Skyrim Types Of Magic
There are six Magic skills in Skyrim. Most Dragonborn will want to invest time training one or more of these skills, particularly Enchanting. This guide to playing a Mage will link you to strategy guides for each spell school, along with Enchanting. Adds water as new type of destruction magic. Besides dealing the same amount of health damage as the other destruction spells, water spells also decreases the target's Magicka and Stamina regeneration rates. Skyrim - Mage Skills Guide Magic Schools, Enchanting, Spells List and How to Play a Mage. There are six Magic skills in Skyrim. Most Dragonborn will want to invest time training one or more of these skills, particularly Enchanting. This guide to playing a Mage will link you to strategy guides for each spell school, along with Enchanting.
Credits and distribution permission. Other user's assets Some assets in this file belong to other authors. Author notesI don't believe in mod copyright. You are free to.- include this mod in mod packs- create and publish compatibility patches- create and publish derivative mods- fork this mod- use custom assets or scripts from this mod in your own mods.without asking for permission, as long as you credit me (and preferably notify me so I can take a look).Assets from other authors:This mod includes content from other authors (see the Credits section). You can tell which assets are from other authors by their folder name inside the bsa.
You do need permission from those authors as well.Money:You do NOT have permission to sell mods for real money that are based on this mod in any way.You do NOT have permission to ask for donations unless you make meaningful changes to this mod and clearly state that you are asking for donations for those changes only.Tl;drDo anything you want with this mod, as long as you don't steal my credit or flip my work for money. AlterationWait, people didn't notice that Tumble Magnet was invisible?:(- Tumble Magnet: fixed model glitch that caused the magnet to become permanently invisible; increased pull chance from 20% per second - 25% per second.Conjuration- Reworked Flesh of My Flesh - Azure Reconstruction. (Instead of draining 20 Health per second, now drains 15 Stamina per second. The problem was that self damage scaled with difficulty and there was no clean way to make it not so without causing it to scale with conjuration duration, etc.)- Conjure Dremora Honor Guard: the Walk Behind None aura no longer steals your armor, but reduces magic resistance of nearby enemies in a not-so-big radius by 25%. (It is a tank, so amplifying your spells while dealing little damage itself seems like a good idea. Besides, it looks prismatic.)- Conjure Xivilai Lord: Rend Asunder and Overshield spells now always cost 150 Magicka no matter what.- Corpse Explosion: no longer erroneously costs two Vancian Magic slots; changed damage from 100 - 40% of the corpse's maximum Health (so detonating badder enemies deals more damage); improved animation courtesy of Sacrosanct.- Soul Cloak: increased cost.DestructionThe problem with Apocalypse was that it was not resistant to high script latency conditions, causing the player to fall to their death, even if Apocalypse itself imposed a fairly low script load. While every scripted spell or effect is affected by high script latency (delayed damage, Frozen Orb shooting ice bolts even after it dissipates, Twister causing jittery ragdoll movement, illusory clones being hostile for a moment, etc), any script delays or stack dumps should never leave the game in an unrecoverable state, which includes killing the player.- Reworked Apocalypse: now summons fire, frost and shock entities that attack a single target.
This is the last major update; any future updates will be strictly bugfixing and egregious balance issues. AlterationGround targetted hazards with a scaling duration, even though Spawn Hazard only targets actors. Preparing for Skyrim SE and the issues surrounding compatibility patches on bethesda.net. The new Destruction spells are pretty much the same as the old (large AoE around self), but can now be aimed to some degree. The net result of these changes is less issues for players who use Ordinator but forget the patch.This is the last content update for Apocalypse. I might release updates to fix major bugs, but otherwise not.Destruction- Added Sapphire Star.- Added Thunderstone.- Removed Frost Nova.- Removed Shock Nova.
