The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Elemental Destruction Magic (Dragonborn Version)
   
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Oct 12, 2015 @ 8:20pm
Nov 30, 2015 @ 10:12pm
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Elemental Destruction Magic (Dragonborn Version)

Description
Elemental Destruction Magic (Dragonborn version)

Adds earth, water, and wind as new types of destruction magic. Besides dealing the same amount of health damage as their vanilla counterparts, each new type of destruction magic has a unique secondary effect as well. Water spells stop enemy Magicka and Stamina regeneration for several seconds, earth spells stop Health regeneration and have a chance to stagger targets, and wind spells have a chance to blow targets away. This mod contains 30 new spells, including 24 destruction spells, 6 conjuration spells, 3 weapon enchantments, and 3 armor enchantments. New spell casting enemies that use these new spells have also been added. The Dragonborn version includes the spell Ash Cloak to replace the vanilla Whirlwind Cloak spell and adds a new Dragon Priest masks for each element.

IMPORTANT: This version requires that the Dragonborn add-on be installed to work, If you don't have Dragonborn please use the vanilla version: http://steamcommunity.com/sharedfiles/filedetails/?id=534403432

The version of this mod that includes new perks can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=582363132

This version of the mod doesn't contain perks for the new spells, but you can increase their power through the vanilla perks. Earth, water, and wind spells benefit from the Augmented Flames, Augmented Frost, and Augmented Shock perks respectively.

If you're currently using either of my Water or Wind Destruction Magic mods and want to use the Elemental Destruction mod, please uninstall or unsubscribe from my previous mods as everything from those two mods is included in this one.

PLEASE READ THE THROUGH THE MOD DESCRIPTION AND FAQ BEFORE POSTING QUESTIONS IN THE COMMENT SECTION! I won't bother to answer any questions that are clearly addressed in the FAQ!

Includes

Earth Spells

Gravel - A spray of rocks and dirt.
Rock Blast - Launches a small stone.
Earth Rune - Explodes in an eruption of rocks and dirt.
Stalagmite - Raises a rocky spike from the ground or walls to deal damage in a 10 foot radius. Can also be used to obstruct enemies for a few seconds.
Rock Cloak - A cloak of dust and rocks that rotate around the caster.
Boulder - Fires a large stone.
Wall of Earth - Creates a barrier of jagged rocks when sprayed on the ground.
Earthquake - A tremor lasting 20 seconds that periodically staggers targets within 40 feet of the epicenter.

Water Spells

Rapids - A spray of water.
Waterball - Launches a small orb of water.
WaterRune - Explodes in an eruption of water.
Geyser - Fires a medium size ball of water that creates a geyser on impact and damages targets within a 15 foot radius.
Rain Cloak - Surrounds the caster in a cloak of water.
Torrent - Fires a large orb of water.
Wall of Water - Creates a barrier of damaging water when sprayed on the ground.
Tidal Wave - Summons a huge wave of water. Aiming at 45 degree angle before release the wave will allow it travel further.

Wind Spells

Gust - A spray of wind.
Zephyr - Fires a gust of wind.
Wind Rune - Explodes in an eruption of wind.
Tornado - Fires a whirlwind that can pass through objects while hitting multiple targets, but moves slowly and has a limited range.
Whirlwind Cloak - Surrounds the caster in wind.
Tempest - Launches a large gust of wind.
Wall of Wind - Creates a damaging barrier of hazardous wind when sprayed on the ground.
Cyclone - Fires a large tornado that has an 80% chance to blow away anything withing a 15 foot radius.

Conjuration Spells

Conjure Earth Atronach - An apprentice level spell that summons an earth atronach to fight for the caster.
Conjure Wind Atronach - An adept level spell that summons an wind atronach to fight for the caster.
Conjure Water Atronach - An expert level spell that summons an water atronach to fight for the caster.
Earth Thrall - Summons an earth atronach permanently.
Wind Thrall - Summons a wind atronach permanently.
Water Thrall - Summons a water atronach permanently.

Spell and Enchantment Acquisition

Spell Tomes for the new spells can be purchased from any merchant that normally sells destruction spell tomes. Faralda at the College of Winterhold carries all of the new spells as long as your character's destruction skill is high enough. Weapons with the new enchantments have a chance to be sold by blacksmiths or they can be acquired as loot from enemies. Items are leveled, so characters at low level won't be able to get the new higher level spells until they increase their destruction skill, just like the vanilla spells. Staffs for some of the elemental spells can also be obtained as loot. The master level spells require that you complete the Destruction Ritual Spell quest (given by Faralda once your character reaches a destruction skill level of 100) before they will be made available for purchase.

The new Dragon Priest masks can be found in a new chest behind the table in the southeast corner in the main bedroom at Severin Manor in Raven Rock.

