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Magic overhaul for Requiem, featuring hundreds of spells and balance changes, as well as new perks for more immersive character builds.

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Requiem - Magic Redone
by. Noxcrab



Requiem - Magic Redone overhauls Requiem's Magic, adding hundreds of spells and new perks.

All spells in the five schools of magic are balanced under shared rules to offer natural progression and gameplay. Spells that were considered overpowered have been adjusted, and new spells are balanced with existing spells in mind. Some spells that were available only at higher tier have weaker variant at lower tiers and vice versa, so that each spell effects can be accessed/remain useful throughout the game. Most spells are categorized by spell effects with respective perks in each skill, allowing deeper and immersive character building.

Spells are designed to be lore-friendly, many being returning spell effects from previous Elder Scrolls games modified to fit into Requiem world, or assumed possible by lore. Spells with too complex mechanics are avoided to keep magic simple and straightforward, while still being fun and interesting. Spells using Requiem's naming convention are reverted to vanilla-style.

Changes are also made in overall magic. Requiem's Illusion mechanics have been completely reworked so that Illusion fits into the game more naturally. Staves and scrolls will use Magic Redone's rules for magnitudes and costs. Vanilla/Requiem enchantments are changed to better fit gameplay balance.



[ Main Features ]

  • Spell strength, costs, casting times rebalanced with universal rules for more natural progression and balance between each school of magic, as well as multipliers for each casting type (e.g. touch, concentration, aimed explosion).
  • Returning spell effects from previous Elder Scrolls games, balanced and modified to fit into Requiem world.
  • Lore-friendly new spells, most of which can be seen in Elder Scrolls games and lore.
  • Various spells have both on-self and on-target variants (e.g. Oakflesh on Self/Target), and both variants are learned together when reading one spell tome.
  • Skill trees are completely overhauled with various specializations.
  • Staves and scrolls are managed by both Enchanting and the original magic skill. Staff/scroll crafting mechanics are fully implemented for all spells.
  • Enchantments fully rebalanced with organized progression.
  • Various balance changes regarding magic.

Detailed List of Universal Changes

Spoiler:  
Show

Spell Casting Time
  • Spells have casting time of 0.25 / 0.5 / 0.75 / 1.0 / 1.25 seconds from Novice to Master.
  • Concentration spells are instant, except for a few spells that do indirect effects.
  • Touch and Self Explosion spells have 0.5x casting time.
  • Ritual spells have casting time of 3.0 seconds.

Spell Range and Area
  • Target location, on-target, summons, and rune spells have 40/30/20/10 range.
  • All explosion spells ignore line of sight to prevent bad terrain issues.
  • Most explosions have 15 area, Master Aimed Explosions have 30 area, Master Ritual Self Explosions have 100 area.

Spell Power
  • Damage and cost progression of spells are reorganized. Spells become much powerful as tier goes up, but become less cost-efficient.
  • Concentration spells no longer deal full damage with a single tick. You need to keep the concentration to deal damage.
  • Physical damage spells have armor penetration of 10/20/30/40/50% from Novice to Master.
  • Dual-casting improves magnitude or duration by 2.2x with 2x the cost (10% more efficient).

Staves / Scrolls / Potions
  • All staves and scrolls are added for each spell, except for spells that cannot be implemented properly as staves and scrolls.
  • Staves and scrolls are craftable with original spells and Enchanting perks.
  • Staves reduce the spell/charge cost of associated school of magic while wielded.
  • Wands are added as a new variant of staves, which are much lighter but have less total charges and don’t reduce spell costs.
  • Concentration spell scrolls are implemented as cast as fire & forget with short duration.
  • Base stats and casting time are same as original spells, but their magnitudes and durations are multiplied by 1.0/1.5/2.0/2.5/3.0x from Novice to Master. Illusion staves/scrolls work as if the caster had 10/20/30/40/50 Illusion skill level.
  • Charge cost (enchantment price) of staves and prices of scrolls are same as half the magicka cost of the original spells.
  • Magic skill perks affect staves and scrolls (e.g. Destruction Cremation perk adds extra damage to fire spell staves and scrolls).
  • Enchanting skill reduces the charge cost of enchantments (including staves) and increase the power of scrolls.
  • Fortify Magic potions increase spell power instead of reducing magicka cost (Requiem).
  • Fortify Enchanting potions (Enchanting Power Modifier) increase staff and scroll magnitude/duration up to 10%.

Spell Type Multipliers
  • Aimed : 1x magnitude, 1x cost (standard spell type)
  • Aimed Area : 2x cost (higher cost for very wide area of effect)
  • Aimed DoT : 1.5x total magnitude, 0.5x fixed duration (efficient but takes time)
  • Aimed Explosion : 1.5x cost (higher cost for explosion area of effect)
  • Cloak : 0.5x magnitude, 0.5x duration, 2x cost (damage on target and resistance on self)
  • Concentration : 0.8x magnitude, 0.8x cost (cheap and quick but less damage)
  • Enchant : 0.5x magnitude, 0.5x duration, 1.5x cost (weapon enchant spells)
  • Hazard : 0.5x magnitude, 0.5x duration, 1.5x cost (highly efficient but fixed area of effect)
  • Nova : 1.2x magnitude, 1.2x cost, 25% stagger chance (strong damage in return for close range explosion)
  • Ritual Self Explosion : 1.0/1.5/1.75x magnitude in 100/65/25 area, 3x cost (difficult to cast but very powerful)
  • Rune : 1.5x magnitude and duration while undetected, 2x cost (stealth traps cast before combat)
  • Touch : 1.2x magnitude, 0.8x cost, 25% stagger chance (strong damage and low cost in return for short range)

