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File credits
I would like to thank @noptasis for this absolutely breathtaking mod, and Luka for his awesome bugfix!
Most users were having issues with crashes when casting certain spells, so what I did was:
Forwarded some USSEP changes
Removed "Ageless Insight" spell from all leveled lists, deleted relevant magic effects and spell tome
Deleted unused spell Dream's Grip
Fixed "Unresolved FormID" with a certain Ritual Hazard spell that referenced the wrong MGEF
Audio issues with Lightning Bolt and Fire Bolt mentioned by some users should be fixed
Removed buggy "Conjure Putrid Imp" spell because the imp doesn't actually fight
Fixed "Distortion Flux" not having a proper description
Changed Crystallize Soul to have a flat 50% chance to trigger "Spawn Empty Soul Gem" instead of 5%, increased magicka cost significantly to compensate.
Showcase of most of the mod's spells:
Here is a better version of the original mod's description:
Years in the making, Arcanum is a massive spell mod that aims to combine unique gameplay with visual effects of a quality never attempted before in Skyrim. With 200 spells complete, 300+ spells planned, and inspired by everything from Dragon's Dogma to Planescape, Arcanum may be the most ambitious magic mod ever made.
Destruction
When designing the destruction spells, I split the school into three distinct styles along the elements. Each has a different playstyle, strengths, weaknesses, and players may choose either to focus and go all in on one element, or use the others to help mitigate their element's weaknesses. All playstyles will be rewarded with unique combos and payoffs.
Combine Fire and Frost, and hold them in place with Gelid Gales while hitting them with fireballs. Combine Frost and Shock, and use frost's ability to reduce resistances to further increase shock damage. Combine Fire and Shock, and use fire's healing to offset shock's health loss while hitting them with giant balls of fire and lightning
Restoration
How many spell mods have had restoration spells as just a bunch of uninventive heals and plague spells? Arcanum's take on restoration is different. You won't find any overpowered "Fast Healings" in here. God knows there's enough out there - and the vanilla spells aren't bad for healing yourself. No, Restoration in Arcanum takes a different approach. Turn your allies into gods as a battle cleric, protect the weak by sacrificing your own life, or become a dark doctor that turns healing itself into harm. To help guide my design, I divided Restoration into three sub-categories
Illusion
Illusion always gets the short end of the stick in Vanilla, doesn't it? Fear, Frenzy, and Calm spells simply don't scale all that well, do very little against bosses or dragons or difficult enemies, and it's almost always something you ignore, or take for the occasional utility. Spell mods like Apocalypse go out of their way to ignore vanilla mechanics, and perk mods like Ordinator turn it into a mishmash of random stuff. I say, no more. There's real potential in Illusion. Arcanum gives renewed purpose to vanilla illusion spells with special synergies, and really lets you fulfill that fantasy of playing as a deadly, deceitful, mind mage. There's also plenty of spells that support spellthief, spellsword, and even magicka archer playstyles, and some mage characters might even find it more useful to spec into illusion than restoration, since it provides a lot of support functions and a teeny amount of healing.
Conjuration
With the conjuration update, I aimed to tackle a few features I thought were really bad about Conjuration in the base game, and in a lot of other mods I saw. Necromancy is historically underpowered, summons are quite boring and tend to involve little to no activity from the player, and bound weapons and soul trapping seem isolated in their own corner, without anything linking them to the rest of the school. With a bevy of powerful summons in the base game AND other mods, instead, Arcanum Conjuration aims to offer more utility and incentivizes the player not to hide in a corner while their summon does the work.
Spell list is included in the original mod description, but for some reason Destruction spells weren't included so here is a link to a list: https://pastebin.com/iQxtmcm2 Most of the spells contained in this mod can be bought from vendors, and are seamlessly integrated into the leveled lists of magic merchants.