[font=Arial][color=#ff0000][size=6][b][img]http://i.imgur.com/ontMtwX.jpg[/img]RESTORATION UPDATE 2.1a[/b]
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[color=#ff0000][size=5]90+ New spells
[b][color=#ff0000][size=5]More reformulated spells and crafting stations[/size][/color][/b]
[b][color=#ff0000][size=5]An entire new dungeon and custom crafted boss[/size][/color][/b]
[b][color=#ff0000][size=5]Balance changes, spell adjustments and replacements, and more![/size][/color][/b][/size][/color]
[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.
[b][color=#e69138][size=4]Destruction
[img]https://i.imgur.com/T89VqJb.jpg[/img]
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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
[b][color=#ff0000][size=6][img]http://i.imgur.com/y2uw1kr.jpg[/img][/size][/color][/b]
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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 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][size=4][b][color=#e69138]Spell List
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[u]Destruction
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[size=2][spoiler][/size]
[font=Arial]Novice: [/font][font=Arial][size=3]
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[*][font=Arial][size=3]Blazing Soul: For 100 Seconds, whenever you cast a fire spell, you gain 7% destruction spell damage, 7% movement speed, and 7% attack damage for 7 seconds.[/size][/font]
[*][font=Arial][size=3]Cauterize: A ball of heat that deals 50 fire damage to the target, then heals them for double that amount over 10 seconds.[/size][/font]
[*][font=Arial][size=3]Electrolyze: Places a charge on the target. Whenever that target is hit by a shock spell, it loses 7% of its current health.[/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, this damage is doubled.[/size][/font]
[*][font=Arial][size=3]Icy Vortex: Creates a locus of cold magic on the ground for 80 seconds. Enemies inside are slowed by 20% and lose 20% of their frost resistance.[/size][/font]
[*][font=Arial][size=3]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.[/size][/font]
[*][font=Arial][size=3]Magus Dart: An energy blast that deals 10 non-elemental damage plus 3% of your max magicka in damage.[/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]Warmth: Summons a ball of heat that restores 15 health per second too all units in a 15 foot radius.[/size]
[*][size=3]Crippling Chill: Target is slowed by 20%, deals 20% less damage, and loses 3 stamina per second for 20 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 20 damage to each target hit.[/size]
[*][size=3]Distortion Flux: A ball of magnetic energy that deals 25 damage plus 7% of the target's missing magicka[/size]
[*][size=3]Unstable Current: Concentrate to unleash sparks that deal 8 points of damage per second and jump between targets.[/size]
[*][size=3]Caster's Sigil: for 15 seconds, casting a spell sends out a bold 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]
[*][size=3]Gelid Gale: Sends out a cold wind that deals 40 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 with 15% stamina or less also have their magic resistance reduced by 25%. [/size]
[*][size=3]Overload: Increases your shock damage by 50% for 15 seconds. While active, casting a shock spell damages you for 15% of your current health. [/size]
[*][size=3]Static Orb: A ball of plasma that deals 35 shock damage and reduces its targets' stamina and magicka regeneration by 75% for 5 seconds. [/size]
[*][size=3]Magicka Flare: A blast of pure magicka that deals 45 non-elemental magic damage plus 7% of your maximum magicka. [/size]
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Expert:
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[*][size=3]Chaos Fireball: A heavy ball of fire that deals 75 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 40 fire damage. If the target is under a healing effect, this damage is tripled and Punishing fire dispels all healing effects. [/size]
[*][size=3]Glacial Ray: A long-range beam of cold energy that deals 45 frost damage per second, slows its targets by 75%, and leaves a patch of damaging barbs.[/size]
[*][size=3]Frozen Maelstrom: Summons a vortex of intense cold that deals 75 damage per second to units inside. After 7 seconds, the maelstrom explodes, freezing all units hit and damaging them based on their missing health. [/size]