Lore-friendly Spell Names
  • Requiem’s spell name changes are mostly reverted to vanilla. Spell names from previous Elder Scrolls games are used or named in similar styles. Some spells are renamed for better sorting and hyperspecific spell names are changed.
  • Examples (vanilla -> Requiem -> Magic Redone) :
  • Oakflesh -> Mage Armor on Self (Rank I) -> Oakflesh on Self
  • Fire Rune -> Fire Rune (Rank II) -> Greater Fire Rune
  • Stendarr’s Aura -> Sunfire Cloak -> Sunfire Cloak

EditorID Changes
  • Editor IDs are changed in my style so that they include magic school, effect name, and casting type : REQ_<School><Tier>_<Effect>_<Casting_Type>_<Notes>.
  • Examples :
  • REQ_Alteration1_Armor_Target : Oakflesh on Target (on-target variant)
  • REQ_Destruction2_Fire_Aimed_LeftHand : Firebolt (used by NPCs)
  • REQ_Destruction3_Frost_Aimed_Physical : Ice Javelin (Cryomancy spell that deals physical damage)


Full List of Spells / Perks / Enchantments / Tables

Spreadsheet Link : https://docs.google.com/spreadsheets/d/1v3kM7h1F9jF2kEW9UaImWQYlKnHue9bm/



[ Installation & Compatibility ]

Installation and Load Order
  • New game is required for initial install, and you must run the Reqtificator to distribute the game mechanics perks.
  • Load after Requiem.esp, possibly lower in your load order, before Requiem for the Indifferent.esp.

Recommended Load Order
  • Requiem.esp
  • [ Other Requiem Patches ]
  • Requiem - Alchemy Redone.esp
  • Requiem - Birthsigns Redone.esp
  • Requiem - Blessings Redone.esp
  • Requiem - Races Redone.esp
  • Requiem - Resist and Regen Tweak.esp
  • Requiem - Stealth Redone.esp
  • Requiem - Toggle Enchantment.esp
  • Requiem - Weapons and Armor Redone.esp
  • Requiem - Heavy Armory Patch.esp
  • [ Heavy Armory Patch Addons ]
  • Requiem - Special Feats.esp
  • Requiem - Magic Redone.esp
  • [ AR Patches ]
  • [ SR Patches ]
  • [ WAR Patches ]
  • [ MR Patches ]
  • [ BR Patches ]

Compatibility
  • Requires matching version of Requiem - check file description for each version.
  • Incompatible with major Requiem-based overhauls such as 3Tweaks
  • Incompatible with other magic mods for Requiem, such as Requiem - Expanded Grimoire
  • Audio Overhaul (with Requiem patch) : Load Magic Redone after Requiem - Audio Overhaul Skyrim patch
  • Cutting Room Floor, Frostfall, Requiem - Small Tweaks, Requiem - Special Feats : Patches available in fomod installer NOTE: Patch for Requiem - Small Tweaks will no longer be hosted here, but in Small Tweaks modpage.
  • Honed Metal : Included a tweaked ini file, adding Artifact Enchanter perk under the blacklist.

Recommended Mods
  • Forget Spell : Magic Redone has a lot of spells, so you may want to forget some spells after learning new ones. But note that you won’t be able to craft staves and scrolls for them until you learn them again.
  • Self-targeting Staff Animation Fix : Fixes the animations for self-targeting staves added by this mod.
  • Requiem - Improved Spell Learning : Alternative to Requiem's spell learning mechanic.



[ Credits ]






[ Alteration ]

The School of Alteration involves the manipulation of the physical world and its natural properties.

School Features
  • Wide range of resistance spells and weakness spells for self, allies, and enemies.
  • Damage spells such as Physical, Telekinetic, and Wind with dedicated perks.
  • Returning spell effects from previous Elder Scrolls games, such as Feather, Open, and Reflect Damage.
  • Utility spells such as Featherfall, Jump, and Waterwalking.
  • Unique new spells such as Control Weather, Enlarge/Shrink, and Dimension Door.

Additional Notes
  • Ash spells and Whirlwind Cloak/Aspect can be purchased from Talvas Fathryon in Tel Mithryn after completing related side quests.
  • Crowd control effects such as Paralyze are resisted by magic resistance thresholds increasing with spell tiers. All paralyze effects in this mod will stagger the target instead when resisted, so that they aren’t fully wasted.
  • Open spells no longer create scripted noise added by Requiem. They can silently open locks now when silenced, by improved Dampen spells in Illusion for example.
  • Physical damage spells have 10% to 50% armor penetration by spell tier. They can potentially be the primary damage source for Alteration mages, better when combined with Disintegrate spells.
  • Transmutation spells have green casting art (affected by transmutation perks) and Weakness spells have red casting art (formerly Destruction effects in previous elder scrolls games).

Spell List

Spoiler:  
Show

[ EFFECT ] ( CASTING_TYPE ) SPELL_NAME : SHORT_DESCRIPTION

* Tomes available only from Talvas Fathryon at Tel Mithryn after completing related quests.
** Tomes can only be found placed in the world.

Novice
  • [ Armor ] ( Self/Target ) Oakflesh on Self/Target : Increase armor rating
  • [ Light ] ( Self ) Candlelight : Light
  • [ Open ] ( Self ) Open Novice Lock : Open Novice locks
  • [ Physical ] ( Conc Aimed ) Gravel Stream : Physical damage with stagger (25/50%)
  • [ Physical ] ( Touch ) Knock : Physical damage with stagger (50/75%)

