Skyrim Special Edition

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Noxcrab

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Noxcrab

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About this mod

Magic overhaul for Requiem, featuring hundreds of spells and balance changes, as well as new perks for more immersive character builds.

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Requiem - Magic Redone
by. Noxcrab




[ Mod Description ]

Requiem - Magic Redone overhauls Requiem's Magic, adding hundreds of spells and new perks.

All spells in the five schools of magic are balanced under shared rules to offer natural progression and gameplay. Spells that were considered overpowered have been adjusted, and new spells are balanced with existing spells in mind. Some spells that were available only at higher tier have weaker variant at lower tiers and vice versa, so that each spell effects can be accessed/remain useful throughout the game. Most spells are categorized by spell effects with respective perks in each skill, allowing deeper and immersive character building.

Spells are designed to be lore-friendly, many being returning spell effects from previous Elder Scrolls games modified to fit into Requiem world, or assumed possible by lore. Spells with too complex mechanics are avoided to keep magic simple and straightforward, while still being fun and interesting. Spells using Requiem's naming convention are reverted back to vanilla-style.

Changes are also made in overall magic. Requiem's Illusion mechanics have been completely reworked so that Illusion fits into the game more naturally. Scrolls and Staves will use Magic Redone's rules for magnitudes and costs. Vanilla/Requiem enchantments are changed to better fit gameplay balance.




[ Main Features ]

  • Spell strength, costs, casting times rebalanced with universal rules for more natural progression and balance between each schools of magic, as well as multipliers for each casting type (e.g. touch, concentration, aimed explosion).
  • Scrolls and staves rebalanced based on base spells and tier multipliers, staff/scroll crafting mechanic associated with Enchanting skill.
  • Returning spell effects from previous Elder Scrolls games, balanced and modified to fit into Requiem world.
  • Lore-friendly new spells, most of which can be seen in Elder Scrolls games and lore.
  • Mix of lore-friendly names and generic names for spells.
  • Cast on self/target variant of spells (e.g. Oakflesh on Self/Target), taught together when reading one spell tome.
  • New perks to flesh out character builds based on specific set of skills and spells.
  • Vanilla enchantments adjusted and changed for better gameplay balance.
  • Various balance changes regarding magic.


Detailed List of Universal Changes

Spoiler:  
Show

Spell casting time
  • Spells have casting time of 0.25 / 0.5 / 0.75 / 1.0 / 1.25 seconds from Novice to Master.
  • Concentration spells are instant, except for a few spells that do indirect effects.
  • Touch and Self Explosion spells have 0.5x casting time.
  • Ritual spells have casting time of 3.0 seconds.

Spell range and area
  • Target spells, summons, and rune spells have 30/20/10 range.
  • All explosion spells ignore line of sight to prevent bad terrain issues.
  • Ranged Explosions have 15 area, Master Aimed Explosions have 30 area, Master Ritual Self Explosions have 100 area.

Scrolls, Staves, and Potions integrated
  • All scrolls and staves are added for each spell, except ones that cannot be implemented properly.
  • Base stats and casting time are same as original spells, but their magnitude and duration are multiplied by 1.0/1.5/2.0/2.5/3.0x from Novice to Master.
  • Charge cost of staves are halved (as if they're affected by half-cost perks) to make them more efficient.
  • Scroll prices are same as half the Magicka cost of the original spells.
  • Most concentration spell scrolls are cast as fire & forget with short duration.
  • Illusion scrolls and staves will not improve with player's Illusion skill, but are given enough base level offset so that they aren't completely useless.
  • Staves and Scrolls are craftable with Enchanting skill (see below).
  • Fortify Magic School potions fortify skill level instead of stacking spell cost reduction, improving spell power with Mastery Perks' level scaling.

Damage Progression
  • Damage progression for spells can be found in [ This Table ]. Left is default Requiem's progression table, and the right is the new progression table. Below is the magnitude/cost efficiency. Spell magnitude and cost in the 'spell ratio' table are for ranged single target spells in each tier.
  • Physical damage spells have innate armor penetration, increasing from 5% for Novice tier to 25% for Master tier.
  • Concentration spells apply multiple hits each second with each hits applying percentage of the total, instead of one tick applying full 1 second effect. Fix for vanilla concentration tapping exploit.
  • Dual-casting improves magnitude/duration by 2.2x (10% more efficiency).

Spell Types
  • Concentration : 0.8x magnitude, 0.8x cost (cheap and quick but low dps)
  • Touch : 1.2x magnitude, 0.8x cost (strong damage in return for risking melee range)
  • Rune : 2x cost (intended to be cast before combat)
  • Damage over Time (DoT) : 1.5x total magnitude, 0.5x duration (efficient but takes long time)
  • Aimed Explosion : 1.5x cost (hit two or more targets for better efficiency)
  • Aimed Area : 2x cost (more cost for wider range)
  • Self Explosion : 1.2x magnitude, 1.5x cost, 25% area stagger chance (corner escape spell)
  • Hazard : 0.5x direct magnitude, 0.5x hazard magnitude, 0.5x duration, 1.5x cost (long lasting but fixed damage)
  • Cloak : 0.5x cloak magnitude, 0.5x resistance, 0.5x duration, 2x cost (damage and resistance)
  • Enchant : 0.5x enchant magnitude, 0.5x duration, 1.5x cost (weapon enchantment)
  • Ritual Self Explosion : 1.5x magnitude in area 100, 3x cost (difficult to cast but high return)

Lore-friendly Spell Names
  • Spell names are changed back to lore-friendly names. Spell names from previous Elder Scrolls series are used, or use similar style, with some exceptions when needed. Rank I/II/... suffix are removed.
  • Examples
  • 1. Mage Armor on Self (Rank I) > Oakflesh on Self
  • 2. Fire Rune (Rank II) > Greater Fire Rune
  • 3. Absorb Health > Leech Health (Absorb Health for touch version at Novice)

EditorID Changes
  • Editor IDs are changed so that names include effect and casting type. You should be able to find spells by both type (EditorID) and spell name.
  • REQ_<School><Tier_Number>_<Effect>_<Casting_Type>_<Optional_Notes>
  • Casting Types use mix of shortened words : Self, Target, Aimed, Exp (explosion), Conc (concentration), Touch, Area (area of effect), DoT (damage over time), Ench (enchant weapon), etc.
  • Examples
  • REQ_Destruction2_Fire_Aimed : Firebolt
  • REQ_Alteration3_Physical_AimedExp : Cluster Shot
  • REQ_Destruction4_Shock_ConcWall_LeftHand : Lightning Wall (used by NPCs)
  • REQ_Alteration4_Armor_Target : Ebonyflesh on Target




Full List of Spells / Perks / Enchantments

[ Google Spreadsheet Link ]




[ Installation & Compatibility ]

Installation
  • A new game is required for initial install, and you must run the Reqtificator to make the mechanics work.
  • Load after Requiem.esp and Fozars_Dragonborn_-_Requiem_Patch.esp (optional DLC patch)
  • Load Requiem - MR Bound Armor Fix.esp right below Requiem for the Indifferent.esp

Compatibility
  • Requires matching version of Requiem - check file description for each version.
  • Incompatible with major Requiem-based overhauls such as 3Tweaks
  • Incompatible with other magic mods for Requiem, such as Requiem - Expanded Grimoire
  • Audio Overhaul (with Requiem patch) : Load Magic Redone after Requiem - Audio Overhaul Skyrim patch
  • Requiem - Alchemy Redone : Load Magic Redone after (below) Alchemy Redone
  • Requiem - Unarmed Combat Enhancer : Load Magic Redone after (below) Unarmed Combat Enhancer
  • Better Telekinesis, Cutting Room Floor, Frostfall, Requiem - Small Tweaks, Requiem - Special Feats : Patches available in fomod installer NOTE: Patch for Requiem - Small Tweaks will no longer be hosted here, but in Small Tweaks modpage.
  • Honed Metal : Needs a manual edit for HonedMetal.ini. Write below line under [BLACKLIST] (right above [DUALENCH])
|Requiem - Magic Redone.esp|
0x0060e7 - Artifact Enchanter

Recommended Mods




[ Credits ]





[ Alteration ]

The School of Alteration involves the manipulation of the physical world and its natural properties.

Alteration provides the most wide variety of effects, providing powerful boost to all kinds of characters. Includes buffs/debuffs, direct damage spells, and unique utility spells to allow Alteration to be powerful even as its own.


School Features

  • Wide range of resistance spells and weakness spells for self, allies, and enemies
  • Damage spells such as Wind and Telekinetic with dedicated perks
  • Returning spell effects from previous Elder Scrolls games, such as Feather, Open, and Reflect Damage
  • Utility spells such as Featherfall, Water Walking, and Jump
  • Unique new spell effects such as Enlarge/Shrink, Dimension Door, and Control Weather


Additional Notes

  • Crowd control effects such as Paralysis are resisted by Magic Resistance thresholds improving with spell tiers
  • Resistance and weakness effects that modify armor rating and elemental resistances cannot stack with themselves or each other to prevent overpowered spell stacking
  • Transmutation spells have green casting art (affected by transmutation perks) and Weakness spells have red casting art (formerly Destruction effects in previous elder scrolls games)
  • Open spells no longer create scripted noise added by Requiem. They can silently open locks now as long as the spell is silenced (by improved Dampen spells in Illusion for example)


Spell List

Spoiler:  
Show

[ EFFECT ] SPELL_NAME ( CASTING_TYPE ) : SHORT_DESCRIPTION

* Tomes available only from Talvas Fathryon at Tel Mithryn after completing certain quests
** Tomes can only be found placed in the world


Novice

  • [ Armor ] Oakflesh on Self/Target ( Self/Target ) : Increase armor rating
  • [ Light ] Candlelight ( Self ) : Light
  • [ Open ] Open Novice Lock ( Self ) : Open novice locks
  • [ Physical ] Knock ( Touch ) : Physical damage with stagger (25/50%)


