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[color=#00ff00]Illusion Update 3.1a
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Updated from 3.0, includes some minor bugfixes, a dozen new spells, and a great deal of balance changes for more fair and streamlined gameplay.
3.0
100+ new spells
[b][size=5]More reformulated spells and crafting stations[/size][/b]
[b][size=5]Two new dungeons and custom bosses[/size][/b]
[b][size=5]Balance changes, spell adjustments and replacements, and more!
Bugfixes, bugfixes, bugfixes.
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[color=#e69138]Introduction[/color]
[youtube]8wJuIpGxnPE[/youtube]
[size=4][img]https://i.imgur.com/KlgBOD6.jpg[/img][/size]
[/font][font=Arial]Have you ever downloaded an exciting spell mod full of creative and interesting spells - only to find yourself spamming fireballs over and over again anyways? Or wished that all the amazing visuals from a mod like Colorful magic were actually incorporated into something lore-friendly and balanced?
Too often in Skyrim, magic turns into a chore. A finger-tapping exercise of using the same spells over and over again, with no room for creative combos or adaptation. [i]Arcanum[/i] seeks to change that. Rather than being just a collection of overpowered lightning bolts, [i]Arcanum[/i] is designed to be a journey of magical experimentation. Different schools of magic, and different styles within those schools, have been given unique identities and gameplay mechanics, that lend way to creative combos and synergy. As a mage player myself, the mod is made with full awareness of other popular magic mods in mind, and intended to be a lynchpin that can breathe new life into older spell mods, too.
And, after years of experimentation, practice, and communication with some of the most prolific and talented artists and NIF wizards out there, [i]Arcanum [/i]has some of the most unique and advanced visual effects of any Skyrim mod out there. Fully animated spinning tornadoes, giant crashing meteors and the ability to summon stars at will are only a handful of the powers at your disposal. Of course, powerful magic isn't easy - and many of these spells require arcane rituals or other setup to use effectively. It's up to you to figure out how to make the most of these spells.
[color=#ff7700][size=5][url=http://www.patreon.com/KosorsomesayKosm]If you enjoy my mods, please consider supporting me on Patreon![/url]
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And Join my discord if you wanna offer feedback or suggestions!
https://discord.gg/9JUWNkr
[color=#cc4125][size=4][b]Recent Updates
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3.1a brings with it new spells and bugfixes, but the main focus is on making Arcanum more balanced. Arcanum is a lot more complex than most spell mods, and while it can be easy to balance a fireball or a lightning bolt, making the bizzare and strange spells in Arcanum balanced and fair can often be a challenge. Thanks to everyone who joined the discord for offering feedback and suggestions, their ideas were heavily taken into consideration.
Notably, Reformulated spells have been... Reformulated. Now the recipes are standardized and reformulated spells are easier to create at lower ranks, and more Escritoires are placed around the world.
Apprentice reformulated spells now always require two spell tomes and 1 lesser soul gem
Adept and expert reformulated spells now always require two spell tomes, one ingredient, and 1 common/greater soul gem
Master reformulated spells now always require two spell tomes, one flawless gem, and one grand soul gem
You can find the full list of balance changes in the changelogs section.
[b][size=4][color=#cc4125]Destruction[/color]
[color=#e69138][img]https://i.imgur.com/T89VqJb.jpg[/img][/color]
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[font=Arial]When designing the destruction spells, I split the school into three distinct styles along the elements. Each has a different playstyle, strengths, weaknesses, and players may choose either to focus and go all in on one element, or use the others to help mitigate their element's weaknesses. All playstyles will be rewarded with unique combos and payoffs.
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[spoiler]
[list]
[*][font=Arial][size=3][b]Fire[/b][/size][/font]
[/list][font=Arial]Fire spells in Arcanum are meant to be spammed. They have short cast times, high damage, and reasonable magicka costs. Many spells, like [/font][i]Blazing Soul[/i][font=Arial], were specifically designed to reward the player for casting as many spells as quickly as possible. Fire spells tend to be the most straightforward playstyles of the bunch, but that doesn't mean there's no nuance. For example, fire has a slight healing theme, with spells like [/font][i]Radiant Helix[/i][font=Arial] and [/font][i]Cauterize[/i][font=Arial]. It's a good way to survive, but when you add [/font][i]Punishing Fire[/i][font=Arial] into the mix, all of a sudden these healing spells become absurd sources of damage.
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[list]
[*][font=Arial][size=3][b]Frost[/b][/size][/font]
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Frost magic has traditionally gotten the short end of the stick. Stamina drain isn't very useful, and most enemies in Skyrim are Nords, with natural frost resistance. Frost in Arcanum is focused on area control and debuffs. Cover the ground with cheap spells like [i]Icy Vortex[/i] and [i]Gelid Gale[/i], slowing enemies and reducing their resistances. Weaken them with [i]Crippling Chill[/i] and[i] Icy Cannonade[/i]. Finish them with [i]Frozen Maelstrom[/i] and [i]Crystal Spear[/i], difficult to aim spells that take advantage of slow, weakened enemies.
