Skyrim Special Edition

About this mod

Adds wind, water, and earth spells to destruction magic.

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Elemental Destruction Magic 

Adds earth, water, and wind as new types of destruction magic. Besides dealing the same amount of health damage as their vanilla counterparts, each new type of destruction magic has a unique secondary effect as well. Water spells stop enemy Magicka and Stamina regeneration for several seconds, earth spells stop Health regeneration and have a chance to stagger targets, and wind spells have a chance to blow targets away. This mod contains 61 new spells,  and replaces 2 existing ones. Also includes, 9 perks, 3 weapon enchantments, and 3 armor enchantments. New spell casting enemies that use the new destruction element spells have also been added. The Dragonborn version includes the spell Ash Cloak to replace the vanilla Whirlwind Cloak spell and adds a new Dragon Priest masks for each element.

For the versions of the mod that don't contain new perks for the new spells, you can increase their power through the vanilla perks. Earth, water, and wind spells benefit from the Augmented Flames, Augmented Frost, and Augmented Shock perks respectively. 

The current versions include unique enemy resistances to the new magic types, with Argonians being 50% resistant to water, Orcs being 50% resistant to Earth, as well as earth, water, and wind resistance enchantments. (Only the player gets the benefits of the resistance enchantments, not NPCs)  

Version 1.2 also includes poison magic for Restoration. Poison spells do roughly twice as much damage as their destruction counterparts but the damage is dealt over time. Spells for the other schools of magic have also been included.



Earth Spells    

Gravel - A spray of rocks and dirt.          
Rock Blast - Launches a small stone. 
Earth Rune  - Explodes in an eruption of rocks and dirt.
Stalagmite  - Raises a rocky spike from the ground or walls to deal damage in a 10 foot radius. Can also be used to obstruct enemies for a few seconds.
Rock Cloak  - A cloak of dust and rocks that rotate around the caster.
Avalanche - A stronger spray of rocks and dirt.         
Boulder - Fires a large stone.   
Wall of Earth - Creates a barrier of jagged rocks when sprayed on the ground.
Earthquake  - A tremor lasting 20 seconds that periodically staggers targets within 40 feet of the epicenter. 

Water Spells

Rapids - A spray of water.
Waterball - Launches a small orb of water.
Water Rune - Explodes in an eruption of water.
Geyser - Fires a medium size ball of water that creates a geyser on impact and damages targets within a 15 foot radius.
Rain Cloak - Surrounds the caster in a cloak of water.
Flood - A stronger spray of water.
Torrent - Fires a large orb of water.
Wall of Water - Creates a barrier of damaging water when sprayed on the ground.
Tidal Wave  - Summons a huge wave of water. Aiming at 45 degree angle before release the wave will allow it travel further. 

Wind Spells

Gust - A spray of wind.
Zephyr - Fires a gust of wind.
Wind Rune - Explodes in an eruption of wind.
Tornado - Fires a whirlwind that can pass through objects while hitting multiple targets, but moves slowly and has a limited range. 
Whirlwind Cloak - Surrounds the caster in wind.
Air Blast - A stronger spray of wind.
Tempest - Launches a large gust of wind.
Wall of Wind - Creates a damaging barrier of hazardous wind when sprayed on the ground.
Cyclone - Fires a large tornado that has an 80% chance to blow away anything withing a 15 foot radius.  

Poison Spells

Poison Spray - A spray of poison.
Noxious Bolt - Fires a charge of poison.
Poison Rune - Replaces the poison rune from the base game. Functionally the same, but with new visuals and a reduced casting cost.
Sludge Bomb - Fires a charge of poison that creates a toxic explosion on impact and damages targets within a 15 foot radius.
Poison Cloak
- Surrounds the caster in poison.
Toxic Surge - A stronger spray of poison.
Venomous Sting - Launches a large charge of poison.
Wall of Poison - Creates a damaging barrier of poison when sprayed on the ground.
Cesspool - Drops a pool of slime on the ground that poisons enemies that pass through it. 

Restoration Spells

Rejuvenation - Heals the caster over time.
Aetherial Circle - Creates a circle that restores the caster's Magicka while the caster remains inside it.
Reflective Ward- Any spell that hits this ward is reflected back. Spells are reflected directly in front of the caster.

Illusion Spells

Causes the game camera to focus on the spell's target. Lowering your character's hands end the spell. Zooming the camera out when tracking larger targets is recommended.
Decoy - Creates an illusory warrior as a distraction. The illusion can neither deal nor receive damage.
Cowardly Decoy - Works the same as the Decoy spell, except the illusion can be created further away from the caster and will flee from enemies, causing them to chase after it.
Umbra Shroud - Makes the caster invisible. Invisibility is not broken when attacking or interacting with objects.