Apprentice

  • [ Armor ] Stoneflesh on Self/Target ( Self/Target ) : Increase arrmor rating
  • [ Feather ] Feather on Self/Target ( Self/Target ) : Increase carry weight
  • [ Featherfall ] Featherfall ( Self ) : No fall damage
  • [ Featherwalking ] Featherwalking ( Conc Self ) : Move faster while concentrating
  • [ Fire Shield ] Fire Shell on Self/Target ( Self/Target ) : Increase fire resist
  • [ Frost Shield ] Frost Shell on Self/Target ( Self/Target ) : Increase frost resist
  • [ Light ] Magelight ( Aimed ) : Light projectile
  • [ Open ] Open Apprentice Lock ( Self ) : Open apprentice locks
  • [ Physical ] Stone Shot ( Aimed ) : Physical damage with stagger (25/50%)
  • [ Physical ] Empowered Weapon ( Ench Self ) : Enchant weapon with physical damage
  • [ Shock Shield ] Shock Shell on Self/Target ( Self/Target ) : Increase shock resist
  • [ Transmute Night Eye ] Transmute Night Eye ( Self ) : Night eye
  • [ Water Breathing ] Waterbreathing ( Self ) : Waterbreathing


Adept

  • [ Arcane Mending ] Arcane Mending ( Target ) : Heal automatons and atronachs
  • [ Armor ] Ironflesh on Self/Target ( Self/Target ) : Increase armor rating
  • [ Ash ] Ash Grasp* ( Touch ) : Target becomes paralyzed and invulnerable (MR<30)
  • [ Burden ] Burden ( Target ) : Decrease movement speed and attack speed
  • [ Detect Dead ] Detect Dead ( Conc Self Area ) : Detect death
  • [ Detect Life ] Detect Life ( Conc Self Area ) : Detect life
  • [ Disintegrate Armor ] Corrode Armor ( Target ) : Decrease armor rating
  • [ Disintegrate Weapon ] Corrode Weapon ( Target ) : Decrease attack damage
  • [ Enlarge ] Grow on Self/Target ( Self/Target ) : Increase size/damage/mass decrease damage taken/sneak
  • [ Excavate ] Excavate ( Conc Aimed ) : Excavate ores
  • [ Feather ] Pack Mule on Self/Target ( Self/Target ) : Increase carry weight
  • [ Fire Shield ] Fire Shield on Self/Target ( Self/Target ) : Increase fire resist
  • [ Frost Shield ] Frost Shield on Self/Target ( Self/Target ) : Increase frost resist
  • [ Jump ] Jump ( Self ) : Increase jump height
  • [ Open ] Open Adept Lock ( Self ) : Open adept locks
  • [ Paralyze ] Paralyzing Touch ( Touch ) : Paralyze (MR<30)
  • [ Physical ] Cluster Shot ( Aimed Exp ) : Physical damage with stagger (25/50%)
  • [ Physical ] Earth Cloak** ( Cloak Self ) : Physical damage with stagger, increase armor rating
  • [ Physical ] Bash ( Touch ) : Physical damage with stagger (25/50%)
  • [ Reflect Damage ] Bounce on Self/Target ( Self/Target ) : Reflect melee damage
  • [ Shock Shield ] Shock Shield on Self/Target ( Self/Target ) : Increase shock resist
  • [ Shrink ] Reduce on Self/Target ( Self/Target ) : Decrease size/damage/mass increase damage taken/sneak
  • [ Speed ] Accelerate on Self/Target ( Self/Target ) : Increase movement speed
  • [ Telekinesis ] Telekinetic Hand ( Conc Self ) : Telekinesis objects
  • [ Transmute Disintegration ] Transmute Corrosion ( Target ) : Reduce max health, disintegrate
  • [ Transmute Muscles ] Transmute Muscles on Self/Target ( Self/Target ) : Increase health/carry weight/unarmed damage
  • [ Water Walking ] Waterwalking ( Self ) : Waterwalking
  • [ Weakness to Fire ] Weakness to Fire ( Target ) : Decrease fire resist
  • [ Weakness to Frost ] Weakness to Frost ( Target ) : Decrease frost resist
  • [ Weakness to Shock ] Weakness to Shock ( Target ) : Decrease shock resist
  • [ Wind ] Whirlwind Sphere ( Aimed Area ) : Physical damage with knockdown (MR<15)
  • [ Wind ] Whirlwind Cloak** ( Cloak Self ) : Physical damage with knockdown (5%) (MR<15), increase movement speed


Expert

  • [ Armor ] Ebonyflesh on Self/Target ( Self/Target ) : Increase armor rating
  • [ Ash ] Ash Shell* ( Aimed ) : Target becomes paralyzed and invulnerable (MR<40)
  • [ Ash ] Ash Cloud* ( Aimed Exp ) : Target becomes paralyzed and invulnerable (MR<40)
  • [ Ash ] Ash Rune* ( Rune ) : Target becomes paralyzed and invulnerable (MR<40)
  • [ Burden ] Encumber ( Target ) : Decrease movement speed and attack speed
  • [ Detect Death ] Greater Detect Death ( Conc Self Area ) : Detect death
  • [ Detect Life ] Greater Detect Life ( Conc Self Area ) : Detect life
  • [ Dimension Door ] Dimension Door ( Target Loc ) : Teleport to target location
  • [ Disintegrate Armor ] Disintegrate Armor ( Target ) : Decrease armor rating
  • [ Disintegrate Weapon ] Disintegrate Weapon ( Target ) : Decrease attack damage
  • [ Enlarge ] Enlarge on Self/Target ( Self/Target ) : Increase size/damage/mass decrease damage taken/sneak
  • [ Open ] Open Expert Lock ( Self ) : Open expert locks
  • [ Paralyze ] Paralyze ( Aimed ) : Paralyze (MR<40)
  • [ Petrify ] Petrify ( Target ) : Target becomes paralyzed and invulnerable (MR<40)
  • [ Physical ] Boulder Strike ( Aimed ) : Physical damage with stagger (25/50%)
  • [ Physical ] Greater Empowered Weapon ( Ench Self ) : Enchant weapon with physical damage
  • [ Physical ] Tremor ( Self Exp ) : Physical damage with stagger (25/50%)
  • [ Polymorph ] Polymorph ( Aimed ) : Change target into chicken
  • [ Shrink ] Shrink on Self/Target ( Self/Target ) : Decrease size/damage/mass increase damage taken/sneak
  • [ Speed ] Haste on Self/Target ( Self/Target ) : Increase movement speed
  • [ Telekinetic ] Telekinetic Strike ( Aimed ) : Magical damage with knockdown (MR<20)
  • [ Telekinetic ] Telekinetic Blast ( Aimed Area ) : Magical damage with knockdown (MR<20)
  • [ Telekinetic ] Telekinetic Weapon ( Ench Self ) : Enchant weapon with magical damage and knockdown (10%) (MR<20)
  • [ Telekinetic ] Telekinetic Nova ( Self Exp ) : Magical damage with knockdown (MR<20)
  • [ Telekinetic Disarm ] Telekinetic Disarm ( Target ) : Disarm (MR<20)
  • [ Transmute Disintegration ] Transmute Disintegration ( Target ) : Reduce max health, disintegrate
  • [ Transmute Ore ] Transmute Ore ( Self ) : Transmute ore (iron > silver > gold)
  • [ Weakness to Fire ] Dire Weakness to Fire ( Target ) : Decrease fire resist
  • [ Weakness to Frost ] Dire Weakness to Frost ( Target ) : Decrease frost resist
  • [ Weakness to Shock ] Dire Weakness to Shock ( Target ) : Decrease shock resist
  • [ Wind ] Whirlwind Strike ( Aimed ) : Physical damage with knockdown (MR<20)
  • [ Wind ] Whirlwind Blast ( Aimed Area ) : Physical damage with knockdown (MR<20)
  • [ Wind ] Wind Weapon ( Ench Self ) : Enchant weapon with attack speed
  • [ Wind ] Whirlwind Nova ( Self Exp ) : Physical damage with knockdown (MR<20)


Master

  • [ Armor ] Dragonhide on Self/Target ( Ritual Self/Target ) : Increase armor rating
  • [ Ash ] Ash Storm* ( Ritual Self Exp ) : Target becomes paralyzed and invulnerable (MR<50)
  • [ Control Weather ] Control Weather ( Ritual Self ) : Change weather : clear/cloudy/rainy/snow/(storm)
  • [ Detect Life ] Detect Aura ( Self ) : Detect all
  • [ Enlarge ] Titanize ( Ritual Self ) : Increase size/damage/mass decrease damage taken/sneak
  • [ Etherealize ] Etherealize on Self/Target ( Self/Target ) : Become ethereal
  • [ Jump ] Jump Mountains ( Ritual Self ) : Increase next jump height
  • [ Mark and Recall ] Mark and Recall ( Self ) : Teleport between two locations
  • [ Open ] Open Master Lock ( Self ) : Open master locks
  • [ Paralyze ] Paralyzing Storm ( Ritual Self Exp ) : Parazlyze (MR<50)
  • [ Physical ] Earthquake ( Self Hazard ) : Physical damage with stagger (25/50%)
  • [ Slow Time ] Bend Time ( Ritual Self ) : Slow time
  • [ Telekinesis ] Telekinetic Grab ( Conc Self ) : Telekinesis actors
  • [ Telekinetic ] Telekinetic Storm ( Ritual Self Exp ) : Magical damage with knockdown (MR<25)
  • [ Telekinetic ] Telekinetic Execution ( Target ) : Magical damage, insta-kill (MR<25, MA<25) or stagger
  • [ Transmute Disintegration ] Transmute Corpus ( Target ) : Reduce max health, disintegrate, insta-kill (MR<25, MA<25)
  • [ Wind ] Tornado ( Aimed Area ) : Physical damage with knockdown (MR<25)
  • [ Wind ] Whirlwind Storm ( Ritual Self Exp ) : Physical damage with knockdown (MR<25)


Tierless

  • [ Equilibrium ] Equilibrium (Blood)** ( Self ) : Change health to magicka
  • [ Equilibrium ] Equilibrium (Stamina)** ( Self ) : Change stamina to magicka (stamina>25)



