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Mysticism - A Magic Overhaul
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Version2.2.4
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Simon MagusUploaded by
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About this mod
Mysticism is a complete overhaul of Skyrim’s magic system designed to balance existing spells and add powerful new magical effects to the game.
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You 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 permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You 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 sold You 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 points You 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.
Credit to the USSEP team for two or three fixes to Vanilla meshes which I have forwarded as per my understanding of their permissions.
File credits
This author has not credited anyone else in this file
Donation Points system
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Translations
- Ukrainian
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- Portuguese
- Polish
- Mandarin
- Italian
- German
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Translations available on the Nexus
Language Name Spanish Author: supercento Mysticism - A Magic Overhaul - Castellano - Spanish Mandarin Author: FrankSol Mysticism - A Magic Overhaul-Simplified Chinese Transilation Polish Author: deleted00000000 Mysticism - A Magic Overhaul - Polish Translation Mandarin Author: ShrimpBallin Mysticism - A Magic Overhaul (Mandarin) German Author: SimonMagus616 - translated by TheLogan Mysticism - A Magic Overhaul - German Translation Italian Author: SimonMagus616 - Translated By FatalIllusion Mysticism - A Magic Overhaul - Traduzione Italiana Ukrainian Author: ZenoJawax Mysticism - A Magic Overhaul - Ukrainian Translation Russian Author: RUCHIK152 Mysticism - A Magic Overhaul - Russian translation Portuguese Author: Simon Magus Mysticism - A Magic Overhaul Traducao PT-BR Mandarin Author: Crow125 Mysticism - A Magic Overhaul - Traditional Chinese Translation Spanish Author: Croissanito Mysticism - A Magic Overhaul SPANISH Portuguese Author: GuhBM666 PT-BR Traducao - Mysticism - A Magic Overhaul - Changelogs
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Version 2.2.4
- Drain Magicka, Drain Stamina, Leech Magicka, and Leech Stamina have had their potencies reduced by about 33%, and their Magicka costs reduced by about 25%.
- Scion’s Embrace’s magnitude has been increased by 25%.
- Siphon Spirit and Sap Essence’s base magnitudes have been increased to 10, and their base durations to 120 seconds. Their range has been increased by about 75%.
- Removed an errant keyword from Siphon Spirit and Sap Essence.
- Added some improved support for XP in the scrolls for Scion’s Embrace, Siphon Spirit, and Sap Essence.
- Fixed some inconsistencies in the EditorIDs for Weakness to Element effects.
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Version 2.2.3
- Fixed an issue with Weakness to Shock and Weakness to Poison being categorized as Adept spells.
- Fixed an issue with a Dragonborn leveled list checking for the wrong skill.
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Version 2.2.2
- Re-added the spells Windwalker and Windrunner, which increase Movement Speed by 10/20%.
- Burden now mirrors the progression of Corrode Armor and Disintegrate Weapon.
- Burden now reduces Movement and Attack Speed by 25%. It no longer staggers. The Simonrim Attack Speed Fix is recommended, but the Attack Speed portion of this spell should just fail harmlessly in most cases if you don’t have it installed.
- Weight of the World is now an AoE Projectile that reduces Movement and Attack Speed by 50% in a large area.
- Animals get an extra 25% reduction to their movement speed, since they aren’t, generally speaking, affected by attack speed (and also because they’re so fast that users often report that the spells don’t work on animals, even though they do).
- Encumber and Burden Rune have been removed, as have their staff and scroll variants.
- Slightly reduced the cost of all Adept scrolls.
- Slightly increased the cost of all Master scrolls.
- Mysticism now fixes a Vanilla issue with Scroll distribution which caused Master spells to be significantly over-distributed. It also rebalances the levels at which scrolls are distributed. Some other mods fix this issue as well; I would slightly prefer Mysticism’s changes.
- Removed some unneeded records from the mod, related to Banish and Command Daedra. This should fix some rare crashes caused by incompatibilities between Mysticism and other spell mods.
- Fixed an error where Ward spells were all categorized as Novice.
- Injected some records for use with other plugins.
- Inserted dummy leveled list entries for Jump and Hearthfire Spells.
- Reimplemented the Jump and Warmth addons so that they don’t need to edit leveled lists directly. The patch between them is no longer needed.
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Version 2.2.1
- Fixed some errors in the Mysticism-Scion integration.
- The potency of ward spells has been reduced from 40/80/120/160/200 to 30/60/90/120/150.
- The cost of Ward spells has been increased by 15%.
- Believe it or not, wards were overperforming and needed to be nerfed a little. Considering how bad wards are in Vanilla, and how much work I’ve put into wards over the past year or so, I’m honestly kind of proud of that.
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Version 2.2.0
- Fixed an error with a Scroll of Mayhem.
- Fixed an error with Debilitate.
- Absorb Health spells now only work on living targets.
- Reduced the cost of Absorb Health spells by 15%.
- This change is designed both to balance out these spells against their elemental counterparts and also to support the new “False Life” perk in Scion 2.1, which will be compatible w/ Mysticism spells out of the box.
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Version 2.1.6
- Thanks to Parapets for an unintuitive but clever solution to the problem of the "missing" record that doesn't require an extra file. If one of you reports this as an ITM I will find where you live and kill you (in minecraft).
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Version 2.1.5
- I am so. fucking. tired. of users who aren't following best practices or paying attention to ANYTHING that's been going on since the release of AE coming to me with a Dyndolod report about a missing Form ID. I feel I have no choice but to remove this record because it's gotten completely ridiculous, as about 20% of my support interactions now involve this stupid fucking record. If you want to use NG with Mysticism, you'll need to pick up the NG Distribution Tweak file, which is ESL flagged.
- Fixed a bug where a few summons had lootable weapons.
- Fixed a bug where a few Atronach staves had incorrect conditions.
- Fixed a bug where Jump spells could stack with themselves.
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Version 2.1.4
- Fixed an issue where the Staff of the Swordbreaker did not have an AoE component.
- Added a new keyword to make Dispel easier to manage.
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Version 2.1.3
- Fixed an issue where the Scroll of Ghostwalk would not properly make the player invisible to enemies.
- Fixed where Shroud and Sanctuary would not benefit from dual casting.
- Fixed an issue where the tooltip and the range of Poison Cloak would not be increased by taking the Affliction perks in Adamant.
- Fixed an issue where Burning Touch had an unnecessary keyword.
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Version 2.1.2
- Fixed an issue introduced in 2.1.1 where Cure Disease had a doubled tooltip.
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Version 2.1.1
- Fixed an issue where Cure Disease would not work on yourself.
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Version 2.1.0
- Mysticism 2.1 contains several bug fixes and a new approach to balancing a number of duration-based spells.
- Siphon Spirit and Sap Essence are now 50% stronger than Scion’s Embrace, instead of 25% stronger. This is in line with other Absorb Magicka and Absorb Stamina spells.
- Circle of Vitality is now called Circle of Life. Joy ensues.
- Font of Vitality is now called Font of Life.
- Cure Disease is now an AoE spell because I found out followers can get diseases lol
- Removed a few unneeded records from Ancestral Guardian and Ancestral Wizard.
- Fixed an error in the scroll for Conjure Storm Monarch.
- Fixed an error in the descriptions of the Scroll of Banishing and the Scroll of Rage.
- Fixed an error with Bound Shield’s spell level.
- The following spells now last for 30 seconds: Open Novice Lock, Open Apprentice Lock, Open Adept Lock, Open Expert Lock, The Unwelcome Guest.
- The following spells now last for 60 seconds: Soul Trap and Circle of Protection. This is in addition to the changes made in 2.0.9 to Burden, Encumber, Burden Rune, Weight of the World, Disintegrate Weapon, Corrode Armor, Swordbreaker, Armoreater, Weakness to Fire, Weakness to Frost, Weakness to Shock, and Weakness to Poison.
