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This page was last updated on 24 June 2025, 11:49PM
- Changelogs
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Version 3.2
- Fixed Shadow Weaver breaking unique named NPCs when used on them (would prevent the NPC from being activated afterwards)
- Shadow Weaver now only requires sneaking instead of the more finicky "undetected" state
- Fixed bug with Blood Mage where script lag would sometimes cause magicka to be subtracted in addition to (or instead of) HP. Unfortunately, fixing this issue means that non-PoS perks that directly reduce the cost of spells will no longer reduce the HP required with Blood Mage. (Vanilla perks, PoS perks, enchantments, potions, etc. still DO reduce the cost)
- Fixed bug with Blood Mage where dual-casting a spell with the associated dual-casting perk would not increase its HP cost.
- If you currently have Blood Ritual active, you MUST disable and then re-enable it for the bug fixes to take effect!
- AE Patch: Added missing facegen textures for new potent daedra
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Version 3.1
- Fixed MageArmor buff not adjusting when switching armor
- Fixed DragonHide using the wrong effect shader
- Fixed BloodMage script race condition that would sometimes cause it to stop working when the game is lagging
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Version 3.0
- Updated the main mod manager script to be more robust and better handle updates. YOU CANNOT USE VERSION 3.0 ON AN EXISTING PATH OF SORCERY SAVE!! If updating to 3.0, you MUST either start a new game or use a save that has NEVER had PoS installed.
- No longer requires USSEP! It's still HIGHLY recommended, though.
- Replaced Transmutate with Polymath -> All Novice spells from any school of magic are free to cast. Choose a school of magic; all apprentice spells from that school are also free to cast.
- Replaced Midas Touch with Advanced Study -> Each of your spells grows stronger the more times you cast it, becoming up to 30% more powerful.
- Careful Preparation: No longer stores "aimed" spells like Firebolt (doing so was useless); beefed up the script, added a ton of papyrus debug logs to help w/ troubleshooting.
- Spell Charging: Rewrote script to be more robust, de-coupled charging time from script-execution time; works in Vampire Lord form.
- Aetherial Shield: Changed position on perk tree, buffed effect -> Take 25% less damage from physical or magical attacks while casting or charging a spell. Protection increases to 50% while dual casting, or 100% when charging a ritual spell.
- Blood Mage 1: Decreased unlock level 35 -> 30; can now be toggled on or off with the "Blood Ritual" spell; magicka cost reduction to spells from other perks or abilities will now also reduce the HP cost of spells with BloodMage; default HP cost for all spell levels has been increased (since cost is now reduced by your other perks and effects); casting spells with HP will now give XP (prev. there was no XP gain, since by default XP gain is based on magicka cost); fixed buggy behavior with ritual concentration spells and transforming into a werewolf; now works in vampire lord form; using scrolls no longer subtracts HP.
- Blood Mage 2: Decreased unlock level 65 -> 60, buffed effect -> While Blood Ritual is active, your maximum health is increased by 100% of your magicka pool and spells only cost half as much health to cast.
- Spell Mastery: Your mastered spell will now correctly have all your perk buffs applied to it; added a display message if the spell you cast can't be mastered.
- Removed Adaptability
- Fixed the dual-cast bug with the Dragon Hide spell, and its damage reduction bonus now always stacks on top of any worn armor (prev. it would *sometimes* stack, but the stacking would disappear if you swapped out any armor pieces)
- Changed the FX of all the vanilla Flesh spells to use shaders that match the spell type -> ex. OakFlesh gives you a "covered in bark" appearance.
- Bonecraft: Collapsed into 1 rank. All skeletons are now interacted with via normal dialog, instead of a message box. Bonecraft allows crafting Bone Servants, Bone Walkers, and Bone Horses. Harvesting bones from an NPC or skeleton now leaves behind a viscera pile or a bone dust pile, respectively; you can harvest troll skulls from trolls for crafting Bone Walkers and Bone Goliaths.
- Bone Servant now starts with basic weaponry, but it cannot be given new weapons until you have "Ancient Tongues".
- Bone horse will now fast travel with you as your "last ridden horse"; will now run away from danger.
- Added Bone Walker as a craftable skeleton. It's a dedicated spell caster that starts with basic novice and apprentice elemental spells, but it can't use weapons.
