Skyrim Special Edition
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About this mod

Completely removes the magicka resource and all vanilla spells. They are replaced with a (pen & paper RPG styled) daily spell slot system, and a brand new list of spells. Pure mages and multiclassed spellswords alike will enjoy fast-paced gameplay with new strategic depth!

Permissions and credits
Changelogs
Wizards & Warlocks
Bring pen-and-paper magic to Skyrim
Features
  • No more slowly recharging magicka! Instead there is a daily spell slot system (details below!)
  • A brand new spell list! There are 120 fresh new spells!
  • New perks and heavily reworked skill trees.
  • Classic pen & paper gameplay comes to life in Skyrim!
  • No more awkwardly waiting for magicka to recharge during combat!

Introduction
Being a wizard is a hard job in Skyrim. They spend a lot of time running around in circles (usually while screaming) as their precious magicka recharges at the snailish speed of smell. They look upon their warrior friends with great envy as they quickly cleave through bossfights with their dragonbone greatswords. Alas, wizards are left to entertain themselves by casting firebolts with all the damage of a moist spitball.

Wizards rejoice! No longer are you shackled to the cruel blue mistress that is magicka! Wizards & Warlocks completely removes magicka and instead uses a daily spell slot system inspired by pen & paper RPGs! It allows for spells with much more bark and a whole lotta bite to replace the vanilla spell list to make sure that each cast feels important and impactful!

What are Spell Slots?
For players who aren't familiar with pen & paper RPGs, spell slots are probably a new concept. Let's break-down how they work:

  • Each spell in W&W has a power level, somewhere between 1-8. We call this power level the "spell level".
    • For example, "Burning Hands" is a simple level 1 destruction spell, but "Ride the Lightning" is an extremely powerful level 8 destruction spell.
  • You, the player, have a certain maximum number of slots available for each spell level, or your "maximum spell slots".
    • You will start with a maximum of only a single level 1 slot. Whenever you level-up and select a magicka bonus your caster level increases by 1! As your caster level increases you'll get more maximum spell slots and eventually unlock higher levels of slots.
  • Casting a spell will cost one slot of the spell's spell level (instead of magicka). If you don't have a current spell slot available of the correct level, you can't cast the spell.
  • Whenever you sleep in a bed for at least 8 hours you will refresh your current spell slots to equal your maximum spell slots!
  • There are a few special level 0 spells, called cantrips. You can always cast cantrips for free!

Still confused? Example time!

Abdel Adrian is an Imperial. He's level 10 and only selected magicka bonuses, so his caster level is also 10! A caster level of 10 gives him a maximum of:
  • 9 level 1 slots
  • 6 level 2 slots
  • 2 level 3 slots
Abdel just woke up from a refreshing 8 hour nap, so his current spell slots are the same as his maximum spell slots!
He sees a wolf and kills it with a fireball, which is a level 3 spell. He now has 1 remaining level 3 spell slot.
He sees another wolf and kills it with another fireball (if it ain't broke don't fix it). He's all out of level 3 spell slots.
An hour later Abdel runs into a dragur lord and panics because he can't cast any more fireballs (spell slots only recovered after resting)! He fires 6 flaming spheres (which are level 2 spells) as quickly as he possibly can. Now he's all out of level 2 spell slots.
Abdel only has 9 level 1 slots remaining, so he casts burning hands (a level 1 spell) which, fortunately, finishes-off the dragur. He's got 8 level 1 slots remaining.
Abdel loots the crypt then runs back into town for an 8 hour nap so that he can recover all of his spell slots! He's got them all back and is ready for the next dungeon!

The Spell List
There are a few "special" effects in certain spells that should be noted:
  • Simple healing spells have been replaced by positive energy and negative energy:
    • Positive Energy heals living creatures and harms undead creatures.
    • Negative Energy harms living creatures and heals undead creatures.
  • Some spells require that targets make a save, or else something bad happens (what that bad thing is is defined in the spell).
    • A target that is the same level (total level, NOT caster level!) as the player has a 50% chance of succeeding at the save, or "making the save".
    • For each level of difference between the player and the target the chance for making the save increases or decreases by 5%.
      • Example: A level 30 player casts Phantasmal Killer (see below) at a level 25 guard. The guard has a 25% of making the save. If he doesn't, he will die.
    • Note that a target will always have at least a 5% chance to make a save.

