Experience gameplay focused on combos and synergy. Lessen the need for menus or hotkeys through a system where swapping spells and weapons is streamlined and rewarding. Continue the fight at 0 magicka by using new spell types. Enjoy a plethora of new sounds and visual effects. Grow in power by playing skillfully, not just from levels and gear.
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- Opening the Spellsiphoning book for the first time now gives you a confirmation window if you want to start up the mod or not. Curious users who got the mod via a modpack would sometimes start the mod unintentionally, leading to confusion and most likely a disabled tutorial which wasnt helping anyone :D - Opening the book again to change your tutorial preferences will now grant a popup immediately instead of waiting until you close the inventory. This popup also now contains the option to "Keep previous choice" so you dont accidentally end an ongoing tutorial and have to start it over from scratch. - Removed the small amount of magicka that Draw was sneakily draining from enemies hit - Removed the school property on all cooldown effects, fixing the issue of some other mods increasing their duration - Fixed a typo on the Elemental Binding II cooldown descriptions
Version 5.26
- Fixed an issue where imbued weapon warding and shout refocus would stop functioning after transforming to and from werewolf or vamp lord form - Fixed an issue where being imbued would cause perks triggered by power attacks (like Ordinator's Smite) to function incorrectly or not at all - Fixed an issue where you couldnt complete the "hit with a weapon while imbued" objective if you were using a Bound Weapon - Fixed an issue where Element Reflections could be cast if you just held them down long enough and where they could let you enter a slightly bugged state if Reshaping while holding them. Also changed them to one-handed cause they just looked bugged when 2 handed
Version 5.25
- Increased Spell Focus delay by 0.3s (the time before auto-returning to Draw/Ward after casting an external spell). This solves the issue that self-targeted charge&release spells like Fast Healing could not be casted several times in a row before auto-returning cause their post-cast animation was too long to start a new cast in time. It also makes chain-casting aimed spells like Firebolt easier. The downside is ofc the slightly less responsive return to Draw/Ward after casting a single spell.
Version 5.24
- Fixed a bug introduced in 5.22 that prevented Bound Weapons from granting Conjuration XP on hit. They should now be doing this again. Note that Spellsiphon Bound Weapons do NOT grant XP on summoning in combat like vanilla ones do. It's only on hit and on a 3-second interval so using faster weapons wont give faster XP.
Version 5.23
(Reupload note: Fixed a text mistake in the FOMOD)
- Bound Arrows are now optional for both the SE/AE and Enderal editions of the mod. You can choose if you want them or not in the FOMOD. - Fixed a compatibility issue with Vigor where you would get Spellsiphon Imbued wards for free on every swing. - Fixed some harmless papyrus error messages introduced in 5.22 - Changed the description on Bound Weapon Reflections to avoid possible misinterpretation.
Version 5.22
WARNING (again): - Due to some removed quest stages and objectives, all ongoing Spellsiphon quests will reset when updating to 5.22! - Due to significant changes to the MCM, it will need to re-initialize when you load your game, you may need to wait a little before you see the new one and the old one may linger next to it in the list for a while.
(5.19, 20 and 21 were quickly replaced due to various hotfixes so I've now moved all those notes into this version)
Summary of the most important notes below (TLDR): - It's now smoother to play with Bound Weapons often without triggering accidental Discharges - You can now keep your Imbued effect while Bound Weapons are out - Imbue now lasts forever instead of just 1 hour. - The "Ward only" and "Imbued Parry Only" etc. Presets are now easier to access, easier to use and easier to understand and will appear on the MCM "frontpage"
= Changes to Discharge =
From now on, your Discharge element will be decided when you *summon* your weapon. As you cast Bind (or reshape your weapon to a secondary one), you will get a new "Weapon Element" effect, dictated by your attunement at that time. This effect will not change until you summon a new weapon. When you Discharge, it's the Weapon Element and not your Attunement that decides which Discharge you get (the weapon glow color will show you the Weapon Element if you've been switching attunements and forget).
This shouldnt have much of an impact on normal Spellsiphon rotations where you just summon and discharge immediately but people who use Bound Weapons extensively will benefit greatly from this change (after an initial adaption period). You can now cast, weave and fully utilize Spellsiphon with your Bound Sword/Dagger out, without being forced to Discharge. "Purge Attunement" did help with this before but since every cast would re-attune you it still didnt really work to play like this. Until now. Purge is still there btw, but it works on the Weapon Element instead of your Attunement. When you summon your weapon, you can now immediately purge it to save your Discharge for later then just draw, cast, bind and swing your Bound Sword to your hearts content. Once you're ready to Discharge, just reshape to your secondary weapon to apply the Weapon Element again and go to town. Once you have Discharged once, the Weapon Element will be gone. If you wish to use both your Discharges back-to-back, you can reshape to your secondary weapon to regain the Weapon Element and Discharge again.
Note that this means your Attunement will no longer get dispelled ever.
= Changes to the Imbue system =
The Discharge change also impacts how Imbue interacts with Bound Weapons. Previously it would get disabled while they were summoned since the Attunement effect they grant would be applied simultaneously as the Discharge which caused logical ambiguity on which Discharge would occur. Now that that's no longer a problem, Imbued elements will simply work fully, Bound Weapon or no. So you can now Power Attack parry with Bound Weapons too. And weave with them, alternating swings and casts.
Since Bound Weapons can now be imbued and gain the "Resonance" effect (granting Woven Power on hit) from that, they no longer cause "Resonance" themselves. This is to keep them on par with physical weapons and remove unnecessary complexity.
Imbued effects are now *permanent* rather than limited to 1 hour. You never need to refresh them unless you want to switch element. If you want to remove them, there is now a new option in the Research book and the MCM to clear any active Imbued element.
= MCM Restructured again, standalone modules (previously called Presets) are now easier to use =
After the recent 5.18 patch i wasnt quite happy with the MCM layout and have once again reshuffled it a bit. Most notably, the Presets menu is gone and replaced with a starter-menu (first one you see when you open the MCM) that has the standalone modules listed. These are:
- Ward: Allows learning the Ward spell individually, without the rest of the mod features. Next to it is a setting for selecting the hand the Ward should appear in (you wont be using Reverse in this simplified version) and a setting for re-equipping Ward after other spell use (Spell Focus but without having to dig into the menus for it). Alongside the Ward spell, you will also be granted Bind as an alternate way to equip it. - Parry system: Allows you to turn on the Spellsiphon Power-attack/bash parry system individually. This is now only a toggle box in the MCM and requires no imbuing process of any kind. It also comes with it's own non-magical little wind whirl instead of the fire/shock/frost effects of an imbued parry. Contrary to other standalone modules, this one does not require Spellsiphon's tracking scripts to be active at all, so you wont get a "Spellsiphon" Active Effect on you for enabling it. It could basically be its own mod but i cba to make another page :D - Bound Weapons: Gives you Bind, configured to Reverse on long-press. So you can summon your primary and long-press to swap sets. This configures Bind to immediately summon the weapon to you'll never see Draw or Ward. - Auto-reequip Bind and auto-cast Powers: These are just copies of the settings found elsewhere in the MCM but brought to the front for visibility. Mostly here to be mixed with the Bound Weapons module but can be useful for the Ward module as well, or just for the auto-cast feature (though you'll get Bind equipped as a side effect then).
There's a screenshot of this new MCM starter-page here under Images.
= Other Changes =
- When changing the Power assigned to Bind short/long press, the new version of Bind will now auto-equip if you already had Bind equipped. - Some quest objectives, book texts and effect descriptions have been clarified further - The tutorial objective to perform a timed parry with an imbued weapon has been removed as it can be a cumbersome to do depending on the combat scenario and fits better into the Mastery quest instead.
= Bug Fixes =
- The slow-mo caused by entering (empowered) Elemental Overload or detonating enemies thrown by World Discharge now has a duration-failsafe like all other slow-mos have. This prevents a vanilla bug that can cause time slows to last much longer than intended. They should have had this from the start but i missed it. - Imbued parry will no longer cause a purple particle effect on the player (this one was only intended for the purple-colored Ward spell) - Maybe fixed the issue that "Reverse" was not properly capitalized in the MCM on some LOs. This is a SkyUI bug that i've now *maybe* worked around. Let me know (i dont have this problem myself in my own LO so i cant check).
Version 5.18
WARNING: - Due to changes in quest stage structure, all ongoing Spellsiphon quests will reset when updating to 5.18! - Due to significant changes to the MCM, it will need to re-initialize when you load your game, you may need to wait a little before you see the new one.
(Reupload note: Fixed a minor quest text mistake) (Reupload note 2: Fixed the FOMOD text for Instant Unlock to reflect the changes to this potion described below)
= Tutorial quest intro restructured =
The parallel start of the Research quest once you completed the very first step of the main tutorial quest was a bit overwhelming. Especially for those that jumped straight on it and opened the rather extensive Research journal before barely grasping what Spellsiphon is. Research is now postponed until after you've completed the full basic tutorial up to the first unlock book stage (this takes something like 5 minutes, but it's an important first 5 minutes). Acquisition of the Research journal itself is also postponed to this point, directing your full attention towards the basics before throwing you head-first into the deep end of the research pool. If you opt to skip the tutorial, you will be granted the Research journal immediately as before.
The Reverse Power is now auto-learned when you Bind for the first time and is explained by the tutorial immediately. Contrary to the other Powers taught by the Research journal, i feel Reverse is not something i can postpone since people need to be able to decide their Draw and Ward hand from the get-go. Not to mention it's an essential tool for Spellblade playstyles.
Powers can now be learned individually as you progress the Research quest rather than you getting all 4 dumped on you in one go, which improves the pacing of the tutorial.
The Research quest objectives have been clarified to point you precisely at the chapters and subchapters in the journal that you need to go to rather than forcing you to figure this out yourself.
Once the Research quest starts, the main quest now has a natural waiting point objective where it allows you to fully focus on Research if you want to and continue on the main path only when you're ready. There should no longer be issues where you're accidentally completing objectives on both quest paths at the same time and missing the intended lessons of one of them.
= Refocus and Rebalance - Confusion and changes =
- Removed the Refocus Power. Sorry to anyone who was actually using this mid-combat to toggle it. The reason it was removed is that it caused repeated confusion for lots of new users as it is the only long-term configuration that is a Power rather than a book option, especially considering that Power and Shout refocus is in the book. Many would use this Power once to test it, not understand what it did and then not understand why Draw/Ward got so "sticky". Or they would forget they turned it on at some point, come back later, try to turn it off via the book (logically) and not find the setting. I also feel the Power was difficult to use smoothly mid-combat and mostly just contributed to Power bloat. - An option is now available in both the MCM and the book to enable the previous Refocus state. This state is now simply called "Spell Focus", coinciding with the existing "Power & Shout Focus" which work the same way. - Now this will get confusing but... Renamed the "Rebalance" Power to Refocus. Hear me out :D. "Rebalance" was a name that originated when the ability always equipped you with both Draw and Ward. The idea was that you were "restoring balance" as you were now back at your inwards-energy-Draw and outwards-energy-Ward setup. Energies cancel each other out, balance is achieved. With the introduction of settings to allow Rebalance to only equip one of the two spells, the name no longer makes any sense and so this ability will instead inherit the now unused "Refocus" name. Appropriate due to it performing an immediate Refocus (rather than just enabling a mode as Refocus did before).
= Drawing stabilized =
This has been a long time coming but i've gone into the 3-year-old drawing code and polished it up. A common situation previously was that you would try to Draw from a Life or Death source, miss a bit at first and realize you wouldnt get the element in time, so you would stop your Draw and restart it to get the full second of time again. Problem was that the new attempt at Drawing (if you did it quickly), would fail to give you Life/Death, even when perfectly aimed. You would just get World instead. This should no longer occur. Interrupted and restarted Draws, no matter how fast, should now keep being able to extract any element.
Draw has also had it's damage pattern changed. Previously it would work like Life, dealing X/s damage as you beamed someone and then linger for 1s after you were done beaming. Now it will deal X damage immediately on contact but will not get extended by keeping the beam on the target. Only after a full second has passed can the same target receive the same damage again. Since Draw only channels for 1s, you will normally only be able to apply this damage once per target. This means that intentionally missing a target with Draw in order to get World, then bringing the beam onto a target at the last moment will now do equal damage to Drawing on the target for the full second. It also means sweeping your Draw across multiple targets is always a significant damage gain whereas earlier this harder-to-perform action was barely rewarded at all.
Draw will now cause a lightning blast from every target it touches rather than just from the first. This makes it easier to determine if you've successfully applied the immediate-damage-package to each enemy you swiped your beam across in a multi-enemy encounter. And it looks cooler :)
= Other combat changes =
- Freezing targets will now dispel any magic effect containing the keyword "MagicDamageFire". This should make it easier to keep your frozen foes from breaking free when you have perks that apply long damage-over-time effects after hitting enemies with fire spells. Or, you know, some other mods that may or may not have Fire conductions that may or may not have mixed very well with freezing effects up until now. You can technically also freeze an ally to remove a burn effect from them. - Power auto-casting will no longer target the player specifically and should now work properly for Powers such as "Nightingale Strife" - The ice swirl around the Death Anima before they die has been increased from 2.5s to 4.5s, giving you a more reasonable window to react and Fuse the Anima before it shatters. - Weaving circle cooldown has been reduced from 15s to 10s. This cooldown is only intended to prevent stagger-locking through repeated circle detonations but it should preferably not be something that otherwise affects your gameplay. I feel 10s is a sweetspot where it doesnt get in the way of normal gameplay while still preventing stagger-lock exploits.
= Settings menu improvements =
- Restructured and reworded the MCM in some places to be easier to read and navigate - Added the option to disable the mod and disable specific unlocks to the MCM, so it now has everything the research book does. - Added "Back" buttons to almost all submenus of the research journal, so it wont force you to select new settings when you entered a submenu by mistake - Improved the descriptions of several research journal sections
= Improved clarity =
- Reshaping will now also swap out the Element Reflections to show the new behavior of your spells - Several spell and magic effect descriptions have had additional information added, such as Attunements. The more arcane descriptions have also been clarified, like Bound Weapon cooldowns. - Heavily edited the Spellsiphoning tome's intro text to be... well... better. - The Element Reflections will no longer litter your magic menu if you have Draw disabled and will no longer appear until you've used Bind for the first time.
= Other general changes =
- Spellsiphon will now redo the check for Shout Cooldown mods on each game load, so if you add a conflicting mod mid-save, the Spellsiphon shout separation system will properly auto-disable itself. - The Re-powers of Spellsiphon can now be learned and unlearned individually rather than being all-or-nothing. - Removed the blank page at the start of all tomes, making is slightly quicker to flip to a later passage when looking something up - Unsealing "Elemental" tomes will now require your "Base Skill" to be at the required level. This means you can no longer use effects that temporarily boost Destruction/Conjuration to break these seals early. You need to level the skill properly. - The cheat potion is now called "Potion of Seal Breaking" and will no longer boost your Destruction by 100, it will instead specifically allow the breaking of tome seals and nothing else. Its duration has been increased to a full minute since it's no longer potentially exploitable for other means so i dont need to rush you anymore ;)
= Bug fixes =
- Fixed a bug where you could not set "Both Powers" as your Imbue option in the MCM - Fixed a bug where the tutorial would fail to progress past the Ward accumulation stage if the last objective you completed was the one that required you to lower your Ward while accumulating - Fixed a bug where with certain mod combinations, casting scrolls could result in you auto-equipping Draw and Ward afterwards even with Focus settings disabled.
Version 5.17
Reupload note: Fixed a few errors in the Adamant patch. Apparently there were some issues in applying perks for Ward healing and concentration spells (Life and reshaped World). These should now apply properly.
- Added Adamant patch. This was supposed to be part of 5.16 but fell through the cracks. - Removed healing burst when performing successful timed blocks with Ward or Imbued weapons. Timed blocks are already sufficiently rewarding with the stagger, time slow and Woven Power stack effects. The scripted nature of this healing effect also made it work even when under effects that are supposed to block all healing which wasnt great. And many players even missed its existence entirely cause it's not intuitive.
Version 5.16
=== Spellsiphon damage has been made more transparent in game ===
- World, Life and Death now have "reflections" in your magic menu which you can use to view their exact damage. - Reshaped World and Death do not have their own reflections but their damage can easily be calculated by a single multiplication.
Discharge, Binding, Animation and Fusion effects do not have their own reflections as it would be too much clutter in the Magic menu. Instead, their damage is still given in their books similar to the previous "does x times the damage of Draw" but its now e.g. "does damage at x times World Potency" with the World Potency damage being given by the World reflection spell.
So before you would have to take Draws base damage (4), multiply it by your Magicka Regen bonus, multiply it again by your perk bonuses, multiply it again by any gear bonuses and multiply it yet again by any special mod effects (like if you're running Awakened Magicka) and finally multiply it one last time by the number in the book to get the final damage.
Now, you just take the number in the World reflection (which autocalculates ALL of those extra factors for you) and then multiply that by the number in the book and you're done.
=== Draw and Ward are now normal spells ===
You can now see and equip Draw and Ward like any other spell in the game through the magic menu. They do still however enforce their "handedness" as they always have. If you equip Ward in the right, it will auto convert to Draw unless you Reverse first. Then the opposite will be true.
All other old ways of accessing Draw/Ward remain unchanged. This is just an extra option.
=== Enderal SE/VR version released ===
As part of 5.16 I've removed all dependencies on the DLCs from the Spellsiphon.esp that i can. A very small number remain though that can't be removed without breaking things for SE so this main SE release can still NOT be used on Enderal. However, i have released a separate version of the esp on the Enderal Nexus that is adapted specifically for that game version. Note that this is released as a BETA at first cause i dont have the time to extensively test it myself. An initial attempt has been made with good results, the only bug found was that the Life Foci arm FX didnt show (and i still dont know why). I would greatly appreciate anyone else willing to give it a go and report back to me with either good and bad news ;) Here's a link to the page: https://www.nexusmods.com/enderalspecialedition/mods/357
Other changes:
- All Spellsiphon spells and abilities have been recategorized as "Novice" level. This basically only affects people who run with the "Vancian Magic" perk from Ordinator. If you grab that perk along with "Intuitive Magic" you can now use the entire Spellsiphon kit even when your Vancian allowance has been depleted. Note that Spellsiphon usage will still deplete your allowance if you have any of it left. - Bind, Rebalance and Refocus can now be configured to only equip the left hand or only the right hand. Before they only allowed a "Draw only" and "Ward only" setting. Now you can pick a hand instead. - Multiple text changes have been made to the MCM and research book to make things clearer. There are also some changes made to ability descriptions (notably Bind). - Some FX tweaks as usual. Fixed Death Draws corpse raising FX to only last during the actual drawing process instead of continuing afterwards. Removed its lingering blue swirls and related sounds. Removed its interval limitation where you would only get it once every 7 seconds. You can now get it as often as you can Draw. Also changed World Fusions sound design to have its own unique stuff instead of reusing Flamestrike sounds. - Life Infusion (Reanimation) has had its duration reduced from 5 to 1 minute. Now matching the duration of vanilla reanimation spells. It can still be increased via perks.
