Skyrim Special Edition

File information

Last updated

Original upload

Created by

Enai Siaion

Uploaded by

EnaiSiaion

Virus scan

Safe to use

About this mod

Odin is what magic in Skyrim should have been. It improves and fixes vanilla Skyrim spells, makes scrolls and staves viable, and adds new spells, scrolls and staves inspired by previous Elder Scrolls magic. The new content is balanced and seamlessly integrated into the game.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Polish
  • Mandarin
  • Italian
  • German
  • French
Changelogs
Donations
Discuss this mod on /r/EnaiRim or the Enairim Discord
Skyrim Legendary Edition version available here

Features

  • Odin improves vanilla Skyrim spells (including scrolls and staves): fixing bugs, visuals and balance issues.
  • Odin rounds out the schools of magic with high quality and lore friendly spells inspired by classic Elder Scrolls games.
  • The new spells are seamlessly integrated into the game, and come with scrolls and staves.
  • Low script load, no save bloat.
  • Includes a fix for the Restoration Ritual Spell quest bug.

Odin review on Youtube



Content

Improved vanilla spells

Odin improves, fixes and rebalances vanilla magic. Changes include:

  • Scrolls and staves are no longer weaker than their equivalent spells or missing effects entirely.
  • Scrolls and staves now include the necessary effects to support certain perks.
  • Descriptions are more descriptive and show the actual damage values.
  • Area effects are no longer blocked by small obstacles, other targets, or uneven terrain.
  • Self buffs and conjured minions are no longer erroneously eaten by Spell Absorb.
  • Spells with a level cap still work on targets above their level cap but have a chance to fail based on the difference.
  • Spells have more consistent visuals and sounds.
  • ...

New spells

Odin adds new spells that respect the history of the Elder Scrolls series. The new spells are designed to be interesting to use and to look and feel like official content. While some other magic overhauls may add more spells, Odin aims to avoid unnecessary spell clutter. Every spell is intended to be a useful addition to a mage's repertoire.

Integration into Skyrim

Odin is seamlessly integrated into Skyrim. The new spell tomes, scrolls and staves can be bought and looted from the same sources as vanilla equivalents of the same level.

Full list of spells

Alteration

In vanilla Skyrim, the School of Alteration offers little more than paralysis and some underwhelming utility. Odin adds a wider selection of disabling spells at lower levels, brings back classic Elder Scrolls debuffs such as elemental and physical weakness, adds spells to weaken locks without making the Lockpicking skill itself irrelevant, and adds numerous utility and quality of life spells that do not directly increase power but make life as a mage a bit more comfortable.

Novice
  • Oakflesh: Improves the caster's armor rating by 40 points for 60 seconds.
  • Feet of Notorgo: Move 25% faster while concentrating.
  • Alarm: Alerts the caster whenever an opponent crosses the 150 foot perimeter for 60 seconds.
  • Candlelight: Creates a bright hovering light that lasts for 60 seconds.

Apprentice
  • Stoneflesh: Improves the caster's armor rating by 60 points for 60 seconds.
  • Reynos' Fins: Swim 100% faster for 60 seconds.
  • Ease Burden: Increases carrying capacity by 100 for 60 seconds.
  • Slowfall: Fall at a reduced speed, taking no damage from falls for 60 seconds.
  • Haste Mount: Target mount moves 20% faster and has unlimited Stamina for 180 seconds.
  • Latch Crack: Reduces the difficulty of all nearby locks by 25 points for 10 seconds.
  • Magelight: Ball of bright light that lasts 60 seconds and sticks where it strikes.
  • Alter Body: Caster is able to change their physical appearance.
  • Gonar's Greed: Transfers all items from dead bodies in a 60 foot radius to the caster.

Adept
  • Ironflesh: Improves the caster's armor rating by 80 points for 60 seconds.
  • Web: Creates a barrier of webs on the ground for 10 seconds, slowing movement and attack speed by 50%.
  • Corrosion: Target loses 125 points of armor and 15% attack damage for 30 seconds.
  • Vulnerability: Target is 25% weaker to elemental and poison damage for 30 seconds.
  • Resist Elements: Resist 35% of elemental and poison damage for 60 seconds.
  • Waterbreathing: Can breathe water for 60 seconds.
  • Orc Strength: Splits 50% of base Magicka between Health and Stamina and improves power attacks for 60 seconds.
  • Barricade: Creates a stone wall in a straight line that blocks passage for 15 seconds.
  • Detect Life: Nearby living creatures can be seen through walls.
  • Telekinesis: Pull an object from a distance. Add it to your inventory or throw it to inflict damage based on Alteration skill.
  • Force Bolt [LO]: Staggers and immobilizes the target for 10 seconds.
  • Ash Shell [TF]: Immobilizes the target in hardened ash for 30 seconds. The target can't be harmed during this time.
  • Enfeeble [LO]: Target can't recover Stamina and has 20% chance to drop their weapon or shield with each use for 30 seconds.
  • Transmute [ML]: Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any.
  • Equilibrium [ML]: Transfers 25 points per second from Stamina to Magicka.