Perk List

Spoiler:  
Show

Mastery
  • Novice Alteration (0) : Half-cost perk
  • Apprentice Alteration (25) : Half-cost perk
  • Adept Alteration (50) : Half-cost perk
  • Expert Alteration (75) : Half-cost perk
  • Master Alteration (100) : Half-cost perk

Empower
  • Empowered Alteration (25) : Dual-cast perk

Transmutation
  • Transmutation (25) : 1.1x magnitude, 1.1x duration, 0.9x cost for transmutation spells
  • Transmutational Mending (75) : +50 health and +1/s health regeneration while transmutation spell is active

Mage Armor
  • Improved Mage Armor (25) : 1.5x armor and shield spell magnitude when not wearing chest armor, 1.2x when wearing chest armor
  • Versatile Armor (50) : 0.8x incoming fire, frost, shock, physical damage when Armor or Shield spell is active

Magic Resistance
  • Magic Resistance (1) (25) : +10% magic resistance
  • Magic Resistance (2) (50) : +20% magic resistance
  • Magic Resistance (3) (75) : +30% magic resistance

Kinetomancy
  • Kinetomancy (25) : 1.1x magnitude, 0.9x cost for telekinetic spells
  • Power of the Force (75) : +15% physical telekinetic spell damage, +10% magic resistance threshold for telekinetic knockdown effect

Metamagic
  • Stability (50) : 1.5x alteration spell duration
  • Metamagical Thesis (75) : 0.9x spell cost for all schools of magic
  • Metamagical Empowerment (100) : 1.1x magnitude, 1.1x duration for all schools of magic

Weather Magic
  • Weather Magic (50) : 1.1x magnitude, 1.1x duration, 0.9x cost for wind spells
  • Master of Storms (75) : 1.25x wind spell magnitude at exteriors, can choose Storm weather with Control Weather spell

Magical Absorption
  • Magical Absorption (100) : +10% magic absorb chance





[ Conjuration ]

The School of Conjuration governs both Necromancy and summoning entities from the realms of Oblivion.

Conjuration is the school of summoning powerful entities to aid in combat, but with higher costs compared to other schools of magic. New summons are added, as well as direct damage spells for self defense of conjurers.


School Features

  • Three groups of summons with respective perk branch and expanded variations : Daedra, Spirit, Undead
  • Rebalanced Reanimation spells with level threshold and perk progression
  • Direct damage spells associated to each perk branch
  • Reworked Bound spells, featuring full set of weapons, shield, and armor, with perks offering choice of effects to bind
  • Expanded support & utility spells such as Banish, Necromantic Healing, and Teleport


Additional Notes

  • Adept & Expert Spirit summons have their tiers changed with rebalanced stats, but npcs will use default Requiem's summons for compatibility with npcs using the spells


Spell List

Spoiler:  
Show

[ EFFECT ] SPELL_NAME ( CASTING_TYPE ) : SHORT_DESCRIPTION

* Tomes/Spells can only be acquired as quest rewards
** Tomes available only from Talvas Fathryon at Tel Mithryn after completing certain quests
*** Tomes can only be found in the Soul Cairn
**** Tomes can only be found in the Apocrypha


Novice

  • [ Bound ] Bound Dagger ( Self ) : Bound dagger
  • [ Bound ] Bound Mace ( Self ) : Bound Mace
  • [ Bound ] Bound Sword ( Self ) : Bound sword
  • [ Bound ] Bound War Axe ( Self ) : Bound War Axe
  • [ Daedra ] Conjure Banekin ( Summon ) : Daedra summon
  • [ Reanimate ] Reanimate Zombie ( Aimed ) : Reanimate
  • [ Spirit ] Conjure Spirit Wolf ( Summon ) : Spirit summon
  • [ Swarm ] Conjure Swarm ( Aimed ) : Poison damage
  • [ Undead ] Conjure Skeletal Soldier ( Summon ) : Undead summon


Apprentice

  • [ Bound ] Bound Arrows/Bolts ( Self ) : Bound arrow/bolt
  • [ Bound ] Bound Battleaxe ( Self ) : Bound battleaxe
  • [ Bound ] Bound Battlestaff ( Self ) : Bound battlestaff
  • [ Bound ] Bound Greatsword ( Self ) : Bound greatsword
  • [ Bound ] Bound Shield ( Self ) : Bound shield
  • [ Bound ] Bound Warhammer ( Self ) : Bound warhammer
  • [ Daedra ] Conjure Scamp ( Summon ) : Daedra summon
  • [ Necromantic Healing ] Necromantic Healing on Self/Target ( Conc Self/Target ) : Heal undead
  • [ Reanimate ] Reanimate Corpse ( Aimed ) : Reanimate
  • [ Soul Trap ] Soul Trap ( Aimed ) : Soul trap
  • [ Spirit ] Conjure Flaming Wolf* ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Chaurus ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Chaurus Hunter ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Mudcrab ( Summon ) : Spirit summon
  • [ Spirit ] Summon Arniel's Shade* ( Summon ) : Spirit summon
  • [ Swarm ] Conjure Dire Swarm ( Aimed ) : Poison damage
  • [ Undead ] Summon Arvak* ( Summon ) : Undead summon
  • [ Undead ] Conjure Boneman*** ( Summon ) : Undead summon
  • [ Undead ] Conjure Skeletal Archer ( Summon ) : Undead summon
  • [ Undead ] Conjure Skeletal Hero ( Summon ) : Undead summon
  • [ Undead ] Conjure Skeletal Warlock ( Summon ) : Undead summon
  • [ Undead ] Conjure Spectral Warhound ( Summon ) : Undead summon


Adept

  • [ Banish ] Banish Daedra ( Target ) : Banish daedra
  • [ Blink ] Blink ( Target Loc ) : Teleport to target location
  • [ Bound ] Bound Armor ( Self ) : Bound armor
  • [ Bound ] Bound Light/Heavy Bow ( Self ) : Bound bow
  • [ Bound ] Bound Light/Heavy Crossbow ( Self ) : Bound crossbow
  • [ Daedra ] Conjure Flame Atronach ( Summon ) : Daedra summon
  • [ Daedric Healing ] Heal Daedra ( Target ) : Heal daedra
  • [ Necromantic Healing ] Heal Undead on Self/Target ( Self/Target ) : Heal undead
  • [ Necrotic ] Necrotic Sphere ( Aimed Area ) : Necrotic damage
  • [ Necrotic ] Necrotic Burst ( Aimed Exp ) : Necrotic damage
  • [ Necrotic ] Necrotic Cloak ( Cloak Self ) : Necrotic damage, reduce melee damage taken from the living
  • [ Necrotic ] Necrotic Ray ( Conc Aimed ) : Necrotic damage
  • [ Necrotic ] Necrotic Grasp ( Touch ) : Necrotic damage
  • [ Reanimate ] Reanimate Revenant ( Aimed ) : Reanimate
  • [ Sacrifice ] Dark Sacrifice ( Target ) : Sacrifice summon/reanimated, heal self by 50% of remaining health
  • [ Soul Trap ] Soul Burst ( Aimed Exp ) : Soul trap
  • [ Spectral Arrow ] Conjure Spectral Arrow ( Aimed ) : Irresistible damage, decrease attack speed
  • [ Spirit ] Conjure Spirit Fire Wyrm ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Ice Wraith ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Sabrecat ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Spider ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Storm Wyrm ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spriggan ( Summon ) : Spirit summon
  • [ Swarm ] Conjure Ravenous Swarm ( Aimed ) : Poison damage
  • [ Undead ] Conjure Ash Spawn** ( Summon ) : Undead summon
  • [ Undead ] Conjure Death Hound ( Summon ) : Undead summon
  • [ Undead ] Conjure Ghostly Scourge ( Summon ) : Undead summon
  • [ Undead ] Conjure Mistman*** ( Summon ) : Undead summon
  • [ Undead ] Conjure Spectral Archer ( Summon ) : Undead summon
  • [ Undead ] Conjure Spectral Warrior ( Summon ) : Undead summon


Expert

  • [ Banish ] Expel Daedra ( Target ) : Banish daedra
  • [ Command Daedra ] Command Daedra ( Target ) : Command Daedra
  • [ Daedra ] Conjure Ash Guardian ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Frost Atronach ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Storm Atronach ( Summon ) : Daedra summon
  • [ Necrotic ] Necrotic Bolt ( Aimed ) : Necrotic damage
  • [ Necrotic ] Necrotic Blast ( Aimed Area ) : Necrotic damage
  • [ Necrotic ] Necrotic Drain ( Aimed DoT ) : Necrotic damage
  • [ Necrotic ] Necrotic Wall ( Conc Aimed Hazard ) : Necrotic damage
  • [ Necrotic ] Necrotic Weapon ( Ench Self ) : Enchant weapon with necrotic damage
  • [ Necrotic ] Necrotic Rune ( Rune ) : Necrotic damage
  • [ Necrotic ] Necrotic Nova ( Self Exp ) : Necrotic damage
  • [ Oblivion Flame ] Conjure Oblivion Flame ( Aimed Area ) : Fire damage
  • [ Oblivion Frost ] Conjure Oblivion Frost ( Aimed Area ) : Frost damage
  • [ Oblivion Storm ] Conjure Oblivion Storm ( Aimed Area ) : Shock damage
  • [ Reanimate ] Reanimate Dread Zombie ( Aimed ) : Reanimate
  • [ Spirit ] Conjure Burnt Spriggan** ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Bear ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Troll ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Wispmother ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spriggan Earth Mother ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spriggan Matron ( Summon ) : Spirit summon
  • [ Teleport ] Teleport ( Self ) : Teleport between two locations
  • [ Teleport Vitals ] Teleport Vitals ( Target ) : Magical damage, insta-kill (living humanoid, MR<20)
  • [ Undead ] Conjure Gargoyle ( Summon ) : Undead summon (affected by Necromancy but actor is not undead)
  • [ Undead ] Conjure Ghostly Deathlord ( Summon ) : Undead summon
  • [ Undead ] Conjure Wrathman*** ( Summon ) : Undead summon