[list]
[*][font=Arial][size=3][b]Shock[/b][/size][/font]
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[font=Arial]Shock magic has the ability to deal unmitigated percent health damage, which the other elements cannot. Shock spells also have various unique utilities, the ability to boost power at the cost of health, and spells that can trigger one another in loops. In exchange, however, shock spells cost more magicka, and lack as many good area of effect options as Fire and Frost. However, it does have access to one of the best enablers for other area spells in [/font][i]Twisting Tempest[/i][font=Arial].
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[font=Arial]Combine Fire and Frost, and hold them in place with [/font][i]Gelid Gales[/i][font=Arial] while hitting them with fireballs. [/font]
[font=Arial]Combine Frost and Shock, and use frost's ability to reduce resistances to further increase shock damage. [/font]
[font=Arial]Combine Fire and Shock, and use fire's healing to offset shock's health loss while hitting them with giant balls of fire and lightning.
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[font=Arial]The options are endless.
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[font=Arial][/spoiler]
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[font=Arial][b][color=#e69138][size=4]Restoration
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[font=Arial]How many spell mods have had restoration spells as just a bunch of uninventive heals and plague spells? Arcanum's take on restoration is different. You won't find any overpowered "Fast Healings" in here. God knows there's enough out there - and the vanilla spells aren't bad for healing yourself. No, Restoration in Arcanum takes a different approach. Turn your allies into gods as a battle cleric, protect the weak by sacrificing your own life, or become a dark doctor that turns healing itself into harm. To help guide my design, I divided Restoration into three sub-categories
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[spoiler]
[list]
[*][font=Arial][size=3][b]Regeneration[/b][/size][/font]
[/list][font=Arial][size=3][b]
[/b][/size][/font][font=Arial]My take on generic healing is instead all about the manipulation of your life force. Spells like [i]Martyrdom[/i] and [i]Transfusion[/i] ask you to give up your life for bonus effects, while Spells like [i]Avenging Blaze[/i] and[i] Vital Surge[/i] have bonus effects when the caster is at low health. Your health itself is as much a resource as magicka. How low are you willing to go? Are you confident you can survive to amp up your damage? Are you willing to hurt yourself to help your allies?
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[list]
[*][font=Arial][size=3][b]Reinforcement[/b][/size][/font]
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It's not about strengthening yourself, the art of restoration is bolstering your allies and functioning as a team. Whether that's putting buffs like [i]Daybreak Coronet [/i]and [i]Guardian Shield [/i]on allies, turning them into unstoppable crusaders, or with spells like [i]Unbreakable Formation [/i]and [i]Aedric Wind[/i], which reward you for sticking close to your friends and dishing out the pain together. Some of these spells can be a little tricky. Is [i]Detention Sphere [/i]a tool to save your allies, or a way to control your enemies? You decide.
[list]
[*][b][size=4]Malfeasance[/size][/b]
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But through your careful study of healing magics, you've come to learn just how fragile life really is. And now you can turn that to your advantage. Malfeasance is a collection of spells that twist the meaning of healing. That pervert the idea of restoration, and have both offensive and defensive applications. Pretend you're their friend through [i]Torrid Therapy [/i]and [i]False Promise[/i], then make them pay for their ignorance with [i]Malpractice [/i]and [i]Mortify.[/i] Give them hope, then laugh while you steal their life away through [i]Abrogate[/i]. Unleash devastating diseases that can single-handedly collapse entire armies.
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[font=Arial]The options are endless.
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[font=Arial][/spoiler][/font]
[font=Arial][b][size=4][color=#b6d7a8]Illusion[/color]
[b][color=#ff0000][size=6][img]https://i.imgur.com/L7hBidZ.jpg[/img][/size][/color][/b]
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[font=Arial]Illusion always gets the short end of the stick in Vanilla, doesn't it? Fear, Frenzy, and Calm spells simply don't scale all that well, do very little against bosses or dragons or difficult enemies, and it's almost always something you ignore, or take for the occasional utility. Spell mods like Apocalypse go out of their way to ignore vanilla mechanics, and perk mods like Ordinator turn it into a mishmash of random stuff. I say, no more. There's real potential in Illusion. Arcanum gives renewed purpose to vanilla illusion spells with special synergies, and really lets you fulfill that fantasy of playing as a deadly, deceitful, mind mage. There's also plenty of spells that support spellthief, spellsword, and even magicka archer playstyles, and some mage characters might even find it more useful to spec into illusion than restoration, since it provides a lot of support functions and a teeny amount of healing.
