Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game's magic progression, and adds new spells from previous Elder Scrolls titles.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
All of my work has open permissions. You do not need to ask permission to make patches, ports, forks, or any other derivative work from my mods. All I ask is that if you release a mod with my work incorporated into it, you strongly consider releasing that mod with similar permissions.
You are free to use the poison spells from this mod, but please be sure to credit Jay093 for the mesh work. Many thanks to Jay093, and, by extension, all who provide the Skyrim community with wonderful work under open permissions.
Thanks are due to Madcat221 for permission to use his mesh and textures for his Holy Ground spell, which I altered slightly. Please do not use this specific mesh without contacting Madcatt221, as I cannot provide permission for its use.
File credits
This author has not credited anyone else in this file
Mysticism - A Magic Overhaul - Traditional Chinese Translation
Changelogs
Version 1.1.4
Fixed an error that prevented Mayhem from being dual cast.
Fixed an error that required you to wield a Scroll of Blizzard in two hands.
Fixed an error that prevented Night Eye from benefiting from Dual Cast.
Fixed an error where Hailstorm would deal AoE damage in a large radius.
Fixed an error where Cleanse did not work on Sea Stride.
Fixed a few spells whose half cost perk was set incorrectly.
Fixed typos in Banish Daedra, Banish Greater Daedra, Expel Daedra, Annulment, Courage, Rally, Call to Arms, and Lightning Surge.
Packaged the mod into a BSA to hopefully help a few people who are experiencing corrupted downloads.
Version 1.1.3
Reduced the Health of the Dremora Warrior, which had been adjusted prematurely.
Increased the duration of Magelight to 180 seconds.
Removed some wild edits to Ash Spawn weapons.
Made some changes to Turn Undead scrolls to more closely match the existing spells. (This is still a bandaid, scrolls are still not on the docket for a while).
Reverted the names of Oakflesh, Stoneflesh, Ironflesh, and Ebonyflesh, because some quest dialogue refers to these spells by name. I am unhappy.
Reverted the visuals of Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, and Dragonhide, because without the Oblivion-inspired names, the Oblivion-inspired visuals didn’t serve a purpose.
Fixed an error with Sunlight Rune and Radiant Sunlight Rune where it could fail to proc on some Undead.
Fixed an error with Poison Rune and Deadly Poison Rune where it would not deal damage to Undead, even when Weakness to Poison had been applied.
Fixed an error with Wall of Flames, Wall of Frost, Wall of Storms, Wall of Poison, and Wall of Sunlight where they did less damage than expected.
Version 1.1.2
Increased the range of Bane of the Undead
Reduced the damage of Stormblast to its intended value of 80
Removed a premature change to Dremora Warrior
Removed a wild edit and an ITM.
Removed Restoring Light and Convalescence from the Conjuration leveled lists (their tomes used to be Conjurer’s Cure and Dark Deal).
Changed the name of the magic effects for armor spells.
Adjusted gold costs for a number of spell tomes.
Adjusted visuals for a number of spell tomes.
Applied the MAG_ prefix to records that were missing it, for easier sorting in the CK.
Got a good night's sleep.
Version 1.1.1
Reduced the cast time of Master Conjuration and Illusion spells to 0.5 for consistency until the next update.
Implemented the buffs to Feather and Pack Mule that I intended to ship with 1.1.0.
Version 1.1.0
General
A significant number of spells have been removed in this update. These spells are not permanently gone, but “temporarily unavailable.” Some of them will likely be directly re-introduced in future updates. For the others, I’ve developed a system for “catching” removed spells for anyone who wants to keep them. I’ll introduce this system in a future update.
Reduce the casting time of master fire and forget spells to 0.5 seconds.
Reduce the casting time of master concentration spells to 0 seconds
Removed several spells from Enthir’s vendor list.
Destruction
Touch spells are now Fire and Forget, instead of Concentration
Normalized the taper (burning damage) for fire spells.
Removed Fire Surge, Frost Surge, and Lightning Surge.
Removed Flame Tempest, Hoarfrost, and Boundless Storm.
Renamed Stormblast to Lightning Surge.
Renamed Electrocution to Stormblast.
Reverted the changes to the way Disintegration was implemented for Shock spells.
Removed Entropic Grasp, Entropic Wave, and Sigil of the Scion.
Rebalanced Entropic Touch and Drain Life.
Renamed Dread Harvest to Life Steal.
Removed Siphoning Touch, Siphoning Bolt, Siphon Magicka, Siphoning Blast, Siphoning Grasp, Sunder Soul, Mind of Magnus, and Spirit Siphon.
Removed Withering Touch, Withering Bolt, Sap Stamina, Withering Blast, Withering Grasp, Bone Sap, Dire Enervation, and Sap Essence.
Added Scorch, Flash Freeze, and Electrocute, Master-level Fire, Frost, and Shock touch spells.
Added Leech, a Master-level Absorb Health touch spell.
Rebalanced Fire Storm, Blizzard, and Lightning Surge to be more powerful compared to other Master Destruction spells.
Re-implemented Lighting Surge to deal more damage the closer the target is to the caster, similar to Fire Storm.
Reduced the damage and Magicka costs of Flames of Oblivion, Blazing Spear, Enemies Explode, Hailstorm, Frozen Lance, Throat of the World, Lightning Storm, Stormblast, Finger of the Mountain, Life Steal, Hand of Sithis, and Death Field.
Increased the damage of Greater Fire Rune, Greater Frost Rune, Greater Lightning Rune, and Sigil of Blood.
Increased the damage of Flame Cloak, Frost Cloak, and Lightning Cloak.
Drain Life spells no longer deal their damage over 3 seconds. This is a small buff, as it allows Drain Life spells to be fired in rapid succession without losing damage.
Alteration
Oakflesh, Stoneflesh, Ironflesh, and Ebonyflesh have been renamed to Protect, Defend, Guard, and Aegis, to compliment an Oblivion-inspired change to the visuals of these spells. No more looking like a tree, thanks.
The Open Lock spells now all last 60 seconds.
All Damage Armor and Damage Weapon spells have been reworked. They are now mutually exclusive debuffs. Casting one on a target will dispel the other.
Damage Weapon and Damage Armor have been added as Apprentice-level Touch spells.
Weaken Weapons has been renamed to Disintegrate Weapon to hail back to the spells in Oblivion that it.
Weaken Armor has been renamed to Corrode Armor to hail back to the spells in Oblivion that inspired it.
Greater Weakening has been removed and replaced with Greater Disintegration and Greater Corrosion.
Two new spells, Disintegration Rune and Corrosion Rune, have been added to the Expert level.
Mass Weakening has been replaced with Sword Breaker and Armor Eater.
A new spell, Buoyancy, dramatically increases your movement speed while you are swimming.
Waterwalking is now Sea Stride. It’s been raised to Adept level.
Feather has been buffed.
Lighten Load has been removed.
Pack Mule has been buffed.
Beast of Burden has been removed.
A new Apprentice spell, Windwalker, increases movement speed by 10% for 60 seconds.