Master

  • [ Daedra ] Conjure Dremora Archmage ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Dremora Headhunter ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Dremora Lord ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Flame Thrall ( Ritual Summon ) : Daedra summon ritual
  • [ Daedra ] Conjure Frost Thrall ( Ritual Summon ) : Daedra summon ritual
  • [ Daedra ] Conjure Seeker**** ( Summon ) : Daedra summon
  • [ Daedra ] Conjure Storm Thrall ( Ritual Summon ) : Daedra summon ritual
  • [ Blink ] Greater Blink ( Target Loc ) : Teleport to target location
  • [ Necrotic ] Necrotic Vortex ( Conc Aimed ) : Necrotic damage
  • [ Necrotic ] Necrotic Storm ( Ritual Self Exp ) : Necrotic damage
  • [ Reanimate ] Reanimate Dead Thrall ( Ritual Aimed ) : Reanimate ritual
  • [ Teleport ] Greater Teleport ( Ritual Self ) : Teleport between five marks
  • [ Spirit ] Conjure Spirit Broodmother ( Summon ) : Spirit summon
  • [ Spirit ] Conjure Spirit Steed ( Ritual Summon ) : Spirit summon ritual
  • [ Spirit ] Conjure Spirit Werewolf ( Summon ) : Spirit summon
  • [ Undead ] Conjure Ghostly Flame Lich ( Summon ) : Undead summon
  • [ Undead ] Conjure Ghostly Frost Lich ( Summon ) : Undead summon
  • [ Undead ] Conjure Ghostly Storm Lich ( Summon ) : Undead summon



Perk List

Spoiler:  
Show

Mastery
  • Novice Conjuration (0) : Half-cost perk
  • Apprentice Conjuration (25) : Half-cost perk
  • Adept Conjuration (50) : Half-cost perk
  • Expert Conjuration (75) : Half-cost perk
  • Master Conjuration (100) : Half-cost perk

Empower
  • Empowered Conjuration (25) : Dual-cast perk
  • Cognitive Flexibility (1) (50) : maintain two summons
  • Cognitive Flexibility (2) (100) : maintain three summons

Daedric
  • Daedric Binding (25) : 1.25x daedra summon spell duration
  • Gates of Oblivion (50) : 1.5x daedra summon spell duration (overwrite), 3x daedra summon spell range
  • Dark Channeling (50) : +150% magicka regeneration while daedra summons are active
  • Waters of Oblivion (75) : stronger atronach summons, 1.5x non-atronach daedra summon spell duration

Necromancy
  • Necromancy (25) : 1.25x undead summon spell duration, stronger reanimated dead, 1.25x reanimate level limit, 5x reanimate spell duration
  • Ritualism (50) : 1.5x undead summon spell duration (overwrite), 1.5x reanimate level limit (overwrite), 10x reanimate spell duration (overwrite)
  • Siphon Corpse (50) : Siphon Corpse lesser power: absorb 50 magicka from each corpse and deal 50 magical damage to nearby enemies, half damage to non-living
  • Dark Infusion (75) : stronger reanimated dead, reanimated dead can cast spells, reanimated dead do not turn into ash, 1.5x undead summon spell duration

Spirit
  • Spirit Calling (25) : 1.25x spirit summon spell duration
  • Spiritual Bond (50) : 1.5x spirit summon spell duration (overwrite), 0.9x spirit summon spell cost
  • Spirit Guardian (50) : +5% magic resistance and +100 armor rating while spirit summons are active
  • Ancient Spirits (75) : stronger spirit summons

Bound
  • Mystic Binding (25) : stronger bound items, 1.25x bound spell duration, 0.5x bound weapon spell cost
  • Mystic Infusion (50) : fire/frost/shock/mystic effect for weapons (damage), shield (cloak), and armor (resist), 0.9x bound item spell cost
  • Mystic Empowerment (75) : improved bound effects, 1.5x bound spell duration (overwrite), 0.8x bound item spell cost (overwrite)
  • Mystic Disruption (100) : stronger bound items, weapon/shield/armor get increased armor penetration (20%) / damage blocked (20%) / physical damage reduction (10%)

Soul Magic
  • Soul Magic (50) : 1.1x magnitude, 1.1x duration, 0.9x cost for necrotic and soul spells
  • Necropotence (75) : 25% stagger chance when dual-casted, extra damage over time to the living, half damage to non-living





[ Destruction ]

The School of Destruction involves harnessing of fire, frost, shock and other forces that undo creation.

Destruction offers the strongest direct damage spells with extensive casting types across multiple tiers. Each damage type has respective perk branch with unique bonus effects.


School Features

  • Strongest direct damage spells with rebalanced magnitudes and costs for natural progression
  • Casting types distributed to multiple ranks for supporting various builds and playstyle
  • New spells for existing damage types to fill in missing casting type variants
  • New Arcane and Entropic spells dealing irresistible & magical damage
  • New spells with unique effects to expand versatility of Destruction magic


Additional Notes

  • Cremation (Fire) adds extra damage over time to Fire spells
  • Deep Freeze (Frost) adds freeze effect chance and weakness to frost effect to Frost spells
  • Electrostatic Discharge (Shock) adds magicka damage and stagger chance to Shock spells
  • Consume Life (Absorb Health) absorbs more health from living targets
  • Arcane Disruption (Arcane) adds extra damage to targets with low magic resistance
  • Entropic Discharge (Entropic) adds magicka and stamina damage to Entropic spells


Spell List

Spoiler:  
Show

[ EFFECT ] SPELL_NAME ( CASTING_TYPE ) : SHORT_DESCRIPTION

* Tomes available only from Talvas Fathryon at Tel Mithryn after completing certain quests


Novice

  • [ Absorb Health ] Absorb Health ( Conc Aimed ) : Absorb health
  • [ Absorb Health ] Absorbing Touch ( Touch ) : Absorb health
  • [ Arcane ] Arcane Beam ( Conc Aimed ) : Irresistible damage
  • [ Arcane ] Arcane Touch ( Touch ) : Irresistible damage
  • [ Entropic ] Entropic Beam ( Conc Aimed ) : Magical damage
  • [ Entropic ] Entropic Touch ( Touch ) : Magical damage
  • [ Fire ] Flames ( Conc Aimed ) : Fire damage
  • [ Fire ] Fiery Touch ( Touch ) : Fire damage
  • [ Frost ] Frostbite ( Conc Aimed ) : Frost damage
  • [ Frost ] Icy Touch ( Touch ) : Frost damage
  • [ Shock ] Sparks ( Conc Aimed ) : Shock damage
  • [ Shock ] Lightning Touch ( Touch ) : Shock damage


Apprentice

  • [ Absorb Health ] Leech Health ( Aimed ) : Absorb health
  • [ Absorb Health ] Leeching Weapon ( Ench Self ) : Enchant weapon with absorb health
  • [ Absorb Magicka ] Leech Magicka ( Aimed ) : Absorb magicka
  • [ Absorb Stamina ] Leech Stamina ( Aimed ) : Absorb stamina
  • [ Arcane ] Arcane Bolt ( Aimed ) : Irresistible damage
  • [ Arcane ] Arcane Jolt ( Aimed DoT ) : Irresistible damage
  • [ Arcane ] Arcane Hazard ( Aimed Hazard ) : Irresistible damage
  • [ Arcane ] Arcane Weapon ( Ench Self ) : Enchant weapon with Irresistible damage
  • [ Arcane ] Arcane Rune ( Rune ) : Irresistible damage
  • [ Entropic ] Entropic Bolt ( Aimed ) : Magical damage
  • [ Entropic ] Entropic Jolt ( Aimed DoT ) : Magical damage
  • [ Entropic ] Entropic Hazard ( Aimed Hazard ) : Magical damage
  • [ Entropic ] Entropic Weapon ( Ench Self ) : Enchant weapon with magical damage
  • [ Entropic ] Entropic Rune ( Rune ) : Magical damage
  • [ Fire ] Firebolt ( Aimed ) : Fire damage
  • [ Fire ] Ember ( Aimed DoT ) : Fire damage
  • [ Fire ] Fire Hazard ( Aimed Hazard ) : Fire damage
  • [ Fire ] Fire Weapon ( Ench Self ) : Enchant weapon with fire damage
  • [ Fire ] Fire Rune ( Rune ) : Fire damage
  • [ Frost ] Ice Spike ( Aimed ) : Frost damage
  • [ Frost ] Biting Cold ( Aimed DoT ) : Frost damage
  • [ Frost ] Frost Hazard ( Aimed Hazard ) : Frost damage
  • [ Frost ] Frost Weapon ( Ench Self ) : Enchant weapon with frost damage
  • [ Frost ] Frost Rune ( Rune ) : Frost damage
  • [ Shock ] Lightning Bolt ( Aimed ) : Shock damage
  • [ Shock ] Lightning Jolt ( Aimed DoT ) : Shock damage
  • [ Shock ] Lightning Hazard ( Aimed Hazard ) : Shock damage
  • [ Shock ] Lightning Weapon ( Ench Self ) : Enchant weapon with shock damage
  • [ Shock ] Lightning Rune ( Rune ) : Shock damage