Bug fixes:
- When having Refocus active and Entangling a spell, you would get a bugged hand animation afterward, looking like it's holding a spell but with nothing in it. This has been fixed to properly just Refocus that hand to Draw/Ward. - Hitting enemies during the World Discharge timeslow while having the other Discharge cooldown repetition available would trigger a second World Discharge from the same attunement. This was not intended. The attunement will now be properly consumed before the time slow takes effect. You can still trigger a second Discharge during the time slow but you then need to reattune yourself with a Draw + cast during that time.
Version 5.15
Minor polish patch
Changes/Additions: - The elemental overload FX will now take player rotation into consideration. The flames/lightning/falling ice will now always appear on your left and right sides, leaving the center of your vision free from obstructions. Some other minor improvements have been made to the FX. - Refocus state can now be seen and toggled in the MCM as well. - Added a bit of a knockback when shattering frozen targets or breaking targets out of Stasis. If targets break out on their own or via DoT effects, they will simply fall straight down as before. - If updating from a pre-5.12 version to this one, the new 10-skill "Elemental Binding" book will now be added to your inventory automatically. You can alternatively get this unlock book by opening the Spellsiphoning book again or get the unlock automatically by already having the old "Elemental Binding" unlocked when you update.
Bug Fixes: - When Refocus auto-reequips Draw/Ward, it will no longer count as an "action". This means it will no longer immediately break invisibility effects (or other similarly "volatile" effects like Ethereal) after you cast them. This bug was introduced somewhere around 5.0.
All previous patch notes can be found by expanding "Changelogs" under the "Logs" or "Description" tabs.
Version 5.14
Minor fix patch 2 following 5.12.
- After the addition of the new unlock step in 5.12 i forgot to move the numbering of the "Reject Teachings" buttons in the Research book. This means that the "Reject Animation" button had the function of "Reject Everything (Disable mod)" and the "Everything (disable mod)" button did nothing cause it's outside the number range. This has been fixed.
All previous patch notes can be found by expanding "Changelogs" under the "Logs" or "Description" tabs.
Version 5.13
Minor fix patch following the more substantial patch 5.12.
- The single Bound Dagger weapon choice was not properly being scaled by health or by the Mystic Binding perk since patch 5.8. This has been fixed. - The "Weapon Binding" research book option will now have a proper warning if you try to read it before unlocking Bound Weapons.
All previous patch notes can be found by expanding "Changelogs" under the "Logs" or "Description" tabs.
Version 5.12
Information for XBox players:
Bethesda is currently having issues with accepting new mod updates ever since the beginning of May. This means XBox is currently one version behind on Spellforge (so 1.7) and now 4 versions behind on Spellsiphon (so 5.8).
They're working on fixing it and you can track the status on this thread: https://bethesda.net/community/topic/454105/problems-updating-mods-on-bethesda-net
_________________
Ability unlock order has been changed to improve the levelling experience. _________________
WARNING: Updating to this version will reset all Spellsiphon quests (tutorial, research tutorial, mastery) due to significant changes.
The reasoning for this redesign is written further down. First, let's go through the new progression layout:
Immediate access: Bind, Draw, Ward, Woven Power, Life Reanimation, Imbuing self, Entangling spells, other Research book powers and configurations.
Skill 10: Bound Weapons and Weak Elemental Binding
That's right, Bound Weapons are no longer part of the immediate access. However, this can be unlocked immediately at level 1 since you start at 15 skill in all trees. The reason it's in a book is to reduce complexity for beginners and allow them to activate this layer when ready (or not at all if they're not interested in any combo mechanics beyond Woven Power).
Weak Elemental Binding refers to the Bindings you would normally do when trying to Bind an element during Exhaustion. So the Weaving Circle, the 1s Ethereal form followed by getting Death and the 0-damage Death rune that only causes attunement and lingering death effects (mainly a Woven Power building tool).
For the Weaving Circle, you will not be able to Flamestrike, only do the weaker fire blast. The Overload mechanic is also heavily nerfed; you will not get a stagger wave, no time slow and only a 30% spell damage increase (10% for Entangled spells). The "real" Overload will be granted with the 50 skill unlock as before.
"Novice Binding" (the short defensive swirl you'd get when Binding before unlocking Elemental Binding before this patch) has been removed entirely. Binding before unlocking this 10 skill book will now only serve to equip Draw and Ward, nothing else. Even with an element held, Binding won't do anything special.
Skill 30: Elemental Discharge
No changes except it's now at 30 instead of 25.
Skill 50: Elemental Binding II (aka Empowered Binding)
This will grant you access to the Exhaustion-causing full-power Bindings. So the circle can now Flamestrike, Overloads gain their full potential, Life Binding now heals, restores stamina and magicka and provides a full 10s Ethereal Form. Death Rune now charges up and can freeze and cause damage at full charge. Weak Bindings will occur if you're Exhausted just like before.
Skill 70: Elemental Animation
No changes, just moved to 70 skill instead of 75.
Skill 90: Reserved for patch 6.0… currently going under the working name "Elemental Unity". This will be coming some time later this year.
When updating on ongoing saves, you don't have to worry about unlocking the new 10 skill Binding if you already have the 50 skill Binding, it will auto-unlock for you.
Reasoning:
These progression changes were made for several reasons.
- The dual casting perk is available at 20 skill but could not be used by Spellsiphon until 50 skill, this was a little weird - The Novice Binding mechanic was something I never quite liked since it was a copy paste of an existing mechanic (going against the mod goal of everything being unique) and a placeholder that then just disappeared when you got to 50 skill (which goes against another goal; nothing becoming obsolete). Basically, it never really belonged in the mod and was something I threw in for lack of better options at patch 5.4 and have looked for good ways to replace since then. - The weaving circle is one of the hardest abilities in the entire mod to learn how to use smoothly and efficiently. By granting it earlier on, players have more time in their playthrough to train with it and git gud ;) - This change makes for a more varied and interesting pre-50 gameplay. Weak Bindings have so many more subtleties to them to get creative with. - It makes Weak Bindings a mechanic that players have more time to get familiar with and incorporate into their playstyle rather than them just being a forgettable detail of Empowered Bindings.
_________________
Spellsiphon now has a built-in mechanism that separates Bind from the normal Shout cooldown. _________________
This means XBox players will now get the ability to use shouting without blocking Bind! And anyone else that hasnt previously installed the PC-specific solutions to this problem will now have a built-in one.
This is not compatible with other shout cooldown separation mods. If you have “Shout & Bind” or “Individual Shout Cooldowns”, it will be automatically disabled. If you have something else along these lines, you can manually disable this new mechanism in the Spellsiphon MCM.
The way it works is that the cooldown is split into two: The "normal cooldown" (shown on the compass as usual) and the new "background cooldown".
Whenever you switch to Bind from any other shout, the background cooldown is set equal to the normal cooldown and then the normal cooldown is set to 0 (allowing you to use Bind unhindered). You will get a magic effect on you (seen in SkyUI) that shows your background cooldown (it will continue ticking down). Then when you switch away from Bind back to any other shout, the normal cooldown is set back to whatever the background cooldown is now at and the magic effect will disappear.
The magic effect will clearly show when your other shouts are ready to be used again but it does so in a bit of a special way (due to technical reasons caused by not using SKSE. I wont get into that here). To put it shortly, it will show the cooldown in 10s increments. Here's an example of what that means: say you use a shout with a 100s cooldown. This will put a 100s normal cooldown shown on the compass. Then you equip Bind. Your normal cooldown becomes 0 and you will get a 10s magic effect on you (yes, just 10s). Once it expires, it will be reapplied for another 10s and will continue to expire and reapply until 100s have passed at which point it will stop reapplying. The last 10s effect will have a unique SkyUI icon to show that shouts will become ready when it expires. Also, when the cooldown expires completely, there is a special sound effect that will play (like with other Spellsiphon cooldowns).
While this is more unintuitive than just having a single magic effect with the full duration of the cooldown (i recommend using the mod "Shout & Bind" if you want that), this one does have a couple of advantages.
1. Since the cooldown changes icon when it's low, it's easier to notice it's about to expire at a quick glance.
2. Since the duration is just 10s per increment, the last duration bar will move at an easily visible pace, allowing you to see exactly when the shout will become ready. Compare this to a 100s duration bar that will practically be standing still unless you stare at it for a while.
3. If you use SkyUIs duration filter so it only shows short effects, this mechanic means the cooldown will always show for you (letting you know if shouts are available or not) no matter how long the remaining cooldown is.
This background cooldown tracking is a little inaccurate (get "Shout & Bind" for higher accuracy). You will have between 0 to 5 seconds more cooldown on your shouts than you would if you let the cooldown expire the normal way (on your compass). Rapidly switching back and forth between Bind and your other shouts during the cooldown will also cause it to get a little longer but why would you be doing that though? The inaccuracy will always err on the side of *increasing* the cooldown to avoid it being used intentionally to cheat.
The tracking is built to be extremely lightweight. It will only apply an unnoticeably tiny bit of script load once every 10s while a background cooldown is counting down. If you haven’t shouted recently, the script load is 0.
_________________
Other changes _________________
- A whole bunch of tutorial objectives have been rewritten to be clearer. And some new ones have been added to clarify often-misunderstood mechanics like accumulation. - Death Rune cooldown will no longer activate if the rune is triggered before it even has a chance to start charging (while the orb is moving upwards, this takes roughly 2 seconds). If triggered during the following charging animation, you will still get the cooldown without getting the fully-charged effect. This change means you won’t be as harshly punished for accidentally placing the rune at the enemies’ feet. It also means you can “undo” your rune placement by immediately detonating it (you’ll still get the weak explosion though). - The white-colored player glow when holding Bound Weapons but not having a Discharge ready to go will now fade after just 3 seconds. So if you want to "de-glow" yourself you can just purge your attunement and still keep the weapon. And if you use any playstyle without Discharging unlocked, you won't have any unnecessary glow. The colored glows are still infinite in duration since they provide important information.
_________________
Bug fixes _________________
- Fixed an old invalid parameter that caused some harmless warnings in wrye bash. These should no longer appear.
Version 5.11
When using "left handed mode" in VR, the Ward shield was attached to the wrong hand. New FOMOD options have been added to fix this in the Complete Edition.
Version 5.10
Changes/Additions:
- Added compatibility patch for Vokrii. Apparently Enai switched the method in which he applies Bound Weapon perks between Ordinator and Vokrii which broke compatibility with this mod’s Bound Weapons. So yeah, Ordinator is still fully compatible out of the box but Vokrii needs this patch. This patch can be installed mid-game without worries. It will take effect even if you already have the (previously not working) perks on your character. - Added a Woven Power display to the “Spellsiphon” Power. So it now shows both your Magicka Regeneration / damage total as well as the exact number of Woven Power stacks you currently have active (reasonably somewhere in the span of 0 - 20). - With the change above that makes Woven Power more directly visible, all quest objectives that previously required a certain amount of Magicka Regen to complete will now instead require a certain number of Woven Power stacks. This also means they can no longer be completed by simply equipping regen gear, you actually need to learn proper weaving rotations (as intended). - Added a new Preset “Imbued Weapon Warding Only” that just grants access to easy imbuing using only the shout button. For those that dont want the full system but enjoy deflecting arrows, spells and melee with a swing of their weapon. - Added a “Restore to Defaults” Preset just for convenience.
Bug fixes:
- Fixed some typos along with an incorrect description in the new Presets tab of the MCM.
Version 5.9
New Ward graphics:
The Ward has gotten a complete visual overhaul as seen in this demo video:
https://youtu.be/eIrc_BLPpkQ
While the new design is very different for all editions of the game, the VR edition has gotten a special massive improvement: The Ward is now properly attached to your hand and can be moved around like a real shield! So it's no longer glued to your face/torso. It is also now using a new animation where you're holding it at the back of the hand like you would with a shield, but there's an optional file for restoring the vanilla Ward casting animation if you want to.
The hand-flip actually also applies to all other editions of the game since the casting animation has changed as well.
The timed block VFX has been tweaked a bit as well to better match the new design.
Stand-alone Ward and stand-alone Bound Weapons using MCM Presets:
You can now very easily configure the mod to get only certain modules without access to anything else. Just enter the MCM, go to the new Presets tab and make your choice. All the details are explained there. Each preset will automatically enable the mod and grant you only the stuff relevant to your selection. So you don't even need to open Spellsiphoning tome which also means you dont need to mess with the tutorial system, the additional books or anything like that. Here are the Presets that will be available at 5.9 launch:
Ward only: This is as close to having Ward as a separate spell as you're gonna get. It's actually better than that because you not only get the ability to equip the spell via hotkey, you also get several extra hotkey-free ways to equip the spell included in the package. Note that it is still not an actual separate spell (due to multiple technical reasons). To get access you will instead select a power called "Rebalance" via hotkey or menu and that power will auto cast, which will equip Ward. So the process is the same as if it was a separate spell; press hotkey -> get spell.
Bound Weapons only: This one will give you access to the hotkey-free triple-weapon-set system (1 physical weapon, 1 primary bound weapon set and 1 secondary bound weapon set) but nothing else. Can be a nice way for any kind of multi-weapon character build to conveniently swap between weapons by only using the shout button.
Ward + Bound Weapons only: A combo of both of the above.
No Ward: Do you find the Ward doesn't fit into your game's balance setup? This Preset will remove it entirely from the mod while still retaining all other features.
Other Changes/Additions:
- Sheathing and unsheathing your weapon/hands while imbued will no longer attune you to the imbued element. This could be exploited for faster weaving which was not intended.
Bug fixes:
- It was possible to access Draw/Ward via the MCM before properly activating the mod by reading its book, this causes all abilities to malfunction until the book is read. The MCM will now ensure the mod is active or assist in activating it before granting any abilities. - The World Fusion objective in the tutorial was only possible to complete if you used the standard World spell to detonate your Anima. Using Reshaped or Entangled World did not complete it. This has been fixed. - It was possible to infinitely clone a weapon by having it equipped, summoning a Bound Weapon to replace it, dropping the replaced weapon on the ground and then dismissing your Bound Weapon. This would re-equip the dropped weapon which causes Skyrim to spawn a new one out of thin air. The mod will now ensure that you have at least one of that weapon in your inventory before trying to equip it. - Related to the above, having a weapon equipped in the right hand, summoning a Bound Weapon to replace it, then equipping your previous weapon in the left and finally dismissing your Bound Weapon would make the mod try to re equip your weapon in the right hand again. Since it is now equipped in the left this weird thing would happen where it equips the 1 handed weapon in both hands, kind of cloning it (you'd have 2 equipped) but not actually cloning it (you still only had 1 in the inventory). Anyway, this is fixed too.
Version 5.8
(Reupload note: Switched default "Bind Weapon" setting to requiring "Draw AND Ward" as this is less likely to confuse newcomers. Ongoing saves will not be affected. This change was intended to be part of 5.8 but i forgot about it...)
Changes/Additions:
- When Binding Life while having Elemental Animation unlocked, you are now able to avoid summoning the Life Anima if you allow the Ethereal form to expire on its own (after 10 seconds). Breaking out of it early will summon the Anima (using the left-over energy), letting it expire means all the energy was already consumed so nothing is left for the Anima. This can be useful when you’re just Binding Life for something like jumping off a cliff and have no intention of using the Anima following that. I didn’t like that there was no way to avoid this summoning as i think it takes away from the feeling of being in control of your magic. Avoiding summoning the World Anima is already possible by exiting the circle but no such method existed for Life until now. - The sizzling sound emitted by all the Bound Weapons has been removed. It’s just a roughly 3 second long sound loop so it quite quickly gets annoying if you run around with the weapon summoned. - Elemental Animation book has been updated to match the changes and has had some structural improvements.
Bug fixes:
- It was possible to Entangle the Life Foci spell, causing multiple mod-breaking issues. This can no longer be done. - Using the Bound Dagger as one weapon set and Dual Daggers as the other caused some equipping issues when swapping between them. This has been resolved. - There was a header error in the Dagger Animation fix ESL that caused some warnings, this has been fixed.
Note that the last 2 Bug fixes there means a new version of the Dagger Animation fix is required. Get that as well when updating (if you're using it). It's ofc included in the 5.8 Complete Edition so you dont need to get it separately if you're using that.
Version 5.7
Reupload note: An unintentional override of the "ReanimateAshPile" script had made its way into the BSA archive. This has now been removed. Shouldn't be any major concern but i noticed it so i wanted to clean it out.
Changes/Additions:
- Added settings for deciding what your Powers do while holding a Bound Weapon. Previously these would all swap between your primary and secondary choice. Now you can choose individually for each power if it should swap weapons, act as it does when you don't have a weapon out (meaning you can now e.g. Reverse while holding a 1 handed bound sword) or, an entirely new function, purge your attunement (see below) - You are now able to purge your attunement while holding bound weapons by using a Power of your choice. This allows you to avoid triggering a Discharge (and putting it on cooldown) when you just want to use the weapon to attack normally. A common use case for this is when you want to make a more stealthy entry with your Bound Bow.
Bug fixes:
- The USSEP Bound Dagger animation set fix added in 5.6 has been rolled back due to causing crashes in VR. This fix is now instead available as an optional file in the FOMOD and on the page (it's ESL flagged). Note that if youre not using “First Person Combat Animations Overhaul” you most likely wont notice the animation set difference even if you install this fix.