Below are all of the spells included in W&W. Because of the new spell slot system, these get to have a lot more *oomph* than the vanilla spells.

Cantrips

  • Flare - Alteration - Shoots a harmless sphere of light from the caster's fingertip. Lasts for 180 seconds.
  • Dancing Light - Alteration - Creates a glowing sphere of light that dances around the caster for 180 seconds.
  • Mage Hand - Alteration - Caster points his/her finger at an object and can move it at will. Objects can be thrown for minor damage.
  • Ray of Frost - Destruction - A minor ray of frost that deals 4 points of damage per second to Health and Stamina. Applies a 10% slow to targets. Each cast can only last up to 4 seconds.
  • Clairvoyance - Illusion - Shows the path to the current goal. Can be maintained for up to 10 seconds at a time.
  • Stabilize - Restoration - Channel 6 points of positive energy into the caster's body per second. Concentration can be maintained for up to 5 seconds.

Level 1
  • Oakflesh - Alteration - Improves the caster's armor rating by 40 points for 4 minutes.
  • Tanglefoot - Alteration - Launch a caustic sludge that tangles around the feet of a target. Slows movement by 65% for 8 seconds. The sledge is affected by magical resistance.
  • Bound Dagger - Conjuration - Conjure an extra-planar dagger that deals 6 damage (9 with Mystic Binding). It vanishes after 4 minutes.
  • Soul Trap, Lesser - Conjuration - If target dies within 15 seconds, fills a soul gem.
  • Summon Phantom Wolf - Conjuration - Bind a lesser extra-planar spirit for 3 minutes. The spirit will defend the caster and return to its home plane when its material form is defeated.
  • Burning Hands - Destruction - A cone of searing flame shoots from your fingertips dealing 10 points per second for up to 4 seconds. Targets on fire will continue to burn.
  • Cone of Cold - Destruction - Creates an area of extreme cold, originating at your hand and extending outward in a cone for up to 4 seconds. It drains heat dealing 10 points of damage per second to Health and Stamina. Applies a 50% slow to targets.
  • Lightning Storm - Destruction - Release a torrent of electrical energy that deals 10 points of shock damage to Health and Magicka per second for up to 4 seconds.
  • Blood Leech - Destruction - (Vampire only) Coerce droplets of blood to leave a mortal victim's veins and absorb them into your own blood stream. Leeches 6 points of health per second up to 5 seconds.
  • Earwig - Illusion - Silently create an illusory noise at a target location within 250 feet. Can distract nearby enemies.
  • Heroism, Minor - Illusion - Imbues a single living target with bravery. Subject will not flee from combat and gets 25 extra health and stamina for 60 seconds.
  • Shadow - Illusion - Silently create a minor refractive field around the caster for 2 minutes. While in effect light harms the caster's sneaking 40% less than normal.
  • Cure Wounds, Light (self/touch) - Restoration - Caster quickly channels 30 points of positive energy into his/her body or the body of a target.
  • Inflict Wounds, Light (self/touch) - Restoration - Caster quickly channels 30 points of negative energy into his/her body or the body of a target.
  • Protection from Evil - Restoration - Create a buffer of positive energy around the caster for 2 minutes. Resists the first 5 damage of any physical attack by undead attackers.

