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- Requiem - Expanded Grimoire
Requiem - Expanded Grimoire
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Version5.6.1
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- Manual
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Last updated
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Created by
agd25Uploaded by
agd25Virus scan
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This page was last updated on 07 July 2023, 10:22PM
- Changelogs
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Version 5.6.1
- Soul Reap raise dead bug fixed. Battlewards now work with spells and bows.
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Version 5.6.0
- Runes can't be cast while in combat. Buff spells have a far greater duration. New Battleward spells added, and Ward perks added.
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Version 5.5.0
- Added Fire Wrym and changed Ice Wraith spells. Fixed a few bugs.
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Version 5.4.1
- Fixed the Frostfall patch putting Flame Cloak under Alteration.
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Version 5.4.0
- Redone Wind and Corrosion spells.
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Version 5.3.0
- Poison and Healing Aura spells redone.
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Version 5.2.2
- Staff fixes
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Version 5.2.0
- Added scrolls and staffs for most spells.
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Version 5.1.1
- Whirlwind script fix for small targets.
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Version 5.1.0
- Mod cleaned with Asset Manager. Dragonhide updated to be permanent. Infusions no longer cost more with enchanted weapons.
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Version 5.0.2
- One more bugfix. Infusion cost more magicka if you use them on an enchanted weapon.
- Fixed Shell spells dispelling Dragonhide. Fixed Swarm spells exp gain.
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Version 5.0.1
- Fixed a couple of infusion bugs.
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Version 5.0.0
- MCM option for No Levelup Spells. Nerf featherfalling. Fix brisk step carry weight while dual casted. Healing conflicting with mage armor. Make Absorb Health Destruction. This will give Destruction some utility. Custom resistances for absorb and soul. 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. Invisibility now just stops when running, not breaks. Silent casting lets you run. Invisibility sphere now just Invisibility on Target. Veil of Shadows now Veil of Subterfuge. Constant invisibility. Unbreakable invisibility perk. Shadow Cloak of Nocturnal ability whenever an invisibility spell is cast. Combined with Veil of Subterfuge give permanent Shadow Cloak of Nocturnal ability. Empowered muffle with perk gives silent casting. Make fire work over 5 seconds. Conc 75% magnitude and magicka. Nerf Earth and Poison to 125% damage. Whirlwind script now takes target mass and player alteration skill into account. Bound weapons count as silver for undead and ghosts, but don't get the damage buffs. Bound weapon enchantments changed to soul damage and scaling armor piercing. Add Annihilations and Corrosion Perks. Add Soul Trap perks. Rune perk now triples distance and gives one more rune. Second perk added at 75, giving three runes and six times distance. Touch Perks: Stagger enemies. Cloaks: Greater range, up to double. Waves: Greater damage, up to 130%. Bolt: Slight knockdown chance. Add mcm slider to decrease offensive spell magnitude, for balancing. Can scale offensive spell magnitude down in 10 steps, down to 10%. Redo Illusion entirely, with normal empowering behavior, and a less linear skill tree. Infusion perks to add to destruction. Half power, then two perks to double (50/75).
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Version 4.1.1
- Fixed bug where negative armor rating buffed Geomancy.
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Version 4.1.0
- Infusion: Triple cost. Halve exp gain.
Remove enchantment perks effect to infusions.
Greater runes removed.
Touch spells now do normal damage at 2/3 cost.
Sun spells do 125% damage.
Corrosion doesn't effect Dragons.
Soul Trap doesn't effect Dwemer.
All high level spells rebalanced.
Balance Changes
Illusion changes removed in favor of Nox's Illusion Redone. Patches provided.
Change half cost perks to decrease cost by less and less as higher perks are taken, from 50% at novice to only 10% at master. Illusion not touched. This massively nerfs late game mages, roughly doubling their magicka costs.
Reduce next perk scaling to 20%.
Change all potions that reduce magicka cost for a school to increasing magnitude/duration.
Change potions to max at 25%.
Armor Changes now separate esp
- Infusion: Triple cost. Halve exp gain.
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Version 4.0.2
- Gnosis no longer works with Atronach Stone. Firesparks/Icewind/Lightning Sparks now do more damage when cast twice. Infusions last several hours.
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Version 4.0.1
- Fixed Soul trap infusion. Fixed a couple of descriptions.
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Version 4.0.0
- Added Soul Trap, Corrosion and Annialation elements. Absorb health custom resistances removed. Wind spells rebalanced.
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Version 3.2.3
- Absorb health infusion no longer uses custom resistances, due to bug.
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Version 3.2.1
- Added missing files, and possibly solved infusion bug.
- Removed earth infusion. Fixed bug with alteration infusions.