Telekinesis is now an Adept spell again. I’ve slightly increased the damage you deal when throwing things at people with it. (50 damage, up from 40 damage in Mysticism 1.0).
Fire Shell, Frost Shell, Shock Shell, and Poison Shell have been buffed to 50%.
Slowfall now lasts for 60 seconds.
Besides changing the name to Transmutation, I’ve reverted my changes to Transmute Mineral Ore. As far as I can tell, approximately 75% of the people who downloaded Mysticism started their game by sprinting straight to Halted Stream Camp, finding the changed spell, and then immediately pinging me on discord to find out where the other spell tome was.
Equilibrium is now an Expert spell. It will no longer appear in the normal vendor lists.
Windrunner has been nerfed to 20%.
Greater Telekinesis has been removed.
All of the Fortify Unarmed spells have been removed.
All of the Damage Construct spells have been removed.
All of the Burden spells have been removed.
Weakness to Elements has been removed.
Balance has been removed.
War Weather has been removed.
Protect, Defend, Guard, and Aegis have received new visual assets inspired by the armor spells in Oblivion.
New water-themed assets for Waterbreathing, Buoyancy, and Sea Stride.
New rust-themed assets for the Open Lock spells and Damage Armor spells.
New green assets for Feather, Pack Mule, Telekinesis, Grand Telekinesis, and the Damage Weapon spells.
Candlelight and Magelight last longer and should be less visually abrasive now.
Restoration
Wards now resists more physical damage, but less spell damage. Higher level wards are roughly competitive with shields. (The Master level Ward resists 75% of incoming physical damage, compared to a cap of 85% for shields).
Regeneration, Rapid Regeneration, Mutagen, and Tears of Mara now last for only 5 seconds, but cost significantly less Magicka. (If you’ve been using Adamant, you’re used to this already).
Healing Light spells now last for only 60 seconds, so that its duration stays equal with other buffs. I find that this makes the spell easier to manage.
Attunement spells now last for only 60 seconds, so that its duration stays equal with other buffs. I find that this makes the spell easier to manage.
Healing Hands now works on the living and the dead, as do all Heal Other spells. Healing others in Skyrim is such a niche playstyle that it doesn’t deserve to be further split into niche spells for the living and niche spells for the undead.
Cleanse is now an Apprentice spell.
Mend is now a concentration spell.
Curse is now an Adept spell.
A new Adept-level Healing Light spell has been added: Restoring Light.
Restoring Light is now called Purifying Light.
Heal Other has been renamed Convalescence. It is now a concentration spell.
A new Master-level concentration Healing spell has been added: Heart of Dibella.
A new Master-level Healing Light spell has been added: Arkay’s Light
Convalescence is now a concentration spell, and it’s been renamed to Mercy of Stendarr.
Spelldrinker is now called Shalidor’s Shield.
(This means that all Heal Other spells are now concentration spells.)
The target levels of various Turn Undead spells have been rebalanced.
Turn Lesser Undead is now a fire and forget touch spell with no cast time.
Repel Lesser Undead has been removed.
Sun and Poison Touch spells are now Fire and Forget.
Sun and Poison spells have experienced the same general changes to Magicka cost that Destruction spells have. Most spells from Adept level and above have had their Magicka costs reduced. Master spells have had their magnitudes and cast times reduced.
Sun spells have seen their Magicka costs further reduced. Sun spells now cost roughly 75% of the Magicka of their equivalent Fire spells. This is similar to the way Vanilla balanced Sunfire and Vampire’s Bane (although less extreme) and should make Sun spells desirable in relation to Fire spells.
Sun spells are now available from the normal Restoration vendors.
Sun Blast has been renamed to Sunburst.
A new expert spell has been added, Turn Undead Rune.
Three new Sun damage concentration spells have been added: Sunbeam, Radiant Sunbeam, and Daybreak.
Two new Sun Damage rune spells have been added: Sunlight Rune and Radiant Sunlight Rune.
Wall of Sunlight has been added to the Expert level. Big thanks to Maccat221 for letting me use this mesh.
All poison spells have received a complete visual and audio overhaul. I want to give a huge shoutout to the mod Poison Spells by Jay093. Thank you so much for your excellent meshes, and for your open permissions. You’re the best! If you’re a fan of that mod, note that I’ve modified some of the meshes and all of the textures. I wanted to for a more “sickly” vibe since my Poison spells are in Restoration.
Three new Poison damage concentration spells have been added: Poison Spray, Venom Spray, and Death’s Wind.
Wall of Poison has been added.
Viperbolt is now called Poisonbolt
Poison Bloom is now called Poison Cloud.
Poison Aura is now called Poison Cloak.
Deadly Viperbolt is now called Deadly Poisonbolt.
Night Terror is now called Venomfang.
Viper’s Sting is now called Viperbolt.
Death’s Wind is now called Poison Bloom.
Sunlight Surge has been removed.
Poison Surge has been removed.
Ritual of Rejuvenation has been removed.
Ritual of Radiance has been removed.
Ritual of Repulsion has been removed
Ritual of Repentance has been removed.
Ritual of Retribution has been removed.
Sheer Venom has been removed.
Arkay’s Law has been removed.
Version 1.0.15
Fixed an error with Stendarr's Aura and Arkay's Law that prevented them from dealing damage.
Fixed an error where Disable Construct and Damage Construct were switched in the Leveled Lists.
Fixed an error where the Dremora Warrior and the Dremora Archer could be disarmed and the player could take their weapons.
Version 1.0.14
Reduced the cost of the following spells: Healing, Fast Healing, Close Wounds, Grand Healing, Ritual of Rejuvenation, and Ritual of Radiance.
Reduced the potency of the following spells, and reduced their costs to compensate (this is not intended to be a nerf): Regeneration, Rapid Regeneration, Mutagen, Tears of Mara, Mend, Convalescence, Conjurer's Cure, and Dark Deal.
Reduced the duration of the following spells: Attunement, Greater Attunement, Divine Body, Augur of Aetherius.
Fixed a bug with the world art of the following spells: Conjurer's Cure, Dark Deal, Disable, Immobilize, Paralysis Rune, Paralysis, and Detection.
Fixed some bugs with the following spells: Flame Monarch, Frost Monarch, Storm Monarch.
Version 1.0.13
Tweaked Illusion spells to fix a bug where the game would display that an undead had resisted your spell, even when they handed.
Added keywords to some rune spells so they benefit from perks as expected.
Made some back-end changes to prepare for the release of Adamant.
Version 1.0.12
Tweaked the level of the following spells that is displayed in the character menu: Dismiss, Conjurer's Cure, Dark Deal.
Fixed an issue where the Dremora Warrior wouldn't use his shield. This re-introduced facegen issues for our console friends, so I gave him a helmet so no one would notice.
Fixed the casting time on Bound Battleaxe to be more consistent.
Version 1.0.11
Adjusted the leveled list entries for the following spells: Greater Weakening, Dismiss, Conjurer’s Cure, Dark Deal, Drain Life, Siphon Magicka, and Sap Stamina.