New playstyle options:
-Bound Weapon + Draw/Ward: Since you can now set Reverse and Reshape/Realign to work as normal with a bound weapon out and can use the new "Purge" mechanic to decide when Discharges happen, it is now a fully viable playstyle to have a Bound Sword or Dagger out most of the time. I still personally recommend using a normal sword/dagger with the Imbue system as your "every day weapon", only bringing out the Bound one occasionally. But if you want to play a spellblade using just your Bound Weapons, the option exists for that now. You can even Bind elements and summon Anima with the Bound Weapon out.
Version 5.6
Changes/Additions:
- MCM has been added to give a quick overview of your Research journal settings and allow you to switch them around in a practical manner. Note that this menu does not explain any of the settings at all, you’ll still need the Research journal for that. The MCM is mainly intended for veteran players looking to quickly set up new characters or for just checking what your current settings are (see new screenshots on the Images tab). - Added setting where you can choose if Bind and Rebalance should equip both Draw and Ward or just one of them. This can be useful for people looking to use Ward exclusively (basically as a stand-alone spell) or ignore Ward entirely (if they have some other preferred defensive measure). - Added a setting where you can choose to summon a Bound Weapon only if BOTH Draw and Ward are in your hands when you Bind (default is that only one of these spells need to be in your hands to get a Bound Weapon from Bind). This means you can switch off to an external spell or weapon in one hand, then use Bind to return to your Draw/Ward loadout. Mainly useful for people who don’t want to use Refocus and would rather have the convenience to easily return to Draw/Ward over the convenience of having direct access to the Bound Weapons. - Compressed the FOMOD settings into 1 single install step.
Bug fixes:
- Added the USSEP Bound Dagger fixes to the Spellsiphon Bound Daggers. This means they will now properly use the Dagger animation set (mainly noticeable if using “First Person Combat Animations Overhaul”) and are now properly silent. - Also added the USSEP fix that enables Critical strikes on Bound Swords and Daggers (the Bow and Axe dont have this problem).
New playstyle options:
-True Ward-only: setting Bind, Rebalance and Refocus to Ward only will now get you as close to a standalone Ward spell as it's gonna get. This way there is no way for you to access Draw, you'll just have these 3 ways to get Ward and can choose what suits you best. Also set "Bind Weapon" when holding "Draw and Ward" and you will not be able to summon any Bound Weapons either, it will truly only be Ward. - No Ward: If you for any reason don't want to have the Ward spell (maybe you want to use some other defensive option instead), you can now access all of Spellsiphon without ever getting it equipped by setting Bind, Rebalance and Refocus to Draw only. - Bound Weapons only (this one was already possible before this patch but i wanted to mention it anyway): Just want the convenience of extra weapon sets without needing hotkeys but dont want the entire Spellsiphon spell and combo systems to go along with it? Put "Bind Weapon" when holding "Anything" and put "Bind Power" on "Reverse" and "Long press". Now you can press your shout button to get your primary weapon set, press again to return to your previous loadout or long press to switch to your secondary weapon set. No Draw or Ward accessible. - Ward + Weapons only: Use the Ward-only settings above but put "Bind Weapon" when holding "Draw or Ward". Now you can press your shout button to get Ward, press again to get your primary weapon set, press yet again to return to your previous loadout or long press to switch to your secondary weapon set.
For translators: - Moved Spellsiphoning Folder messages out into Message objects. - Shortened the toggle message for Refocus.
Version 5.5
- Research book has had some structural upgrades to the menus. - New setting available to tweak how Refocus works. You can now restrict it to only re-equip your Draw hand or only your Ward hand. This will be particularly useful for people who want Ward as a standalone spell as this very nearly provides that function. It is also useful for mage builds that want one "Spellsiphon hand" and one for other spells without it getting constantly swapped back to Draw/Ward. - Life Anima no longer has a yellow circle FX at its base, only an aura. The range of the aura has been doubled so you no longer have to hug the anima to get healed.
Bug fixes:
- Fixed some issues with Entanglement if you for any reason are casting the spell you're trying to entangle with both hands. - Some players were having issues with Bound Weapon summoning breaking down and Bind no longer doing anything, as well as all Spellsiphon powers being redirected to Reverse while in this state. I have not found the reason for this or managed to make it happen myself *but* i have added new failsafes to Bind that will fix this if it happens. Reject Teachings has also received a failsafe that will properly reset this state if it happens. Some of the affected players have received this version in advance and reported the issue as resolved.
Version 5.4
(Reupload note: Just changed the FOMOD info.xml version to properly say 5.4 instead of 5.2 as it said earlier. No other changes.)
Another minor fix patch. This time for some less-critical issues but one of them is pretty important for the new-player experience. Barring any severe new bugs, i expect this to be the last patch for a while.
-Before unlocking Elemental Binding, if you draw an element and then use Bind, you will no longer get your Bound Weapon. Instead, you will get an elemental Ward identical to an imbued power attack/bash at the cost of 50 stamina. This is not really intended to be a new central mechanic but is mostly just a placeholder that is closer in nature to the real Binding you'll get later (in that it attunes you and is affected by the held element). This makes it less of a relearning process when you unlock real Binding. It also avoids the unintuitive issue that if you had drawn an element, then used Bind to get a Weapon and then triggered a Discharge, you would not get the Discharge for the element you drew. Finally, it fixes a bug introduced in 5.3 where if you did this with the Bow or Axe weapon choices, the element was not possible to release after returning to spells.
- For translators: The "Advanced Binding" (now called “Novice Binding”) page has been rewritten to reflect the new mechanic and the “Bound Weapon” page has been changed as a consequence of the rephrasing in the previous page.
- Fixed an issue with the Weaving Circle where if you fired your offhand spell right before starting a Draw, your Drawing duration could get reduced to a split-second and would consequently always grant you World.
Version 5.3
Minor fix patch. Pushed out quickly due to a missing Life Foci texture and a Weaving Circle exploit in 5.2.
Changes:
- Detonating enemies during World Discharge time slow will now be instantaneous when hitting with the Life Foci or Draw beams, it was previously delayed by up to 1 second. - Using Reverse or Rebalance while inside the Weaving Circle will now detonate the circle as if you moved out of it. This also fixes an issue where imbuing an element with Rebalance inside the circle would allow you to get Draw back after Overloading. - Tweaked the sound on Death Rune triggering (to make it darker, more "deathy") and Life Stasis break (to give it instant audio feedback when broken, the previous sound was delayed). - Added new FX when triggering World Discharge detonation while the time slow is still active (to give more immediate visual feedback). This is most noticeable when detonating using the Life Foci beam. Also tweaked the sound effect.
Bug fixes:
- Life Foci were missing textures when used by female characters, causing them to appear as solid white gauntlets instead of the intended transparent purple model seen on male characters. - Life Foci were incorrectly draining health during World Discharge. During this time slow where the damage over time effect is so slowed down that it basically does 0 damage, the intention was for it to also (logically) drain basically 0 health. Now it does. - Fixed duplicated text on the Woven Power page.
Version 5.2
File structure updates:
The mod is now BSA packed. This won't affect anyone using a mod manager. You can update as usual, replacing the old version.
WARNING: If you've installed manually you'll need to make sure you delete all the old scripts and meshes, you cant just drop the new version in and overwrite. Go to Data/scripts and delete all files that start with kssc_ then go to Data/meshes/magic and do the same. Then just drop the new esp and bsa files into Data and you're good to go.
In addition, there is now a FOMOD installer for the mod so you no longer need to download any of the optional files separately, you can just download one file and pick and choose features later while installing (and it will all be gathered up as a single entry in your mod manager).
For those on ongoing saves, i will be keeping and updating the separate optional files too (Instant Unlock and Arrow Cooldown have both received updates). So you don't need to mess with reinstalling everything or using a mix of FOMOD and separate files. I do not recommend swapping to the FOMOD on ongoing saves.
If you want to swap to the FOMOD version and will start a new game, just remove all your old optional files and the main mod then run the new installer.
The Instant Unlock optional file is now a script replacer only. It will no longer claim a plugin slot for SE or VR users. Along with this change, it has also been integrated with the main mod and will now (if installed) be granted from the Spellsiphoning tome with a new text message. Clicky Sound Begone and the Book relocations still need to be separate plugins but they're at least ESL flagged now.
New features:
Discharging with a spell
There is no longer any need to touch a weapon in order to use the full range of Spellsiphon abilities. This new option also does not have the usual Bound Weapon summoning animation that some felt disrupted combat flow.
-The "Discharge-spell" is equipped by selecting "Bound Life Foci" as your "Shaping" option in the Research book and then using Bind as usual. These appear as ethereal gauntlets that allow you to tap into your own Life force and channel it as a focused lightning beam. - The spell counts as Destruction Shock damage for the sake of perks and is "invasive" like the Death Rune and Death Anima, meaning it bypasses resistances. This allows you to use it as a general damage source against any enemy, just like the other weapons. - The cost of using the spell is 5% of your total health every second. - Each hand can cast individually but even if you just use one hand, 5% health is still transferred into both Foci every second. An unused Focus will just dissipate the power for no effect. In other words, you always want to be casting with both hands. In SE this means you should grab the Dual Casting perk to get the 20% extra damage bonus (the animation also looks better). In VR this means you can direct the 2 beams towards different targets or dual cast towards a single one depending on the situation. - Just like all bound weapons, this one scales by your current health. The more you have, the more damage you'll do every second. The damage of the spell is locked at the time that the beam hits a target. As long as you don't take the beam off the target for more than 1 second it will keep doing the same damage. So any health drained or damage taken during the cast will not reduce your damage as long as you can maintain your channeling and your aim. - It is *not* affected by the Conjuration Bound Weapon perks. The spell also won't grant any Conjuration XP on hit like the weapons do. It will only grant Destruction XP. - The damage is initially set at 4/s (8/s since you'll always be casting with both hands) and will scale at the same rate as the bow. - Seeing as this is a stream of Life energy (it's just yours rather than some Life you stole from an enemy) it will also cause Life Reanimation if targeted at a corpse. - Reaching less than 10% health will automatically interrupt the channeling (so you don't kill yourself). You are however allowed to cast the spell again while below 10% health, in which case it will interrupt again after 1 second. Do it enough times and you will eventually die. - Even though the spell in each hand is separate, the Foci only come as a pair. Trying to replace either one with a different weapon or spell will cause the other to dismiss as well and you will return to your non-bound-weapon loadout. - The ethereal gauntlet graphic occupies the "FX Armor slot" which it shares with the vanilla Dragon Aspect shout. If you have this shout active, its dragon armor graphic will be temporarily removed while the Foci are out and return when the Foci are dismissed.
Compared to the bow (which is the closest weapon to compare it to since it is also ranged and two handed) the damage per second is identical. The bow takes 2 seconds to fire and initially does 16 damage per shot. The Life Foci channeled over 2 seconds will do 4 x 2 Foci x 2 seconds = 16 damage. Since they scale at the same rate, their base damage will stay identical no matter your health. So with that in mind, the advantages are as follows:
Bow advantages: -Can sneak attack and stay stealthy - Can bash - Can receive damage boosts from enchantments (fortify archery) - Has higher damage boosts from vanilla perks (100% compared to Destructions 40%, requires more levels in the perk tree though) - Can use custom arrows for extra effects (custom arrows will never do more base damage than Bound ones though) - Benefits from Conjuration Bound Weapon perks (notably the +40% damage mystic binding perk). - Does not drain health
Life Foci advantages: -Ignores armor and resistances - Summons in 0.5s (compared to Bow at 2s) - Deals damage constantly which can finish off low health targets up to 2 seconds earlier than the bow. - Easier to aim, will do full damage as long as you don't miss the target for more than 1 whole second (compared to bow that can miss arrows far more easily, losing 2 seconds worth of damage) - Does not slow your movement - Shares perk tree with your other Spellsiphon abilities, skilling up faster, receiving perks earlier and saving perk points.
These advantages are very tough to compare so determining a cost and damage for the Life Foci that is balanced with the bow is a work in progress. The current numbers may change in a coming patch given enough convincing data to motivate a different balancing point.
New switching effects
The effect used to cover up ugly weapon-pop-out when swapping to Draw/Ward or to/from your Bound Weapons has been overhauled. This new effect does not depend on particles or bloom. Which means it works much better than the old one when moving around (which spreads out any particles), when using ENBs that reduce or remove bloom or when using VRIK that greatly reduces particle effects on your hands. This new effect also does not cause the whole screen to flash which i know some people disliked. And it disappears faster than the old one.
Damage display streamlining
The Stasis Weapons have been removed. Instead when you summon a bound weapon, you will now get a temporary "weapon reflection" in your inventory that is an identical copy of your held weapon. The reflection is removed when you dismiss the bound weapon. This means when you want to check damage, you'll now do it like with any other normal weapon: get the weapon (summon it in this case), open inventory, check. No other steps involved. The reflections are "intangible" (as reflections tend to be), meaning if you try to interact with them (i.e. equip or move them) they will disappear (think of it as reflections in a still pool of water).
New VR Arrow Cooldown alternative
There is now a new approach to VR bow balancing available. This one will bring the VR bow damage all the way down to the correct SE standard (what the rest of the game and this mod is balanced for) in a way that hopefully feels immersive and not too annoying. Note that this new add-on is designed to be used along with a quiver mod (SRA or MageVR). You can read about how it works in the FOMOD installer or on the Description tab under "VR Bow Balance add-ons".
Changes:
FX:
-An issue that caused several sound effects to be very silent or completely inaudible in VR has been kinda fixed. This was particularly problematic when using VRIK for some reason. The main abilities affected were Rift Arrow, Flamestrike, World Fusion and Death Fusion. Expect all of these to have more "oomph" to them in VR from now on. There are other abilities still affected by this issue but their sounds are still audible enough so I'm gonna leave it for now. - Draw has received a new impact effect when hitting enemies or the ground that is far less "flickery" than the old one. When Drawing in melee range, this should make it a lot easier on the eyes. It also looks better in general. - World Discharge FX has been expanded with a new fiery center-explosion, new effects on thrown enemies and more unique sound effects. The time slow timing has also been moved a bit earlier, suspending enemies closer to the center of the explosion and each other. This not only makes spotting targets easier but also looks more "cinematic". - World Fusion initial and on-death explosion has been switched to something more 3D and its sound effect has been switched to something more subtle and appropriate (it was a bit too loud for something that can trigger quite a lot) - Death Anima will now get an ice swirl around it 3 seconds before it expires, as a warning. You can look for this cue to Fuse the Anima before it's lost. - Several other minor improvements.
Other:
-When choosing to play without the tutorial quest, you will no longer be spammed with pages. The loose pages will now remain within the folder item until you choose to take them out. - A new final page has been added to the loose pages bunch to wrap up the basic mechanic section and direct you towards the unlock tomes and Research journal. - The Woven Power page has been rewritten to be a bit clearer. - Weak Life Bind will now grant Death afterwards, just like the normal Life Bind does. This gives you easier access to the element but takes longer to do than Drawing from a corpse and will not give you the Death Draw bonus power (basically if you have corpses available, using those is better). - Swapping Bound Weapon sets is now possible while on full Discharge cooldown. The Discharge book lore page on this has been updated to reflect the change. I want things like swapping to the Bow after a World Discharge to detonate targets or swapping to the battleaxe after a Death Discharge to shatter frozen targets to be possible no matter if you're on first or second charge cooldown. - The "End Research" and "Close folder" buttons have been moved to the beginning of the menus (and is thereby the default selection) to make things quicker for gamepad and VR users. Sorry in advance to everyone that will be incorrectly jumping into the "Reject Teachings" section before relearning the new button position. I know i have a lot of times now ;) - If you interrupt an external spell cast while Refocus is active by equipping a weapon or a different spell, you will now get to keep that weapon/spell (it will no longer get immediately removed and put back to Draw/Ward). This happens especially often when using Weapon Throw VR and getting the weapon returned to you while using an external spell. It was kinda confusing to have the weapon fly into your hand only to immediately vanish a split-second later.
Bug fixes:
-The popup when opening the Spellsiphoning tome on a new character (informing about the items contained within) will no longer appear a second time when opening the book again. - Fixed Life Bind ethereal form ending unexpectedly. This happened whenever you had an enemy locked in Stasis or when your Death Rune got triggered - Killing an enemy with Life and then keeping the channeling going to the point where reanimation happens could put the enemy in a state where the sound and visual effects play on the corpse but they dont stand back up. This was most likely to happen when a killcam triggered (which extends the Life channeling time). Reanimation is now blocked from occurring on enemies that died within the last 2 seconds to avoid this. - Fixed an issue that could cause an empty left hand after a bound weapon summon and dismiss. - Imbued weapon hits were incorrectly granting Conjuration XP, they will now only grant weapon XP.
Version 5.1
Bound Weapon auto-dismissal after Discharging has been removed but the cooldown system otherwise functions as in 5.0. This means the effect of the cooldown is now two-fold: - It prevents you from Discharging. - It prevents you from creating new weapons (including switching to your secondary Bound Weapon as that is a type of weapon creation)
Reasoning: The point of the auto-dismissal was to improve flow but as it turns out, it would often have the opposite effect. Due to it being easy to miss if you're on first-charge-cooldown or not, you would often not be sure if you're gonna be allowed to keep your weapon after the Discharge or not. This creates a paralyzing uncertainty where you're kind of just waiting after the Discharge to see if the weapon stays or not cause that will determine what your next input should be. This can make things feel very clunky.
All other cooldown abilities in the mod are designed to avoid this issue by having a roughly similar full and "weak" effect. Flamestrike knocks back, weak flamestrike causes stagger which is still a form of control so even if you are surprised that you got the weak effect you still got roughly the expected result, allowing you to adapt without getting stopped in your tracks. Same with Life giving Ethereal form for both full and weak effects, just the duration and following heal differs. And with Death where the rune is created either way, it just acts differently when triggered. Weapon cooldown did not follow this mold.
Other changes:
- Weaving Circle Overload FX has been overhauled. The elemental cloak FX were a bit too blinding when trying to aim your dual casted spells so there is now an initial element-specific quick effect and after that there's just a fairly subtle glow on the player. - If you're holding a weapon in one hand when you create the Weaving Circle, that weapon will now return automatically when the circle ends. Only works for weapons held in the right hand due to scripting restrictions. - The page folder you get when opening the Spellsiphoning book is now possible to interact with and can store all your loose pages and take them out again at a later time. If you've thrown this item away, you can get a new one from the main book. - Detonating World Discharge victims in the short window after suspension ends (e.g. by queueing up arrows in the air that hit after the suspension) will now trigger an extra 2-second time slow to accentuate the skillful hit. - World Discharge duration has been increased from 4 to 5 seconds allowing you to more reliably have time to fire at least 3 arrows. - Detonating World Discharge victims now requires that the detonating hit does some form of damage. This is to prevent enemies from seemingly auto-detonating out of nowhere when various invisible effects hit them (this can happen a lot when using various mods that affect enemies).