- The following spells now last for 120 seconds: Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, Dragonhide, Fire Shell, Frost Shell, Shock Shell, Poison Shell, Flame Shield, Ice Shield, Lightning Shield, Venom Shield, Feather, Pack Mule, Waterwalking, Swift Swim, Sea Stride, Slowfall, Leap, Springheel, Bound Dagger, Bound Sword, Bound War Axe, Bound Mace, Bound Shield, Bound Greatsword, Bound Battleaxe, Bound Warhammer, Bound Bow, Soul Harvest, Raise Zombie, Reanimate Corpse, Revenant, Dread Zombie, Courage, Rally, Call to Arms, Regeneration, Rapid Regeneration, Mutagen, Arkay’s Light, Attunement, Augur of Aetherius, Circle of Life, Circle of Wisdom, Circle of Strength, Font of Life, Font of Wisdom, and Font of Strength.
- Mysticism Jump Spell Addon
- The following spells now last for 120 seconds: Leap and Springheel.
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Version 2.0.10
- Wind and Sand (the quest that unlocks Whirlwind Cloak) should now trigger when your Alteration skill reaches 40 (changed because Mysticism changes Whirlwind Cloak to an Alteration spell).
- Fixed a spell error w/ Symmetry.
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Version 2.0.9
- Injected a keyword that I needed to use in Pilgrim, sorry about the double update lol
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Version 2.0.8
- Increased the base duration of Burden, Encumber, Burden Rune, Weight of the World, Disintegrate Weapon, Swordbreaker, Corrode Armor, Armoreater, Weakness to Fire, Weakness to Frost, Weakness to Shock, and Weakness to Poison from 30 seconds to 60 seconds.
- Removed a perk that adjusted incoming stagger when casting a ward (this feature has been migrated to Blade & Blunt).
- Prevented Frost spells from leaving shaders all over the damn place. I’ll continue to monitor this issue, so let me know if you find any more problems.
- Fixed an issue where Ghostwalk wasn’t making you ghosty enough.
- Removed some unused records.
- Renamed some records.
- Add some content designed to be used by an upcoming mod by Delta.
- Added an optional addon that adds jumping spells.
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Version 2.0.7
- Mysticism should no longer prevent Necromantic Grimoire from distributing its spells.
- The Wind and Sand quest will now trigger when you have 40 Alteration, instead of 40 Destruction.
- Equilibrium now deals slightly less damage.
- Equilibrium is now distributed in the normal leveled lists.
- Symmetry, a Master-level version of Equilibrium, is now available from Tolfdir after completing the Alteration Master Ritual quest.
- The damage dealt by Equilibrium and Symmetry is now resisted by Magic Resist, to compensate for the fact that the damage dealt by these spells also scales with difficulty.
- Fixed a typo in a staff name.
- Fixed an error in the Heal Other Sound record
- The Ancestral Assassin no longer has a beard.
- The Ancestral Guardian no longer shared an outfit with the Redoran Guard.
- The Ancestral Guardian, Wizard, and Assassin now have Dark Elf voice types, and should no longer incorrectly display lines they aren't saying when Fuz Ro Dah is installed.
- Thanks to wol for these suggestions.
- Transmute Ore is no longer incorrectly listed as an Expert spell.
- Transmute Ore now properly prioritizes transferring iron ore to silver ore.
- Transmute Ore now requires two iron ore to create one silver ore, and two silver ore to create one gold ore. This is a significant nerf to the effectiveness of Transmute Ore.
- Transmute Ore now gives significantly more XP on a successful transmutation.
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Version 2.0.6
- Removed some unused data that may have been causing automated programs to lock up.
- Removed the Scroll of Dremora Lord and replaced it with a new scroll that used a Vanilla Form ID.
- Tweaked some Scroll names for better consistency. I might do more of this later.
- Added a few more keywords to Dispel.
- Fixed an issue where Dwemerbane was listed as an Adept spell by SkyUI.
- Fixed an issue where Poison Cloak would not increase its duration when dual cast.
- Fixed an issue where Mark and Recall would leave behind an activator that would play when you leave and enter the cell. This fix is not retroactive, sorry about that.
- Fixed an issue where Bound Mace was tagged as a War Axe.
- Repackaged the BSA to remove some unneeded files.
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Version 2.0.5
- Removed a record related to Command Daedra, to make it harder for users to crash their games by not resolving conflicts w/ that spell.
- Added more keywords (Familar + Undead) to Dispel.
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Version 2.0.4
- Removed some errant keywords from effects for Absorb Magicka & Stamina spells.
- Added another keyword to Dispel.
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Version 2.0.3
- Fixed an issue where Fire and Forget spells would restore Stamina regardless of whether you had the Respite perk.
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Version 2.0.2
- Removed a significant number of unused records.
- Fixed incorrect templates in the Staff of Arcane Authority and Gadnor’s Staff of Charming. I wouldn’t usually edit these two records in Mysticism, but some users were experiencing a crash when picking these items up.
- Re-packaged a few scripts for Mark and Recall that may (?) have been missing.
- Fixed an errant half-cost perk in Turn Greater Undead.
- Fixed an errant keyword in Leech Magicka and Leech Stamina.
- Fixed a missing description in Scion’s Embrace.
- Removed a conflict between Pilgrim and Mysticism.
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Version 2.0.1
- Fixed an error where Viperbolt’s projectile was pointing to a missing mesh.
- Tweaked the projectile for Death Cloud.
- Fixed an error where Ghostwalk wouldn’t refresh when you re-cast it.
- Fixed an error where Dispel wouldn’t dispel Soul Harvest.
- Fixed an error where the spell tome for Conjure Spectral Manbeast would teach Conjure Gargoyle Brute instead.
- Fixed a typo in the spell tome for Ash Form.
- Fixed some bad conditions in the Silence scroll and staff.
- Removed several unused records that were causing xEdit errors.
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Version 2.0
- General Changes
- Due to the size of this update and the long development time, there is no guarantee that these changelogs are exhaustive. Remember that this is a free product for a ten year old video game before you decide to make a comment, private message, or discord ping about this.
- Mysticism 2 uses variable cast times as a balancing mechanic for spells. Cast time is uniform across all schools and all spell levels, based on the archetype of the spell.
- Concentration spells have a cast time of 0.0.
- Touch spells and single-target projectile spells have a cast time of 0.5.
- Self-targeted spells, AoE projectiles, and runes have a cast time of 1.0.
- “Roomwide” AoE spells have a cast time of 1.5.
- Mysticism 2 attempts to balance the XP given by each school of magic. Special attention was paid increasing the rate of Conjuration, Destruction, and Restoration XP (healing spells specifically). Feedback on XP growth is welcome, especially if a specific spell or type of spell appears to be giving too little or too much XP Compared to other spells in that school.
- If you are using an uncapper designed to balance the XP growth of magic skills, you may wish to neutralize its edits to magic skills specifically, at least until you get a sense of what changes you would like to make to Mysticism 2’s progression.
- Mysticism 2 changes nearly every magical tooltip in order to implement consistent stylization across all tooltips. This is part of an ongoing project within Simonrim that I started earlier this year while working on mods for alchemy, enchanting, and religion.
- Mysticism 2 implements new scrolls and staves for all relevant spells. Scrolls and staves will now benefit from perks. This feature should be compatible with all major perk mods.
- Mysticism 2 implements a new value paradigm for scrolls.
- Novice scrolls have a value of 15 gold.
- Apprentice scrolls have a value of 30 gold.
- Adept scrolls have a value of 60 gold.
- Expert scrolls have a value of 90 gold.
- Master scrolls have a value of 150 gold.
- Alteration
- All touch spells have been removed from Alteration. The touch spell archetype is now reserved for damage-dealing spells in Destruction and Restoration.
- Buoyancy is now called Swift Swim because I kept misspelling it.
- Damage Weapon, Greater Disintegration, and Disintegration Rune have been removed. Only the Adept and Master versions of this archetype remain.
- Damage Armor, Greater Corrosion, and Corrosion Rune have been removed. Only the Adept and Master versions of this archetype remain.
- Cleanse has been renamed to Dispel and moved from Restoration to Alteration.