Apprentice
  • [ Armor ] ( Self/Target ) Stoneflesh on Self/Target : Increase armor rating
  • [ Feather ] ( Self/Target ) Feather on Self/Target : Increase carry weight
  • [ Featherfall ] ( Self ) Featherfall : No fall damage
  • [ Featherwalking ] ( Conc Self ) Featherwalking : Move faster while concentrating
  • [ Fire Shield ] ( Self/Target ) Fire Shell on Self/Target : Increase fire resistance
  • [ Frost Shield ] ( Self/Target ) Frost Shell on Self/Target : Increase frost resistance
  • [ Light ] ( Aimed ) Magelight : Light
  • [ Open ] ( Self ) Open Apprentice Lock : Open Apprentice locks
  • [ Physical ] ( Aimed ) Stone Shot : Physical damage with stagger (25/50%)
  • [ Physical ] ( Ench Self ) Empowered Weapon : Enchant weapon with physical damage and stagger (5/10%)
  • [ Shock Shield ] ( Self/Target ) Shock Shell on Self/Target : Increase shock resistance
  • [ Transmute Night Eye ] ( Self ) Transmute Night Eye : Night eye
  • [ Water Breathing ] ( Self ) Waterbreathing : Waterbreathing

Adept
  • [ Armor ] ( Self/Target ) Ironflesh on Self/Target : Increase armor rating
  • [ Ash ] ( Touch ) Ash Grasp * : Paralyze with invulnerability (MR < 30%)
  • [ Burden ] ( Target ) Burden : Decrease movement speed and attack speed
  • [ Detect Dead ] ( Conc Self Area ) Detect Dead : Detect dead
  • [ Detect Life ] ( Conc Self Area ) Detect Life : Detect life
  • [ Disintegrate ] ( Target ) Corrode : Decrease attack damage and armor rating
  • [ Enlarge ] ( Self/Target ) Grow on Self/Target : Increase size/damage/mass/noise and decrease damage taken/sneak
  • [ Excavate ] ( Conc Aimed ) Excavate : Excavate ores
  • [ Feather ] ( Self/Target ) Pack Mule on Self/Target : Increase carry weight
  • [ Fire Shield ] ( Self/Target ) Fire Shield on Self/Target : Increase fire resistance
  • [ Frost Shield ] ( Self/Target ) Frost Shield on Self/Target : Increase frost resistance
  • [ Jump ] ( Self ) Jump : Increase jump height
  • [ Mending ] ( Target ) Mending : Heal automatons and atronachs
  • [ Open ] ( Self ) Open Adept Lock : Open Adept locks
  • [ Paralyze ] ( Touch ) Paralyzing Touch : Paralyze (MR < 30%)
  • [ Physical ] ( Aimed Exp ) Cluster Shot : Physical damage with stagger (25/50%)
  • [ Physical ] ( Cloak Self/Target ) Earth Cloak on Self/Target : Physical damage with stagger (5%), increase armor rating
  • [ Physical ] ( Conc Aimed ) Stone Barrage : Physical damage with stagger (25/50%)
  • [ Physical ] ( Touch ) Bash : Physical damage with stagger (50/75%)
  • [ Reflect Damage ] ( Self/Target ) Bounce on Self/Target : Reflect melee damage
  • [ Shock Shield ] ( Self/Target ) Shock Shield on Self/Target : Increase shock resistance
  • [ Shrink ] ( Self/Target ) Reduce on Self/Target : Decrease size/damage/mass/noise and increase damage taken/sneak
  • [ Speed ] ( Self/Target ) Accelerate on Self/Target : Increase movement speed
  • [ Telekinesis ] ( Conc Self ) Telekinetic Hand : Telekinesis objects
  • [ Transmute Disintegration ] ( Target ) Transmute Corrosion : Reduce maximum health, disintegrate
  • [ Transmute Muscles ] ( Self/Target ) Transmute Muscles on Self/Target : Increase health/carry weight/unarmed damage
  • [ Waterwalking ] ( Self ) Waterwalking : Waterwalking
  • [ Weakness to Fire ] ( Target ) Weakness to Fire : Decrease fire resistance
  • [ Weakness to Frost ] ( Target ) Weakness to Frost : Decrease frost resistance
  • [ Weakness to Shock ] ( Target ) Weakness to Shock : Decrease shock resistance
  • [ Wind ] ( Aimed Area ) Whirlwind Sphere : Physical damage with knockdown (MR < 15%)
  • [ Wind ] ( Cloak Self/Target ) Whirlwind Cloak on Self/Target * : Physical damage with knockdown (10%) (MR < 15%), increase movement speed