Expert
  • Ebonyflesh: Improves the caster's armor rating by 100 points for 60 seconds.
  • Paralyze: Paralyzes the target for 10 seconds.
  • Leaguestep: Sprint 50% faster and spend less Stamina while sprinting for 60 seconds.
  • Ekash's Locksplitter: Reduces the difficulty of nearby locks by 50 points for 10 seconds.
  • Deep Storage: Grants access to an infinite underground storage space.
  • Fabricate Object: Creates a crafting station, chair, bed or bridge of the caster's choosing for 120 seconds.
  • Detect Dead: Nearby dead can be seen through walls.
  • Ocato's Spell Trigger: Stores the (beneficial self-targeted) spell in the left hand. Replicates it when entering combat within 30 minutes.
  • Dire Corrosion [LO]: All targets lose 250 points of armor and 30% attack damage for 30 seconds.
  • Dire Vulnerability [LO]: All targets are 50% weaker to elemental and poison damage for 30 seconds.
  • Dazzling Flash [LO]: Living targets looking at the caster run blindly in the same direction for 10 seconds.
  • Ash Rune [TF]: Place a rune that immobilizes targets in hardened ash for 30 seconds. They can't be harmed during this time.

Master (requires the completion of the Ritual Alteration Spell quest at the College of Winterhold)
  • Dragonhide: Caster ignores 80% of all physical damage for 30 seconds.
  • Mass Paralysis: Paralyzes all targets in the area for 15 seconds.
  • Control Weather: Changes the weather to the caster's choice.
  • Milestones: Place up to 5 teleportation anchors and teleport freely between them.

In total, the School of Alteration has been expanded from 13 (+4 rare) to 35 (+9 rare) spells.

Available from
  • [TF] Only available from Talvas Fathryon, Tel Mithryn
  • [ML] Only available at a certain map location
  • [LO] Only available as random loot

Improvements to vanilla Alteration spells
  • Improved Alteration casting visuals are provided for all buffs including vanilla ones.
  • Armor spells are not directly buffed, because they have perk support and other mods affecting them like Cutting Room Floor, so any change to them is a compatibility conflict waiting to happen. However, Ocato's Spell Trigger eliminates the need to manually cast them, as does Ocato's Preparation in Vokrii and Ocato's Recital in Apocalypse.
  • Light spells are brighter and affect a larger radius.
  • Telekinesis does more damage (2*Alt level). This is further improved by the telekinesis perks in Vokrii.
  • Telekinesis no longer grants absurd amounts of experience.
  • Equilibrium is replaced with an effect that is not completely useless.
  • ...

Conjuration

Summoned minions now scale with character level, up to 15 levels (10 for novice spells) above their starting level, gaining increased damage, spell magnitude and improved attributes. Reanimation spells are much more effective due to their increased duration, making it easier to carry reanimated minions to the next fight. Dead Thralls are no longer easily lost forever, there are more dremora to choose from with unique roles. There are spirit animals for the shaman in you. Pure summoners are more viable due to the Entropic line of concentration buff spells that make minions more effective at the cost of occupying a hand.

Novice
  • Bound Sword: Creates a magic sword for 120 seconds. Sheathe it to dispel.
  • Bound Dagger: Creates a magic dagger for 120 seconds. Sheathe it to dispel.
  • Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing. Restore Magicka 25% faster in its presence.
  • Reanimate Lesser Corpse: Reanimate a dead body for 10 minutes. Chance to fail on targets above level 6.

Apprentice
  • Bound Battleaxe: Creates a magic battle axe for 120 seconds. Sheathe it to dispel.
  • Conjure Flame Atronach: Summons a Flame Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Clannfear: Summons a Clannfear Truculent for 60 seconds wherever the caster is pointing. It does bleeding damage.
  • Reanimate Corpse: Reanimate a dead body for 10 minutes. Chance to fail on targets above level 13.
  • Soul Trap: If target dies within 60 seconds, fills a soul gem.
  • Entropic Life: Summoned or reanimated minions near the caster recover 5 points of Health and Stamina per second.
  • Power of the Master: Casts the (beneficial self-targeted) spell in the left hand on all allied conjured minions in the area.
  • Conjure Boneman [SC]: Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing.
  • Flaming Familiar [QU]: Summons a Flaming Thrall that will charge the nearest enemy and explode after 5 seconds or when struck.
  • Exhume Wolf [LO]: Summons the dead body of a Decomposing Wolf for 90 seconds. It can be reanimated by Reanimate spells.