- Detection has been split into three spells (Detect Life, Detect Dead, and Detect All) and returned to Alteration. Detect Life is an Apprentice spell; Detect Dead is an Adept spell; Detect All is an Expert spell. Detect All works on Daedra and dwemer automatons.
- Feather and Pack Mule now give 50 and 100 Carry Weight, respectively, to bring them in line with other sources of Carry Weight.
- Disintegrate Weapon now reduces enemy weapon damage by 25%.
- Sword Breaker and Armor Eater are now ranged AOE projectiles rather than self-targeted “roomwide” AoEs.
- Transmutation is now called Transmute Ore. Transmute Ore turns all pieces of iron ore into silver before turning any silver into gold.
- Equilibrium now restores Stamina as well as Magicka.
- A new spell archetype, Burden, hits enemies with a low level stagger and reduces their Movement Speed by 50% for 30 seconds. There is a five second cooldown on the stagger effect to prevent abuse.
- Burden is a Adept single target projectile spell. Encumber is an Expert AoE projectile spell. Burden Rune is an Expert rune spell. Weight of the World is a Master “roomwide” AoE spell.
- Damage Weapon and Damage Armor effects are no longer mutually exclusive, to allow these spells to work more consistently with potions and enchantments.
- Weakness to Fire, Frost, Shock, and Poison effects are no longer mutually exclusive, to allow these spells to work more consistently with potions and enchantments.
- Fire Shell, Frost Shell, Shock Shell, Poison Shell, Flame Shield, Ice Shield, Lightning Shield, and Venom Shield now behave like Oakflesh in that they do not grant XP until you enter combat.
- Ash Shell is now called Ash Form to differentiate it from spells such as Fire Shell, Frost Shell, etc.
- Ash Form, Ash Cloud, Ash Rune, and Cinder Storm now break when you deal damage to enemies, like the Vanilla “Ice Form” Shout.
- Mark and Recall and Shalidor’s Beacon are now Conjuration spells.
- Staves and scrolls have been added for all relevant Alteration spells.
- The Vanilla Scroll of Detect Life has been replaced with a Scroll of Feather. Concentration spells can’t be used in a scroll, and rather than making Fire and Forget versions of various concentration spells for their scrolls, I’ve decided to accept that limitation as one of the quirks of magic gameplay. As far as I know, this scroll is only used once or twice in the Vanilla game.
- Conjuration
- Conjuration spells have been thoroughly rebalanced, which in many cases involves a significant nerf to the survivability of high-level summons. This change puts more emphasis on perk investment, since perks in Adamant tend to focus on increasing the survivability of your summoners. (This should work fine w/ Ordinator and Vokrii too, since it has similar perks).
- A new set of “blue” visuals have been created and distributed to some Conjuration spells to increase the visual diversity of Conjuration magic. These visuals are based on the blue portals the Vanilla game uses when summoning Ash Spawn.
- All “Greater” Bound Weapons, as well as their Master-level variants, have been removed.
- Bound War Axe, Bound Mace, Bound Greatsword, Bound Warhammer, and Bound Shield have been added.
- Corrupted summons have been removed.
- Dwarven summons have been removed, except for Conjure Dwarven Spider, which now works more like Flaming Familiar (exploding soon after being summoned).
- Conjure Lesser Lurker has been removed.
- Conjure Ash Guardian now only requires you to carry a single Heart Stone on your person (rather than consuming the Heart Stone). In addition, the summon should move now. This spell should be significantly more usable.
- The Expert and Master Ancestral Summons have been removed from their distribution in the world. Talvas sells them.
- Conjure Death Hound and Conjure Volkihar Hound have been added.
- Conjure Gargoyle and Conjure Gargoyle Brute have been added.
- These summons can only be sold by Faren Sadri, so they are exclusive to players that join the Vampire faction.
- Soul Trap has been made a Novice spell, to ensure that the spell is appropriately accessible to characters who do not wish to invest in Conjuration.
- A new spell, Soul Harvest, traps the souls of all nearby enemies.
- Daedric Cure and Oblivion’s Embrace allow Conjuration mages to heal their summons without spending perks or investing in Restoration.
- Banish Daedra and Expel Daedra have been rebalanced and should no longer crash when people combine this mod with Odin.
- Mark and Recall and Shalidor’s Beacon are now Conjuration spells.
- Mark and Recall and Shalidor’s Beacon have new visuals.
- Planar Anchor and Translimination have been removed from the game, but still exist in the console.
- Shalidor’s Beacon now teleports you to the College bridge, to ensure that you can’t accidentally sequence break the last few College quests when Ancano takes the Eye of Magnus.
- Scrolls and staves have been added for all appropriate Conjuration spells.
- Destruction
- I have changed the names of a number of Destruction spells to account for changes in my taste and some adjustments to the spell list and specific spell visuals.
- The cost of most Destruction spells has been adjusted. In Mysticism 1.1, I reduced the cost of most Adept, Expert, and Master spells. In Mysticism 2, I am reverting this change. Simonrim has come a long way in the last year and a half, and I believe high level Destruction mages have ample options for reducing the cost of their spells.
- New Fire, Frost, and Shock touch spells have been added to the Adept spell list, ensuring that Touch spells scale appropriately for the entirety of the game.
- Touch spells now have a charge time of 0.5 seconds. They cost roughly the same amount of Magicka as their counterpart projectile spells (or, at later levels, even more) and they deal 50% more damage. Higher level Touch spells also have a minor AoE component. This approach to touch spell balance makes them more obviously useful as high risk, high reward spells.
- Firebolt, Ice Spike, and Lightning Bolt now deal 20 damage. This nerf preserves the balance between projectile spells and touch spells without buffing the Apprentice Touch spell, while also slowing the quick upward progression of Destruction mages in the very early game. I have reduced the Magicka cost of these spells appropriately.
- Greater Flames, Greater Frostbite, and Greater Sparks now deal 20 damage per second. These spells have always been balanced around the Apprentice projectile spells.
- Cloak spells now give XP when you enter combat with them active.
- Wall of Flames, Wall of Frost, and Wall of Storms are now half as strong, but cost less than half as much. You can leave three times as many hazards on the ground, and hazards last twice as long. Previously, the damage of these spells was significantly too high, and only balanced out by the fact that the spells were quite annoying to use.
- Previously, each element had an AoE spell and a single target spell at Master level. Unfortunately, the AoE spell was too weak to be worth the cost, and it could not be buffed without buffing the single target spells. I’ve addressed this problem by collapsing these spells into one. As an example, Blazing Spear (80 damage, single target) and Enemies Explode (60 damage, AoE) have been replaced with Immolate (80 damage, AoE).
- Master level Concentration spells (now called Flame Tempest, Hoarfrost, and Lightning Storm) now deal 40 damage per second. These spells were overperforming with the new Destruction perks added in Adamant 5.
- Fire Storm, Blizzard, and Lightning Surge have been buffed to ensure that they are worth casting compared to other Master spells.
- New visuals have been added for Immolate, Throat of the World, Finger of the Mountain, Flame Tempest, Hoarfrost, and Lightning Surge. These visuals are still based on the aesthetic of Vanilla spells, but should allow Master Destruction mages to feel their increase in power more effectively.
- Absorb Health spells now use the prefix “Vampiric” rather than “Entropic.”
- I have adjusted my approach to balancing Vampiric spells, because they were significantly underperforming (before this update, you could deal more damage and restore more Health by channeling a fire spell in one hand and a healing spell in the other, compared to dual casting a Vampiric spell).
- Vampiric spells now begin appearing at Adept level, and roughly follow the balancing and progression of other Destruction spells. However, they do not have perk support (shameless plug for Scion), cost significant amounts of Magicka, and can only be sold by specific vendors: Enthir, Faren Sadri, and Festus Krex. Enthir is the only vendor who can sell Master versions of these spells. You must complete the Destruction Ritual quest for these spells to appear.
- Two new Adept concentration spells allow Destruction mages to absorb Magicka or Stamina. These spells are resisted by targets whose Magicka or Stamina are depleted.