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[spoiler]
[list]
[*][font=Arial][size=3][b]Psychosis[/b][/size][/font]
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[/b][/size][/font][font=Arial]These are spells that play with Vanilla mechanics of fear, frenzy, and calm. Spells like[i] Mental Vapors[/i] and[i] Psychosomatic Manifestation [/i]give strong early-game payoffs for applying influence spells to enemies, while [i]Grisly Spectacle, Fervid Visions, [/i]and [i]Unbroken Focus[/i] let you affect enemies that are stronger than you and break the game's caps of Illusion level. This section also includes powerful debuffs like [i]Hymn of Anguish[/i] that further augment the playstyle, and [i]Ceaseless Torment [/i]is scarily effective if you can manage to frenzy enemies.
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[list]
[*][font=Arial][size=3][b]Mentalism[/b][/size][/font]
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[font=Arial]Illusion, as a school, might lack the raw power of Destruction and Conjuration, but being master of the mind has its perks. You're unparalleled when it comes to fighting other mages, counteracting their spells while augmenting your own. Early on, spells like [i]Spell Pierce[/i] and [i]Damping Matrix[/i] can really hamper opposing spellcasters, while [i]Ignite Memories[/i] makes short work of anyone trying to cast their own spells. Later on, you can use your massive brain to spark fireworks. Spells like [i]Clash of Wills, Overwhelming Intellect, [/i]and [i]Spark of the Master [/i]flaunt your intelligence in the form of devastating, magicka-based damage. [/font]
[list]
[*][b][size=4]Deception[/size][/b]
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But pride goeth before destruction, and a haughty spirit before a fall. Why fight out in the open when you remain hidden, and strike when the enemy's guard is down? Deception is all about incapacitating the target, and attacking from the unseen. Spells like [i]Attrition[/i] and [i]Shroud of Shadow [/i]bolster an assassin's arsenal, even at low levels of Illusion, While [i]Delusive Smokescreen [/i]and [i]Flash Step[/i] let you jump in and out of invisibility mid-combat. If you prefer to strike from afar, [i]Spellshot Repeater[/i] and [i]Spotter's Strix[/i] test your accuracy, and reward skilled snipers with chunky headshot damage.
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[font=Arial]The options are endless.
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[font=Arial][/spoiler][/font]
[font=Arial][size=4][b][color=#e69138]Spell List
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[u]Destruction
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[font=Arial][size=3]Novice:
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[*][font=Arial][size=3]Blazing Soul: For 100 Seconds, whenever you cast a fire spell, you gain 6% destruction spell power, 6% movement speed, and 6% attack damage for 6 seconds.[/size][/font]
[*][font=Arial][size=3]Cauterize: A ball of heat that deals 30 fire damage to the target, then heals them for double that amount over 10 seconds.[/size][/font]
[/list][font=Arial][size=3][list]
[*][font=Arial]Icy Vortex: Creates a locus of cold magic on the ground for 80 seconds. Enemies inside are slowed by 25% and lose 25 frost resistance.[/font]
[*][font=Arial]Rimebolt: A ball of frost that deals 15 damage to health and stamina in 10 feet. You regain 10% of your missing magicka for each target hit.[/font]
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[*][font=Arial][size=3]Electrolyze: Charges the target for 20 seconds. Whenever it's hit with another shock spell, the target takes between 6 and 30 shock damage over 3 seconds, based on your destruction level.[/size][/font]
[*][font=Arial][size=3]Induced Charge: A bolt of lightning that deals 12 damage to a target. If that target is under the effect of another shock spell, summons a wall of lightning beneath them.[/size][/font]
[/list][list]
[*][font=Arial][size=3]Magus Dart: An energy blast that deals 8 non-elemental damage. This damage increases by 8 for each 25 points in destruction you have.[/size][/font]
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[/size][/font][/list][font=Arial][size=3]Apprentice:
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[*][font=Arial][size=3]Combustion: A blast of fire in front of you that deals 50 damage. Blocking enemies are staggered.[/size][/font]
[*][size=3]Mending Warmth: Summons a ball of heat that restores 15 health per second too all units in a 15 foot radius while reducing their fire resistance by 30.[/size]
[/list][list]
[*][size=3]Crippling Chill: Target is slowed by 20%, deals 20% less damage, and loses 5 stamina per second for 30 seconds. These effects are doubled if they have less than 50% stamina remaining.[/size]
[*][size=3]Frostpiercer: An arrow of frost that passes through all units and terrain, dealing 25 damage to each target hit.[/size]
[/list][list]
[*][size=3]Distortion Flux: Magnetizes the target for 30 seconds. Upon being hit by 4 shock spells, this efect dispels and the target loses health equal to 15% of the damage taken since Distortion Flux began [/size]
[*][size=3]Unstable Current: Concentrate to unleash sparks that deal 15 points of damage per second and jump between targets.[/size]
[*][size=3]Caster's Sigil: for 25 seconds, casting a spell sends out a bolt of energy, dealing 5 non-elemental magical damage. [/size]
