Skyrim Special Edition

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.

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Changelogs
Mysticism - A Magic Overhaul

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

Spoiler:  
Show
Novice 

  • 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

Spoiler:  
Show
Novice

  • 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

Spoiler:  
Show
Novice 

  • 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

Spoiler:  
Show
Novice 

  • 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 25 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 


Spoiler:  
Show
Novice 

  • 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.
  • 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.
  • Cure Disease - Cures all diseases for yourself and nearby living allies. 
  • 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.

Staff and Scroll Mechanics 

In Simonrim, staves and scrolls benefit from the perks in their relevant schools. With the exception of perks for dual casting (which staves and scrolls cannot do), all magic perks work with staves and scrolls. In addition, skill scaling for magic schools reduces the cost of staves by up to 50%. Enchanting provides extra cost reduction and a recharge perks for staves, as well as damage and duration perks for scrolls, which allow them to compete with spells for viability. Using a staff or scroll enchanter grants Enchanting experience. 

Scrambled Bugs comes with several settings that allow staves and scrolls to generate experience for their relevant school. These settings are: Staff Experience, Scroll Experience, and Staff Experience Ignore Enchantment Cost. For the best results, I recommend turning all three of these values to true.

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. 

Spoiler:  
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Special Vendors: 

  • 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. 

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 / Patreon)

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 Addon
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
Thaumaturgy - An Enchanting Overhaul
Artificer - An Artifact Overhaul
Sorcerer - A Staff and Scroll Overhaul
Apothecary - An Alchemy Overhaul
Gourmet - A Cooking Overhaul
Journeyman - A Fast Travel Overhaul
Candlehearth - An Inn Overhaul
Starfrost - A Survival Overhaul