This mod has open permissions, so anyone can use my work without asking permission. However this mod contains the work of many other authors.
Mysticism - A Magic Overhaul by SimonMagus616 Charm Person and Simple Bound Weapons Expansion by Velgath Poison spell meshes by Jay093 Bound weapon meshes by Gruftlord Tomebound by Elyem Sun wall meshes by Madcat221
All of the above authors also have open permissions, expect Gruftlord and Madcat221. If your not sure which work belongs to which author just ask.
File credits
Mysticism - A Magic Overhaul by SimonMagus616 Charm Person and Simple Bound Weapons Expansion by Velgath Poison spell meshes by Jay093 Bound weapon meshes by Gruftlord Tomebound by Elyem Sun wall meshes by Madcat221
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MCM option for No Levelup Spells. Nerf featherfalling. Fix brisk step carry weight while dual casted. Healing conflicting with mage armor. Make Absorb Health Destruction. This will give Destruction some utility. Custom resistances for absorb and soul. Armor perk doubles effectiveness. Armor spells start at 100 scaling to 1000 normally, halved with light Armor, quartered with heavy. Dragonflesh is ebonyflesh, but permanent. Invisibility now just stops when running, not breaks. Silent casting lets you run. Invisibility sphere now just Invisibility on Target. Veil of Shadows now Veil of Subterfuge. Constant invisibility. Unbreakable invisibility perk. Shadow Cloak of Nocturnal ability whenever an invisibility spell is cast. Combined with Veil of Subterfuge give permanent Shadow Cloak of Nocturnal ability. Empowered muffle with perk gives silent casting. Make fire work over 5 seconds. Conc 75% magnitude and magicka. Nerf Earth and Poison to 125% damage. Whirlwind script now takes target mass and player alteration skill into account. Bound weapons count as silver for undead and ghosts, but don't get the damage buffs. Bound weapon enchantments changed to soul damage and scaling armor piercing. Add Annihilations and Corrosion Perks. Add Soul Trap perks. Rune perk now triples distance and gives one more rune. Second perk added at 75, giving three runes and six times distance. Touch Perks: Stagger enemies. Cloaks: Greater range, up to double. Waves: Greater damage, up to 130%. Bolt: Slight knockdown chance. Add mcm slider to decrease offensive spell magnitude, for balancing. Can scale offensive spell magnitude down in 10 steps, down to 10%. Redo Illusion entirely, with normal empowering behavior, and a less linear skill tree. Infusion perks to add to destruction. Half power, then two perks to double (50/75).
Version 4.1.1
Fixed bug where negative armor rating buffed Geomancy.
Version 4.1.0
Infusion: Triple cost. Halve exp gain. Remove enchantment perks effect to infusions. Greater runes removed. Touch spells now do normal damage at 2/3 cost. Sun spells do 125% damage. Corrosion doesn't effect Dragons. Soul Trap doesn't effect Dwemer. All high level spells rebalanced.
Balance Changes Illusion changes removed in favor of Nox's Illusion Redone. Patches provided. Change half cost perks to decrease cost by less and less as higher perks are taken, from 50% at novice to only 10% at master. Illusion not touched. This massively nerfs late game mages, roughly doubling their magicka costs. Reduce next perk scaling to 20%. Change all potions that reduce magicka cost for a school to increasing magnitude/duration. Change potions to max at 25%.
Armor Changes now separate esp
Version 4.0.2
Gnosis no longer works with Atronach Stone. Firesparks/Icewind/Lightning Sparks now do more damage when cast twice. Infusions last several hours.
Version 4.0.1
Fixed Soul trap infusion. Fixed a couple of descriptions.
Version 4.0.0
Added Soul Trap, Corrosion and Annialation elements. Absorb health custom resistances removed. Wind spells rebalanced.
Version 3.2.3
Absorb health infusion no longer uses custom resistances, due to bug.
Version 3.2.1
Added missing files, and possibly solved infusion bug.
Removed earth infusion. Fixed bug with alteration infusions.