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Adept:
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[*][size=3]Inferno Jet: Concentrate to deal 30 fire damage per second in front of you and reduce the armor of units hit by 50.[/size]
[*][size=3]Radiant Helix: A bolt of fire that deals 30 damage and heals you for 30 health upon hitting an enemy.[/size]
[/list][list]
[*][size=3]Gelid Gale: Sends out a cold wind that deals 30 frost damage in an area in front of you and leaves behind Ice Vortices that last 80 seconds.[/size]
[*][size=3]Whiteout: Summons a rending wind that deals 15 frost damage per second in a large area. Units within have their magic resistance reduced by 15%. [/size]
[/list][list]
[*][size=3]Overload: Increases the power and cost of all your destruction spells by 25% for 20 seconds. Casting a non-shock spell instantly ends this effect. [/size]
[*][size=3]Static Orb: A ball of plasma that deals 25 shock damage in a 10 foot radius. Units hit take an additional 5 damage per second for 5 seconds. When this effect ends, they take the original 25 damage again.[/size]
[/list][list]
[*][size=3]Magicka Flare: A blast of pure magicka that deals 50 non-elemental magic damage. This spell deals 50% more damage if you have 50% or more of your max magicka remaining.[/size]
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Expert:
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[*][size=3]Chaos Fireball: A heavy ball of fire that deals 65 fire damage in a 10 foot radius, then leaves a patch of lava that damages and slows enemies. [/size]
[*][size=3]Punishing Fire: A bullet of fire that deals 55 fire damage. If the target is under a healing effect, this damage is tripled and Punishing fire dispels all healing effects. [/size]
[/list][list]
[*][size=3]Glacial Ray: A long-range beam of cold energy that deals 40 frost damage per second, and leaves a patch of SOLID damaging barbs that obstruct movement. [/size]
[*][size=3]Crystalline Spear: A pillar of frost that deals 70 frost damage in a 10 foot radius. This damage is increased by 50% against slowed units and staggers them. [/size]
[/list][list]
[*][size=3]Atomize: Reduces the target's shock resistance by 150% for 30 seconds. Whenever they're hit with a shock spell, they gain 50% shock resistance for 5 seconds. [/size]
[*][size=3]Thunderbreak: A blast of electrical energy that deals 100 shock damage plus 30% of the target's current health as shock damage. Thunderbreak costs 40% of your Maximum Magicka. If you have less than that, it costs 40% of your Maximum Health instead. [/size]
[/list][list]
[*][size=3]Tri-Attack: A blast of all three elements that deals 11 damage of each element. This spell counts as all three elements, and benefits from all effects and perks that would affect a spell of any of the three elements.[/size]
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Master:
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[*][size=3]Eruption: Summons a flaming pillar that deals 80 fire damage and knocks enemies into the air in a 60 foot radius around it. Enemies hit leave patches of lava for 20 seconds. [/size]
[*][size=3]Sol Invictus: Summons a blazing sun at the target location that deals 50 fire damage per second and reduces fire resistance by 15% for 30 seconds. Sunburnt enemies take 60 additional fire damage over 10 seconds whenever they're struck by a fire spell. Upon expiring, the sun explodes, dealing 200 damage in an 80 foot radius. [/size]
[/list][list]
[*][size=3]Frozen Maelstrom: A frozen storm lasting 30 seconds that deals 10 frost damage per second, and causes units within the storm to leave icy barbs beneath them that deal 40 damage per second. Units within lose 4% frost and magic resist per second, and are frozen upon losing 100% frost resist, taking 250 frost damage.[/size]
[*][size=3]Soul of Winter: For 60 seconds, enemies around you lose 20% frost resistance. Every time you cast a frost spell, a Winds of Winter is sent out, dealing damage, leaving Icy Vortices, and applyin.g Crippling Chill. [/size]
[/list][list]
[*][size=3]Eyes of Kyne: Concentrate to summon a Magic Sigil at your location for as long as you're concentrating. Each sigil discharges a stream of lightning dealing 70 shock damage per second in the direction you were facing. [/size]
[*][size=3]Twisting Tempest: Summons a raging whirlwind that drags all nearby units toward its center. Units caught take 20 shock damage per second and lose 20 shock resist. [/size]
[/list][list]
[*][size=3]Dreadwyrm Trance: Increases your destruction damage by 15% for 90 seconds. If cast while already active, dispels immediately and equips Arkh Dinok for one cast. [/size]
[*][size=3]Glorious Invocation: Cast Elemental Spells to store elemental reagents. Once three reagents are generated, all three are consumed, generating one of the ten Invocations based on the combination. [/size]
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[u]Restoration
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[spoiler]
[font=Arial]Novice:
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[*][font=Arial]Light of Day: Creates a hovering light that lasts for 45 seconds. Undead within 12 feet deal 15% reduced damage.[/font]
[*]Vital Surge: Heals the target for 5 points per second and grants 20% bonus movement speed for 10 seconds. If you have less than 50% health, Vital Surge is cast on you as well.