Expert
  • [ Armor ] ( Self/Target ) Ebonyflesh on Self/Target : Increase armor rating
  • [ Ash ] ( Aimed ) Ash Shell * : Paralyze with invulnerability (MR < 40%)
  • [ Ash ] ( Aimed Exp ) Ash Cloud * : Paralyze with invulnerability (MR < 40%)
  • [ Ash ] ( Rune ) Ash Rune * : Paralyze with invulnerability (MR < 40%)
  • [ Burden ] ( Target ) Encumber : Decrease movement speed and attack speed
  • [ Dimension Door ] ( Target Loc ) Dimension Door : Teleport to target location
  • [ Disintegrate ] ( Target ) Disintegrate : Decrease attack damage and armor rating
  • [ Enlarge ] ( Self/Target ) Enlarge on Self/Target : Increase size/damage/mass/noise and decrease damage taken/sneak
  • [ Open ] ( Self ) Open Expert Lock : Open Expert locks
  • [ Paralyze ] ( Aimed ) Paralyze : Paralyze (MR < 40%)
  • [ Petrify ] ( Target ) Petrify : Target becomes paralyzed and invulnerable (MR < 40%)
  • [ Physical ] ( Aimed ) Boulder Strike : Physical damage with stagger (25/50%)
  • [ Physical ] ( Ench Self ) Greater Empowered Weapon : Enchant weapon with physical damage and stagger (5/10%)
  • [ Physical ] ( Self Exp ) Tremor : Physical damage with stagger (50/75%)
  • [ Polymorph ] ( Aimed ) Polymorph : Change target into chicken
  • [ Shrink ] ( Self/Target ) Shrink on Self/Target : Decrease size/damage/mass/noise and increase damage taken/sneak
  • [ Speed ] ( Self/Target ) Haste on Self/Target : Increase movement speed
  • [ Telekinetic ] ( Aimed ) Telekinetic Strike : Magical damage with knockdown (MR < 20%)
  • [ Telekinetic ] ( Aimed Area ) Telekinetic Blast : Magical damage with knockdown (MR < 20%)
  • [ Telekinetic ] ( Ench Self ) Telekinetic Weapon : Enchant weapon with magical damage and knockdown (10%) (MR < 20%)
  • [ Telekinetic ] ( Self Exp ) Telekinetic Nova : Magical damage with knockdown (MR < 20%)
  • [ Telekinetic ] ( Target ) Telekinetic Disarm : Disarm (MR < 20%)
  • [ Transmute Disintegration ] ( Target ) Transmute Disintegration : Reduce maximum health, disintegrate
  • [ Transmute Ore ] ( Self ) Transmute Ore : Transmute ore (iron > silver > gold)
  • [ Weakness to Fire ] ( Target ) Dire Weakness to Fire : Decrease fire resistance
  • [ Weakness to Frost ] ( Target ) Dire Weakness to Frost : Decrease frost resistance
  • [ Weakness to Shock ] ( Target ) Dire Weakness to Shock : Decrease shock resistance
  • [ Wind ] ( Aimed ) Whirlwind Strike : Physical damage with knockdown (MR < 20%)
  • [ Wind ] ( Aimed Area ) Whirlwind Blast : Physical damage with knockdown (MR < 20%)
  • [ Wind ] ( Ench Self ) Wind Weapon : Enchant weapon with attack speed
  • [ Wind ] ( Self Exp ) Whirlwind Nova : Physical damage with knockdown (MR < 20%)

Master
  • [ Armor ] ( Ritual Self/Target ) Dragonhide on Self/Target : Increase armor rating, resistance to physical damage (%)
  • [ Ash ] ( Ritual Self Exp ) Ash Storm * : Paralyze with invulnerability (MR < 50%)
  • [ Control Weather ] ( Ritual Self ) Control Weather : Change weather - clear/cloudy/rainy/snow/(storm)
  • [ Detect Life ] ( Self ) Detect Aura : Detect all
  • [ Enlarge ] ( Ritual Self ) Titanize : Increase size/damage/mass/noise and decrease damage taken/sneak
  • [ Etherealize ] ( Ritual Self/Target ) Etherealize on Self/Target : Become ethereal
  • [ Jump ] ( Ritual Self ) Jump Mountains : Increase next jump height
  • [ Mark and Recall ] ( Ritual Self ) Mark and Recall : Teleport between two locations
  • [ Open ] ( Self ) Open Master Lock : Open Master locks
  • [ Paralyze ] ( Ritual Self Exp ) Paralyzing Storm : Paralyze (MR < 50%)
  • [ Physical ] ( Aimed Exp ) Boulder Cannon : Physical damage with stagger (25/50%)
  • [ Physical ] ( Cloak Self/Target ) Earth Aspect : Physical damage with stagger (5%), increase armor rating
  • [ Physical ] ( Conc Aimed ) Bombard : Physical damage with stagger (25/50%)
  • [ Physical ] ( Ritual Self Exp ) Seismic Wave : Physical damage with stagger (25/50%)
  • [ Physical ] ( Self Hazard ) Earthquake : Physical damage with stagger (5/10%)
  • [ Physical ] ( Touch ) Smash : Physical damage with stagger (50/75%)
  • [ Slow Time ] ( Ritual Self ) Bend Time : Slow time
  • [ Telekinesis ] ( Conc Self ) Telekinetic Grab : Telekinesis actors
  • [ Telekinetic ] ( Ritual Self Exp ) Telekinetic Storm : Magical damage with knockdown (MR < 25%)
  • [ Telekinetic ] ( Target ) Telekinetic Execution : Magical damage, insta-kill (MR < 25%)
  • [ Telekinetic ] ( Touch ) Telekinetic Blow : Magical damage with knockdown (MR < 25%)
  • [ Transmute Disintegration ] ( Target ) Transmute Corpus : Reduce maximum health, disintegrate, insta-kill (MA < 25%)
  • [ Wind ] ( Aimed Area ) Tornado : Physical damage with knockdown (MR < 25%)
  • [ Wind ] ( Cloak Self/Target ) Whirlwind Aspect * : Physical damage with knockdown (10%) (MR < 25%), increase movement speed
  • [ Wind ] ( Ritual Self Exp ) Whirlwind Storm : Physical damage with knockdown (MR < 25%)

No Tier
  • [ Equilibrium ] ( Self ) Equilibrium (Blood) ** : Change health to magicka
  • [ Equilibrium ] ( Self ) Equilibrium (Stamina) ** : Change stamina to magicka (stamina > 25)


Perk List

Spoiler:  
Show

Mastery
  • Novice Alteration (0) : 50% less Novice Alteration spell cost
  • Apprentice Alteration (25) : 50% less Apprentice Alteration spell cost
  • Adept Alteration (50) : 50% less Adept Alteration spell cost
  • Expert Alteration (75) : 50% less Expert Alteration spell cost
  • Master Alteration (100) : 50% less Master Alteration spell cost

Empower
  • Empowered Alteration (25) : Can dual-cast Alteration spells

Transmutation
  • Transmutation (25) : 1.1x magnitude and duration, 0.9x cost for transmutation spells
  • Transmutational Mending (75) : +50 health and +1/s health regeneration while transmutation spell is active

Mage Armor
  • Improved Mage Armor (25) : 1.5x armor and shield spell magnitude when not wearing chest armor, 1.2x when wearing chest armor
  • Versatile Armor (50) : 0.8x incoming fire, frost, shock, physical damage when Armor or Shield spell is active