Adept

  • [ Absorb Health ] Consuming Burst ( Aimed Exp ) : Absorb health
  • [ Absorb Health ] Absorbing Cloak ( Cloak Self ) : Absorb health cloak, increase health
  • [ Absorb Health ] Consume Health ( Conc Aimed ) : Absorb health
  • [ Absorb Health ] Consuming Grasp ( Touch ) : Absorb health
  • [ Arcane ] Arcane Sphere ( Aimed Area ) : Irresistible damage
  • [ Arcane ] Arcane Burst ( Aimed Exp ) : Irresistible damage
  • [ Arcane ] Arcane Cloak ( Cloak Self ) : Irresistible damage, increase magic resistance
  • [ Arcane ] Arcane Ray ( Conc Aimed ) : Irresistible damage
  • [ Arcane ] Arcane Grasp ( Touch ) : Irresistible damage
  • [ Entropic ] Entropic Sphere ( Aimed Area ) : Magical damage
  • [ Entropic ] Entropic Burst ( Aimed Exp ) : Magical damage
  • [ Entropic ] Entropic Cloak ( Cloak Self ) : Magical damage, increase magic resistance
  • [ Entropic ] Entropic Ray ( Conc Aimed ) : Magical damage
  • [ Entropic ] Entropic Grasp ( Touch ) : Magical damage
  • [ Fire ] Meltdown ( Aimed ) : Fire damage, decrease armor rating and physical damage
  • [ Fire ] Flame Sphere ( Aimed Area ) : Fire damage
  • [ Fire ] Fireball ( Aimed Exp ) : Fire damage
  • [ Fire ] Flame Cloak ( Cloak Self ) : Fire damage, increase frost resistance
  • [ Fire ] Scorching Ray ( Conc Aimed ) : Fire damage
  • [ Fire ] Steam Cloud ( Conc Aimed ) : Fire damage and stagger
  • [ Fire ] Fiery Grasp ( Touch ) : Fire damage
  • [ Frost ] Ice Javelin ( Aimed ) : Physical damage with stagger (25/50%)
  • [ Frost ] Ice Sphere ( Aimed Area ) : Frost damage
  • [ Frost ] Icy Burst ( Aimed Exp ) : Frost damage
  • [ Frost ] Frost Cloak ( Cloak Self ) : Frost damage, increase fire resistance
  • [ Frost ] Freezing Ray ( Conc Aimed ) : Frost damage
  • [ Frost ] Ice Armor ( Self ) : Increase armor rating and frost resist
  • [ Frost ] Icy Grasp ( Touch ) : Frost damage
  • [ Poison ] Venomous Spray* ( Conc Aimed ) : Poison damage
  • [ Poison ] Venomous Grasp* ( Touch ) : Poison damage
  • [ Shock ] Lightning Shackles ( Aimed ) : Shock damage, decrease movement speed
  • [ Shock ] Lightning Sphere ( Aimed Area ) : Shock damage
  • [ Shock ] Chain Lightning ( Aimed Exp ) : Shock damage and stagger
  • [ Shock ] Lightning Burst ( Aimed Exp ) : Shock damage
  • [ Shock ] Lightning Cloak ( Cloak Self ) : Shock damage, increase shock resistance
  • [ Shock ] Lightning Ray ( Conc Aimed ) : Shock damage
  • [ Shock ] Lightning Grasp ( Touch ) : Shock damage


Expert

  • [ Absorb Health ] Devour Health ( Aimed ) : Absorb health
  • [ Absorb Health ] Devouring Blast ( Aimed Area ) : Absorb health
  • [ Absorb Health ] Devouring Weapon ( Ench Self ) : Enchant weapon with absorb health
  • [ Absorb Health ] Devouring Nova ( Self Exp ) : Absorb health
  • [ Absorb Magicka ] Devour Magicka ( Aimed ) : Absorb magicka
  • [ Absorb Stamina ] Devour Stamina ( Aimed ) : Absorb stamina
  • [ Arcane ] Arcane Strike ( Aimed ) : Irresistible damage
  • [ Arcane ] Arcane Blast ( Aimed Area ) : Irresistible damage
  • [ Arcane ] Arcane Discharge ( Aimed DoT ) : Irresistible damage
  • [ Arcane ] Arcane Wall ( Conc Aimed Hazard ) : Irresistible damage
  • [ Arcane ] Greater Arcane Weapon ( Ench Self ) : Enchant weapon with Irresistible damage
  • [ Arcane ] Greater Arcane Rune ( Rune ) : Irresistible damage
  • [ Arcane ] Arcane Nova ( Self Exp ) : Irresistible damage
  • [ Entropic ] Entropic Strike ( Aimed ) : Magical damage
  • [ Entropic ] Entropic Blast ( Aimed Area ) : Magical damage
  • [ Entropic ] Entropic Discharge ( Aimed DoT ) : Magical damage
  • [ Entropic ] Entropic Wall ( Conc Aimed Hazard ) : Magical damage
  • [ Entropic ] Greater Entropic Weapon ( Ench Self ) : Enchant weapon with magical damage
  • [ Entropic ] Greater Entropic Rune ( Rune ) : Magical damage
  • [ Entropic ] Entropic Nova ( Self Exp ) : Magical damage
  • [ Fire ] Incinerate ( Aimed ) : Fire damage
  • [ Fire ] Fire Blast ( Aimed Area ) : Fire damage
  • [ Fire ] Searing Flames ( Aimed DoT ) : Fire damage
  • [ Fire ] Fire Wall ( Conc Aimed Hazard ) : Fire damage
  • [ Fire ] Greater Fire Weapon ( Ench Self ) : Enchant weapon with fire damage
  • [ Fire ] Greater Fire Rune ( Rune ) : Fire damage
  • [ Fire ] Fire Nova ( Self Exp ) : Fire damage
  • [ Fire ] Eruption ( Target Loc Exp ) : Fire damage, knockdown (MR<20, Fire Resist<40)
  • [ Frost ] Icy Spear ( Aimed ) : Frost damage
  • [ Frost ] Ice Cage ( Aimed ) : Frost damage, target becomes paralyzed until attacked (MR<40, Frost Resist<80)
  • [ Frost ] Frost Blast ( Aimed Area ) : Frost damage
  • [ Frost ] Freezing Cold ( Aimed DoT ) : Frost damage
  • [ Frost ] Frost Wall ( Conc Aimed Hazard ) : Frost damage
  • [ Frost ] Greater Frost Weapon ( Ench Self ) : Enchant weapon with frost damage
  • [ Frost ] Greater Frost Rune ( Rune ) : Frost damage
  • [ Frost ] Frost Nova ( Self Exp ) : Frost damage
  • [ Poison ] Venomous Strike* ( Aimed ) : Poison damage
  • [ Shock ] Thunderbolt ( Aimed ) : Shock damage
  • [ Shock ] Lightning Hook ( Aimed ) : Shock damage and stagger, dash to target
  • [ Shock ] Lightning Blast ( Aimed Area ) : Shock damage
  • [ Shock ] Electrocute ( Aimed DoT ) : Shock damage
  • [ Shock ] Lightning Wall ( Conc Aimed Hazard ) : Shock damage
  • [ Shock ] Greater Lightning Weapon ( Ench Self ) : Enchant weapon with shock damage
  • [ Shock ] Greater Lightning Rune ( Rune ) : Shock damage
  • [ Shock ] Lightning Nova ( Self Exp ) : Shock damage


Master

  • [ Absorb Health ] Absorb Essence ( Aimed ) : Absorb health, magicka, and stamina
  • [ Absorb Health ] Devouring Storm ( Ritual Self Exp ) : Absorb health
  • [ Arcane ] Arcane Vortex ( Conc Aimed ) : Irresistible damage
  • [ Arcane ] Arcane Storm ( Ritual Self Exp ) : Irresistible damage
  • [ Entropic ] Entropic Vortex ( Conc Aimed ) : Magical damage
  • [ Entropic ] Entropic Storm ( Ritual Self Exp ) : Magical damage
  • [ Fire ] Meteor Strike ( Aimed Exp ) : Fire damage
  • [ Fire ] Flame Vortex ( Conc Aimed ) : Fire damage
  • [ Fire ] Fire Storm ( Ritual Self Exp ) : Fire damage
  • [ Frost ] Frost Vortex ( Conc Aimed ) : Frost damage
  • [ Frost ] Ice Storm ( Ritual Self Exp ) : Frost damage
  • [ Frost ] Blizzard ( Self Hazard ) : Frost damage
  • [ Poison ] Venomous Shock* ( Conc Aimed ) : Poison damage
  • [ Poison ] Venomous Storm* ( Ritual Self Exp ) : Poison damage
  • [ Shock ] Lightning Vortex ( Conc Aimed ) : Shock damage
  • [ Shock ] Lightning Storm ( Ritual Self Exp ) : Shock damage
  • [ Shock ] Lightning Cascade ( Target ) : Shock damage



Perk List

Spoiler:  
Show

Mastery
  • Novice Destruction (0) : Half-cost perk
  • Apprentice Destruction (25) : Half-cost perk
  • Adept Destruction (50) : Half-cost perk
  • Expert Destruction (75) : Half-cost perk
  • Master Destruction (100) : Half-cost perk

Empower
  • Empowered Destruction (25) : Dual-cast perk
  • Impact (50) : 25% chance to stagger when dual-casted

Battlemage
  • Destructive Blow (50) : 1.25x magnitude for touch and nova spells, 25% chance to stagger for damaging touch and nova spells
  • Rune Mastery (50) : 3x placeable rune spells, 3x rune spell range
  • Improved Cloaks (75) : 1.5x cloak spell damage

Pyromancy
  • Pyromancy (1) (25) : 1.1x magnitude, 0.9x cost for fire spells
  • Pyromancy (2) (50) : 1.2x magnitude, 0.8x cost for fire spells
  • Cremation (75) : extra damage over time for fire spells
  • Fire Mastery (100) : +25% fire resistance, 1.05x magnitude, 0.9x cost for fire spells

Cryomancy
  • Cryomancy (1) (25) : 1.1x magnitude, 0.9x cost for frost spells
  • Cryomancy (2) (50) : 1.2x magnitude, 0.8x cost for frost spells
  • Deep Freeze (75) : freeze effect for frost spells, frost spells temporarily reduce target's frost resistance by 10% if not immune
  • Frost Mastery (100) : +25% frost resistance, 1.05x magnitude, 0.9x cost for frost spells

Electromancy
  • Electromancy (1) (25) : 1.1x magnitude, 0.9x cost for shock spells
  • Electromancy (2) (50) : 1.2x magnitude, 0.8x cost for shock spells
  • Electrostatic Discharge (75) : Magicka damage and stagger for lightning spells
  • Lightning Mastery (100) : +25% shock resistance, 1.05x magnitude, 0.9x cost for shock spells

Blood Magic
  • Blood Magic (1) (25) : 1.1x magnitude, 0.9x cost for absorb spells
  • Blood Magic (2) (50) : 1.2x magnitude, 0.8x cost for absorb spells
  • Consume Life (75) : 1.25x magnitude for absorb health spells on living targets

Arcane
  • Arcane Focus (1) (25) : 1.1x magnitude, 0.9x cost for arcane spells
  • Arcane Focus (2) (50) : 1.2x magnitude, 0.8x cost for arcane spells
  • Arcane Disruption (75) : arcane spells do more damage to enemies with low magic resistance

Entropic
  • Entropic Focus (1) (25) : 1.1x magnitude, 0.9x cost for entropic spells
  • Entropic Focus (2) (50) : 1.2x magnitude, 0.8x cost for entropic spells
  • Entropic Disarray (75) : magicka damage and stamina damage for entropic spells





[ Illusion ]

The School of Illusion involves manipulating the mind of the enemy, as well as the dark arts not known to many.