Bug fixes:
- World Discharge had an issue where it would sometimes instantly trigger detonations on all thrown enemies without you needing to hit anyone. This has been fixed. - Fixed a bug with the new Bound Dagger choice that caused it to not get affected by the Mystic Binding perk. - Fixed an issue with Life Fusion enemy pull-in where they would get stuck in ragdoll state if pulled while ragdolling. This fix requires me to always knock all enemies down after they are pulled (similar reasons to why i added knockdown to freeze effects in 5.0). This of course becomes a buff to this fusion but it was the weakest of the bunch so that’s probably a good thing. - Corrected damage number in the book text for World Discharge detonations from 4 to 6x draw. Actual damage hasn't changed, only the text was wrong. - Fixed an issue with lightning tendrils sometimes getting stuck in the air after Stasis Rift ends. - Poison and Disease will no longer pass through the Ward when you block things like spider and rat bites.
Version 5.0
IMPORTANT: The old experimental "Freeze Anything" addon is *not compatible* with this version and will cause issues if used.
====== New system: Entanglement ======
By learning new powers from the Research book, you can now "entangle" 1 custom spell (from vanilla or any mod pack) to each drawn element (the spell must do e.g. fire damage to be entangled with World).
These entangled spells will be drawn instead of the normal Spellsiphon ones and will carry all the normal combo potential (they will attune you, create Woven Power, can be Bound, can be used to Imbue weapons and can trigger Fusion).
Entangled spells will still have their normal magicka cost and damage numbers and will *not* scale in damage via Woven Power.
You will be able to toggle between these entangled spells and the normal ones by using the new "Realign" power (which works similarly to Reshape). Like Reshape, you can use the power while Drawing (through power-auto-cast in the Research book) which will waste 0 time as opposed to using the Power while holding the elemental spell, in which case you'll have to watch the re-equip animation. Both are valid options though, if you don't mind the clunkyness of the latter.
The interaction between Realign and Reshape looks like this: - If Realign is active and a spell is entangled with the element: You get that spell drawn. - If Realign is active and no spell is entangled with the element: You get the Reshaped spell if Reshape is active, otherwise the normal spell. - If Realign is inactive: You get the Reshaped spell if Reshape is active, otherwise the normal spell.
To entangle a spell, use the new Entangle power which will put you in a trance for 10 seconds. During that time, cast any spell containing fire/frost/shock damage and it will be entangled with the element that it matches. Use Entangle again to end the trance or just wait it out.
Entangled spells will be removed from your Spells list and can only be cast via drawing them after this point. If you replace an entangled spell with a new one within the same element, your previous one will return to your Spells list. You can also use the "Untangle" power to return all your spells and remove your ability to Draw them.
The one mechanic that is not available with entangled spells is Life Reanimation which still only works using the standard Spellsiphon Life spell. You'll need to Realign back whenever you want access to that.
Reasoning:
This system is practically a way to get 3 spell hotkeys out of a single one (Realign) or 0 if you put Realign on Bind long-press. It is also less clunky than hotkeys as you can avoid watching the re-equip animation by Realigning during your Draw. Another big plus is that it allows you to benefit from the combo system while casting these external spells, rather than them just being something you throw in in-between weaving. The fact that they keep costing magicka will eventually force you back to using "normal" Spellsiphon spells from time to time so this is not a complete replacement for your trusty old Woven-Power-scaled magicka-free spells.
Spells are removed from your Spells list because you could otherwise just equip 2 entangled spells side by side in your hands and spam them to build insane amounts of Woven Power.
The reason entangled spells can't reanimate is partly because it's technically difficult to do but also because entangled spells can potentially affect huge areas and would then rez entire armies which would be cool and all but also extremely gamebreaking.
====== Spellsiphon ability changes ======
\/ Elemental Discharge & Bound Weapons \/
Cooldown:
Weapon summon cooldown has been redesigned. It is now applied when you perform a Discharge combo instead of when you summon a weapon. Like before, it will prevent you from summoning a weapon if both charges are on cooldown. Unlike before, when the second charge is consumed (which now happens right when the second Discharge occurs) the weapon will dismiss itself automatically.
The cooldown duration has also been increased from 30s to 1 minute and the magicka recovery effect applied when summoning weapons has been removed.
A new sound will be heard when one of your weapon cooldown charges become available again, to give you a headsup especially if you don't have the SkyUI overlay. There is also a new sound when summoning a weapon while the first charge is on cooldown, informing you in advance that a Discharge with this weapon will dismiss it.
Reasoning:
Magicka recovery is removed since the ability is now spammable. The cooldown increase was done due to the Discharge effects providing too much control for the player to exploit.
The change to how the cooldown works has multiple implications: - You can now only do 2 Discharges at the start of combat before being on full cooldown. Coming into combat with a weapon summoned and attuned will still be useful for various Discharge-based tactics but it will no longer grant you an additional "free" Discharge. Being able to chain 3 in a row was a bit too powerful but I still wanted to keep the double-charge system because it enables specific double-Discharge combos mid-combat and enables better cooldown utilization. I also wanted to keep the start-of-combat Discharge possibility. This solution allows both of those to remain but still brings the number down from 3 to 2. - If you let your cooldown recharge between each Discharge (in other words, you only utilize your first charge), the system will act much like before. You will keep your weapon after Discharging and can use it as normal until you choose to manually dismiss it. This satisfies my general goal of not removing functionality without good reason. - For those that do not use Discharge combos but rather have the Bound Weapon mechanic as a convenient way to access more weapon sets, there will no longer be any cooldowns to worry about. You can summon your weapons as frequently as you want, allowing it to truly be a complementary weapon set without any unnecessary restrictions. - For those that optimize their usage of cooldowns (striving to use abilities as often as possible) the automatic dismissal of the weapon will be a nice improvement to combat flow, allowing you to quickly move on to other things after getting your desired Discharge. Since this playstyle will almost always be operating on the second charge (except for the very first Discharge in combat), they will consistently get this convenient auto-dismissal. - Also for those that optimize their cooldown usage, you are still able to check if your Discharge is ready by simply attempting to summon your weapon (like before). If the weapon pops up you can be sure that it will also be able to cause a Discharge. If it doesn't, you can move on to other things without needing to manually dismiss an inert weapon. - Draw can now coexist with the Bound Sword (and Dagger) since this will no longer allow infinite Discharges. Its illogical auto-unequip behavior is removed, allowing you to Bind elements while holding Bound Weapons and quickly chain 2 Discharges back to back by drawing and casting a spell in between if you want. Just note that the weapon will quickly go into full cooldown when used this way. - Missing with Weapon Throw VR will no longer waste an entire Discharge cooldown for you. You can just resummon the weapon and try again.
Damage scaling:
Bound Weapons now scale from your Health instead of your Magicka. The scaling rate has been reduced by half. E.g. the bow would previously gain 1 damage for every 10 magicka, it will now gain 1 damage for every 20 health. The minimum damage of the weapons (at 100 or less health) will still match vanilla lvl 1 (iron) weaponry.
Reasoning:
With the new Entanglement system, having magicka drained down to 0 will be even more common practice than before. The removal of the magicka recovery mechanic from weapon summoning also means magicka will often only be at the start of its regeneration phase while using the weapon. The old scaling from current (not max) magicka would then very often result in minimal weapon damage. Why not scale by max magicka? Well i would if i could, but Skyrim doesn't provide that possibility. Instead, Health is a resource that is far more likely to be topped off and is additionally a more attractive stat for any type of character build. Not everyone using Spellsiphon will necessarily be playing a mage...
Health is also lore-wise appropriate as when Binding while holding Draw you have no element available except the Life within your own body. Hence that Life will be made part of the Binding process and serve to determine the strength of the shaped weapon. Bound weapons also already adhere to Life's color theme (purple/yellow).
World:
No longer does instant damage, instead each target is surrounded by swirling energy that is detonated if the target is hit by *anything* (can be e.g. a following arrow shot, an external spell or Draw). If the target is not hit while suspended or within 1 second afterwards, the swirling energy will dissipate doing no damage.
Reasoning:
This raises the skill ceiling of the ability, gives you more reason to actually try to predict the flight path of suspended targets and try to hit them and just feels awesome when hitting multiple targets with suspended projectiles and making them all explode simultaneously.
Death:
The storm now freezes all targets in range immediately. The freezing duration has been reduced to 7 seconds. The storm will no longer cause any damage. However, a new mechanic has been added to the freeze effect: The damage source that breaks the ice will now be doubled, regardless of what it is.
So it is now preferable to break your freeze effects with the strongest single-strike damage source you have, be it a 2 handed weapon power attack, a high damage external spell or a combo finisher like the Death Rune or Rift Arrow (note that Tri Bolt will not be doubled as it is always preceded by a weapon hit which will be doubled instead). If an enemy cannot be frozen (dragons, mammoths, dwarven machines, etc) it will instead get a swirling ice effect around it with the same mechanic of doubling the damage of the next incoming hit. This lasts the same duration as the freezing effect and will stagger the target when triggered or when it expires.
Since breaking the freeze effect with Draw is now a very suboptimal choice, the lingering death effect has returned and will surround recently shattered enemies for an additional 7 seconds. This allows you to draw Death from these enemies instead of Life.
When broken out of the freeze effect, enemies will now fall to the ground and have to stand back up.
Reasoning:
The previous way that the storm worked was a bit unintuitive. Having everything in the blizzard get frozen is just more straight forward and natural. It worked like this in the past but was reworked due to being OP with its old 30s duration. That is no longer an issue though.
The previous way also heavily favoured fast weapons (swords) since you could freeze more enemies that way. Id like all bound weapon choices to stay equally viable to the greatest extent possible. In addition, this new approach is just as useful if your weapon is discarded after triggering it. Which is now a very common occurrence with the new weapon cooldown mechanic but also when using the popular Weapon Throw VR mod. Finally, with the new damage mechanic, freezing everything at once enables you to perform cool area break attacks with e.g. a 2 hander with the sweeping strikes perk or vanilla Firestorm. With the old way it worked you would need to manually hit every target which, with the new 7 second duration, would break out the first target before you got to the last. Why not have more than 7 seconds then? Well, Spellsiphon's long-duration CC had to be redesigned a bit to avoid exploits and that meant keeping this one short and making a new one to take on the long-duration role. More info on this below.
Dropping shattered enemies to the ground was a required change to avoid an issue where enemies could become unable to move after being shattered.
Life:
Works as before but if it fails to kill the target, that target will now be trapped in Stasis.
Stasis prevents the target from taking any action for 1 minute but will be broken if the target takes damage. In addition, if the Stasis effect is *not* broken within 3.5 seconds the target will start recovering 100 health every 2 seconds until broken out (so attack it twice in a row if you're using it to do damage). Breaking the stasis effect causes 2x the damage of a drawn spell, that means that a target hit and then immediately broken out of stasis will now take 10x the damage of a drawn spell, up from 8x.
This discharge will no longer cause damage to allies (the weapon hit will though). This makes it completely viable to use Stasis in order to heal an ally if you can keep them from being broken out.
Time Rift has been renamed to Stasis Rift but works the same. It can still be triggered by the initial Life Discharge as before but you now also have a second chance to trigger it if the target dies while in Stasis or from the Stasis Break damage. The Rift duration has been reduced from 30 to 10s.
The initial strike will now instantly kill any ally reanimated by Life or summoned via Elemental Animation, triggering the Stasis Rift. This will bypass any invulnerability on the creature and will kill it regardless of remaining health.
Reasoning:
I still want the mod to contain long-duration CC effects that allow you to take key targets out of a fight since it adds an interesting tactical element.
However, the way freeze worked prior to this patch was too strong. You could abuse it to freeze a boss mid fight just for the sake of waiting out your cooldowns, then spam them with said cooldowns and follow that up with another freeze. Repeat until they're dead. To fix the issue, this new stasis effect will fully heal the target if you wait it out, essentially resetting the fight.
The other issue was that you could reduce any multi target fight into a 1 on 1 since you could freeze a large number of enemies at once for a long time. The new Stasis only targets 1 enemy (2 if you spend both your Discharge cooldowns).
The second Rift trigger point allows players with their main damage numbers invested into other things than Spellsiphon combos to still have a reasonable way of triggering the Rift. You no longer need to kill with the Life Discharge itself but can add anything else you have on top to kill the target as you break the Stasis.
This change also grants natural compatibility with the "FEC" mod (Frozen, Electrocuted, Combustion) which has this thing where it overrides any instant damage effect and makes it into a 1 second DoT effect. This causes the Life Discharge damage to finish applying 1 second after where the Stasis Rift trigger point used to be, meaning you needed to kill targets with the bound weapon damage alone which is significantly harder and not intended. Now, the target can die several seconds after the Discharge lands and you'll still get the Rift. The Stasis effect has also been made unbreakable for the first second to prevent that FEC damage from immediately breaking it.
Stasis Rift duration has been decreased for the same reason of preventing exploiting it to wait out your cooldowns.
The instant kill mechanic will give you a Stasis Rift on demand at the cost of a corpse or what could otherwise be a Fusion (once that is unlocked). What you choose to use that for is up to you but breaking freeze effects with it is pretty effective.
\/ Elemental Binding \/
General:
All Binding cooldowns have been increased from 30s to 1 minute.
A new sound is now heard when any of these cooldowns expire. The sound is unique for each element.
World:
- World Exhaustion now triggers when Binding the circle into Flamestrike instead of when the circle is summoned. - Summoning the circle can now be done while World Exhaustion is active. - Binding the circle during World Exhaustion will now cause a stagger wave and area damage equalling 2x that of a drawn spell. Leaving the circle at any time will cause this same effect. - The initial stagger waves have been removed. - Flamestrike now knocks enemies back near the center of the explosion. - A single stagger wave is now sent out when entering any elemental overload. - When the circle is removed by either Binding or leaving it, it now triggers a secondary effect called "Weaving Circle Instability" that prevents creating a new circle for the next 15 seconds. Trying to create it during this effect will just result in the weak area damage effect, no stagger.
Overload tweak: ALL damage within the overloaded element is now increased by 30%. Normal drawn spells still have a 100% increase. This damage increase is mainly aimed at drawn Entangled spells but it can be used by e.g. spells fired through VR gestures as well or by elemental shouts like Fire Breath. Equipping external spells manually into one of your hands will end the overload effect as before.
Reasoning:
The initial stagger waves were a bit too much control for something that can be used every 30s and affects a massive area. The mechanic was also unintuitive and easily misunderstood or missed entirely. With the new approach, putting the wave on overload gives you another reason to enter it even if you don't plan on casting spells with it, adding some depth.
The change to how the cooldown works was made to encourage using the circle in any circumstance where you have significant breathing room and want to build quick Power. With the previous long circle cooldown you would often find it unavailable when an opportunity presented itself. This would be especially true with the increased 1 minute cooldown. That long cooldown is meant to limit your access to the strong CC, damage and the atronach summoning provided by Flamestrike, but there was no reason for it to also limit your access to the circle weaving mechanic. The remaining 15s cooldown on the circle is there due to the two area-stagger abilities it still provides, having those spammable would be game-breaking.
The 30% damage increase is there for people who will mainly use entangled spells and dont want to switch back to normal ones just to get any benefit out of overload. The increase was put at 30% rather than 100% because external spells can get quite a lot more powerful than the normal Spellsiphon ones can so doubling that seemed like a bad idea.
Life:
Has inherited the magicka recovery mechanic previously found on the Bound Weapon summon. All recovery numbers have been increased, landing on 200 health, 200 stamina and 50 magicka. Magicka recovery is scaled by Magicka Regeneration / Woven Power and the health/stamina recovery is scaled by Restoration perks.
When cast during Exhaustion, this Binding will now make you Ethereal for 1 second but will no longer heal you at all.
Exhaustion is now applied when exiting ethereal form instead of when entering it.
Reasoning:
I still want some way in the mod to use built up Woven Power to create a burst of magicka recovery when you need it. The innate recovery stat increase of Woven Power doesnt quite provide this on its own. Number boosting has been done to match the increased cooldown.
The change to how the weak binding works means you can now rely on it to always save you from an incoming hit, if timed right before it lands. Previously you would sometimes use Life Bind to dodge, only to get killed because you didn’t realize the cooldown was still active. This will no longer be the case.
The cooldown startpoint was moved to discourage staying in the ethereal state just for the purpose of waiting out part of the cooldown.
Death:
- Rune detonation no longer causes agro from nearby allies. This is the last large AoE effect in Spellsiphon that had this issue so you can now safely use followers without risking agro unless you directly attack them. - Visual effects have been added to make the Rune far easier to keep track of after placing it. Charged and uncharged runes now look slightly different and explode with entirely different FX. New FX have been added when the rune is placed and when it is triggered. - There is now a hard limit of having 1 rune regardless of perks (but who was placing more than 1 at a time anyway?). - Enemies hit by the rune will now Freeze (same effect as Death Discharge, including the double damage mechanic) for 7 seconds. - Rune damage is now scaled by Magicka Regeneration / Woven Power instead of Magicka and now does 6x the damage of a drawn spell. - Weak/uncharged Rune detonations are unchanged (only applies lingering death that can be drawn and attunes you if you hit yourself, nothing else)
Reasoning:
It was very easy to lose track of where your rune was since the graphic is very dark and sometimes doesnt even appear (because that's just how runes are…). This often led to the ability being left unused or unexpectedly triggering when you forgot you even put it down. The new visual effect is easily spotted in any environment and the new placement and triggering FX make the ability feel a whole lot more unique and fun to use. The separation of charged and uncharged explosions has been something ive wanted to do for a long time cause it just makes sense but it was weirdly complex to accomplish and kept getting pushed further down the todo list.
Adding the freeze effect makes it deeper and more fun as well and is balanced out by the increased cooldown.
\/ Elemental Animation \/
The atronachs summoned from this mechanic have been renamed from “Animated World/Life/Death” to “World/Life/Death Anima”. As a group, these will from now on be referred to as "Elemental Anima" or just "Anima" rather than "Atronachs" as they are both mechanically and lore-wise completely different from normal atronachs.
