290 ratings
Wind Destruction Magic
Category: Gameplay, Magic
File Size:
4.521 MB
Nov 30, 2013 @ 2:02pm
Dec 2, 2013 @ 8:16pm
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Wind Destruction Magic

Adds wind as new type of destruction magic. Besides dealing the same amount of health damage as the other destruction spells, wind spells have a chance throw enemies away from the caster upon impact. The chance to fling enemies away is dependent on the spell being cast. This mod includes 8 new spells, 3 new perks for the destruction skill tree, one new weapon enchantment, and modifies one existing spell. Wind spells typically cost a little more to cast than their shock spell counterparts and move as fast as their frost spell equivalents.

Requires Dragonborn

Please Read the Documentation Before Posting Questions in the Comment Section


Gust - A burst of wind that does 8 points of damage per second to Health. Chance for enemies to be flung away is 5% per second.

Whirlwind - A burst of air that does 25 points of wind damage to Health. Chance for enemies to be flung away is 15%.

Wind Rune - Cast on a nearby surface, it explodes for 50 points of wind damage when enemies come near. Chance for enemies to be flung away is 25%.

Tornado - A fierce cyclone that does 40 points of wind damage to Health in a 10 foot radius. Chance for enemies to be flung away is 20%.

Whirlwind Cloak – This spell has been modified to make it behave more like the other destruction cloak spells. Originally, targets only had chance to be thrown away upon entering the effective range of the cloak. With this version enemies within range continually have a chance to be flung away. 8 points of damage per second are also dealt to enemies within range. Chance for enemies to be flung away is 5% per second.

Tempest - A burst of air that does 60 points of wind damage to Health. Chance for enemies to be flung away is 25%.

Wall of Wind - Sprayed on the ground, it creates a wall of wind that does 50 points of wind damage per second. Chance for enemies to be flung away is 5% per second for both the hazard and the direct spray of the spell.

Cyclone - A fierce whirlwind that does 75 points of wind damage to Health in a 15 foot radius. Chance for enemies to be flung away is 50%.

Ash Cloak – Enemies in melee range are encased in harden ash for 10 seconds. This spell replaces the original Whirlwind Cloak as the reward for the Wind and Sand quest. If your character has already learned the original whirlwind cloak spell it will be automatically replaced with this spell when you load the mod.


Augmented Wind, 2 Ranks – Wind spells do 25% more damage per rank(Does not increase the chance for the knock back effect).

Gale Force – Enemies will always be flung away when their health is low.

Weapon Enchantment
Wind Damage - Chance for enemies to be flung away is 10% per strike, also deals wind damage to enemies.

Misc Spell Information

The chance to fling enemies away for Gust, Whirlwind, Tornado, Tempest, and Wall of Wind, is increased by 2.2x when dual cast. (Only the spray from wall of wind, not the hazard, receives this benefit.)

Enemies like dwarven automatons and mammoths will not be flung away if the secondary effect activates, but they will stagger.

Spell, Staff, and Enchantment Acquisition

Spell Tomes for wind spells can be obtained as loot or from any vendor that normally sells destruction spell tomes. Weapons with the wind damage enchantment can also be obtained as loot. Weapon vendors also have a chance to carry weapons with the enchantment. Items are leveled, so characters at low level won't be able to get the new higher level spells until they have the a sufficient destruction skill level. Staffs for some of the wind spells can be obtained as loot or crafted at the staff enchanter in Tel Mithryn.

Q: How do I get the spells?

A: Refer to the above section entitled Spell, Staff, and Enchantment Acquisition

Q: I installed the mod and now Skyrim crashes shortly after starting. How do I fix this?

A: This mod requires the Dragonborn Add-on. If you don't have Dragonborn installed properly and try to use this mod it will crash Skyrim shortly after the Bethesda splash screen. To fix this, make sure Dragonborn is installed correctly and that it is higher in the load order than the mod. If you don't have Dragonborn then simply uninstall the mod.

Q: Why does this mod require Dragonborn? Will you create a version that doesn't require it?

A: No, I will not be making a version of this mod that doesn't require Dragonborn. The mod uses various assets from the Dragonborn dlc, such as the script used to fling enemies away and several visual effects. The mod won't work without those assests and It's beyond my ability at this time to create my own to replace them.

Q: WIll you make more types of destruction magic, such as earth, water, etc?

A: I would like to create earth and water magic, unfortunately creating the visual effects for those types of spells is beyond my ability. I was only able to create wind magic because I was able to use and/or modify visiual effects already in skyrim or the dragonborn dlc.

Q: Is this mod compatible with my other spell mods or overhauls?

A: This mod was created with vanilla Skyrim in mind and combatability with other mods was not a concern. Because of the new perks, this mod will conflict with any other mod that has made changes to the destruction perk tree, However, if you place this mod higher in the load order than the conflicting mod, you should still be able to use the spells without the new perks. I currently have no plans to make this mod compatible with SkyRe or any magic overhaul mods.

Q: Why are vendors not selling the spell tomes for the new spells?

A: This problem is most likely caused by a mod conflict. A simple solution is to place the esp file for this mod higher up in the load order, above any other mods that add spells to the game. Load up your game and the tomes should be in the inventory of any vendor that sells spell tomes. Puchase and use the tomes for the spells you want, save your game and quit and then return the mod to wherever it was in the load order previously. The new tomes will disappear from vendors' inventories again, but you should still be able to use the new wind spells.
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Teh_Scorpio Feb 22 @ 11:39am 
This mod is awesome, wind might just be my new favorite spell type right behind ice. Honestly this is a great magic mod that helps me out with alot of battle if there are alot of enemies. Good job!
ZephyrLuxx Feb 19 @ 10:26pm 
This mod is awesome. I love using these in conjunction with frost spells so that I basically have a weather mage. It fits in so perfectly with all of the other destruction spells. Just feels like it's a part of the game, like it was always meant to be there.
acryllo Feb 17 @ 1:47am 
I love this spell set so much and use it nearly exclusively. Combined with spell sneak attacks it just makes sense cuz it's air so they would've know what the source is :D Plus I like feeling like an airbender.
йо хо хо Feb 16 @ 8:26am 
сделай землю и воду
AbadopolGrimspree Feb 13 @ 7:38pm 
Another person who should be paid for thinking.
edpdubois Jan 5 @ 1:12am 
Dovakhiin the last airbender. I like.
RadManCrazyDude Dec 9, 2014 @ 10:21pm 
gothgeek9966 Dec 7, 2014 @ 9:03pm 
Blixtz Nov 27, 2014 @ 12:15pm 
Just wanted to say this is the most immersive spell mod I have ever seen. I absolutely love it.
Groovy Nov 25, 2014 @ 3:36pm 
Someone seriously needs to make an avatar bending mod