The Elder Scrolls V: Skyrim

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Dawnguard - Restoration Addendum
 
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Category: Dawnguard, Magic
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0.170 MB
May 15, 2013 @ 4:35pm
Oct 6, 2014 @ 8:48pm
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Dawnguard - Restoration Addendum

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Description
*Note: Dawnguard DLC required.
**Version 3.0 Released 10/06/14
==========================

Have you ever wanted to play a Restoration mage, but found it to be impossible? Have you had to resort to using Conjuration, Illusion, or even Destruction Magic in order to survive? Well this mod hopes to remedy that problem.

Dawnguard was a great addition to the Elder Scrolls V: Skyrim, but one aspect of the DLC felt lacking and tacked on: the inclusion of offensive Restoration spells for the Dawnguard. By the time you are able to recruit Florentius into the Dawnguard, you would be around level 15 or so. By that time, any of the two restoration tomes he can sell you are essentially obsolete at that point. Sun Fire is fairly weak, Stendarr's Aura makes it so you HAVE to be close to enemies to make it useful (mages should never HAVE to be at the front lines) and Vampire's Bane just isn't powerful enough. Not only that, why use these at all when most Fire spells do the job more efficiently?

That's the purpose of this mod: to make Restoration Mages viable without making them overpowered. You won't be able to tank anything using Restoration spells alone; you'll still need to use Alteration spells or armor if you want to survive.

All new spells are available from Oran Durai, located in Riverwood.
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Any feedback on how the spells work/cost is greatly appreciated!

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[Restoration]

Novice
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Mara's Love - Regain health for a time.
Enhance Vitality - Increase health by 25 points for a time.
Hunter's Reslove - Light Armor Skill is increased by 20 points for a time.
Warrior's Will - Heavy Armor Skill is increased by 20 points for a time.
Knight's Boon - For 60 seconds, One and Two-Handed weapons are 20% more powerful.
Archer's Favor - For 60 seconds, Bows are 20% more powerful.
Iron Strike - Smithing is increased by 20% for 60 seconds.
Nerve Pressure - Projectile damages target equal to 10% of their current health, but not undead, atronachs, or machines.
Weak Ailment - For 60 seconds, target's health is decreased by 25 points.

Apprentice
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Cure Disease - Cures all disease.
Inner Focus - Restoration spells are 25% more powerful for a time.
Armsman's Vigor - Touch skill makes target's One and Two-Handed Weapon skills 20% more powerful for 60 seconds.
Ranger's Gift - Touch skill makes target's Bow skill 20% more powerful for 60 seconds.
Enhance Other - Touch skill increases target's health by 50 points for 60 seconds.

Adept
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Augment Vitality - Increase health by 50 points for a time.
Hunter's Defiance - Light Armor Skill is increased by 50 points for a time.
Warrior's Conviction - Heavy Armor Skill is increased by 50 points for a time.
Mara's Compassion - Everyone regains health for a time.
Knight's Devotion - For 60 seconds, One and Two-Handed weapons are 40% more powerful.
Archer's Dedication - For 60 seconds, Bows are 40% more powerful.
Steel Soul - Smithing is increased by 40% for 60 seconds.
Sunder Nerves - Divine light explosion; targets take damage equal to 25% of their current health, but not undead, atronachs, or machines.
Severe Ailment - For 60 seconds, target's health is decreased by 50 points.

Expert
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Divine Focus - Restoration spells are 50% more powerful for a time.
Armsman's Zeal - Touch skill makes target's One and Two-Handed Weapon skills 40% more powerful for 60 seconds.
Ranger's Blessing - Touch skill makes target's Bow skill 40% more powerful for 60 seconds.
Augment Other - Touch skill increases target's health by 100 points for 60 seconds.


[Illusion]

Novice
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Shadow Cloak - Become one with the shadows. Your sneaking is 20% more effective.
Light Touch - For 60 seconds, pickpocketing and lockpicking are 20% more effective.

Apprentice
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Silk Tongue - For 60 seconds, you haggle for 20% better prices.
Mind's Eye - For 60 seconds, Illusion spells are 25% more powerful.

Adept
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Shadow Refuge - Become one with the shadows. Your sneaking is 40% more effective.
Deft Hands - FOr 60 seconds, pickpocketing and lockpicking 40% more effective.

Expert
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Fade Other - Touch spell makes the target invisible for 30 seconds. Activating an object or attacking will break the spell.
Effortless Guile - For 60 seconds, you haggle for 40% better prices.
Illusionist's Finesse - For 60 seconds, Illusion spells are 50% more powerful.


[Alteration]

Novice
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Aqualung - Can breath water for 30 seconds.
Sea Stride - Can walk on water for 60 seconds.

Apprenctice
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Shifting Will - Alteration spells are 20% stronger for 60 seconds.
Ease Burden - Increase your carry weight by 50 points for 300 seconds.
Quick - For 30 seconds, you move and attack 25% faster.
Evenflow - Touch spell lets target walk on water for 60 seconds.
Warp - Teleport up to 75ft to target location.

Adept
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Pack Mule - Increase your carry weight by 100 points for 250 seconds.
Water Walking - Can walk on water for 120 seconds.


Expert
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Bending Will - Alteration spells are 40% stronger for 60 seconds.
Ox Strength - Increase your carry weight by 150 points for 200 seconds.
Haste - For 60 seconds, you move and attack 33% faster.
Buoyancy - Touch spell lets target walk on water for 120 seconds.
Teleport - Teleport up to 150ft to target location.

==========================

10/06/14 - Another overhaul of spells. No longer being sold by vanilla merchants, as it caused multiple copies of tomes to stack. Now all books are sold by Oran Durai, mage found in Riverwood.


10/15/13 - Complete overhaul of available spells as well as leveled lists, so there won't be any conflicts with other custom spell mods. All new spells now level up your Restoration skill and benefit from the appropriate Standing Stones and Rested Bonuses.
55 Comments
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Dalamite Feb 28 @ 8:26am 
This seems absolutely great, definetly subscribing.
Also, a small suggestion;
A novice alteration spell called 'Renew protection' that resets the timer on your alteration spells, and is cheaper than actually recasting.
Greglorious Jan 11 @ 1:55pm 
warp does not seem to work for me :(
Cid  [author] Oct 7, 2014 @ 7:22am 
Updated mod to include new spells for Alteration and Illusion magic.
Huntershadow24 Sep 27, 2014 @ 10:03pm 
halleluyah
Lucian SaDiablo Aug 1, 2014 @ 12:11am 
@Vrael27 In the vanilla game, the only "spell" of cure disease is enacted when you activate a shrine. Other than that, there's only a potion.
Vrael27 Jul 30, 2014 @ 11:36pm 
what's with the cure disease spell? that's already a spell...
rpSandMan Jul 5, 2014 @ 6:31pm 
wouldent it just make more sence to make inflict wounds and cause disease spells? cool mod anyways!
Cid  [author] Jan 24, 2014 @ 7:35pm 
@Snooberry - GlacialFlow is right, it's much like the touch spells in Oblivion.

@TheMinecraftianGamer - The mod shouldn't mess with the Hall of Countenance anymore. I don't know how that happened, but it rotated a portion of the hall for some reason.
CoF.FabulousFranku Jan 18, 2014 @ 8:33pm 
@snooberry i assume that it is like the touch spells from oblivion, where the target is only affected if you cast it at a melee range
Snooberry Dec 18, 2013 @ 7:24am 
What is meant by "touch skill?"