Adept
  • Bound Bow: Creates a magic bow for 120 seconds. Sheathe it to dispel.
  • Conjure Frost Atronach: Summons a Frost Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Daedroth: Summons a Daedroth for 60 seconds wherever the caster is pointing. It teleports when hit by hostile magic.
  • Conjure Feline Familiar: Summons a Feline Familiar for 60 seconds wherever the caster is pointing. Move 25% faster in its presence.
  • Conjure Gloom Wraith: Summons a Gloom Wraith for 60 seconds wherever the caster is pointing. It drains Stamina from opponents.
  • Banish Daedra: Summoned daedra are sent back to Oblivion. Chance to fail on targets above level 20.
  • Reanimate Greater Corpse: Reanimate a dead body for 10 minutes. Chance to fail on targets above level 21.
  • Soul Harvest: If any target dies within 60 seconds, fills a soul gem.
  • Entropic Armor: Summoned or reanimated minions near the caster get 200 points of armor and 30% magic resistance.
  • Conjure Mistman [SC]: Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing.
  • Conjure Seeker [AP]: Summons a Seeker for 60 seconds wherever the caster is pointing.[/color]
  • Conjure Sanctified Wraith [LO]: Summons a Sanctified Wraith for 60 seconds wherever the caster is pointing. It drains Magicka and dispels spells.
  • Conjure Ash Spawn [TV]: Summons an Ash Spawn for 60 seconds wherever the caster is pointing.

Expert
  • Conjure Storm Atronach: Summons a Storm Atronach for 60 seconds wherever the caster is pointing.
  • Conjure Dremora Lord: Summons a Dremora Lord for 60 seconds wherever the caster is pointing.
  • Conjure Houndmaster: Summons a Xivilai Houndmaster for 60 seconds wherever the caster is pointing. It summons 3 Hound Daedra.
  • Conjure Ursine Familiar: Summons an Ursine Familiar for 60 seconds wherever the caster is pointing. Gain 100 armor in its presence.
  • Conjure Dread Shade: Summons a Dread Shade for 60 seconds wherever the caster is pointing. It drains Stamina and reanimates victims.
  • Command Daedra: Summoned daedra are put under your control. Chance to fail on targets above level 30.
  • Expel Daedra: Summoned daedra are sent back to Oblivion. Chance to fail on targets above level 40.
  • Dread Zombie: Reanimate a dead body for 30 minutes with improved damage. Chance to fail on targets above level 30.
  • Soul Cloak: For 60 seconds, nearby enemies fill a soul gem on death.
  • Entropic Power: Summoned or reanimated minions near the caster get 30% extra attack damage.
  • Conjure Wrathman [SC]: Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing.
  • Conjure Ash Guardian [TF]: Creates an Ash Guardian that guards that location until destroyed. Consumes a heart stone from your inventory, without which it will be hostile.

Master (requires the completion of the Ritual Conjuration Spell quest at the College of Winterhold)
  • Flame Thrall: Summons a Flame Atronach permanently.
  • Frost Thrall: Summons a Frost Atronach permanently.
  • Storm Thrall: Summons a Storm Atronach permanently.
  • Daedric Thrall: Summons a Xivilai Stormfury permanently. It destroys itself with a powerful shock nova in combat.
  • Conjure Kyrkrim: Summons the daedric wolf mount Kyrkrim for 300 seconds. When ridden, weak creatures and people flee in terror.
  • Dead Thrall: Reanimate a dead body permanently to fight for you with improved damage.

In total, the School of Conjuration has been expanded from 20 (+7 rare) to 35 (+10 rare) spells.

Available from
  • [TF] Only available from Talvas Fathryon, Tel Mithryn
  • [SC] Only available in the Soul Cairn
  • [AP] Only available in Apocrypha
  • [QU] Only available as a quest reward
  • [LO] Only available as random loot