[*][size=3]Crimson Bolt: A bolt of red lightning that deals 50 shock damage to a target. This damage increases based on your missing health, up to 250%. [/size]
[*][size=3]Thunderbreak: A blast of electrical energy that deals 80 shock damage plus 12% of their maximum health. Thunderbreak costs 40% of your Maximum Magicka. If you have less than that, it costs 40% of your Maximum Health instead. [/size]
[*][size=3]Tri-Attack: A blast of all three elements that deals 15 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]Chaos Storm: Summons flaming pillars that deal 80 fire damage and knock enemies into the air in a 60 foot radius around you. Enemies hit leave patches of lava for 20 seconds. [/size]
[*][size=3]Sol Invictus: Summons a blazing sun at the target location that deals 100 fire damage per second for 20 seconds. Upon expiring, the sun explodes, dealing 200 damage in an 80 foot radius. [/size]
[*][size=3]Crystal Spear: A pillar of frost that deals 120 frost damage. This damage is increased by 30% against slowed units. [/size]
[*][size=3]Soul of Winter: For 45 seconds, your frost spells deal 40% bonus damage and enemies around you lose 20% frost resistance. Your maximum health is decreased by 100 for the duration. [/size]
[*][size=3]Eye of the Storm: Summons a thundercloud above the target for 25 seconds. The cloud shocks the target with lightning bolts that deal 25 shock damage and reduces their shock resistance by 7%. [/size]
[*][size=3]Twisting Tempest: Summons a raging whirlwind that drags all nearby units toward its center. Units caught take 10 shock damage and lose 1% of their current health per second. [/size]
[*][size=3]Dreadwyrm Trance: Increases your destruction damage by 35% for 45 seconds. If cast while already active, dispels immediately and equips Akh Morn for one cast. [/size]
[*][size=3]Akh Morn: A blast of pure energy that deals 440 non-elemental magical damage in a 20 foot area. [/size]
[*][size=3]Ancient Invocation: Cast Elemental Spells to store elemental Reagents, then reactivate Ancient Invocation to consume them, generating one of the ten Invocations. [/size]
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Invocations:
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[*][size=3]Scorching Shroud: For 62 seconds, opponents in melee range take 20 points of fire damage per second. Whenever you cast a fire spell, the shroud launches a wave of flame in the direction you're facing. [/size]
[*][size=3]Conjure Magma Golem: Summons a Magma Golem for 90 seconds. It attacks with a split of fire and physical damage. [/size]
[*][size=3]Star of Extinction: Conjures a giant meteor out of the sky, dealing 2000 damage to all units in the 80 foot impact zone. Can only be used `outdoors. [/size]
[*][size=3]Lingering Frisson: Reduces target's frost resistance by 25% for 12 seconds. Weapon attacks deal bonus damage and have a 70% chance to stagger the target.[/size]
[*][size=3]Cryostatic blast: An unstable blast of energy that deals 60 frost and 60 shock damage in a 20 foot area. [/size]
[*][size=3]Arctic Hysteria: Deals 40 frost damage and inflicts fury for 8 seconds. Upon expiring, affected targets shatter, taking damage equal to 20% of their missing health. [/size]
[*][size=3]Extractive Magicka Pulse: Conjures a rapidly collapsing sphere of energy. After three seconds, nearby units are burned for 500 magicka, and lose health equal to half that amount. [/size]
[*][size=3]Vingthor's Shackles: Spectral chains that bounce between targets and paralyze them for 8 seconds, dealing damage equal to 15% of their current health. [/size]
[*][size=3]Stormlord's Celerity: Increases movement speed by 25% and weapon damage by 25% for 45 seconds. [/size]
[*][size=3]Polyphonic Roar: A 150 point burst of non-elemental magicka in a 100 foot radius that knocks enemies away. Time is briefly slowed afterwards.[/size]
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[/spoiler]
[u]Restoration
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[spoiler]
[font=Arial]Novice: [/font]
[list]
[*][font=Arial]Atonement: You lose 30% of your current health and your armor is increased by 40 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]
[*]Immolating Glare: A flash of righteous light that reduces enemy damage by 25% and deals 15 damage per second to attacking targets. Undead take double damage.