- Two new Master concentration spells allow Destructions to absorb even more Magicka or Stamina. These spells are resisted by targets whose Magicka or Stamina are depleted.
- Two new Master cloak spells allow Destruction mages to absorb Magicka or Stamina from all nearby targets. These spells are resisted by targets whose Magicka or Stamina are depleted. Furthermore, these spells only activate when you are below 100% Magicka or Stamina, to prevent “wasting” the resources you are stealing from enemies. Absorb Magicka and Stamina spells lack direct perk support, but have higher base magnitudes (50% for concentration spells, 25% for cloak spells) and benefit from all sources of Fortify Destruction Cost and Fortify Destruction Power.
- Like their Vampiric counterparts, these spells are only sold by Enthir, Faren Sadri, and Festus Krex. Frestus Krex sells the Adept and Expert spells. Faren Sadri sells the Master spells at 90 Destruction. Enthir is the only other vendor who can sell Master versions of these spells. You must complete the Destruction Ritual quest for these spells to appear in his inventory.
- Illusion
- The names of various Illusion spells have been adjusted so that the first rank of each spell uses what I consider to be the “default” name of the spell.
- Various improvements have been made to Illusion spells, including fixing several meshes.
- Paralyze and Command spells no longer have lower magnitudes than other Illusion spells. Delaying these archetypes until Adept is enough to compensate for their power.
- All Illusion Runes are now Expert spells.
- Muffle is now an Apprentice spell again.
- Chameleon is now an Adept spell that applies the Muffle effect and increases your ability to sneak. It applies a visual that makes the player appear semi-transparent. My intention is for this to serve as a progression point between the Apprentice spell Muffle and the Expert spell Invisibility.
- Invisibility now also includes the Muffle effect, since keeping both of these bonuses up at once could be annoying.
- Shadowmask has been replaced with Ghostwalk. Ghostwalk provides an unbreakable invisibility effect at Master level.
- Two new spells, Fade and Vanish, allow you to turn your allies invisible as well.
- All “stealth” spells (Muffle, Chameleon, Invisibility, Fade, Ghostwalk, and Vanish) are now silent by default.
- Shroud and Sanctuary are now “Become Ethereal” spells that last for 15 and 30 seconds, respectively.
- Courage now increases the Health, Magicka, and Stamina of all nearby NPCs by 25 for 60 seconds.
- Rally now increases the Health, Magicka, and Stamina of all nearby NPCs by 50 for 60 seconds.
- Call to Arms now increases the Health, Magicka, and Stamina of all nearby NPCs by 100 for 60 seconds.
- Night Eye now lasts for 300 seconds.
- Reflection and Shalidor’s Mirror have been removed.
- Charm, Seduce, and Mesmerize have been removed.
- Haste and Quicksilver have been removed.
- Detection has returned to Alteration.
- Staves and scrolls have been added for all relevant Illusion spells.
- Restoration
- In Mysticism 2, I went “back to the drawing board” for healing spells and created a system that is more mechanically similar to the functionality of Vanilla.
- I have continued to maintain lower healing potencies than Vanilla; the Vanilla values are insanely high, and I feel that Mysticism’s base values are much more suited to modded setups, where players gain significant scaling from perks, enchantments, and etc.
- The three main healing archetypes are concentration spells, fire and forget spells, and healing over time (60s) spells. There are Apprentice, Adept, Expert, and Master versions for each of these spells in addition to the Novice concentration spell we all know and love. Concentration and fire and forget healing spells are balanced around being basically equal in power, so users can choose whichever spell types they prefer. There is only a marginal benefit to purchasing both.
- The new fire and Forget spells are now called Close Wounds, Close Greater Wounds, Breath of Life, and Stendarr’s Mercy.
- The concentration spells are now called Healing, Fast Healing, Greater Healing, Grand Healing, and Mara’s Embrace.
- Healing Light, Restoring Light, and Purifying Light are now called Regeneration, Rapid Regeneration, and Mutagen. These are the names of the 5 second healing spells which were removed. The Master level spell is still called Arkay’s Light.
- Heal Other and Healing Hands are now Apprentice spells. From Adept to Master, spells like Close Greater Wounds and Greater Healing also include an AoE component, so the standalone “heal other spells” added in previous versions of Mysticism have been removed.
- Circle of Vitality and Font of Vitality create a circle on the ground where Health is restored rapidly. Their return was frequently requested by players who were looking for a Paladin/Crusader aesthetic.
- Circle of Wisdom and Font of Wisdom create a circle on the ground where Magicka regenerates faster (using base regen).
- Circle of Strength and Font of Strength create a circle on the ground where Stamina regenerates faster (using base regen).
- Regeneration spells increase your Stamina Regeneration by a modest amount when you take the Respite perk. Regeneration increases your Stamina Regeneration by 25%; Rapid Regeneration, by 50%; Mutagen, by 75%; Arkay’s Light, by 100%. Adamant removes this feature (The Respite perk only works on spells like Fast Healing and Close Wounds; there is another perk to buff Regeneration and Attunement spells) but I added to Mysticism for non-Simonrim players who felt these spells needed to interact with Respite in some way.
- Apprentice and Expert versions of Attunement have been removed. Attunement is now an Adept spell that fortifies Health by 50, and Augur of Aetherius is a Master spell that fortifies Health by 100.
- Wards no longer provide any physical mitigation. As of Adamant 5, all major perk mods implement physical mitigation for wards via perks, and I currently believe the perk solution to be the optimal way to implement this effect.
- Turn Lesser Undead is no longer a touch spell. The touch spell archetype is now reserved purely for damage-dealing spells.
- Circle of Protection has been re-added to the game. It now only gives you Experience when you enter combat with a Circle of Protection placed on the ground.
- The Turn Undead Rune has been removed.
- A new Touch spell has been added to Adept level for Sun and Poison spells. Previously, the Touch spell archetype skipped the Adept level, which meant that most players stopped using it when its damage became too low, and never returned to the archetype when it returned in Expert.
- Staves and scrolls have been added for all relevant Restoration spells.
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Version 1.2.1
- Re-upload to fix a problem w/ the BSA from 1.2.0.
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Version 1.2.0
- I’ve never liked how the Divine Intervention spells are distributed around the world in Mysticism. In this update I have removed the Divine Intervention spells. I will implement them in a different mod in a few days, and the implementation will be superior.
- RIP people who want to teleport for the next few days.
- Fixed a few very minor issues (missing keywords, misspellings, etc) to close a few bug reports.
- Many more fixes and changes are coming soon-ish, this update is just to facilitate shifting a feature from one mod to another.
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Version 1.1.6
- I added a tome of Flames and Healing to Lucan's inventory. I might add more beginner spells there later, but I was playing Mysticism in a mod list that had "no starting spells" and realized how annoying it was that the intro spell merchant didn't have the two most basic spells, since the game assumed you already had them.
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Version 1.1.5
- Fixed the magnitude of Flame Cloak.
- Fixed the duration of Mesmerize.
- Fixed the range of Revenant, Mayhem, Hysteria, and Harmony Scrolls.
- Fixed a few typos.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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Version 1.0.2
- Fixed an error with Blazing Spear's perk requirement
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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.
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Mysticism is a complete overhaul of Skyrim’s magic system designed to balance existing spells and add powerful new magical effects to the game. Mysticism fixes bugs in Vanilla magic, fills in gaps in the game's skill 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. 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
- Hundreds of bug fixes and balance adjustments to Vanilla spells
- Expanded lore-friendly archetypes such as poison and sun spells
- Gameplay improvements such as one-handed Master spells and adjusted cast times
- Almost 200 new spells added to the game’s vendors and loot
Alteration
“Magic is, by its very nature, volatile and dangerous. Unless you can control it, it can and will destroy you."
Spell List
- Oakflesh - Your Armor Rating is increased by 40 for 120 seconds.
- Open Novice Lock - You can open any lock of Novice difficulty for 30 seconds.
- Candlelight - You create a hovering orb of light that lasts for 300 seconds.
- Waterbreathing - You can breathe underwater for 120 seconds.
Apprentice
- Stoneflesh - Your Armor Rating is increased by 80 for 120 seconds.