Improvements to vanilla Conjuration spells
  • All summoned creatures scale with character level, up to 15 levels (10 for novice spells) above their starting level.
  • In addition to extra attributes, they also gain up to 45% extra damage and spell magnitude from level.
  • All summoned creatures benefit from Twin Souls.
  • Thralls are significantly more powerful than their equivalent Atronachs.
  • Storm Thrall is no longer nerfed by Elemental Potency.
  • Summoning a Flame Thrall or Frost Thrall no longer results in NPCs commenting "That spell looks dangerous" forever and ever.
  • Enemies summoning a Frost Atronach with their left hand will no longer fail if they have Elemental Potency.
  • Dremora Lord level is now in line with that of other Expert level minions instead of 16 levels higher, and deals reduced damage.
  • Dremora now benefit from Elemental Potency.
  • Summoned ghosts and familiars have blue summoning visuals instead of purple.
  • Summoned ghosts can't be staggered.
  • Summoned undead (such as Dread Shade) now benefit from Necromancy and Dark Souls.
  • Soul Cairn summons are no longer undercosted but also no longer give excessively low experience.
  • Mistman level is now in line with that of other Adept level minions instead of 5 levels lower.
  • Conjure Seeker is now correctly considered a daedra.
  • Flaming Familiar now grants experience and scales with Conjuration level.
  • Rename Raise Zombie, Reanimate Corpse and Revenant to Reanimate Lesser Corpse, Reanimate Corpse and Reanimate Greater Corpse for easier sorting.
  • Reanimation spell experience is no longer all over the place.
  • Reanimation spells can no longer be resisted due to magic resistance.
  • Reanimated minions now teleport to the player if they get more than 500ft behind. (Note: When fast travelling to a city, they get left behind at the stables where you can pick them up again on your way out of the city. This is a Skyrim quirk and there is no script free way to circumvent this. Running a script in the background for something that is only an issue because people are not aware of it is not worth the cost.)
  • Dead Thralls and Dread Zombies are now persistent, so they don't get lost on cell load.
  • Dead Thralls and Dread Zombies regenerate 5 Health per second and get 20% extra damage.
  • Dead Thrall no longer has a level cap.
  • The adept level reanimation spell is now "dangerous"
  • Banish and command spells are more powerful to compensate for level scaling targets.
  • Banish and command spells now display their level cap in the spell description.
  • Bound Sword and Bound Dagger experience gain is no longer out of line.
  • Note: The Entropic spells gain magnitude when dual cast.
  • ...

Destruction

Odin gives School of Destruction mages more agency. It adds new elemental spells that trade area of effect or range for damage, allowing players to take more risks in return for higher damage output or vice versa. It also adds new elemental weapon buffs and touch range spells for battlemages. All new spells use custom visuals designed to blend in with vanilla spells and feel satisfying and impactful. Vanilla master spells are significantly improved, and vanilla cloak and wall spells now display the correct amount of damage.

Novice
  • Flames: A gout of fire that does 8 points of fire damage per second. Targets on fire take extra damage.
  • Frostbite: A blast of cold that does 8 points of frost damage per second to Health and Stamina.
  • Sparks: Lightning that does 8 points of shock damage per second to Health and Magicka. seconds.

Apprentice
  • Firebolt: A blast of fire that does 25 points of damage. Targets on fire take extra damage.
  • Ice Spike: A spike of ice that does 25 points of frost damage to Health and Stamina.
  • Lightning Bolt: A bolt of lightning that does 25 points of shock damage to Health and Magicka.
  • Taldam's Scorcher: Waves of fire that do 15 points of fire damage per second. Targets on fire take extra damage.
  • Arctic Blast: Freezing wind that does 15 points of frost damage per second to Health and Stamina.
  • Lightning Grasp: Forked lightning that does 15 points of shock damage per second to Health and Magicka.
  • Fire Rune: Place a rune that explodes for 50 points of fire damage. Targets on fire take extra damage.
  • Frost Rune: Place a rune that explodes for 50 points of frost damage to Health and Stamina.
  • Lightning Rune: Place a rune that explodes for 50 points of shock damage to Health and Magicka.

Adept
  • Fireball: A fiery explosion that does 40 points of fire damage in the blast radius. Targets on fire take extra damage.
  • Ice Storm: A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina.
  • Chain Lightning: Lightning bolt that does 40 points of shock damage to Health and Magicka, then leaps to a new target.
  • Firehand: A short ranged explosive blast that does 60 points of fire damage. Targets on fire take extra damage.
  • Frosthand: A short ranged freezing blast that does 60 points of frost damage to Health and Stamina.
  • Stormhand: A short ranged thunder blast that does 60 points of shock damage to Health and Magicka.
  • Flame Darts: A barrage of flaming bolts that do 30 points of fire damage per second. Targets on fire take extra damage.
  • Ice Shards: A stream of piercing ice shards that do 30 points of frost damage per second to Health and Stamina.
  • Charged Storm: A flood of exploding charged bolts that do 30 points of shock damage per second to Health and Magicka.
  • Blazing Strikes: For 60 seconds, power attacks inflict a burst of fire. Does 40 damage. Targets on fire take extra damage.
  • Freezing Strikes: For 60 seconds, power attacks inflict a burst of frost. Does 40 damage to Health and Stamina.
  • Shocking Strikes: For 60 seconds, power attacks inflict a burst of lightning. Does 40 damage to Health and Magicka.
  • Flame Cloak: For 60 seconds, nearby opponents take 10 fire damage per second. Targets on fire take extra damage.
  • Frost Cloak: For 60 seconds, nearby opponents take 10 frost damage per second to Health and Stamina.
  • Lightning Cloak: For 60 seconds, nearby opponents take 10 shock damage per second to Health and Magicka.
  • Whirlwind Cloak [TF]: For 60 seconds, opponents in melee range have a chance of being flung away.

