The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

62 ratings
Augmented Spells
Category: Magic
File Size
0.024 MB
Feb 22, 2012 @ 8:07pm
Mar 2, 2012 @ 5:14pm
2 Change Notes ( view )

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Augmented Spells

~ Augmented Spells Ver. 1.01 ~

This mod fixes some of the missing perks and misleading descriptions for the handful of Destruction spells that had these problems. It also has some minor tweaks to make these spells a little more viable, though I tried to keep the tweaks light.

Full change log as follows...

> Rune Spells <
- Now benefit from Augmented Element perks.
- Now benefit from Disintegrate / Deep Freeze / Intense Flames perks.

> Cloak Spells <
- Descriptions now reflect power increases from Augmented Element perks.
- Descriptions are a little neater in general, they were somewhat messy and not uniform with other elemental spells before. Also changed Lightning Cloak's effect in the Active Effects tab to "Lightning Cloak" (was "Shock Cloak" before, not matching the spell).
- Casting a cloak will no longer make your summoned creatures or raised undead disappear.
- Added elemental resistance to the respective element to the cloaks. Lightning Cloak gives you a Shock Resist for the duration of the cloak, Frost Cloak gives you a Frost Resist, and Flame Cloak grants you a Fire Resist. The magnitude of the Resists matches the damage done by the Cloak (so 8% by default) and are boosted by Augmented Element perks as well.

> Wall Spells <
- Descriptions now reflect power increases from Augmented Element perks.
- Descriptions are a bit more uniform with other elemental spells now.
- The walls created by the spell now benefit from Disintegrate / Deep Freeze / Intense Flames. Previously, these perks only affected the stream sprayed from your hands, but now the hazards left on the floor will cause the effects as well.
- Damage for Wall spells is now 35 damage per second. This may seem like a downgrade, but in actuality the original spell description was very misleading and its really an improvement. The description claimed the spells did 50 damage per second, but they actually did only 20 damage. I tried changing the spells to 50 as the description listed, but that seemed too powerful, so I decided to go with a happy medium between the damage originally listed and the damage that was previously dealt.
- Increased the number of wall hazards you can have active at a single time, so you can now make thicker walls or line longer corridors.

= Version History =

1.00 - Initial release

1.01 - Apparently in creating the mod I inadvertantly broke the Wall staffs, since I was trying to preserve the fact that no staff can apply perks such as Disintegrate. This is due to a strange CK issue where custom impact data doesn't seem to work even when duplicated from the originals. I'm trying to work around the issue since other mods have working impact data, but in the meantime I've reverted the staffs back to their original impact data and added a condition in the perks to detect whether a Wall staff is being held by the player and preventing the perks from working if the player is holding such a staff. Its a band-aid fix at best and it will cause even spell versions of the Walls to not get the perk if you have a staff equipped at the same time, but its better than the staffs not working properly at all, and I imagine most players won't be using a Wall staff and a Wall spell at the same time.
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RuneKatashima Jun 16, 2015 @ 4:36am 
All of these issues have been fixed by the Unofficial Patches> This mod now just adds resistance to the cloak spells.
yo Mar 27, 2014 @ 1:51pm 
Hello! there is a bug. Probably a conflict. My fire balls and chain lightings have not zone effect impacts.
Baelein Nov 13, 2013 @ 7:41pm 
any chance you can get the lingering effect from the wall spells to give off light?
Zherne Aug 7, 2013 @ 10:19am 
This rly looks like a great mod,but need some infos about conflict with other mods before downloading:P Does this conflict with mods that increase number of placeable runes, or mods that change destruction perks? pls i need an answer:)
David Sid Mar 30, 2013 @ 4:40pm 
This is an awesome mod. It fixes wall spells so that they're actually pretty good.
TankTopsRule Nov 6, 2012 @ 3:51am 
Thanks. This is a solid mod; not overpowered and just sorts thigns out nicely.
Weaboo Jones Aug 8, 2012 @ 6:39pm 
Nevermind that last comment, this is great! Runes are even more satisfying now.
Krokodyl Aug 5, 2012 @ 10:36pm 
Hi. I have a question. Do you know how to make a spell like ferce push? I mean, spell which pusch everybady near you, like FUS RO DAH explode? Write to me:
CaretakerSOMC Mar 26, 2012 @ 8:20pm 
If anyone saw my disparaging remarks: I was completely mistaken - and at fault.

Great Mod!
WidowMaker Mar 17, 2012 @ 7:39pm 
thank you!!!!