- Open Apprentice Lock - You can open any lock of Apprentice difficulty or lower for 30 seconds.
- Feather - Your Carry Weight is increased by 50 for 120 seconds.
- Windwalker - Your Movement Speed is increased by 10% for 120 seconds.
- Swift Swim - You swim twice as fast for 120 seconds.
- Magelight - You create a hovering orb of light that lasts for 300 seconds and lands wherever you are pointing.
- Detect Life - You can see nearby living targets through walls.
- Dispel - You dispel all magical effects on yourself.
Adept
- Ironflesh - Your Armor Rating is increased by 120 for 120 seconds.
- Fire Shell - Your Fire Resistance is increased by 50% for 120 seconds.
- Frost Shell - Your Frost Resistance is increased by 50% for 120 seconds.
- Shock Shell - Your Shock Resistance is increased by 50% for 120 seconds.
- Poison Shell - Your Poison Resistance is increased by 50% for 120 seconds.
- Burden - Reduces enemy Movement Speed and Attack Speed by 25% for 60 seconds.
- Disintegrate Weapon - Reduces enemy weapon damage by 25% for 60 seconds.
- Corrode Armor - Reduces enemy Armor Rating by 150 for 60 seconds.
- Destroy Construct - Deals 20 Magic damage per second for 5 seconds to Dwarven automatons.
- Open Adept Lock - You can open any lock of Adept difficulty or lower for 30 seconds.
- Slowfall - You take no damage from falling for 120 seconds.
- Sea Stride - You can walk on water for 120 seconds.
- Detect Dead - You can see nearby corpses and undead through walls.
- Telekinesis - Levitates items from a distance. Release the spell to launch items at enemies.
- Transmute Ore* - Transmutes two pieces of Iron Ore into one piece of Silver Ore, or two pieces of Silver Ore into one piece of Gold Ore.
- Equilibrium* - Sacrifices Health to restore a moderate amount of Magicka and Stamina.
- Whirlwind Cloak* - For 60 seconds, enemies in melee range have a chance to be knocked down.
- Ash Form* - Encases an enemy in ash for 30 seconds. Attacking the enemy will break this spell.
Expert
- Ebonyflesh - Your Armor Rating is increased by 160 for 120 seconds.
- Weakness to Fire - You reduce enemy Fire Resistance by 50% for 60 seconds.
- Weakness to Frost - You reduce enemy Frost Resistance by 50% for 60 seconds.
- Weakness to Shock - You reduce enemy Shock Resistance by 50% for 60 seconds.
- Weakness to Poison - You reduce enemy Poison Resistance by 50% for 60 seconds.
- Open Expert Lock - You can open any lock of Expert difficulty or lower for 30 seconds.
- Pack Mule - Your Carry Weight is increased by 100 for 120 seconds.
- Windrunner - Your Movement Speed is increased by 20% for 120 seconds.
- Detect All - You can see all nearby targets, including Daedra and automatons, through walls.
- Ash Cloud* Encases enemies in a large area in ash for 30 seconds. Attacking the enemy will break this spell.
- Ash Rune* - Creates a rune on the ground that explodes when enemies approach, encasing enemies in ash for 30 seconds.
Master
- Dragonhide - Your Armor Rating is increased by 200 for 120 seconds.
- Flame Shield - Your Fire Resistance is increased by 75% for 120 seconds.
- Ice Shield - Your Frost Resistance is increased by 75% for 120 seconds.
- Lightning Shield - Your Shock Resistance is increased by 75% for 120 seconds.
- Venom Shield - Your Poison Resistance is increased by 75% for 120 seconds.
- Weight of the World - Reduces enemy Movement Speed and Attack Speed in a large area by 50% for 60 seconds.
- Swordbreaker - Reduces enemy weapon damage in a large area by 50% for 60 seconds.
- Armoreater - Reduces enemy Armor Rating in a large area by 300 for 60 seconds.
- Dwemerbane - Deals 40 Magic damage per second for 5 seconds to Dwarven automatons in a large area.
- The Unwelcome Guest - You can open any lock of Master difficulty or lower for 30 seconds.
- Grand Telekinesis - Levitates creatures and people from a distance. Release the spell to launch enemies into the air.
- Symmetry - Sacrifices Health to restore a large amount of Magicka and Stamina.
- Cinder Storm* - Encases enemies in a massive area in ash for 30 seconds. Attacking the enemy will break this spell.
* Spells marked with an * are not available from normal spell vendors. They must be purchased from special vendors, unlocked through quests, or found as loot in the world.
Notes
- Flesh spells have been significantly buffed, and all flesh spells benefit from Mage Armor.
- New shield spells boost Fire, Frost, Shock, or Poison Resistance. Only one of these spells can be active at a time.
- New utility spells allow the player to open locks, increase their carry weight, and walk on water.
- New debuff spells such as Burden, Corrode Armor, and Weakness to Fire allow the Alteration mage to take on a supportive role, or boost their other skills.
- The Mysticism - Jump Spell Addon adds the Expert Alteration spell Leap and the Master Alteration spell Springheel.
Conjuration
“You deal with powerful forces. Take care they do not overwhelm you.”
Spell List
- Conjure Spectral Wolf - Summons a Spectral Wolf for 60 seconds.
- Conjure Skeleton - Summons a Skeleton for 60 seconds.
- Raise Zombie - Reanimates a corpse up to level 5 for 120 seconds.
- Bound Dagger - Summons a Bound Dagger for 120 seconds.
- Soul Trap - If a target dies within 60 seconds, fills a soul gem.
Apprentice
- Conjure Spectral Dire Wolf - Summons a Spectral Dire Wolf for 60 seconds.
- Conjure Flame Atronach - Summons a Flame Atronach for 60 seconds.
- Conjure Skeleton Archer - Summons a Skeleton Archer for 60 seconds.
- Conjure Death Hound* - Summons a Death Hound for 60 seconds.
- Reanimate Corpse - Reanimates a corpse up to level 10 for 120 seconds.
- Bound Sword - Summons a Bound Sword for 120 seconds.
- Bound War Axe - Summons a Bound War Axe for 120 seconds.
- Bound Mace - Summons a Bound Mace for 120 seconds.
- Bound Shield - Summons a Bound Shield for 120 seconds.
Adept
- Conjure Spectral Sabre Cat - Summons a Spectral Sabre Cat for 60 seconds.
- Conjure Spectral Steed - Summons a Spectral Steed for 120 seconds.
- Conjure Frost Atronach - Summons a Frost Atronach for 60 seconds.
- Conjure Dremora Warrior - Summons a Dremora Warrior for 60 seconds.
- Conjure Skeleton Mage - Summons a Skeleton Mage for 60 seconds.
- Conjure Gargoyle* - Summons a Gargoyle for 60 seconds.
- Conjure Flaming Familiar* - Summons a Flaming Familiar for 60 seconds.
- Conjure Dwemer Spider* - Summons a Dwemer Spider for 60 seconds.
- Conjure Ancestral Guardian* - Summons an Ancestral Guardian for 60 seconds.
- Conjure Ash Spawn* - Summons an Ash Spawn for 60 seconds.
- Conjure Boneman* - Summons a Boneman for 60 seconds.
- Conjure Seeker* - Summons a Seeker for 60 seconds.
- Revenant - Reanimates a corpse up to level 20 for 120 seconds.
- Bound Greatsword - Summons a Bound Greatsword for 120 seconds.
- Bound Battleaxe - Summons a Bound Battleaxe for 120 seconds.
- Bound Warhammer - Summons a Bound Warhammer for 120 seconds.
- Bound Bow - Summons a Bound Bow for 120 seconds.
- Banish Daedra - Daedra up to level 20 are sent back to Oblivion.
- Daedric Cure - Restores 20 Health per second to nearby summoned creatures and reanimated zombies.
- Soul Harvest - For 120 seconds, if a nearby enemy dies, you trap their soul inside a soul gem.
Expert
- Conjure Spectral Bear - Summons a Spectral Bear for 60 seconds.
