About this mod
A new skill and collection of spells that work by reserving a portion of your Magicka pool and granting a constant effect rather than consuming Magicka on cast and granting duration-based effect.
- Requirements
- Permissions and credits
- Changelogs
The bulk of these spells are in the Alteration school currently, but if anyone feels that's an incorrect categorization for any of the spells, let me know. I'm also open to balancing suggestions. These seem to work for me so far, but I did just recently start a new character partially to test these spells out. I'd like them to be more balanced for the later game, but available early on as well, so they're all gated at levels 3, 5 and 10. You can buy the spells from an NPC named Benjamin Clamiforous in the College of Winterhold who can be found on the second floor of the Hall of Attainment. He also sells spells from vanilla Leveled Lists.
The skill provides some buffs, and also improves compatibility by using a custom perk tree rather than trying to use vanilla perks or create patches for perk overhaul mods (especially ones I don't use). As of now, the actual menu model for the custom skill is just the werewolf perk tree model from the base game. I am very bad at modeling, so unless someone very cool would like to offer their skills, it will probably stay this way for the foreseeable future.
The XP formula for the Arcane Warrior skill is the following:
If PlayerRef.GetCombatState() == 1
GrantedXP = SpellCost + CustomSkills.GetSkillLevel("arcanewarriorskill")
Else
GrantedXP = (SpellCost / 2) + CustomSkills.GetSkillLevel("arcanewarriorskill")
EndIf
This seems a bit more reasonable for now, but I will keep playing and tweaking as necessary. As always, open to feedback as well :)
Perks
- Arcane Warrior - Unlocks ability to use sustained spells
- Arcane Defensive - Both tiers add 25% resistance to elemental resistance spells
- Arcane Offensive - Adds 10% damage to damage fortification spells
- Arcane Armaments - Acts as the mystic binding perk for sustained spells
- Shimmering Shield - Increases armor rating provided by Arcane Protection by 50 points
- Aether Shroud - Adds 20% damage resistance to Arcane Protection
- Combat Magic - Both tiers add 25 points to Arcane Vitality and Endurance's fortifications
- Exploration Magic - Reduces or removes maintenance requirement for exploration-based spells
Alteration
- Aquatic Adaptation
- Cost: 50 Magicka
- Effect: Grants the ability to breathe underwater.
- Arcane Blade
- Cost: 50 Magicka
- Effect: Grants a 15% increase in One-handed damage.
- Arcane Bulwark
- Cost: 50 Magicka
- Effect: Grants a 20% increase damage blocked with a shield.
- Arcane Lamp
- Cost: 10 Magicka (0 with Exploration Magic perk)
- Effect: Creates a hovering light until spell is deactivated.
- Arcane Might
- Cost: 50 Magicka
- Effect: Grants a 15% increase in Two-handed damage.
- Arcane Protection
- Cost: 75 Magicka
- Effect: Grants 200 points of armor. (150 base with Arcane Warrior skill, 200 with Shimmering Shield. Extra damage reduction with Aether Shroud)
- Arcane Shield
- Cost: 50 Magicka
- Effect: Grants 50% magic damage resistance.
- Plaguebane
- Cost: 50 Magicka
- Effect: Grants 50% disease resistance.
- Greater Plaguebane
- Cost: 75 Magicka
- Effect: Grants 100% disease resistance.
- Seer's Sight
- Cost: 25 Magicka (10 with Exploration Magic Perk)
- Effect: Reveals the path to the active quest objective (Clairvoyance).
- Sense Life
- Cost: 25 Magicka
- Effect: Reveals nearby living things (Detect Life).
- Soft Steps
- Cost: 50 Magicka
- Effect: Caster moves 50% more quietly.
- Greater Soft Steps
- Cost: 80 Magicka
- Effect: Caster moves 100% more quietly.
- Lesser Swift Steps
- Cost: 25 Magicka (10 with Exploration Magic Perk)
- Effect: Caster moves 15% faster.
- Swift Steps
- Cost: 50 Magicka (25 with Exploration Magic Perk)
- Effect: Caster moves 25% faster.
- Greater Swift Steps
- Cost: 75 Magicka (50 with Exploration Magic perk)
- Effect: Caster moves 50% faster.
- Transmute Poison
- Cost: 50 Magicka
- Effect: Grants 50% poison resistance.
- Greater Transmute Poison
- Cost: 75 Magicka
- Effect: Grants 100% poison resistance.
- Lesser Unburden
- Cost: 25 Magicka
- Effect: Caster's carrying capacity is increased by 75 points.
- Unburden
- Cost: 50 Magicka
- Effect: Caster's carrying capacity is increased by 100 points.