World Anima is unchanged
Life Anima:
Healing aura strength doubled, landing on 40 health/stamina per second. Also added 10 magicka per second to match the change to Life Bind which this Anima originates from. The magicka recovery is scaled by magicka regen.
Reasoning:
Life Bind that creates this Anima has had its cooldown doubled, this balances that. Also the old strength was a bit too weak to really encourage you to stand in it.
Death Anima:
Now summons much faster, uses a better visual effect that does not obstruct the battlefield as much and frankly looks a lot cooler than the old one (pun intended). Duration reduced to 15s.
Attack damage now scales from Magicka Regeneration / Woven Power rather than Magicka. Base damage is now 2x that of drawn spells. This means there are now zero Spellsiphon effects that scale via magicka. Investing in magicka will still benefit Entanglement, Ward healing and external spells.
Reasoning:
The big blue ball was very obstructive, didnt work when standing close by and wasnt unique either (death rune already uses a smaller, far less obstructive variant). I mainly chose this visual effect to hide imperfections in the transformation animation but I've found a better way of doing that now. Also the summon delay made it hard to use the ability reactively when you needed it. The duration was reduced for balancing reasons.
\/ Elemental Fusion \/
World and Reshaped World:
Have been merged. Both drawn variants will now trigger the same effect and that effect is an instant damage explosion followed by a long-duration DoT and a firewall. The firewall applies the DoT as well but not the instant damage. The DoT cannot stack, only refresh to full duration. If a target is killed while the DoT is on them, they will explode, causing the same instant damage and spreading the effect.
Minor detail: Freezing a target affected by this Fusion will remove the burning damage but the target will still explode if it dies within the duration.
Reasoning:
Having different separate fusion effects for normal and reshaped spells added a hotkey requirement for those that don't normally use reshaped spells. Also, the new Entanglement system would require at least 3 new fusion effects for the system to stay somewhat logical if it's split up this way. So instead, each element now just has 1 fusion, just like how all the other combos work. World and reshaped World fusions kind of belonged together mechanically anyway.
Death:
Has been removed. Now triggers the same effect as Reshaped Death. Note that this means you can create multiple Death Anima with a single spell by passing the ice storm through multiple creatures.
Reasoning:
This one was not mechanically unique and so it broke one of the main design goals of the mod. Freeze is already represented in Death Discharge and a large piercing high-damage projectile is already represented in Time Rift.
Reshaped Death and Life are unchanged.
====== Other changes ======
- The Bound Dagger (single and dual options) is now available! Rejoice you patient people that have been waiting a year for this, sorry it took this long ;) - Range of the Draw beam has been doubled. Should now be easier to draw Life from flying dragons. - Imbue effects now only show a visual glow for the first 5 seconds after applying them or after reactivating them (by dismissing a bound weapon or sheathing and drawing your weapon). With the 1 hour duration they now have, there is little reason to constantly obstruct the player's body with an effect that doesn't relay any important information. I still want to keep the short VFX when drawing your weapon though to give you an active maneuver you can do to check which element is imbued in case you forgot. - Death Anima will no longer attack other Death or World Anima. It's supposed to be crazy, but not *that* crazy. - Bound weapon summoning no longer grants Conjuration skill. Instead, Conjuration is now increased by attacking with a Bound Weapon (scaled by health/damage) or by performing Reanimation and Anima summoning (scaled by Conjuration level). - There is now an option for re equipping Bind after power use without autocasting them on equip. You can use this mode if autocasting behaves weirdly for certain powers. In this mode, Spellsiphon powers will still autocast (since i can ensure those work fine with it theres no reason not to auto cast them) - Having 100% spell absorption should no longer break multiple mod mechanics and partial spell absorption should no longer decrease Woven Power gains. - Improved the World Fusion firewall placement to work a little better on uneven terrain. - Removed the moving flames that follow Weaving Circle detonations and the blue flame that follows charged Death Rune triggerings. These effects are extremely performance demanding for some reason and are not worth the cost. - The "Weapon Shaping" Power that created "Unbound Weapons" has been removed to lessen Power bloat. This feature is now instead available in the Research book under a renamed chapter now called "Basics". The lore and look of these weapons has also changed but their function is the same as before. - All quests have been updated to cover all the new mechanics, including new mastery objectives. - The "shift attunements 5 times within 10s in the circle" objective from the main tutorial has been moved to the mastery quest and made a little harder (now requires 7 times). - The issue of certain quest stages sometimes completing prematurely in both the main and mastery quests has hopefully been resolved. - Changed SkyUI icons for Bound Weapon cooldowns. Was: an arrow for the first charge and a bow with a downward indicator for the second charge. Is now: a bow with a downward indicator for the first charge and a sword with indicators pointing outwards for the second charge. This is intended to show a weakened bow at first and then a dissipating sword. -Removed the 3 second Bound Weapon Woven Power generation cooldown effect from showing in the UI. This is now a hidden effect but works the same. I want to keep SkyUIs overlay as clean as i can. - Fixed a World Anima exploit. By using the Wait command or fast travel to eliminate the cooldown, you could summon entire armies of these. From now on, summoning a new one will destroy the previous one.
====== Bug fixes ======
- The alternate books in Hrothgar and the College will no longer be marked as stolen goods (this may require a new game… I'm unsure) - Made the "Spellsiphon" Power accurately show Magicka Regeneration numbers below 100% (including negative ones). It now shows separate numbers for your regen and your damage where the damage number is capped at a minimum of 100%. - Fixed a bug where the Weaving Circle would detonate immediately if summoned while holding the Broken Ward spell. - Fixed a bug where breaking your Ward by drawing an element into it would not properly grant you the drawn spell once the Ward goes down.
Version 4.6
This and all older patch notes can be found in this google doc instead:
More Recent Videos: (Unedited) endgame gameplay in VR (using mods to intentionally extend fights) And a podcast-style tips and tricks video for those that want to deep-dive (this is long and is not required knowledge)
Disclaimer
Spellsiphon is built from the ground up to be introduced and learned in-game. It includes a button to fully disable the mod in the MCM (and its config book if you don't have an MCM) so you are always able to back out if you don't like it without risking your save file. It is so much easier to grasp this new system when you can press the buttons and cast the spells yourself and see what happens. And when the tutorial can gradually open up the functionality to you. For your own sake, do NOT read this entire mod page word-for-word before installing, please. It's a veritable mountain of information. It would be like reading the entire wiki for a game before trying it. Feel free to jump to sections that seem interesting to you though, like "Getting Started", then jump in and come back when you have specific questions you want answered (again, like a wiki)
Design goals
Fully support both VR and non-VR. The mod will auto-detect which version you're playing and adapt certain effects to look good in any edition.
Complementing vanilla or modded magic, not replacing it. Instead of being yet another pack of spells that can take the place of your old ones, this mod introduces a spell selection that is free of cost. Its damage is tuned below normal magic so you're incentivized to cast your old favorite spells while resources last then switch to Spellsiphon while regenerating then switch back, ensuring the magic you're used to and this new selection both stay relevant. To keep balance in line with vanilla, damage numbers are similar to what a Mage can normally get out of a sword. The idea being that these new spells replace the sword/shield set that you would otherwise be forced to use when magicka runs dry.
Skill-based magicka regeneration. A new mechanic causes you to regenerate faster if you use your spells in a certain sequence (perform combos). This creates a kind of magicka-spender/magicka-builder synergy between normal magic and Spellsiphon casting.
A focus on combos and chains. Mage gameplay can often devolve into repeated dual-casting of a single low-cost spell. To change that, Spellsiphon builds upon spell interaction as its core concept, rewarding the player for mixing it up. This spans beyond just the regeneration mechanic above, all abilities in this mod directly interact with others.
Streamlined spell-switching. To make use of a combo-focused system you'll have to swap spells frequently which does get clunky with the normal Skyrim method of assigning hotkeys (or worse, using menus), re-equipping and then casting. This mod aims to change that too by adding a whole new hotkey-free way of moving through its ability set as well as 3 custom damage spells of your choosing. It also helps smooth out the transition to other spell casting (e.g. alteration and illusion utility) and back through a new option called "Spell Focus".
Synergies between weapons and magic. Skyrim has weapons too and these two halves of the combat system don't need to be entirely separated. Magic can now assist weaponry if you "imbue" yourself. In this state, you can deflect spells, arrows and melee by whipping up elemental gusts with certain swings (this costs stamina). In the opposite direction, imbued weaponry can assist magic by triggering and setting up spell combos. These synergies are available to any weapon you choose to equip. Even staves trigger some of these effects so pure mages can get in on the action.
No forced pausing. Spell-switching is not the only thing streamlined, you'll get convenient access to some weapons and tools as well. Between them, they'll fulfill all your basic necessities like a shield, a ward, a healing spell, a torch and a bow along with a whole lot of other stuff. With that taken care of, your old hotkeys are free to be used for other fun things that make your character unique. Alternatively, if you're on a platform that doesn't have hotkeys, you'll get reliable access to these essential combat functions without ever opening a menu.
Few spells, many mechanics. Magic mods normally add tons of spells, where each one has a single specific purpose. This mod takes a different approach. By focusing on a smaller set of special baseline spells and making each one serve a wide array of different purposes, it strives to provide the same variety in mechanics as a large spell selection while minimizing the amount of buttons you need to remember (and reach).
Truly unique abilities. Everything in this new set should have its own mechanics and reasons to be used. An ability should never be made obsolete by learning a newer one.
Significant depth. Ideally, there should always be more ability interactions and intricacies to discover, even after months of playing.
Balanced mechanics that don't break the game. E.g. no paralysis, teleports (that can skip entire dungeons) or insta-kill spells.
Making player skill count. Stats, perks and gear will still help but actually knowing how to fight should be just as important.
Better bound weapons. These go from overpowered early on to useless in the later levels. It's a shame for such a cool category of spells. By tweaking them and giving them a central role in this new system, they can finally become a balanced and fun component of combat at any stage of the game.
Further reading
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As I think most would agree, Skyrim's combat is overly simple and quickly gets repetitive. Many mods out there try to solve this by introducing hundreds of new spells, perks or items but that doesn't fix the root of the problem. Even with all those options present, the fact remains that the combat system was designed from the start to have you wield a single item or spell in each hand and stay like that throughout the fight. The system for switching weapons and spells in combat is a tacked-on afterthought with all kinds of mechanical, visual, audio and animation issues. To drive the point home, the game comes with a measly 8 hotkeys on PC (3 of which are out of comfortable reach), 2 on consoles and 0 in VR. No actionbar, no button remapping options, nothing.
Even with mods that increase the number of available hotkeys, there are many inherent issues. They tend to be unresponsive, keeping track of many without an actionbar can be difficult if not impossible, binding them is often cumbersome and it is not uncommon for them to crash or temporarily stop working. When you get past all that though, the result simply looks and sounds awful with items popping in and out of view accompanied by clicky menu sounds and looping equip sounds.
This restriction stands at the core of Skyrim's spell and weapon design. They're all built to be used alone, offering no interaction with any others. Spells are even repeating themselves all over the place, providing practically the exact same mechanic, just with a different look or a higher number. The reason is the same, you are only supposed to be using one of them so when you get one with a prettier skin or a higher potency, you throw away the old one.
Well, what if this could be changed? What if a system could be introduced that streamlined the switching of spells and weapons, making it look, sound and feel like it's intended for you to do so? That would open the door to making combat deeper, more involved, more fun. All the spells and weapons should still be useful on their own, sure. But now they can also be designed to combine with each other to create far more opportunities for the player to explore and experiment with. Concepts like combos, chains, openers and rotations become a real possibility. This mod strives to do both these things; make an immersive switching system and put spells and weapons into that system that are all unique from each other and all interact with each other.
Do note that this is not made to the exclusion of everything else Skyrim has to offer. Quite the opposite, this mod tries to integrate its system in such a way that it can play together with as many other things as possible. An initial reaction is often that this mod would replace things like Apocalypse and then people either skip over it because they don't want to give up their other spells or they want every other spell in the game integrated into it so it can truly replace everything else. This was never the intention. Instead the mod grants you options that allow the use of any external spells, shouts or powers with minimal hotkeys and hassle, provides integration of any weapon into your elemental combos by imbuing it and benefits from the item bonus and perk systems so you can customize and adapt it to any playstyle.
Features
Safe and easy to try out
Doesn't touch the base game. Cleaned in xEdit. Does not add itself to vendors or loot. If you're not actively using it, it won't interfere with your game at all.
Easily installed. No special instructions and no requirements, not even on SKSE. Can be added mid-save.
Easily disabled. Should you decide that you don't like it, there's a one-click menu option to cleanly and completely remove all of its magic, scripts, etc.
Minimal performance impact. Optimized scripts (see "Performance" below).
A deep combat system that promotes variation
Switch spells and weapons in a brand new way. A new spell called Draw can be aimed at living or dead targets or just at the environment around you to siphon the elements of Life, Death or World. Once the siphoning completes, these elements will become spells that take Draw's place in your hand. A new Shout can also conveniently toggle between Bound Weapons and spells.
Everything interacts with everything else within the mod. Perform combos by mixing elemental spells. Attune yourself to an element using a spell and then consume that attunement with a Bound Weapon strike or a special new "Bound Spell" to unleash element-specific effects. Use the new "Bind" Shout to convert your held spell into a new ability unique to that element. Finally, as the capstone of your abilities, you can summon elemental creatures and then fire your spells at them to release an entire array of special creature detonations. All in all, you're looking at 30+ unique effects that you can trigger when fully unlocked.
Progressively unlock abilities. The mod will start you off with a basic but still very capable set of fundamental abilities. Increasing your magic skill will then gradually unlock more and more variation, power and tactical options.
Learn in your own way. Get guided through how the mod works by an in-game quest and/or read the in-game book, practice and learn on your own terms. You can even just wildly experiment and see what happens. All approaches are supported and equally encouraged. You can turn the guiding quest on and off at any time you wish.
A far better Ward spell.This serves all your defensive needs in one package. It's a physical shield, a magical ward, a healing spell and a light-emitting torch, complete with stamina-drain mechanics and timed blocking functions.
Customize your character with perks and items. The spells, abilities and weapons in this mod will all level their appropriate skill trees and are affected by perks and item effects. The streamlined comboing system means you will be using many more of Skyrim's skill trees in every fight, giving you far more options for your perk points.
Everything available everywhere. Anyone that has visited a Dwemer ruin has seen half their spells and abilities become useless due to resistances and conditions like "can only be used outside". It makes those (major) parts of the game a drag. The spells in this mod have no conditions on them and they separate their mechanics from their damage. The damage can still be resisted or enhanced by weaknesses as with any other spell but their special mechanics like combos and control effects will always apply, ensuring they remain valuable in any scenario.
An immersive experience
Never open a menu in combat and free up your hotkeys. Each and every ability can be performed during a single fight by using only your Attack/Cast and Shout buttons due to how the Draw and combo systems are designed.
Meticulously crafted effects. All features, from spells to weapons to mechanics, are accompanied by carefully picked and modified sounds and visual effects to make them truly unique and impactful.
Eating books won't make you master these spells. Feel like a real mage by actually studying and/or experimenting to learn how to use each new ability. You yourself need to figure out (with some optional guidance) how to trigger each effect, how it fits into your larger spell chains and how each ability's unique mechanic can synergize with the rest of your kit to be fully effective.
Lore-friendly writing. Get introduced to the new combat art, read about how your abilities work and configure the mod to your liking by using books and quests that keep you within the Elder Scrolls universe.
Less immersion-breaking issues when changing equipment. Visual effects have been added so that weapon/shield models don't just *pop* into thin air (like they do in vanilla) when you cycle between the new spells and weapons. The usual clicky and looping noises when swapping magic are removed and replaced for the new spells. All of the added stuff is thoughtfully synced with existing animations to look fluid and fitting.
An expansion, not a replacement
Highly compatible. No conflicts with anything else out there. Can be thrown onto practically any load order (see "Compatibility" below).
Can be used alongside all your old favorite spells. Either from vanilla or from other spell packs. You can assign 3 elemental spells of your own choice that can be accessed through Drawing and can trigger Spellsiphon combos (this is called "Entanglement", see "Using other spells" below for details or just play the tutorial). Non-elemental spells stay relevant as well and are conveniently cast using the included "Spell Focus mode" or alternate casting mods like Wizard Warrior (for SSE)and VRIK/MageVR (for VR). Various abilities in the mod will restore your magicka, which will often be wasted if you don't take the chance to spend it on external spells. The mod's balance expects you to make use of this resource, so don't forget about it!
Imbue yourself and your weapons. Your drawn elements can be used to imbue yourself, empowering your weapon with additional abilities that makes it a natural part of your combo rotations as well as granting it a very useful new defensive option (see "The Imbue system" below or play the tutorial). You can switch weapons freely without losing the effect. It will also stack on top of any enchantment and works with any weapon (staves and fists included but with some restrictions, see "The Imbue system" for those too).
It's very flexible. You can play this mod as a mage wielding spells in both hands, a spellblade, a traditional mage with a staff in one hand and a spell in the other, a sneaky arcane archer or a berserker wielding a fiery battleaxe, just to name a few. You can even just grab the Ward spell to get a cooler shield and play standard sword & board while ignoring everything else. Your choice!
