0 of 0

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

Tags for this mod

About this mod

gives mysticism spells to npcs with the revolutionary mod, spell perk item distributor (SPID)

Permissions and credits

Restoration and some alteration and illusion spells from Mysticism to npcs. the distribution chance is 20% and 5% for master spells.

this mod gives spells to any actor who use the ActorTypeNpc string/keyword and who have high enough skill level to use that spell. any humanoid npc (the vanilla playable races, dremora race, mod added humanoid races) will get spells from mysticism. npcs who have 50/90 in conjuration will get adept conjuration spells, if they have 100 then they will get master conjuration spells. this applies to the mysticism spells for npcs main file

any npc who use one of the vanilla spellcaster/hybrid classes will get spells based on their affinity to a school of magic. any class who have 3 or higher in a school of magic will get access to novice to master spells in a school of magic, classes with a 2 will get access to spells from novice to adept. the classes with a 1 wont get any mysticism spells. this applies to the mysticism spells for spellcasters main file

 this is where i get the numbers from. hybrid classes (npcs who use melee weapon while also being able to cast spells) wont be able to cast spells higher than adept, conjurers wont be able to cast destruction spells higher than adept since they specialize themselves in conjuration, this also applies to some destruction mages when it comes to conjuration spells. 

installation: just download with manager and enable the mod in your mod manager.


will affect all npcs from all mods as long as they have have 25+ skill level in a school of magic. also affect hybrid mages like teldryn sero and modded hybrid mage followers. hybrid mages might dual cast spells, it they do, switch to the mysticism spells for spellcasters version.

mysticism spells for spellcasters use mage classes to determine who get what spell. i have used this https://en.uesp.net/wiki/Skyrim:Classes site to determine which spells gets distributed to which class. 

additional info:
-summons dont get spells.
-npcs who level with the player (like followers) can get more spells the higher level they get ingame. spid runs each time the player level up, so if you are level 50 then npcs might have completely different spells from when you were lvl 10.
-vampires dont get restoration spells.
-pyro, cryo and electromancers dont cast destruction spells from outside of their element with the spellcaster main file.

RECOMMENDED: Papyrus Tweaks NG to improve the script engine and possibly reduce/fix performance issues.

all kinds of feedback is appreciated, so dont hesitate to call out bugs, bad balance or shitty design. 

my SPID mods:
wolf armor for the companions - SPID

Immersive Weapons Distributes with SPID

Immersive Weapon Integration Distributed with SPID
Vokrii Perks for NPCs
Adamant Perks for NPCs
Odin Spells for NPCs
Mysticism spells for Npcs
Apocalypse Spells for Npcs