Skyrim Special Edition

File information

Last updated

Original upload

Created by

Arctal

Uploaded by

Arctal

Virus scan

Safe to use

About this mod

Perform combos with spells, weapons and a special new Shout. Remove the need for menus or hotkeys and instead discover a system where swapping spells and using multiple weapons is streamlined and rewarding. Experience a plethora of customized sounds and visual effects. Grow in power by playing skillfully, not just from levels and gear.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
This mod is fully compatible with both VR and non-VR
LE Version: https://www.nexusmods.com/skyrim/mods/104113
XBox Version: https://bethesda.net/en/mods/skyrim/mod-detail/4120913






What this mod is aiming for

  • Complementing vanilla or modded magic. Instead of being yet another pack of spells that you can spend your magicka on, this mod introduces a spell selection that is free of cost, giving you something interesting to do when out of magicka. You'll cast whichever favorite spells you have then use Spellsiphon while regenerating. Damage is similar to that of a one-handed weapon as these spells basically act as a replacement for a sword and shield that you would otherwise be forced to use when magicka runs dry. This keeps the balance in line with vanilla.
  • 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 "Refocus".
  • 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
Spoiler:  
Show




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 to unleash element-specific effects. 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. Each magic-skill threshold (apprentice, adept and expert) 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 be 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.
  • Cooldowns instead of Magicka. Hiding in a corner for a minute or chugging several entire potion bottles in the space of a millisecond just to get your magicka back isn't fun or immersive. With this mod, magicka is useful but not required, much like a warrior's stamina. Each powerful ability instead has an individual cooldown that changes how it acts if you try to spam it.


An immersive experience

  • Never open a menu in combat and remove the need for hotkeysEach 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 "Refocus 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 for 1 hour. While the effect is active, your weapon gets empowered with additional abilities that makes it a natural part of your combo rotations as well as granting it a powerful 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

More:
Spoiler:  
Show



Getting started

NOTE: 
Starting from v4.0, the abilities you see in the Trailer, Tutorial and Summary videos will now unlock gradually. To use any Discharge, Bind or Summoning effects, 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 optional tutorial 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.

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 balanced around you slowly learning while levelling.

In addition to (or instead of) the in-game tutorial, you can get a full rundown of all abilities in the mod, how they work, how you perform them, exact numbers, etc. in this [ Guide ]. If anything feels unclear during/after the tutorial, this will probably help!

Since there are several new sources of power in this mod that are not available to vanilla magic (combo-bonuses, new gear-based bonuses, cooldown-based combo-finishers, new control effects and escapes, etc.) and since this magic is free-of-cost, the base damage of Spellsiphon spells is weaker than normal magic. The intention is for you to master the system, invent clever ability-chains and adapt your gear to the point where you make up the difference. It's also intended for you to eventually mix in at least one normal spell to make use of that higher magicka-fueled standard damage in addition to your Spellsiphon damage to be fully efficient. Another possible approach is to mainly focus on standard spells and only use Spellsiphon magic as a fallback when out of magicka. For details on the new ways that gear, perks and skill-levels affect you, see the "Progression" section below.





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.



Functionality

How does it work exactly?
Spoiler:  
Show


VR Arrow Cooldown add-on
Spoiler:  
Show




Progression

Stats and Gear
Spoiler:  
Show


Perks
Spoiler:  
Show


Unlocks
Spoiler:  
Show


How to increase your damage
Spoiler:  
Show



Technical

Installation, removal, updating, performance
Spoiler:  
Show


Compatibility
Spoiler:  
Show





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.
  1. The “Spellsiphoning Research” book that gives you options for setting up your character before engaging in combat. You get this book when you open the main "Spellsiphoning" book for the first time.
  2. The 5 toggle Powers that allow for changes in the middle of combat (or out of combat whenever you have use of them). These are learned through the Research book once 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)
Spoiler:  
Show


Using normal weapons
Spoiler:  
Show


Using other spells
Spoiler:  
Show


Using Powers (without needing menus in combat. Required for many advanced playstyles)
Spoiler:  
Show


Using Shouts
Spoiler:  
Show


The Imbue System (recommended when using normal weapons)
Spoiler:  
Show





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. A new variation from the same author called Vokrii is also a great alternative 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.
  • 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).

VR specific:
 

  • Vanilla Hotkeys 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.
  • Bound Bow FX Restored puts the cool purple flames and nice fade-in effect back on the Bound Bow. The VR version of Skyrim removed these for some reason. If you have another mod that changes Bound Weapon meshes, that mod may already have fixed this for you. But if you don't, I highly recommend this if you're gonna play with the Bound Bow as your primary Discharge weapon.