[/list][list]
[*][font=Arial]Unbreakable Formation: Plasces an aura on you and a target for 30 seconds. as long as the two of you are within 12 feet of one another, you both deal 20% bonus damage and gradually regain health.[/font]
[/list][list]
[*]Immolating Glare: A flash of righteous light that reduces enemy damage by 25% and deals 15 damage per second to targets who are swinging a weapon. Undead take double damage.
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[*][font=Arial]Atonement: You lose 30% of your current health and your armor is increased by 100 for 30 seconds. During that time, whenever an enemy strikes you, they take damage over time based on your missing health.[/font]
[*][font=Arial]False Promise: Heals the target for 4 points per second for 10 seconds, then deals 40 damage to them.[/font]
[/list][list]
[*][font=Arial]Funerary Rites: Cremates a dead body into nothingness. Your restoration spells cost 10% less for 60 seconds. [/font]
[/list][font=Arial]Apprentice:
[list]
[*]Transfusion: Drains 40% of your current health to heal the target for 30 plus double that amount.
[/list][list]
[*]Redeemer's Shield: For 40 seconds, you gain 25% magic resistance, 50 max health, and 120 armor. This effect dispels upon taking 5 hits. If the shield does not break, it deals 25 magical damage in a 25 foot area upon expiring.
[/list][list]
[*]Solemn Penance: You lose 40 health. Your restoration spells are 15% stronger for 40 seconds.
[*]Consecrated Blade: Blesses your weapon, causing it to deal bonus damage based on your level and set undead on fire for 30 seconds.
[/list][list]
[*]Torrid Therapy: Heals the target for 11 points per second for 30 seconds while reducing their armor by 150 and their magic resistance by 45%.
[*]Abrogate: A ball of energy that deals 15 poison damage to a target. If it is under a healing effect, that effect is dispelled and you are healed for 15.
[/list][list]
[*]Timely Reinforcements: Summons a spirit warrior for 30 seconds.
[/list]Adept:
[list]
[*]Anima Blast: A blast of heavy life energy that damages enemies for 25 and heals allies for 25 in a 15 foot radius.
[*]Daybreak Coronet: Grants the target 60% bonus damage and 250 bonus max health for 60 seconds. These effects only activate if the target is under a healing spell or effect.
[/list][list]
[*]Detention Sphere: Locks the target in a bubble of energy for 20 seconds. During this time, the target is entirely invulnerable. When Detention Sphere ends, the target is healed for 25.
[/list][list]
[*]Overwhelming Odds: For 20 seconds, you gain 7% bonus attack damage for each unit within 20 feet. If you have less than 50% health, you also heal for 15 for each unit within 20 feet.
[/list][list]
[*]Malpractice: Absorb 40 points of health per second from the target if they're under the effects of a healing spell or effect.
[/list][list]
[*]Gnosis: Swaps your current health percentage with your magicka percentage.
[/list][list]
[*]Wrath of the Gods: A 20 foot shockwave of force that deals 40 damage to all enemies hit and knocks them away.
[/list]
Expert:
[list]
[*]Aedric Wind: Puts a cloak on you and a target for 30 seconds that deals 6 damage per second to all nearby enemies. If a unit is under the effect of both cloaks, they take double damage from each.
[*]Benediction: A short ranged wave of energy that heals all allies hit for 2 health per second for 20 seconds.
[/list][list]
[*]Binding Hieromancy: Reduces the target's magic resistance by 15% for 30 seconds, and causes them to take 50 damage per second while they're attacking.
[*]Metastasize: Deals 30 disease damage in a 10 foot radius. Units hit have their disease resistance reduced by 50% for 15 seconds. If they're under a healing effect, they take an additional 5 damage per second for 15 seconds.
[/list][list]
[*]Vindicate: A blade of purifying light that deals 40 physical damage and drains 40% of your current health to deal double that amount in bonus damage.
[*]Warstorm Ward: Increases armor rating by 60 points and negates up to 60 points of spell damage. Enemies around you take 25 magic damage per second.
[/list][list]
[*]Sacred Fire: A ball of divine fire that deals 7 damage per second for 7 seconds. Units hit have their damage reduced by 50% for that time.
[/list]
Master:
[list]
[*]Sutra of Perseverance: For 60 seconds, falling below 25% of your max health causes you to heal for 150 health and increases the power of your restoration spells by 25% for 5 seconds.
[*]Martyrdom: You lose 50% of your current health. All allies nearby have their health increased by 150, armor increased by 200, and damage increased by 100% for 30 seconds.
