The Elder Scrolls V: Skyrim

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Wind Destruction Magic
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Nov 30, 2013 @ 2:02pm
Jun 17 @ 10:24pm
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Wind Destruction Magic

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



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.


Future Versions

In future releases I plan to add enemies to Skyrim that use wind spells, a wind atronach spell, and if possible add a Resist Wind Damage enchantment.



Q: How do I get the spells?

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

Q: Will you make more types of destruction magic, such as earth, wind, etc?

A: You can get my water magic mod here: I am currently in the planning phases for earth magic but I'm not yet sure if I can create an earth magic mod that I would be happy with.

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

A: This mod was created with vanilla Skyrim in mind and compatibility with other mods was not a concern. I will not be going out of my way to make this mod compatible with SkyRe or any magic overhaul mods. However, you should still be able use the spells, they just probably won't benefit from any other mods you may have installed.

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 lower down in the load order, below 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. Purchase 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 water spells.

Q: I have installed this mod along with your Water Destruction Magic mod, but I can only find spell tomes and weapons at the vendors for one of them. How do I fix this.

A: At the moment there is a conflict between my two magic mods. You can still use both types of spells at the same time, but you can't purchase both types of spell tomes from the vendors simultaneously. I am going to release a mod in the future that contains both the wind and water spells in one package, but for now you can get around the problem by applying the solution outlined in the previous question

Q: When will you release the combined mod?

A: Hopefully within the next 3 months.My plan is to include earth magic in that mod as well, so the release date of the combined mod is dependent on how long earth magic takes to complete. Be aware that the combined mod will require the Dragonborn expansion, because the wind spells use several assets from it.
Popular Discussions View All (1)
Jul 20 @ 11:00am
Wind Destruction Causing Skyrim to Crash
Jaco Rykker
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Hol Horse Jul 30 @ 6:49am 
I had wind magic a while and it was working normally. but now despite the fact the perks exist on the skill tree, no vendor actually seems to sell any wind magic tomes :/
matthias2018 Jul 25 @ 9:41am 
is this compatable with better magic?
oflynnm14 Jul 21 @ 1:04pm 
I love your Wind and Water magic spells! The only problem is that I just did the Master level Destruction quest and yet I haven't been able to find either of the Wind or Water Master level spells =( Is there a solution or am I out of luck? Still an awesome mod though!
TrovianBorn2245 Jul 21 @ 10:44am 
this is the COOLEST!!!! totally downloadin this one and your other mod, what helps you toward makin an earth magic mod as well
hempel913 Jul 18 @ 10:08am 
I'm really loving your water and wind magic... I've had an idea I was brainstorming and was wondering if you wanted part of it. I have little experience modding but am willing to take a swing at it, or hand it to you if you want it. This mod would be huge for the mage comunity. I want to do something kind of like the magic system of Fable 3. If you dual wield two different spells you get something unique. I wanted to do this because why should I only get a dual buff dualing the same spell? Of course we'd match up by novice, apprentice, ect, and these are both streams, projectiles, etc. I really think your mods incorporated in this could make it great, dualing fire and water makes steam, fire and electric make plasma, water and electric make a continuous electricution effect, wind and fire you get a flame gale. I think you get the idea. I don't wanna make new tomes, I want to make combos in dual wielding a thing. What do you think?
leqesai Jul 15 @ 7:57pm 
Awesome. Downloading the perkless mod from the Nexus!

BTW I'm looking forward to the earth mod!

Any future plans beyond earth, at this point?
Psycho Sabre  [author] Jul 15 @ 6:40pm 
Once earth magic is complete, I'll be relasing a mod that contains earth, water and wind and they will all use the vanilla perks. You can also get a perkless version on the nexus that is combined with the water magic mod.
leqesai Jul 15 @ 5:05pm 
Sorry if this has already been mentioned but is there a chance of releasing this so that it simply receives the bonuses of lightning perks or something, for those of us who use perk mods?
Ironfangwill Jul 10 @ 6:42pm 
What about heart destruction magic?
Pannie Jul 8 @ 3:53pm 
Really nice mods, got your water destruction magic and was really happy with it - can't wait to try out this one <3