The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Restoration Redesigned
File Size
0.023 MB
Feb 13, 2013 @ 1:32pm
Feb 21, 2013 @ 2:57pm
3 Change Notes ( view )

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Restoration Redesigned

The latest version of this mod is now here[] on Nexus. This remains as a completely functional legacy version.

If you own Dawnguard get this version instead.

All ward spells now have unique and useful effects. NPC's wards were left unchanged.

Ward (Novice Spell): Negates all spell damage or effects for 2 seconds but takes time to prepare.
Charge the spell and time the release.

Sanctuary(Adept Concentrated Spell): Negates all spell damage or effects.
No more breaking or charge time, use the ward only shortly to block off a spell for maximum efficiency.

Reflect(Expert Spell): Reflects all spells to the aimed location for 3 seconds but takes time to prepare.

=Dual Casting=
In the vanilla game there was no point to dual casting restoration spells. Healing spells just became incredibly inefficient, Turn Undead spells only had their duration increased instead of their level requirement.

Healing Spells: +45% heal over 8 seconds (+40% over 4 seconds for concentrated spells)

Turn Undead: Increases the Level Requirement (just like the Illusion spells)

Wards: Doubled duration

=Healing Spells=
Once I started using Healing spells I almost completely stopped taking health potions, this is still possible but it will require a bit more Magicka.
Healing spell costs roughly by 15% increased (slightly differs per spell).

=Complementary Mods=
Destruction Magic Redesigned: Elements redesigned & rebalanced, unique Dual Casting Perks, one perk to improve all spells, improved finishing perks.
Mage Armor Fix: Mage Armor spells scale in duration, Mage Armor (Rank 3) doubles Dragon Hide duration.

Reflect Ward Script graciously provided by Sjogga[] from his Reflection Ward and Reflecting Spellbreaker[] mod (compatible!).