- Ossuary: Changed unlock level 40 -> 35, buffed effect -> Harvesting bones from a corpse always yields a full set. Deconstructing a skeletal minion returns more bones and an empty soul gem, with a chance for the soul gem to be filled.
- Ancient Tongues: Changed unlock level 50 -> 45, buffed effect -> Created skeletons can be summoned to your location and given commands to wait, follow, trade items, or perform a variety of tasks. (This means that skeletons can now be ordered to attack targets or set up an ambush!)
- Crypt Lore: Collapsed into 1 rank -> You can now mix-and-match up to 2 elements on a skeleton; if you stack the same element, the effect is stronger. Bone Horses can now be given 2 salts (prev. could only get 1) and will have the appearance of the last salt given; removed the elemental cloak given to Bone Horses by salts, since they've been reworked to be a utility minion rather than a battle-oriented minion.
- Removed Chosen Disciple, replaced with False Life: All skeletons can now be created using black soul gems; skeletons with black souls will scale in power with your level and cannot be killed.
- Lord of Bones: Added Bone Goliaths as a craftable skeleton. Bone Goliaths are powerful melee berserkers that gain elemental claw damage with Crypt Lore.
- Dark Souls, The Relentless, Feel No Pain: Now also applies to summoned undead.
- Plague Carrier: Now also applies to summoned zombies or other gross undead.
- King of Worms: Fixed bug where it would not stack with other effects that increase your summon limit; Removed exclusion restriciton.
- Restored the original function of Atromancy for NPCs (prev. all NPCs w/ this perk would get the boost if the player had an atronach active)
- Witch's Familiar: Removed "Choose Familiar" power -> your desginated Witch's Familiar is now determined automatically based on which atronach, daedra, or familiar summon you use the most.
- Changed Elemental Potency to Daedric Potency -> Conjured atronachs, daedra, and familiars are more powerful and have access to higher level spells and better weaponry. Staves can now summon Potent versions of familiars/daedra/atronachs.
- Oblivion Walker: Removed exclusion restriction.
- Removed Gatekeeper
- Added Twin Souls: Increases your summoning limit by +1.
- Mystic Binding: Renamed from Mystic Weapon.
- Thirsty Blade: Changed pre-req to Mystic Binding, collapsed into 1 rank -> Bound weapons absorb 10 health, magicka, and stamina on every hit.
- Ghost Dance: Collapsed into 1 rank -> While you have a bound weapon equipped, you have a 50% chance to turn ethereal for 2 seconds while an opponent is power attacking.
- Arcane Strike: Fixed a bug where it wouldn't work until you resummoned the weapon, if you took the perk with a bound weapon equipped.
- Flame Thrall spell now gives XP when cast
- Potent Storm Atronachs now have access to the Thunderbolt spell
- Potent Frost Atronachs now deal more frost damage with their melee slam attack.
- Tweaked atronach stats to make them more consistent.
- Added a stave and stave-crafting recipe for Conjure Seeker.
- AE Patch: CC Saints & Seducers: Increased the casting cost and XP gain of all the Dark Seducer and Gold Saint conjuring spells.
- AE Patch: CC Saints & Seducers: Changed "Conjure Staada" into a ritual spell and greatly increased its casting cost and XP gain, since it's a master-level spell.
- Student Enchanting: Increased rank 2 buff from 0.75% -> 1%
- Sigils of Skill: Reduced skill gain buff from 10% -> 5%, removed erroneous buff to carry weight enchantments
- Scroll Scribe: Fixed a bug where taking rank 2 would remove the boost to scroll power. Changed rank 2 -> Scrolls are 1.5% more powerful per level of Enchanting. Scroll crafting now yields 1 additional scroll.
- Staff Wielder: Changed unlock level for rank 2 from 65 -> 55
- Resonance: Changed effect -> Elemental enchantments on armor and clothing increase the power of your elemental spells of the same type by 15%.
- Delicate Touch: The menu text of the enchanting table will no longer mention "destroying" items when you have this perk. Added an additional effect -> Using filled soul gems to enchant items or craft scrolls now returns an empty soul gem.
- Lithomancy: Fixed missing info and typos in the "Notes on Lithomancy" book.
- Enchanter's Ritual: No longer requires using the Ritual enchantment to take effect; increased time limit from 12-1am to 12-3am; the whole perk was kinda busted before, that has been fixed.