Reviews
Batch 3: "The level of polish on this mod is absolutely unreal. From the very clever and well integrated tutorial, to the easy to learn but hard to master skill ceiling. This mod goes the full nine yards and then some. Quite possibly my favorite magic mod to date." -Ijile "One of the mods I tout as being the only innovative take on spell mechanics ever made and I recommend everyone to try it out." -iRetrospect "This mod deserves all the praise it gets ... It seems like a lot at first but it's really not and it's intuitive once using it in game. It provides an excellent base for your character and any other spell mods you want to use can just pile on top." -kapxis "My favorite part is probably the book lol. It just oozes creativity and flavor!" -Ignatius3117 "I will never look at magic the same way again! I actually feel like a Wizard for once. Not easy, not at all. I have died so many times in this playthrough, but every time I reload a save, I have learned something new." -Necro47 "Such an amazing mod, best combat one I've ever used for any game by light years." -thesparks007 "Never leaves the load order. Bridges the gap between weapons and spell combos and adds a whole new dimension to combat." -MIAxPaperPlanes "A mod worth playing Skyrim all over again." -roperx
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Batch 2: "This was well thought out and ingeniously done. So far appears to be well balanced, plays well with my other mods and once again has me addicted to Skyrim. Discovering this mod on this return to Skyrim has all my other games being neglected." -augustasgreen "I get goosebumps every fight with this mod, and that is something I haven't felt since I was a kid." -Vrimbued "Combat in skyrim just doesn't get better or any more fun than this." - michealxlr "The learning curve might seem difficult at the begining, but dam it is rewarding when you finally get those nasty combos." -oxtoraxo "I wish I could endorse this mod twice." -DucksAreReal "11/10. Brilliant work." - kalenmiyan "Spellsiphon is a masterpiece." - tuifua
Batch 1: "Exploring the various systems in place in this mod has been a blast. I don't fully feel comfortable with it yet, but I'm having a ton of fun. I'm very impressed of the depth you managed to get from what is basically only three inputs, and it gives mage characters some much needed interactivity. A lot of work and thought has been put into this and it shows." -OrganicView "I was curious so I downloaded and played with it for about half an hour and I think this is the most fun I've had with Skyrim's magic system." -yiunso "Very creative, very stable, works well right through my heavily scripted load order. Is super practical and actually useful, and makes magic combat dynamic and fun." -Tristamid "This is one of the best, most revolutionary mods to ever come out for Skyrim." -Nickball97 "This is the mod that got me taking up skyrim VR again after having 110 hours in it(40 of them in vorpx before release), as well as countless in normal skyrim and sse. i regret nothing, but i am sleepdeprived now. one of my new favorite mods of all time!" -Selons "This is by far one of the most well thought out mods for Skyrim. It remakes the game - absolutely fantatsic work." -spcarso "Spellsiphon cannot be recommended enough!" -Cangar
How does it work exactly?
All of the information in this section is also described in-game, through the tutorial quest and book, in lore-appropriate writing. For those that want the info up front or in a more straightforward manner open up the spoiler tag.
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You can check the TLDR below, read the guide and/or watch this summary video (the video is also linked above):
TLDR (very short intro):
Everything starts with the Spellsiphoning book (which you can either find in the world or get automatically, make your choice in the installer). Reading it will teach you the Bind shout (the core ability of the mod) and grant you additional books used for unlocking features and configuring your combat style.
Using Bind will equip you with 2 new spells. Draw in one hand and a heavily modified Ward in the other (which hand is which can be switched at any time).
Channel Draw's beam over 1 second to determine what Draw will convert into. Aimed at a living target it converts to Life (a shock spell), aimed at a corpse it converts to Death (an ice spell) and aimed at anything else it converts to World (a fire spell). Cast the elemental spell and it will convert back into Draw.
Every released spell grants elemental "Attunement" (e.g. World Attunement). Every time this attunement changes between different elements, you will receive a combo bonus called Woven Power that increases Magicka Regeneration for a short time.
Magicka Regeneration translates directly to Spellsiphon ability damage. If you have e.g. 200% regeneration, you will do double damage. Any source of Regeneration affects damage, from gear to potions to Woven Power. This damage increase only applies to Spellsiphon abilities, nothing else.
Progression system
The unlocks listed below require Destruction or Conjuration skill (you only need 1 of those at the required amount). The abilities will not unlock automatically at that skill level. You must unseal and read the "Elemental"tomesin your inventory (that were given by the Spellsiphoning book) to access each category of new abilities. You can bypass the skill requirements to get everything at lvl 1 through an optional download if you prefer. Magic skill: 10
Available whenever you read the tome since you start all trees at 15. This is only locked down initially to reduce complexity.
Using Bind again with Draw or Ward equipped will summon a special Bound Weapon (the type can be configured, it can even be a special "Bound Spell" if you don't want to use weapons). This weapon gets stronger the more health you have (current health, not max, if you are hurt the weapon will become weaker).
Drawing an element and then using Bind will produce "Elemental Binding" abilities that are unique for each element.
Magic skill: 30
The Bound Weapon is affected by your elemental attunement andwhen you hit something with it, it will trigger a special "Discharge" combo that is unique for each element.
Discharges have a shared cooldown of 1 minute with 2 repetitions (charges).
Magic skill: 50
Elemental Binding abilities all receive additional mechanics to consider.
These additional mechanics have a 1 minute individual cooldown. So you can use every element to its full effect within the same minute. Using the same element again while it's cooling down will result in the Magic Skill: 10 version.
Magic skill: 70
Certain Elemental Binding abilities can summon creatures that you can detonate with your drawn spells. Each creature has unique abilities before it is detonated and each spell fired at it will produce unique effects.
For further information on all these points, check out this guide. You can also use the Terminology Summary to help with understanding all the various words the mod uses.
The mod comes with a large number of configurations available through a book called "Spellsiphoning Research" and a number of Powers that you learn by reading that book. You can check the "Configuration Guide" below for guidance on how it all works. Here are a few examples of what you can do to tailor the mod to your playstyle:
Use the Reverse power to toggle between Draw and Ward in any hand (this can also be configured to be part of your Shout key).
You can use Draw in one hand and a fist, blade, staff or a spell from another mod in the other and still have full access to everything. Toggling to and from your Bound Weapon will properly re-equip your weapon*.
You are able to use weapon-focused (2- or 1-handed) playstyles where you only rarely use any spells (maybe once per dungeon) while still having access to combos.
You can Draw custom elemental spells from any spell mod by Entangling them (see "Using other spells" below)
Enable Spell Focus, equip an external spell (e.g. Magelight), cast it and you will automatically re-equip Draw or Ward (whichever you replaced with the external spell). Concentration spells will stay in your hand until you finish casting them. If you want to cast the external spell several times before switching back (e.g. summoning 2 Familiars with Twin Souls) you can just charge the spell again immediately after letting go of it. Spell Focus will not switch the spell back as long as you're charging it.
A separate Focus setting exists for Shouts that works in a similar way (re-equipping you with Bind).
There's a whole lot more. E.g. changing your Bound Weapon into different forms, imbuing normal weapons in combat to use them for combos and auto-casting Powers without changing away from Bind.
* Right-hand weapons will switch back properly in any situation. If you have a weapon equipped in the left hand, a Bethesda engine limitation will prevent those from re-equipping if they are replaced by something that this mod brings out. Specifically, the left hand will be replaced when using the Elemental Binding called the "Weaving Circle" (since it uses dual casting) and when summoning the Dual Swords/Daggers/Foci (if using any of those Bound Weapon choices). If a left hand weapon is removed, then Draw or Ward will be put there instead (no point in leaving the hand empty).
Getting started
NOTE: The abilities you see in the mod videos will unlock gradually. To use any of the advanced combo effects or summon your bound weapons, you need to unseal and read the related "Elemental" tomes in your inventory. The in-game tutorial will point you towards them.
First off, note that this mod is intentionally very different from standard magic. It's not just a collection of new spells but also a whole new way to access them in combat. Starting with it against difficult enemies without understanding it will most likely get you both confused and killed. Practicing on easier targets first is highly recommended! That said, the system is designed to be intuitive and logical so the time needed to get a basic grasp of it should not be too long.
The mod comes with an optionaltutorial quest and an in-game book that will be in your inventory as you load or start your game. It will tell you everything you need through lore-appropriate text and quick references. Books have always been the main way you learn things in Elder Scrolls games, so it felt appropriate. If for some reason you don't find it in your inventory or you happen to lose it, it is also laying on top of the bar counter at the Sleeping Giant Inn in Riverwood. Lost "Elemental" unlock tomes can be recovered by opening a new copy of this main tome as well.
Don't feel forced to read all of it before heading into combat. The guided tutorial will send you into combat early and if you decide to go the unguided route, you should still do the same. The mod is designed around you slowly learning it while levelling.
Details
The following sections are optional reading material for those that want more details. You don't have to read any of this before you start playing. The short version is that the mod has no special installation procedures, is compatible with practically everything, can be used alongside any other spells or weapons you wish and gets boosted and altered by items and perks (vanilla and modded both work) in logical ways.
Stats and Gear
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Health, Stamina and Magicka
Health is used for increasing your damage with all Spellsiphon Bound Weapons. To maximize this damage you should not only invest in max health but also try to avoid being hurt in combat as your weapon strength is constantly updated to match your current health.
Stamina is used for blocking with the Ward or the usual power attacking, blocking and bashing with weapons. This can either be your Bound weapons or any normal ones you may be using along with the "Imbue" system (more on that below).
Magicka is used for healing yourself while using your Ward but all other Spellsiphon magic is free of cost. If you're using any external spells by linking them with drawn elements (called "Entanglement") and/or e.g. enabling the "Spell Focus" mode, those will require a magicka investment too.
Magicka-regeneration equipment and potions A feature of Spellsiphon is that increased Magicka-regeneration from any source (equipment, potions, buffs, etc.) will also increase your Spellsiphon-spell damage by the same %. Only Spellsiphon spells are affected by this damage-increase and they have been balanced around this aspect so don't worry about this feature overpowering your other spells.
Cost-reduction enchantments and perks Nothing in Spellsiphon "costs" Magicka in the normal way, not even the Ward (it counts as a "drain" effect), so any items and enchantments that reduce costs are only useful for casting external spells. Many cost-reduction enchantments come bundled with Magicka-regeneration though.
Perks
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General rules
If a perk affects fire, frost or shock spells, it will affect the equivalent drawn element (fire = World, frost = Death, shock = Life).
If a perk affects destruction spells or spells in general, it will affect all elements and the Draw spell itself.
If a perk increases fire/frost/shock/destruction damage it will affect the equivalent Spellsiphon drawn spells and combo effects. This increase stacks multiplicatively with the Magicka Regen scaling (see Stats above) so e.g. double damage from perks means double value from Magicka Regen as well.
If a perk adds mechanics to fire/frost/shock/destruction spells (e.g. Freeze, Fear and Disintegrate) it will only affect the Spellsiphon drawn spells, not the combo effects.
The beam fired by the "Life Foci" bound weapons count as a "drawn" spell and a shock spell for all the above rules.
Bound Weapons are affected by all Conjuration and Weapon perks that relate to them and will scale with health and weapon skill (does not apply to Life Foci).
Warding does not count as Blocking.
Almost any perk that affects reanimation spells and reanimated minions will also affect the Life-reanimated minion. There are two exceptions, listed below.
Perks that increase the number of reanimated minions you can have won't affect the Life-reanimated minion. You may never have more than 1. Note however that this minion stands outside the summoning limit and can be combined with any other conjurations (even other reanimations).
Perks that prevent minions from disintegrating will not affect the Life-reanimated minion. Due to it being fuel for powerful fusion combos, standing outside the minion limit and being free to cast on anything, having these types of perks affect it is simply broken.
No Conjuration perks will affect the "Anima" summoned through the "Elemental Animation" unlock. Destruction damage perks will however affect their attacks.
The Ward heal counts as a healing/restoration spell for all perks that affect them (Respite is a special case, see below).
The Ward magicka consumption counts as a drain effect, not as a cost. Meaning it will not be reduced by cost-reducing effects.
Since nothing in Spellsiphon "costs" Magicka in the normal way, any perks that reduce costs are only useful for casting external spells. You should however strive to use at least 1 external spell regularly to avoid wasting Magicka.
Whether you're using vanilla perks or an overhaul mod, all of the above rules apply. Spellsiphon is fully compatible with the most popular perk overhauls and probably some others as well. I haven't tested others personally though.
Vanilla perk tree examples
Archery / 1-Handed / 2-Handed / Sneak Work as normal. Bound Weapon damage is scaled by sneak attack bonus, weapon skill and perks in addition to scaling with health. This all stacks multiplicatively (so increasing health also increases the effect you get from perks). The special "Life Foci" weapon scales from Destruction shock perks instead.
Block Does not affect Ward at all and Ward does not grant block skill. Block can still be used for blocking with the Bound Battleaxe or Sword.
Restoration
Regeneration affects both Ward and broken Ward heal over time effects.
Respite grants the broken ward spell 100% increased stamina restoration. It does not grant stamina regen to Ward's heal over time since that would make it nearly unbreakable.
Ward Absorb works.
Magicka cost reduction perks do not affect the magicka-drain effect of Ward.
Conjuration
Bound weapon perks fully affect the Spellsiphon Bound Weapons (except Life Foci). Mystic binding increases weapon damage by 40%.
Reanimation perks will be applied to corpses reanimated by channeling Life into them.
Twin Souls will allow you to have 2 vanilla minions along with a Life-reanimated one.
Destruction
Augmented flames/frost/shock all work on their respective elemental equivalents (flames = World, frost = Death, shock = Life). And shock affects the Life Foci.
Disintegrate, Intense flames and Deep freeze all work on the drawn elemental spells and the Life Foci. They do not apply to the Bind/Discharge/Animation combo effects.
Novice/apprentice etc. Destruction perks have no interaction since there are no magicka costs. They are however used by external spells like normal, and you should strive to include at least one of those to avoid wasting magicka.
Rune Master does increase Death Rune range, but it is already very long by default.
Dual Casting can be used within the Weaving Circle during "Elemental Overload".
Unlocks
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A progression system will unlock batches of new abilities at 10, 30, 50 and 70 magic skill (Destruction or Conjuration, your choice). The system works like this: When first activating the mod (reading the main book), you will get 4 smaller tomes in your inventory called "Elemental Binding", "Elemental Discharge", "Elemental Binding II" and "Elemental Animation". Each tome is initially sealed but that seal can be broken by clicking the book. It will require the aforementioned amount of magic skill. Once the book is unsealed, you can read it to unlock a new batch of abilities. How the abilities work is described within the tome itself but you will also be guided by the tutorial quest if that is active. If you open one of these tomes and feel overwhelmed by the new set of abilities, you are also given the option to keep them locked down until you're ready to make use of them. In the interest of player freedom, there is also an optional download that will bypass this entire system, unlocking as much as you want at level 1.
However, also note that this mod is designed to be a baseline combat system, not your entire arsenal. It provides you with the essential tools of dealing damage, staying alive and controlling your enemies but it also heavily encourages you to bring in your other favorite tools from the rest of Skyrim and use them in tandem. Finding new weapons, unlocking new spells, finding word walls and unlocking shouts, learning new powers, it's all still there and can be practically included into your combat style by using the various mod configurations in the in-game Research book (see the Configuration Guide below if the book confuses you).
How to increase your damage
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A different form of progression that Spellsiphon also brings to the table is about unraveling the complexity and coming up with new solutions to different combat scenarios. You won't be able to fully utilize the abilities until you've had time to read about, test out, practice with and master them. Contrary to vanilla spells, nothing can be spammed and they all have special mechanics to consider. Some of those special mechanics open up possible interactions with the ever-changing environment and others will heavily benefit certain follow-up attacks. These follow-ups are not necessarily part of the mod either, don't forget all those other tools you've brought with you.
An important thing to mention before we get to the list is that the depth of Spellsiphon is meant to be unraveled at your own pace. You are not supposed to understand how everything works and every possible combination you can perform before you even start to play. Trying to do so will most likely be overwhelming and will hurt your enjoyment of the mod. I highly recommend taking your time and trying to be creative with each new mechanic you learn about before moving on to the next. Play the game, fight and level up while practicing so the process truly becomes part of your normal character progression.
With that said, here are some general tips to keep in mind when working towards mastering combat with this mod (NOTE: requires some prior understanding of how the mod works):
1. This first point may be obvious but use your "burst damage abilities" as often as possible, meaning Discharges, Overloads, Flamestrike, Death Rune and the Elemental Animation (Fusion) combos. These will scale in damage based on your Woven Power (see 2. later) but it's rarely worth it to delay their use just to build up power first as that will result in lower overall DPS by wasting cooldown time. Use them, then build power while they're recharging so the next use will do more damage. And that increase in damage is quite significant. Here's an example: Life Discharge without Woven Power at 100% magicka regen deals 32 dmg. When charged up with an optimal Power rotation (more info on this below) it can do as much as 160 dmg (before gear and perk bonuses).
2. So how do you build Woven Power (WP)? First, let me define what it is: WP is an effect granted by attuning yourself to any element and then attuning yourself again, but to a different element. There are multiple sources of attunement and you can find a list here. WP increases Magicka Regeneration by 15% and lasts 20s (note that Magicka Regeneration = Damage in Spellsiphon). Any additional WP effects added within that 20s duration of the first will overlap, they will not refresh the duration of the first effect or each other. This means that WP will ramp up to a maximum value (where each effect you add is matched by an old effect falling off) and then ramp down when you stop adding new effects. Now, just drawing two elements back and forth will indeed work to build WP, but there are far more optimal methods once you get into the more advanced stuff. To put some numbers on it:
A perfectly executed standard Draw -> Release weave (meaning Draw -> World -> Draw -> Life -> repeat) over 20s will max out at a +100% damage boost (+150% when using Death every other Draw).
Perfectly weave using an imbued staff (meaning e.g. Draw while firing World imbued staff -> Life -> repeat) and its +200% (+300% if drawing Death every time).
Switch that to a melee weapon (more dangerous) and it's around +250% (+350% if drawing Death). The additional 50% is from Resonance bonuses when hitting with Imbued physical weapons.
Finally, perform a perfect weave in the Weaving Circle (very hard to do and forced stationary positioning) and you're up to +300% (+400% with Death every other Draw).
As you can see it's a constant trade-off between power and safety/difficulty. Standard weaving is easy and safe but weak. Including Death takes a lot more situational awareness and frequent re-aiming which is difficult but also rewarded. Weapon weaving sacrifices the Ward and can require melee, which is dangerous but powerful. Circle weaving requires standing still and sacrifices the Ward, which really makes you vulnerable but grants you maximum power.
Note that Elemental Binding causes attunement as well. Try to make sure you're not wasting a potential WP stack whenever you use Bind with an element held. Especially the Death Rune has a lot of WP-building potential, with its additional detonation attunement effect and its "Lingering Death" effect. Using it optimally alongside Imbued weaponry can result in numbers similar to the circle but I'll leave it up to you to discover how.
3. Woven Power is not the only way to increase your damage. ALL sources of Magicka regen will increase your damage. Equip some mage robes, enchant some gear and maybe drink a magicka regen potion and you can bump your damage modifier up to 400%+ before you even start combat.