Level 2
  • Detect Life, Lesser - Alteration - Silently detect the positive energy signatures of living creatures within 40 feet. Lasts for 1 minute.
  • Waterbreathing - Alteration - The caster can breathe water freely for 5 minutes.
  • Bound Sword - Conjuration - Conjure an extra-planar sword that deals 10 damage (13 with Mystic Binding). It vanishes after 4 minutes.
  • Summon Flame Atronach - Conjuration - Summon a flame atronach for up to 3 minutes.
  • Reanimate Dead, Lesser - Conjuration - Reanimate a corpse of up to level 6 that will fight for you for 4 hours.
  • Flaming Sphere - Destruction - A burning globe of fire that creates intense heat at its point of impact dealing 65 points of damage. Targets will burn for additional damage.
  • Ice Spear - Destruction - Materialize a sharp fragment of pure cold energy that leaps away from your fingertip. Upon contact with a target it deals 60 points of frost damage to Health and Stamina and applies a 50% slow for 3 seconds.
  • Lightning Bolt - Destruction - Release a powerful stroke of electrical energy that deals 60 points of shock damage to Health and half of that to Magicka.
  • Cause Fear, Lesser - Illusion - Creatures and people up to level 10 flee from combat for 30 seconds.
  • Mad Hallucination, Lesser - Illusion - A single living subject up to level 7 will attack anything nearby for 30 seconds.
  • Shadow Weapons, Lesser - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 2 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.
  • Vanish - Illusion - Silently bend light around the caster while he/she concentrates, effectively becoming invisible. Focus can be maintained for up to 15 seconds.
  • Cure Wounds, Moderate (self/touch) - Restoration -  Caster quickly channels 65 points of positive energy into his/her body or the body of a target.
  • Inflict Wounds, Moderate (self/touch) - Restoration -  Caster quickly channels 65 points of negative energy into his/her body or the body of a target.
  • Spell Shield, Lesser - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 60 points of damage. Lasts for up to 8 seconds.

Level 3
  • Detect Undead, Lesser - Alteration - Silently detect negative energy signatures of undead within 40 feet. Lasts for 1 minute.
  • Stoneflesh - Alteration - Improves the caster's armor rating by 60 points for 4 minutes.
  • Hold Person, Touch - Alteration - Briefly solidify the vital fluids in a target humanoid's body with a touch. Living humanoids are held rigidly for 3 seconds. The duration is modified by magicka resistance.
  • Soul Trap - Conjuration - If target dies within 30 seconds, fills a soul gem.
  • Fireball - Destruction - Generates a glowing bead of fire that streaks from the caster's finger. Detonates upon contact with an object in a fiery explosion for 80 points of damage in a 15 foot radius. Victims will continue to burn for additional damage.
  • Cold Ice Strike - Destruction - Creates a shredding flurry of ice slivers, which blast from the caster's hands in a sphere. The slivers deal 80 points of frost damage to Health and Stamina to those within 20 feet of the caster. Applies a 50% slow for 5 seconds.
  • Bloody Tears - Destruction - (Vampire only) Propel an orb of your cursed blood to burn through the veins of your mortal victim and return to you with vital essence. Drains 60 points of health.
  • Forbid Violence, Lesser - Illusion - Living subjects up to level 10 will obey your command to refrain from violence for 30 seconds. Aggression toward the subject will negate this effect.
  • Heroism - Illusion - Imbues all living targets in a 30 foot radius with great bravery. Targets will not flee from combat and get 50 extra health and stamina for 60 seconds.
  • Muffle - Illusion - You move more quietly for 3 minutes.
  • Cure Wounds, Serious (self/touch) - Restoration -  Caster quickly channels 100 points of positive energy into his/her body or the body of a target.
  • Inflict Wounds, Serious (self/touch) - Restoration - Caster quickly channels 100 points of negative energy into his/her body or the body of a target.

Level 4
  • Detect Life - Alteration - Silently detect the positive energy signatures of living creatures within 100 feet. Lasts for 1 minute.
  • Ironflesh - Alteration - Improves the caster's armor rating by 80 points for 4 minutes.
  • Dismissal - Conjuration - Forcefully send any daedric creature back through the jaws of Oblivion.
  • Reanimate Dead - Conjuration - Reanimate a corpse of up to level 14 that will fight for you for 4 hours.
  • Summon Frost Atronach - Conjuration - Summon a frost atronach for up to 3 minutes.
  • Soul Trap, Greater - Conjuration - If target dies within 90 seconds, fills a soul gem.
  • Combustion - Destruction - Sets a single target within 200 feet ablaze dealing 120 fire damage over 3 seconds.
  • Static Discharge - Destruction - Electrify a single target within 100 feet dealing 100 electrical damage and half of that to magicka. This spell can be cast quickly.
  • Cause Fear - Illusion - Creatures and people up to level 20 flee from combat for 24 seconds.
  • Mad Hallucination - Illusion - A single living subject up to level 14 will attack anything nearby for 24 seconds.
  • Shadow Weapons - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 5 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.
  • Cure Wounds, Critical (self/touch) - Restoration - Caster quickly channels 140 points of positive energy into his/her body or the body of a target.
  • Inflict Wounds, Critical (self/touch) - Restoration - Caster quickly channels 140 points of negative energy into his/her body or the body of a target.
  • Spell Shield - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 90 points of damage. Lasts for up to 10 seconds.