Expert

  • Incinerate: A blast of fire that does 60 points of fire damage. Targets on fire take extra damage.
  • Icy Spear: A spear of ice that does 60 points of frost damage to Health and Stamina.
  • Thunderbolt: A thunderbolt that does 60 points of shock damage to Health and Magicka.
  • Wildfire: Flames travel along the ground, doing 50 points of fire damage per second. Targets on fire take extra damage.
  • Arctic Frost: Chilling wind that does 50 points of frost damage per second to Health and Stamina.
  • Thundering Grasp: Powerful lightning discharge that does 50 points of shock damage per second to Health and Magicka.
  • Wall of Flames: Creates a wall of fire on the ground that does 50 fire damage per second. Targets on fire take extra damage.
  • Wall of Frost: Creates a wall of ice on the ground that does 50 damage per second to Health and Stamina.
  • Wall of Storms: Creates a wall of lightning on the ground that does 50 frost damage per second to Health and Magicka.
  • Firebloom: Kernel of fire that explodes after 4 seconds, doing 110 points of fire damage. Targets on fire take extra damage.
  • Frostbloom: Kernel of ice that explodes after 4 seconds, doing 110 points of frost damage to Health and Stamina.
  • Shockbloom: Kernel of lighting that explodes after 4 seconds, doing 110 points of shock damage to Health and Magicka.

Master (requires the completion of the Ritual Destruction Spell quest at the College of Winterhold)
  • Flame Tempest: A torrent of fire that does 175 points of fire damage per second. Targets on fire take extra damage.
  • Black Winter: A powerful icy wind that does 175 points of frost damage per second to Health and Stamina.
  • Lightning Storm: Channeled lightning that does 175 points of shock damage per second to Health and Magicka.
  • Fire Storm: Massive fiery explosion that does 150 points of fire damage. Closer targets take up to 250% damage.
  • Blizzard: Storm that does 60 points of frost damage per second to Health and Stamina for 10 seconds.
  • Lightning Fury: Caster calls down multiple lightning bolts for 125 shock damage to Health and Magicka.

In total, the School of Destruction has been expanded from 24 (+1 rare) to 45 (+1 rare) spells.

Available from
  • [TF] Only available from Talvas Fathryon, Tel Mithryn

Improvements to vanilla Destruction spells
  • Frost slow is now a fixed value of 50% and no longer affected by fortify effects (preventing it from going over 100% and becoming ineffective).
  • All shock spells now do equal damage to Health and Magicka, instead of some dealing equal damage and some dealing half Magicka damage.
  • All direct damage spells from adept level onwards are viable.
  • Missing expert level scrolls have been added.
  • Cloak and wall spells now display the correct amount of damage.
  • Cloak spells are slightly more effective and dual casting now increases duration instead of range. (Cloaks go through walls, so a massive range gets cheesy.)
  • Wall spells now scale with dual casting.
  • Rune staves are no longer ludicrously expensive to use.
  • Runes are not buffed directly because Ordinator features perks that buff runes and the next Vokrii update will feature a similar perk. Perk support for runes is cleaner than a series of Greater Rune spells that do exactly the same thing as the lesser ones but with more damage.
  • Explosive spells no longer miss targets behind other characters or even small terrain undulations.
  • Experience gain for explosive spells is no longer reduced by an unrealistically severe amount.
  • Master spells now deal damage comparable to dual cast expert spells instead of much less.
  • Blizzard is no longer nerfed by your own frost resistance.
  • Note: Destruction being weak in the late game is due to the lack of scaling, which is an issue with the skill, not the individual spells. Use a magic scaling mod or a perk overhaul like Vokrii or Ordinator to scale Destruction damage.
  • ...

Illusion

The School of Illusion now offers more ways to kill opponents without needing to divert to other schools. To solve the issue where Illusion falls off a cliff once the opponents exceed its level cap, mind affecting spells will now work on targets above their level cap but with a chance to fail based on the difference. The school now also offers anti-magic tools and temporary damage spells from the old mobile Elder Scrolls games.

Novice
  • Fury: Living targets attack randomly for 20 seconds. Chance to fail on targets above level 6.
  • Courage: Living targets won't flee for 60 seconds. Targets get a 25 point bonus to Health and Stamina.
  • Crying Eye: Blinds the target and makes them 20% less likely to detect the caster for 30 seconds.
  • Clairvoyance: Shows the path to the current goal.

Apprentice
  • Calm: Living targets won't fight for 30 seconds. Chance to fail on targets above level 7.
  • Fear: Living targets flee from combat for 20 seconds. Chance to fail on targets above level 8.
  • Command: Living targets fight for the caster for 20 seconds. Chance to fail on targets above level 5.
  • Simulacrum: Living targets are attacked by an illusion for 15 seconds. Chance to fail on targets above level 6.
  • Hush: Drains 75 points of Magicka from the target. Prevents Magicka regeneration for 10 seconds.
  • Muffle: Caster moves 75% more quietly for 180 seconds.
  • Tevral's Sensor [LO]: Caster learns the target's level and attributes.