4. Use your magicka! It is common and seems reasonable to directly compare Spellsiphon to other spell mods (e.g. Apocalypse and Mysticism) as if they are mutually exclusive. They're not though. Every Woven Power stack you get is increasing your magicka regen and every time you Bind Life or stand in your Life Anima Aura you're recovering Magicka. Don't let all of that go to waste. Find some favorite external spells and either Entangle them or throw them in between your Spellsiphon Weaving. See "Using other spells" in the Configuration Guide below to learn about Entanglement and other tips to conveniently include external spells.
5. Perks. The drawn spells may not be powerful on their own, but they still trigger potentially powerful perk effects. Like Ordinator's remove-first-25%-of-enemies-health lightning perk. Also note that damage increases via perks (like the +40% damage vanilla perks or the Ordinator effect that increases damage by 1% for each Destruction skill level) stacks multiplicatively with your Spellsiphon damage modifier. Here's an endgame example: 100% increase from perks and 800% increase from combos and gear (as explained in points 2 and 3). That will multiply your damage by 2x from perks then 9x from magicka regen/woven power resulting in a total of 18x Spellsiphon spell/ability damage.
6. Crowd control. Spellsiphon's combos contain a lot of powerful crowd control. This has to be weighed in when considering its overall power. Throwing people across a room, freezing time, staggering and freezing enemies, making yourself invulnerable, raising corpses to divert agro. The list goes on but you probably get my point. Use these to your advantage, e.g. combo them with wall-spells that benefit from people being knocked down/occupied with minions.
Installation, removal, updating, performance
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Installation
The intention is for this mod to be as easy to try out as possible. So I opted to:
Fully support installing/uninstalling it mid-save (see "Uninstallation" below).
Entirely avoid requirements, not even SKSE or SkyUI.
Be as compatible with other mods as possible. So no changes to any vanilla records. This mod only adds new things.
That means you can use the mod manager to install or just manually unpack into Skyrim's Data folder and add it to your load order. You don't need any other mods and you don't need to worry about where it is in the load order as it won't conflict with anything (just place it anywhere after the main game and DLCs).
Make sure to check out the various optional files over in the Files section, some may interest you. Also check out the "Complementary Mods" at the bottom of the page.
Uninstallation
Since this mod doesn't actually edit anything in the base game, you can just decide to ignore it. Generally, it is not recommended to uninstall any mod mid-save due to potential load order issues in remaining mods when a mod in the middle of it disappears. If you absolutely want to remove the mod from your load order on an active save, do the following steps to get the safest and cleanest possible removal:
Open the MCM (if you have it, otherwise read 2.) and pick "Disable Spellsiphon"
If you dont have an MCM, open the Spellsiphoning Research book (if you have it, otherwise read 3.) and select "Reject Teachings" then "Everything (disable mod)".
If you dont have the MCM or Research book, open the main Spellsiphoning tome, close it, close the inventory and when the popup asks about starting the tutorial, select "No" on both questions. This will grant you the Research book immediately and you can then go to step 2.
The steps above will stop all scripts and dispel all long-term effects (like being attuned and imbued).
Make sure no other Spellsiphon magic is currently affecting enemies or yourself. The longest-lasting effect that wasn't automatically removed in the steps above is less than 2 minutes, so it should just be a matter of getting out of combat and waiting a short time (or use the wait command to wait 1 hour)
Save your game, exit and uninstall with a mod manager. Alternatively: Throw the Spellsiphoning book down a deep dark pit of your choice where it will never be found again. Since this book is required in order to reactivate the mod, you have effectively now uninstalled it.
Updating
Just replace the files with the new ones. An automated script will perform the in-game update procedure for you in a clean way and a text will pop up when loading your game, informing you that the mod has been updated. If the mod is inactive (you haven't read the book yet), the text will appear the first time you activate it.
Performance
For those worried about increased script lag/bloat:
No persistent polling scripts (nothing is running in regular intervals all the time).
No OnHit scripts being spammed in the background. The only OnHit that exist are when channeling Ward to support timed blocking and on the special Spellsiphon minions to support minion combos.
No global actor or object script attachment (through e.g. invisible massive area cloak spells).
Scripts only run when they absolutely have to, which is at the moment you cast an ability and when that ability hits a target. There's also one script that runs when you equip things since the mod includes some features surrounding that.
All scripts that do have to run are thoroughly optimized.
All scripts can be fully disabled by using the "Spellsiphoning Research" book and selecting "Reject Teachings". If you do this, you can also re-enable the mod at any time in the same way as you enabled it the first time, by reading the "Spellsiphoning" book.
The mod is fairly sensitive to script-lag introduced by other mods since it has timed blocking mechanics and some other timed effects. If it feels unresponsive, check your mod list for any likely culprits. As for visual effects, the mod only uses repurposed vanilla assets. Any custom meshes are entirely based on vanilla ones and either simplified or just tweaked, there are no additional vertices, particle systems or such added. If you can run vanilla, you can probably run this.
Compatibility
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Spell packs I highly recommend using external spell packs alongside the mod. Fire, shock or frost spells from these packs can be assigned to your Drawn elements and you can then use them to perform all the Spellsiphon combos (this is called "Entanglement"). All the other spell types will give you the usual additional utility on the side. E.g. minion-summoning spells, buff spells and things like Ghostwalk, Corpse Explosion and Raise Wall from Apocalypse can be cool additions to your arsenal, just to name a few. To use these in a convenient and menu-free way, see the "Using other spells" section below.
Perk overhauls Ordinator is fully compatible out of the box, Vokrii and Adamant both have optional patches and other perk overhauls may be compatible or may need patches, I havent tested others personally. Check the "Perks" section above for details on how they interact with this new system.
Combat mods Spellsiphon only adds abilities to the player to accomplish its goals. It does not alter the enemies or fundamentally change how the basic systems like stamina or hit reactions works. This means it won't interfere with mods that do make those kinds of changes meaning you can mix it with whichever other favourite combat mods you have.
The Spellsiphon Ward ability is a special case since it doesn't use the normal "block" system and drains stamina via script. This will make it act independently of what other combat mods may have altered about blocking. On the same subject, the Timed Block mechanic in this mod will also also act independently but will usually not conflict with any Timed Blocking added by other mods. However, Skyrim does not handle multiple simultaneous time-slow effects very well so if you have another mod that applies a time-slow when blocking with a Ward, that may cause issues. All that said, note that Ward is a completely optional ability and you can still use 95% of Spellsiphon without touching it if it doesn't mix well with your load order.
Magicka regen mods Not all mods that change Magicka Regen will affect your Spellsiphon damage. You can check by looking at your Spellsiphon Power. If the value there changes, so will your damage.
The spell damage scaling is only using the "MagickaRateMult" actor value. Mods that change base magicka regen (e.g. survival mods) tend to alter the "MagickaRate" actor value which will have no effect on your damage. Some mods also alter the "fCombatMagickaRegenRateMult" global game setting that changes your regeneration when you enter combat. This will, again, have no effect on your damage. Known mods that do cause drastic reductions to your Regen in a way that affects your damage is Andromeda and Mundus "Atronach" standing stones and certain Vampire mods when out in the sun.
Archery mods The Bound Bow arrows link to the vanilla Bound Arrow Projectile class. So any mod that alters things like speed, gravity, etc. will work.
Light mods Skyrim only supports 1 single light source to be attached to the player at a time. That means that any mod that adds something like a toggleable light, light from your hands when holding spells, a light to accentuate your face, etc. will block out the light granted by the Spellsiphon Ward. Even the vanilla Candlelight spell will block it out for the same reason. External light sources (like Magelight) are unlimited though.
Hotkey mods and Equip mods like MageVR/VRIK Any invalid spell combinations that these mods may put in your hands (like 2 Draws or 2 Wards) will be detected and corrected automatically.
Graphics / Effects / Sound / Animation mods Spellsiphon does not use any self-made visuals or sounds, it's all vanilla assets that have been moved around, tweaked (often significantly) and used in different ways. That means any mods that replace these things will affect the spells, weapons and various visual effects in this mod. In almost all cases this will work just fine and will tweak the experience to your personal preference, but I can't test every combination out there so there may be some that cause audio or visual clipping/popping. Some animation mods may also cause lagging issues when switching spells and casting with both hands as often as you do in this mod.
I strongly discourage using Ultimate Fire Effects HD in VR as it flattens ALL spell textures (not just fire) making every spell look worse. Want a better fire mod? Get Inferno instead!
User-reported incompatibilities
Quick Light SE and Strange Runes removes the light effect from Ward though both of them grant other light sources that can replace it.
The "Atronach" stone from Andromeda or Mundus will decrease your "MagickaRateMult" by 1000% or more, which will lock all Spellsiphon abilities at their basic (weak) level of damage regardless of Woven Power stacks or equipped gear. Don't pick that stone when playing with this mod...
Inpa Sekiro Combat changes how stamina works in a way that doesn't function well with the Spellsiphon Ward. The two mods are otherwise fully compatible if you just use Inpa's weapon parrying system instead of Ward. Using Inpa's own parrying system is something I'd recommend anyway since a large part of that mod revolves around it.
TDM causes your character animations to lock up during heavy time slows (like World Discharge). You can fix this by changing a setting in the TDM MCM menu (something that mentions time slow affecting the character, disable it).
FAQ
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My Woven Power is capping out at 6 stacks, how do i get more?
See the "How to increase your damage" section
I dont like bound weapons, do I have to use them?
You can pick the "Life Foci" option for your bound weapon to avoid them completely while still having access to the Discharge mechanic. You can also decide to ignore Discharge and just use all the other abilities in the mod.
If you want to play a spellsword with a normal physical weapon, know that the mod is designed for exactly that. You're not forced to be constantly running around with your bound weapon (though that is supported too). Instead you can "Imbue" your physical weapon and use that for weaving together with your spells. See "The imbue system" section for how this works. You can then summon your bound weapon once a minute for its Discharge effect before returning to your physical weapon to do further weaving. It is possible to imbue your bound weapon as well and weave with that if you want to but it's just as practical to be doing it with a physical weapon. Up to you what you prefer!
My Life Reanimation is dying when i summon other minions
Yeah that's unfortunately how it works. It's "by design" in the sense of it being an engine limitation. I have not found any way to properly exclude it from the limitation completely without also opening up exploit holes where you can use the mechanic to multiply your normal summons. My thinking is that it's "good enough" since life reanim is a mid combat thing and will likely be the one cast after your normal summons (that you precast ahead of combat) anyway.
Why does my Magicka Regen have a negative value? I cant increase my damage!
This is usually caused by being a vampire out in the sun (while using vampirism mods) or by having picked the Atronach standing stone while using a standing stone overhaul.
Is there a UI element i can turn on to view my Woven Power stack count?
There is not. But Spellsiphon is also intentionally designed so that you dont need to know your exact count. Woven Power is a background-mechanic that just says "dont repeat yourself" in order to encourage varied gameplay. But you don't need it and you certainly dont need a specific count of stacks at any given point. Just build some stacks and fire off your cooldowns when the situation calls for it. If you should be focusing on anything it's keeping those cooldowns rolling, that's where the majority of your power comes from (see the "How to increase your damage" section). Then just dont repeat yourself and WP will aid you in the background along the way without you having to think too much about it. The WP count in the menu is a good aid when trying out various WP building techniques while training to compare them against each other. But the intent was never to check it mid combat.
My Draw spell is taking longer than 1 second to complete. What's going on?
How does this work with Ordinator's Vancian Magic?
Afaik Spellsiphon stuff you cast from your hands will deplete your vancian allowance even though it costs no magicka. When the allowance is depleted you wont be able to cast neither normal nor Spellsiphon magic. HOWEVER, if you get the "Intuitive Magic" perk from the same tree you CAN cast all Spellsiphon magic even when your vancian allowance is at 0. But casting Spellsiphon spells will still deplete it if it's above 0. Correct me if I'm wrong since i dont play with vancian myself, but this is my understanding of how it works from reports I've gotten
Why do I get big lightning textures covering large parts of my screen sometimes?
If you're getting it after finishing a fight with a magic kill cam right after performing a Ward timed block, that's normal. It will fade away pretty quickly. I dont know why kill cams cause this but i cant fix it. If you're getting it under any other circumstances, it's a mod conflict. Here's a possible fix from cacophony1979 (author of the Wabbajack list Licentia): "The texture in question is shockparticles02.dds and it was coming from Rustic Daedra, at least for me. If you delete whatever is replacing that texture you will have much more manageable shock effects again. Perhaps this information will be of use to someone."
I used an unlock book but i still cant use my new abilities
Make sure you both unsealed the book and then also went back into your inventory and opened it up. It wont unlock until you properly read it (and press "yes" on the following popup)
My Ward spell isnt lighting up the room
Check the "Compatibility" section
I wish this mod had more spells integrated into it
Check the "Using other spells" and "How to increase your damage" sections for explanations of how this mod is designed to synergize with external spells. Just cause you cant Draw them doesnt mean they're not important anymore. Using Spellsiphon without touching external spells is extremely suboptimal.
Can I have Reshaped Entangled spells?
I decided against allowing reshaped entangled spells because it got too complicated to keep track of, explain and use. E.g. when you realign between entangled and normal spells, should the entangled spells reflect the reshaped state of the spell set you left? Or should both sets have their own reshaped state and it should remember which one you were on last time you were there? And how would you do the entangling? Should it give you a popup asking you to choose if you want to entangle with the normal or reshaped variant? And how should you explain the reshape power? It wouldn't be a swap between single and multitarget spells anymore. Also 6 entangled spells could be hard to memorize longterm so there would probably need to be a system to let you view which spells are currently entangled and to which slots. Overall it just felt clunky and it felt like you'd never be quite sure when you realigned if you were gonna get the reshaped variant or not and i dont like that loss of certainty.
I've lost my main tome/settings book/unlocks books
You can generate a new main tome via the MCM or by heading over to the Riverwood Inn. Once you got a new fresh main tome, you can open that up to regain any lost settings/unlock books. Note that the main tome has to be new and previously unopened in order for it to produce new books.
My Ward in VR is attached to the wrong hand
This is a setting in the FOMOD installer. If you got the mod via a modpack, find it in MO2/Vortex, right click it and select "reinstall". That will give you the installer options again.
When trying to do a Timed Block with the Ward, the barrier isnt appearing fast enough
The Ward cast is set to "zero" cast time in the Creation Kit but there's still an animation of the hand going from its idle pose to its casting pose which takes roughly half a second. I personally like that there's a delay. Parrying is powerful and should not be too easy to perform or it'll get OP. My tip is to create distance between you and the enemy before a timed block attempt so they need to approach you and attack, this usually results in more predictable attack timing as they charge in. I also recommend using the Timed Block against Power Attacks as they have a longer telegraph.
VR Bow Balance add-ons
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Use these to bring bow damage in line with other weapons and with spells. These add-ons only affect the Spellsiphon Bound Bow and are compatible with quiver mods (e.g. SRA or MageVR) or you can use them as a quiver-mod-substitute. If you choose to use any of these options, please read the entire description for it so you know how it works (is it NOT explained in-game). None of the options take a plugin slot as they are only a script file replacement.
They are downloaded under "Files" and can be loaded anywhere in your order. Only pick 1.
The "Arrow Cooldown" solution
Still stronger than in SE, but not by much. It works like this:
Unequips your arrow after firing and re-equips Bound Arrows 1 second later.
Works with any arrow, so you can fire custom arrows (e.g. my Soul Arrows mod), they will auto-unequip and you will then be returned to Bound Arrows as your "spam-ammo" if you wait 1 second.
If a custom arrow type is equipped during the 1 second delay you will get to keep it, the Bound Arrow re-equip will not replace it.
Includes a disappearing/reappearing conjured bow string visual effect.
NOTE: You can also re-equip and fire the Bound Arrows yourself at a much faster rate via SRA. This add-on will not prevent that. In that case, this add-on will only serve as a practical button-free return to Bound Arrows after using custom ones (by waiting instead of fetching a new arrow).
The "Unstable Bow" solution (designed to work alongside a quiver mod)
Brings the VR bow damage all the way down to the correct SE standard (what the rest of the game and this mod is balanced for) in a way that hopefully feels immersive and not too annoying. This version works best with a quiver mod installed (SRA or MageVR) as that allows you to draw an arrow and line up your shot while the fire-rate-delay mechanic is taking effect. Here's how it works:
Your bow will become distorted when arrows are fired through it. When this happens, the bow will immediately start to resolidify but this takes 2 seconds (the same as the SE draw time).
A very visible FX on the bow and audible sound will play during this. You can fetch a new arrow from the quiver and draw it at any point here.
Firing an arrow while the bow is already distorted will make it disappear entirely. The arrow will still fire though.
Once the Bow is gone you will get a 1 second shout cooldown penalty that prevents immediate Bow resummoning. There are no other penalties.
When the bow is first summoned, it is also (logically) solidifying for the first 2 seconds and will disappear if fired. The solidification FX is the same as the normal Bound Weapon summon FX so shortly put: purple waves going into the weapon = do not fire.
You can intentionally fire during the initial solidification of the bow if all you want is the Discharge effect (as doing this will remove the bow, saving you a button press).
While the bow is solidifying, you are unable to dismiss it via the Bind shout (animation system quirk). It is therefore always faster/smoother to dismiss the bow by firing it twice quickly when you're in combat (and you get an extra arrow worth of damage out of it).
NOTE: The distortion effect looks best if NOT using my "Bound Bow FX Restored" mod or any other mod that replaces the Bound Bow model. With the default model, the FX is just the purple waves going inwards after each shot. With custom models, the bow will entirely vanish after firing (looks a bit ugly) and then slowly fade back in. UPDATE: This issue with custom models is fixed by Instant Equip VR which will make it so you only get the waves again, no vanishing act between shots!
NOTE 2: One exception to the 2 second delay exists. During World Discharge (an ability unlocked at 25 skill), the Bow is suspended like all other objects which greatly reduces the distortion effect. This allows you to fire up to 3 arrows back to back without it disappearing. On the fourth arrow, if you do not wait, the normal penalty will apply. This again simulates SE where bow draw speed is slightly increased during World Discharge to allow 3 arrows to be fired.
The "Unstable Bow" solution + Bound Arrow re-equip
Same as the option above (read the description for that) but also includes this:
If you don't fetch a new arrow, a Bound Arrow will appear automatically in your hand after 2 seconds (when the resolidification is done). This can be useful for returning to Bound Arrows after firing a custom one with SRA.