[*][font=Arial]Light of Day: Creates a hovering light that lasts for 45 seconds. Undead within 12 feet deal 15% reduced damage.[/font]
[*][font=Arial]Saving Grace: Heals the target for 30 points plus 10% of their missing health if they have less than 30% of their maximum health remaining.[/font]
[*][font=Arial]Unbreakable Formation: Plasces an aura on you and a target for 30 seconds. as long as the two of you are within 8 feet of one another, you both deal 20% bonus damage and gradually regain health.[/font]
[*]Vital Surge: Heals the target for 3 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][font=Arial]Apprentice:
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[*][font=Arial]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. [/font]
[*]Timely Reinforcements: If you have 50% or less health, you are healed for 30 and summon three Spirit Warriors to your aid.
[*]Guardian Shield: For 40 seconds, you and allies within 15 feet gain 30% magic resistance and 150 armor.
[*]Solemn Penance: You lose 50% of your current health. Your restoration spells are 35% stronger for 40 seconds.
[*]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%.
[*]Transfusion: Drains 40% of your current health to heal the target for 15 plus that amount.
[*]Consecrated Blade: Blesses your weapon, causing it to deal bonus damage based on your level and set undead on fire 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, 100 bonus armor, 30% bonus magic resistance and 100 bonus max health for 60 seconds. These effects only activate if the target is under a healing spell or effect.
[*]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.
[*]Malpractice: Absorb 40 points of health per second from the target if they're under the effects of a healing spell or effect.
[*]Mortify: Hexes the target for 10 seconds. When the curse ends, if the target has more health than it did at the start, it loses health equal to 225% the difference. If the target has less health, it heals for 225% the difference.
[*]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.
[*]Wrath of the Gods: A 20 foot shockwave of force that deals 40 damage to all enemies hit and knocks them away.
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Expert:
[list]
[*]Aedric Wind: Puts a cloak on you and a target for 30 seconds that deals 10 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.
[*]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.
[*]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.
[*]Tangled Fate: Enchants the target for 15 seconds. When this effect expires, you and the target both have your health percentage set to the higher of the two.
[*]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.
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Master:
[list]
[*]Akaviri Sutra: Concentrate to heal yourself and all nearby allies for 50 health per second.
[*]Anastasis: Enact a miracle and resurrect a unit. It gains 700 bonus health, stamina, and magicka, and deals 300% damage. After 3 days, the revived unit leaves the mortal coil behind for good.
[*]Blade of Damnation: Curses your weapon, causing it to deal 40 bonus magical damage. Each attack drains 7% of the target's current health and your own (Max 300).
[*]Martyrdom: You lose 75% of your current health. All allies nearby have their health increased by 700, armor increased by 600, and damage increased by 100% for 30 seconds.
[*]Reckoning: A beam of holy fire that deals 75 damage per second to enemies hit and heals allies for 75 health per second.
[*]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.
[*]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 base.
[*]Supreme Verdict: Deals 125 damage to all enemies within 20 feet. You gain 50% bonus damage and 500 armor for 30 seconds.
[*]Baptism of Fire: ????
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[b][color=#e69138][size=4]How to Obtain
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Most of the spells contained in this mod can be bought from vendors, and are seamlessly integrated into the leveled lists of magic merchants.
Dreadwyrm Trance can be obtained by defeating a dragon located in Solstheim.
[spoiler]Northwest of Frossel, on the Northernmost mound in Solstheim, defeat the fire-spewing platinum dragon to obtain Dreadwyrm Trance.[/spoiler]
Ancient Invocation can be found at the end of a short mini-quest
[spoiler]On the frozen lake in the Forgotten vale, there's a unique frost giant who guards an opal paragon. Defeat him, and use the paragon on a ruined wayshrine nearby. Then, follow the path to the Invoker of the Ancients.[/spoiler]
Ancient Invocation grants access to the 10 Invocation spells.
Anastasis can be found at the end of a short quest.
[spoiler]In the final boss room of the Temple of Meridia, there's a trapdoor on the floor. Enter and head to the Concealed Chancery.[/spoiler]
The remaining are Reformulated Spells, and must be crafted (See below).
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[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.
There are multiple stations spread out through skyrim, in Winterhold, in Whiterun, etc.
[b][color=#e69138][size=4]Compatibility
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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.
Things like ASIS should also be fine, the only spell that's scripted to be player-specific is Star of Extinction - but that can be easily changed.
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
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[font=Arial]After this, I'm going to work on Diverse Dragon Collection with Opusglass for a while, maybe work on some smaller projects too, but I hope to have Alteration out by the year's end.