Illusion offers very wide variety of buff and debuff spells for tactical gameplay. Expanded group of spells with unique effects added with perks can build up a powerful master Illusionist, even capable of defeating all types of enemies with Illusion alone.


School Features

  • Four groups of spells improved with respective perk branch : Emotional, Delusive, Perceptive, and Shadow
  • Returning spell effects from previous Elder Scrolls games, such as Blind, Silence, and Sanctuary
  • New Illusion break mechanic involving resistance formula based on both target and caster conditions.
  • Keep-up cost of buff spells removed, and spells no longer require perks to be dual-casted and work properly
  • Extensive list of spells with various casting type and tier distribution


Additional Notes

  • Requiem's Illusion mechanics have been completely reworked, removing unique calculations, dual-casting (empowering) mechanic, and keep-up cost of buff spells
  • Illusion break mechanic is rewritten. Now checks for break chance only once at the start of the spell, otherwise run until the end of the duration.
  • At the end of each perk branch there are perks that unlock bonus effects for spells, which are referred to as 'Improved effects'. Spells have description for Improved effect by saying 'If improved, ~'.
  • Nightmare spells have Illusion weakness effect that increase the chance of spell success, allowing Whispers of Death (formerly Phantasmal Killer) to work on end-game enemies, with enforced minimal chance in case the target's stats are absurdly high
  • Invisibility-Muffle mutual exclusion is removed which caused constant dispelling of spells involving multiple effects
  • If you want to disable alpha/transparency change of Blend/Chameleon/Blur/Shadow Shield/Shadow Sanctuary spells (which causes 1st person camera hands to be invisible), delete Nox_Illusion_SetAlpha.pex file in scripts folder.


Spell List

Spoiler:  
Show

[ EFFECT ] SPELL_NAME ( CASTING_TYPE ) : SHORT_DESCRIPTION

Descriptions inside brackets are bonus effects unlocked with perks (aka 'Improved')


Novice

  • [ Charming Aura ] Charming Aura ( Self ) : Increase speechcraft
  • [ Clairvoyance ] Clairvoyance ( Conc Self ) : Clairvoyance
  • [ Frenzy ] Fury ( Aimed ) : Frenzy (increase physical damage)
  • [ Frenzy ] Fury Touch ( Touch ) : Frenzy (increase physical damage)
  • [ Hallucination ] Illusory Wolf ( Summon ) : Summon decoy (improved health)
  • [ Night Eye ] Darkvision ( Self ) : Night-eye
  • [ Noise ] Noise ( Aimed ) : Damage magicka (damage magicka, 25% stagger)
  • [ Rally ] Courage ( Aimed ) : Rally, increase mag/stam (increase mag/stam regen)
  • [ Sound ] Distraction ( Aimed ) : Create alarm at target location (blindness)


Apprentice

  • [ Blind ] Darkness ( Aimed ) : Blindness, reduce physical damage (reduce armor rating)
  • [ Calm ] Calm ( Aimed ) : Calm (blindness)
  • [ Calm ] Calm Touch ( Touch ) : Calm (blindness)
  • [ Chameleon ] Blend ( Self ) : Increase sneak (increase armor rating)
  • [ Charm ] Charm ( Target ) : Increase disposition (barter bonus)
  • [ Dampen ] Dampening Rune ( Rune ) : Silence Illusion spells and enchantments (silence all spells and enchantments)
  • [ Fear ] Fear ( Aimed ) : Fear (reduce armor rating)
  • [ Fear ] Fear Touch ( Touch ) : Fear (reduce armor rating)
  • [ Muffle ] Muffle ( Self ) : Muffle (increase sneak movement speed)
  • [ Pain ] Pain ( Aimed ) : Reduce max health and stagger (damage health)
  • [ Pain ] Pain Touch ( Touch ) : Reduce max health and stagger (damage health)
  • [ Silence ] Hush ( Aimed ) : Disable magicka (reduce attack speed)
  • [ Sleep ] Lullaby ( Aimed ) : Paralyze target until attacked (blindness)
  • [ Sleep ] Sleep Touch ( Touch ) : Paralyze target until attacked (blindness)


Adept

  • [ Chameleon ] Chameleon on Self/Target ( Self/Target ) : Increase sneak (increase armor rating)
  • [ Charming Aura ] Alluring Aura ( Self ) : Increase speechcraft
  • [ Command ] Command ( Target ) : Command (increase physical damage)
  • [ Dampen ] Veil of Silence ( Self ) : Silence Illusion spells and enchantments (silence all spells and enchantments)
  • [ Frenzy ] Rage ( Aimed ) : Frenzy (increase physical damage)
  • [ Frenzy ] Frenzy ( Aimed Exp ) : Frenzy (increase physical damage)
  • [ Frenzy ] Frenzy Rune ( Rune ) : Frenzy (increase physical damage)
  • [ Hallucination ] Decoy ( Summon ) : Summon decoy (improved health)
  • [ Invisibility ] Invisibility ( Self ) : Invisibility (chance to avoid physical attacks)
  • [ Muffle ] Silent Steps on Self/Target ( Self/Target ) : Muffle (increase sneak movement speed)
  • [ Muffle ] Muffle Sphere ( Self Area ) : Muffle (increase sneak movement speed), allies break when caster breaks
  • [ Nightmare ] Nightmare ( Target ) : Increase physical damage taken, kill sleeping targets (illusion weakness 1)
  • [ Noise ] Disorient ( Aimed ) : Damage magicka (damage magicka, 25% stagger)
  • [ Noise ] Fog of Disorientation ( Aimed Exp ) : Damage magicka (damage magicka, 25% stagger)
  • [ Noise ] Noise Rune ( Rune ) : Damage magicka (damage magicka, 25% stagger)
  • [ Rally ] Valor ( Aimed ) : Rally, increase mag/stam (increase mag/stam regen)
  • [ Rally ] Rally ( Aimed Exp ) : Rally, increase mag/stam (increase mag/stam regen)
  • [ Sanctuary ] Blur ( Self ) : Chance to avoid physical attacks (chance to avoid ranged weapon attacks)
  • [ Shadow Drain ] Drain Shadows ( Target ) : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Step ] Step through Shadows ( Target ) : Teleport behind npc (reduce armor rating)
  • [ Shadow Stride ] Shadow Runner ( Self ) : Increase movement speed (increase attack speed)
  • [ Shadow Summon ] Shadow Wolf ( Summon ) : Shadow summon - Wolf
  • [ Sound ] Sonic Boom ( Aimed Exp ) : Create alarm at target location, stagger (blindness)


Expert

  • [ Blind ] Blindness ( Aimed ) : Blindness, reduce physical damage (reduce armor rating)
  • [ Blind ] Fog of Blindness ( Aimed Exp ) : Blindness, reduce physical damage (reduce armor rating)
  • [ Blind ] Blind Rune ( Rune ) : Blindness, reduce physical damage (reduce armor rating)
  • [ Calm ] Serenity ( Aimed ) : Calm (blindness)
  • [ Calm ] Pacify ( Aimed Exp ) : Calm (blindness)
  • [ Calm ] Calm Rune ( Rune ) : Calm (blindness)
  • [ Charm ] Allure ( Target ) : Increase disposition (barter bonus)
  • [ Command ] Dominate ( Target ) : Command (increase physical damage)
  • [ Control ] Control ( Target ) : Control humanoid (Control all target)
  • [ Death ] Whispers of Death ( Target ) : Kill humanoid (kill all target instantly)
  • [ Fear ] Terror ( Aimed ) : Fear (reduce armor rating)
  • [ Fear ] Rout ( Aimed Exp ) : Fear (reduce armor rating)
  • [ Fear ] Fear Rune ( Rune ) : Fear (reduce armor rating)
  • [ Invisibility ] Shadow Cloak on Self/Target ( Self/Target ) : Invisibility (chance to avoid physical attacks)
  • [ Invisibility ] Invisibility Sphere ( Self Area ) : Invisibility (chance to avoid physical attacks), allies break when caster breaks
  • [ Pain ] Agony ( Aimed ) : Reduce max health and stagger (damage health)
  • [ Pain ] Fog of Pain ( Aimed Exp ) : Reduce max health and stagger (damage health)
  • [ Pain ] Pain Rune ( Rune ) : Reduce max health and stagger (damage health)
  • [ Sanctuary ] Shadow Shield on Self/Target ( Self/Target ) : Chance to avoid physical attacks (chance to avoid ranged weapon attacks)
  • [ Shadow Drain ] Shadow Rune ( Rune ) : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Drain ] Crippling Shadows ( Target ) : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Drain ] Fog of Shadows ( Target Loc Exp ) : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Step ] Shadow Door ( Target Loc ) : Teleport to target location (invisibility)
  • [ Shadow Stride ] Shadow Stride on Self/Target ( Self/Target ) : Increase movement speed (increase attack speed)
  • [ Shadow Summon ] Shadow Assassin ( Summon ) : Shadow summon - Archer
  • [ Shadow Summon ] Shadow Executioner ( Summon ) : Shadow summon - 2H Battleaxe
  • [ Silence ] Silence ( Aimed ) : Disable magicka (reduce attack speed)
  • [ Silence ] Fog of Silence ( Aimed Exp ) : Disable magicka (reduce attack speed)
  • [ Silence ] Silence Rune ( Rune ) : Disable magicka (reduce attack speed)
  • [ Sleep ] Sleep ( Aimed ) : Paralyze target until attacked (blindness)
  • [ Sleep ] Fog of Sleep ( Aimed Exp ) : Paralyze target until attacked (blindness)
  • [ Sleep ] Sleep Rune ( Rune ) : Paralyze target until attacked (blindness)