[/list][list]
[*]Avowed Sword: Bestows a sword of divine fire onto the target, in exchange for 40% of your current health. If you have less than 50% health, you also receive a holy sword.
[*]Psalms of Retribution: Concentrate to drain your health for 5 points per second. Release to send out a wave that deals damage based on the amount of health you've lost while channeling, up to 320.
[/list][list]
[*]Scourge of Thras: A plague that deals 70 disease damage for 7 seconds. Then the target bursts, taking damage equal to 15% of their missing health, becoming immune for 7 seconds, and spreading the plague to all nearby units.
[*]Reckoning: A beam of holy fire that deals 100 damage per second to enemies hit and heals allies for 100 health per second.
[/list][list]
[*]Supreme Verdict: Deals 150 damage to all enemies within 20 feet. You gain 50% bonus damage, 150 armor, and heal 10 points per second for 30 seconds.
[/list][list]
[*]Exalted Armament: Grants you 200 armor and 40% magic resistance against 6 hits. Upon expiring, if the shield is unbroken, you gain 50% attack damage for 20 seconds, and your next 6 attacks send out holy swords that deal 150 damage.
[/list][/spoiler]
[u]Illusion
[/u]
[spoiler]
[font=Arial]Novice:
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[*][font=Arial]Grisly Spectacle: Creatures and people within 25 feet up to level 50 flee from combat for 30 seconds. You lose 40% of your current health.[/font]
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[*]Mental Vapors: Summons a zone of psychic energy for 30 seconds that restores 5 magicka per second to all units within and increases their attack damage by 10%. Units under a fear, calm, or frenzy spell instead lose 100 armor and 25% magic resist.
[/list][list]
[*][font=Arial]Cleansing Meditation: Channel to restore 25 health and stamina per second while increasing your magic resist and armor but draining your magicka. Release to send out a shockwave that deals 30 magic damage and staggers enemies within 20 feet. [/font]
[/list][list]
[*]Spell Pierce: Deals 5 magic damage per second for 5 seconds. If the target is casting a spell, they take 300% damage.
[/list][list]
[*][font=Arial]Fervid Visions: Increases the power of the target's spells by 35% and reduces their armor by 50 for 30 seconds. Upon casting 8 spells, this spell is dispelled and they become frenzied for 20 seconds. [/font]
[*][font=Arial]Attrition: Deals 8 magical damage per second to the target and half as much to yourself for 5 seconds. If the target would die under attrition, all stacks of attrition are purged from you. [/font]
[/list][list]
[*][font=Arial]Ponder: Increases your magicka regeneration by 10% and grants you one of three powerful buffs at random for 40 seconds.[/font]
[/list]
[font=Arial]Apprentice:
[list]
[*]Psychosomatic Manifestation: Deals 5 magic damage per second for 10 seconds. If the target is afraid, their armor is reduced by 250 for the duration. If they're frenzied, they gain 25% critical strike chance for the duration. If they're calm, they heal for 30 health per second.
[/list][list]
[*]Ignite Memories: Burns the target for 3 fire damage per second for 4 seconds. Whenever the target casts a spell, this duration is refreshed and the damage is doubled, until it reaches 1600%.
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[*]Damping Matrix: Reduces the magicka regeneration of all units within 45 feet by 50% for 60- seconds. Whenever a unit casts a spell in the Matrix, you regain 25 magicka plus 5% of your max magicka.
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[*]Clash of Wills: Concentrate to damage the target's magicka and your own by 25 plus 7% current magicka per second, dealing 65 magical damage to whoever has less magicka.
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[*]Shroud of Shadow: You and all allies within 20 feet become become invisible and gain 60% movement speed for 12 seconds. Taking damage, activating an object, or attacking will break the spell.
[*]Spellshot Repeater: For 30 seconds, firing a bow or crossbow sends out 1-4 illusory arrows, based on your Illusion level, that deal 25 physical damage and reduce armor by 5 for 10 seconds.
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[*]Deep Analysis: Reveals Crucial information about the target. The amount of information revealed increases with your illusion level.
[/list]Adept:
[list]
[*]Mind Twist: Dispels all Fear, Calm, Frenzy, Armor, Healing, Elemental, Paralysis, and Cloak spells from the target. For each type dispelled this way, they take 15 magical damage per second for 8 seconds.
[*]Stupefy: Knocks the target unconscious for 2 seconds. This effect lasts 500% longer if you are unseen by the target.
[/list][list]
[*]Unbroken Focus: Concentrate to generate a stack of focus every 2 seconds, increasing the power of your illusions spells by 5% for 10 seconds. Being hit dispels all stacks of focus.
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[*]Mind's Dilation: Increases your max magicka by 40 and restores 40 plus 4% of your max magicka per second. Reduces your armor by 500, your magic resist by 100%, and your movement speed by 60% for 15 seconds.
