Skyrim Special Edition

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MisanthropicShayna

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MisanthropicShayna

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25 comments

  1. sophistry777
    sophistry777
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    Any chance You can make a version that deals some damage?
    1. Thijmen2017
      Thijmen2017
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      A necromance spell that does damage?
  2. DankTemplar
    DankTemplar
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    Perfect! Was looking for this to help recreate Yamamoto's bankai in Skyrim!
  3. cjtheking96
    cjtheking96
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    This mod is dope I searched all over the internet all day for a spell mod that does this and finally came across this one. It’s way more fun and practical to play a necromancer with this spell 
  4. Cecell
    Cecell
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    A reworked patch to integrate this mod with the incredible Spell Research by IronDusk33, has been released as part of the Spell Research Patch Compendium Redux.  Hope you enjoy and make sure to give all authors your love and endorsements :D
  5. Darkknightsparda
    Darkknightsparda
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    there a chance to port this to Xbox one? i like this mod..it reminds me of some mods that make spells channel sadly reanimations were not part of them
    this maybe the first mod that does reanimation channel and i hope you port to Xbox one :)
  6. jedp15
    jedp15
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    Nice!
    You've inspired me. I feel like the perfect way to go about raise undead in the game is this: each raised minion will drain magicka by an amount dependent on their power; raised minion duration only limited by your ability to keep magicka from draining completely; each additional minion will add to the previous' drain.

    Spells: Raise Dead (adept concentration spell); Raise Horde (master ritual spell raises up to 20 or so dead to fight for you at half the cost of Raise Dead = far faster and more efficient than Raise Dead).
    Problems solved: simplifies the reanimate spells so you don't have to fumble through your list trying to figure out which specific spell can raise the given dead; it's logical because raising any dead thing should require the same type of magic; the master spell fits because it reflects a true master of raising the dead.

    Perks: reduce spell cost.

    Edit: another idea:
    Spell: Raise Construct (alteration school with the same logic as above but for machines).
  7. crullo
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    I love the idea of the mod, but I don't suppose you could add a version that consistently drains mana.  That way if you run out of mana, all of your minions just drop.  (think of the "Evil Twin" spell from Apocalypse spells) 
    1. MisanthropicShayna
      MisanthropicShayna
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      Hiya! There's a chance I'll maybe tweak it further in the future or create a separate version, but it's kind of unlikely to be honest. I created this mod primarily for use in my own playthrough, but figured I'd share it since other necromancers might be in the same boat wanting a spell like this. Before making this I was using Army of The Damned since it doesn't count towards the reanimation limit, but I wanted something a little more versatile and precise, since I'm using it to reanimate a small army of stored undead I created via The Dark Arts, and I don't want to accidentally reanimate the entire battlefield in the process every time haha.
    2. Kedavix
      Kedavix
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      @crullo We seem to have similar playstyle interests. You should check out Lorica Redone. It introduces sustained magic via spell toggle. You'll have to wait until version 3.1.0 before the mod author adds support for raise dead spells but it's worth tracking the mod for now, even if you don't intend to install it.
  8. StickySock
    StickySock
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    This mod is brilliant. Such a clever little tweak does so much!
  9. Chabalanga
    Chabalanga
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    I can't get the spell from the console, id XX000D63 doesn't work...
    I use '' player.addspell XX000D63 or player.addspell XX000D63 1 and I still get nothing
    1. dracolucis
      dracolucis
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      Just to make sure: You replace 'XX' with the mod's id in your load order, correct? Because that's just a placeholder.
    2. MisanthropicShayna
      MisanthropicShayna
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      ^ What they said, XX is just a placeholder. Replace it with the plugin's position in your load order and it'll work.. or just use the "help" command to get the spell's full ID from its name without having to figure it out yourself, e.g.
      help "perfected reanimation"Then, from of the list of IDs that it spits out, use the ID of the spell with a matching name.
  10. Framboogle
    Framboogle
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    Hi! I downloaded this mod and I was able to find and learn it at Potema's sanctum, but it seems to act differently. When I try to use it, it looks and acts almost exactly like the regular projectile reanimation spells. It takes time to cast, doesn't create a magic circle, and fires a projectile that drains all my mana in the process. I'm a bit confused if there's something in my game preventing it from acting like it does in the demonstration video. I only have two other spell mods, one being a sith lightning mod and the other being the FNIS spells mod. Is it most likely just another mod causing this one to act like a vanilla spell?
    1. MisanthropicShayna
      MisanthropicShayna
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      Yeah that was a bug in the initial version where I forgot to set the new spell in the spell tome's properties after duplicating the vanilla tome (whoops). It is in fact the vanilla spell that you have. Download the new version of the mod to fix the spell tome, or use the console to give yourself the spell manually.