Magic Resistance
  • Magic Resistance (1) (25) : +10% magic resistance
  • Magic Resistance (2) (50) : +20% magic resistance
  • Magic Resistance (3) (75) : +30% magic resistance

Kinetomancy
  • Kinetomancy (25) : 1.1x magnitude and duration, 0.9x cost for physical and telekinetic spells
  • Power of the Force (75) : +20% physical spell damage, +10% magic resistance threshold for telekinetic knockdown effect

Weather Magic
  • Weather Magic (50) : 1.1x magnitude and duration, 0.9x cost for wind spells
  • Master of Storms (75) : 1.5x wind spell magnitude at exteriors, can choose Storm weather with Control Weather spell

Metamagic
  • Stability (50) : 1.5x alteration spell duration
  • Metamagical Thesis (75) : 0.9x cost for all spells
  • Metamagical Empowerment (100) : 1.1x magnitude and duration for all spells

Magical Absorption
  • Magical Absorption (100) : +10% magic absorb chance






[ Conjuration ]

The School of Conjuration governs both Necromancy and summoning entities from the realms of Oblivion.

School Features
  • Three groups of summons (Daedra, Spirit, Undead) with respective perk branch offering unique bonuses.
  • Expanded list of summons including Scamp, Spriggans, and Gargoyle.
  • Soul Magic Necrotic spells and other direct damage spells associated with each branch.
  • Reworked Bound spells, featuring full set of weapons, shield, and armor, with perks offering choice of different effects to bind.
  • Support and utility spells such as Banish Daedra/Undead, Daedric/Necromantic Healing, Blink, and Teleport.

Additional Notes
  • Daedric summons deal powerful elemental damage but have high costs.
  • Spirit summons have high magic resistance and low costs but generally deal low damage.
  • Undead summons deal high physical damage but low magical damage. Use Reanimation for full potential of Necromancy.
  • Necrotic spells deal 150% damage to the living and deal 50% damage to non-living with Necropotence perk.
  • Bound weapons can reach the stats of Daedric and gain silver/Daedric keywords by perks with elemental enchantments, able to fully replace physical weapons.

Spell List

Spoiler:  
Show

[ EFFECT ] ( CASTING_TYPE ) SPELL_NAME : SHORT_DESCRIPTION

* Tomes/Spells can only be acquired as quest rewards
** Tomes can only be found in the Soul Cairn
*** Tomes available only from Talvas Fathryon at Tel Mithryn after completing related quests

Novice
  • [ Bound ] ( Self ) Bound Dagger : Bound dagger
  • [ Bound ] ( Self ) Bound Mace : Bound mace
  • [ Bound ] ( Self ) Bound Sword : Bound sword
  • [ Bound ] ( Self ) Bound War Axe : Bound war axe
  • [ Daedra ] ( Summon ) Conjure Banekin : Summon Daedra
  • [ Reanimate ] ( Aimed ) Reanimate Zombie : Reanimate
  • [ Spirit ] ( Summon ) Conjure Spirit Wolf : Summon spirit
  • [ Swarm ] ( Aimed ) Conjure Swarm : Poison damage
  • [ Undead ] ( Summon ) Conjure Skeletal Soldier : Summon undead

Apprentice
  • [ Bound ] ( Self ) Bound Arrows : Bound arrow
  • [ Bound ] ( Self ) Bound Bolts : Bound bolt
  • [ Bound ] ( Self ) Bound Battleaxe : Bound battleaxe
  • [ Bound ] ( Self ) Bound Greatsword : Bound greatsword
  • [ Bound ] ( Self ) Bound Quarterstaff : Bound quarterstaff
  • [ Bound ] ( Self ) Bound Shield : Bound shield
  • [ Bound ] ( Self ) Bound Warhammer : Bound warhammer
  • [ Daedra ] ( Summon ) Conjure Scamp : Summon Daedra
  • [ Daedric Healing ] ( Conc Self/Target ) Daedric Healing on Self/Target : Heal Daedra
  • [ Necromantic Healing ] ( Conc Self/Target ) Necromantic Healing on Self/Target : Heal undead
  • [ Reanimate ] ( Aimed ) Reanimate Corpse : Reanimate
  • [ Soul Trap ] ( Aimed ) Soul Trap : Soul trap
  • [ Spirit ] ( Summon ) Conjure Flaming Wolf * : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Chaurus : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Chaurus Hunter : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Mudcrab : Summon spirit
  • [ Spirit ] ( Summon ) Summon Arniel's Shade * : Summon spirit
  • [ Swarm ] ( Aimed ) Conjure Dire Swarm : Poison damage
  • [ Undead ] ( Summon ) Summon Arvak * : Summon undead
  • [ Undead ] ( Summon ) Conjure Boneman ** : Summon undead
  • [ Undead ] ( Summon ) Conjure Skeletal Archer : Summon undead
  • [ Undead ] ( Summon ) Conjure Skeletal Hero : Summon undead
  • [ Undead ] ( Summon ) Conjure Skeletal Warlock : Summon undead
  • [ Undead ] ( Summon ) Conjure Spectral Warhound : Summon undead