[/font]Target for next update: 1/1/2020
[b][color=#e69138][size=4]Special Thanks
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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.
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[color=#ff0000][size=5]90+ New spells
[b][color=#ff0000][size=5]More reformulated spells and crafting stations[/size][/color][/b]
[b][color=#ff0000][size=5]An entire new dungeon and custom crafted boss[/size][/color][/b]
[b][color=#ff0000][size=5]Balance changes, spell adjustments and replacements, and more![/size][/color][/b][/size][/color]
[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.
[b][color=#e69138][size=4]Destruction
[img]https://i.imgur.com/T89VqJb.jpg[/img]
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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]
[/list]
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]
[/list]
[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
[b][color=#ff0000][size=6][img]http://i.imgur.com/y2uw1kr.jpg[/img][/size][/color][/b]
[/size][/color][/b][/font]
[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]
[/list]
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]
[/list][font=Arial]
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 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][size=4][b][color=#e69138]Spell List
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[u]Destruction
[/u]
[size=2][spoiler][/size]
[font=Arial]Novice: [/font][font=Arial][size=3]
[/size][/font][list]
[*][font=Arial][size=3]Blazing Soul: For 100 Seconds, whenever you cast a fire spell, you gain 7% destruction spell damage, 7% movement speed, and 7% attack damage for 7 seconds.[/size][/font]
[*][font=Arial][size=3]Cauterize: A ball of heat that deals 50 fire damage to the target, then heals them for double that amount over 10 seconds.[/size][/font]
[*][font=Arial][size=3]Electrolyze: Places a charge on the target. Whenever that target is hit by a shock spell, it loses 7% of its current health.[/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, this damage is doubled.[/size][/font]
[*][font=Arial][size=3]Icy Vortex: Creates a locus of cold magic on the ground for 80 seconds. Enemies inside are slowed by 20% and lose 20% of their frost resistance.[/size][/font]
[*][font=Arial][size=3]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.[/size][/font]
[*][font=Arial][size=3]Magus Dart: An energy blast that deals 10 non-elemental damage plus 3% of your max magicka in damage.[/size][/font]
[font=Arial][size=3]
[/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]Warmth: Summons a ball of heat that restores 15 health per second too all units in a 15 foot radius.[/size]
[*][size=3]Crippling Chill: Target is slowed by 20%, deals 20% less damage, and loses 3 stamina per second for 20 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 20 damage to each target hit.[/size]
[*][size=3]Distortion Flux: A ball of magnetic energy that deals 25 damage plus 7% of the target's missing magicka[/size]
[*][size=3]Unstable Current: Concentrate to unleash sparks that deal 8 points of damage per second and jump between targets.[/size]
[*][size=3]Caster's Sigil: for 15 seconds, casting a spell sends out a bold of energy, dealing 5 non-elemental magical damage. [/size]
[/list][size=3]
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]
[*][size=3]Gelid Gale: Sends out a cold wind that deals 40 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 with 15% stamina or less also have their magic resistance reduced by 25%. [/size]
[*][size=3]Overload: Increases your shock damage by 50% for 15 seconds. While active, casting a shock spell damages you for 15% of your current health. [/size]
[*][size=3]Static Orb: A ball of plasma that deals 35 shock damage and reduces its targets' stamina and magicka regeneration by 75% for 5 seconds. [/size]
[*][size=3]Magicka Flare: A blast of pure magicka that deals 45 non-elemental magic damage plus 7% of your maximum magicka. [/size]
[/list][size=3]
Expert:
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[*][size=3]Chaos Fireball: A heavy ball of fire that deals 75 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 40 fire damage. If the target is under a healing effect, this damage is tripled and Punishing fire dispels all healing effects. [/size]
[*][size=3]Glacial Ray: A long-range beam of cold energy that deals 45 frost damage per second, slows its targets by 75%, and leaves a patch of damaging barbs.[/size]