- Conjure Storm Atronach - Summons a Storm Atronach for 60 seconds.
- Conjure Dremora Warlock - Summons a Dremora Warlock for 60 seconds.
- Conjure Skeleton Warrior - Summons a Skeleton Warrior for 60 seconds.
- Conjure Volkihar Hound* - Summons a Volkihar Hound for 60 seconds.
- Conjure Ancestral Wizard* - Summons an Ancestral Wizard for 60 seconds.
- Conjure Ash Guardian* - Summons an Ash Guardian for 60 seconds.
- Conjure Mistman* - Summons a Mistman for 60 seconds.
- Conjure Arvak* - Summons Arvak for 120 seconds.
- Dread Zombie - Reanimates a corpse up to level 30 for 120 seconds.
- Mark - Marks a location for recall.
- Recall - Teleports you to the marked location.
- Shalidor’s Beacon* - Teleports you to the College of Winterhold.
Master
- Conjure Spectral Manbeast - Summons a Spectral Manbeast for 60 seconds.
- Conjure Flame Monarch - Summons a Flame Monarch for 60 seconds.
- Conjure Frost Monarch - Summons a Frost Monarch for 60 seconds.
- Conjure Storm Monarch - Summons a Storm Monarch for 60 seconds.
- Conjure Dremora Lord - Summons a Dremora Lord for 60 seconds.
- Conjure Skeleton Champion - Summons a Skeleton Champion for 60 seconds.
- Conjure Gargoyle Brute* - Summons a Gargoyle Brute for 60 seconds.
- Conjure Ancestral Assassin* - Summons an Ancestral Assassin for 60 seconds.
- Conjure Ash Husk* - Summons an Ash Husk for 60 seconds.
- Conjure Wrathman* - Summons a Wrathman for 60 seconds.
- Conjure High Seeker* - Summons a High Seeker for 60 seconds.
- Dead Thrall - Permanently reanimates a corpse up to level 40.
- Expel Daedra - Daedra up to level 40 are sent back to Oblivion.
- Oblivion’s Embrace - Restores 40 Health per second to nearby summoned creatures and reanimated zombies.
* Spells marked with an * are not available from normal spell vendors. They must be purchased from special vendors, unlocked through quests, or found as loot in the world.
Notes
- Conjuration allows the player to summon ghostly predators, Dremora mages, and skeleton warriors to battle enemies.
- Reanimation spells have higher levels and increase their magnitude when dual cast.
- New bound weapon archetypes make Conjuration mages deadly in melee combat.
- Daedric Cure and Oblivion’s Embrace allow the Conjurer to support their summoned creatures in battle.
- Banish Daedra spells are now a potent defense against Daedra of all kinds.
- Mark and Recall spells allow for quick travel around Skyrim.
Destruction
“Fire, frost, or lightning--you will suffer at my hands!”
Spell List
- Flames - Deals 8 Fire damage per second. Targets on fire take extra damage over time.
- Frostbite - Deals 8 Frost damage per second to Health and Stamina.
- Sparks - Deals 8 Shock damage per second to Health and Magicka.
Apprentice
- Burning Touch - Deals 30 Fire damage to enemies in melee range. Targets on fire take extra damage over time.
- Firebolt - Deals 20 Fire damage. Targets on fire take extra damage over time.
- Fire Rune - Creates a rune on the ground that explodes when enemies approach, dealing 40 Fire damage. Targets on fire take extra damage over time.
- Chilling Touch - Deals 30 Frost damage to Health and Stamina to enemies in melee range.
- Ice Spike - Deals 20 Frost damage to Health and Stamina.
- Frost Rune - Creates a rune on the ground that explodes when enemies approach, dealing 40 Frost damage to Health and Stamina.
- Shocking Touch - Deals 30 Shock damage to Health and Magicka to enemies in melee range.
- Lightning Bolt - Deals 20 Shock damage to Health and Magicka.
- Lightning Rune - Creates a rune on the ground that explodes when enemies approach, dealing 40 Shock damage to Health and Magicka.
Adept
- Flame Touch - Deals 60 Fire damage to enemies in melee range. Targets on fire take extra damage over time.
- Greater Flames - Deals 20 Fire damage per second. Targets on fire take extra damage over time.
- Fireball - Deals 40 Fire damage in a large area. Targets on fire take extra damage over time.
- Flame Cloak - For 60 seconds, nearby enemies take 8 Fire damage per second. Targets on fire take extra damage over time.
- Icy Touch - Deals 60 Frost damage to Health and Stamina to enemies in melee range.
- Greater Frostbite - Deals 20 Frost damage per second to Health and Stamina.
- Ice Storm - Deals 40 Frost damage to Health and Stamina in a large area.
- Frost Cloak - For 60 seconds, nearby enemies take 8 Frost damage per second to Health and Stamina.
- Static Touch - Deals 60 Shock damage to Health and Magicka to enemies in melee range.
- Greater Sparks - Deals 20 Shock damage per second to Health and Magicka.
- Chain Lightning - Deals 40 Shock damage to Health and Magicka, then leaps to a new target.
- Lightning Cloak - For 60 seconds, nearby enemies take 8 Shock damage per second to Health and Magicka.
- Drain Life - Absorbs 20 Health per second from living targets.
- Vampiric Touch - Absorbs 60 Health from living enemies in melee range.
- Vampiric Bolt - Absorbs 40 Health from living targets.
- Absorb Magicka - Absorbs 20 Magicka per second.
- Absorb Stamina - Absorbs 20 Stamina per second.
Expert
- Fiery Grasp - Deals 90 Fire damage to enemies in melee range. Targets on fire take extra damage over time.
- Incinerate - Deals 60 Fire damage. Targets on fire take extra damage over time.
- Greater Fire Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 Fire damage. Targets on fire take extra damage over time.
- Wall of Flames - Creates a wall that deals 20 Fire damage per second. Targets on fire take extra damage over time.
- Freezing Grasp - Deals 90 Frost damage to Health and Stamina to enemies in melee range.
- Icy Spear - Deals 60 Frost damage to Health and Stamina.
- Greater Frost Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 Frost damage to Health and Stamina.
- Wall of Frost - Creates a wall that deals 20 Frost damage per second to Health and Stamina.
- Thundering Grasp - Deals 90 Shock damage to Health and Magicka to enemies in melee range.
- Thunderbolt - Deals 60 Shock damage to Health and Magicka.
- Greater Lightning Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 Shock damage to Health and Magicka.
- Wall of Storms - Creates a wall that deals 20 Shock damage per second to Health and Magicka.
- Vampiric Grasp - Absorbs 90 Health from living enemies in melee range.
- Vampiric Blast - Absorbs 60 Health from living targets .
- Vampiric Rune - Creates a rune on the ground that explodes when enemies approach, absorbing 80 Health from living targets.
Master
- Scorch - Deals 120 Fire damage to enemies in melee range. Targets on fire take extra damage over time.
- Flame Tempest - Deals 40 Fire damage per second. Targets on fire take extra damage over time.
- Immolate - Deals 80 Fire damage in a large area. Targets on fire take extra damage over time.
- Firestorm - Deals up to 100 Fire damage in a massive area. Nearby targets take extra damage. Targets on fire take extra damage over time.
- Flash Freeze - Deals 120 Frost damage to Health and Stamina to enemies in melee range.
- Hoarfrost - Deals 40 Frost damage per second to Health and Stamina.
- Throat of the World - Deals 80 Frost damage to Health and Stamina in a large area.
- Blizzard - Deals 20 Frost damage to Health and Stamina per second in a massive area for 10 seconds.
- Electrocute - Deals 120 Shock damage to Health and Magicka to enemies in melee range.
- Lightning Storm - Deals 40 Shock damage per second to Health and Magicka.
- Finger of the Mountain - Deals 80 Shock damage to Health and Magicka, then leaps to a new target.
- Stormblast - Deals up to 100 Shock damage to Health and Magicka in a massive area.
- Touch of Death* - Absorbs 120 Health from living enemies in melee range.
- Leech Life* - Absorbs 40 Health per second from living targets.