Master

  • [ Calm ] Harmony ( Ritual Self Exp ) : Calm (blindness)
  • [ Command ] Enthrall ( Ritual Target ) : Target becomes a follower (increase magicka and stamina)
  • [ Fear ] Hysteria ( Ritual Self Exp ) : Fear (reduce armor rating)
  • [ Frenzy ] Mayhem ( Ritual Self Exp ) : Frenzy (increase physical damage)
  • [ Hallucination ] Hallucination ( Summon ) : Summon decoy, 10% stagger cloak (improved health)
  • [ Invisibility ] Veil of Shadows ( Ritual Self ) : Invisibility, automatic recast (chance to avoid physical attacks)
  • [ Nightmare ] Fog of Nightmare ( Aimed Exp ) : Increase physical damage taken, kill sleeping targets (illusion weakness 2)
  • [ Pain ] Tormenting Storm ( Ritual Self Exp ) : Reduce max health and stagger (damage health)
  • [ Rally ] Call to Arms ( Ritual Self Exp ) : Rally, increase mag/stam (increase mag/stam regen)
  • [ Sanctuary ] Shadow Sanctuary ( Self ) : Become ethereal (increase movement speed)
  • [ Shadow Drain ] Shadow Storm ( Ritual Self Exp ) : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Summon ] Mistress of the Dark ( Self ) : Shadow summon - 2H Greatsword
  • [ Shadow Summon ] Shadow Clone ( Target ) : Clone target with health reduced by magic resist
  • [ Sleep ] Phantasmal Miasma ( Ritual Self Exp ) : Paralyze target until attacked (blindness)
  • [ Vanish ] Vanish ( Ritual Self Area ) : Stop combat (wider area)



Perk List

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Mastery
  • Novice Illusion (0) : Half-cost perk
  • Apprentice Illusion (25) : Half-cost perk
  • Adept Illusion (50) : Half-cost perk
  • Expert Illusion (75) : Half-cost perk
  • Master Illusion (100) : Half-cost perk

Empower
  • Empowered Illusion (25) : can dual-cast illusion spells

Emotional
  • Emotional Illusions (25) : increased success chance, 1.1x magnitude, 1.1x duration, 0.9x cost for emotional spells
  • Mesmerize (50) : increased success chance and 1.2x duration for emotional illusion spells
  • Domination (50) : improved effect for emotional spells

Perceptive
  • Perceptive Illusions (25) : 1.1x magnitude, 1.1x duration, 0.9x cost for perceptive spells
  • Deceptive Image (50) : 10% chance to take no physical damage and 20% chance to ignore 50% of enemy's armor rating while perceptive illusion spells are active
  • Environmental Manipulation (50) : improved effect for perceptive spells

Delusive
  • Delusive Illusions (50) : increased success chance, 1.1x magnitude, 1.1x duration, 0.9x cost for delusive spells
  • Curse (75) : 1.1x physical damage, spell magnitude, and spell duration on targets under delusive illusion effects
  • Obliterate the Mind (75) : improved effect for delusive spells

Shadow Magic
  • Shadow Shaping (50) : 1.1x magnitude, 1.1x duration, 0.9x cost for shadow spells
  • Shadows of Conflict (75) : absorb 30% magicka regeneration from nearby enemies while shadow spells are active, +1 shadow summon limit
  • Master of Shadows (75) : improved effect for shadow spells, 1.5x duration for shadow summon spells





[ Restoration ]

The School of Restoration involves both healing and protecting spells, as well as those that undo the undead.

Restoration offers both passive and active healing and protection spells, as well as fortify attribute spells for self and allies. Offensives spells including Poison, Sun and Turn can be highly effective to targets susceptible to them.


School Features

  • Passive and instant healing spells for increased survivality as well as protection from poison
  • Improved Ward spells providing protection from both magic and physical attacks
  • Poison and Sun spells with their own perk branch offering more source of offense for Restoration
  • Divine Banishment, Purify, and Turn spells for countering the Daedra and the Undead
  • Fortify Attribute spells for self and allies


Additional Notes

  • Sun spells do magical damage (resisted by magic resistance) instead of doing irresistable damage.
  • Ward spell in this game is simply broken by game mechanics, so their costs are greatly reduced instead


Spell List

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[ EFFECT ] SPELL_NAME ( CASTING_TYPE ) : SHORT_DESCRIPTION

* Tomes/Spells can only be acquired as quest rewards


Novice

  • [ Healing ] Healing / Healing Touch ( Conc Self/Touch ) : Heal self/Target
  • [ Poison ] Poison Spray ( Conc Aimed ) : Poison damage
  • [ Poison ] Poisonous Touch ( Touch ) : Poison damage
  • [ Sun ] Sunbeam ( Conc Aimed ) : Sun damage
  • [ Sun ] Radiant Touch ( Touch ) : Sun damage
  • [ Ward ] Lesser Ward ( Self ) : Ward


Apprentice

  • [ Cure Poison ] Cure Poison on Self/Target ( Self/Target ) : Cure poison
  • [ Dispel Soul Gem ] Dispel Soul Gems ( Self ) : Release soul gems
  • [ Healing ] Healing Hands ( Conc Target ) : Heal target
  • [ Healing ] Fast Healing ( Self ) : Heal self
  • [ Healing Aura ] Healing Aura on Self/Target ( Self/Target ) : Heal self over long time
  • [ Poison ] Poison Bolt ( Aimed ) : Poison damage
  • [ Poison ] Infection ( Aimed DoT ) : Poison damage
  • [ Poison ] Poison Hazard ( Aimed Hazard ) : Poison damage
  • [ Poison ] Poison Weapon ( Ench Self ) : Enchant weapon with poison damage
  • [ Poison ] Poison Rune ( Rune ) : Poison damage
  • [ Resist Poison ] Resist Lesser Poison on Self/Target ( Self/Target ) : Increase poison resist
  • [ Stamina ] Recuperate / Recuperating Hands ( Conc Self/Target ) : Restore stamina
  • [ Sun ] Sun Fire ( Aimed ) : Sun damage
  • [ Sun ] Sunburn ( Aimed DoT ) : Sun damage
  • [ Sun ] Radiant Hazard ( Aimed Hazard ) : Sun damage
  • [ Sun ] Radiant Weapon ( Ench Self ) : Enchant weapon with Sun damage
  • [ Sun ] Sun Rune ( Rune ) : Sun damage
  • [ Turn ] Turn Lesser Undead ( Aimed ) : Turn undead
  • [ Ward ] Steadfast Ward ( Self ) : Ward


Adept

  • [ Abjuration ] Abjuration ( Target ) : Banish summoned daedra, stagger and damage
  • [ Cure Disease ] Cure Disease on Self/Target ( Self/Target ) : Cure disease
  • [ Dispel ] Dispel on Self/Ally ( Self/Target ) : Dispel
  • [ Fortify Attributes ] Fortify Attributes on Self/Target ( Self/Target ) : Increase health, magicka, stamina
  • [ Healing ] Close Wounds ( Self ) : Heal self
  • [ Healing ] Heal Other ( Target ) : Heal target
  • [ Poison ] Poison Sphere ( Aimed Area ) : Poison damage
  • [ Poison ] Poison Cloud ( Aimed Exp ) : Poison damage
  • [ Poison ] Poison Cloak ( Cloak Self ) : Poison damage
  • [ Poison ] Poison Ray ( Conc Aimed ) : Poison damage
  • [ Poison ] Poisonous Grasp ( Touch ) : Poison damage
  • [ Purify ] Purify ( Target ) : Banish reanimated actors and summoned undead or damage
  • [ Resist Magic ] Resist Lesser Magic on Self/Target ( Self/Target ) : Increase magic resist
  • [ Resist Poison ] Resist Poison on Self/Target ( Self/Target ) : Increase poison resist
  • [ Stamina ] Invigorate / Invigorate Other ( Self/Target ) : Restore stamina
  • [ Sun ] Radiant Sphere ( Aimed Area ) : Sun damage to undead
  • [ Sun ] Sunburst ( Aimed Exp ) : Sun damage to undead
  • [ Sun ] Sunfire Cloak ( Cloak Self ) : Sun damage cloak, light, 50% resistance to vampiric drain
  • [ Sun ] Sun Ray ( Conc Aimed ) : Sun damage to undead
  • [ Sun ] Radiant Grasp ( Touch ) : Sun damage to undead
  • [ Turn ] Turn Undead ( Aimed ) : Turn undead
  • [ Turn ] Repel Lesser Undead ( Aimed Area ) : Turn undead
  • [ Ward ] Greater Ward ( Self ) : Ward
  • [ Weakness to Magic ] Weakness to Magic ( Target ) : Reduce magic resist
  • [ Weakness to Poison ] Weakness to Poison ( Target ) : Reduce poison resist