- Added Soul Fusion: Filled soul gems of the same tier can be fused together at the Arcane Enchanter to create a filled soul gem of the next higher tier. Cannot create Black souls.
- Draconic Infusion: Buffed the power of Dragon's Wrath and Dragon's Immortality enchantments.
- Added missing scroll crafting recipes for Frost Rune, Frost Cloak, Frenzy.
- Removed Regeneration from perk tree, reverted functionalty to vanilla for NPC usage.
- Healer 1 & 2: Reduced unlock levels from 40/60 -> 20/40, fixed healing-over-time being absorbed if the target has an absorb magic effect.
- Renamed Recovery to Wellspring, updated unlock levels from 25/50 -> 30/60. Updated description on the mod page to match the actual effect (effect was changed in a prev. update, but description never got updated, oops).
- Invigorate: Fixed being absorbed if the target has an absorb magic effect, buffed effect -> Healing spells cast on a target at full health grant +50 max health and stamina for 60 seconds.
- Mage Ward: Reduced from 3 ranks to 2, lowered unlock level to 25/50, tweaked effect -> Wards cost 30/50% less to cast and are 50/100% stronger. If not wearing any physical armor, wards are 100/200% stronger.
- Renamed Divine Avenger to Paladin, collapsed into 1 rank, changed effect -> Your weapon strikes cause undead to burn with holy fire. Damage increases with Restoration skill level.
- Fear the Dawn: Collapsed into 1 rank, buffed effect -> Fire and Sun spells are 25% stronger against undead; Turn Undead spells are 50% stronger and cause the target to burn with holy fire.
- Aura of Light: Reduced from 3 ranks to 2, changed unlock levels from 30/50/70 -> 30/60, rank 2 also increases healing amount; rebuilt the functionality for Aura Of Light and all its subsequent perks to be more robust.
- Replaced Blessing with Aurora Shield -> Those affected by Aura of Light gain +25% resistance to magic, poison, and disease.
- Combined Bolster The Ranks and Strength In Numbers: Strength In Numbers (75) -> Those affected by Aura of Light gain +60 armor and +6% attack damage for every person affected. Stacks up to 5 times.
- Merciful Light: Changed unlock level from 50 -> 80, moved on perk tree, updated effect -> Aura of Light now also affects friendly undead, daedra, and dwarven automatons.
- Miracle: Increased heal from 200 -> 250, fixed bug where the heal amount would sometimes be less than advertised, fixed bug where the "challenger" NPC who shows up to duel you would be affected by miracle.
- Disciple: Changed unlock level from 25 -> 30.
- Divine Inspiration: Changed unlock level from 35 -> 45.
- Avoid Death: Tweaked description.
- Dust to Dust: Tweaked description.
- Removed Pitiless Light.
- Fixed incorrect boost value on Consuming Rage
- Merged Apprentice Rune Mage and Master Rune Mage into a single perk with two ranks -> Rune Mage: Can place up to 2/3 runes 3x/5x further away. Fixed a bug where the rune distance increase given by Ahzidal's Arcana was referencing an unused perk.
- Ambush: Buffed effect -> Runes affect a 50% larger area and deal 25% more damage. If the targets are unaware that anything is amiss, runes deal 100% more damage.
- Replaced Wildfire with Blaze Warrior: While holding a fire spell in your hand, enemies that hit you with a melee attack are burned for 15 fire damage. Casting a fire spell increases your weapon attack damage by 20% for a short time.
- Replaced Frigid Aura with Rime warrior: While holding a frost spell in your hand, the frost resistance of anyone within 25 feet is reduced by 50%. Casting a frost spell creates an ice shield that increases your armor by 40 points for a short time.
- Replaced Power Surge with Lightning Warrior: While holding a shock spell in your hand, you move 20% faster. Casting a shock spell increases your weapon strike speed by 15% for a short time.
- Removed rank 2 from CatchFire/PiercingCold/Conductivity. The Destruction tree had too many perks overall, and the gains from having a second rank on these wasn't worth it.
- Elementalist: Fixed typo in perk description.
- Force of Nature: Updated description to read more naturally.