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Version 3.2.0
- Added Brisk Step. Weakness to Fire, Frost and Shock redone and nerfed to flat 25%. Removed lightning jolt, as it is redundant. Shell spells mutually exclusive with mage armor. Balance changes mage armor changes reversed. Weakness to poison changed to dispel. Dispel Target added. Requiem Dispel and Dispel on Target changed to cleanse. Mark and Recall now alteration (main module, not balance changes). Removed TM speed buff from balance changes. Bound weapons no longer silver. Absorb spells effect the undead as well, due to AI not realizing this. Low level wind spells nerfed.
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Version 3.1.0
- Infusion exp change Leveling speed altered by a 20%, increase for destruction and conjuration, decrease for alteration and restoration. Absorb health resist cap lowered to 80% Reverted Fire/Iceshock, added Fiery/Icy Ray instead Credits Esvs Enchantment reload fix needed Suggest other magic mods used Balance Tweaks Regen magicka enchant more powerful
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Version 3.0.0
- I have updated Expanded Grimoire to 3.0.0. The main change is I have added Elemental Destruction Magic by Reaperix. Main File Earth magic is now a fully fleshed out element of magic, doing 150% physical damage under destruction. This makes it strong against unarmored enemies, but easily resisted. Telekinesis has been rebranded as Wind, and now works of stamina, not health. It does 200% stamina damage, resisted by magic resistance. Enemies with low stamina are staggered or thrown. Absorb health now does 100% health damage, but is resisted by health, with 10 health giving 1% resistance, up to 90% resistance at 900 health. This means that it is strong, but only against weak opponents. This, and the Wind change, should make alteration an extremely useful school of magic, but not one that can easily kill foes, or be used against late game enemies. Novice spells exp has been adjusted to make gaining exp in the early level smoother. Destruction is easier to level, while the rest are a bit harder. Physical damage has been removed from ice spells due to it being bugged, and the new earth spells providing that functionality anyway. Most master level spells have had the ritual effect removed from them, so they can now actually be using in combat. Balance Changes Spells scaling with the next main line perk has been moved to balance changes. Blur has been reworked, to now scale with apprentice illusion, and then visual manipulation, rather than empowering. All buff spells now give passive exp, rather than exp on the start of combat. This is to prevent the need for metagaming. Cost reduction enchantments no longer stack with themselves, but they do with each other. A patch for trade routes has been added.
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Version 2.2.1
- It now contains another mod of mine, Arcane Warfare. This adds a new enchantment to the game, infusion. Just enchant your weapon with this and cast one of the 15 new infusion spells and the weapon will do that damage type. The damage scales with the relevant skill the spell uses. The enchantment can be found on the infused dagger, which should be available at vendors. Fire/Frost/Shock: Does your destruction skill in elemental damage per hit. Absorb Health/Stamina/Magicka: Absorbs half your alteration skill per hit. Sun: Does one and a half your restoration skill to undead per hit. Poison: Does one and a half your restoration skill per hit, over ten seconds. Telekinesis: Does half your alteration skill in damage, and throws/staggers weak targets. Soul trap: Soul trap enemies. Doesn't scale. Turn Undead/Banish Daedra: Turns/Banishes enemies whose level is less than your restoration level. Paralysis: Has a chance to paralyze enemies, doesn't scale. Spellbreaker: Dispels active effects and does 200 magicka damage. Annihilation: Does 50 irresistible damage. Bound weapons now use the infusion system. The bound weapon perks now scale the weapon strength, not the main conjuration perks. Absorb health spell now do double damage when you are at full health, so the damage done plus healing they do is always the same. This should make them more viable. Sun spells now are resisted by fire resist, as opposed to nothing. This buffs them as undead are weak to fire. All beam spells have been given a one second charge time to prevent exploitation. For 4.0.1
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Version 2.2.0
- It now contains another mod of mine, Arcane Warfare. This adds a new enchantment to the game, infusion. Just enchant your weapon with this and cast one of the 15 new infusion spells and the weapon will do that damage type. The damage scales with the relevant skill the spell uses. The enchantment can be found on the infused dagger, which should be available at vendors. Fire/Frost/Shock: Does your destruction skill in elemental damage per hit. Absorb Health/Stamina/Magicka: Absorbs half your alteration skill per hit. Sun: Does one and a half your restoration skill to undead per hit. Poison: Does one and a half your restoration skill per hit, over ten seconds. Telekinesis: Does half your alteration skill in damage, and throws/staggers weak targets. Soul trap: Soul trap enemies. Doesn't scale. Turn Undead/Banish Daedra: Turns/Banishes enemies whose level is less than your restoration level. Paralysis: Has a chance to paralyze enemies, doesn't scale. Spellbreaker: Dispels active effects and does 200 magicka damage. Annihilation: Does 50 irresistible damage. Bound weapons now use the infusion system. The bound weapon perks now scale the weapon strength, not the main conjuration perks. Absorb health spell now do double damage when you are at full health, so the damage done plus healing they do is always the same. This should make them more viable. Sun spells now are resisted by fire resist, as opposed to nothing. This buffs them as undead are weak to fire. All beam spells have been given a one second charge time to prevent exploitation. For 3.4.1