Level 5
  • Blood Clot - Alteration - Enhance the caster's blood to momentarily harden like stone at points of trauma. Resists the first 10 points of damage from each incoming physical attack for 5 minutes.
  • Detect Undead - Alteration - Silently detect negative energy signatures of undead within 100 feet. Lasts for 1 minute.
  • Maze - Conjuration - Temporarily banish a target to a labyrinth of Oblivion. The victim will find their way out in 18 seconds.
  • Soul Prison - Conjuration - Binds the souls of all subjects within 40 feet. If targets die within 120 seconds, fills a soul gem.
  • Chain Lightning - Destruction - Creates a devastating electric discharge that deals 120 points of shock damage to Health and half of that to Magicka to hostile targets within 40 feet of a point.
  • Savos' Transformation - Destruction - Caster imbues him/herself with raw destructive power and becomes a fighting machine. Increases health and stamina by 100. Caster swings weapons twice as fast but cannot use magic while transformed. Lasts for 60 seconds.
  • Forbid Violence - Illusion - Living subjects up to level 20 will obey your command to refrain from violence for 24 seconds. Aggression toward the subject will negate this effect.
  • Phantasmal Killer - Illusion - Silently create a phantasm of the most horrid creature imaginable in the mind of a single target within 150 feet. It must save to disbelieve the phantasm or suffer a lethal heart attack. Dragons, undead, and machines are immune to this spell.
  • Energy Buffer - Restoration - Surrounds the caster with a potent aura of energy negation. Resists the first 10 points of fire, frost, or shock damage from each incoming hostile spell for 3 minutes.
  • Undeath to Death - Restoration - Launch a ball of holy energy. Struck undead suffer 100 points of magical damage and must save or be instantly slain.

Level 6
  • Detect Life, Greater - Alteration - Silently detect the positive energy signatures of living creatures within 200 feet. Lasts for 1 minute.
  • Ebonyflesh - Alteration - Improves the caster's armor rating by 100 points for 4 minutes.
  • Gravity Bow - Conjuration - Conjure a potent longbow that deals 14 damage (18 with Mystic Binding). The bow uses equipped arrows, but does not consume them. Targets hit by the bow must save or be stumbled. The bow vanishes after 2 minutes.
  • Reanimate Dead, Greater - Conjuration - Reanimate a corpse of up to level 24 that will fight for you for 4 hours.
  • Summon Storm Atronach - Conjuration - Summon a storm atronach for up to 3 minutes.
  • Frozen Fist - Destruction - Create a powerful shard of ice that explodes in a 30 foot radius for 170 points of damage and half of that to stamina. Slows targets by 50% for 4 seconds.
  • Telefrag - Destruction - Rip a target apart by teleporting inside its innards. Deals 220 unresistable damage to the target. If it survives, the caster takes 100 unresistable damage. Target must be within 200 feet.
  • River of Red - Destruction - (Vampire only) Eject a more potent blood orb that shatters on impact and drenches all mortals within a 20 foot radius. Drains 75 points of health from each victim.
  • Cause Fear, Greater - Illusion - Creatures and people up to level 30 flee from combat for 18 seconds.
  • Mad Hallucination, Greater - Illusion - A single living subject up to level 21 will attack anything nearby for 18 seconds.
  • Shadow Weapons, Greater - Illusion - Others perceive the casters' weapons as more deadly than they truly are. Adds 8 points of damage to the base damage of all weapons (and fists). Does not stack with other shadow weapon spells. Lasts for 2 minutes. This spell is silent.
  • Heal (self/touch) - Restoration - Caster quickly channels 250 points of positive energy into his/her body or the body of a target.
  • Harm (self/touch) - Restoration - Caster quickly channels 250 points of negative energy into his/her body or the body of a target.
  • Spell Shield, Greater - Restoration - Creates a barrier of pure force that harmlessly dissipates any incoming hostile magics. It will break after absorbing 120 points of damage. Lasts for up to 12 seconds.