Version 9.12. Minor bugfix update.Alteration- Spell Twine: heal twine now takes effect over 2 seconds and does not stack.Destruction- The following spells now correctly scale up visually when dual cast: Bolide, Bombardment, Dragon's Teeth, Inferno, Sleet Storm.Illusion- Illusory Flames: no longer erroneously stacks when cast from both hands; dual casting now does something (increased duration); no longer has a magnitude of 1.- Illusory Pyre: now correctly makes the health bar show up.Restoration- Replaced scroll-only Stendarr's Brilliance by Stendarr's Embrace. Version 9.10. Let's continue the Ordinator tradition of posting music videos: realised that there is a glut of Illusion spells that kill things at adept level while apprentice is almost entirely barren, forcing players to rush to the College or deal with Fury and Pale Shadow forever.- Added Shared Trauma.- Removed Counterspell. Requiem users should not update to 9.00. There is no Requiem compatibility patch for 9.00 because I decided to opt for a slightly more entertaining experience and eat a bowl of live sea urchins.General- Fixed many sound volumes, output models and attenuations.- Updated many projectile and hand lights that were too bright or dim. (Ruin!)- Fixed a number of incorrect light/sound associations on projectiles.- Replaced occasionally bugged GetCombatState condition with IsInCombat (Ocato, etc).Misc- Updated a few load screens.AlterationThe school was too heavily focussed on (non-satisfactory) offense.
Alteration- Wither: now correctly reduces speed and attack damage by 5% per second for 10 seconds and lasts for 10 more seconds, instead of 10% per second for 10 seconds; no longer erroneously affected by magic resistance.Conjuration- Corpse Explosion: fixed excessive damage in certain circumstances.Illusion- Phantoms (Pale Shadow, Evil Twin, Figment of Pain, Spectral Warband, Pull from Eternity) can no longer be activated or pickpocketed.Restoration- Defy Death: fixed imagespace modifier getting stuck permanently. Version 8.17. General- Invisible Manager entry points now have a higher priority to avoid collisions with Ordinator perks that would cause those specific bonuses to become additive instead of multiplicative.Alteration- Deep Storage: removed impact set from explosion to prevent it from tossing objects.Illusion- Added Deliver Unto Vaermina.- Removed Pale Moon.Restoration- Added Defy Death.- Added Sealed Resolve.- Added Tree Rings.- Removed Biorhythm.- Removed Poet's Whim.- Removed Valkyrie's Embrace. Alteration- Drop Zone: the buff now sticks for 1 - 2 seconds and the radius is now a little more lenient.Destruction- Some players prefer 'simple' spells that are straightforward to use and don't require much metagaming.
To accomodate this target audience, I replaced the worst spell (Hailstone), the most bugged spell (Shock Scythe) and the least interesting spell (Wildfire) with three concentration type spells that fire a steady stream of projectiles as long as the button is held down. Scattershock pierces and is cheap but is short ranged and doesn't shoot straight, Hailstorm is long ranged and perfectly accurate but single target and expensive, Wildfire shoots slowly but fires exploding bolts.- Added Hailstorm.- Added Scattershock.- Added Wildfire (v2.0).- Creeping Cold: improved graphics; now detonates after 8 - 6 seconds.- Fracture: cleaned up code; now triggers faster when struck by a concentration spell; improved visuals; improved description; enchantment is now correct.- Frost Nova: damage changed from 20 +10 per nearby target - 45 +15 near the centre. (The old version scaled exceptionally poorly with dual casting, gaining all of 12 points of damage regardless of how many enemies were nearby.)- Pyroclasm: no longer requires 2 casts to charge up, but now has a 2 second cast time.- Shock Nova: now deals 30 - 50 damage in the middle, but edge damage is still 80.Ordinator Compatibility Patch- Shock Nova now correctly benefits from dual cast perks.PerMa Compatibility Patch- Frost Nova and Howling Blast now correctly benefit from Augmented Frost.- Creeping Cold no longer has a redundant string (bug in SkyRe). Version 8.10.
These compatibility patches are so frustrating to make that there probably won't be another major Apocalypse update. On the bright side, the Ordinator compatibility patch took all of 30 seconds because I care.Alteration(Question: why no teleportation or grow/shrink spells? Answer: Grow/shrink spells have some issues going back to the same size; there is always going to be some degree of size creep. As for teleportation spells, choose one: skip grated dungeon doors and possibly break quests, or get on top of buildings and terrain (and possibly off the map) easily. This is a problem.)- New spell: Malviser's Gauntlet.