Version 3.2.0
Added Brisk Step. Weakness to Fire, Frost and Shock redone and nerfed to flat 25%. Removed lightning jolt, as it is redundant. Shell spells mutually exclusive with mage armor. Balance changes mage armor changes reversed. Weakness to poison changed to dispel. Dispel Target added. Requiem Dispel and Dispel on Target changed to cleanse. Mark and Recall now alteration (main module, not balance changes). Removed TM speed buff from balance changes. Bound weapons no longer silver. Absorb spells effect the undead as well, due to AI not realizing this. Low level wind spells nerfed.
Version 3.1.0
Infusion exp change Leveling speed altered by a 20%, increase for destruction and conjuration, decrease for alteration and restoration. Absorb health resist cap lowered to 80% Reverted Fire/Iceshock, added Fiery/Icy Ray instead Credits Esvs Enchantment reload fix needed Suggest other magic mods used Balance Tweaks Regen magicka enchant more powerful
Version 3.0.0
I have updated Expanded Grimoire to 3.0.0. The main change is I have added Elemental Destruction Magic by Reaperix. Main File Earth magic is now a fully fleshed out element of magic, doing 150% physical damage under destruction. This makes it strong against unarmored enemies, but easily resisted. Telekinesis has been rebranded as Wind, and now works of stamina, not health. It does 200% stamina damage, resisted by magic resistance. Enemies with low stamina are staggered or thrown. Absorb health now does 100% health damage, but is resisted by health, with 10 health giving 1% resistance, up to 90% resistance at 900 health. This means that it is strong, but only against weak opponents. This, and the Wind change, should make alteration an extremely useful school of magic, but not one that can easily kill foes, or be used against late game enemies. Novice spells exp has been adjusted to make gaining exp in the early level smoother. Destruction is easier to level, while the rest are a bit harder. Physical damage has been removed from ice spells due to it being bugged, and the new earth spells providing that functionality anyway. Most master level spells have had the ritual effect removed from them, so they can now actually be using in combat. Balance Changes Spells scaling with the next main line perk has been moved to balance changes. Blur has been reworked, to now scale with apprentice illusion, and then visual manipulation, rather than empowering. All buff spells now give passive exp, rather than exp on the start of combat. This is to prevent the need for metagaming. Cost reduction enchantments no longer stack with themselves, but they do with each other. A patch for trade routes has been added.
Version 2.2.1
It now contains another mod of mine, Arcane Warfare. This adds a new enchantment to the game, infusion. Just enchant your weapon with this and cast one of the 15 new infusion spells and the weapon will do that damage type. The damage scales with the relevant skill the spell uses. The enchantment can be found on the infused dagger, which should be available at vendors. Fire/Frost/Shock: Does your destruction skill in elemental damage per hit. Absorb Health/Stamina/Magicka: Absorbs half your alteration skill per hit. Sun: Does one and a half your restoration skill to undead per hit. Poison: Does one and a half your restoration skill per hit, over ten seconds. Telekinesis: Does half your alteration skill in damage, and throws/staggers weak targets. Soul trap: Soul trap enemies. Doesn't scale. Turn Undead/Banish Daedra: Turns/Banishes enemies whose level is less than your restoration level. Paralysis: Has a chance to paralyze enemies, doesn't scale. Spellbreaker: Dispels active effects and does 200 magicka damage. Annihilation: Does 50 irresistible damage. Bound weapons now use the infusion system. The bound weapon perks now scale the weapon strength, not the main conjuration perks. Absorb health spell now do double damage when you are at full health, so the damage done plus healing they do is always the same. This should make them more viable. Sun spells now are resisted by fire resist, as opposed to nothing. This buffs them as undead are weak to fire. All beam spells have been given a one second charge time to prevent exploitation. For 4.0.1
Version 2.2.0