Adept
  • [ Banish Daedra ] ( Target ) Banish Daedra : Banish summoned Daedra, stagger and damage
  • [ Banish Undead ] ( Target ) Banish Undead : Banish summoned undead, stagger and damage
  • [ Blink ] ( Target Loc ) Blink : Teleport to target location
  • [ Bound ] ( Self ) Bound Armor : Bound armor
  • [ Bound ] ( Self ) Bound Heavy Bow : Bound heavy bow
  • [ Bound ] ( Self ) Bound Heavy Crossbow : Bound heavy crossbow
  • [ Bound ] ( Self ) Bound Light Bow : Bound light bow
  • [ Bound ] ( Self ) Bound Light Crossbow : Bound light crossbow
  • [ Daedra ] ( Summon ) Conjure Flame Atronach : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Watcher : Summon Daedra
  • [ Daedric Healing ] ( Self/Target ) Heal Daedra on Self/Target : Heal Daedra
  • [ Necromantic Healing ] ( Self/Target ) Heal Undead on Self/Target : Heal undead
  • [ Necrotic ] ( Aimed Area ) Necrotic Sphere : Necrotic damage
  • [ Necrotic ] ( Aimed Exp ) Necrotic Burst : Necrotic damage
  • [ Necrotic ] ( Cloak Self/Target ) Necrotic Cloak on Self/Target : Necrotic damage, reduce melee damage taken from the living
  • [ Necrotic ] ( Conc Aimed ) Necrotic Ray : Necrotic damage
  • [ Necrotic ] ( Touch ) Necrotic Grasp : Necrotic damage with stagger (25%)
  • [ Reanimate ] ( Aimed ) Reanimate Revenant : Reanimate
  • [ Sacrifice ] ( Target ) Dark Sacrifice : Sacrifice summon/reanimated, heal self by 50% of remaining health
  • [ Sacrifice ] ( Target Loc Exp ) Siphon Corpse : Destroy corpse, absorb magicka, magical damage
  • [ Soul Trap ] ( Aimed Exp ) Soul Burst : Soul trap
  • [ Spectral Arrow ] ( Aimed ) Conjure Spectral Arrow : Magical damage, decrease attack speed
  • [ Spirit ] ( Summon ) Conjure Spirit Fire Wyrm : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Ice Wraith : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Sabrecat : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Spider : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spriggan : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Storm Wyrm : Summon spirit
  • [ Swarm ] ( Aimed ) Conjure Ravenous Swarm : Poison damage
  • [ Undead ] ( Summon ) Conjure Ash Spawn *** : Summon undead
  • [ Undead ] ( Summon ) Conjure Death Hound : Summon undead
  • [ Undead ] ( Summon ) Conjure Ghostly Scourge : Summon undead
  • [ Undead ] ( Summon ) Conjure Mistman ** : Summon undead
  • [ Undead ] ( Summon ) Conjure Spectral Archer : Summon undead
  • [ Undead ] ( Summon ) Conjure Spectral Warrior : Summon undead

Expert
  • [ Banish Daedra ] ( Target ) Expel Daedra : Banish summoned Daedra, stagger and damage
  • [ Banish Undead ] ( Target ) Expel Undead : Banish summoned undead, stagger and damage
  • [ Command Daedra ] ( Target ) Command Daedra : Command Daedra
  • [ Command Undead ] ( Target ) Command Undead : Command undead
  • [ Daedra ] ( Summon ) Conjure Frost Atronach : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Seeker : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Storm Atronach : Summon Daedra
  • [ Daedric Healing ] ( Self/Target ) Daedric Aura on Self/Target : Heal Daedra
  • [ Necromantic Healing ] ( Self/Target ) Necromantic Aura on Self/Target : Heal undead
  • [ Necrotic ] ( Aimed ) Necrotic Bolt : Necrotic damage
  • [ Necrotic ] ( Aimed Area ) Necrotic Blast : Necrotic damage
  • [ Necrotic ] ( Aimed DoT ) Necrotic Drain : Necrotic damage
  • [ Necrotic ] ( Conc Aimed Hazard ) Necrotic Wall : Necrotic damage
  • [ Necrotic ] ( Ench Self ) Necrotic Weapon : Enchant weapon with necrotic damage
  • [ Necrotic ] ( Rune ) Necrotic Rune : Necrotic damage
  • [ Necrotic ] ( Self Exp ) Necrotic Nova : Necrotic damage with stagger (25%)
  • [ Oblivion ] ( Aimed Area ) Conjure Oblivion Flame : Fire damage
  • [ Oblivion ] ( Aimed Area ) Conjure Oblivion Frost : Frost damage
  • [ Oblivion ] ( Aimed Area ) Conjure Oblivion Storm : Shock damage
  • [ Reanimate ] ( Aimed ) Reanimate Dread Zombie : Reanimate
  • [ Spirit ] ( Summon ) Conjure Burnt Spriggan *** : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Bear : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Troll : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Wispmother : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spriggan Matron : Summon spirit
  • [ Teleport ] ( Ritual Self ) Teleport : Teleport between two locations
  • [ Teleport Vitals ] ( Target ) Teleport Vitals : Magical damage, insta-kill (living humanoid, MR<20)
  • [ Undead ] ( Summon ) Conjure Ash Guardian : Summon undead
  • [ Undead ] ( Summon ) Conjure Gargoyle : Summon undead
  • [ Undead ] ( Summon ) Conjure Ghostly Deathlord : Summon undead
  • [ Undead ] ( Summon ) Conjure Wrathman ** : Summon undead

Master
  • [ Blink ] ( Target Loc ) Greater Blink : Teleport to target location
  • [ Daedra ] ( Summon ) Conjure Dremora Archmage : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Dremora Headhunter : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Dremora Lord : Summon Daedra
  • [ Daedra ] ( Summon ) Conjure Lurker : Summon Daedra
  • [ Daedra ] ( Ritual Summon ) Conjure Flame Thrall : Summon Daedra
  • [ Daedra ] ( Ritual Summon ) Conjure Frost Thrall : Summon Daedra
  • [ Daedra ] ( Ritual Summon ) Conjure Storm Thrall : Summon Daedra
  • [ Necrotic ] ( Cloak Self/Target ) Necrotic Aspect on Self/Target : Necrotic damage, reduce melee damage taken from the living
  • [ Necrotic ] ( Conc Aimed ) Necrotic Vortex : Necrotic damage
  • [ Necrotic ] ( Ritual Self Exp ) Necrotic Storm : Necrotic damage with stagger (25%)
  • [ Necrotic ] ( Touch ) Necrotic Blow : Necrotic damage with stagger (25%)
  • [ Reanimate ] ( Ritual Aimed ) Reanimate Dead Thrall : Reanimate
  • [ Spirit ] ( Summon ) Conjure Spirit Broodmother : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spirit Werewolf : Summon spirit
  • [ Spirit ] ( Summon ) Conjure Spriggan Earth Mother : Summon spirit
  • [ Spirit ] ( Ritual Summon ) Conjure Spirit Nature Guardian : Summon spirit
  • [ Spirit ] ( Ritual Summon ) Conjure Spirit Steed : Summon spirit
  • [ Teleport ] ( Ritual Self ) Greater Teleport : Teleport between five marks
  • [ Undead ] ( Summon ) Conjure Ghostly Flame Lich : Summon undead
  • [ Undead ] ( Summon ) Conjure Ghostly Frost Lich : Summon undead
  • [ Undead ] ( Summon ) Conjure Ghostly Storm Lich : Summon undead