[*][size=3]Frozen Maelstrom: Summons a vortex of intense cold that deals 75 damage per second to units inside. After 7 seconds, the maelstrom explodes, freezing all units hit and damaging them based on their missing health. [/size]
[*][size=3]Crimson Bolt: A bolt of red lightning that deals 50 shock damage to a target. This damage increases based on your missing health, up to 250%. [/size]
[*][size=3]Thunderbreak: A blast of electrical energy that deals 80 shock damage plus 12% of their maximum health. Thunderbreak costs 40% of your Maximum Magicka. If you have less than that, it costs 40% of your Maximum Health instead. [/size]
[*][size=3]Tri-Attack: A blast of all three elements that deals 15 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]
[/list][size=3]
Master:
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[*][size=3]Chaos Storm: Summons flaming pillars that deal 80 fire damage and knock enemies into the air in a 60 foot radius around you. Enemies hit leave patches of lava for 20 seconds. [/size]
[*][size=3]Sol Invictus: Summons a blazing sun at the target location that deals 100 fire damage per second for 20 seconds. Upon expiring, the sun explodes, dealing 200 damage in an 80 foot radius. [/size]
[*][size=3]Crystal Spear: A pillar of frost that deals 120 frost damage. This damage is increased by 30% against slowed units. [/size]
[*][size=3]Soul of Winter: For 45 seconds, your frost spells deal 40% bonus damage and enemies around you lose 20% frost resistance. Your maximum health is decreased by 100 for the duration. [/size]
[*][size=3]Eye of the Storm: Summons a thundercloud above the target for 25 seconds. The cloud shocks the target with lightning bolts that deal 25 shock damage and reduces their shock resistance by 7%. [/size]
[*][size=3]Twisting Tempest: Summons a raging whirlwind that drags all nearby units toward its center. Units caught take 10 shock damage and lose 1% of their current health per second. [/size]
[*][size=3]Dreadwyrm Trance: Increases your destruction damage by 35% for 45 seconds. If cast while already active, dispels immediately and equips Akh Morn for one cast. [/size]
[*][size=3]Akh Morn: A blast of pure energy that deals 440 non-elemental magical damage in a 20 foot area. [/size]
[*][size=3]Ancient Invocation: Cast Elemental Spells to store elemental Reagents, then reactivate Ancient Invocation to consume them, generating one of the ten Invocations. [/size]
[/list][size=3]
Invocations:
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[*][size=3]Scorching Shroud: For 62 seconds, opponents in melee range take 20 points of fire damage per second. Whenever you cast a fire spell, the shroud launches a wave of flame in the direction you're facing. [/size]
[*][size=3]Conjure Magma Golem: Summons a Magma Golem for 90 seconds. It attacks with a split of fire and physical damage. [/size]
[*][size=3]Star of Extinction: Conjures a giant meteor out of the sky, dealing 2000 damage to all units in the 80 foot impact zone. Can only be used `outdoors. [/size]
[*][size=3]Lingering Frisson: Reduces target's frost resistance by 25% for 12 seconds. Weapon attacks deal bonus damage and have a 70% chance to stagger the target.[/size]
[*][size=3]Cryostatic blast: An unstable blast of energy that deals 60 frost and 60 shock damage in a 20 foot area. [/size]
[*][size=3]Arctic Hysteria: Deals 40 frost damage and inflicts fury for 8 seconds. Upon expiring, affected targets shatter, taking damage equal to 20% of their missing health. [/size]
[*][size=3]Extractive Magicka Pulse: Conjures a rapidly collapsing sphere of energy. After three seconds, nearby units are burned for 500 magicka, and lose health equal to half that amount. [/size]
[*][size=3]Vingthor's Shackles: Spectral chains that bounce between targets and paralyze them for 8 seconds, dealing damage equal to 15% of their current health. [/size]
[*][size=3]Stormlord's Celerity: Increases movement speed by 25% and weapon damage by 25% for 45 seconds. [/size]
[*][size=3]Polyphonic Roar: A 150 point burst of non-elemental magicka in a 100 foot radius that knocks enemies away. Time is briefly slowed afterwards.[/size]
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[/spoiler]
[u]Restoration
[/u]
[spoiler]
[font=Arial]Novice: [/font]
[list]
[*][font=Arial]Atonement: You lose 30% of your current health and your armor is increased by 40 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]
[*]Immolating Glare: A flash of righteous light that reduces enemy damage by 25% and deals 15 damage per second to attacking targets. Undead take double damage.