(Told you Alteration and Destruction are one.Maro.)- New spell: Raise Wall.- New spell: Talons of Nirn.- New spell: Undermine.- Removed Orum's Cramps.- Removed Sword and Sorcery.- Relegated Tremble to the hidden chest. (At least one of you uses Tremble a lot and convinced me to not remove it. That's when I realised that it is a little too eager about what constitutes a 'hit' - while I accounted for concentration spells, hazards don't work that way and will indeed pretty much stunlock a target, as well as draining up to 10 times the listed amount of Stamina per second. Additionally, the way it works encourages spamming hits in any way and finding cheese to trigger it as often as possible, for instance, by relying on Ordinator ground fire perks.)- Relegated Gravisphere to scroll only, but greatly increased duration. (While an awesome spell, it does pretty much what Paralyze does: it removes one target from the fight for X seconds.
By making it scroll only and last for an eternity, it has its own role.)- Reworked Dancing Stones: stagger and armor reduced by 150 - stagger and 150 points of Stamina damage.- Collapse: animation is now different from Xivilai Rend Asunder and other similar effects.- Longstride: now uses a less unreliable condition to check combat state.- Shalidor's Mirror: added impact data set, hit effect and shader; improved description; experience gain is now based on the amount of stats moved.Conjuration(Question: why don't you make any cool reanimation spells? Answer: firstly, other mods may revamp necromancy and make it about something other than just reanimating things with a linear sequence of spells, which would cause a conflict if I relied too much on the vanilla style of reanimation spells. Every conjuration buff (now) works on reanimated undead, so there's your added gameplay. Secondly, any magical effects on reanimated undead including the +health from the Dark Souls perk are lost during cell transition. Because of this, the only viable buffs are very short duration ones, like the reanimate perks in Ordinator. But there's no need to have a spell that says 'reanimate a zombie that does tons of damage for a short time' because we already have a spell for this: Consuming Power.)- Renamed Cloak of Souls - Soul Cloak.- Renamed Detonate Dead - Corpse Explosion. (It was named something less obvious because I was afraid of conflicts.
No conflicts occurred, other than with an amateur necromancy mod. Alteration- New spell: Windride. (Increases mounted speed, mount stamina regen and allows your mount to run on water.)- Removed Overshield. (The new PerMa perk that equalises all shield spells does not play well with 'it's a shield, but.' You can still get it by Thoughtstealing your Xivilai Lord.)- Renamed Sense Ore - Find Ore.- Fabricate Object: Now uses a separate dialog box for crafting furniture to accomodate narrowscreen monitors.- Find Ore: Now displays an alteration shader on the ore itself instead of just spawning an indicator object. No longer causes a physics explosion that tosses objects.- Reynos' Fins: Added glow visuals on cast.- Spell Twine: No longer gives no experience if the spell in your left hand is not a buff.- Improved Baleful strike art.- Improved Alt FXS (by removing the red glow).Conjuration- New spell: Conjure Weeping Daedra. (Absorbs 75 life per second per hand, but turns to stone when an enemy is looking at it.)- Removed Rampage.
Skyrim Types Of Magic Characters
(Grimoire 2.0 added a Rampage spell that is almost identical to the Apocalypse 7.xx incarnation, by which I mean it deliberately copied the spell. There is no value in having both, so it is being removed.)- Flesh of My Flesh: Can now be cast on daedra at full health (and will still damage you).
This is a downgrade, but it gets rid of the confusing 'resist' message that may lead users to conclude that it doesn't work on that particular minion at all.- Necrowitch: Added a fiery shine to her robe.Illusion- Evil Twin: No longer works on corpses.- Pale Shadow: No longer works on corpses or dragons (due to getting a dragon soul when it dies).- Reave: Fixed description to include duration.Restoration- Renamed Lifebloom to Lifeblossom. (Grimoire 2.0 added a spell with the same name and I'm a nice guy.
