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KataPUMB

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KataPUMB

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43 new spell archetypes for a grand total of 193 spells which are integrated within Enderal leveled lists.

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Hi boys! welcome to the new version of KataPUMB spell package.


I renamed the "old file" as Magic Pack since it includes more than just spells I'll leave it as a separated mod file and since this is a new mod reworked from the ground up I though it deserved its own page.

Well so far I've been able to replicate most of the spells I liked from the pack and reworked the ones I didn't like along with creating some new effects I think you will appreciate.

So this package contains a total of 43 new archetypes for a grand total of 193 spells counting all ranks completely integrated within Enderal. To obtain the spells you will have to buy them from vendors since Enderal doesn't use leveledItems for drops and I didn't want to add them manually since that would mean nasty things with compatibility.

So, what is new from my other mod "magic package"?, I expanded elementalism a bit by adding 4 new archetypes, probably you have seen it in other spellpacks in Skyrim but none in Enderal. I've also changed entropy a bit, summons and spells are almost the same but I leveled them down a bit and spells like Curse have been nerfed. Light magic has now more spells damage oriented using dawnguard effects to create the feeling of a Light Mage. Mentalism has new resistances, old and good blink along with the lightborn recital and some new additions I enjoyed like a petrify spell, an infinite storage and self buffs. Psionics have now different auras which can be used with one another, like chaotic aura which makes everyone around you start attacking everyone and Death mantle which makes opponents flee so when used along will make you feel like a true master of the mind.

The mod also includes new staves which can be acquired in magic vendors across Enderal which include some of the new spells. The staves use the templates to load its appearance so if you have a mod that changes them the new ones will load the moded appearances.





Elementalism
Electrosphere: Leveled from I to VI, is a slowing charged ball which damages foes in a 15ft area, somewhat similar on how a fireball works but with shock damage.

Electrocution: Leveled from I to V, concentrate to deal X points of shock damage to health and half to magicka, if any target is within 20ft area around the first target the electrocution jumps to it.

Nova Spells:
Fire Nova: Leveled from I to IV, a fiery explosion centered on the target, has a 10% chance to deal extra damage.
Frost Nova: Leveled from I to IV, a chilling explosion centered on the target, has a 10% chance to freeze targets.
Shock Nova: Leveled from I to IV, an electrical explosion centered on the target, has a 10% chance to deal DOT damage for 10s.

Bombardment: Leveled from I to III, a stream of fireballs that do damage per second.

Icicle Storm: Leveled from I to III, a stream of piercing icicles that do damage per second.

Electrostorm: Leveled from I to III, a stream of electrospheres that do damage per second.

Touch Spells:
Chilling Touch: Leveled from I to V, touch enemies in melee range to deal frost damage to health and stamina.
Fiery Touch: Leveled from I to V, touch enemies in melee range to deal fire damage.
Static Touch: Leveled from I to V, touch enemies in melee range to deal shock damage to health and half to mana.



Entropy
Curse: Leveled from I to VI, reduce target's magic resistance by 15% to 50% and armor by 40 to 300 points.

Death Beam: Leveled from I to VI, a concentrated beam of dark might that does entropy damage without damaging you (half the magnitude of Death breath and such but has way more range).

Entropic Mantle: Leveled from I to III, nearby summoned minions gain extra health and extra attack damage.

Ritual of the Damned: On cast, permanently loose 50 points of Health and Stamina so you can have 1 extra summoned minion. Cast again to deactivate.

Soul Cloak: Leveled from I to II, nearby hostile targets fill a soulgem on death.

Summon Lost One: Leveled from I to VI, summon a lost one to aid you in battle, each level is a different summon:
  • I: warrior lvl 9, simple summon with a sword and a shield.
  • II: archer lvl 12, uses a bow.
  • III: mage lvl 18, uses a sword and firebolts.
  • IV: lord lvl 26, uses a big two handed frost greatsword.
  • V: Lich lvl 38, has divine shield and it's own summons.
  • VI: Grotesque lvl 44, acts like a giant, he's a pool of health that can tank most enemies and bosses.

Summon Demon: Leveled from I to V, the demons are abominations of outer realms, each level is a different summon:
  • I: Demon spawn lvl 9, a small demon that acts like an ice wraith, his power attacks deal entropic damage
  • II: Bailwoga lvl 14, a fat demon thought to tank damage he acts like a horker and his power attacks deal entropic damage
  • III: Krill lvl 28, a demonic hound very aggressive and powerful, acts like a sabre cat and his power attacks deal entropic damage
  • IV: Abysal Horror lvl 38, an unspeakable abomination made of magic and tentacles, acts like a storm atronach, casts Death Breath and his power attacks explode in entropic energy.
  • V: Shoggoth lvl 44, a great demon powerful and fast, acts like a werewolf and his attacks knock down targets.