Level 7
  • Mantle - Alteration - Confers complete invulnerability to physical damage for 12 seconds. The spell's short duration and low cast time lend itself to being cast in the thick of battle.
  • Detect Undead, Greater - Alteration - Silently detect negative energy signatures of undead within 200 feet. Lasts for 1 minute.
  • Chaos Hammer - Conjuration - Borrow the power of Sheogorath to conjure a dremora wielding a terrible hammer of pure chaotic energy. It will strike the earth, propelling creatures in a 40 foot radius into the air dealing 180 magical damage that bypasses wards.
  • Maze, Mass - Conjuration - Temporarily banish all targets within 25 feet of a point to a labyrinth of Oblivion. Targets will find their way out in 18 seconds.
  • Disintegrate - Destruction - A thin, green ray springs from the caster's pointing finger. Any creature touched by the ray takes 300 points of magical damage. If it dies, it is entirely disintegrated.
  • Repulsion - Destruction - Create an aura of powerful force that extends for 30 feet around the caster and lasts for 20 seconds. Hostile targets entering the aura take 50 force damage. They must also save or be violently thrown a great distance. Targets are immune to repulsion for 20 seconds after being affected.
  • Forbid Violence, Greater - Illusion - Living subjects up to level 30 will obey your command to refrain from violence for 18 seconds. Aggression toward the subject will negate this effect.
  • Power Word: Stun - Illusion - Caster silently utters a single word of power which instantly petrifies any target creature for 15 seconds. Only affects targets with 350 health or less. This spell cannot otherwise be resisted.
  • Jagar Tharn's Horrid Wilting - Restoration - Evaporate water from hostile, living targets causing flesh to crumble to dust. Deals 200 magical damage to targets within 35 feet of a point and increases all physical damage they take by 25% for 10 seconds.
  • Sunburst - Restoration - Launch a globe of holy radiance that explodes in a 50 foot radius. Affected undead take 220 points of positive energy damage. Vampires must also save or be burned to ash.

Level 8
  • Timestop - Alteration - This spell seems to make time cease to flow for everyone but you for 18 seconds. In fact, you speed up so greatly that all other creatures seem frozen. The caster and his/her actions will not be noticed during this time.
  • World Wave - Alteration - Caster causes any sort of natural terrain to surge beneath his/her feet and safely propel him/her over great distances for 3 minutes. Only works while outdoors.
  • The Black Blade of Disaster - Conjuration - Create a blade-shaped, ultra-thin planar rift that acts as an incredibly powerful sword for 3 minutes. The rift deals 20 damage each hit (24 with Mystic Binding) and ignores all armor and cannot be blocked. The wielder regains 2 health each second. Each hit has a 15% chance to steal 20 health from the victim.
  • Vengeance - Conjuration - Infuse all corpses within 60 feet of the caster with negative energy and a hatred of life. They arise as Corrupted Wraiths which will attack all other living targets for 3 minutes or until defeated. Wraiths do not count toward the summoning limit.
  • Meteor Swarm - Destruction - Create 4 massive flaming stones that streak from the sky to impact a target location. Each stone explodes for 75 points of fire damage in 50 feet. This spell can harm the caster. Only works outdoors.
  • Heart of Ice - Destruction - Embody the power of elemental frost for 12 seconds. Radiate 25 points of damage to health and stamina each second to all targets within 35 feet and slow them by 50%. Caster resists 80% of frost damage for the duration.
  • Ride the Lightning - Destruction - Transform into pure electricity to instantly materialize at a target point up to 120 feet away. Deals 90 electrical damage to health and half as much to magicka to all targets within 30 feet of the point. Can be recast two additional times in a short window in which the caster's reflexes are greatly heightened.
  • Dhaunayne's Torment - Destruction - (Vampire only) Curse mortals with the suffering once known by the Aundae Clan. Victims within 25 feet of this unholy orb are drained of 30 health and stamina each second for 6 seconds.
  • Power Word: Kill - Illusion - Caster silently utters a single word of power which instantly kills or destroys a target creature. Only effective against creatures with 300 current health or less. This spell cannot otherwise be resisted.
  • Weird - Illusion - Silently create phantasms of the most horrid creatures imaginable in the minds of hostile targets within 30 feet. Each subject must save to disbelieve the phantasms or suffer a lethal heart attack. Success still causes petrification by fear for 5 seconds. Dragons, undead, and machines are immune to this spell.
  • Consecrate - Restoration - Blesses the surrounding 40 foot area with positive energy. Creatures on the blessed ground receive 25 points of positive energy per second. Blessing lasts for 10 seconds.
  • Desecrate - Restoration - Imbues the surrounding 40 foot area with negative energy. Creatures on the profaned ground receive 25 points of negative energy per second. Curse lasts for 10 seconds.
  • Spell Immunity - Restoration - Renders the caster completely immune to magical damage of any kind for 8 seconds. The low casting time and duration of this spell lend it to being cast in the thick of battle.