It now contains another mod of mine, Arcane Warfare. This adds a new enchantment to the game, infusion. Just enchant your weapon with this and cast one of the 15 new infusion spells and the weapon will do that damage type. The damage scales with the relevant skill the spell uses. The enchantment can be found on the infused dagger, which should be available at vendors. Fire/Frost/Shock: Does your destruction skill in elemental damage per hit. Absorb Health/Stamina/Magicka: Absorbs half your alteration skill per hit. Sun: Does one and a half your restoration skill to undead per hit. Poison: Does one and a half your restoration skill per hit, over ten seconds. Telekinesis: Does half your alteration skill in damage, and throws/staggers weak targets. Soul trap: Soul trap enemies. Doesn't scale. Turn Undead/Banish Daedra: Turns/Banishes enemies whose level is less than your restoration level. Paralysis: Has a chance to paralyze enemies, doesn't scale. Spellbreaker: Dispels active effects and does 200 magicka damage. Annihilation: Does 50 irresistible damage. Bound weapons now use the infusion system. The bound weapon perks now scale the weapon strength, not the main conjuration perks. Absorb health spell now do double damage when you are at full health, so the damage done plus healing they do is always the same. This should make them more viable. Sun spells now are resisted by fire resist, as opposed to nothing. This buffs them as undead are weak to fire. All beam spells have been given a one second charge time to prevent exploitation. For 3.4.1
Version 2.1.1
Damaging and healing destruction, restoration and alteration spells now receive a 30% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 30% damage boost when apprentice destruction perk is taken. This is so they continue to be viable until the next version of that spell e.g. Fireshock is available. Wards change twice as fast. Adept and master beam spells are also wall spells. Works for Fire, Frost, Shock, Sun and Poison. Previous wall spells removed. Transmute Water renamed and duration nerfed. Charged Nova added. Expert explosion at self sun spell. Repulsion runes added. Apprentice and expert turn undead runes. Bound Weapons: Telekinesis Damage, Poison and Sun Rings added. Bound weapon spells all now apprentice. Higher tier weapons give more exp. A new optional plugin removes Requiem's free levelup spells. For 4.0.1
Version 2.1.0
Damaging and healing destruction, restoration and alteration spells now receive a 30% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 30% damage boost when apprentice destruction perk is taken. This is so they continue to be viable until the next version of that spell e.g. Fireshock is available. Wards change twice as fast. Adept and master beam spells are also wall spells. Works for Fire, Frost, Shock, Sun and Poison. Previous wall spells removed. Transmute Water renamed and duration nerfed. Charged Nova added. Expert explosion at self sun spell. Repulsion runes added. Apprentice and expert turn undead runes. Bound Weapons: Telekinesis Damage, Poison and Sun Rings added. Bound weapon spells all now apprentice. Higher tier weapons give more exp. A new optional plugin removes Requiem's free levelup spells. For 3.4.1.
Version 2.0.3
Fixed Requiem bug where Absorb beams didn't grant EXP. Removed EXP gain from all secondary effects. For Requiem 4.0.1.
Version 2.0.2
Fixed Requiem bug where Absorb beams didn't grant EXP. Removed EXP gain from all secondary effects. For Requiem 3.4.1.
Version 2.0.1
Overhauled to version 2. Spells from Arcanum added. Telekinesis perks and spells added. Vanilla spells renamed. For 4.0.1.
Version 2.0.0
Overhauled to version 2. Spells from Arcanum added. Telekinesis perks and spells added. Vanilla spells renamed. For 3.4.1.
Version 1.3.1
For 4.0.1 Balance Changes esp added. Optional Plugin, rebalancing Illusion, Mage Armor and Mages in general. Transmute muscles halved in magnitude, but now increases health, stamina, carry weight, speed and unarmed. Illusion upkeep spells now normal buffs, with double the base magicka cost. Visual manipulation perk gives night eye lesser power. All mage armor granted by illusion spells removed. Shadow Shield is now Shadow Speed, and increases movement speed instead. Mage armor spells now grants 100, 200, 300, 400, and 500 AR, doubled by improved mage armor perk. Mage Armor V is now just an normal mage armor spell, although it lasts much longer than the others. No more 98% damage reduction. The most AR a unarmored mage can get is 1000, about half base Requiem, meaning they can reach the armor cap but never have proper protection from AP. Unarmored Mages are now always glass cannons. Improved mage armor perk now isn't effected by light or heavy armor worn. This means you never lose AR by putting on armor. Heavily buffs battlemages and hybrids in general at the expense of pure mages. Other changes: Dual casting Candlelight or Magelight creates a larger light. Dual casting Featherfalling allows waterwalking. Transmute Water I and III, Windwalker, Cure Poison and Disease removed. All healing auras when dual casted provide protection from poison. Protection from poison spells removed from leveled lists. Heal Self II now cures Poison if Empowered. Heal Self III now cures Poison as well as Disease if Empowered. Bound Weapon enchantments for Telekinesis changed to Adept. Spell breaker and Annihilation now at Master level.