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[*]Flash Step: Teleports you to a target within 50 feet. If they do not see you, you become invisible upon arrival.
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[*]Delusive Smokescreen: Conjures a magical smokescreen that renders you invisible and grants you 40% movement speed while inside. Other units are slowed by 40%.
[/list][list]
[*]Spiteful Mirage: Deals 4 magic damage per second for 8 seconds. Creates an illusory copy to attack the target for the duration, dealing 20% damage and with 10% health.
[/list]Expert:
[list]
[*]Expropriate: Extort a feared unit for all their gold plus a bonus based on their level, with a chance to fail based on their level, relieving them of their fear.
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[*]Ageless Insight: Increases your magicka regen by 75% for 60 seconds. Every third spell you cast causes you to cast an additional spell at random.
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[*]Cryptic Command: Interrupts the target if they're casting a spell, positive effects are applied to you and negative ones are cast on the target. If they're power attacking, staggers them instead. Multiple casts on the same target within 6 seconds deal 25% of the difference between your magicka and theirs as magic damage (Max 150).
[/list][list]
[*]Thought Reflection: Melds your mind with a unit, reducing the power of all your spells by 25% for 25 seconds. During that time, any spells you cast are cast from the target as well.
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[*]Spotter's Strix: Sends out an illusory bird that latches onto a random target within 15 feet for 15 seconds, reducing armor by 300 and magic resistance by 75%. After being hit by a spell or attack, this effect dispels.
[*]Hymn of Anguish: Hexes the target for 12 seconds. If the target is hit by 6 different spells in that time, they are cursed for 12 seconds, losing 40% magic resistance.
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[*]Mesmeric Orb: Randomly applies Fear, Frenzy, or Calm to units up to level 50 in a 20 foot area for 20 seconds.
[/list]
Master:
[list]
[*]Ceaseless Torment: Inflicts Horrific pain on all units within a 30 foot radius, dealing 40 damage per second for 6 seconds. This duration does not run out as long as the target's under the effects of a fear, frenzy, or calm spell.
[*]Collective Defiance: For each ally within 60 feet, send out a wave of pain that deals 4 damage per second for 8 seconds to enemies. For each enemy within 60 feet, sends out a wave of solace that heals allies for 2 per second for 8 seconds.
[/list][list]
[*]Force of Will: Costs 15 plus 5% of your current health per second, and reduces your max magicka by 10 per second. Concentrate to reflect spells back at their casters, and knock back any attacking enemies.
[*]Enlightened Verse: Instantly grants you 5 stacks of focus, and prevents damage from removing your focus for 8 seconds.
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[*]Enter the Infinite: Instantly grants you 1000 magicka for 10 seconds. When this duration ends, you lose all your magicka, plus health equal to the magicka lost.
[*]Vow of Silence: Prevents you and all units within 60 feet from casting spells for 60 seconds.
[/list][list]
[*]Tendrils of Agony: Concentrate to summon writhing tentacles that deal 40 poison damage per second. Every 3 seconds, the target is afflicted with Eldritch Corruption for 9 seconds, then takes 25 poison damage for each stack of Corruption.
[*]Brainstorm: Activate to start cycling between 10 powerful buffs at random. Reactivate to lock on to one of the buffs for 60 seconds.
[/list][/spoiler][/font]
[/font][/size]
[b][color=#e69138][size=4]How to Obtain
[/size][/color][/b]
Most of the spells contained in this mod can be bought from vendors, and are seamlessly integrated into the leveled lists of magic merchants.
Some spells can only be obtained through mini-quests and custom dungeons. I like leaving those a little secret, and I prefer you to go through blind but I'll upload a walkthrough on my Patreon.
[/font]
[b][color=#e69138][size=4]Reformulated Spells and Spell Crafting
[img]https://i.imgur.com/AgSjMh4.jpg[/img]
[/size][/color][/b]Reformulated spells are a form of spell crafting I mostly envisioned to make more use out of the assets I developed, but quickly grew into something unique. It's a form of combining spell effects and visuals to create spells that are a fusion of other spells. This number is gradually growing.
[u]Reformulated Spells
[/u]
[spoiler]
[font=Arial][font=Arial]Apprentice:
[/font][list]
[*]Embermage's Fireblast: A blast of fire that does 4 points of damage peer second for 20 seconds in a 10 foot area. Casting this spell reduces your max magicka by 25 for 30 seconds.
[*]Hydroblast: A blast of water that does 20 points of frost damage to health and stamina. If the target is casting a fire spell, they are frozen and have their frost resistance reduced by 25 for 5 seconds.
[*]Pyroblast: A blast of heat that does 20 points of fire damage. If the target is casting a frost spell, they are staggered and take 100 fire damage over 5 seconds.