- Crown of Inferno: Updated effect -> Grants the power "Summon Meteor Shower". You are immune to fire damage and your fire spells and shouts are 35% stronger, but frost and shock spells are 50% weaker. During sunny weather or a meteor shower, your health regenerates 70% faster. (Can only choose 1 elemental mastery)
- Crown of Winter: Updated effect -> Grants the power "Summon Blizzard". You are immune to frost damage and your frost spells and shouts are 35% stronger, but fire and shock spells are 50% weaker. During snowy weather or a blizzard, your stamina regenerates 70% faster. (Can only choose 1 elemental mastery)
- Crown of Storms: Updated effect -> Grants the power "Summon Lightning Storm". You are immune to shock damage and your shock spells and shouts are 35% stronger, but fire and frost spells are 50% weaker. During rainy weather or a lightning storm, your magicka regenerates 70% faster. (Can only choose 1 elemental mastery)
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Version 2.7
- DelicateTouch no longer applies to Staff Enchanters, to prevent an exploit to infinitely level enchanting (was not intended to work on Staff Enchanters anyway)
- Fixed SpellCharging and BloodMage no longer working after transforming into a werewolf or vampire lord
- Fixed KeenSenses breaking when crouching/standing too quickly, or after using the NightEye spell granted to Khajiits and werewolves.
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Version 2.6
- Spread out the unlock levels for Enchanting perks, they were all clumped together in the middle
- Twin Moons - increased level requirement 75->90
- Overflow - increased level requirement 70->80
- Sigils of Life - increased level requirement 50->70
- Sigils of Skill - increased level requirement 40->50
- Enchanter's Ritual - increased level requirement 60->75
- Lithomancy - increased level requirement 50->55. Updated description to tell you about the guide book you get when taking the perk.
- Several perks were scaling Illusion spell duration instead of magnitude. This has been fixed.
- Shadow Weaver - Added a condition to prevent being activated on inanimate objects
- Spell Mastery - Increased the cooldown between casts 10->60 seconds. Added a messagebox that shows when you first take the perk to explain what will happen.
- Removed need for BloodMage "all spells" leveled lists, to make patching easier.
- Removed need for CarefulPrep valid spells leveled list, to make patching easier.
- Removed the need for SpellMastery valid spells leveled lists, to make patching easier.
- Removed the need for WitchsFamiliar valid spells leveled lists, to make patching easier.
- SpellCharging - Bug fixes: Spell power wouldn't return to normal after casting the spell; spell hand effects sometimes not going back to the correct size after charging; spell would continue to charge up after single-clicking with the spell; bad condition on scaling Left vs. Right hand spell magnitude.
- SpellCharging - Made charging happen faster, was taking close to 6 seconds.
- SpellCharging - Changed the underlying actor values being scaled from Variable01/Variable02 to TwoHandedSkillAdvance/OneHandedSkillAdvance. This will hopefully increase compatibility with other mods, but there are only so many unused actor values up for grabs for mods to use.
- Enchanter - Changed name to "Student: Enchanting", for consistency with the other perks.
- Reverted a change I made long ago to "refresh" your abilities when reloading the game, as a workaround for the vanilla bug where ability conditions stop working after a very long time. However, I think this was causing problems with some abilities, so I've removed my attempted fix. If you have a very long game, you will probably need to install one of the other mods that patch the vanilla ability bug.
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Version 2.5.1
- Fixed Synergy always applying, even without a Flesh spell active
- Fixed not being able to harvest bones again from actors that respawning
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Version 2.5
- Only harvest bones if wielding a knife
- Fixed skeletons not using shields, skeletons now show equipped daggers
- Fixed an issue where your zombies' reanimation bonus effect would be removed after going through a load door
- Aetherial Shield - increased protection for dual casting to 50%, now also includes charging a ritual spell.
- Necromancy - changed effect, added second rank, renamed to necromancer, fixed allowing reanimating 4 times instead of 3.
- Acolyte - removed, the effects have been moved to Bonecraft and Necromancer
- Bonecraft - moved the harvest bones functionality from Acolyte to here
- DarkSouls - "infinite reanimations" effect switched to necromancer rank 2
- FeelNoPain - Reduced armor gained 100->80 points, increased magic resistance 25->35%.
- LayDownArms - Reduced the damage resistance drop from 100->60 points.
- HoldTheLine - Reduced the amount of armor added 200->100 points.
- Telepathy - Reduced duration from 5 min -> 30 seconds. Increased the range by a massive amount. The camera behaves less strangely. Now ends automatically if combat starts.
- Puppeteer - Updated description to reflect the fact that you could always take control of humanoids. The target you're controlling is no longer marked as your ally - this means they will detect you if you move them too close to yourself, but it prevents their allies from slaughtering them.
