Skyrim Special Edition
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LXE97

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LXE97

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About this mod

Adds special ward spells that you cast once and are active for a duration so you can cast other spells. Now you don't have to touch the vanilla restoration school or use wards/spellbreaker to block spells and dragonfire. Also regular ward spells.

Requirements
Permissions and credits
Original mod by BanjoBunny

  • optional .esp for reduced duration to 2/3/4 seconds from 6/7/8
  • optional re-texture based on Holy Wards (also by BanjoBunny), basically the vanilla ward texture but greener.



original mod description:

Short version
This mod adds six new ward spells to the game. The new ward spells are in the alteration school and have new visual effects. Three of them are are regular wards, but in alteration. Then there are 3 new wards, where you cast the ward once and gain the ward barrier for x seconds. The effect is a green-orange animated ward effect that is in line with the rest of the alteration color scheme but still looks unique.


Spelltome location
Brittleshin Pass, Southwest of Whiterun. Inside you will find a necromancer and near him will be an enchanting table. The spelltomes and a journal regarding their development are on the enchanting table.

Installation

    REQUIREMENTS: none, just Skyrim 1.9
    Mod manager install: install normally with a mod manager.
    Load order: Shouldn't matter other than being before patchers that affect spells. No vanilla objects are modified.


Uninstallation
First make sure to unequip the spells from this mod and make sure the magic effects aren't being displayed in the magic effects menu. Save and exit game. Remove the mod by uninstalling in it in your mod manager. Load game and save again.

Description
This mod adds six wards for the Apprentice, Adept, and Expert level alteration. They also take advantage of the appropriate alteration perks for less costly casting. The wards are stronger (they were designed to play along with NPC spell modifying mods such as Revenge of the Enemies and Deadly Dragons).

The old alteration wards block incoming magic (up to 75/125/175 points) and give a small armor buff (40/60/80).

The new spells called "Alterion's Barrier" block 50/80/110 magic damage for 6/7/8 seconds! To keep things balanced, there is no armor component. These new wards recharge themselves unless they are momentarily overwhelmed enough to break, much like regular wards. They are cast instantly, you can just click, no need to charge. To compensate, their magicka cost is slightly higher, but still in a usable state and balanced around you having the appropriate perk to reduce cost.

Alteration already has a lot of meta-magic elements like magic resistance in it, so the lore-friendliness of this mod is really just up to you.

Wards are located in Brittleshin Pass, Southwest of Whiterun. Inside you will find a necromancer and near him will be an enchanting table. The spelltomes and a journal regarding their development are on the enchanting table.

Compatibility
Vanilla wards are not affected in any way and the esp shouldn't cause any conflicts that don't have to do with cell edits.
It may conflict with mods that edit the Brittleshinpass01 cell. If other items are placed on that enchanting table, conflicts may ensue. I don't know of any popular mods that do, though. If you're running a mod that patches spells like Perma/Skyre, you may want to tweak their skyproc settings if they make the mana cost/magnitude absurdly high or low.