Caster Level Table
Below is a table that shows how many maximum spell slots a character with a certain caster level will have.
Characters begin at caster level 1. Each time you select a magicka bonus at level-up, your caster level increases by 1.
  • 01:  1 / 0 / 0 / 0 / 0 / 0 / 0 / 0
  • 02:  2 / 0 / 0 / 0 / 0 / 0 / 0 / 0
  • 03:  3 / 0 / 0 / 0 / 0 / 0 / 0 / 0
  • 04:  4 / 0 / 0 / 0 / 0 / 0 / 0 / 0
  • 05:  5 / 1 / 0 / 0 / 0 / 0 / 0 / 0
  • 06:  6 / 2 / 0 / 0 / 0 / 0 / 0 / 0
  • 07:  7 / 3 / 0 / 0 / 0 / 0 / 0 / 0
  • 08:  8 / 4 / 0 / 0 / 0 / 0 / 0 / 0
  • 09:  9 / 5 / 1 / 0 / 0 / 0 / 0 / 0
  • 10:  9 / 6 / 2 / 0 / 0 / 0 / 0 / 0
  • 11:  9 / 7 / 3 / 0 / 0 / 0 / 0 / 0
  • 12:  9 / 8 / 4 / 0 / 0 / 0 / 0 / 0
  • 13:  9 / 8 / 5 / 1 / 0 / 0 / 0 / 0
  • 14:  9 / 8 / 6 / 2 / 0 / 0 / 0 / 0
  • 15:  9 / 8 / 7 / 3 / 0 / 0 / 0 / 0
  • 16:  9 / 8 / 7 / 4 / 0 / 0 / 0 / 0
  • 17:  9 / 8 / 7 / 5 / 1 / 0 / 0 / 0
  • 18:  9 / 8 / 7 / 6 / 2 / 0 / 0 / 0
  • 19:  9 / 8 / 7 / 6 / 3 / 0 / 0 / 0
  • 20:  9 / 8 / 7 / 6 / 4 / 0 / 0 / 0
  • 21:  9 / 8 / 7 / 6 / 5 / 1 / 0 / 0
  • 22:  9 / 8 / 7 / 6 / 6 / 2 / 0 / 0
  • 23:  9 / 8 / 7 / 6 / 6 / 3 / 0 / 0
  • 24:  9 / 8 / 7 / 6 / 6 / 4 / 0 / 0
  • 25:  9 / 8 / 7 / 6 / 6 / 5 / 1 / 0
  • 26:  9 / 8 / 7 / 6 / 6 / 6 / 2 / 0
  • 27:  9 / 8 / 7 / 6 / 6 / 6 / 3 / 0
  • 28:  9 / 8 / 7 / 6 / 6 / 6 / 4 / 0
  • 29:  9 / 8 / 7 / 6 / 6 / 6 / 5 / 1
  • 30:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 2
  • 31:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 3
  • 32:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 4
  • 33:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 5
  • 34:  9 / 8 / 7 / 6 / 6 / 6 / 6 / 6

Perks
W&W adds many new perks and redesigns existing ones to properly balance the new spell list. Of note is that the vanilla novice/apprentice/adept/expert/master perks have been replaced with new perks that give bonus spell slots specifically for a certain school.