[*][font=Arial]Light of Day: Creates a hovering light that lasts for 45 seconds. Undead within 12 feet deal 15% reduced damage.[/font]
[*][font=Arial]Saving Grace: Heals the target for 30 points plus 10% of their missing health if they have less than 30% of their maximum health remaining.[/font]
[*][font=Arial]Unbreakable Formation: Plasces an aura on you and a target for 30 seconds. as long as the two of you are within 8 feet of one another, you both deal 20% bonus damage and gradually regain health.[/font]
[*]Vital Surge: Heals the target for 3 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][font=Arial]Apprentice:
[list]
[*][font=Arial]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. [/font]
[*]Timely Reinforcements: If you have 50% or less health, you are healed for 30 and summon three Spirit Warriors to your aid.
[*]Guardian Shield: For 40 seconds, you and allies within 15 feet gain 30% magic resistance and 150 armor.
[*]Solemn Penance: You lose 50% of your current health. Your restoration spells are 35% stronger for 40 seconds.
[*]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%.
[*]Transfusion: Drains 40% of your current health to heal the target for 15 plus that amount.
[*]Consecrated Blade: Blesses your weapon, causing it to deal bonus damage based on your level and set undead on fire 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, 100 bonus armor, 30% bonus magic resistance and 100 bonus max health for 60 seconds. These effects only activate if the target is under a healing spell or effect.
[*]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.
[*]Malpractice: Absorb 40 points of health per second from the target if they're under the effects of a healing spell or effect.
[*]Mortify: Hexes the target for 10 seconds. When the curse ends, if the target has more health than it did at the start, it loses health equal to 225% the difference. If the target has less health, it heals for 225% the difference.
[*]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.
[*]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 10 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.
[*]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.
[*]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.
[*]Tangled Fate: Enchants the target for 15 seconds. When this effect expires, you and the target both have your health percentage set to the higher of the two.
[*]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.
[/list]
Master:
[list]
[*]Akaviri Sutra: Concentrate to heal yourself and all nearby allies for 50 health per second.
[*]Anastasis: Enact a miracle and resurrect a unit. It gains 700 bonus health, stamina, and magicka, and deals 300% damage. After 3 days, the revived unit leaves the mortal coil behind for good.
[*]Blade of Damnation: Curses your weapon, causing it to deal 40 bonus magical damage. Each attack drains 7% of the target's current health and your own (Max 300).
[*]Martyrdom: You lose 75% of your current health. All allies nearby have their health increased by 700, armor increased by 600, and damage increased by 100% for 30 seconds.
[*]Reckoning: A beam of holy fire that deals 75 damage per second to enemies hit and heals allies for 75 health per second.
[*]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.
[*]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 base.
[*]Supreme Verdict: Deals 125 damage to all enemies within 20 feet. You gain 50% bonus damage and 500 armor for 30 seconds.
[*]Baptism of Fire: ????
[/list][/spoiler]
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[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.
Dreadwyrm Trance can be obtained by defeating a dragon located in Solstheim.
[spoiler]Northwest of Frossel, on the Northernmost mound in Solstheim, defeat the fire-spewing platinum dragon to obtain Dreadwyrm Trance.[/spoiler]
Ancient Invocation can be found at the end of a short mini-quest
[spoiler]On the frozen lake in the Forgotten vale, there's a unique frost giant who guards an opal paragon. Defeat him, and use the paragon on a ruined wayshrine nearby. Then, follow the path to the Invoker of the Ancients.[/spoiler]
Ancient Invocation grants access to the 10 Invocation spells.
Anastasis can be found at the end of a short quest.
[spoiler]In the final boss room of the Temple of Meridia, there's a trapdoor on the floor. Enter and head to the Concealed Chancery.[/spoiler]
The remaining are Reformulated Spells, and must be crafted (See below).
[/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.
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.
Things like ASIS should also be fine, the only spell that's scripted to be player-specific is Star of Extinction - but that can be easily changed.
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]After this, I'm going to work on Diverse Dragon Collection with Opusglass for a while, maybe work on some smaller projects too, but I hope to have Alteration out by the year's end.
[/font]Target for next update: 1/1/2020
[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.