Sigh.)- Lifeblossom: Removed annoying looping sound effect.PerMa Compatibility Patch- Parity changes.- Reave: Now has the correct projectile.SkyRe Compatibility Patch- Parity changes.- Necrowitch: Did not fix a bug that does not exist.- Reave: Now has the correct projectile.Requiem Compatibility Patch- Parity changes.- Reave: Now has the correct projectile. Version 8.01. Alteration- Drop Zone: Experience gain increased from 0.03 to 0.12. More Apocalypse is no longer available. Since people used More Apocalypse mainly for a handful of specific spells and those didn't rely on SKSE anyway, I migrated those spells to the core mod so you don't need More Apocalypse anymore.More Apocalypse may be brought back later as Even More Apocalypse with spells that stick more closely to the original vision of an 'experimental' addon.If you are using Deep Storage from More Apocalypse, empty it out BEFORE you update. Apocalypse 8.00 includes a Deep Storage spell that does the same thing, so just buy it and use it instead.Alteration- New spell: Control Weather.- New spell: Deep Storage.
(More Apocalypse port.)- New spell: Drop Zone.- New spell: Hethoth's Grimoire.- New spell: Loot Magnet.- New spell: Sotha's Maelstrom.- New spell: Spell Twine.- Removed Feather Fall. (Your spell/scrolls will be converted to Drop Zone.)- Removed Lodesphere. (Your spell/scrolls will be converted to Deep Storage.)- Removed Spell Sequencer. (Your spell will be converted to Spell Twine.)- Removed Matter to Energy. (Your spell/scrolls will be converted to Hethoth's Grimoire.)- Added scrolls of Control Weather, Deep Storage, Loot Magnet.- Added staves of Drop Zone, (Grindstone, Tharn's Prison, Tremble) (.).- Renamed Minor Creation to Fabricate Object.- Fabricate Object: The object no longer disappears from underneath you while you are still using it, even after the duration runs out. Can now also summon a Chair.- Longstride: Increased speed modifier from 15% to 20%. Can be dual cast again.
Now correctly changes when entering or leaving combat. Reverted sound effect. Added 1 second cast time. Modified description.- Loot Magnet: Now an apprentice - novice spell. Rebalanced experience gain and cost. Reduced range from 120 - 80 but can now be dual cast for increased range.- Sense Ore: No longer requires two hands for no reason.- Wither: Now also reduces attack damage.
Cleaned up script. Fixed effect becoming permanent on cell unload.(.) There is nothing in the game that drops Adept Alteration staves though.Conjuration- New spell: Conjure Dremora Mentor.- New spell: Conjure Kyrkrim. (More Apocalypse port.)- New spell: Flames of Oblivion.- New spell: Flesh of My Flesh.- Removed Mass Summoning.
(Your spell/scrolls will be converted to Conjure Dremora Mentor.)- Added scrolls of Conjure Dremora Mentor, Conjure Kyrkrim, Flames of Oblivion, Power of the Master.- Added staves of Flesh of My Flesh, Detonate Dead.- Renamed Dremora Berserker to Dremora Pit Fighter. Alteration- Grindstone: No longer fails to deal damage when the target loses Stamina after gaining it. Thanks to FallowEarth for being the first player in the history of Apocalypse to actually use the spell.:PConjuration- Conjure Xivilai Lord: Rend Asunder damage increased from 120 - 150 and reduced magicka cost from 1.35 - 1.011.Destruction- Apocalypse: Meteor projectiles no longer deviated by gravity. As argued in the Dwemertech thread, Nirn is not a planet and therefore doesn't have gravity. Right?- Flamestrike: Distance between impacts 64 - 48. Number of meteors 24 - 32.
Delay between impacts 0.08 - 0.075.- Frozen Orb: Damage increased from 120 - 180. Cast time reduced from 2.0 - 1.6 seconds. New sound effect. Now stays in place for 2 - 3 seconds. Movement speed increased from 150 - 200.
Magicka cost reduced from 3.50/3.00 - 2.25/2.00. Effectiveness reduced on the Cow Level.- Tornado: Damage increased from 30 - 40.
Magicka cost reduced from 15.00 - 11.50. Scroll version now correctly deals damage for 10 seconds instead of 7. No longer given to NPCs by ASIS. When cast on a wolf, now goes 'meep meep' before blasting off into the sunset.Illusion- Lobotomize: No longer fails to deal damage when the target loses Magicka after gaining it. A million crickets are suddenly silenced.Restoration- Ruin: Projectile speed 2000 - 2250. VERY IMPORTANT CHANGE HERE FOLKS.PerMa Compatibility Patch- Parity changes.- Cleared a formlist that is supposed to be clear but didn't look that way due to a PerMa bug.:P- Mark of Power perk no longer works with Forbidden Sun and Tornado.