- Blood Lance* - Absorbs 80 Health from living targets in a large area.
- Scion’s Embrace* - For 60 seconds, absorbs 10 Health from living enemies in melee range.
- Leech Magicka* - Absorbs 40 Magicka.
- Siphon Spirit* - For 120 seconds, absorbs 10 Magicka from enemies in melee range.
- Leech Stamina* - Absorbs 40 Stamina.
- Sap Essence* - For 120 seconds, absorbs 10 Stamina from enemies in melee range.
Notes
- Tweaks to damage, cost, and projectile weight make each element feel more unique.
- Touch spells deal high damage and cost relatively little Magicka in exchange for their short range.
- Higher level versions of popular spells such as Flames and Frost Rune.
- Over a dozen new Master spells, allowing Destruction magic to scale well into the late game.
- Vampiric spells allow Destruction mages to heal themselves by absorbing Health from the living.
- New spells allow Destruction mages to absorb Magicka and Stamina from foes, giving Destruction mages some utility options.
Illusion
“You know, Illusion really is the least appreciated of the schools of magic.”
Spell List
- Calm - Living targets up to level 5 won’t fight for 30 seconds.
- Frenzy - Living targets up to level 5 will attack anyone nearby for 30 seconds.
- Courage - Nearby living allies receive 25 extra Health, Magicka, and Stamina for 120 seconds.
- Clairvoyance - Shows the path to the current goal.
Apprentice
- Soothe - Living targets up to level 10 won’t fight for 30 seconds.
- Fury - Living targets up to level 10 will attack anyone nearby for 30 seconds.
- Silence - Living targets up to level 10 won’t cast spells for 30 seconds.
- Fear - Living targets up to level 10 flee from combat for 30 seconds.
- Muffle - You move silently for 30 seconds.
- Night Eye - You can see in the dark for 60 seconds.
Adept
- Pacify - Living targets up to level 15 in a large area won’t fight for 30 seconds.
- Rage - Living targets up to level 15 in a large area will attack anyone nearby for 30 seconds.
- Hush - Living targets up to level 15 in a large area won’t cast spells for 30 seconds.
- Panic - Living targets up to level 15 in a large area flee from combat for 30 seconds.
- Paralyze - Living targets up to level 15 are paralyzed for 10 seconds.
- Command - Living targets up to level 15 are placed under your command for 30 seconds.
- Rally - Nearby living allies receive 50 extra Health, Magicka, and Stamina for 120 seconds.
- Chameleon - For 30 seconds, you move silently and are much harder to detect while sneaking.
- Shroud - You become ethereal for 15 seconds. Activating an object or attacking will break this spell.
Expert
- Hypnotize - Living targets up to level 20 in a large area won’t fight for 30 seconds.
- Wrath - Living targets up to level 20 in a large area will attack anyone nearby for 30 seconds.
- Mute - Living targets up to level 20 in a large area won’t cast spells for 30 seconds.
- Terror - Living targets up to level 20 in a large area flee from combat for 30 seconds.
- Immobilize - Living targets up to level 20 in a large area are paralyzed for 10 seconds.
- Control - Living targets up to level 20 in a large area are placed under your command for 30 seconds.
- Calm Rune - Creates a rune that explodes when enemies approach, causing living targets up to level 20 to stop fighting for 30 seconds.
- Frenzy Rune - Creates a rune that explodes when enemies approach, causing living targets up to level 20 to attack anything nearby for 30 seconds.
- Silence Rune - Creates a rune that explodes when enemies approach, preventing living targets up to level 20 from casting spells for 30 seconds.
- Fear Rune - Creates a rune that explodes when enemies approach, causing living targets up to level 20 to flee from combat for 30 seconds.
- Paralyze Rune - Creates a rune that explodes when enemies approach, paralyzing living targets up to level 20 for 10 seconds.
- Command Rune - Creates a rune that explodes when enemies approach, causing living targets up to level 20 to be placed under your command for 30 seconds.
- Invisibility - For 30 seconds, you cannot be seen or heard. Activating an object or attacking will break this spell.
- Fade - For 30 seconds, your target cannot be seen or heard. Activating an object or attacking will break this spell.
Master
- Harmony - Living targets up to level 25 in a massive area won’t fight for 30 seconds.
- Mayhem - Living targets up to level 25 in a massive area will attack anyone nearby for 30 seconds.
- Quietude - Living targets up to level 20 in a massive area won’t cast spells for 30 seconds.
- Hysteria - Living targets up to level 25 in a massive area flee from combat for 30 seconds.
- Debilitation - Living targets up to level 25 in a massive area are paralyzed for 10 seconds.
- Domination - Living targets up to level 25 in a massive area flee are placed under your command for 30 seconds.
- Call To Arms - Nearby living allies receive 100 extra Health, Magicka, and Stamina for 120 seconds.
- Ghostwalk - For 30 seconds, you cannot be seen or heard. Activating an object or attacking will not break this spell.
- Vanish - For 30 seconds, nearby allies cannot be seen or heard. Activating an object or attacking will break this spell.
- Sanctuary - You become ethereal for 30 seconds. Activating an object or attacking will break this spell.
Notes
- New archetypes such as Silence and Command provide Illusion mages with new options for dominating the battlefield.
- Paralysis spells have been migrated from Alteration to Illusion, a lore-friendly decision which enhances the respective identities of both schools.
- Dual casting allows Illusion spells to affect even the highest level targets.
- New utility spells such as Shroud and Night Eye increase the versatility of Illusion mages.
Restoration
“Restoration is a perfectly valid school of magic, and don’t let anyone tell you otherwise!”
Spell List
- Healing - Restores 10 Health per second.
- Lesser Ward - Negates up to 30 points of spell damage.
- Turn Lesser Undead - Undead up to level 5 are turned for 30 seconds.
- Sunbeam - Deals 8 damage per second to the undead. Targets on fire take extra damage over time.
- Poison Spray - Deals 8 Poison damage per second. Poisoned targets take extra damage over time.
Apprentice
- Fast Healing - Restores 20 Health per second.
- Close Wounds - Restores 40 Health.
- Regeneration - Restores 2 Health per second for 120 seconds.
- Healing Hands - Restores 20 Health per second to living targets.
- Heal Other - Restores 40 Health to living targets.
- Steadfast Ward - Negates up to 60 points of spell damage.
- Turn Undead - Undead up to level 10 are turned for 30 seconds.
- Sunlight Touch - Deals 30 damage to undead in melee range. Targets on fire take extra damage over time.
- Sunfire - Deals 20 damage to the undead. Targets on fire take extra damage over time.
- Sunlight Rune - Creates a rune on the ground that explodes when enemies approach, dealing 40 damage to the undead. Targets on fire take extra damage over time.
- Poisonous Touch - Deals 4.5 Poison damage per second for 10 seconds to enemies in melee range.*
- Poisonbolt - Deals 3 Poison damage per second for 10 seconds.
- Poison Rune - Creates a rune on the ground that explodes when enemies approach, dealing 6 Poison damage per second for 10 seconds.
Adept
- Greater Healing - Restores 30 Health per second to yourself and nearby living allies.
- Close Greater Wounds - Restores 60 Health to yourself and nearby living allies.
- Rapid Regeneration - Restores 3 Health per second for 120 seconds.
- Circle of Vitality - Creates a circle on the ground that lasts for 120 seconds. Restores 10 Health per second inside the circle.
- Circle of Wisdom - Creates a circle on the ground that lasts for 120 seconds. Magicka regenerates 50% faster inside the circle.
- Circle of Strength - Creates a circle on the ground that lasts for 120 seconds. Stamina regenerates 50% faster inside the circle.
- Cure Disease - Cures all diseases for yourself and nearby living allies.
- Attunement - Your Health is increased by 50 for 120 seconds.
- Greater Ward - Negates up to 90 points of spell damage.
- Turn Greater Undead - Undead up to level 15 in a large area are turned for 30 seconds.
- Radiant Touch - Deals 60 damage to undead in melee range. Targets on fire take extra damage over time.