- NOTE: Several perks must be re-aquired to take effect. I've added a perk-refresh function to take care of this automatically in the future, but it won't work on existing saves.
- Staff Wielder - Updated the effect to make it more useful.
- Midas Touch - Added a fix to allow it to be used again on actors that respawn.
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Version 2.4
- Illusion spells now scale based on magnitude instead of duration. Rebalanced the equation that calculates an enemy's chance to break free from your illusion spells. The end result is that your illusion spells will, on average, last longer against enemies with a level greater than the magnitude of the spell. Previously, the chance for the spell to fade every second was very high, so the average duration would be extremely low.
- Lay Down Arms, Hypnotic Gaze, and Geas now also increase the effectiveness of Calm spells.
- Consuming Rage, Fratricide, and Spreading Wrath now also increase the effectiveness of Frenzy spells.
- Paralyzing Terror, Waking Nightmare, and Scared To Death now also increase the effectiveness of Fear spells.
- Slight nerf to Beastial Minds and Humanoid Minds, to balance the buffs to other perks.
- FIX: Added missing condition for Pitiless Light, so it no longer applies unless you actually have the perk.
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Version 2.3.1
- Fixed staff cost going to 0 if you have Blood Mage.
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Version 2.3
- Reverted to skeleton army system. Skeletons are no longer protected, and you can have as many as you want.
- Call of the master now has an option to only summon skeletons that are actively following you, so that you can leave your skeletal horse outside instead of summoning it into battle
- Change spell school of "Catch Fire" effect from Illusion to Destruction
- Added condition to Acolyte to prevent harvesting bones while in beastform
- Changed "on armor" enchanting perks to say "on armor and clothing"
- Made Dust To Dust apply to Divine Avenger flames
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Version 2.2
- Added missing scripts...somehow they just vanished from the file
- Removed unused properties, to clean up papyrus logs
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Version 2.1
- Added a workaround for the "ability condition" bug that affect long saves. Requires starting a new game to take effect.
- Fixed the jump height boost added by Enhanced Agility being removed when you relaunched the game.
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Version 2.0
- *Now requires SKSE!
- *Added new perk refund script that runs when the PoS version is updated
- *Updated scrolls to match their spell counterparts
- -EX: GrandHealing would not restore stamina if you had the Respite perk; it also wouldn't heal you, only those around you.
- *Added missing scrolls for vanilla spells
- -boneman, mistman, wrathman, healundead, stendarr aura, sunfire, vampire bane, ash rune, ash spell, ash spawn, seeker, frenzy rune, poison rune, whirlwind cloak, dremora lord, icy spear, incinerate, thunderbolt, transmute mineral ore
- *Updated all "Student" perks -> Removed convoluted cost-reduction math and just changed it to a flat 25/50% cost reduction.
- ALTERATION:
- Careful Preparation: No more timer - now lasts forever unless you remove the stored spell.
- Adaptability: Reduced boost magnitude - 25% -> 20%, reduced duration 15 sec -> 10 sec.
- Synergy 1/2: Reduced boost 10% -> 8%, 20% -> 16%.
- Atronach 1: Reduced magicka regen penalty 70% -> 50%.
- Atronach 2: Increased chance to absorb magicka 95% -> 100%.
- Added a whole new Blood Mage skill line.
- Mage Armor: Nerfed chance to take no damage - 5->2%, 10->5%, 15->9%.
- Midas Touch: Changed condition to paralysis instead of 50% HP.
- Transmutate: Added new ability options -> Dense Bones, Enhanced Agility, Keen Senses, Obsidian Skin, Water Affinity.
- *Dense Bones - Increases carry weight by 50 and unarmed damage by 20%.
- *Enhanced Agility - Increases movement speed by 15% and jump height by 50%.
- *Keen Senses - Focusing (crouching) allows you to see in the dark and smell living creatures through walls.
- *Obsidian Skin - Take 15% less damage from all physical attacks.
- *Water Affinity - Increases swim speed and allows you to breathe underwater.
- NEW Spell Charging.
- NEW Aetherial Shield.
- NEW Blood Mage (rework of old Blood To Power).
- NEW Blood Siphon.
- NEW Eldritch Energies.
- NEW Blood to Power (different perk, reused old name).
- Removed Well Of Endurance.
- Removed Strength In Reserve.