Those spells are now. YEAHHHH.- Fixed PerMa spells that were missing from illusion formlists (while not an Apocalypse bug, the Apocalypse spells are added to these formlists by the compatibility patch, so might as well fix the PerMa bug as well). Thanks Raulfin.- Bloodseeker: Book no longer MIA after vendor reset.- Conjure Xivilai Lord: Rend Asunder magicka cost locked at 100 (from a variable 141) and is now an expert - adept spell.Requiem Patch- Parity changes.- Conjure Xivilai Lord: Rend Asunder magicka cost locked at 250 (from a variable 272) and is now an expert - adept spell.SkyRe Patch- Parity changes.- Conjure Xivilai Lord: Rend Asunder no longer erroneously disabled until 75 Destruction skill level. Perhaps 5 punch damage wasn't worth all your magicka just because he was TOO DUMB to know how to cast it.More Apocalypse PerMa Patch- Raging Inferno now correctly works with Fire Teeth. No need to rage yourself.
Version 7.06. The persistent elements of the item distribution script (restoration bugfix, distributing master spells) have been largely replaced by ability conditions. Because of this, the Noscript version is no longer necessary.When updating from the Noscript version, you may notice spells being added twice to vendor inventories.
To prevent this, uninstall the Noscript version and save, then reinstall the regular version.Script- Item distribution script no longer runs a periodic update loop, but only activates when needed.- Now displays a message when all items are added to the world.- Now stops the quest after adding items, removing any script load.Alteration- Replaced Loot Magnet - Shalidor's Mirror. (You keep Loot Magnet as well if you already have it)- Replaced Teleport - Orum's Cramps.
(You keep Teleport as well if you already have it)- Replaced Galerion's Persistence - Matter to Energy.- Alarm: Improved seek radius from 100 to 150.- Dancing Stones: Added dust cloud animation.- Levitate: Improved description. Is disabled indoors and at a certain height.
Added shader. No longer available in scroll form.- Longstride: No longer has a duration (and therefore can't be erroneously affected by duration increasing items). Therefore cannot be dual cast. Reduced bonus from +20% to +15%.
Fixed description. Changed sound effect. Added animation.- Overshield: Replaced break sound effect.- Spell Sequencer: Now cast in your left hand and adds the spell in your right hand to the chain. No longer has the 'do not extend duration' flag.- Tremble: Added dust cloud animation.Destruction- New spell: Replaced Char with Fire Teeth.- New spell: Replaced Jolt with Thundercrack.- New item: Scroll of Fire Teeth.- New item: Scroll of Thundercrack.- New item: Staff of Fire Teeth.- New item: Staff of Thundercrack.- Electrosphere: Now correctly tagged as a dangerous spell for NPC remark purposes.- Forbidden Sun: Now correctly tagged as a fire spell. There is some expectation that the changelog contains something funny. So please imagine a clown here. Clowns are funny, right?Init script- Now has a delay to prevent a load spike collision with other mods that plunk all of their scripts right at the beginning.- Now also adds staves.- Periodic update function no longer defers to 2 other functions, reducing the number of script threads from 3 to 1, which should help out with those other mods that throw scripts at your game until it breaks.Alteration- Tremble: No longer staggers targets that are not already staggered.
Duration doubled.Conjuration- Conjure Xivilai Sorcerer: Fire damage to self now correctly affected by fire resistance.- Conjure Xivilai Lord: Changed Magicka transfer functionality, making it compatible with NPC use.Destruction- Renamed Thunderwave (again) to Shock Scythe; improved visuals.- Renamed Warpstrike to Rift Bolt.- Bolide: Reduced cast time from 2.5 seconds - 0.5 seconds.- Electrosphere: First strike damage is no longer incorrectly applied all the time or never. Increased missile speed.