For example, if you have 6 level 4 spell slots and a bonus level 6 destruction slot, you can cast 7 level 6 spells as long as one of them is a destruction spell! You can have a bonus slot of each level for each school for a total of 40 extra daily spells!

Races
The most magical of the races have been modified to play nicely with W&W:

High Elves

  • Receive Bonus spell slots:
    • 2x level 1 slots
    • 1.5x level 2 slots (rounded down)
    • 1.25x level 3 slots (rounded down)
  • 50% vulnerability to shock
  • 25% vulnerability to magicka effects (such as paralysis)

Bretons
  • Healing effects are 15% stronger on you from both potions and spells (great for holy paladin characters!)

Smaller Tweaks

Vamprism
Vampire players get four bonus destruction spells of levels 1, 2, 6, and 8. Going without blood will remove the highest remaining spell from your list for each stage of progression.

This may cause W&W to conflict with other vampire mods, so some quality of life changes have also been added:
  • Weakness to sun and fire increase as hunger progresses.
  • Resistance to frost decreases as hunger progresses.
  • Fire/frost weakness/resistance numbers have been slightly changed.
Generally, a vampire gets weaker as they hunger. Remember to eat breakfast every day!

Quests
Quests (and quest rewards) have been modified to use W&W spells instead of vanilla spells. Sometimes odd changes had to be made to ensure that a save never soft locks, such as giving the player a temporary ward cantrip during Tolfdir's lesson.

Potions
Vanilla restore magicka potions have been modified to restore spell slots (up to your maximum number). Player-made potions have not been modified and have no usefulness beyond being sold.

Installation & Instructions

Requirements
W&W does not require anything other than a legitimate version of Skyrim: Special Edition (standard edition will not work). You do not need the script extender, although W&W will still function if you have it.

Instructions
Simply drop the .esp and .bsa files into your SKSE\Data folder and mark the mod as "enabled" the next time you start Skyrim.
W&W should most likely be loaded directly after any "patch" mods you have (like the Unofficial Skyrim Patch). If you find that you're unable to start a new game, try moving W&W closer to the top of your load order.

New Characters
It is recommended that you only use W&W with new characters. Using characters made before W&W was installed is not officially supported, however it will probably work with a bit of effort. Be sure to use the "Remove Spells" power to remove any non-W&W spells your character has (see below).

Compatibility
W&W is not compatible with other mods that add new spells. Non-W&W spells will not function with the spell slot system and will consume magicka normally. Keeping those spells will cause your character to be incredibly overpowered.

W&W might not be compatible with mods that modify magical perk trees.

W&W might not be compatible with mods that modify vamprism. If you experience an issue with such a mod, try swapping the relative order of W&W and the conflicting vamprism mod.

W&W may have minor conflicts with mods that modify the starting quest, however these conflicts should not greatly impact gameplay. For example, loading W&W with Live Another Life will cause races that begin with spells to not have those spells. Load such mods AFTER W&W.

Uninstalling
W&W has an in-game power that allows you to uninstall the mod, removing all W&W spells from your inventory. If you do uninstall, be sure that you get rid of all W&W spell tomes manually. Uninstalling will allow you to play your W&W character with either another magic mod or vanilla Skyrim.

Issues & Oddities

Most magicka-related effects have not been modified (such as "destruction spells cost X% less, or increase max magicka by Y). This increases W&W's compatibility with other mods but makes these items only use to be sold.

Very rarely you may encounter a vanilla spell tome in the world. You can either drop the tome or remove the spell from your list via the "Remove Spells" power. This may often be caused by conflicting mods.

When casting a spell without the necessary spell slot, some or all of the spell's visual effects may still occur.