Skyrim Special Edition

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Magic Overhaul for Requiem. This mod adds two hundred new spells to Requiem, as well as adjusting vanilla spells and adding perks.

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Requiem - Expanded Grimoire

Requiem - Expanded Grimoire adds two hundred new spells to Requiem - The Roleplaying Overhaul, as well as changing existing spells and the magic perks. It does this by merging other spell mods together, and editing the spells to work with Requiem. Mages in general have also been rebalanced, with far less cost reduction available. All ranked spells have been renamed, so the magic system now feels more unknowable. With about three hundred spells in the Grimoire, no one character can reasonably use or know all spells, so the magic system feels much larger. All spells that previously could only be found in certain places have been merged into leveled lists, to prevent the need for metagaming. Leveling speed has been modded so that each school of magicka levels at the same speed. 


Balance Changes

  • Mages in general have been rebalanced.
  • Half cost perks now decrease costs by less and less as higher perks are taken, from 50% at novice to only 10% at master. This massively nerfs late game mages, roughly doubling their magicka costs. Magic is still overpowered, but far more difficult to use, requiring a specialized build to be a master mage.
  • An MCM slider has been added if you want magic nerfed further. You can reduce offensive spell magnitude as far as you feel it needs.
  • Damaging and healing spells now receive a 20% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 20% damage boost when apprentice destruction perk is taken. This is so they continue to be viable until the next version of that spell e.g. Fiery Ray is available. Can be toggled of using the MCM.
  • Fortify Conjuration, Alteration etc. enchantments now don't stack with themselves, although they do with each other. This prevents the player getting spells cost down to 0%.
  • Fortify Conjuration, Alteration etc. potions now increase magnitude up to 25%, not decrease costs.
  • All Master Half Cost Spell Perks have been changed to unlock at 90 skill level. This is to bring them in line with Illusion, as well as the Ritual Quests.
  • The regenerate magicka enchantment has been buffed to match that of College Robes, so you can wear other things for a change.
  • The free spells you can take when you take a perk have been removed. This can be disabled via the MCM.


Elements of Magic

Earth, Sun, Poison, Absorb Health, Wind, Soul Trap, Corrosion and Annialation are now fully fleshed out elements of magic, with perk trees and over a dozen spells each. Elements of magic are scaled as below.

Destruction
  • Fire: 100% damage over 5 seconds. Resisted by Fire Resist.
  • Frost: 100% damage. Resisted by Frost Resist.
  • Shock: 100% damage. Resisted by Shock Resist.
  • Earth: 125% damage. Resisted by Armor Rating.
  • Absorb Health: 100% damage. Resisted by Health, up to a max of 80% at 800 health. Doesn't effect Dwemer.
  • Annihilation: 50% damage. Not resisted by anything.

Restoration
  • Sun: 125% damage. Resisted by Fire Resist. Only effects the Undead, including ghosts.
  • Poison: 100% damage over 5 seconds. Resisted by Poison Resist. Only effects the living. Paralyzes the weak.

Alteration
  • Wind: 50/100% health/stamina damage. Resisted by Magic Resist. Staggers or Throws targets with low health or stamina.
  • Corrosion: 75% damage only to Dwemer. Permanently damages targets armor by an amount that depends on the targets health. 75% damage at under 200 health, scaling to 7.5% at over 2000 health. Prevents regen for Enchanted Spheres.

Conjuration
  • Soul Trap: 100% damage. Resisted by Magicka, up to a max of 80% at 800 magicka. Soul traps targets with trappable souls.

Most elements of magic have the below ten generic type of spell, in addition to the unique ones. Perks added to the destruction tree allow you the improve specific types.

  • Beam, Ray and Vortex: Novice, Adept and Master Beams spells respectively. Improved spells reach longer distances. Adept and master level spells are also wall spells where appropriate. All beam spells have a one second charge time to prevent exploiting.
  • Wave and Surge: Apprentice and Expert AOE spells. Surge travels a longer distance. Uses 50% more magicka than same tier bolts.
  • Touch and Grasp: Apprentice and Expert touch spells. All touch spells cost two thirds the magicka but the same damage than same tier bolts.
  • Blast: Adept level concentration touch spell. Costs two thirds the magicka than Ray.
  • Rune: Apprentice level.
  • Cloak: Adept level.
  • Infusion: Apprentice level. Imbues weapons with your damage of choice. Cost magicka on hit, more if you use them with an enchanted weapon.
  • Rune spells now can only be cast out of combat.