[*]Memory Drain: Drains the target's mind, dealing 40 magical damage and healing you for 40. Reduces all the target's magical skills by 10 points, and increases your own by that amount for 15 seconds.
[*]Celestial Purge: Concentrate to release burning light that deals 35 magical damage per second to undead, vampires, and summoned units.
[/list] [font=Arial]
Adept:
[/font][list]
[*]Blaze of Glory: For 120 seconds, whenever you cast a fire spell, you and all allies within 25 feet gain 4% movement speed, 4% attack damage, and 4% destruction power for 6 seconds.
[*]Pilfered Arms: Deals 50 magical damage to the target. If they're attacking, has up to a 50% chance to swap your right hand weapon with the target's, based on your illusion level. This chance is doubled against power attacks.
[*]Blood Curdle: Frenzies all enemies up to level 10 within 25 feet for 10 seconds. They take 15 damage per second while swinging their weapons.
[*]Rest the Dead: Consecrates dead bodies in a 15 foot area, cremating them into nothingness. You regain 20 health for each body burnt this way.
[/list][font=Arial]Expert:
[/font][list]
[*]Banefire: A stream of fire that deals 25 fire damage and 25 physical damage per second and reduces the target's fire resistance by 25 if they have more than 5 fire resistance.
[*]Thunderraze: A ball of energy that deals 150 plus 15% of the target's max health as shock damage (Max 300). Costs 60% of your max magicka. If you have less, costs 60% of your max health instead.
[*]Frigid Gyre: Creates a whirl of frost 25 feet wide for 25 seconds. Units within take 40 frost damage per second and lose 120 armor.
[*]Winds of Winter: A cold wind that deals 40 frost damage, leaving Icy Vortices and applying Crippling Chill.
[*]Thief's Gambit: Reduces the target's armor by 400 for 25 seconds. Once the target's been hit, this effect dispels. If that hit was a sneak attack, you become invisible and your illusion spells are 25% more powerful for 25 seconds.
[*]Fool's Wisdom: A cloak that heals allies and damages enemies within 20 feet for 30 health per second, but only if you have 50 or less magicka.
[*]Hymn of Despair: Hexes the target for 12 seconds. If the target is hit by 4 different spells in that time, they are cursed for 12 seconds, losing 550 armor.
[*]Overwhelming Insight: Deals 25 plus 50% of the difference between your magicka and the target's as magicka damage in a 12 foot area.
[*]Psychic Intrusion: An explosion that fears targets up to level 25 for 7 seconds. If they're already feared, they lose 15 health per second for 7 seconds instead.
[*]Great Lightning spear: A thunderbolt that deals 90 shock damage and has a 25% chance to critically strike for 200% damage.
[*]Rainbow Connection: Places an aura on yourself and the target for 60 seconds. As long as the two of you are within 25 feet, both gain 40% bonus damage and rapidly heal.
[*]Heroic Intervention: Summons a spirit champion for 30 seconds who deals bonus damage based on his target's current health.
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Master:
[/font][list]
[*]Screw it I'll do the rest later.
[/list]
[/spoiler][/font]
There are multiple stations spread out through skyrim, in Winterhold, in Whiterun, etc.
[b][color=#e69138][size=4]Compatibility
[/size][/color][/b]
Arcanum should play nice with all other spell mods, perk overhauls, etc. Its specifically designed to work with things like spell charging, chaining, etc, or any other magic modifications you have installed. I might make my own perk mod one day, but that's off in the distance and would be a separate mod.
Note that you shouldn't use mods to add spells directly from the mod. Add the spell tomes instead if you want to cheat. Not every spell is castable and 90% of the spells in the mod files aren't used, they're placeholders or designed to trigger some backend stuff that makes the real spells function.
[b][color=#e69138][size=4]Future Plans
[/size][/color][/b]
[font=Arial][size=3]Alright. That was a lot of work. With major bugs and kinks ironed out, I'm going to take a short break, then get back to working on DDC. I guess at this rate my update schedule is once every 8 months, but I might make a minor patch to put in a handful of eldritch and vampire spells before going to Alteration or Conjuration. Assuming my graphics card survives that long.
I've also started a Patreon for anyone interested in playing Beta versions, getting walkthroughs or hints for the quests and dungeons, or want to vote on the next school or suggest spells to put in. But mostly to replace this dying piece of crap. Don't buy AMD, kids. [/size][/font]
[b][color=#e69138][size=4]Special Thanks
[/size][/color][/b]
To billyro, to mikhail, and so many others for their help with resources.
To Enaisaion for advice, and elysses for help with brainstorming nif structure
To Trainwiz, for his always relevant advice and scripting help.
To po3, for his excellent Rune meshes, and obsidian dawn for his textures
And numerous others.
Embermage's Fireblast: A blast of fire that does 4 points of damage peer second for 20 seconds in a 10 foot area. Casting this spell reduces your max magicka by 25 for 30 seconds.