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Amaze

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amazedmonster6

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About this mod

A simple mod for Skyrim SE, adding roughly 30 new spells. The mod is balanced, bug-proof, and still under development. New spells and enchantments will be added each week, with an objective to reach over 150 unique spells. Read Below for installation instructions, and what it adds.

Requirements
Permissions and credits
Changelogs
------------------------------ [ Installation ] ------------------------------

If you choose to install the mod manually, follow these steps:

1. Download the .zip file

2. Unzip the contents anywhere

3. Drag and drop the .esp file into your game folder, inside SkyrimSE/Data/

(Does not require any DLC)

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Additions
Green = Novice
Yellow = Apprentice
Brownish = Adept
Orange = Expert
Red = Master



-- Conjuration --

Conjure Wisp (Novice, 60 Magicka to cast) --> Summons a powerful wisp ally to fight alongside you. Weak, but decent extremely early on. Available in stores.

Conjure Mudcrab (Novice, 71 Magicka to cast) --> Summons a weak mudcrab that could be used as a distraction. Not very useful, but intriguing. Available in stores.


Conjure Prisoner (Apprentice, 111 Magicka to cast) --> A good spell early on. Summons a prisoner that can aid in melee or use a longbow.

Conjure Bandit Thug (Apprentice, 118 Magicka to cast) --> Summons a bandit thug that can melee enemies, or help out from a distance. The spellbook can be sold randomly by the merchants of Skyrim. Available in stores, or can be found in Fort Greenwall.


Conjure Necromancer (Apprentice, 130 Magicka to cast) --> Summons a necromancer to aid you in battle. He has low HP, but can be really useful, as he can summon a fire elemental, and help from a distance. Available in stores.

Conjure Horse (Apprentice, 139 Magicka to cast) --> Summons a trusty steed to carry you throughout Skyrim (Will increase conjure time in the future).

Conjure Malfunctioning Dwarven Centurion (Apprentice, 161 Magicka to cast) --> Can be found in stores. A weaker version of the Dwarven Centurion, that might malfunction during battle.

Conjure Ice Wraith (Apprentice, 165 Magicka to cast) --> Summons a stronger version of an Ice Wraith. Aggressive -- Will charge at enemies first.

Conjure Rare Frost Troll (Apprentice, 166 Magicka to cast) --> Summons a larger frost troll, with a large chunk of health. Useful as a tank, or as a distraction.

Conjure Ancient Dwarven Spider (Apprentice, 187 Magicka to cast) --> Unique spell that cannot be bought. Found within the Mzulft ruins. A stronger version of the Dwarven Spider, useful mid-late game.

Conjure Hagraven (Adept, 168 Magicka to cast) --> Summons a hagraven companion that will decimate enemies with a fireball spell, or an ice spike (if low on magic). Extremely good long-range support.

Conjure Cultist (Adept, 181 Magicka to cast) --> Summons a fierce cultist that can leech the life of his victims or attack at melee range with two daggers. Available in stores.


Conjure Dwarven Centurion (Adept, 215 Magicka to cast) --> Unique Spell that cannot be found in stores. Found only in the depths of the Bthardamz ruins.


Conjure Wispmother (Expert, 215 Magicka to cast) --> Summons a wispmother that will summon additional wisps, and destroy targets with a large variety of spells.


Conjure Giant Frostbite Spider (Expert, 230 Magicka to cast) --> Summons a giant frostbite spider that will choose to spit at enemies that are far away, or poison them at close range.

Conjure Dwarven Centurion Overseer (Expert, 287 Magicka to cast) --> Unique Spell that cannot be found in stores. Only found in Irkngthand Sanctuary.

Conjure Dwarven Spider MKII (Master, 470 Magicka to cast) --> Gigantic, extremely tough summon that has high attack speed. This spell can only be obtained after killing a mini boss in the "Moriq Ruins" (dwemmer ruins), found near riverwood.

-- Destruction --

Siphon Existence (Novice, 37 Magicka to cast) --> Absorbs 10 points of health, magicka, and stamina from the target.

Trap Undead (Novice, 120 Magicka to cast) --> Deals 25 Damage of frost to target (can hit multiple targets), and if the target(s) die within 20 seconds, fill a soul gem. [Currently, this shows up under the "conjuration tab" while in-game]


Perish (Master, 301 Magicka to cast) --> Instantly Kills the target if they are below level 20.

-- Restoration -- 

Restore Stamina (Novice, 25 Magicka per second) --> Restores the caster's stamina by 10 points each second. The effect is doubled with the "Respite" perk.

Iron Heart (Apprentice, 149 Magicka to cast) --> Increases caster's health by 15 points for 60 seconds.

Steel Heart (Adept, 286 Magicka to cast) --> Increases caster's health by 25 points for 60 seconds.

Ebony Heart (Expert, 378 Magicka to cast) --> Increases caster's health by 40 points for 60 seconds.

-- Alteration --

Mind Blast (Novice, 100 Magicka to cast) --> A weak blast that does X damage to health and stamina. Targets who fail to resist are paralyzed for 3 seconds.

Tarantula poison (Apprentice, 85 Magicka to cast) --> A blood-freezing poison that deals 4 damage per second to health and stamina for 15 seconds. Can be resisted if the target is immune to poison.

Living Paralysis (Expert, 187 Magicka to cast) --> Paralyzes a living creature (no undead or automatons) for 15 seconds.

-- Illusion --

Mental Restraints (Apprentice, 138 Magicka to cast) --> Reduces target's speed by 35% If they are below level 25. [Coming soon]

Circle of Death (Master, 367 Magicka to cast) --> Creatures below level 25 who enter the circle die. [Coming soon]

-- MISC --


If you wish to test any spells from the mod at a "dummy" target (or even spells from other mods), I included something for that. 

Conjure Debug Target (0 Magicka to cast) --> Cannot be obtained in the game, only through console ( Open console > type 'help debug' > type player.additem XXXXX (replace the X's with the ID for the spell tome. Scroll up or down through the console using PageUP and PageDOWN keys).

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FAQ


"Will this get ported over to Oldrim?"

--> Yes, it will in the future, when the mod achieves over 100 spells.

"Is it compatible with other mods?"

--> Yes, it is compatible with other 'magic' mods, and should work with every other similar mod. (To be certain, make sure that this mod is in the bottom of the Mod list). However, it is not compatible with mods that heavily modify, or add new structures at the world coordinates (2, -11).

"Will you update the mod?"

--> Yes, this version is not even close to finished. I intend to have over 100 spells in the end. Currently, I update the mod daily (Or once every two days), but in the future I will slow down and have one update each week (carrying out new additions and bug fixes)

"Are spells and spellbooks the only additions?"


--> They are the main additions, but I've included some custom light effects, new dungeons, enchantments, and staffs.

"Do you accept mod contributions, ideas, changes, etc?"

--> Yes! If you want to modify my mod, or add new things, just contact me first. I'm also looking for new creature/spell ideas (I will add you in the credits, if you contribute with ideas)

"Is there a fast way to check out the spells in this mod?"

--> Yes, I've included a cell just for that. Open up console in-game and type: COC ExtraSpellsCheatCell




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Plans for the next version (1.2.0):


* Already have 20 New spell ideas in mind
* I plan on moving Moriq Ruins to a new location (Currently the ruin itself isn't a beginner friendly place, so being near riverwood is not appropriate)
* 3 new unique spells
* 1 new mini-boss
* 1 new dungeon idea

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Enjoy! (P.S: Please report any bugs or conflicts, if you find any)

<3
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