- Radiant Sunbeam - Deals 20 damage per second to the undead. Targets on fire take extra damage over time.
- Vampire’s Bane - Deals 40 damage to the undead in a large area. Targets on fire take extra damage over time.
- Stendarr’s Aura - For 60 seconds, undead in melee range take 8 damage per second. Targets on fire take extra damage over time.
- Venomous Touch - Deals 9 Poison damage per second for 10 seconds to enemies in melee range.*
- Deadly Poison Spray - Deals 20 Poison damage per second. Poisoned targets take extra damage over time.
- Poison Cloud - Deals 6 Poison damage per second for 10 seconds in a large area.
- Poison Cloak - For 60 seconds, nearby enemies take 8 Poison damage per second. Poisoned targets take extra damage over time.
Expert
- Grand Healing - Restores 40 Health per second to yourself and nearby living allies.
- Breath of Life - Restores 80 Health to yourself and nearby living allies.
- Mutagen - Restores 4 Health per second for 120 seconds.
- Grand Ward - Negates up to 120 points of spell damage.
- Repel Undead - Undead up to level 20 in a large area are turned for 30 seconds.
- Circle of Protection - Creates a circle on the ground that lasts for 60 seconds. Undead up to level 20 inside the circle are turned for 30 seconds.
- Searing Grasp - Deals 90 damage to undead in melee range. Targets on fire take extra damage over time.
- Reflective Light - Deals 60 damage to the undead. Targets on fire take extra damage over time
- Radiant Sunlight Rune - Creates a rune on the ground that explodes when enemies approach, dealing 80 damage to the undead. Targets on fire take extra damage over time.
- Wall of Sunlight - Creates a wall that deals 20 damage per second to the undead.
- Viper’s Grasp - Deals 13.5 Poison damage per second for 10 seconds to enemies in melee range.*
- Viperbolt - Deals 9 Poison damage per second for 10 seconds.
- Deadly Poison Rune - Creates a rune on the ground that explodes when enemies approach, dealing 12 Poison damage per second for 10 seconds.
- Wall of Poison - Creates a wall that deals 20 Poison damage per second. Poisoned targets take extra damage over time.
Master
- Mara’s Embrace - Restores 50 Health per second to yourself and nearby living allies.
- Stendarr’s Mercy - Restores 100 Health to yourself and nearby living allies.
- Arkay’s Light - Restores 5 Health per second for 120 seconds.
- Font of Vitality - Creates a circle on the ground that lasts for 120 seconds. Restores 20 Health per second inside the circle.
- Font of Wisdom - Creates a circle on the ground that lasts for 120 seconds. Magicka regenerates twice as fast inside the circle.
- Font of Strength - Creates a circle on the ground that lasts for 120 seconds. Stamina regenerates twice as fast inside the circle.
- Augur of Aetherius - Your Health is increased by 100 for 120 seconds.
- Spelldrinker - Negates up to 150 points of spell damage.
- Bane of the Undead - Undead up to level 25 in a massive area are turned for 30 seconds.
- Eclipse - Deals 120 damage to undead in melee range. Targets on fire take extra damage over time.
- Daybreak - Deals 40 damage per second to the undead. Targets on fire take extra damage over time.
- Solar Flare - Deals 80 damage to the undead in a large area. Targets on fire take extra damage over time.
- Charged Nova - Deals up to 100 damage to the undead in a massive area. Nearby targets take extra damage. Targets on fire take extra damage over time.
- Venomfang - Deals 18 Poison damage per second for 10 seconds to enemies in melee range.*
- Miasma - Deals 40 Poison damage per second. Poisoned targets take extra damage over time.
- Death Cloud - Deals 12 Poison damage per second for 10 seconds in a large area.
- Black Marsh - Deals up to 15 damage per second for 10 seconds in a massive area. Nearby targets take extra damage.
* The game won’t display decimal points in damage numbers on spell tooltips; however, the damage itself works just fine. A spell that does 4.5 damage for 10 seconds will deal a total of 45 damage. I’ve included the actual numbers on this page so you can calculate your damage accurately when making a build.
Notes
- A mix of fire and forget, concentration, and healing over time spells give Restoration mages a wide array of options for healing.
- Special utility spells allow Restoration mages to fortify their own Health, create a ritual circle that increases Stamina Regeneration, or cure diseases.
- Ward spells have been buffed, and new ward spells have been added, allowing Restoration mages to defend themselves effectively against enemy wizards.
- An expanded arsenal of Turn Undead and Sun spells allow Restoration mages to devastate the Undead.
- Poison spells and allow Restoration mages to deal heavy damage over time to the living.
Vendor Changes
Mysticism makes several changes to vendors to support its goals. The most significant change is that all spell vendors should now sell a respectable number of staves and scrolls. Staves and scrolls will be sold based on your skill in the relevant magical skills. Master staves cannot be purchased and must be created at a Staff Enchanter. Since it is not possible to craft scrolls in the Vanilla game, College mages will sell Master scrolls when you complete the appropriate ritual quest.
In addition to these changes, Mysticism also makes sure that each school of magic has at least one Expert vendor outside of the college. Mysticism also turns Festus Krex and Feran Sadhri into spell vendors. Finally, Mysticism distributes some spells only to specific vendors. For more information, click the spoiler below.
- Spells that absorb Health, Magicka, and Stamina can be purchased from Feran Sadhri, Festus Krex, or Enthir. Sadhri sells Master spells when you reach 90 in Destruction; Enthir sells Master spells when you finish the Destruction Ritual quest.
- Conjure Death Hound, Conjure Gargoyle, Conjure Volkihar Hound, and Conjure Gargoyle Brute can only be purchased from Feran Sadhri. Conjure Gargoyle Brute becomes available when you reach 90 in Conjuration.
- Ash spells (both in Alteration and in Conjuration) are sold by Talvas. Master spells are sold when you reach 90 in Alteration or Conjuration, respectively.
- Ancestor spells are sold by Talvas. Master spells are sold when you reach 90 in Conjuration.
- Conjure Boneman, Conjure Mistman, and Conjure Wrathman can only be found in the Soul Cairn.
- Conjure Seeker and Conjure High Seeker can only be found in Apocrypha.
Mysticism - Jump Spells Addon
The Mysticism - Jump Spell Addon adds two new spells to the Alteration spell list, Leap and Springheel. These spells increase your jump height by five and ten times, respectively, and they require powerofthree's tweaks as well as Better Jumping. I added these spells because it's fun to jump over houses, but it is possible to use them to get into some trouble. You can probably jump over the walls of a city and, without Open Cities or a similar mod installed, find yourself in a strange alternate version of the town, or you might skip a trigger box or otherwise sequence break a quest mod. There's very little risk of permanent harm, but please enjoy these spells responsibly.
Mysticism - Survival Spells Addon
The Mysticism - Survival Spells addon adds two new spells to the Alteration spell list, Warmth and Hearthfire. These spells increase your Warmth (resistance to cold in Survival Mode) and protect you from freezing water. The addon also re-enables the Survival Mode feature where the Flame Cloak spell protects you from freezing water.
Compatibility
Mysticism makes extensive edits to Vanilla leveled lists for spells. As with all 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 compatible with almost all other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. I do not recommend combining Mysticism with Odin and will not offer support for users who try to do this.
Mysticism edits a small number of merchant chests in order to distribute spells, staves, and scrolls. 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).
The Simonrim Team
Simon Magus (Nexus / Patreon)
DeltaRider (Nexus / Patreon)
Oreo (Nexus / Patreon)
Colinswrath (Nexus / Ko-fi)
The Simonrim Suite
Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Hand to Hand - An Adamant Overhaul
Blade and Blunt - A Combat Overhaul
Arena - An Encounter Zone Overhaul
Scion - A Vampire Overhaul
Manbeast - A Werewolf Overhaul
Stormcrown - A Shout Overhaul
Pilgrim - A Religion Overhaul
Apothecary - An Alchemy Overhaul
Thaumaturgy - An Enchanting Overhaul
Journeyman - A Fast Travel Overhaul