Conjuration Spells

Conjure Earth Atronach - An apprentice level spell that summons an earth atronach to fight for the caster.  
Conjure Wind AtronachAn adept level spell that summons a wind atronach to fight for the caster.
Conjure Water Atronach  - An expert level spell that summons a water atronach to fight for the caster.
Earth Thrall -  Summons an earth atronach permanently.
Wind Thrall - Summons a wind atronach permanently.
Water Thrall - Summons a water atronach permanently.
Bound Wall - Summons a wall to obstruct enemies.
Sacrifice Minion - Cast on a friendly summoned or raised creature to create a massive damaging explosion. The creature is destroyed in the process.
Exile - Banishes targets to Oblivion for 60
seconds.Only one target can be banished at a time.

Alteration Spells

Ash Cloak
- Encases enemies within melee range in ash.
Waterwalking -
Self explanatory.
Featherfall - Caster becomes immune to fall damage for 60 seconds.
Haste - Increases the player's movement speed by 50%.
Bend Time - Slows down time while being cast. Dual casting slows down time even more.
Telekinetic Push - Pushes the target away from the caster.
Destabilizing Rune - Throws all but the largest targets of their feet when triggered.
Telekinetic Grip - Telekinesis that works on enemies as well as objects.
Anchor - Immobilizes targets and prevents them from attacking. However, targets are released if damaged.
Paralytic Skin - While being cast, enemies that hit the caster with a melee attack are paralyzed.
Paralysis Rune - Briefly paralyzes targets when triggered

Destruction Perks

Augmented Earth - Earth spells do 50% more damage.
Augmented Water - Water spells do 50% more damage.
Augmented Wind - Wind spells do 50% more damage.
Armor Crusher - Earth damage makes targets much more vulnerable to physical damage if their health is low.
Dry Drown - Water damage will cause targets to start drowning if their health is low.
Gale Force - Wind damage will always blow targets away if their health is low.

Enchanting Perks

Earth Enchanter - Earth enchantments on weapons and armor are 25% stronger.
Water Enchanter - Water enchantments on weapons and armor are 25% stronger.
Wind Enchanter - Wind enchantments on weapons and armor are 25% stronger.

Spell and Enchantment Acquisition 

Most Spell Tomes for the new spells can be purchased from any vendor that normally sells spell tomes. The vendors at the College of Winterhold carry most of the new spells for their respective schools, as long as your character's corresponding skill is high enough. Weapons with the new enchantments have a chance to be sold by blacksmiths or they can be acquired as loot from enemies. Items are leveled, so characters at low level won't be able to get the new higher level spells until they increase their destruction skill, just like the vanilla spells. Staffs for some of the elemental spells can also be obtained as loot. The master level spells require that you complete the Ritual Spell quest (given by Faralda once your character reaches a destruction skill level of 100) before they will be made available for purchase.

Some of the Spells added in 1.2 can only be acquired in Apocrypha at the end of some of the Black Book dungeons. They can all be found on tables near some of the dungeon exits. These spells are: Telekinetic Grip, Bend Time, Exile, and Reflective Ward. 

The new Dragon Priest masks can be found in a new chest behind the table in the southeast corner in the main bedroom at Severin Manor in Raven Rock. 


Certain types of enemies are resistant or weak to the new magic types

Resistant to Water - Argonians, Mudcrabs, Slaughterfish

Resistant to Earth - Orcs, Trolls, Spriggans

Resistant to Wind - Dwarven Centurions, Mammoths

Weak to Water - Dwarven Automatons, Dremora, Ash Spawn

Weak to Earth - Spiders, Chaurus

Future Updates


Q: How do I get the spells? 

A: Refer to the above section entitled Spell and Enchantment Acquisition

Q: Is this mod compatible with my other spell mods or overhauls? 

A: This mod was created with vanilla Skyrim in mind and compatibility with other mods was not a concern. I will not be going out of my way to make this mod compatible with SkyRe or any other magic overhaul or perk mods. If you have one of these mods installed, you should still be able use the new spells, they just probably won't benefit from the other mods. 

Q: Why are vendors not selling the spell tomes for the new spells? 

A: This problem is likely being caused by a mod conflict. A simple solution for this is to place the esp file for this mod lower down in the mod load order, below any other mods that also add spells to the game. Load up your game and the tomes should be in the inventory of any vendor that sells spell tomes. Purchase and use the tomes for the spells you want, save your game and quit and then return the mod to wherever it was in the load order previously. The new tomes will disappear from vendors' inventories again, but you should still be able to use the new spells. 

Another possible reason is that your character's destruction magic level is too low. These spells are treated like all other spells in Skyrim and will only be made available for purchase once your character meets the minimum destruction magic level requirement. Gravel, Rapids, and Gust should always be available regardless of skill level, so if you don't see them being sold by merchants, it's probably because of a mod conflict.


Anyone with a mod of their own is free to incorporate this mod, any of it's spells, or any of it's custom assets into it. I'd appreciate being notified any modders that they are going to incorporate this mod into their own, but it isn't required. If you want to create a patch for this mod you are free to do so.