Perk List

Spoiler:  
Show

Mastery
  • Novice Conjuration (0) : 50% less Novice Conjuration spell cost
  • Apprentice Conjuration (25) : 50% less Apprentice Conjuration spell cost
  • Adept Conjuration (50) : 50% less Adept Conjuration spell cost
  • Expert Conjuration (75) : 50% less Expert Conjuration spell cost
  • Master Conjuration (100) : 50% less Master Conjuration spell cost

Empower
  • Empowered Conjuration (25) : Can dual-cast Conjuration spells
  • Cognitive Flexibility (1) (50) : +1 summon limit
  • Cognitive Flexibility (2) (100) : +2 summon limit

Daedric
  • Daedric Binding (25) : 1.25x daedra summon spell duration
  • Gates of Oblivion (50) : 1.5x daedra summon spell duration (overwrite), 3x daedra summon spell range
  • Dark Channeling (50) : +150% magicka regeneration while daedra summons are active
  • Waters of Oblivion (75) : stronger atronach summons, 1.5x non-atronach daedra summon spell duration

Necromancy
  • Necromancy (25) : 1.25x undead summon spell duration, stronger reanimated dead, 1.25x reanimate level limit, 5x reanimate spell duration
  • Ritualism (50) : 1.5x undead summon spell duration (overwrite), 1.5x reanimate level limit (overwrite), 10x reanimate spell duration (overwrite)
  • Thrallmaster (50) : +1 undead summon limit, +1/s health regeneration while undead summons are active
  • Dark Infusion (75) : Stronger reanimated dead, reanimated dead can cast spells, reanimated dead do not turn into ash, 1.5x undead summon spell duration

Spirit
  • Spirit Calling (25) : 1.25x spirit summon spell duration
  • Spiritual Bond (50) : 1.5x spirit summon spell duration (overwrite), 0.9x spirit summon spell cost
  • Spirit Guardian (50) : +100 armor rating and +10% magic resistance while spirit summons are active
  • Ancient Spirits (75) : Stronger spirit summons or 1.5x duration

Bound
  • Mystic Binding (25) : Stronger bound items, 1.25x bound spell duration, 0.5x bound weapon/shield spell cost
  • Mystic Infusion (50) : Fire/frost/shock/mystic effect for weapons (damage), shield (cloak), and armor (resist), 0.9x bound spell cost
  • Mystic Empowerment (75) : Improved bound effects, 1.5x bound spell duration (overwrite), 0.8x bound spell cost (overwrite)
  • Mystic Disruption (100) : Stronger bound items, weapon/shield/armor get increased armor penetration (20%) / damage blocked (20%) / physical damage reduction (10%)

Soul Magic
  • Soul Magic (50) : 1.1x magnitude and duration, 0.9x cost for necrotic and soul spells
  • Necropotence (75) : 25% stagger chance when dual-casted, extra 10% damage over time to the living, 1/3 the damage to non-living






[ Destruction ]

The School of Destruction involves harnessing of fire, frost, shock and other forces that undo creation.

School Features
  • Strong and efficient direct damage spells in various casting types.
  • New elemental debuff/utility spells such as Meltdown, Ice Armor, and Lightning Hook.
  • Cloak spells for both damage and defensive buffs, can also be cast on allies.
  • Absorb, Arcane (irresistible damage), and Entropic (magical damage) spells with their own perk branches.
  • Specialization perks for cloak, rune, touch/nova spells supporting various playstyles.

Additional Notes
  • Fire spells do 10% extra damage over a second. Cremation perk adds 30% extra damage over time.
  • Frost spells do same amount of stamina damage and slow the target. Deep Freeze perk freezes the target by chance and reduces their frost resistance if not immune.
  • Shock spells do half as much magicka damage. Electrostatic Discharge adds another half magicka damage and staggers the target by chance.
  • Absorb health spells have 50% magnitude and absorb magicka/stamina spells have 100% magnitude. Consume Life perk makes absorb health spells 50% stronger on the living.
  • Arcane spells do 50% irresistible damage (bypass all resistances). Arcane Feedback perk absorbs small amounts of magicka from the target.
  • Entropic spells do 75% magical damage. Entropic Disarray adds half as much magicka and stamina damage.