Alteration

Wind
  • Wind spells do health/stamina damage, and have a perk tree and a full roster of spells. The new spells do 50/100% health/stamina damage compared to the same tier destruction spells, resisted by magic resistance.
  • Wind spells knockdown enemies that are below certain levels of stamina or health and stagger stronger ones. Empowering spells increases the level that enemies are knocked down under. The distance they are thrown depends on the spell power, and the targets mass.
  • Aeromancy: Level 25 and 50 perks. Increase all Telekinetic damage.
  • Aeromantic Strength: Level 75 perk. All Wind spells stagger almost all targets.
  • Aeromantic Mastery: Level 100 perk. All Wind spells knockdown almost all targets.

Corrosion
  • Corrosion: 75% damage only to Dwemer.
  • Permanently damages targets armor by an amount that depends on the targets health. 75% damage at under 200 health, scaling to 7.5% at over 2000 health. 
  • Prevents regen for Enchanted Spheres.
  • Metallurgy: Level 25 and 50 perks. Increase all Corrosion damage.
  • Rust: Level 75 perk. Corrosion spells slow enemies.
  • Corrosion Mastery: Level 100 perk. Corrosion spells are more powerful and you gain 10 expertise in all weapons.

Utility
  • Mage Armor perk doubles effectiveness. Armor spells start at 100 scaling to 1000 normally, halved with light Armor, quartered with heavy. 
  • Dragonflesh is ebonyflesh, but permanent.
  • Dual casting Candlelight or Magelight creates a larger light.
  • Featherfalling increases jumping height.
  • Waterwalking added.
  • Flame/Frost/Shock Shell. Apprentice resistance spells. Scales from 15% to 67%.
  • Transmute Water renamed and duration nerfed.
  • Brisk step. Novice spell to increase running speed.
  • Mark and Recall is now Alteration, not Conjuration.
  • Transmute Muscles now half as powerful, but increases stamina as well.
  • Added Tsun's Might, a master ritual spell that permanently gives Transmute Muscles.

Restoration

Poison
  • All Requiem Poison spells removed from leveled lists in favor of new versions.
  • All new poison spells do 100% the damage of the same tier destruction spells, but over 5 seconds.
  • Poison spells only work against the living. The Undead, Draugr and Dwemer are unaffected.
  • Victims of Poisons spells are slowed by 10%, and if they are at low health, they will be Paralyzed.
  • Venomancy perks added to Restoration.
  • Venomancy: Levels 25 and 50 15% damage increase perks.
  • Immobilization: Poison spells now Paralyze victims faster, and more effectively.
  • Poison Mastery: 25% poison resistance, as well as a small damage bonus.

Sun
  • All sun spells do 125% the damage of the same tier destruction spells, resisted by fire damage, but only working against the undead.
  • Sunburst, Sunfire and Sunfire Cloak re-balanced and merged into leveled lists. 
  • Divine Light perks added to Restoration.
  • Divine Light: Levels 25 and 50 15% damage increase perks.
  • Blinding Light: All sun spells stagger all targets, not just the undead.
  • Mysticism: Now requires Blinding Light, not Improved Healing.
  • All sun spells now work on Ghosts and Summoned Spirts as well.

Healing
  • Heal Self now a novice spell.
  • All healing auras now only work out of combat, but are much more powerful. Apprentice spells.
  • Healing aura visuals removed.
  • All healing auras when dual casted provide protection from poison.
  • Trollskin spells added. Expert level auras.
  • Apotheosis added. Master level aura. Gives permanent 20 health regen, and 100% Poison resistance.
  • Protect from poison spells removed.
  • Fast Healing now cures Poison if Empowered.
  • Close Wounds now cures Poison as well as Disease if Empowered.
  • Improved Healing perk changed to act like respite when out of combat.

Wards
  • All Wards now charge instantly, and only have a 3 magicka per second cost. However they now cost magicka when you take a hit with them up.
  • All Wards reduce physical damage taken by their magnitude, up to 80%.
  • Battlewards added, buff spells that let you cast a Ward while blocking, or walking backwards with a bow or spell.
  • Improved Wards perk decreases costs.
  • Offensive Wards perk increases power, and means that infusions trigger when Wards are hit.
  • Reflective Wards perk means Wards reflect spells back at the caster.
  • An enchanted ring and shield have been added, giving non-Mages a Battleward option.

Utility
  • Banish Daedra spells are now under restoration, so Paladins can banish Daedra without learning Conjuration.
  • Requiem Dispel renamed to Cleanse. Dispel, and Dispel on Target added. Weaker versions of Cleanse.

Destruction

  • Fire now works over 5 seconds, as it needed to be nerfed.
  • Lightning Ray is now an Adept spell.
  • Physical damage removed from Ice Spells, as it was bugged.
  • Efficient Beams: Beam spells cost 15/30% less magicka. Level 75/100 perks.
  • Enhanced Infusion: Infusion spells do 15/30% more damage. Level 50/75 perks.
  • Extended Cloaks: Cloak spells have 50/100% more range. Level 75/100 perks.
  • Intense Bolts: Bolt spells have a chance of knocking down enemies. Level 50/75 perks.
  • Magical Fist: Touch spells have a chance of staggering enemies. Level 50/75 perks.
  • Powerful Waves: Wave spells do 15/30% more damage.  Level 50/75 perks.
  • Rune Mastery: Runes spells can be cast 3/6 times as far. 1/2 extra runes can be cast at a time. Level 50/75 perks.