- Removed Intrinsic Knowledge.
- Removed Mind Over Matter.
- DESTRUCTION:
- Piercing Cold: Tweaked effect - Both ranks now affect all targets. Rank 2 does more damage
- Searing Pain: Tweaked effect - Debuffs health, stamina, and magicka regen for 4 seconds
- Catch Fire: Prevented stacking
- Frostborn: Shortened description, ice wraiths disappear more quickly, ice wraiths are slightly less powerful
- Elementalist: Reduced stacking time from 10->5 seconds
- Seizure: Increased cooldown from 30 sec to once per target per battle, increased level requirement to 80
- Augmented Fire/Frost/Shock: Decreased magnitude of second rank 30->25 points
- Static Drain: Decreased min/max magnitudes 4 -> 2, 24 -> 12
- Wildfire: Tweaked effect - Targets that flee in fear due to Intense Flames spread fire wherever they go for 20 seconds
- Chilled To The Bone: Changed effect - Frost spells reduce the target's combat skills for 6 seconds.
- Replaced Phoenix Rising -> Crown of Inferno
- Replaced Arctis Tor -> Crown of Winter
- Replaced Stormlord -> Crown of Storms
- ENCHANTING:
- Elemental Might: Changed effect - Elemental enchantments on weapons and staves deal twice as much damage to resistant targets.
- Exemplar: Removed cooldown, increased threshold from 20 -> 25.
- Overflow: Removed random chance to activate and replaced with random magnitude - now restores 1-5% of HP/magicka/stamina every sec. during combat.
- Resonance: Changed effect - Elemental enchantments on armor are 30% more effective if you have an elemental spell of the same type equipped.
- Quality Materials: Changed to Mystic Weave - Enchantments placed on clothing and robes are 20% more powerful. (Does not effect the Ritual enchantment)
- Draconic Infusion: Got rid of the lesser power - you can now spend dragon souls at the arcane enchanter directly. Changed effect back to giving you cool dragon-based enchantments. Much more awesome.
- Enchanter's Ritual: Nerfed boost 20% -> 10% and 40% -> 20%; changed level requirement 40 -> 60, swapped w/ Delicate Touch.
- Delicate Touch: Swapped w/ Enchanter's Ritual.
- NEW Lithomancy.
- NEW Staff Wielder.
- NEW Scroll Scribe.
- Removed Attuned to Kyne
- Removed Attuned to Shor
- Removed Forbidden Knowledge. Cool in theory, very wonky in practice.
- RESTORATION:
- Reworked the entire "Priest" branch to simplify it so that it works better with other mods...and because some of the features in the old branch are going to be used in an upcoming mod of my own. *Wink wink*
- The restoration tree has been almost entirely restructured, to the point that it would be silly to try to describe all the positioning changes here. Take a look at the new screenshots for information on the updated tree.
- Recovery: Changed effect - Magicka regenerates 35/50% faster. If you are low on health, magicka regenerates 50/100% faster.
- Urgency: Increased the first threshold 15% -> 20%
- Avoid Death: Moved around - now requires Urgency instead of Recovery, to better fit with the healer theme.
- Miracle: Changed effect - Those affected by Aura of Light will be saved from a killing blow, healing 200 points. Only works once per battle per person.
- Bolster the Ranks: Increased magnitude 10% -> 30%
- Strength in Numbers: Changed effect - Those affected by Aura of Light gain 50 armor for every person affected, up to 300.
- Blessing: Moved after Aura of Light, changed effect - Aura of Light grants +15/30% magic resistance and +50/100% disease and poison resistance.
- Aura of Light: Added a new rank, bringing the total to 3. Increased effect distance; healing amount stays the same across ranks.
- Regeneration: Reduced from 30 -> 15.
- Mage Ward: Tweaked effect - Wards are 50/75/100% stronger and cost 30/50/70% less magicka to cast. If not wearing any chest armor, wards cost 50/70/90% less magicka to cast.
- Healer: Reduced second rank, 10 sec -> 8 sec, prevented stacking.
- Divine Avenger 1&2: Nerfed damage and time, was too OP before.
- Fear The Dawn 1&2: Reduced boost 30% -> 15%, 50% -> 30%.
- Dust To Dust: Reduced threshold 50% HP -> 35% HP.
- NEW Pitiless Light.
- NEW Merciful Light.
- NEW Disciple.