Version 1.3.0
For 3.4.1 Balance Changes esp added. Optional Plugin, rebalancing Illusion, Mage Armor and Mages in general. Transmute muscles halved in magnitude, but now increases health, stamina, carry weight, speed and unarmed. Illusion upkeep spells now normal buffs, with double the base magicka cost. Visual manipulation perk gives night eye lesser power. All mage armor granted by illusion spells removed. Shadow Shield is now Shadow Speed, and increases movement speed instead. Mage armor spells now grants 100, 200, 300, 400, and 500 AR, doubled by improved mage armor perk. Mage Armor V is now just an normal mage armor spell, although it lasts much longer than the others. No more 98% damage reduction. The most AR a unarmored mage can get is 1000, about half base Requiem, meaning they can reach the armor cap but never have proper protection from AP. Unarmored Mages are now always glass cannons. Improved mage armor perk now isn't effected by light or heavy armor worn. This means you never lose AR by putting on armor. Heavily buffs battlemages and hybrids in general at the expense of pure mages.
Other changes: Dual casting Candlelight or Magelight creates a larger light. Dual casting Featherfalling allows waterwalking. Transmute Water I and III, Windwalker, Cure Poison and Disease removed. All healing auras when dual casted provide protection from poison. Protection from poison spells removed from leveled lists. Heal Self II now cures Poison if Empowered. Heal Self III now cures Poison as well as Disease if Empowered. Bound Weapon enchantments for Telekinesis changed to Adept. Spell breaker and Annihilation now at Master level.
Version 1.2.0
Improved Healing perk changed to act like respite when out of combat. Respite perk only works in combat. Powerful healing aura spells changed to master level. Adept level healing aura spells added. New Sun perks added to restoration. Mysticism perk linked to Sun perks not healing. Sunfire and Sunburst II added. Expert and Master Spells. New poison perks added to restoration. Poison Spray III added. Master spell. Absorb health perks added. Requiem absorb health spells removed from leveled lists. Charm person removed. Mod now compatible with Noxcrabs Illusion. Recomended. Poison Cloak added. Absorb Cloak/Touch/Wave Hinder removed Healing Aura visual effects removed Impact perk extended to all damaging spells
Version 1.1.0
Knock changes removed. Added Telekinetic Blast I, and II. Novice and Adept push spells. Stagger or knockback depending on enemy health Added Telekinetic Grasp I, and II. Apprentice and Expert spells. Pickup enemies and throw them depending on enemy health. Added 20 spells from Tomebound. Requires new game Protection from Poison halved in effectiveness. Cure Poison added to Heal Self 3. Fiery/Icy/Shocking Grasp removed from leveled list as duplicated. Absorbing Grasp removed from leveled lists as obsolete.
Version 1.0.1
Lightning Ray restored. Requiem poison spells undeleted and removed from leveled lists. Master spells changed to one handed due to bug.
Version 1.0.0
Added Mysticism - A Magic Overhaul by SimonMagus616 Requiem - Bound Weapons Overhaul added.
Version 0.1
Waterwalking, Charm Person, Fire/Frost/Shock added and Knock altered to add Knockback
Requiem - Expanded Grimoire
Requiem - Expanded Grimoire adds two hundred new spells to Requiem - The Roleplaying Overhaul, as well as changing existing spells and the magic perks. It does this by merging other spell mods together, and editing the spells to work with Requiem. Mages in general have also been rebalanced, with far less cost reduction available. All ranked spells have been renamed, so the magic system now feels more unknowable. With about three hundred spells in the Grimoire, no one character can reasonably use or know all spells, so the magic system feels much larger. All spells that previously could only be found in certain places have been merged into leveled lists, to prevent the need for metagaming. Leveling speed has been modded so that each school of magicka levels at the same speed.
Balance Changes
Mages in general have been rebalanced.
Half cost perks now decrease costs by less and less as higher perks are taken, from 50% at novice to only 10% at master. This massively nerfs late game mages, roughly doubling their magicka costs. Magic is still overpowered, but far more difficult to use, requiring a specialized build to be a master mage.
An MCM slider has been added if you want magic nerfed further. You can reduce offensive spell magnitude as far as you feel it needs.