Removed the following spells from Ronthil’s merchant chest: Conjurer’s Cure and Dark Deal.
Fixed typos in the following spells: Waterwalking, Weaken Armor, Slowfall, Greater Weakening, Transmute Ore: Gold, Shalidor’s Beacon, Weakness to Elements, Mass Weakening, War Weather, Conjure Flaming Familiar, Conjure Dwarven Sphere, Ancestral Intervention, Conjure Dremora Lord, Conjure Ash Husk, Stormblast, Nighteye, Silence Rune, Fear Rune, Shroud, Reflection, Cure, Deadly Poison Rune, Convalescence, and Arkay’s Law.
Adjusted the casting speed for the following spells: Ritual of Rejuvenation, Divine Body.
Adjusted the XP gain for the following spells: Conjure Flaming Familiar, Viperbolt, Poison Bloom, Poison Cloud, Poison Aura, Deadly Viperbolt, Viper’s Kiss, Death’s Wind, Sheer Venom, and Black Marsh.
Fixed incorrect conditions for the following spells: Ironflesh, Dragonhide, Grand Healing, and Arkay’s Law.
Increased the damage resistance provided by the following spells: Lesser Ward, Steadfast Ward, Greater Ward, Grand Ward, and Spelldrinker.
Adjusted the following spells so their magnitude no longer scales with Restoration power: Attunement, Greater Attunement, Divine Body, and Augur of Aetherius.
Adjusted the following spells so they restore more health per seconds, but less for a shorter duration: Regeneration, Rapid Regeneration, Mutagen, and Tears of Mara.
Adjusted the following spells so they restore Stamina when the Respite perk is taken: Ritual of Rejuvenation and Ritual of Radiance. Healing Light and Regeneration spells currently do not restore Stamina when the Respite perk is taken.
Adjusted the price for the following spell tomes: Waterwalking, Slowfall, Dismiss, Conjurer’s Cure, Dark Deal, and Fire Storm.
Fixed a typo in the following spell tome: Conjure Flaming Familiar, Conjure Skeleton Colossus.
Fixed a typo in the following scrolls: Scroll of Immobilization and Scroll of Paralysis.
Removed unused keywords from the following spells: Weaken Armor, Weaken Weapons, Greater Weakening, and Mass Weakening.
Prevented the following spells from being absorbed: Ritual of Rejuvenation and Ritual of Radiance.
Adjusted the appearance of the following summons for console compatibility: Dremora Warrior, Dremora Archer, Dremora Warlock.
Forwarded USSEP changes to the following cells: Dark Brotherhood Sanctuary.
Tweaked the sounds for the following spells: Fire Shell, Frost Shell, Shock Shell, Poison Shell, Flame Shield, Ice Shield, Lightning Shield, Venom Shield, Entropic Touch, Siphoning Touch, Withering Touch, Drain Life, Entropic Bolt, Entropic Rune, Siphon Magicka, Siphoning Bolt, Sap Stamina, Withering Bolt, Entropic Grasp, Entropic Blast, Entropic Wave, Siphoning Grasp, Siphoning Blast, Withering Grasp, Withering Blast, Dread Harvest, Hand of Sithis, Death Field, Lamae’s Embrace, Sigil of the Scion, Sunder Soul, Mind of Magnus, Spirit Siphon, Bone Sap, Dire Enervation, and Sap Essence.
Version 1.0.10
Fixed an error in Festus Krex's voice.
Fixed an error with the damage of the Corrupted Sharpshooter's bow.
Forwarded many USSEP changes for scrolls.
Fixed an error with Storm Monarch giving you the wrong summon if you had the Elemental Potency perk.
Corrected the names of the spell tomes for Conjure Storm Monarch and Conjure Frost Monarch.
Fixed some tooltip display errors in Sunlight Surge and Dawn Magick.
Forwarded some missing USSEP edits for Soul Trap, Flame Atronach, Frost Atronach, and Storm Atronach.
Reworked the mechanics of Banish Daedra spells to make them more desirable. Added a new Banish Daedra spell.
Version 1.0.9
Switched Grand Healing and Mutagen to avoid some compatibility issues I inadvertently created without making patches. If you suddenly have Mutagen or Grand Healing, but not the other spell, and you didn't learn it, etc etc, that's why.
Reworked Beguile into Seduce to cut down on overlap between Illusion spells and speech perks.
Fixed a few bugs + typos and things like that
Next hotfix will go through scrolls and make sure I forward USSEP things, it was brought to my attention I forgot to do that, but none of ya'll noticed because no one actually uses scrolls
Increased the speed of the Viperbolt projectile
Rebalanced duration in Illusion because I wasn't happy with them
Version 1.0.8
Fixed a bug with Dead Thrall
Fixed a bug with Frost Cloak
Changed the price on Spell Tome: Dragonhide
Changed the ownership of the Divine Intervention tomes so religious characters no longer have to steal things from their favorite temples to get their god's help.
Version 1.0.7
1.0.6 accidentally reverted Dragonhide to a two handed spell. 1.0.7 fixed that 5 minutes later. 1.0.6 is dead, long live 1.0.7.
Version 1.0.6
Buffed Ritual of Rejuvenation and Ritual of Radiance in accordance with the buffs to other heal-over-time spells in 1.0.5
Changed the name of Scale Form, Stone Form, and Steel Form to be more in line with other Alteration spells.
Re-implemented Dragonhide for better compatibility with other mods.
Fixed an error with the master-level Paralysis spell
Removed some unused records.
Fixed a mis-labeled tome.
Version 1.0.5
Fixed several typos reported by Leochan125
Buffed the potency of Regeneration, Rapid Regeneration, Mutagen, Tears of Mara, Mend, Convalescence, and Restoring Light without increasing their Magicka costs. Ritual of Rejuvenation and Ritual of Radiance will likely be adjusted in a later hotfix.
Made some tweaks to the leveled lists to correct errors with Alteration and Illusion spells.
Fixed several typos reported by Leochan125
Tweaked the leveled lists for Alteration and Illusion to fix errors.
The following Restoration spells have been buffed: Regeneration, Rapid Regeneration, Mutagen, Tears of Mara, Restoring Light, Mend, and Convalescence. Ritual of Rejuvenation and Ritual of Radiance will likely be buffed in a later hotfix.
Version 1.0.4
Complete rework of the XP offered by almost every spell. XP gains should be much closer to Vanilla now.
Fixed some bugs that I can't remember which kind of makes this a useless entry doesn't it
Version 1.0.3
Fixed a few errors with mastery ranks for Bound Weapons
Removed unused magic effects from Lightning Rune and Greater Lightning Rune.
Changed the ESP name to avoid a conflict with another mod.
Version 1.0.2
Fixed an error with Blazing Spear's perk requirement
Version 1.0.1
Fixed an error with Dragonide checking for robes instead of checking or no armor
Fixed an error with the projectile for Fire Rune
Cleaned up some errors caused by general clumsiness when hand-placing a few spells.
