The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Old School Spells
   
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Category: Magic
File Size
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31.620 KB
Feb 12, 2012 @ 3:03am
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Old School Spells

Description
This is my second Skyrim mod, which is an improvement of the first one - Fortify skill spells (http://steamcommunity.com/sharedfiles/filedetails/?id=7915). Since in the old mod, spells were set in wrong school (according to Morrowind and Oblivion), I decided to make a brand new mod which includes all the spells from Fortify skills spells, and many more in other schools of magic.

The whole point of this mod is to bring back old spells from Morrowind and Oblivion, which weren’t already included in Skyrim. For now, most spells are from Restoration and Destruction schools. In difference from the old mod, spell magnitude is reduced, and all spells can be dual casted. All spells are Novice level, but that will change with future updates. This mod is still being developed, some spells are bugged, but updates are coming, as well as new spells in other schools like Sanctuary, Drain skill, Drain magicka, Nighteye, Bound armor...


List of included spells:
Restoration:
- fortify (health, magicka, stamina)
- fortify skill (destruction, two-handed, barter,smithing...)
- resist (frost, fire, magic, poison, shock)
- restore stamina
- cure disease
- cure poison (bugged)

Alteration:
- feather (fortify carry weight)
- waterwalking (bugged, works if you run and jump constantly)

Destruction:
- weakness to fire, frost, shock


Example gameplay for Fire Mage
- Vanilla: upon encountering a Flame Atronach you try using Flames, but he’s resisting the spell... in panic you start to run, and he kills you.
- With this mod: upon encountering a Flame Atronach you double cast Resist Flames, double cast Fortify Destruction, hit him with Weakness to Fire spell, then use the same flames he’s made of, to bring upon his destruction :)

List of known bugs:
- When reloading savegame in the same cell, where spell tome vendors are - they dissapear from their inventory. To fix this, restart Skyrim.
- In magic menu, all spells show mana cost per second
- Cure poison and Waterwalking don't work properly

Instructions:
Just paste in your Data folder.
All spells are sold at Mages College, by vendors that belong to certain schools.
18 Comments
Victoryguard Nov 19, 2014 @ 9:07am 
Absorb Health made Restoration a combat viable skill in Oblivion, it needs to come back for Skyrim.
calcock1978 Jul 29, 2014 @ 6:14pm 
Nighteyes would be a great addition so would chameleon
vg888du Mar 7, 2014 @ 11:07am 
As a cave and dark dungeon runner. I would love to to SEE the old spell called NIGHTEYES. when it was dual embebbed with water breathing, there was not very many place I could not go. I could see as if it was bright daylight and watertraps i laughed at... So NIGHTEYES is a spell i really miss
Maxpowerammo Mar 5, 2014 @ 4:38pm 
Also, good mod.
Maxpowerammo Mar 5, 2014 @ 4:38pm 
I have never used Telekinesis spell once unless to troll NPC's by throwing stuff at them.
Deej Mar 3, 2014 @ 11:37am 
Bound Armor isnt really need, as there is already "Flesh" spells like OakenFlesh
missed0007 Apr 11, 2013 @ 4:48pm 
Vanilla telekinesis is practically useless in morrowind was very useful.
Bane Nov 11, 2012 @ 9:30am 
Both telekinesis and heroism are in the game. Telekinesis is a high level alteration spell. Heroism is in Illusion spell but is renamed to courage.
nicholson_evan Nov 11, 2012 @ 6:35am 
There's an old school illusion spell that is missing from Skyrim, I think it's called something like charm. Anyway the one which makes shop owners like you more, and thus give you discounts. Another old school illusion spell is "heroism" wherein an ally fights better/won't run away. Also don't forget the "aborb" spells from Oblivion (makes Restoration a viable school). Oh and don't forget to add "telekinesis" (since Mysticism is gone, put it in alteration). Good mod though.
twill52 Oct 25, 2012 @ 8:53am 
Do any of these spells affect experience? I feel like I cast 'fortify smithing' or whatever a million times and it doesn't move the meter.