Expert

  • [ Abjuration ] Greater Abjuration ( Target ) : Banish summoned daedra, stagger and damage
  • [ Dispel Soul Gem ] Dispel Soul Gem on Target ( Target ) : Deactivate automatons or damage
  • [ Fortify Attributes ] Greater Fortify Attributes on Self/Target ( Self/Target ) : Increase health, magicka, stamina
  • [ Healing ] Greater Healing ( Self ) : Heal self
  • [ Healing ] Grand Healing ( Self Area ) : Heal self and allies
  • [ Healing Aura ] Greater Healing Aura on Self/Target ( Self/Target ) : Heal self over long time
  • [ Poison ] Viperbolt ( Aimed ) : Poison damage
  • [ Poison ] Poison Blast ( Aimed Area ) : Poison damage
  • [ Poison ] Contamination ( Aimed DoT ) : Poison damage
  • [ Poison ] Poison Wall ( Conc Aimed Hazard ) : Poison damage
  • [ Poison ] Greater Poison Weapon ( Ench Self ) : Enchant weapon with poison damage
  • [ Poison ] Greater Poison Rune ( Rune ) : Poison damage
  • [ Poison ] Poison Nova ( Self Exp ) : Poison damage
  • [ Purify ] Sanctify ( Target ) : Banish reanimated actors and summoned undead or damage
  • [ Resist Magic ] Resist Magic on Self/Target ( Self/Target ) : Increase magic resist
  • [ Sun ] Radiant Strike ( Aimed ) : Sun damage to undead
  • [ Sun ] Radiant Blast ( Aimed Area ) : Sun damage to undead
  • [ Sun ] Searing Sunburn ( Aimed DoT ) : Sun damage to undead
  • [ Sun ] Radiant Wall ( Conc Aimed Hazard ) : Sun damage to undead
  • [ Sun ] Greater Radiant Weapon ( Ench Self ) : Enchant weapon with Sun damage
  • [ Sun ] Greater Sun Rune ( Rune ) : Sun damage to undead
  • [ Sun ] Radiant Nova ( Self Exp ) : Sun damage to undead
  • [ Turn ] Turn Greater Undead ( Aimed ) : Turn undead
  • [ Turn ] Repel Undead ( Aimed Area ) : Turn undead
  • [ Turn ] Circle of Protection ( Self Hazard ) : Turn undead
  • [ Ward ] Superior Ward ( Self ) : Ward
  • [ Weakness to Magic ] Dire Weakness to Magic ( Target ) : Reduce magic resist
  • [ Weakness to Poison ] Dire Weakness to Poison ( Target ) : Reduce poison resist


Master

  • [ Dispel ] Dispel on Target ( Target ) : Dispel, damage Automatons
  • [ Healing ] Mass Healing ( Ritual Self Area ) : Heal self and allies
  • [ Intervention ] Divine Intervention ( Ritual Self ) : Teleport to temples of the Divines
  • [ Poison ] Poison Vortex ( Conc Aimed ) : Poison damage
  • [ Poison ] Poison Storm ( Ritual Self Exp ) : Poison damage
  • [ Sun ] Solar Vortex ( Conc Aimed ) : Sun damage to undead
  • [ Sun ] Solar Storm ( Ritual Self Exp ) : Sun damage to undead
  • [ Turn ] Bane of the Undead ( Ritual Self Exp ) : Turn undead and Sun damage
  • [ Turn ] Guardian Circle ( Ritual Self Hazard ) : Turn undead and heal self
  • [ Ward ] Shalidor's Mirror* ( Self ) : Ward & reflect



Perk List

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Mastery
  • Novice Restoration (0) : Half-cost perk
  • Apprentice Restoration (25) : Half-cost perk
  • Adept Restoration (50) : Half-cost perk
  • Expert Restoration (75) : Half-cost perk
  • Master Restoration (100) : Half-cost perk

Empower
  • Empowered Restoration (25) : Dual-cast perk

Painful Regrets
  • Painful Regrets (0) : Self challenge perk

Recovery
  • Focused Mind (25) : +50% magicka regeneration
  • Power of Life (50) : restore health power, once a day
  • Essence of Life (75) : restore health power, three times a day

Healing
  • Improved Healing (25) : 1.1x magnitude, 0.9x cost for healing and cure spells
  • Respite (75) : healing spells restore stamina by 0.5x of healing done

Protection
  • Improved Protection (25) : 1.1x magnitude, 1.1x duration, 0.9x cost for protection spells
  • Improved Wards (75) : 25% ward spell absorption, 0.9x ward spell cost

Heliomancy
  • Heliomancy (25) : 1.1x magnitude, 0.9x cost for sun spells
  • Scorching Light (75) : 25% stagger chance when dual-casted, extra damage over time to undead, half damage to non-undead

Turning
  • Improved Turning (25) : 1.1x magnitude, 1.1x duration, 0.9x cost for turn spells
  • Mystic Turning (75) : 1.1x spell magnitude, 1.2x spell duration on undead and daedra

Venomancy
  • Venomancy (25) : 1.1x magnitude, 0.9x cost for poison spells
  • Paralyzing Poison (75) : paralysis effect for poison spells, poison spells temporarily reduce target's poison resistance by 10% if not immune





[ Enchanting ]

Enchanting is the arcane art of infusing matter permanently with magic energy.

Features improvements for Scrolls and Staves, making them more stronger and more efficient. Vanilla enchantments are rebalanced to make each more useful.


School Features

  • Rebalanced and redesigned vanilla enchantments to make them more useful
  • Magic perks (e.g. Pyromancy, Respite) improve staves and scrolls, just like spells
  • Staff and Scroll crafting mechanic based on Enchanting skill


Additional Notes

  • Enchanter's Insight rank 1 increases power of staves and scrolls up to +50% at 100 Enchanting skill level.
  • Scrambled Bugs with 'Multiple Enchantment Effects' fix is required for some enchantments to give proper scaling bonuses.
  • Detailed magnitude and scaling for enchantments are included in the spreadsheet.
  • Fortify Magic enchantments are capped to 90% cost reduction.


Staff/Scroll Crafting Mechanics

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Staff & Wand Crafting
  • All spells have staff (wand) variants, except some spell types that cannot be implemented properly.
  • Staves and wands (lighter variant of staff with less total charges) can be crafted with Artificer branch Enchanting perks, from Enchanter's Insight (rank 1) to Enchantment Mastery, each unlocking spell tier from novice to master. Unenchanted staves (wands) are distributed to mage vendor lists.
  • You need to know the original spells to make staves (e.g. learn Firebolt spell to make a staff of firebolt). To allow access to more spells without leveling magic skills, mage vendors will sell high-tier staves (wands) and spell tomes by chance, depending on their specialty.
  • Requiem's staves based on 2H Battlestaves are reworked. They are all renamed as '<Material> Battlestaff of <Spell>', and while equipped (only spell-enchanted battlestaves, not 2H battlestaves), Wooden/Silver/Glass/Ebony/Daedric Battlestaff provides 30/60/90/120/150 armor rating. The highest applies when wielding two spell-enchanted battlestaves on both hands, and get no doubled armor rating for using two of same material.

Forge Recipes
  • Novice : 1 Lesser Soul Gem + Staff, Enchanter's Insight (rank 1) (0)
  • Apprentice : 1 Common Soul Gem + Staff, Soul Gem Mastery (25)
  • Adept : 1 Greater Soul Gem + Staff, Arcane Experimentation (50)
  • Expert : 1 Grand Soul Gem + Staff, Artificer's Insight (75)
  • Master : 2 Grand Soul Gem + Staff, Enchantment Mastery (100)
  • * Daedric Battlestaff requires 1 Grand and 1 Black soul gems.

Staff Enchanter Recipes
  • Novice : 1 Heart Stone + Staff
  • Apprentice : 2 Heart Stone + Staff
  • Adept : 3 Heart Stone + Staff
  • Expert : 4 Heart Stone + Staff
  • Master : 5 Heart Stone + Staff

Scroll Crafting
  • All spells have scroll variants, except some spell types that cannot be implemented properly.
  • Portable 'Scroll Crafting Tool' can be purchased along with rolls of paper from mage vendors. Activating the item in the inventory opens up Scroll Crafting menu.
  • Scrolls can be crafted with Artificer branch Enchanting perks, from Enchanter's Insight (rank 1) to Enchantment Mastery, each unlocking spell tier from novice to master.
  • You need to know the original spells to make scrolls (e.g. learn Firebolt spell to make a scroll of firebolt). To allow access to more spells without leveling magic skills, mage vendors will sell high-tier scrolls and spell tomes by chance, depending on their specialty.
  • You can grind filled soul gems into 'Soul Gem Fragment (Filled)', used for crafting scrolls. Each fragment contains 25 charges, and the number of fragments yielded from each soul gem depend on the charges within the soul gem. For example, a petty soul gem with 250 charges yields 10 fragments (250/25 = 10). Fragments are also sold by mages.
  • You can craft scrolls using roll of paper and filled soul gem fragments, numbers depending on half the base magicka cost of spells. For example, to craft a scroll of oakflesh (100 base magicka cost), you need 4 fragments (100/2/25 = 2).



Enchantment Changes

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  • Health Regen enchantment can be placed on head slot
  • Magicka Regen enchantment can be placed on neck slot
  • Resist Magic enchantment can be placed on body slot
  • Fortify Speech enchantment can be placed on head, hand, ring slot
  • Stamina Regen enchantment can be placed on ring slot
  • Fortify Unarmed enchantment can be placed on hand necklace, feet slot
  • Waterbreathing enchantment can be placed on hand slot
  • Fortify Armor Rating (Light) is changed into Fortify Armor Penetration, increasing armor penetration for all weapons.
  • Fortify Block also increases bash damage by same amount.
  • Fortify Sneak reduces movement noise by half the enchantment magnitude.
  • Fear enchantment works on all types of enemies, not only living humanoids.
  • Paralyze and Force enchantments have magic resistance thresholds.
  • All multi-effect enchantments are supported by Multiple Enchantment Effects fix in Scrambled Bugs.



Perk List

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Enchantment
  • Enchanter's Insight (1) (0) : new enchantments are 25% stronger, craft novice level staves and scrolls
  • Enchanter's Insight (2) (20) : new enchantments are 50% stronger, craft novice level staves and scrolls
  • Elemental Lore (25) : new elemental enchantments are 50% stronger
  • Corpus Lore (50) : new attribute enchantments are 50% stronger
  • Skill Lore (75) : new skill enchantments are 50% stronger
  • Enchantment Mastery (100) : new enchantments are 20% stronger, place two enchantments with 60% strength each, craft master level staves and scrolls, 0.85x staff charge cost

Artificer
  • Soul Gem Mastery (25) : +25% charge from soul gems, craft soul gems and apprentice level staves and scrolls
  • Arcane Experimentation (50) : new enchantments are 20% stronger, learn five new enchantments with Arcane Experimentation power, craft adept level staves and scrolls
  • Artificer's Insight (75) : new enchantments are 25% stronger, learn five new enchantments with Artificer's Insight power, craft expert level staves and scrolls

Artifact
  • Artifact Enchanter (100) : enchant one item with twice the strength, can place three enchantments with 50% strength each