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Version 2.1.1
- Damaging and healing destruction, restoration and alteration spells now receive a 30% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 30% 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. Fireshock is available. Wards change twice as fast. Adept and master beam spells are also wall spells. Works for Fire, Frost, Shock, Sun and Poison. Previous wall spells removed. Transmute Water renamed and duration nerfed. Charged Nova added. Expert explosion at self sun spell. Repulsion runes added. Apprentice and expert turn undead runes. Bound Weapons: Telekinesis Damage, Poison and Sun Rings added. Bound weapon spells all now apprentice. Higher tier weapons give more exp. A new optional plugin removes Requiem's free levelup spells. For 4.0.1
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Version 2.1.0
- Damaging and healing destruction, restoration and alteration spells now receive a 30% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 30% 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. Fireshock is available. Wards change twice as fast. Adept and master beam spells are also wall spells. Works for Fire, Frost, Shock, Sun and Poison. Previous wall spells removed. Transmute Water renamed and duration nerfed. Charged Nova added. Expert explosion at self sun spell. Repulsion runes added. Apprentice and expert turn undead runes. Bound Weapons: Telekinesis Damage, Poison and Sun Rings added. Bound weapon spells all now apprentice. Higher tier weapons give more exp. A new optional plugin removes Requiem's free levelup spells. For 3.4.1.
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Version 2.0.3
- Fixed Requiem bug where Absorb beams didn't grant EXP. Removed EXP gain from all secondary effects. For Requiem 4.0.1.
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Version 2.0.2
- Fixed Requiem bug where Absorb beams didn't grant EXP. Removed EXP gain from all secondary effects. For Requiem 3.4.1.
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Version 2.0.1
- Overhauled to version 2. Spells from Arcanum added. Telekinesis perks and spells added. Vanilla spells renamed. For 4.0.1.
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Version 2.0.0
- Overhauled to version 2. Spells from Arcanum added. Telekinesis perks and spells added. Vanilla spells renamed. For 3.4.1.
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Version 1.3.1
- For 4.0.1 Balance Changes esp added. Optional Plugin, rebalancing Illusion, Mage Armor and Mages in general. Transmute muscles halved in magnitude, but now increases health, stamina, carry weight, speed and unarmed. Illusion upkeep spells now normal buffs, with double the base magicka cost. Visual manipulation perk gives night eye lesser power. All mage armor granted by illusion spells removed. Shadow Shield is now Shadow Speed, and increases movement speed instead. Mage armor spells now grants 100, 200, 300, 400, and 500 AR, doubled by improved mage armor perk. Mage Armor V is now just an normal mage armor spell, although it lasts much longer than the others. No more 98% damage reduction. The most AR a unarmored mage can get is 1000, about half base Requiem, meaning they can reach the armor cap but never have proper protection from AP. Unarmored Mages are now always glass cannons. Improved mage armor perk now isn't effected by light or heavy armor worn. This means you never lose AR by putting on armor. Heavily buffs battlemages and hybrids in general at the expense of pure mages. Other changes: Dual casting Candlelight or Magelight creates a larger light. Dual casting Featherfalling allows waterwalking. Transmute Water I and III, Windwalker, Cure Poison and Disease removed. All healing auras when dual casted provide protection from poison. Protection from poison spells removed from leveled lists. Heal Self II now cures Poison if Empowered. Heal Self III now cures Poison as well as Disease if Empowered. Bound Weapon enchantments for Telekinesis changed to Adept. Spell breaker and Annihilation now at Master level.
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Version 1.3.0
- For 3.4.1
Balance Changes esp added.
Optional Plugin, rebalancing Illusion, Mage Armor and Mages in general.
Transmute muscles halved in magnitude, but now increases health, stamina, carry weight, speed and unarmed.
Illusion upkeep spells now normal buffs, with double the base magicka cost.
Visual manipulation perk gives night eye lesser power.
All mage armor granted by illusion spells removed. Shadow Shield is now Shadow Speed, and increases movement speed instead.
