minute and costs 20% less.
Clothing:
  • Morokei mask now considered clothing and has 0.00 armor rating.
  • Archmage robes (hooded) now counts as hair as well, (cannot equip Morokei and hooded robes).
  • Archmage robes (hooded) - All spells cost 25% less, 175% magicka regeneration and + 100 magicka.
  • Archmage boots increases resistance to fire,frost and shock by 25%.
  • Archmage robes increases magicka regeneration by 150%, + 75 magicka and decreases all spell cost by 15%.
  • All Archmage items have had their values increases based on their enchantment value.
  • Savos's Amulet increases magicka by 75 points.
  • Monk robes increases magicka regeneration by 50%, and decreases restoration spell cost by 15%.
  • Hooded Monk robes increases magicka regeneration by 50%, decreases restoration by 15% and increase magicka by 25 points.
  • Monk boots increase poison and disease resistance by 5%.
  • Vaermina robes reduce illusion cost by 15%, and increase magicka regeneration by 75%.
  • Renames all dragon priest masks to the format [mask name] + 's mask.
  • Renames Archmage boots to be 'Archmage's boots'.
  • Renames Archmage robes (hooded) to 'Hooded Archmage robes'.
Weapons:
  • Staff of Magnus now has 10,000 enchantment charge.
____________________________________________________________________________________________________________________

Spells

Alteration:

Resistance Spells:

  • Resist Fire Rank I - Increases the player's resistance to fire damage by 20% for 1 minute.
  • Resist Fire Rank II - Increases the player's resistance to fire damage by 40% for 1 minute.
  • Resist Fire Rank III - Increases the player's resistance to fire damage by 60% for 1 minute.
  • Resist Fire Rank IV - Increases the player's resistance to fire damage by 80% for 1 minute.
  • Resist Fire Rank V - Increases the player's resistance to fire damage by 100% for 1 minute.

  • Resist Frost Rank I - Increases the player's resistance to frost damage by 20% for 1 minute.
  • Resist Frost Rank II - Increases the player's resistance to frost damage by 40% for 1 minute.
  • Resist Frost Rank III - Increases the player's resistance to frost damage by 60% for 1 minute.
  • Resist Frost Rank IV - Increases the player's resistance to frost damage by 80% for 1 minute.
  • Resist Frost Rank V - Increases the player's resistance to frost damage by 100% for 1 minute.

  • Resist Shock Rank I - Increases the player's resistance to shock damage by 20% for 1 minute.
  • Resist Shock Rank II - Increases the player's resistance to shock damage by 40% for 1 minute.
  • Resist Shock Rank III - Increases the player's resistance to shock damage by 60% for 1 minute.
  • Resist Shock Rank IV - Increases the player's resistance to shock damage by 80% for 1 minute.
  • Resist Shock Rank V - Increases the player's resistance to shock damage by 100% for 1 minute.

  • Resist Poison Rank I - Increases the player's resistance to poison damage by 20% for 1 minute.
  • Resist Poison Rank II - Increases the player's resistance to poison damage by 40% for 1 minute.
  • Resist Poison Rank III - Increases the player's resistance to poison damage by 60% for 1 minute.
  • Resist Poison Rank IV - Increases the player's resistance to poison damage by 80% for 1 minute.
  • Resist Poison Rank V - Increases the player's resistance to poison damage by 100% for 1 minute.

Protection Spells:

  • Armorer Rank I - Increases a target's armor rating by 20 points for 2 minutes.
  • Armorer Rank II - Increases a target's armor rating by 40 points for 2 minutes.
  • Armorer Rank III - Increases a target's armor rating by 60 points for 2 minutes.
  • Armorer Rank IV - Increases a target's armor rating by 80 points for 2 minutes.
  • Armorer Rank V - Increases a target's armor rating by 100 points for 2 minutes.

Restoration:

Protection Spells:

  • Expert Ward - Increases armor rating by 100 points and negates up to 100 points of spell damage or effects.
  • Master Ward - Increases armor rating by 150 points and negates up to 120 points of spell damage or effects.