Mysticism - A Magic Overhaul
Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game's magic progression, and adds new spells from previous Elder Scrolls titles. These spells are designed to feel like they belong in the world of Skyrim, both mechanically and aesthetically. You can purchase them from vendors, loot them from dungeons, or find them hand-placed in carefully chosen locations around the world. By adding new spells and re-balancing existing spells as part of the same project, Mysticism is able to offer users a coherent and balanced magical experience throughout the early, middle, and late game.
Features
Sweeping balance adjustments to Vanilla spells
Over 200 new spells added to the world
Vendor tweaks to add flavor and enhance roleplay
Rare spells hand-placed around the world
A complete rework of master spells from all schools
New visuals designed to fit perfectly with the Vanilla game
Almost entirely scriptless, no impact on performance
Alteration
“Magic is, by its very nature, volatile and dangerous. Unless you can control it, it can and will destroy you."
Flesh spells have been significantly buffed. Dragonhide now benefits from Mage Armor.
Shield spells allow the player to choose between Fire, Frost, Shock, or Poison for a short time.
Utility spells allow the player to open locks, fortify carry weight, and walk on water.
Several debuffs that were considered to be Destruction spells in previous games (Weakness to Fire, Disintegrate Weapon, Corrode Armor) have been reinterpreted as Alteration spells.
Mark and Recall spells allow for quick travel around Skyrim.
Spell List
Spoiler:
Show
Novice
Oakflesh - Improves armor by 40 points for 60 seconds.
Open Novice Lock - For 60 seconds, instantly open any Novice lock.
Candlelight - Creates a hovering light that lasts for 180 seconds.
Waterbreathing -Allows the caster to breathe underwater for 60 seconds.
Apprentice
Stoneflesh - Improves armor by 80 points for 60 seconds.
Damage Weapon - Touch enemies in melee range to reduce their weapon damage by 10% for 30 seconds.
Damage Armor - Touch enemies in melee range to reduce their armor by 100 for 30 seconds.
Open Apprentice Lock - For 60 seconds, instantly open any Apprentice lock.
Feather - Increases carry weight by 100 for 60 seconds.
Windwalker - You move 10% faster for 60 seconds.
Buoyancy - For 60 seconds, you swim twice as fast.
Magelight - Launches a hovering ball of light that lasts for 180 seconds.
Ash Shell - Encases enemies in ash for 15 seconds.*
Adept
Ironflesh - Improves armor by 120 points for 60 seconds.
Fire Shell - Increases Fire Resistance by 50% for 60 seconds.
Frost Shell - Increases Frost Resistance by 50% for 60 seconds.
Shock Shell - Increases Shock Resistance by 50% for 60 seconds.
Poison Shell - Increases Poison Resistance by 50% for 60 seconds.
Disintegrate Weapon - A blast of raw magic that reduces enemy weapon damage by 15% for 30 seconds.
Corrode Armor - A blast of raw magic that reduces enemy armor by 150 for 30 seconds.
Open Adept Lock - For 60 seconds, instantly open any Adept lock.
Slowfall - You take no fall damage for 60 seconds.
Sea Stride - You can walk on water for 60 seconds.
Telekinesis - Levitates objects, allowing the caster to deal damage by launching them at foes.
Transmutation - Transmutes one piece of unrefined iron ore into silver ore, and one unrefined piece of silver ore into gold ore.*
Whirlwind Cloak - For 60 seconds, targets in melee range have a chance to be flung away.*
Ash Cloud - Creates a rune that explodes when enemies approach, encasing enemies in ash for 15 seconds.*
Expert
Ebonyflesh - Improves armor by 160 points for 60 seconds.
Weakness to Fire - Reduces enemy Fire Resistance by 50% for 30 seconds.
Weakness to Frost - Reduces enemy Frost Resistance by 50% for 30 seconds.
Weakness to Shock - Reduces enemy Shock Resistance by 50% for 30 seconds.
Weakness to Poison - Reduces enemy Poison Resistance by 50% for 30 seconds.
Greater Disintegration - A blast of raw magic that reduces enemy weapon damage by 20% for 30 seconds.
Greater Corrosion - A blast of raw magic that reduces enemy armor by 200 for 30 seconds.
Disintegration Rune - Creates a rune that explodes when enemies approach, reducing enemy weapon damage by 25% for 30 seconds.
Corrosion Rune - Creates a rune that explodes when enemies approach, reducing enemy armor by 250 for 30 seconds.
Open Expert Lock - For 60 seconds, instantly open any Expert lock.
Pack Mule - Increases carry weight by 200 for 60 seconds.
Windrunner - You move 20% faster for 60 seconds.
Mark - Marks a location for recall.
Recall - Teleports the caster to their marked location.
Equilibrium - Sacrifices Health for a moderate amount of Magicka.*
Shalidor’s Beacon - Teleports the caster to the College of Winterhold.*
Ash Rune - Creates a rune that explodes when enemies approach, encasing enemies in ash for 15 seconds.*
Master
Dragonhide - Improves armor by 200 points for 60 seconds.
Flame Shield - Increases Fire Resistance by 75% for 60 seconds.
Ice Shield - Increases Frost Resistance by 75% for 60 seconds.
Lightning Shield - Increases Shock Resistance by 75% for 60 seconds.
Venom Shield - Increases Poison Resistance by 75% for 60 seconds.
Sword Breaker - An explosion of raw magic that reduces enemy weapon damage by 25% for 30 seconds.
Armor Eater - An explosion of raw magic that reduces enemy armor by 250 for 30 seconds.
The Unwelcome Guest - For 60 seconds, instantly open any Master lock.
Grand Telekinesis - Levitates creatures and people, allowing the caster to launch them for massive damage.
Cinder Storm - Encases all enemies in a large area in ash for 15 seconds.*
* Spells marked by a * are not available from normal vendors.
Conjuration
“You deal with powerful forces. Take care they do not overwhelm you.”
New Conjuration spells allow you to summon ghostly predators, Dremora mages, and skeleton warriors.
Rare spells hidden in unique places around the world allow Conjuration mages to summon ancestral ghosts, dwarven spiders, and even daedric Lurkers.
Reanimation spells increase both their magnitude and their duration when dual cast.
Banish Daedra is now a potent defense against Daedra of all kinds.
New high-level bound weapons make Conjuration mages deadly in melee combat.
Spell List
Spoiler:
Show
Novice
Conjure Spectral Wolf - Summons a Spectral Wolf for 60 seconds wherever the caster is pointing.
Conjure Skeleton - Summons a Skeleton for 60 seconds wherever the caster is pointing.
Raise Zombie - Reanimates a corpse up to level 8 for 60 seconds.
Bound Sword - Conjures a lesser Daedra in the form of a sword for 60 seconds.
Bound Dagger - Conjures a lesser Daedra in the form of a dagger for 60 seconds.
Apprentice
Conjure Spectral Dire Wolf - Summons a Spectral Alpha Wolf for 60 seconds wherever the caster is pointing.