Damaging and healing spells now receive a 20% boost in magnitude when you take the next higher level perk. e.g. Firesparks receives a 20% damage boost when apprentice destruction perk is taken. This is so they continue to be viable until the next version of that spell e.g. Fiery Ray is available. Can be toggled of using the MCM.
Fortify Conjuration, Alteration etc. enchantments now don't stack with themselves, although they do with each other. This prevents the player getting spells cost down to 0%.
Fortify Conjuration, Alteration etc. potions now increase magnitude up to 25%, not decrease costs.
All Master Half Cost Spell Perks have been changed to unlock at 90 skill level. This is to bring them in line with Illusion, as well as the Ritual Quests.
The regenerate magicka enchantment has been buffed to match that of College Robes, so you can wear other things for a change.
The free spells you can take when you take a perk have been removed. This can be disabled via the MCM.
Elements of Magic
Earth, Sun, Poison, Absorb Health, Wind, Soul Trap, Corrosion and Annialation are now fully fleshed out elements of magic, with perk trees and over a dozen spells each. Elements of magic are scaled as below.
Destruction
Fire: 100% damage over 5 seconds. Resisted by Fire Resist.
Frost: 100% damage. Resisted by Frost Resist.
Shock: 100% damage. Resisted by Shock Resist.
Earth: 125% damage. Resisted by Armor Rating.
Absorb Health: 100% damage. Resisted by Health, up to a max of 80% at 800 health. Doesn't effect Dwemer.
Annihilation: 50% damage. Not resisted by anything.
Restoration
Sun: 125% damage. Resisted by Fire Resist. Only effects the Undead, including ghosts.
Poison: 100% damage over 5 seconds. Resisted by Poison Resist. Only effects the living. Paralyzes the weak.
Alteration
Wind: 50/100% health/stamina damage. Resisted by Magic Resist. Staggers or Throws targets with low health or stamina.
Corrosion: 75% damage only to Dwemer. Permanently damages targets armor by an amount that depends on the targets health. 75% damage at under 200 health, scaling to 7.5% at over 2000 health. Prevents regen for Enchanted Spheres.
Conjuration
Soul Trap: 100% damage. Resisted by Magicka, up to a max of 80% at 800 magicka. Soul traps targets with trappable souls.
Most elements of magic have the below ten generic type of spell, in addition to the unique ones. Perks added to the destruction tree allow you the improve specific types.
Beam, Ray and Vortex: Novice, Adept and Master Beams spells respectively. Improved spells reach longer distances. Adept and master level spells are also wall spells where appropriate. All beam spells have a one second charge time to prevent exploiting.
Wave and Surge: Apprentice and Expert AOE spells. Surge travels a longer distance. Uses 50% more magicka than same tier bolts.
Touch and Grasp: Apprentice and Expert touch spells. All touch spells cost two thirds the magicka but the same damage than same tier bolts.
Blast: Adept level concentration touch spell. Costs two thirds the magicka than Ray.
Rune: Apprentice level.
Cloak: Adept level.
Infusion: Apprentice level. Imbues weapons with your damage of choice. Cost magicka on hit, more if you use them with an enchanted weapon.
Rune spells now can only be cast out of combat.
Alteration
Wind
Wind spells do health/stamina damage, and have a perk tree and a full roster of spells. The new spells do 50/100% health/stamina damage compared to the same tier destruction spells, resisted by magic resistance.
Wind spells knockdown enemies that are below certain levels of stamina or health and stagger stronger ones. Empowering spells increases the level that enemies are knocked down under. The distance they are thrown depends on the spell power, and the targets mass.
Aeromancy: Level 25 and 50 perks. Increase all Telekinetic damage.
Aeromantic Strength: Level 75 perk. All Wind spells stagger almost all targets.
Aeromantic Mastery: Level 100 perk. All Wind spells knockdown almost all targets.
Corrosion
Corrosion: 75% damage only to Dwemer.
Permanently damages targets armor by an amount that depends on the targets health. 75% damage at under 200 health, scaling to 7.5% at over 2000 health.
Prevents regen for Enchanted Spheres.
Metallurgy: Level 25 and 50 perks. Increase all Corrosion damage.
Enhanced Infusion: Infusion spells do 15/30% more damage. Level 50/75 perks.
Extended Cloaks: Cloak spells have 50/100% more range. Level 75/100 perks.