Configuration Guide
This part of the page aims to help configure Spellsiphon for various playstyles and to give you an idea of what you can do with the mod aside from the built-in spells and weapons. This is not an exhaustive list of all possibilities but it should cover most of the common playstyles that people tend to use. Just like the Details section, this is optional reading material. You will get an introduction to your options through the tutorial and/or can figure it out yourself in-game if you want (and have the patience). You can also come back here later if you find that the in-game explanations did not answer your questions.
The configuration system is made up of two parts.
The “Spellsiphoning Research” book that gives you options for setting up your character before engaging in combat. You get this book when you've completed the first few stages of the tutorial (or if you choose to skip the tutorial).
The 4 "Re-Powers" (their names all start with "Re", e.g. "Reverse") that allow for changes in the middle of combat (or out of combat whenever you have use of them). Reverse is learned automatically when you Bind for the first time while the remaining 3 are learned through the Research book and are then always available as normal Powers. To use these without requiring menus, check the "Using Powers" section below.
The sections below will show you how to use the book and Powers to adapt this mod to your preferred combat style.
Using only Spellsiphon (recommended when starting out)
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Defaults are fine, just play. This is the recommended playstyle when first starting out with the mod to get familiar with the systems. You should then consider your other options and can transition to other playstyles (like Spellblade) mid-game if you want.
If you want Draw in your left hand and Ward in your right, use your Reverse Power
Using normal weapons
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Once finished here, I recommend also reading up on “The Imbue system” below if planning on using Spellsiphon along with normal weapons.
One-handed Melee weapons
At the most basic level you can just equip a weapon in one of your hands and go ahead and play.
If you replace Draw with a weapon you can play a simple Sword & Board playstyle. The Ward is a far more flexible alternative to a shield (providing you with light, healing and full protection against spells and arrows). In VR normal shields can sometimes also feel very clunky to use and you may prefer the Ward for that reason alone.
If you replace Ward with a weapon you can play Spellsiphon as a multi-elemental Spellblade. However, it will make you lose access to Ward which leaves you with very few defensive options. So, you probably want to be able to toggle between Draw and Ward in that hand depending on the situation. You can do this by using the “Reverse” power. To use it without opening any menus, check the “Using Powers” section below. Alternatively, you can use a hotkey or holster like normal to equip your weapon and then use Bind or the "Refocus" Power to switch back to Draw and Ward. See the "Using Powers" section for that too.
While holding a one-handed weapon and Draw/Ward in the other hand, you can configure Bind to directly summon your Bound Weapons instead of going to Draw/Ward first. Your one-handed weapon will automatically return to your hand when you unsummon your Bound Weapon. Open the Research book:
Animation issue note: Having a melee weapon in your left hand in SE will cause animation issues when switching spells and prevent you from doing killmoves so i suggest using the right hand. In VR, having the weapon in the right hand will cause visual popping issues when switching spells so I suggest using the left hand. If you use VRIK, this issue goes away.
One-handed Ranged weapons
Vanilla Skyrim only offers the staff as a ranged one-handed weapon. However, using mods, you can also get things like pistols or crossbows in one hand. Whatever you choose to equip, this playstyle follows exactly the same setup as One-handed Melee.
Animation issue note: In VR, staves do not have the same right-hand popping issue as melee weapons do so you can put it in any hand without needing VRIK. Also in VR, mods that add pistols and one-handed crossbows will not work properly. They unfortunately sit incorrectly in the hand and fire in an incorrect angle.
Two-handed Weapons
To mix Spellsiphon with Two-handed weapons (melee or ranged) you will first need to have a way to re-equip your weapon at will, meaning a hotkey or a VR holster. There is no way to toggle between Bound Weapons, Draw/Ward and an external 2-handed weapon otherwise (you can use the Bound Battleaxe without hotkeys though).
Once you got your hotkey or holster you can do one of the following:
Use Bind to switch to Draw/Ward and use your hotkey/holster to switch to the weapon as needed.
Use Bind once ahead of combat to equip Draw/Ward. Use your hotkey/holster in-combat to take out your weapon. Press the hotkey again to return you to Draw/Ward (works with vanilla hotkeys but not some mods) or put the weapon back in its VR holster which will do the same.
You can also configure Bind to summon your Bound Weapon directly, without equipping Draw and Ward in-between. You do this by using the Research book:
This means you can also long-press the shout button to still equip Draw and Ward. So whenever you have need of them, use that. The opposite is an option as well, summoning Draw/Ward on short-press and the Bound Weapon on long-press.
Fists
Having an empty hand works exactly the same as using any other one-handed weapons. All features that apply to one-handed weapons will apply to using fists. You will get them back after toggling to and from bound weapons, they interact with the imbue system, they can be combined with Draw/Ward in the other hand, etc.
Using other spells
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Once you have some other interesting spells you want to include on the side of Spellsiphon there are several different ways you can conveniently use them:
1. Entanglement
You can assign fire, shock or frost spells of your own choice to the elements of World, Life or Death. This will allow you to Draw these custom spells and perform any type of Spellsiphon combo with them.
To assign spells, first learn the "Entangle", "Untangle" and "Realign" Powers from the Research book. Now use "Entangle" and then cast the spell you want to assign within 10 seconds. Once you do so, that spell will be removed from your Magic menu but will now be linked to the element it matches (e.g. fire spells get automatically linked to World). You can undo this effect with the "Untangle" Power. You can also assign yet another spell to the same element which will return your previously assigned spell to your Magic menu.
To access your now Entangled spells, just Draw elements as normal and you'll get your custom spells instead of the Spellsiphon ones. Note that these spells will still require their normal magicka cost and will not have their damage scaled by Woven Power. If you run out of magicka you will therefore want to swap back to your normal Drawn spells. This is done by using the "Realign" Power which toggles you between Entangled spells and normal Spellsiphon spells.
Another detail of note here is that you can Entangle spells with just 1 or 2 of the elements while leaving the other(s) alone. In this case, when you're Realigned to "Entangled spells mode", you will still Draw normal Spellsiphon spells for the elements that do not have a spell Entangled with them. This allows you to have a mix of magicka-consuming custom spells and magicka-free Spellsiphon spells without needing to use Realign in combat.
2. Hotkey single spells or use hotkey mods to create spell sets for both hands on a single key.
Use these external spells as long as it is tactical to do so or until your magicka runs out, then press Shout (Bind) to switch back to Draw/Ward while recovering. During your recovery, use combos to boost your magicka regeneration and Ward to defend yourself.
3. Use the Spell Focus setting.
Enable this in the "Focus" section of the Research book. Now use whichever method you have for accessing other spells (favorite hotkeys, voice commands, gestures, hotkey mods) to equip your external spell. Cast it and you will automatically switch back to Draw or Ward (whichever you had in that hand). If you want to cast the spell multiple times before switching back then press the casting button down again immediately after releasing it. This will charge the spell in your hand again, which will delay the swap-back. The re-equip of Draw/Ward will only happen once you release the button and leave it released for a short time.
4. Alternate casting mods.
There are many mods these days that allow you to cast spells without putting them in your hand first. You can e.g. cast spells with:
Wizard Warrior by using your Bound or physical weapon in various ways. Check the mod page for the large range of options it adds.
MageVR by using hand gestures or drawing glyphs in front of you.
VRIK by using hand swipes.
DSN by using voice commands.
5. Equip them like a one-handed weapon.
If you have some favorite spell that you simply like to attack with like a weapon, just equip it in the opposite hand from Draw and play like the Spellblade style (see "Using normal weapons" section). Consider using the spell via a staff in this case, as that will enable you to also use the Imbue system.
Using Powers (without needing menus in combat. Required for many advanced playstyles)
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To play any of the more advanced Spellsiphon playstyles you will almost always need to use at least 1 of the "Re-Powers". Reverse is the most important one and you will already have that by default. But lets also look at how to access the others:
Open the Spellsiphoning Research book:
Choose “Powers”
This will give you options to learn Refocus and Reshape (and unlearn any of them if you're not using them and want to clean up your menus). What each one does is explained in the other sections of this guide where they become relevant or in the Quick Reference at the bottom of this section.
Right now though, we just need to know how to use them seamlessly without requiring menus and without stealing the equip slot away from Bind. The mod provides multiple options for this and you may choose whichever works best for you and your platform:
1. You can make your Bind shout cast them if you hold down the shout button. With this setting, quickly pressing and releasing the shout button will cast the Bind shout normally but holding it down will cast a Power instead. You configure this by using the Research book again:
Choose "Bind" -> "Power Assignment"
2. If you have access to hotkeys of any kind (favorite hotkeys, special control mappings in VR, hotkey mods) you can assign a Power to one of those. But this will change away from Bind right? Well, there's a solution for that too. Open the Research book:
Choose "Focus" -> "Power & Shout Focus"
Enabling the setting in there means pressing your hotkey will now immediately cast the Power without you having to also press your Shout/Power button and it means you will still have Bind equipped afterwards without needing to switch back manually. Note that this works on any Power in the game, so it will simplify the use of other things as well, like racial skills.
3. Many mods provide ways to use powers without equipping them first. E.g. in VR we have DSN voice recognition, VRIK gestures, etc.
4. If you only find yourself using a Power rarely (e.g. refreshing your Imbue effect) you can also assign it to your favorites, enable the Focus option from 2. and just quickly open the favorites menu and selecting it there (the Focus option will handle casting it and re-equipping Bind for you). It’s not menu-free but it’s still fairly convenient.
Power Quick Reference You can come back later to look through this to remind yourself what the powers do. It's explained in the in-game descriptions too though.
Reverse: Any hand holding Draw will now hold Ward and vice versa.
Refocus: Simply equips you with Draw and Ward. Bind can do this too but it is very contextual. Sometimes you will want to equip Draw/Ward when Bind wants to do something else.
Reshape: Toggles your drawn spells between area-effect and single-target variants.
Realign (learned separately, see "Using other spells"): Toggles your drawn spells between Entangled spells and Spellsiphon spells.
All Powers listed above will toggle between two different Bound Weapon choices whenever one is summoned. Reverse and Refocus can Imbue elements if that is enabled (see "The Imbue System")
Using Shouts
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Spellsiphon has a built-in mechanism that separates its special "Bind" shout from all other shout cooldowns (allowing you to use it even if you've recently used another shout). I can alternatively recommend the Shout & Bind mod for a more accurate and simple cooldown tracking (make sure you install its dependencies). Your third option is Individual Shout Cooldowns that makes all shouts have separate cooldowns (which of course has a massive impact on balance).
To make things smoother, open the Spellsiphoning Research book and choose "Focus" -> "Power & Shout Focus" -> [Any option] -> "Re-equip Bind after shouting: Yes"
Finally, equip shouts using any of your normal methods (hotkeys, VRIK gestures or just the favorites menu in the worst case) and press the Shout button to use them as normal.
The Imbue System (recommended when using normal weapons)
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Whenever you use a weapon on the side of Spellsiphon, imbuing yourself with an element is highly recommended. It is also useful even when not using other weapons but you will then only be using a part of its advantages. This imbue effect is applied to you, not your weapon, so you can switch weapons freely without losing it.
What does it do?
Once imbued, you will attune yourself to the element whenever you hit an enemy with any weapon (melee or ranged). This will greatly increase the rate at which you can perform elemental combos since attacking takes less than 1 second, which is faster than a Draw->Release cycle which takes 3 seconds.
The imbue effect does not interfere with weapon enchantments, you can use both at the same time.
Hitting with an imbued physical weapon will, in addition, grant you Woven Power on regular intervals (once every 3s). This is on top of what you gain from swapping attunement. So just swinging it, even if you don't weave correctly, will still reward you. It will just reward you less than if you weave correctly.
Applying an Imbue effect or refreshing one you have will always attune you to the element immediately. This can help you attune to an element in a more subtle and silent way than releasing a spell, which may help you sneaky people out there.
An imbued element will grant you 25% increased resistance against it.
Imbuing yourself is permanent. You only have to do it again if you want to switch the imbued element. If you want to remove the effect for any reason, there's an option in the Research book and MCM to do so.
In addition to the above effects, doing a power attack or bash (melee or bow) while imbued will summon a short-duration Warding effect that can help you defend yourself in a pinch when you dont have Ward equipped (VR note: for bash to work, you need PLANCK installed). You only need to swing for this to happen, the swing does not need to hit. Summoning this Ward will attune you to the imbued element (again: nice to have for silent attunement). The "Weapon-Ward" has almost every feature of the normal one, including timed blocking and defense against melee, arrows and spells. It won't provide healing over time or light though. Mastery of this mechanic may even allow you to forego using the normal Ward entirely. Do remember that hitting with a bash or power attack on a weak enemy normally staggers them before they can hit you, meaning you won't get the timed block effects.
Special behavior for staves: A staff does not actually need to hit to cause attunement. They only need to be fired. This advantage (and the fact that they are quick and ranged) is offset by not granting Woven Power in regular intervals and not being able to summon the Weapon-Ward.
Special behavior for fists: Power Attacking with fists will cause attunement and summon the Weapon-Ward. However, simply hitting with fists will not grant Woven Power and will not cause attunement. This restriction is due to an engine limitation, it is not a design decision.
How do I use it?
To enable and use the imbue system, open the Research book:
Your “Reverse” or "Refocus" power is the key to imbuing. See the “Using Powers” section for how to access those. Using one of those Powers when you have an element Drawn will now Imbue. If you dont have an element Drawn, you will perform the Power as normal. "Interrupt Power" means you will only be Imbuing when that is possible, the normal effect of the Power will not apply. The other option will perform the Power's normal function at all times, in addition to Imbuing.
Complementary mods
Ordinator barely needs mentioning, it's the most popular perk overhaul out there. But I wanted to put it here to highlight how much it expands on Spellsiphon's possibilities since you are using almost every single perk tree in the game when doing the various combos. If you want to unlock tons of new mechanics as you level and get a unique combat experience on every new character, this mod is for you. Vokrii or Adamant are also great alternatives for those that want a closer-to-vanilla experience with a less overwhelming amount of options.
Forgiving Friends is an extremely light-weight mod that simply makes people very forgiving. If you're tired of your quest allies or followers turning on you when you accidentally hit them with something and don't want to install large follower overhaul mods to fix it, you can use this instead. Alternatively, or in addition, you can also get the Companion's Insight ability from the base game that prevents all friendly fire.
Blade & Blunt (or other similar combat mods). Spellsiphon does not touch enemy AI so you may want to grab a mod like this one that makes some improvements on that front.
Followers Don't Draw Weapons can be nice to have due to the frequent switching of spells/weapons that you will be doing with this mod. Without it, followers will sheath and redraw their weapons every time you Draw or Bind outside of combat. Just note that it may have some negative effects on AI (according to some mod comments).
Conduit. Enjoy the spellblade playstyle and want even more interactions between your magic and weaponry? Conduit, like Spellsiphon, introduces a new aspect to the magic system, the ability to infuse your held spell into your held weapon for a short time by grabbing it (in VR) or pressing a dedicated hotkey (in SE/AE). This gives you access to a small but deep selection of new weapon abilities and synergizes very well with the easily accessible drawn spell selection of Spellsiphon.
MArc & its Spellsiphon compatibility patch allows you to expand the Arcane Archer fantasy, allowing you to infuse practically any spell in the game into your arrows and then mixing those magic arrows with the Bound Bow & Discharge mechanics.
Spell packs. Just in general. Part of the main Spellsiphon gameplay loop is depleting your magicka bar with normal spells and then rebuilding it with Spellsiphon magic, repeating that throughout combat. You can definitely use vanilla spells for that but mod spells tend to bring a whole lot more interesting mechanics to the table. To sort through the hundreds of spells that these packs tend to add, you may also want Spellforge.
Longer fights. Spellsiphon thrives in extended engagements. It still does work fine if you're running an LO where everyone dies in less than 5 hits but i would personally recommend that you at least try playing with lower damage values and see if you like that combat style better. Before the introduction of combos and build/spend phases, Skyrim combat had to be short to not get mindnumbingly boring. But with mods like Spellsiphon, that is no longer the case. You can read more details on my thoughts about this here. And to try it out easily (without revamping your whole LO), i would recommend you grab Simply Balanced and just reduce your global outgoing and incoming damage. This will extend combat as a whole without simply nerfing yourself.
SE specific:
Combat Gameplay Overhaul (CGO) is a great complement for people looking to play Spellblades. It allows you to block (with an assigned button) while holding a spell + weapon and then bash to summon the Spellsiphon imbued warding effect (which is more practical than using power attacking for that). It also allows you to cast, swing and move at the same time (vanilla roots you in place). In addition, you get the ability to use 2-handed weapons in 1 hand so they can be combined with spells (though only in 1st person, see Warning below). Finally, unrelated to Spellsiphon, you can attack while jumping/falling which is just cool.
WARNING: This mod does have quite a few known bugs. You may need to adapt your playstyle a bit to account for them if you want to use it. E.g. using 2 handed weapons in 1 hand and then using spells in the other hand only works reliably in 1st person. In 3rd person, switching spells while they are being channeled will put you in a state where you can't attack or cast. Since Spellsiphon's main ability "Draw" is a channeled spell that forcefully switches to another spell during the channel, you are guaranteed to trigger this bug.
VR specific:
Optimized Button Layout for Oculus Touch is my personal Oculus Touch controller mapping that is optimized for quick and comfortable combat. It includes access to all 8 built-in hotkeys which (with Spellsiphon) are freed up to be used for shouts, powers, potions, food, etc. It also allows shouting by gripping either the left or right controller which feels a lot better when summoning Bound Weapons as you'll be literally gripping and pulling them out of the void.
Weapon Throw VR need I say more? This one lets you throw your weapons with real swings of your arm and recall them to your hand at will like Thor. Completely compatible with Spellsiphon so you can use Imbued thrown weapons to produce combos and you can throw Bound swords and axes to trigger a Discharge. You can even throw weapons simultaneously as you're drawing/releasing spells but catching recalled ones will interrupt you (that is just how Skyrim works when things re-equip) so take that into account. You can see this playstyle in action in this video.
No Stagger Mod makes you immune to stagger. In original Skyrim this would cause the screen to shake and your character to recoil slightly. In VR, your movement is locked down, the screen gets a white tint and your weapons and shield get greyed out and disabled. It feels very unnatural and annoying. Sure, being immune to stagger makes the game slightly easier, but most people find playing it in VR harder so I'd say it evens out.