- NEW Divine Inspiration.
- NEW Holy Totem.
- Removed Saving Grace.
- Removed Life Link.
- Removed Patron God.
- Removed Favored Child.
- Removed Guardian
- CONJURATION:
- Ancient Tongues: Reworked the script for Call Of The Master to fix some issues.
- Acolyte: Horse corpses will now always give enough bones to craft a skeletal horse with Bonecraft 2. Dead horses are so rare, it felt unfair to make you find two of them.
- Bone Craft: Reworked the skeleton system -> Skeletons are now protected, so they will only be defeated in battle instead of being killed. Creating a skeleton now requires that you have at least 70 base magicka per skeleton, with a limit of up to 3 skeletons. Skeletons can now be assembled using higher-level soul gems if you don't have the exact type specified. Removed Bone Walker and Bone Walker Abomination - they were too slow to be useful.
- Skeletons will now transfer all their items to you when disassembled.
- Increased skeleton carry weight
- Chosen Disciple: Increased boost from 100 -> 300.
- Lord of Bones: Now also increases your maximum skeleton limit to 5.
- Removed the need to sneak to harvest bones.
- Necromancy: Decreased duration boost for recently dead from 50% -> 25%
- Arcane Strike: Finally works!
- Summoner: Changed secondary effect -> Summoned atronachs, daedra, and familiars have 1.5x/2x duration.
- Witch's Familiar: Some under-the-hood updates to make compatibility patches much less of a pain. Fixed boost duration.
- Atromancy: Fixed boost duration.
- Gatekeeper: Removed rank 2, since it made the Banish Daedra and Expel Daedra spells useless.
- Ghost Dance 1&2: Increased activation chance 15% -> 30%, 30% -> 60%.
- Improved Plague Carrier to make it less annoying.
- Fixed issue with there being 2 kinds of skulls for skeletons.
- ILLUSION:
- Spells now always affect the target if you have the right perk. If the target is a higher level than the spell, there is a chance that the target will throw off your influence every second.
- Illusion spell power now scales duration instead of magnitude. This fits better with the actual effects of the spells.
- Scared To Death: Tweaked effect -> Fear spells have a chance to instantly kill opponents who are low on health.
- Paralyzing Terror: Tweaked effect -> Fear spells slow the target by 50%, with a chance of causing paralysis.
- Consuming Rage: Nerfed damage, was too easy to kill with frenzy spells before.
- Fratricide: Reduced damage 30% -> 20%, for a reduced total 60% -> 40% when stacked.
- Mayhem: Changed named to Spreading Wrath, tweaked effect to make it less OP -> When an opponent affected by a Frenzy spell is slain, their killer also becomes enraged.
- Added Waking Nightmare: Fear spells manifest a nightmare hound that relentlessly pursues the fleeing target.
- Added Hypnotic Gaze: Calmed opponents will ignore crimes and attacks against allies.
- Renamed Mesmerize to Lay Down Arms, tweaked effect -> Calm spells cause the target to drop their guard, reducing damage resistance by 100.
- Replaced Lasting Peace with Geas, removed negative effect from Geas.
- Fixed various bugs with Shadow Weaver, improved the sounds and visuals.
- Telepathy no longer drains magicka.
- Puppeteer no longer works on NPCs...this is an engine limitation that I cannot get around, sorry.
- Updated Master Of The Mind to condense the effects.
- Renamed Last Stand to Hold The Line
- Removed Panic
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Version 1.2SE
- Arcane Strike > Quick fix to turn off the effect when you equip a non-bound weapon.
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Version 1.1SE
- -Added "Ring of the Beast" and "Ring of the Erudite" to Forbidden Knowledge
- -Removed FX shader from Aura of Light. This was mistakenly left in for testing.
- -Renamed the skull used in assembling skeletons to "Bone - Skull" for clarity.
- -Both types of Bone Walkers have been re-skinned and now have new animations. This also makes them much faster, so you won't leave them behind.
- -Bone Walkers can no longer use spells; instead, they have powerful claw attacks. Giving them elemental salts with Crypt Lore gives them elemental claw attacks.
- -Updated Lord of Bones description
- -Updated Crypt Lore 1 and 2 description
- -Added recipe message when creating skeletons
- -Added another check to prevent the player from creating duplicate shadows with Shadow Weaver
- -Fixed "Favored Child: Auriel" description
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- Author's activity
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June 2025
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24 Jun 2025, 11:49PM | Action by: steelfeathers
Attribute change
'Description changed.'