Absorb Health
  • Absorb spells now have a perk tree and a full roster of spells. Absorb health spells do the same damage as the same tier destruction spells, resisted by total health, up to a max of 80% at 800 health. 
  • Killing an enemy using an absorb health spell gives you slight health regen for an extended period afterwards, to make playing as a character who only heals using absorb health easier.
  • Requiem absorb spells removed from leveled lists.
  • Hemomancy Perks added to Destruction.
  • Hemomancy: Levels 25 and 50 15% damage increase perks.
  • Drain Strength: Absorb spells also absorb stamina at level 75.
  • Drain Willpower: Absorb spells also absorb magicka at level 100.

Earth
  • Earth spells do 125% physical damage, so they are powerful against unarmored foes, but weak against anyone wearing armor.  
  • Geomancy Perks added to Destruction.
  • Geomancy: Levels 25 and 50 15% damage increase perks.
  • Knockout: Higher level Earth spells can knockout targets. At level 75.
  • Earth Mastery: You gain 200 AR and Earth spells are more efficient. At level 100.

Annihilation
  • Annihilation spells do 50% irresistible damage, so they are useful against enemies with high resistances to other types of enemies.
  • Annihilation Perks added to Destruction.
  • Annihilation: Levels 25 and 50 15% damage increase perks.
  • Obliteration: Higher level Annihilation spells can disintegrate targets. At level 75.
  • Annihilation Mastery: You gain 10 MR and Annihilation spells are more efficient. At level 100.

Conjuration

Bound Weapons
  • New bound weapons are added to the game for Greatswords, Warhammers, War Axes, Maces and Light Bows.
  • All spells are apprentice level.
  • Bound weapon spell scale with your bound weapon perks. These improve the weapons, so they scale throughout the game from untempered iron to tempered daedric.
  • Both Light and Heavy Bows now summon improved tiers of arrows as the spell you are using increases in tier, increasing armor piercing as your weapons improve. 
  • All spell tomes have been integrated into leveled lists. No more sneaking into Fort Amol.
  • Bound weapons enchantments now do soul damage, 10 points for each perk. Bound weapons also bypass armor, 5% for each perk.
  • Bound weapons count as silver for undead and ghosts, but don't get the extra damage.

Soul Trap
  • Soul Trapping is now a fully fleshed out element of magic, doing 100% damage, resisted by magicka, up to a maximum of 80% at 800 magicka.
  • A perk tree has been added to conjuration.
  • Necromancer: Levels 25 and 50 15% damage increase perks.
  • Enslavement: You are able to raise the dead using your soul spells. At level 75.
  • Enthrallment: You are able to raise even the most powerful dead using your soul spells. At level 100.

Illusion

Illusion has had most of the changes Requiem made to it reverted. The perk tree has also been entirely remade. All upkeep spells have been reverted. You now need a single perk to empower all spells, the perks that previously did so now give a 30% bonus to magnitude and unlock the secondary effects. No Illusion spell gives AR anymore.

Subterfuge
  • Muffle is now a novice spell.
  • Invisibility now temporarily stops working when you run, not breaking as before.
  • Invisibility no longer works in combat.
  • Invisibility sphere now just Invisibility on Target.
  • Veil of Shadows now Veil of Subterfuge. Works permanently until broken.
  • Quiet Casting. Empowered muffle makes Illusion spells silent. Level 25 perk.
  • Silent Casting:  Empowered muffle makes all spells silent. Level 50 perk.
  • Unbreakable invisibility: While an invisibility spell is active, you go invisible whenever you crouch. Combined with Veil of Subterfuge allows you to keep this power permanently.

Shadow
  • Blur now scales in power as you take Shadow perks.
  • Visual manipulation: Gives you the night eye ability permanently.

Credits
  • Poison spell meshes by Jay093
  • Bound weapon meshes by Gruftlord
  • Featherfalling script by T3nd0
  • Sun wall by Madcat221.
  • Infusion cost script by Esvs.

Compatibility
  • Load after Fozars Dragonborn.
  • Load after 3Tweaks. Some spells wont quite match the 3Tweaks changes. Probably needs a patch by the 3Tweaks author.
  • Don't use with Noxcrab's magic redone or any other magic overhaul.
  • Patches for Special Feats, Frostfall, and Trade Routes are available. For Special Feats, the perk Arcane Assassin was removed, as it doesn't fit with Expanded Grimoires Illusion changes.

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