Light Magic
Holy Ball: Leveled from I to VI, a holy sun burst that deals fire damage to foes and deal extra damage to Lost Ones.

Holy Ray: Leveled from I to VI, a holy beam that deals fire damage to foes and deal extra damage to Lost Ones.

Holy Cross: Leveled from I to VI, fire a holy cross which deals fire damage to foes on its path and deals extra damage to Lost Ones.

Holy Aura: Surround yourself in holy fire, opponents in melee range take fire damage, deals extra damage to lost ones.

Aegis: Leveled from I to IV, block the next incoming attack, the higher the rank the more blocks in a single cast.

Holy Smite: Leveled from I to IV, a holy fire explosion centered on the target which deals fire damage to foes and deals extra damage to lost ones.



Mentalism
Blink: Leveled form I to V, teleport to aimed location. The higher the level the further distance you can teleport.

Aquamarine Body: Leveled from I to V, increase your armor rating and reduces effectiveness of piercing weapons form 10% up to 80% (Piercing weapons are: bows and daggers).

Beryl Body: Leveled from I to V, increase your armor rating and reduces effectiveness of blundegoing weapons form 10% up to 80% (Blundegoing weapons are: maces and warhammers).

Heliodor Body: Leveled from I to V, increase your armor rating and reduces effectiveness of slashing weapons form 10% up to 80% (Slashing weapons are: swords, greatswords, axes and greataxes).

Maximize Magic: Leveled from I to VI, unchain your maximum potential. All spells are from 2% to 20% stronger but you loose a fixed amount of maximum mana.

Elemental protection:
Elemental Shield Fire: Leveled from I to VI, increase your fire resistance from 10% up to 100%.
Elemental Shield Frost: Leveled from I to VI, increase your frost resistance from 10% up to 100%.
Elemental Shield Shock: Leveled from I to VI, increase your shock resistance from 10% up to 100%.

Lightborn Recital: Leveled from I to III, store from 1 up to 3 spells equipped in your left hand, each time you enter in combat the spells will be casted. Each level enables you to store up to 1 extra spell. Empty your hand to reset the recital.

Petrify: leveled from I to IV, Petrify a target with level 5 up to 15 or lower. The target is instantaneity killed but can't be looted. The highest tier of the spell let's you petrify any target with less level than you.

Quick March: Leveled from I to IV, Increase your movement speed from 5% up to 50% for 60 seconds.

Recital of Mana: Recharge your staff equipped in your right hand but you loose 50 points of maximum mana for 60 seconds.

Ondusi's Key: leveled from I to III, lets you open target container up to Expert lock level.

Dimensional Pocket: Grants access to an infinite dimensional pocket in which you can store items



Psionics

Mind Wrack: Leveled from I to VI, shatter the mind of the target dealing raw magic damage. Mesmerized targets receive double damage.

Diversion: Leveled from I to V, stagger and confound the target with violent images in it's head making him unable to cast any spell.

Phase Retreat: Leveled from I to III, summon an illusion and warp yourself in a psionic veil which makes you invisible.

Inspiring Aura: Leveled from I to III, irradiate a heroic aura, allies won't flee, get extra health and deal extra damage.

Chaotic Aura: Leveled from I to III, irradiate a chaotic aura, creatures and people around you will attack anyone nearby.

Death Mantle: Leveled from I to III, irradiate a fatal aura becoming the very aspect of death for your enemies, creatures and people around you will flee.

Summon Spirit: Leveled form I to IX, summon a spirit to aid you in battle, the spirits deal less damage but are great distractions and the higher levels are great to tank bosses, each level is a different summon:
  • I: Horse lvl 1, you can ride this horse.
  • II: Spider lvl 8, acts like a normal spider.
  • III: Pus Beetle lvl 12, good tank.
  • IV: Leopard lvl 16
  • V: Lion lvl 20.
  • VI: Troll lvl 30, good tank which regenerates health.
  • VII: Vatyr lvl 35
  • VIII: Mammoth lvl 40, very good to tank.
  • IX: Spirit Colossus lvl 46.



I hope you like it and don't forget to endorse!,
You can also pass by my buymeacoffee page by clicking on the following image, a donation is not necessary to download the mod but highly appreciated!