Conjure Flame Atronach - Summons a Flame Atronach for 60 seconds wherever the caster is pointing.
Conjure Dremora Warrior - Summons a Dremora Warrior for 60 seconds wherever the caster is pointing.
Conjure Skeleton Archer - Summons a Skeleton Archer for 60 seconds wherever the caster is pointing.
Conjure Corrupted Shade - Summons a Corrupted Shade for 60 seconds wherever the caster is pointing.
Reanimate Corpse - Reanimates a corpse up to level 15 for 90 seconds.
Bound Battle Axe - Conjures a lesser Daedra in the form of a battleaxe for 60 seconds.
Bound Bow - Conjures a lesser Daedra in the form of a bow for 60 seconds.
Dismiss - Dismiss any summoned creatures under your control.
Banish Daedra - Daedra up to level 10 are sent back to Oblivion. Daedra who resist take 15 damage per second for 4 seconds.
Soul Trap - If the target dies within 60 seconds, fills a soul gem.
Adept
Conjure Spectral Sabre Cat - Summons a Spectral Sabre Cat for 60 seconds wherever the caster is pointing.
Conjure Frost Atronach - Summons a Frost Atronach for 60 seconds wherever the caster is pointing.
Conjure Dremora Archer - Summons a Dremora Archer for 60 seconds wherever the caster is pointing.
Conjure Skeleton Mage - Summons a Skeleton Mage for 60 seconds wherever the caster is pointing.
Conjure Corrupted Soldier - Summons a Corrupted Soldier for 60 seconds wherever the caster is pointing.
Revenant - Reanimates a corpse up to level 25 for 60 seconds.
Greater Bound Sword - Conjures a Daedra in the form of a sword for 120 seconds.
Greater Bound Dagger - Conjures a Daedra in the form of a dagger for 120 seconds.
Banish Greater Daedra - Daedra up to level 15 are sent back to Oblivion. Daedra who resist take 20 damage per second for 4 seconds.
Expert
Conjure Spectral Bear - Summons a Spectral Bear for 60 seconds wherever the caster is pointing.
Conjure Spectral Steed - Summons a Spectral Steed for 120 seconds wherever the caster is pointing.
Conjure Storm Atronach - Summons a Storm Atronach for 60 seconds wherever the caster is pointing.
Conjure Dremora Warlock - Summons a Dremora Warlock for 60 seconds wherever the caster is pointing.
Conjure Skeleton Warrior - Summons a Skeleton Warrior for 60 seconds wherever the caster is pointing.
Conjure Corrupted Sharpshooter - Summons a Corrupted Sharpshooter for 60 seconds wherever the caster is pointing.
Dread Zombie - Reanimates a corpse up to level 35 for 60 seconds.
Greater Bound Battleaxe - Conjures a daedra in the form of a battleaxe for 120 seconds.
Greater Bound Bow - Conjures a daedra in the form of a bow for 120 seconds.
Expel Daedra - Daedra up to level 20 are sent back to Oblivion. Daedra who resist take 25 damage per second for 4 seconds.
Master
Conjure Spectral Manbeast - Summons a Spectral Manbeast for 120 seconds wherever the caster is pointing.
Conjure Flame Monarch - Summons a Flame Monarch for 120 seconds wherever the caster is pointing.
Conjure Frost Monarch - Summons a Frost Monarch for 120 seconds wherever the caster is pointing.
Conjure Storm Monarch - Summons a Storm Monarch for 120 seconds wherever the caster is pointing.
Conjure Dremora Lord - Summons a Dremora Lord for 120 seconds wherever the caster is pointing.
Conjure Skeleton Colossus - Summons a Skeleton Colossus for 120 seconds wherever the caster is pointing.
Conjure Corrupted Sorcerer - Summons a Corrupted Sorcerer for 120 seconds wherever the caster is pointing.
Dead Thrall - Permanently reanimates a corpse up to level 50 to fight for you.
Oblivion’s Edge - Conjures a greater Daedra in the form of a sword for 180 seconds.
Soul Shine - Conjures a greater Daedra in the form of a dagger for 180 seconds.
Shacklebreaker - Conjures a greater Daedra in the form of a battleaxe for 180 seconds.
Widowmaker - Conjures a greater Daedra in the form of a bow for 180 seconds.
Annulment - Daedra up to level 25 are sent back to Oblivion. Daedra who resist take 30 damage per second for 4 seconds.
Destruction
“Fire, frost, or lightning--you will suffer at my hands!”
Higher-level versions of your favorite Destruction spells
Tweaks to damage, cost, and projectile weight make each element feel more unique
New touch spells deal high damage and cost relatively little Magicka in exchange for their relatively short range
Powerful new spells allow Destruction mages to heal themselves by absorbing Health from their foes
Over a dozen new Master spells, allowing Destruction to scale well into the late game.
Spell List
Spoiler:
Show
Novice
Flames - A gout of fire that does 8 damage per second. Targets on fire take extra damage.
Frostbite - A gust of icy wind that does 8 damage to Health and Stamina per second.
Sparks - A stream of lightning that does 8 damage to Health and Magicka per second.
Apprentice
Burning Touch - Touch enemies in melee range for 30 fire damage. Targets on fire take extra damage.
Firebolt - A bolt of fire that does 25 damage. Targets on fire take extra damage.
Fire Rune - Creates a rune that explodes when enemies approach, dealing 40 fire damage. Targets on fire take extra damage.
Chilling Touch - Touch enemies in melee range for 30 frost damage to Health and Stamina.
Ice Spike - A bolt of ice that does 25 damage to Health and Stamina.
Frost Rune - Creates a rune that explodes when enemies approach, dealing 40 frost damage to Health and Stamina.
Static Touch - Touch enemies in melee range for 30 shock damage to Health and Magicka.
Lightning Bolt - A bolt of lightning that does 25 damage to Health and Magicka.
Lightning Rune - Creates a rune that explodes when enemies approach, dealing 40 shock damage to Health and Magicka.
Adept
Greater Flames - An intense gout of fire that deals 25 damage per second. Targets on fire take extra damage.
Fireball - A ball of fire that deals 40 damage. Targets on fire take extra damage.
Flame Cloak - For 60 seconds, targets in melee range take 8 fire damage per second. Targets on fire take extra damage.
Greater Frostbite - An intense gust of icy wind that deals 25 damage per second to Health and Stamina.
Ice Storm - A freezing whirlwind that deals 40 damage to Health and Stamina.
Frost Cloak - For 60 seconds, targets in melee range take 8 frost damage to Health and Stamina per second.
Greater Sparks - An intense stream of lightning that deals 25 damage to Health and Magicka per second.
Chain Lightning - A bolt of forked lightning that deals 40 damage to Health and Magicka before leaping to a new target.
Lightning Cloak - For 60 seconds, targets in melee range take 8 shock damage to Health and Magicka per second.
Entropic Touch - Touch enemies in melee range to absorb 30 Health.
Entropic Bolt - A bolt of raw magic that absorbs 25 Health.