Adept
  • Soothe: Living targets in a small area won't fight for 30 seconds. Chance to fail on targets above level 16.
  • Frenzy: Living targets in a small area attack randomly for 20 seconds. Chance to fail on targets above level 15.
  • Panic: Living targets in a small area flee from combat for 20 seconds. Chance to fail on targets above level 17.
  • Subjugate: Living targets in a small area fight for the caster for 20 seconds. Chance to fail on targets above level 13.
  • Greater Simulacrum: Living targets in a small area are attacked by illusions for 15 seconds. Chance to fail on targets above level 14.
  • Rally: Living targets in a small area won't flee for 60 seconds. Targets get a 50 point bonus to Health and Stamina.
  • Mute: Drains 150 points of Magicka from all targets. Prevents Magicka regeneration for 15 seconds.
  • Discordant Wail: Spectral wail reduces the Health of the target by 100 points. Health is restored after 20 seconds.
  • Captivate: Persuade checks will almost always succeed and speechcraft is 25% better for 30 seconds.
  • Expose Weakness: For 15 seconds, the next sneak attack against the target does 20% more damage and drains 250 Stamina.
  • Calming Rune [TF]: Rune calms living targets for 30 seconds. Chance to fail on targets above level 21.
  • Fear Rune [TF]: Rune fears living targets for 15 seconds. Chance to fail on targets above level 22.
  • Frenzy Rune [TF]: Rune frenzies living targets for 15 seconds. Chance to fail on targets above level 20.
  • Command Rune [TF]: Rune commands living targets for 15 seconds. Chance to fail on targets above level 18.

Expert
  • Pacify: Living targets in an area won't fight for 60 seconds. Chance to fail on targets above level 21.
  • Rage: Living targets in an area attack randomly for 30 seconds. Chance to fail on targets above level 20.
  • Rout: Living targets in an area flee from combat for 30 seconds. Chance to fail on targets above level 22.
  • Dominate: Living targets in an area fight for the caster for 30 seconds. Chance to fail on targets above level 18.
  • Shadow Legion: Living targets in an area are attacked by illusions for 20 seconds. Chance to fail on targets above level 19.
  • Bravery: Living targets in an area won't flee for 60 seconds. They get a 100 point bonus to all attributes.
  • Wizard Rend: For 30 seconds, drains 25 points of Magicka per second, doing half of that as Health damage.
  • Purge Magic: Breaks wards, dispels all spells from the target and drains 1000 points of charge from their equipped weapons.
  • Dirge: Spectral wail reduces the Health of all targets by 200 points. Health is restored after 20 seconds.
  • Invisibility: Caster is invisible for 30 seconds. Activating an object or attacking will break the spell.
  • Cloak Other: All nearby allies become invisible for 30 seconds. Activating an object or attacking will break the spell.
  • Expose Spirit: For 15 seconds, the next sneak attack against the target does 20% more damage and drains 500 Magicka.

Master (requires the completion of the Ritual Illusion Spell quest at the College of Winterhold)
  • Harmony: All nearby living targets won't fight for 60 seconds. Chance to fail on targets above level 59.
  • Mayhem: All nearby living targets attack randomly for 60 seconds. Chance to fail on targets above level 58.
  • Hysteria: All nearby living targets flee from combat for 60 seconds. Chance to fail on targets above level 62.
  • Propaganda: All nearby living targets fight for the caster for 60 seconds. Chance to fail on targets above level 55.
  • Call to Arms: All nearby living targets won't flee for 120 seconds. They get a 150 point bonus to all attributes.
  • Death Howl: Howls of the dead reduce the Health ot targets in the area by 400 points. Health is restored after 60 seconds.
  • Shadow Weave: Caster is invisible for 90 seconds. When broken, caster regains invisibility shortly after.
  • Vanish: All opponents in the area who are searching for the caster immediately stop doing so.

In total, the School of Illusion has been expanded from 16 (+1 rare) to 40 (+5 rare) spells.

Available from
  • [TF] Only available from Talvas Fathryon, Tel Mithryn
  • [LO] Only available as random loot

Improvements to vanilla Illusion spells
  • High level mind affecting spells have a higher level cap to prevent them from falling off hard against high level enemies.
  • Scrolls and staves are now affected by Master of the Mind.
  • Fear no longer has Firebolt sounds.
  • Rally spells now display the exact health and magicka boosts instead of "some".
  • Rally spells now grant their Health and Stamina bonuses to only targets affected by the courage bonus.
  • Rally scrolls and staves now grant the correct attribute bonus and no longer have an unlisted level cap.
  • Call to Arms is now actually a rally spell and no longer buffs your enemies as well.
  • Master spells now have a reasonable radius.
  • Mind affecting master spells are now actually better than dual cast expert spells instead of strictly worse.
  • Mind affecting spells that act as "win buttons" are more expensive.
  • Muffle is no longer perfect.
  • Clairvoyance no longer has a "default" inventory model.
  • Note: Propaganda causes targets to follow you.
  • Note: Magicka drain spells prevent dragons from using their breath attack, forcing them to land.
  • ...