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17 Jun 2025, 10:16PM | Action by: steelfeathers
Attribute change
'Description changed.'
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04 Jun 2025, 10:08AM | Action by: steelfeathers
Attribute change
'Description changed.'
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04 Jun 2025, 8:50AM | Action by: steelfeathers
Attribute change
'Description changed.'
April 2025
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07 Apr 2025, 8:02AM | Action by: steelfeathers
Attribute change
'Description changed.'
March 2025
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14 Mar 2025, 6:42PM | Action by: steelfeathers
Attribute change
'File \'Patch for Blood and Snow\' description changed.'
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14 Mar 2025, 6:39PM | Action by: steelfeathers
File added
'Patch for Blood and Snow [version 1.0]'
January 2025
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27 Jan 2025, 12:29AM | Action by: steelfeathers
Attribute change
'Description changed.'
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27 Jan 2025, 12:23AM | Action by: steelfeathers
Attribute change
'Description changed.'
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27 Jan 2025, 12:23AM | Action by: steelfeathers
Attribute change
'Description changed.'
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27 Jan 2025, 12:21AM | Action by: steelfeathers
Attribute change
'Description changed.'
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27 Jan 2025, 12:20AM | Action by: steelfeathers
Attribute change
'Description changed.'
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27 Jan 2025, 12:13AM | Action by: steelfeathers
Permission change
'The mod page is now allowing a single comment topic.'
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27 Jan 2025, 12:11AM | Action by: steelfeathers
Changelog added
'Change log added for version 3.2'
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27 Jan 2025, 12:07AM | Action by: steelfeathers
Changelog added
'Change log added for version 3.2'
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27 Jan 2025, 12:05AM | Action by: steelfeathers
File added
'Patch for Anniversary Edition 1.1 [version 1.1]'
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27 Jan 2025, 12:04AM | Action by: steelfeathers
File added
'Path of Sorcery 3.2 [version 3.2]'
October 2024
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22 Oct 2024, 5:14PM | Action by: steelfeathers
Attribute change
'Description changed.'
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22 Oct 2024, 5:12PM | Action by: steelfeathers
Changelog added
'Change log added for version 3.1'
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22 Oct 2024, 5:11PM | Action by: steelfeathers
File added
'Path of Sorcery 3.1 [version 3.1]'
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- Mod page activity
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July 2025
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21 Jul 2025, 6:52AM | Action by: DIMA7046
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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20 Jul 2025, 10:53AM | Action by: aOrobas
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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20 Jul 2025, 4:31AM | Action by: dashhipo
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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20 Jul 2025, 3:52AM | Action by: duocapo
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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19 Jul 2025, 12:44PM | Action by: Pete395u
Tracked
'Path of Sorcery - Magic Perk Overhaul'
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19 Jul 2025, 9:50AM | Action by: PangHyy
Tracked
'Path of Sorcery - Magic Perk Overhaul'
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18 Jul 2025, 7:36PM | Action by: schmid1985
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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18 Jul 2025, 6:36PM | Action by: AdoringColovianFan
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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18 Jul 2025, 11:03AM | Action by: Operan
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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18 Jul 2025, 3:56AM | Action by: Serdin151
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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17 Jul 2025, 12:13AM | Action by: lguem
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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16 Jul 2025, 3:18PM | Action by: AL3XTIM
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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16 Jul 2025, 6:14AM | Action by: redarker
Tracked
'Path of Sorcery - Magic Perk Overhaul'
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16 Jul 2025, 2:24AM | Action by: AverageJoeThePlain
Tracked
Path of Sorcery - Magic Perk Overhaul
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15 Jul 2025, 3:47AM | Action by: Anubisdracula
Tracked
'Path of Sorcery - Magic Perk Overhaul'
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14 Jul 2025, 9:25AM | Action by: xposeded
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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14 Jul 2025, 7:10AM | Action by: Sirpone
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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13 Jul 2025, 7:29PM | Action by: Allhaillordtodd
Untracked
'Path of Sorcery - Magic Perk Overhaul'
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13 Jul 2025, 6:17PM | Action by: Fesertor
Untracked
'Path of Sorcery - Magic Perk Overhaul'
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13 Jul 2025, 12:54PM | Action by: BandMan812
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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