Expert
Fiery Grasp - Touch enemies in melee range for 75 fire damage. Targets on fire take extra damage.
Incinerate - A blast of fire that deals 60 damage. Targets on fire take extra damage.
Greater Fire Rune - Creates a rune that explodes when enemies approach, dealing 80 fire damage. Targets on fire take extra damage.
Wall of Flames - Creates a wall of fire that deals 40 damage per second for 30 seconds. Targets on fire take extra damage.
Freezing Grasp - Touch enemies in melee range for 75 frost damage to Health and Stamina.
Icy Spear - A blast of ice that does 60 damage to Health and Stamina.
Greater Frost Rune - Creates a rune that explodes when enemies approach, dealing 70 frost damage to Health and Stamina.
Wall of Frost - Creates a wall of frost that deals 40 damage per second to Health and Stamina for 30 seconds.
Shocking Grasp - Touch enemies in melee range for 75 shock damage to Health and Magicka.
Thunderbolt - A blast of lightning that does 60 damage to Health and Magicka.
Greater Lightning Rune - Creates a rune that explodes when enemies approach, dealing 70 shock damage to Health and Magicka.
Wall of Storms - Creates a wall of lightning that deals 40 damage per second to Health and Magicka for 30 seconds.
Drain Life - A volatile surge of raw magic that absorbs 25 Health per second.
Entropic Blast - An explosion of raw magic that absorbs 40 Health.
Entropic Rune - Creates a rune that explodes when enemies approach, absorbing 60 Health.
Master
Scorch - Touch enemies in melee range for 100 fire damage. Targets on fire take extra damage.
Flames of Oblivion - A rapid barrage of fireballs that deals 50 damage per second. Targets on fire take extra damage.
Blazing Spear - A raging fireball that deals 80 damage. Targets on fire take extra damage.
Enemies Explode - A fiery explosion that deals 60 damage. Targets on fire take extra damage.
Fire Storm - A fiery explosion that surges outward, dealing up to 80 damage based on proximity to the caster. Targets on fire take extra damage.
Flash Freeze - Touch enemies in melee range for 100 frost damage to Health and Stamina.
Hailstorm - A rapid barrage of icy spikes that deals 50 damage to Health and Stamina per second.
Frozen Lance - An icy lance that explodes for 80 damage to Health and Stamina.
Throat of the World - A frozen vortex that deals 60 damage to Health and Stamina.
Blizzard - A deadly blizzard that deals 20 damage to Health and Stamina per second for 10 seconds over a wide area.
Electrocute - Touch enemies in melee range for 100 shock damage to Health and Magicka.
Lighting Storm - An unstable stream of lightning that deals 50 damage to Health and Magicka per second.
Electrocution - A blast of wild electricity that deals 80 damage to Health and Magicka.
Finger of the Mountain - A blast of forked lightning that deals 60 damage to Health and Magicka before leaping to a new target.
Lightning Surge - Charged lightning that surges outward, dealing up to 80 damage to Health and Magicka based on proximity to the caster.
Leech - Touch enemies in melee range to absorb 75 Health..
Life Steal - A volatile surge of raw magic that absorbs 40 Health per second.
Hand of Sithis - A crackling blast of raw magic that absorbs 60 Health.
Death Field - An explosion of raw magic that absorbs 50 Health.
Lamae’s Embrace - For 60 seconds, absorbs 8 Health per second from targets in melee range.
Illusion
“You know, Illusion really is the least appreciated of the schools of magic.”
High Magicka cost and relatively conservative target levels keep Illusion balanced even at high levels of play.
Paralysis spells have been migrated from Alteration to Illusion, a decision which enhances the respective identities of both skills.
In addition to Paralysis, two new leveled archetypes have been added to Illusion: Silence and Command.
New spells such as Chameleon, Vanish, and Ghostwalk enhance the stealth capabilities of Illusion mages.
New utility spells allow Illusion mages to charm merchants, become ethereal, and slow their perception of time.
Spell List
Spoiler:
Show
Novice
Calm - Living targets up to level 5 won’t fight for 30 seconds.
Fury - Living targets up to level 5 will attack anyone nearby for 30 seconds.
Courage - Living targets won’t flee for 180 seconds and receive 25 extra Health and Stamina.
Clairvoyance - Shows the path to the current goal.
Apprentice
Hypnotize - Living targets up to level 10 won’t fight for 30 seconds.
Rage - Living targets up to level 10 will attack anyone nearby for 30 seconds.
Hush - Living targets up to level 10 are silenced for 30 seconds.
Fear - Living targets up to level 10 flee from combat for 30 seconds.
Chameleon - For 60 seconds, sneaking is 20% better.
Nighteye - Improves the caster’s night vision for 60 seconds.
Adept
Pacify - Living targets up to level 15 won’t fight for 30 seconds.
Frenzy - Living targets up to level 15 will attack anyone nearby for 30 seconds.
Quiet - Living targets up to level 15 are silenced for 30 seconds.
Panic - Living targets up to level 15 flee from combat for 30 seconds.
Disable - Living targets up to level 10 are paralyzed for 10 seconds. Some enemies are immune to this effect.
Command - Living targets up to level 10 are placed under your command for 30 seconds.
Calm Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 won’t fight for 30 seconds.
Frenzy Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 will attack anyone nearby for 30 seconds.
Silence Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 won’t cast spells for 30 seconds.
Fear Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 flee from combat for 30 seconds.
Rally - Targets won’t flee for 300 seconds and receive 50 extra Health and Stamina.
Charm - For 300 seconds, prices are 10% better.
Muffle - Silences the caster’s movement for 60 seconds.
Detection - Nearby living targets can be seen through walls.
Shroud - For 60 seconds, incoming weapon attacks have a 20% chance to miss.
Expert
Serenity - Living targets up to level 20 won’t fight for 30 seconds.
Wrath - Living targets up to level 20 will attack anyone nearby for 30 seconds.
Mute - Living targets up to level 20 are silenced for 30 seconds.
Rout - Living targets up to level 20 flee from combat for 30 seconds.
Immobilize - Living targets up to level 15 are paralyzed for 10 seconds. Some enemies are immune to this effect.
Control - Living targets up to level 15 are placed under your command for 30 seconds.
Paralysis Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 are paralyzed for 10 seconds.
Command Rune - Creates a rune that explodes when enemies approach. Living targets up to level 20 will fight for you for 30 seconds.
Seduce - For 300 seconds, prices are 10% better. This effect is stronger on members of the opposite sex.
Invisibility - For 30 seconds, the caster cannot be seen. Attacking or activating an object will break the spell.
Reflection - For 60 seconds, 50% of all melee damage is reflected back at your attackers.
Haste - Focuses the senses, slowing the caster’s perception of time by 25% for 6 seconds.
Master
Harmony - Living targets in a large area up to level 25 won’t fight for 30 seconds.
Mayhem - Living targets in a large area up to level 25 will attack anyone nearby for 30 seconds.
Silence - Living targets in a large area up to level 25 are silenced for 30 seconds.