Restoration

The School of Restoration now offers more potent damaging spells, including a line of poison spells that harm the living. Wards have been improved with lower costs and the ability to scale into the late game. Healing spells now have different effects instead of being simply linear upgrades. The huge number of redundant Turn Undead spells has been reduced and they have a failure chance above their level cap much like Illusion spells. More self buffs have been added.

Novice
  • Healing: Heals the caster 10 points per second.
  • Lesser Ward: Negates up to 50 points of spell damage or effects. Ward regenerates 3 points per second.
  • Spider Touch: Living target in melee range takes 2 points of poison damage per second for 10 seconds.

Apprentice
  • Fast Healing: Heals the caster 50 points.
  • Healing Hands: Heals a living target 10 points per second.
  • Steadfast Ward: Negates up to 100 points of spell damage or effects. Ward regenerates 6 points per second.
  • Sun Fire: Ball of sunlight that does 25 points of damage to the undead.
  • Turn Lesser Undead: All undead flee for 30 seconds. Chance to fail on targets above level 6.
  • Viperbolt: Toxic bolt that does 2 points of poison damage per second for 20 seconds to living targets.
  • Shield of Daybreak: For 60 seconds, caster blocks 10% better and recovers 10 points of Stamina on a successful block.
  • Slay Living: Kills a living target in melee range with 25% or less remaining health.
  • Troll's Blood: Caster regenerates Health 100% faster for 180 seconds.
  • Blood Gift [VK]: Caster transfers 10 points of Health per second from themselves to an undead target.

Adept
  • Balyna's Balm: Heals the caster 25 points per second for 5 seconds.
  • Heal Other: Heals a living target 100 points.
  • Greater Ward: Negates up to 250 points of spell damage or effects. Ward regenerates 15 points per second.
  • Vampire's Bane: Sunlight explosion that does 40 points of damage to the undead.
  • Turn Undead: All undead flee for 30 seconds. Chance to fail on targets above level 13.
  • Black Hand: Poisonous wind that does 25 points of poison damage per second to living targets.
  • Poison Strikes: For 60 seconds, power attacks inflict poison. Living take 5 poison damage per second for 20 seconds.
  • Hallowed Strikes: For 60 seconds, power attacks inflict disrupting light. Undead take 40 points of damage.
  • Rilm's Cure: Caster is cured of all diseases affecting him or her. If a disease is cured, also heals 200 points.
  • Blood Transfer [VK]: Caster transfers 50 points of Health from themselves to an undead target.
  • Stendarr's Aura [DG]: For 60 seconds, nearby undead take 10 points of sun damage per second.
  • Viperblast [LO]: Toxic blast that does 4 points of poison damage per second for 20 seconds to all living targets.
  • Poison Rune [TF]: Rune does 3 points of poison damage per second for 30 seconds to living targets.

Expert
  • Grand Healing: Heals the caster and living allies close to them 100 points per second.
  • Sun Storm: Caster releases globes of sunlight that do 100 points of damage to undead.
  • Turn Greater Undead: All undead flee for 30 seconds. Chance to fail on targets above level 21.
  • Toxic Cloud: Traveling poison cloud does 6 points of poison damage per second for 30 seconds to living targets.
  • Accelerated Decay: Destroys a dead body, doing 10% of its maximum Health as poison damage per second for 20 seconds.
  • Circle of Protection: Create a circle that forces undead to flee for 30 seconds. Chance to fail on targets above level 40.
  • Circle of Death: Create a circle that instantly kills living opponents below 30% Health for 30 seconds.
  • Shield of Sanctuary: For 60 seconds, caster blocks 10% better and recovers 50 points of Magicka on a successful block.
  • Energy Leech: Caster drains 30 points of Magicka per second from opponents within 30 feet.
  • Strength Leech: Caster drains 30 points of Stamina per second from opponents within 30 feet.
  • Radiate Energies [LO]: Casts the (beneficial self-targeted) spell in the caster's left hand on all allies in the area.
  • Enervate [LO]: Weakens a target, reducing all skills by 40 points for 120 seconds.

Master (requires the completion of the Ritual Restoration Spell quest at the College of Winterhold)
  • Mara's Embrace: Fully heals the caster and living allies near them.
  • Purifying Dawn: Creates a small sun which explodes for 400 points of damage to undead.
  • Bane of the Undead: All undead in the area burn and flee for 30 seconds. Chance to fail on targets above level 53.
  • Poison Nova: Ring of poison that does 15 points of poison damage per second for 30 seconds to nearby living targets.
  • Splendor: Caster gains 15% improved skills, except crafting skills, for 180 seconds.

