Skyrim Special Edition

About this mod

The College of Winterhold is expanding! Visit 6 new custom Halls and learn forgotten spells from past eras. Access trainers, vendors, crafting facilities and more. Discover the lore behind the new locations, meet the characters and learn about their research in the arcane arts.

Now Released: Citizen Mage!

Permissions and credits
**I'm only an amateur modder who is too ambitious, and sometimes I bite more than I can chew.



REQUIRES:
Skyrim Special Edition (Including ALL DLC - Dawnguard, Hearthfire and Dragonborn are all referred to in this mod).

With this MOD, joining the College grants you access to their newly opened Guild Halls in various Holds, with more trainers, merchants, spells and training facilities. Read about the creation of each Halls and learn about the research that led to the discovery of new spells. 

Included:

- 6 new custom Guild Halls for the College of Winterhold, following their Holds lore. Each has its own specialized school of magic. 
- 12 lore-friendly spells spread across 5 schools, tested and working.
- Must be a member of the College for access to beds and supplies, anyone can visit. Thieves are NOT welcome... 

The new spells, coming back from the 2nd and 3rd era, for each school added:

- Summon Bear (Conjuration)
- Conjure Spriggan (Conjuration)
- Conjure Skeletal Mage (Conjuration)
- Cure Disease (Restoration)
- Ice Volley (Destruction)
- Fade Other (Illusion)
- Night Eye (Illusion)
- Eyes of Eventide (Illusion)
- Charm (Illusion)
- Buoyancy (Alteration)
- Feather (Alteration)
- Pack Mule (Alteration)

All spells have been tested and work as intended.

FUTURE PLANS:

- Adding the True Nords Faction as an optionable "DLC" to the mod: a Faction of Nord enemies to the College, with an unmarked quest to deal with their leader. (In progress)

CHANGELOG:

Update Released on June 6th (3.5.4)

- Added small unmarked "quests" that can be completed in all Halls but Riften's. The quest can be found / figured out thru journals or diaries, and come with their reasoning according to the Halls specialization.
- The Alchemical Compendium (for Falkreath) comprises ALL the Reagents in Skyrim (DLC included), the ones from CC Rare Curios, and some from Oblivion with their modifiers, for lore reason (and potential presence in the Beyond Series).
- Row boat at Hall of Solitude will now allow you to cross the water without the need for a swim.
- Adjusted the values of the Feather and Pack Mule spells for balance / QoL.
- Added a fire pit atop of Windhelm's Hall, and some cosmetic items in the Hall itself.

Update Released on May 4th (3.5.3 and DLC 1):

- Bug fix and repackaged archive with Lip, Wav and Fuz.
- Optional File Release: Citizen Mage! 

New travelling Mages roam the roads of Skyrim, out on College business. Studying, working on deliveries for the new Guild Hall, visiting merchants and relaxing at taverns. While they're busy on College Duty and won't have much to say to you, they will assist any College member should danger arise... And danger is on its way...


*Not recommended for play without ICMF.

Update to SSE V2.0 (Dec. 31, 2016):

- Fast-White-Clouds now has extended dialog. The quest he gave is no longer in your quest log. It's simply a hint to the quest locations, up to you to go and visit, and if need be, clear the trouble.
- Aranthil now has more conversation options, including clues about the schools location or their specifications, on occasion.

Update to SSE version 3.0 


3.4: Added a traveling mage between Falkreath and Whiterun's school. New beverage vendor outside of Whiterun's school. Added the voicefiles for character dialogue.

3.3: Cleaned out the textures from other mods, exported the files from a clean install of Skyrim, purified the download files.

3.2: Yet another attempt at exporting the Facegen and fix the brownface bug. Also added: journals! We have 2 entries of journals by 2 of the new schools' leader, detailing how they created their new spells, and how the school came to be.