Resistances/Weakness

Certain types of enemies are resistant or weak to the new magic types

Resistant to Water - Argonians, Mudcrabs, Slaughterfish

Resistant to Earth - Orcs, Trolls, Spriggans

Resistant to Wind - Dwarven Centurions, Mammoths

Weak to Water - Dwarven Automatons, Dremora, Ash Spawn

Weak to Earth - Spiders, Chaurus

Future Updates

I plan to release 2 more versions of the mod that have perks for the new destruction types. One for vanilla Skyrim and one for Dragonborn.

FAQ

Q: How do I get the spells?

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


Q: Will you make more types of destruction magic, such as light, dark, etc?

A: No, I'm done with creating new types of destruction magic. I will continue support this mod, however. So, if you think you've found a bug, even if it's just a typo in a spell description, please let me know.


Q: Wouldn't these spells be better with X effect instead?

A: I understand that a lot of people have different opinions on what the secondary effects of these spells should be, but I'm happy with what they currently are. You're welcome to leave suggestions, just understand that the chances of me incorporating your idea is very low. Also, I've heard the suggestion for the water spells to apply a weakness to shock effect many times. I've opted not to implement it for two reasons. 1) I don't want to relegate water spells to only be used as support for shock spells 2) Adding a weakness to shock effect would mess with the spell balance. It would at best, make dual casting shock spells pointless and at worst make every other type of destruction magic inferior to a water shock combo.

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 other magic overhaul or perk mods. If you have one of these mods installed, you should still be able use the new spells, they just probably won't benefit from the other mods.

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

A: This problem is likely being caused by a mod conflict. A simple solution for this is to place the esp file for this mod lower down in the mod load order, below any other mods that also 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 spells.
Popular Discussions View All (3)
10
Sep 7, 2018 @ 9:56am
Ideas
tshmn
2
Oct 30, 2015 @ 9:15am
True "Undine" for Water Summon?
coldreactive
0
Apr 26, 2016 @ 6:59am
problems
Benten
109 Comments
[TTV] ViperNic Aug 18, 2020 @ 9:57am 
@Psycho Sabre

Hello,
Does this modification replace the standard spells?
or will new spells be added?
So that I have fire, ice, lightning and additionally through the mod earth, water, wind?
Guru Dipshit Feb 25, 2019 @ 8:41pm 
@psycho Sabre where did you get the armor in the video? i wana be an airbender too XD
PotatoadZ Feb 1, 2019 @ 8:26pm 
but then the fire nation attacked........
Sloppy Mcfloppy Oct 17, 2018 @ 9:45am 
@TheGrimGriefer and @Psycho Sabre Thank you both for your responses. i have restarted the game roughly 30 times and finally have gotten a start where the spectral form does not attack the convoy. i had also already removed all mods before adding my comment (except a grass texture mod and water texture mod) so i was sure that this mod had some links with the problem, however it appears to just be some random event that had occured that eventually sorted itself out and is currently proving to be an amazing mod to play with! Thank you both again for your responces
TheGrimGriefer Oct 16, 2018 @ 5:51pm 
@A Disappointing Sandwich
To further support the point made by the creator, mods that do not change npc spawning (which I assume this mod does not) won't have any affect whatsoever on the start of your game.check all of your mods and see which ones change the spawns for npcs (enemies) such as immersive citizens (and for those of us nexus users maybe something like "My Sexy enemies CBBE edition) as it's those sor of mods that typically ruin the start, which I always fight with when I start a new Character.
Psycho Sabre  [author] Oct 15, 2018 @ 10:08pm 
@A Disappointing Sandwich
I can assure you, that whatever is causing that to happen isn't because of this mod. At least not by itself. Perhaps it's a weird conflict with another mod you're using, but I've never heard of anyone else experiencing the problem you're describing.
Sloppy Mcfloppy Oct 14, 2018 @ 2:47pm 
this game has corrupted the start of my game, it spawns an ice mage during the prison cart ride which kills general tullius resulting in the gates of helgen not opening and thus meaning i can't start the game. i have tried using all versions of this mod but none fix this problem. please help!
TheGrimGriefer Oct 7, 2018 @ 2:37pm 
@bird I know you're probably neevr going to see this, but are you talking of the series that houses Tales of Symphonia?
Zykoth Jun 12, 2018 @ 5:39pm 
If I may make a suggestion, I think wind magic would make more sense if it was re-textured as wind blades. You know, wind compressed into a sharp edge, because getting wind blown on you doesn't hurt.
Then again, getting sprayed with water doesn't hurt either, and I'm fine with how the water spells look.
ghostmanof501 Mar 11, 2018 @ 6:10pm 
I have played with this mod for a long time, but theres one thing that I'm wondering if its in this mod that either I missed or isn't here. In Dragonborn DLC, there's an interesting enchantment called Cahos Damage, (50% chance to do Fire, Frost or Shock damage). Is there a version of this for Water, Earth and Wind?