Hysteria - Living targets in a large area up to level 25 flee from combat for 30 seconds
Paralysis - Living targets in a large area up to level 20 are paralyzed for 10 seconds. Some enemies are immune to this effect.
Domination - Living targets in a large area up to level 20 are placed under your command for 30 seconds.
Call to Arms - Living targets in a large area won’t flee. They receive 100 extra Health and Stamina, as well as increased combat skills for 600 seconds.
Mesmerize - For 300 seconds, prices are 10% better and merchants will buy any item you offer them. This effect is stronger on members of the opposite sex.
Shadowmask - For 30 seconds, the caster cannot be seen, heard, or harmed. Attacking or activating an object will break the spell.
Shalidor’s Mirror - For 60 seconds, 100% of all melee damage is reflected back at your attackers.
Sanctuary - For 60 seconds, incoming weapon attacks have a 35% chance to miss.
Quicksilver - Focuses the senses, slowing the caster’s perception of time by 40% for 10 seconds.
Restoration
“Restoration is a perfectly valid school of magic, and don’t let anyone tell you otherwise!”
Instant healing spells have been replaced with higher level concentration spells.
Regeneration spells allow Restoration mages to restore large amounts of health over a short time.
Healing Light spells allow Restoration to restore small amounts of health over an extended time.
Attunement spells allow Restoration mages to fortify their Health over an extended time.
Ward spells have been buffed to provide defense against physical blows.
New Sun and Turn Undead spells allow Restoration mages to devastate the undead.
Poison spells allow Restoration mages to deal damage over time to the living.
Spell List
Spoiler:
Show
Novice
Healing - Restores 10 Health per second.
Lesser Ward - Creates a magical shield that resists 15% of physical damage and negates up to 30 points of spell damage.
Turn Lesser Undead - Touch undead up to level 5 to turn them for 30 seconds.
Sunbeam - A beam of sunlight that deals 8 damage per second to the undead.
Poison Spray - A poisonous mist that deals 8 damage per second.
Apprentice
Fast Healing - Restores 20 Health per second.
Regeneration - Restores 10 Health per second for 5 seconds.
Healing Light - Restores 2 Health per second for 60 seconds.
Healing Hands - Heals the target, restoring 20 Health per second.
Attunement - Increases Health by 25 points for 60 seconds
Steadfast Ward - Creates a magical shield that resists 30% of physical damage and negates up to 60 points of spell damage.
Cleanse - Removes all magical effects from the caster.
Turn Undead - Turns undead up to level 10 for 30 seconds.
Sunlight Touch - Touch undead to smite them for 30 damage.
Sunfire - A ball of sunlight that deals 25 damage to undead.
Sunlight Rune - Creates a rune that explodes when enemies approach, dealing 40 damage to the undead.
Poisonous Touch - Touch enemies in melee range to deal 7 poison damage per second for 5 seconds.
Poisonbolt - A ball of poison that deals 6.25 damage per second for 5 seconds.
Poison Rune - Creates a rune on a nearby surface that explodes when enemies approach, dealing 10 poison damage per second for 5 seconds.
Adept
Close Wounds - Restores 30 Health per second.
Rapid Regeneration - Restores 15 Health per second for 5 seconds.
Restoring Light - Restores 3 Health per second for 60 seconds.
Mending - Heals the target, restoring 30 Health per second.
Greater Attunement - Increases Health by 50 points for 120 seconds.
Greater Ward - Creates a magical shield that resists 45% of physical damage and negates up to 90 points of spell damage.
Cure - Cures any diseases affecting the caster.
Repel Undead - Turns undead up to level 15 for 30 seconds.
Radiant Sunbeam - A beam of sunlight that deals 25 damage per second to the undead.
Vampire’s Bane - An explosion of sunlight that deals 40 damage to the undead.
Stendarr’s Aura - For 60 seconds, undead in melee range take 8 damage per second.
Venom Spray - A poison mist that deals 25 damage per second.
Poison Cloud - A cloud of poison that deals 10 damage per second for 5 seconds.
Poison Cloak - For 60 seconds, opponents in melee range take 8 poison damage per second.
Expert
Grand Healing - Restores 40 health per second.
Mutagen - Restores 20 health per second for 5 seconds.
Purifying Light - Resotes 4 Health per second for 60 seconds.
Convalescence - Heals the target, restoring 40 Health per second.
Divine Body - Fortifies vitality, increasing Health by 75 points for 120 seconds.
Grand Ward - Creates a magical shield that resists 60% of physical damage and negates up to 120 points of spell damage.
Grand Repulsion - Turns undead up to level 20 for 30 seconds.
Repulsion Rune - Creates a rune that explodes when enemies approach, turning undead up to level 25 for 30 seconds.
Radiant Grasp - Touch undead in melee range to smite them for 75 damage.
Sunburst - A radiant ball of sunlight that deals 60 damage to the undead.
Radiant Sunlight Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 damage to the undead.
Wall of Sunlight - Creates a wall of sunlight that deals 40 damage per second for 30 seconds.
Venomous Grasp - Touch enemies in melee range for 18 poison damage per second for 5 seconds.
Deadly Poisonbolt - A deadly ball of poison that deals 15 damage per second for 5 seconds.
Deadly Poison Rune - Creates a rune on a nearby surface that explodes when enemies approach, dealing 17.5 poison damage per second over 5 seconds.
Wall of Poison - Creates a wall of poison that deals 50 damage per second for 30 seconds.
Master
Heart of Dibella - Restores 50 Health per second.
Tears of Mara - Restores 25 Health per second for 5 seconds.
Arkay’s Light - Resotes 5 Health per second for 60 seconds.
Mercy of Stendarr - Heals the target, restoring 50 Health per second.
Augur of Aetherius - Channels divine energies to fortify vitality, increasing Health by 100 points for 120 seconds.
Shalidor’s Shield - Creates a magical shield that resists 75% of physical damage and negates up to 150 points of spell damage.
Bane of the Undead - Turns undead in a large up to level 25 for 30 seconds.
Eclipse - Touch undead in melee range to smite them for 100 damage.
Daybreak - A beam of radiant light that deals 50 damage per second to undead.
Reflective Light - An orb of aetherial sunlight that deals 80 points of damage to the undead.
Solar Flare - A radiant explosion of sunlight that deals 60 damage to the undead.
Charged Nova - A volatile eruption of sunlight that deals up to 80 damage to the undead, based on proximity to the caster.
Venomfang - Touch enemies in melee range for 25 damage per second for 5 seconds.
Death’s Wind - A caustic wind that deals 50 damage per second.
Viperbolt - A volatile ball of poison that deals 20 damage per second for 5 seconds.
Poison Bloom - A venomous cloud that deals 15 damage per second for 5 seconds.
Black Marsh - A poisonous explosion that surges outward, dealing up to 20 damage per second for 5 seconds based on proximity to the caster.