Greatly increased dual cast missile speed.- Frozen Orb: Removed redundant Impact perk reference.- Hailstone: Increased frost damage from 25 - 30, but increased gravity and reduced speed.- Shock Nova: Clarified rim damage.- Tornado: Cast time reduced from 4.4 - 3.0 seconds. Scroll version now correctly deals damage.
Now correctly slows.- Wildfire: AI helper damage increased from 0.1 - 1.0.Illusion- Figment of Guilt: Now dispels Evil Twin twice.Restoration- Finger of Death: No longer has an unnecessary duration.- Valkyrie: No longer erroneously considered a healing spell. Source now defaults to the caster if missing.+ StavesAdded staves. Note that the staves will not be added to existing saves unless you uninstall/save/reinstall or unless you are using the noscript version. Apocalypse -Alteration- Minor Creation: Added a Grindstone; increased duration from 30 - 120 seconds.Destruction- Tornado: Now correctly deals damage to the direct target.- More Apocalypse -Alteration- Deep Storage: Fixed corrupted cell data resulting in items being marked stolen.Destruction- Fire Seed: Damage scaling with enemy resist is now capped at 50% resist.Restoration- Spellwrack: Shortened description to avoid microscopic text; no longer randomly fails to apply damage.- No script version & Apocalypse compatibility patches - Parity changes.
Version 6.04.Apocalypse & Apocalypse Noscript -Alteration- Added variance to Alteration Earth cast sounds.- Note: a mistake was made that may cause you to lose the Feather Fall spell. Apocalypse v5.16 (incl. Apocalypse v5.15 (incl. Apocalypse v5.14Apocalypse v5.14 - No scriptsIllusion- Prevented Evil Twin, Figment of Guilt, Shadowbond, Empathic Agony and Vanish from affecting dead targets and non-actors.- Reave: No longer works on illusions spawned by Evil Twin, Figment of Guilt and Mirror Entity.Apocalypse v5.14 - SkyRe Compatibility Patch- Changes for parity with the main mod.Apocalypse v5.14 - Requiem Compatibility Patch- Conjuration apprentice and adept duration bonuses no longer increase all spell damage. Almost 20K endorsements!
Thanks to all!:DReleased the following new files:- Apocalypse (Unburdened version)- More Apocalypse- More Apocalypse - SkyRe Compatibility Patch- More Apocalypse - Requiem Compatibility PatchApocalypse v5.10- Channel Energies: Can now only be equipped in your right hand and look at the spell in your left hand, as opposed to being ambidextrous and looking at the spell in your 'other' hand. This makes it compatible with contingencies, scrolls and staves. Apocalypse v5.09Spells that do something based on your other equipped spells can now only be equipped in your right hand and look at the spell in your left hand, as opposed to being ambidextrous and looking at the spell in your 'other' hand. Apocalypse v5.14 && Apocalypse v5.14 - No scriptsIllusion- Evil Twin, Figment of Guilt, Shadowbond, Empathic Agony and Vanish no longer work on dead or non-actor targets.- Reave: No longer works on illusions spawned by Evil Twin, Figment of Guilt and Mirror Entity.Apocalypse v5.14 - SkyRe Compatibility Patch- Parity changes.Apocalypse v5.14 - Requiem Compatibility Patch- Conjuration apprentice and adept duration bonuses no longer increase all spell damage.

Features. Adds 155 spells (31 per school) plus scrolls and staves. The spells can be bought and looted like vanilla spells. High quality custom animations. Balanced against vanilla magic and compatible with popular magic scaling mods. Enables viable spellcasters without Destruction or Conjuration.
Low script load, no save bloat. Includes a fix for the Restoration Ritual Spell quest bug.
Configuration options available in the Apocalypse MCM if SkyUI is installed (SkyUI not required to use Apocalypse).How to get the spellsApocalypse is seamlessly integrated into Skyrim. The spells, scrolls and staves can be bought and looted from the same sources as vanilla spells of the same school and level.
This mod is no longer supported. I have incorporated it into my Elemental Destruction Magic mod.You can find the new mod here:Adds water as new type of destruction magic. Besides dealing the same amount of health damage as the other destruction spells, water spells also decreases the target's Magicka and Stamina regeneration rates. This mod includes 8 new spells, and one new weapon enchantment.