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File credits
All credits of bound weapons effect are not mine but to "enchanted arsenal" additional meshes if i remembered correctly. Thanks to J3X for his genious levitate spell script.
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Changelogs
Version 1.7a
- Fixed armor and weapon for the "Dremora warlock" to not appear in the inventory.
Version 1.7
- From now on the all the relative data about summons and minions has been separated to another mod all dedicated to summons and undead minions tbr
- For compatibility reason, removed all the atronach forge addition from this mod, also the treasure hunt to obtain the hand of the mountain spell. Every spell is straight buyable at the relative level.
- Ulterior fixes to the visual fx of spells (bound weapons, feather, hand of the mountain, arcane caravan)
- Fixed the mark and recall spell which was not showing properly the locations of the marks.
- Removed some edits that later were added by USSEP.
Version 1.6
- Reworked from ground up the visual fx on almost all spells.
- Fixed some typos
- Now the spell mark and recall will visualize the location of the marks so you will know where you placed it.
- The spell "eye open nightmare" now is "Target actor" "Concentration" and will last few seconds.
- I will add .esp flagged as .esl
Version 1.5e
- Removed the Slowfall spell since "Odin" from Einai Sion already adds a similar spell.
- Fixed description of the spell "Disease rune" to be similar to other rune type descriptions.
- Modified the spell "Alacrity" into "Angel rapture" The speed bonus is added with the effect of slowfall a very useful movement spell.
Version 1.5d
- "Melting" spell missed the kind of projectile. Now is fixed.
- Melting, Electrify and Freezing spell have been improved graphically.
- The spell "Disease" has been modified as a rune spell.
Version 1.5c
- The spell "Jump" has been reduced in jump height. Was too powerful.
- A typo of 1 letter didn't putted the spell "Alacrity" properly in the Leveled list thus in the correct merchant. Now is fixed
- All lvl master spells where also putted in the relative Leveled list to be founded in loot or crafted correctly in my other mod "Agent of Mora".
- To refresh the leveled list in your current save use this console command without quote "setstage aaaCompendiumBookListAdding 0"
Version 1.5b
- For some reason one of the recipe of "Hands of the mountain" spell was deleted not from the mod but from the world (the throat of the world one) now has been fixed. Also i made that all these note will not havok untill activated to not risk of being pushed away or something.
- A set of images will be added with the location of the recipe of the of this massive powerful spell. (Spoilers)
Version 1.5a
- Fixed "Dragon claw" spell , now will appear in the spell list like it should, also lowered is magicka cost to be properly used like a pump up boost for hand to hand user.
Version 1.5
- Improved the "Black Hole" spell graphic fixed some issues.
- Increased duration of "elemental weakness" spells for their practical use.
Some other minor fixes
Version 1.4
-I splitted "Wind Aura" now there is "Alacrity"(Movement speed+ a Restoration spell) and "Slowfall"(An alteration spell)
-Weaken element and poison were refitted in concentration spells to be more dangerous to use but still very powerful.
-Weaken magic has been kept a beam spell but it will not stack anymore, will increase in power with a regular magic scaling mod.
-Sweet torture was a disaster so i completely reworked it on the line of the recently drain spell from CC content, but is like very powerful absorb spell with a gravity effect on the target in area. Its downside is that doesn't work with a lot of enemies. (Destruction spell)
- Recall dwemer spider deleted due to the will of making in the future another mod involving dwarven automatons. -.^
- Dremora warlock and conjure gargoyle were improved. The dremora will have a mage equipment now, a dremora dagger, and is very pissed off. The gargoyle summoned is more powerful as had to be compared with all other expert level conjuration spells.
- Eye open nightmare didn't work as intended now is fixed
- Wizard fury projectile changed to a less flashy graphic
- Dragon claw has been reworked
Version 1.3
- Discovered a script function to make a functional jump spell without the use of SKSE. To avoid clipping will work only on exteriors. Is sold by tolfdir or anyone who sells master level Alteration spells, a copy of the spell tome is in the QASmoke cell
Version 1.2a
- An onhit visual effect was suppose to manifest by hitting with bound weapon now is working
- Levitate spell hadn't a magicka cost now it has.
- Levitate spell didn't had a proper spell visual effect now it has.
- Cleaned some data.
Version 1.2
- Fixed the Bound weapons .nif issue. Now should properly render.
- Cleaned the mod to be SKSE FREE
- Jump spell removed from the mod.
- Added Levitation spell is a Master Alteration spell, added a copy in the cheat chest in the QASmoke cell, a new save game is required for the proper repopulation of spells for vendors. If you have an already ongoing save i suggest to just pick the Levitation spell up from the cheat chest. Or use the following command without quotes. "setstage aaaCompendiumBookListAdding 0" leveled list will repopulate. (Wait 2 Ingame days)
Version 1.1
-Fixed the script of wich added spelltomes directly to the proper leveled list (You need this update if you play with my other mod "Agent of mora").
Version 1.0b
- Fixed special bound weapons graphics. For some reason CK didnt' packed meshes and textures.
Version 1.0a
- All scroll values have been reverted to vanilla values.
- Spelltomes and scroll values added by this mod have been adjusted.
This mod takes the name from my very first mod i made, but this is simply a spell package mod.
I made the spells i use in my playthrough and most of them are lore friendly.
In time i might add other spells...
This mod wants to give the power the spellcasters of Skyrim really deserves!
This is the list of the spells and their effects:
Alteration
Master
Vampire Grip : Just like the vampire lord spell, just will consume health when used.
Jump: "They said it couldn't be done. They said it. They said it. But they were wrong!"(Cit.)
Levitate: Keep your focus and Levitate
Expert
Arcane Caravan: Teleport to any of the Holds Capital you visited
Skein Disturb: Weakens your target to magic.
Adept
WaterWalking
Dragon Claws: Enhance your hand-to-hand damage while draining magicka.
Feather: Increase your carry weight.
Conjuration
Apprentice
Mark and Recall: Mark a location and travel back to it, max 3 location with 75 skill in Conjuration. (New! Locations of the marks are visualized)
Expert
Atronach: Cleaver, Claw, Edge, Special elemental bound weapons.
Lurker Mouth: A special poison based damage bound bow wich gives an additional poison damage.
Conjure Gargoyle
Conjure Dremora Warlock: Conjure a Dremora Warlock, uses advanced fire spells and Ebony Flesh. Also dual casts spells.
Restoration
Master Angel's rapture: The caster obtain a speed bonus and won't suffer from falling damage, his/her falling is slowed.
Apprentice
Disease Rune:Applies a rune on the surface wich weakens the target to poison resistance.
Destruction
Expert
Curse: Fire, Frost and Shock, weakens the target elemental resistance. (The name of the spells are: Freezing, Melting, Electrify)
Wizard's Fury: Cause little mixed elemental damage, but has no casting time and increase in damage as it hits the target.
Freeze
Ignite
Master
Hand of the mountain: Extremely powerful shock spell
Black Hole: Swallow the enemy in a unstable gravity field, absorbing health, magicka and stamina. Very effective on Humans.
Illusion
Apprentice
Eye open nightmare: Decrease phisical attack damage and defense.
Muffle other
All spelltomes and scrolls added have been added to the relative LvList via script. Want to cheat or just check if you like the fx? "coc qasmoke" without quote in the console menu and you will find all the spell tomes under the table.
Other features: - I've added the perk enhancments on the scroll version of vanilla scrolls (like master of the mind on illusion scroll, or healing scroll will add respite effect if you have the perk, improved thrall minions and summons power in general.) - I've implemented scrolls of vanilla spells that didn't have a scroll version (like fade other or frenzy rune for example)