Intense Bolts: Bolt spells have a chance of knocking down enemies. Level 50/75 perks.
Magical Fist: Touch spells have a chance of staggering enemies. Level 50/75 perks.
Powerful Waves: Wave spells do 15/30% more damage. Level 50/75 perks.
Rune Mastery: Runes spells can be cast 3/6 times as far. 1/2 extra runes can be cast at a time. Level 50/75 perks.
Absorb Health
Absorb spells now have a perk tree and a full roster of spells. Absorb health spells do the same damage as the same tier destruction spells, resisted by total health, up to a max of 80% at 800 health.
Killing an enemy using an absorb health spell gives you slight health regen for an extended period afterwards, to make playing as a character who only heals using absorb health easier.
Requiem absorb spells removed from leveled lists.
Hemomancy Perks added to Destruction.
Hemomancy: Levels 25 and 50 15% damage increase perks.
Drain Strength: Absorb spells also absorb stamina at level 75.
Drain Willpower: Absorb spells also absorb magicka at level 100.
Earth
Earth spells do 125% physical damage, so they are powerful against unarmored foes, but weak against anyone wearing armor.
Geomancy Perks added to Destruction.
Geomancy: Levels 25 and 50 15% damage increase perks.
Knockout: Higher level Earth spells can knockout targets. At level 75.
Earth Mastery: You gain 200 AR and Earth spells are more efficient. At level 100.
Annihilation
Annihilation spells do 50% irresistible damage, so they are useful against enemies with high resistances to other types of enemies.
Annihilation Perks added to Destruction.
Annihilation: Levels 25 and 50 15% damage increase perks.
Obliteration: Higher level Annihilation spells can disintegrate targets. At level 75.
Annihilation Mastery: You gain 10 MR and Annihilation spells are more efficient. At level 100.
Conjuration
Bound Weapons
New bound weapons are added to the game for Greatswords, Warhammers, War Axes, Maces and Light Bows.
All spells are apprentice level.
Bound weapon spell scale with your bound weapon perks. These improve the weapons, so they scale throughout the game from untempered iron to tempered daedric.
Both Light and Heavy Bows now summon improved tiers of arrows as the spell you are using increases in tier, increasing armor piercing as your weapons improve.
All spell tomes have been integrated into leveled lists. No more sneaking into Fort Amol.
Bound weapons enchantments now do soul damage, 10 points for each perk. Bound weapons also bypass armor, 5% for each perk.
Bound weapons count as silver for undead and ghosts, but don't get the extra damage.
Soul Trap
Soul Trapping is now a fully fleshed out element of magic, doing 100% damage, resisted by magicka, up to a maximum of 80% at 800 magicka.
A perk tree has been added to conjuration.
Necromancer: Levels 25 and 50 15% damage increase perks.
Enslavement: You are able to raise the dead using your soul spells. At level 75.
Enthrallment: You are able to raise even the most powerful dead using your soul spells. At level 100.
Illusion
Illusion has had most of the changes Requiem made to it reverted. The perk tree has also been entirely remade. All upkeep spells have been reverted. You now need a single perk to empower all spells, the perks that previously did so now give a 30% bonus to magnitude and unlock the secondary effects. No Illusion spell gives AR anymore.
Subterfuge
Muffle is now a novice spell.
Invisibility now temporarily stops working when you run, not breaking as before.
Invisibility no longer works in combat.
Invisibility sphere now just Invisibility on Target.
Veil of Shadows now Veil of Subterfuge. Works permanently until broken.
Silent Casting: Empowered muffle makes all spells silent. Level 50 perk.
Unbreakable invisibility: While an invisibility spell is active, you go invisible whenever you crouch. Combined with Veil of Subterfuge allows you to keep this power permanently.
Shadow
Blur now scales in power as you take Shadow perks.
Visual manipulation: Gives you the night eye ability permanently.
Load after 3Tweaks. Some spells wont quite match the 3Tweaks changes. Probably needs a patch by the 3Tweaks author.
Don't use with Noxcrab's magic redone or any other magic overhaul.
Patches for Special Feats, Frostfall, and Trade Routes are available. For Special Feats, the perk Arcane Assassin was removed, as it doesn't fit with Expanded Grimoires Illusion changes.