- Greater Unburden
- Cost: 75 Magicka
- Effect: Caster's carrying capacity is increased by 150 points.
Conjuration
- Arcane Sword
- Cost: 50 Magicka
- Effect: Summons a bound sword. Affected by Mystic Binding.
- Arcane Battleaxe
- Cost: 50 Magicka
- Effect: Summons a bound battleaxe. Affected by Mystic Binding.
- Arcane Bow
- Cost: 50 Magicka
- Effect: Summons a bound bow. Affected by Mystic Binding.
Destruction
- Flame Shield
- Cost: 50 Magicka
- Effect: Grants 50% fire damage resistance.
- Frost Shield
- Cost: 50 Magicka
- Effect: Grants 50% frost damage resistance.
- Lightning Shield
- Cost: 50 Magicka
- Effect: Grants 50% shock damage resistance.
Illusion
- Tremors
- Cost: 80 Magicka
- Effect: 15% chance to stagger a nearby enemy every 30 seconds. (Combat Magic perk tiers improve chances and reduce cooldown)
Restoration
- Arcane Rejuvenation
- Cost: 80 Magicka
- Effect: Grants a 20% increase in Health, Stamina and Magicka regeneration.
- Arcane Endurance
- Cost: 70 Magicka
- Effect: Fortifies Stamina 50 points (+25 points per tier of Combat Magic)
- Arcane Vitality
- Cost: 70 Magicka
- Effect: Fortifies Health 50 points (+25 points per tier of Combat Magic)
- Lifeward
- Cost: 100 Magicka
- Effect: Heals the player by 100 points when health falls below 50. Has a 30 second cooldown. (Each Arcane Cleric tier increases healing by 50pts and halves cooldown respectively)
- Regulus' Gambit
- Cost: 75 Magicka
- Effect: Damages a nearby enemy's stamina and magicka by 50%. 50% of the damage is transferred to the caster. (Arcane Defensive perk tiers improve restore amount and reduce cooldown)
- Clam Milk
- Effect: Debug item. Removes all possible sustained effects. Should fix any issues with incorrectly reduced magicka or spell states.
- Effect: Debug item. Removes all possible sustained effects. Should fix any issues with incorrectly reduced magicka or spell states.
- Version 1.6
- Main Mod
- Added Regulus' Gambit Spell
- Added Tremors Spell
- Arcane Warrior Skill
- Combat Magic now affects Tremors spell
- Arcane Defensive now affects Regulus' Gambit spell
- Main Mod
- Version 1.5.1
- Arcane Warrior
- Added missing script
- Added missing script
- Arcane Warrior
- Version 1.5
- Arcane Warrior
- Added Arcane Cleric perk (2 tiers) for new Lifeward spell
- Fixed some incorrect script properties due to my laziness when editing mod in xedit :P
- Main Mod
- Added new Lifeward spell, restores health once you are below a certain threshold
- Added new Lifeward spell, restores health once you are below a certain threshold
- Arcane Warrior
- Version 1.4
- Arcane Warrior
- Fixed perks requiring exact level rather than a >= comparison.
- Changed XP formula for more reasonably paced leveling (again)
- Arcane Warrior
- Version 1.3
- Arcane Warrior
- Fixed an issue with XP not being properly calculated each time
- Changed XP formula for more reasonably paced leveling
- Arcane Warrior
- Version 1.2
- Arcane Warrior Skill
- Started working on custom skill perk tree which is included in this version. Includes a small perk tree which offers buffs or reduction in cost for various spells.
- Playing with the perk tree requires the player invest one perk point in the tree before being able to use the spells. The way this is implemented is via a condition in the XP script, so if there is bugginess let me know, but also probably low priority because why are you using the spells without the perk :)
- Perk tree may throw off balance, it's definitely in a testing phase right now
- Perk tree can be opened via a power obtainable from Benjamin. If you use Custom Skill Menu (And specifically Denji) the tree can be opened via the Custom Skill Menu
- Main mod
- Fixed issue with Aquatic Adaptation. Water-breathing effect magnitude needs to be at least 1.
- Added Arcane Endurance
- Added Arcane Vitality
- Still unsure about invis
- Arcane Warrior Skill
- Version 1.1
- Mod technically requires SKSE now, however all spells other than bound sword should work properly without SKSE. It was necessary for being able to equip swords in the proper hands since the built in bound weapon archetype is not cooperative with constant effects.
- Added Arcane Sword
- Added Arcane Battleaxe
- Added Arcane Bow
- Added Arcane Lamp
- Began experimenting with invisibility spells. It looks like changing the conditions for canceling invisibility is may not be possible without a script extender plugin.
- Version 1.0
- Initial Version
- Initial Version