Mage armor spells now grants 100, 200, 300, 400, and 500 AR, doubled by improved mage armor perk. Mage Armor V is now just an normal mage armor spell, although it lasts much longer than the others. No more 98% damage reduction. The most AR a unarmored mage can get is 1000, about half base Requiem, meaning they can reach the armor cap but never have proper protection from AP. Unarmored Mages are now always glass cannons.
Improved mage armor perk now isn't effected by light or heavy armor worn. This means you never lose AR by putting on armor. Heavily buffs battlemages and hybrids in general at the expense of pure mages.
Other changes: Dual casting Candlelight or Magelight creates a larger light. Dual casting Featherfalling allows waterwalking. Transmute Water I and III, Windwalker, Cure Poison and Disease removed. All healing auras when dual casted provide protection from poison. Protection from poison spells removed from leveled lists. Heal Self II now cures Poison if Empowered. Heal Self III now cures Poison as well as Disease if Empowered. Bound Weapon enchantments for Telekinesis changed to Adept. Spell breaker and Annihilation now at Master level.
- For 3.4.1
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Version 1.2.0
- Improved Healing perk changed to act like respite when out of combat. Respite perk only works in combat. Powerful healing aura spells changed to master level. Adept level healing aura spells added. New Sun perks added to restoration. Mysticism perk linked to Sun perks not healing. Sunfire and Sunburst II added. Expert and Master Spells. New poison perks added to restoration. Poison Spray III added. Master spell. Absorb health perks added. Requiem absorb health spells removed from leveled lists. Charm person removed. Mod now compatible with Noxcrabs Illusion. Recomended. Poison Cloak added. Absorb Cloak/Touch/Wave Hinder removed Healing Aura visual effects removed Impact perk extended to all damaging spells
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Version 1.1.0
- Knock changes removed. Added Telekinetic Blast I, and II. Novice and Adept push spells. Stagger or knockback depending on enemy health Added Telekinetic Grasp I, and II. Apprentice and Expert spells. Pickup enemies and throw them depending on enemy health. Added 20 spells from Tomebound. Requires new game Protection from Poison halved in effectiveness. Cure Poison added to Heal Self 3. Fiery/Icy/Shocking Grasp removed from leveled list as duplicated. Absorbing Grasp removed from leveled lists as obsolete.
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Version 1.0.1
- Lightning Ray restored. Requiem poison spells undeleted and removed from leveled lists. Master spells changed to one handed due to bug.
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Version 1.0.0
- Added Mysticism - A Magic Overhaul by SimonMagus616
Requiem - Bound Weapons Overhaul added.
- Added Mysticism - A Magic Overhaul by SimonMagus616
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Version 0.1
- Waterwalking, Charm Person, Fire/Frost/Shock added and Knock altered to add Knockback
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- Author's activity
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July 2023
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07 Jul 2023, 10:22PM | Action by: agd25
Attribute change
'Description changed.'
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07 Jul 2023, 10:21PM | Action by: agd25
Changelog added
'Change log added for version 5.6.1'
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07 Jul 2023, 10:20PM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.6.1]'
June 2023
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29 Jun 2023, 9:42PM | Action by: agd25
Attribute change
'Description changed.'
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29 Jun 2023, 9:41PM | Action by: agd25
Attribute change
'Description changed.'
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29 Jun 2023, 9:34PM | Action by: agd25
Changelog added
'Change log added for version 5.6.0'
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29 Jun 2023, 9:33PM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.6.0]'
February 2023
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08 Feb 2023, 4:41AM | Action by: agd25
Changelog added
'Change log added for version 5.5.0'
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08 Feb 2023, 4:40AM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.5.0]'
November 2022
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24 Nov 2022, 3:42AM | Action by: agd25
Changelog added
'Change log added for version 5.4.1'
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24 Nov 2022, 3:41AM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.4.1]'
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21 Nov 2022, 5:47PM | Action by: agd25
Changelog added
'Change log added for version 5.4.0'
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21 Nov 2022, 5:46PM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.4.0]'
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21 Nov 2022, 5:45PM | Action by: agd25
Attribute change
'Description changed.
Mod version changed to 5.4.0.'
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19 Nov 2022, 11:26PM | Action by: agd25
Attribute change
'File \'Requiem - Expanded Grimoire\' category changed to Main Files.'
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19 Nov 2022, 11:17PM | Action by: agd25
Changelog added
'Change log added for version 5.4.0'
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19 Nov 2022, 11:16PM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.4.0]'
September 2022
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30 Sep 2022, 3:11AM | Action by: agd25
Attribute change
'Description changed.'
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30 Sep 2022, 3:06AM | Action by: agd25
Changelog added
'Change log added for version 5.3.0'
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30 Sep 2022, 3:05AM | Action by: agd25
File added
'Requiem - Expanded Grimoire [version 5.3.0]'
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