In total, the School of Restoration has been expanded from 17 (+6 rare) to 37 (+6 rare) spells.

Available from
  • [DG] Only available as random loot and from Dawnguard caches and Florentius Baenius, Fort Dawnguard
  • [VK] Only available from Ronthil, Castle Volkihar
  • [TF] Only available from Talvas Fathryon, Tel Mithryn
  • [LO] Only available as random loot

Improvements to vanilla Restoration spells
  • Sun spells can now be found as random loot, and in the form of scrolls and staves.
  • Healing in vanilla Skyrim has a very short cast time and therefore very little cost. This makes it almost always the right choice in combat, and in turn makes it mandatory for every mage build. Odin changes the Expert level version to a (subjectively much more satisfying) concentration effect, so there is an actual cost and a reason to choose not to heal. This also offers counterplay to enemy mages healing.
  • The Adept level cast and forget healing spell now applies its effect over a few seconds instead. This eliminates the vanilla Skyrim issue where survival often depends on twitch reflexes and getting heals off before the damage lands, rather than any tactical planning.
  • Healing is slightly more expensive in terms of mana.
  • The Necromantic Healing line of heal undead spells that can be bought from the Volkihar are now Health transfer spells instead of straight healing spells, setting them apart from healing spells for people.
  • There are no longer 8 different ways to make undead flee.
  • Turn Undead spells now use the Repel Undead wave projectile. There was no reason to have both and the wave is a unique feature.
  • Poison Rune has been reskinned to match Enairim poison spells.
  • Poison spells work on dragons.
  • Wards are much cheaper to cast and rapidly regenerate even in combat, but no longer grant an armor bonus.
  • (1.5.0 and later) Wards no longer scale with Restoration perks and bonuses as in earlier versions (this breaks their visuals) but their regeneration rate is increased and does scale, giving them much improved staying power.
  • Wards do not block like shields. This feature cannot be implemented for NPCs and is very script heavy.
  • Note: wards take damage equal to a spell's base damage, so the adept ward can block 4 Incinerate spells or 6 Fireball spells.
  • Circle of Protection now grants experience.
  • Bane of the Undead now burns for its entire duration, and does sun damage instead of fire damage.
  • Vampire's Bane is now a hostile spell.
  • Dawnguard sun spell tomes no longer erroneously look like Destruction tomes.
  • ...

Recommended mods

Odin is part of a cycle of vanilla-plus gameplay overhauls that combine to form "V++ Enairim", designed to improve existing game systems without drastically changing the game:


My "V++" overhauls can be used interchangeably with my "full size" overhauls, which have more gameplay features but deviate more strongly from the vanilla game. See my profile page for a full list.

Compatibility

See here for a list of (in)compatible mods.

Integration with "Apocalypse - Magic of Skyrim"

Odin includes several spells that are similar or identical to Apocalypse - Magic of Skyrim spells. When Odin detects that Apocalypse is installed, it will not add any duplicate or overlapping spells to the game, giving priority to the Apocalypse versions instead.

This includes the spells Feet of Notorgo (Longstride), Alarm, Reynos' Fins, Ocato's Spell Trigger (Ocato's Recital), Deep Storage, Fabricate Object, Milestones, Control Weather, Power of the Master, Soul Cloak, Vanish, Slay Living and Circle of Death. This only works if both mods are installed simultaneously or Apocalypse is installed first.

Do NPCs use these spells?

For reasons of compatibility with enemy overhauls, Odin does not change NPCs to use these spells. There is a separate mod: Odin Spells for NPCs.

Installation

This mod can be installed during a playthrough.

Note that vendors only start selling the new tomes, scrolls and staves when their inventory resets after being left alone for 48 hours. This is a vanilla Skyrim feature and is by design.

FAQ

  • Vendors are not selling the spells: As in vanilla, vendors only sell spells up to your skill level in the magic school, so check for novice spells. If they are not selling them, but are selling vanilla spells, see if you have a mod that modifies the same vendors, which could cause a conflict where the mod that is loaded last wins. If they do not have any vendor dialogue, they may be in a quest where their quest dialogue takes precedence over their vendor dialogue, or they may be trying to sleep (most NPCs do not sell at night).
  • Concentration spells (like Taldam's Scorcher) stop working: There is a Skyrim bug where concentration projectile spells can stop working after heavy use. To fix this, reload the game. This bug also affects vanilla concentration spells like Unbounded Flames.
  • Circle spells (like Circle of Death) stop working: There is a Skyrim bug where hazard spells can stop working after heavy use, or even turn against the caster. To fix this, reload the game. This bug also affects vanilla hazard spells like Guardian Circle.
  • Why does this mod not include a "telekinesis that picks up enemies" spell: Odin combines naturally with Vokrii - Minimalistic Perks of Skyrim, which features a perk that adds this functionality to any telekinesis spell when dual cast.