Special Spells and Vendor Changes
Mysticism makes adjustments to a small number of vendors in order to improve the overall experience of playing as a mage. Specifically, it ensures that each school of magic has at least one Expert vendor outside the College of Winterhold. Some of these vendors, such as Talvas Fathryon or Florentius Baenius, have unique spells that you won't find at (most) other vendors. Mysticism also hand-places some unique spells as loot throughout the world. If you're have trouble finding these spells, or you don't want to make the trip to Solstheim or the Soul Cairn right now, don't worry! The College is home to a certain shady elf who makes a living selling items that other mages can't get their hands on. If you're looking for a spell that can't be bought from other members of the College, pay him a visit and see what he has in stock.
Rare and powerful spells hand-placed as loot throughout Skyrim.
Sybille Stentor, Falion, Feran Sadri, Festus Krex, Florentius Baenius, and Tavlas Fathryon now sell Expert spells for their respective schools of magic.
Sun magic and Ash magic are only available from the Dawngard and Tel Mithryn, respectively. New spells will become available when you complete the Restoration and Alteration ritual quests.
Some of the most powerful spells in Mysticism can only be acquired by finding them in the world, in many cases guarded by powerful bosses!
A special vendor in the College will have a rotating inventory of spells that are otherwise unavailable, in case you want to try your luck.
Spell List
Spoiler:
Show
The following spells are either 1) hand-placed in the world or 2) only available from special vendors such as Talvas and Florentius. All of these spells have a chance to show up in Enthir's inventory as well.
Conjuration - Adept
Conjure Boneman - Summons a Boneman for 60 seconds wherever the caster is pointing.
Conjure Seeker - Summons a Seeker for 60 seconds wherever the caster is pointing.
Conjure Ash Spawn - Summons an Ash Spawn for 60 seconds wherever the caster is pointing.
Conjure Ancestral Guardian - Summons an Ancestral Guardian for 60 seconds wherever the caster is pointing.
Conjure Dwarven Spider - Summons a Dwarven Spider for 60 seconds wherever the caster is pointing.
Conjure Flaming Familiar - Summons a Flaming Familiar who will charge into battle and explode.
Conjuration - Expert
Conjure Mistman - Summons a Mistman for 60 seconds wherever the caster is pointing.
Conjure High Seeker - Summons a High Seeker for 60 seconds wherever the caster is pointing.
Conjure Ash Guardian - Summons an Ash Guardian for 60 seconds wherever the caster is pointing.
Conjure Ancestral Wizard - Summons an Ancestral Wizard for 60 seconds wherever the caster is pointing.
Conjure Dwarven Sphere - Summons a Dwarven Sphere for 60 seconds wherever the caster is pointing.
Ancestral Intervention - Teleports the caster to the New Temple in Raven Rock.
Planar Anchor - Once per day, creates an invisible Planar Anchor that serves as a beacon for transliminal passage.
Translimination - Teleports the caster to the nearest Planar Anchor.
Conjuration - Master
Conjure Wrathman - Summons a Wrathman for 120 seconds wherever the caster is pointing.
Conjure Lesser Lurker - Summons a Lesser Lurker for 120 seconds wherever the caster is pointing.
Conjure Ash Husk - Summons an Ash Husk for 120 seconds wherever the caster is pointing.
Conjure Ancestral Assassin - Summons an Ancestral Assassin for 120 seconds wherever the caster is pointing.
Conjure Dwarven Centurion - Summons a Dwarven Centurion for 120 seconds wherever the caster is pointing.
Destruction - Master
Dread Harvest - A volatile surge of raw magic that absorbs 40 Health per second.
There are a few spells that are not available in Enthir's inventory due to the fictions involved in acquiring them (Ash Spawn, for instance, doesn't seem to exist as a spell before you complete a quest for Neloth and he creates the spell).
Whirlwind Cloak
War Weather
Ash Spawn
Ash Guardian
Ash Champion
Summon Arvak
Summon Arniel's Shade
Freeze
Ingite
Finally, there are a small number of spells that Mysticism doesn't touch. Most of these spells are simply tools to trigger quest progression. Vampiric Drain was left untouched to ensure compatibility with Vampire overhauls.
Arniel’s Convection
Vision of the Tenth Eye
Vampiric Drain
Summon Unbound Dremora (Okay, you caught me, I changed it to Conjure Unbound Dremora).
Compatibility
Mysticism will cause no major compatibility issues. It edits Vanilla spells (using the original records whenever possible), adds new spells to the default leveled lists, and changes a small number of merchant chests. Like most mods that edit leveled lists, you may need to use a tool such as Wrye Bash to create a patch for your leveled lists, especially if you have more than one mod that edits the leveled lists for spells.
Mysticism is 100% compatible with other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. Mysticism is 99% compatible with Ordinator out of the box, and I have provided a patch for the other 1%. Load Ordinator after Mysticism so that it can overwrite my edits to the magic effects for Destruction perks. Whether Mysticism is compatible with other perk overhauls depends on whether or not they were built with compatibility in mind.
Mysticism edits a small number of merchant chests in order to distribute its spells across the world in an interesting way. Only one NPC is touched (Festus Krex), so Mysticism will not cause black face or any incompatibilities with NPC overhauls. Most of my changes to merchants will be compatible with other spell packs (so if you have both Mysticism and Apocalypse downloaded, Festus will sell Apocalypse spells).
FAQ
I don’t like your changes to Vanilla spells, but I want to download your new spells. Will you make a standalone version?
Mysticism was designed as a single coherent system, and I can’t split that system in half without breaking it. However, my permissions are open, and anyone who would like to is welcome to create a stand-alone spell pack and host it on the Nexus as long as you credit me.
Does Mysticism add its new spells to NPC mages?
Adding new spells to NPC mages would require a massive enemy overhaul, and would be out of scope for Mysticism. However, the changes and buffs to Vanilla spells will effect enemies as well. Mage encounters will be a good bit more difficult with Mysticism installed.
I found a bug! What should I do?
Report it, either in the comments or in the bugs tab, so I can try to fix it as soon as possible! Any extra details you can include (where the bug happened, what you were doing, what other mods you were using) would be super helpful in tracking down the source of the issue.
Does this mod require USSEP?
No, but I’ve tried to forward changes from USSEP wherever it seemed relevant. In some places I’ve diverged from USSEP due to reasons unique to Mysticism (for instance, I slightly reduced the damage of Wall of Fire once I made dual casting affect the hazard).
Credits
First off, I would like to thank Parapets for countless hours helping me over the past several months. Almost everything I know about modding, I learned from him, and Mysticism would not exist without his help.
I'd also like to thank my friend VictorF for his extensive help with this project.
Thanks to Po3 for his help with meshes, textures, Nifskope, and GIMP.
Sincere thanks are due to Madcat221 for allowing me to use some material from Dawnguard Arsenal, specifically the mesh and a gradient for his Holy Ground spell.
An extra special thanks is due to Jay093, not only for creating excellent meshes for his poison spells, but also for opening his permissions and allowing others to benefit from his work. All of my poison spells now use his meshes, and the mod is better for it.
I would like to extend my heart-felt thanks to all the members of my discord who have supported me over the last eight months.