Skyrim Special Edition

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Created by

Sami - LeucisticDinosaur

Uploaded by

LahmedS

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About this mod

Shalidor's Mirror is an attempt to recreate the classic Reflect Spell effect from previous TES games through spells, enchanting, alchemy and perks. ESL flagged

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Translations
  • Spanish
Changelogs
Overview:

  • This mod attempts to recreate the classic Reflect Spell effect from previous TES games through spells, enchanting, alchemy and perks
  • Content of this mod was supposed to be a part of an incoming "suite" of mods for specific aspects of Skyrim, including spells, enchantments, alchemy, perks, etc that focus on bringing back elements from previous TES games, but I decided to upload this so people can enjoy spell reflection earlier, given that its appearance is rather rare in Skyrim mods, and even when it does appear, it doesn't function as well as I expect
  • This mod and all its patches are flagged as ESL, so they won't take up a plugin slot
  • There are 2 main versions of the mod; use one only. They are the SKSE version (main version), and the Non-SKSE version. The SKSE version also requires powerofthree's Papyrus Extender and Spell Extender. If you use SKSE and don't mind the extra requirements, I highly recommend the SKSE version, for the following reasons:
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  • Staves can be reflected in the SKSE version, but not in the non-SKSE version (This is the major issue with the non-SKSE version currently, and AFAIK cannot be solved without using SKSE)
  • In the SKSE version, spells reflected return instantly to their caster, authentically to previous TES games, and gives no chance to the caster to avoid the reflected spell. Whereas in the non-SKSE version spells return with a projectile; might look better for some, but inauthentic and gives a chance to avoid the reflected spell, either by terrain, ADAD spamming, or the occasional NPC bullshit dodge
  • In the SKSE version, dual cast spells reflect with the proper magnitude (2.2x if vanilla), but not in the non-SKSE version
  • While spells will only reflect once in both versions, in the SKSE version, if a spell is reflected back at you and you try to reflect it, you won't and get affected by the spell normally, just like previous TES games. Whilst in the non-SKSE version, you also won't reflect it, but you will resist it if you try to reflect it
  • The non-SKSE version depends on the unused WardDeflection actor value to determine the reflection chance, which could cause compatibility issues with other mods that use the same actor value. The SKSE version doesn't do so

  • However, despite all its cons, the non-SKSE version is fully functional, and in fact might be a bit lighter, script-load wise
  • Some general notes about spell reflection:
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  • Like previous TES games, spells will only reflect once. If your spell bounces against an enemy back to you, no amount of spell reflection is going to bounce it back
  • Reflect Spell can also reflect shouts, including Dragon Breathes
  • Contact spells (Gargoyles' claws), Target Actor spells (Heal Other) and Cloak spells can't be reflected


  • Spells:

    • Spell Reflection (Alteration - Adept): Reflect 20% of hostile spells back at the caster for 30 seconds
    • Shalidor's Mirror (Alteration - Expert): Reflect 25% of hostile spells back at the caster for 30 seconds
    • Llivam's Reversal (Alteration - Expert): Reflect 15% of hostile spells back at the caster for 30 seconds. Absorb 10% of the Magicka from hostile spells for 30 seconds
    • These spells can be bought as tomes from spell vendors when you reach the appropriate skill level. They are also available as scrolls

    Enchanting:

    • Reflect Spell can be only used on shields and jewelry. The base magnitude of the enchantment is 8%. The following modifiers are found on randomly looted equipment enchanted with Reflect Spell (mag%, min level-max level):
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    • of Reflection (10%, 1-8)
    • of the Witchfinder (12%, 4-16)
    • of Returning (15%, 6-37)
    • of the Untamed (17%, 17-49)
    • of Mirrors (20%, 30-52)
    • of Animus (22%, 40-55)
    • Also, the Spellbreaker now has 100% reflect spell when blocking. Additionally, it now gets up its Ward faster upon blocking (unlike in vanilla where there is about 1 second delay). It now also recharges its ward when hit with spells, and its FX now appears properly
    • A compatibility patch is available for Zim's Immersive Artifacts for the Spellbreaker change
    • If the Fishing patch has been installed, the Warlock's Ring will be overhauled as well. Its ward now appears when casting spells rather than blocking, to better reflect its name, and its ward now has a 30% chance to reflect spells
    Alchemy:

    • Similar to enchantments, Potions, Draughts, Philter and Elixirs of Reflect Spell can be found, granting 10%, 15%, 20% and 25% spell reflection for 60 seconds, respectively.
    • The following alchemy ingredients' specified effect was replaced with Reflect Spell:
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    • Glow Dust: Damage Magicka Regen
    • Scaly Pholiota: Fortify Carry Weight
    • Gleamblossom: Resist Magic
    • Emperor Parasol Moss: Regenerate Health
    • Watcher's Eye: Spell Absorption (Only if the Rare Curios patch is installed)
    • Blind Watcher's Eye: Spell Absorption (Only if the Rare Curios patch is installed)
    • Withering Moon: Spell Absorption (Only if the Rare Curios patch is installed)
    • Comberry: Spell Absorption (Only if the Rare Curios patch is installed)
    • Yellow Cinnabar Polypore: Placeholder Reflect Spell (Only if the Beyond Skyrim patch is installed)

    • A compatibility patch is available for Apothecary. It changes the Reflect Spell magnitude and duration of the above ingredients to match that of Apothecary's vision

    Perks:

    • Ward Absorb was changed to Ward Reflect, and it now makes wards reflect all blocked spells rather than absorbing a portion of their Magicka
    • Compatibility patches are available for OrdinatorAdamantVokrii and Master of One for that specific perk change

    NPCs:

    • NPCs with the now changed Ward Absorb perk can reflect spells with their wards. Almost all mage NPCs with Restoration >= 60 have that perk, such as Fire Wizards and Dragon Priests
    • Additionally, Wispmothers now have 25% Reflect Spell as a constant effect
    • Followers can be also given Reflect Spell enchanted equipment; any NPC can reflect fine

    Mod Configuration Menu (MCM):

    • Requires SkyUI. Only available for the SKSE version
    • Currently the MCM offers two options only. They are as follows:
    • Caster:
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    • Reflector: The caster of the reflected spell is the reflector, the one who has Reflect Spell active. So if the player reflects a Destruction spell, they will gain Destruction experience and their perks will determine the damage reflected (Default option, since this is how it worked in previous TES games)
    • Aggressor: The caster of the reflected spell is the Aggressor, the one who cast the original spell. Their perks will determine the damage reflected, and the player won't gain any experience if they were the one to reflect it (Note that this option will make Absorb spells reflect their damage only, i.e they won't heal you as you are not the caster if you reflected it)
    • Stacking:
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    • Additive: Reflect Spell will stack additively (e.g 50% and 50% = 100%) (Default option, similar to Skyrim's actor values)
    • Multiplicative: Reflect Spell will stack multiplicatively (e.g 50% and 50% = 75%) (Similar to Oblivion's Reflect Spell)

    • Since the non-SKSE version isn't supposed to have an MCM, you can use the following console command if you don't want to gain XP for reflecting a spell: "set ReflectSpellVarCaster to 1", without the parenthesis, but note that it will also make absorb spells not heal you when reflected.
    Compatibility:

    • I have tried to make the mod as compatible as possible, given the compatibility patches I have provided. However, if there is a mod that is incompatible and you want a compatibility patch for, just notify me and I can do it
    • This mod is compatible with mods that edit leveled lists, as it adds the Reflect Spell items and spells through a script rather than manually editing the leveled lists themselves
    • As aforementioned, the non-SKSE version uses the obsolete WardDeflection actor value, so might show incompatibility if another mod uses that actor value, such as increased chances of reflection
    • This mod isn't compatible out of the box with mods that also feature spell reflection. At worst cases, if you have spell reflection from another mod active with this mod's, you can reflect one spell twice simultaneously. I'd recommend that other mods that feature spell reflection use this mod's reflection method, given that my permissions are open, either by setting my mod as a requirement or notify me so I can "inject" the necessary records, therefore unifying spell reflection throughout Skyrim mods As of 1.0.1, the records necessary for the Reflect Spell effect have been injected into Update.esm, so mod authors can freely use this mod's reflection method without setting it as a requirement

    Check out my other mods:
    Enhanced Vampirism
    Enhanced Vampire Appearance
    Vampires Masquerade
    Survival Mod Vampire Patch
    Unarmed Claw Impact
    Vampire Lord Traveler
    Armoured Creatures
    Potions Restore Over Time
    Check out LeucisticDinosaur's mods as well, they're quite cool, lightweight and lore-friendly!