Spell List

Spoiler:  
Show

[ EFFECT ] ( CASTING_TYPE ) SPELL_NAME : SHORT_DESCRIPTION

* Tomes available only from Talvas Fathryon at Tel Mithryn after completing related quests

Novice
  • [ Absorb Health ] ( Conc Aimed ) Absorb Health : Absorb health
  • [ Absorb Health ] ( Touch ) Absorbing Touch : Absorb health with stagger (25%)
  • [ Arcane ] ( Conc Aimed ) Arcane Beam : Irresistible damage
  • [ Arcane ] ( Touch ) Arcane Touch : Irresistible damage with stagger (25%)
  • [ Entropic ] ( Conc Aimed ) Entropic Beam : Magical damage
  • [ Entropic ] ( Touch ) Entropic Touch : Magical damage with stagger (25%)
  • [ Fire ] ( Conc Aimed ) Flames : Fire damage
  • [ Fire ] ( Touch ) Fiery Touch : Fire damage with stagger (25%)
  • [ Frost ] ( Conc Aimed ) Frostbite : Frost damage
  • [ Frost ] ( Touch ) Icy Touch : Frost damage with stagger (25%)
  • [ Shock ] ( Conc Aimed ) Sparks : Shock damage
  • [ Shock ] ( Touch ) Lightning Touch : Shock damage with stagger (25%)

Apprentice
  • [ Absorb Health ] ( Aimed ) Leech Health : Absorb health
  • [ Absorb Health ] ( Ench Self ) Leeching Weapon : Enchant weapon with absorb health
  • [ Absorb Magicka ] ( Aimed ) Leech Magicka : Absorb magicka
  • [ Absorb Stamina ] ( Aimed ) Leech Stamina : Absorb stamina
  • [ Arcane ] ( Aimed ) Arcane Bolt : Irresistible damage
  • [ Arcane ] ( Aimed DoT ) Arcane Jolt : Irresistible damage
  • [ Arcane ] ( Aimed Hazard ) Arcane Hazard : Irresistible damage
  • [ Arcane ] ( Ench Self ) Arcane Weapon : Enchant weapon with irresistible damage
  • [ Arcane ] ( Rune ) Arcane Rune : Irresistible damage
  • [ Entropic ] ( Aimed ) Entropic Bolt : Magical damage
  • [ Entropic ] ( Aimed DoT ) Entropic Jolt : Magical damage
  • [ Entropic ] ( Aimed Hazard ) Entropic Hazard : Magical damage
  • [ Entropic ] ( Ench Self ) Entropic Weapon : Enchant weapon with magical damage
  • [ Entropic ] ( Rune ) Entropic Rune : Magical damage
  • [ Fire ] ( Aimed ) Firebolt : Fire damage
  • [ Fire ] ( Aimed DoT ) Ember : Fire damage
  • [ Fire ] ( Aimed Hazard ) Fire Hazard : Fire damage
  • [ Fire ] ( Ench Self ) Fire Weapon : Enchant weapon with fire damage
  • [ Fire ] ( Rune ) Fire Rune : Fire damage
  • [ Frost ] ( Aimed ) Ice Spike : Frost damage
  • [ Frost ] ( Aimed DoT ) Biting Cold : Frost damage
  • [ Frost ] ( Aimed Hazard ) Frost Hazard : Frost damage
  • [ Frost ] ( Ench Self ) Frost Weapon : Enchant weapon with frost damage
  • [ Frost ] ( Rune ) Frost Rune : Frost damage
  • [ Shock ] ( Aimed ) Lightning Bolt : Shock damage
  • [ Shock ] ( Aimed DoT ) Lightning Jolt : Shock damage
  • [ Shock ] ( Aimed Hazard ) Lightning Hazard : Shock damage
  • [ Shock ] ( Ench Self ) Lightning Weapon : Enchant weapon with shock damage
  • [ Shock ] ( Rune ) Lightning Rune : Shock damage

Adept
  • [ Absorb Health ] ( Aimed Exp ) Consuming Burst : Absorb health
  • [ Absorb Health ] ( Cloak Self/Target ) Absorbing Cloak on Self/Target : Absorb health, increase health
  • [ Absorb Health ] ( Conc Aimed ) Consume Health : Absorb health
  • [ Absorb Health ] ( Touch ) Consuming Grasp : Absorb health with stagger (25%)
  • [ Arcane ] ( Aimed Area ) Arcane Sphere : Irresistible damage
  • [ Arcane ] ( Aimed Exp ) Arcane Burst : Irresistible damage
  • [ Arcane ] ( Cloak Self/Target ) Arcane Cloak on Self/Target : Irresistible damage, increase magic absorb chance
  • [ Arcane ] ( Conc Aimed ) Arcane Ray : Irresistible damage
  • [ Arcane ] ( Touch ) Arcane Grasp : Irresistible damage with stagger (25%)
  • [ Entropic ] ( Aimed Area ) Entropic Sphere : Magical damage
  • [ Entropic ] ( Aimed Exp ) Entropic Burst : Magical damage
  • [ Entropic ] ( Cloak Self/Target ) Entropic Cloak on Self/Target : Magical damage, increase magic resistance
  • [ Entropic ] ( Conc Aimed ) Entropic Ray : Magical damage
  • [ Entropic ] ( Touch ) Entropic Grasp : Magical damage with stagger (25%)
  • [ Fire ] ( Aimed ) Meltdown : Fire damage, decrease armor rating and physical damage
  • [ Fire ] ( Aimed Area ) Flame Sphere : Fire damage
  • [ Fire ] ( Aimed Exp ) Fireball : Fire damage
  • [ Fire ] ( Cloak Self/Target ) Flame Cloak on Self/Target : Fire damage, increase frost resistance
  • [ Fire ] ( Conc Aimed ) Scorching Ray : Fire damage
  • [ Fire ] ( Conc Aimed ) Steam Cloud : Fire damage with stagger
  • [ Fire ] ( Touch ) Fiery Grasp : Fire damage with stagger (25%)
  • [ Frost ] ( Aimed ) Ice Javelin : Physical damage with stagger (25/50%)
  • [ Frost ] ( Aimed Area ) Ice Sphere : Frost damage
  • [ Frost ] ( Aimed Exp ) Icy Burst : Frost damage
  • [ Frost ] ( Cloak Self/Target ) Frost Cloak on Self/Target : Frost damage, increase fire resistance
  • [ Frost ] ( Conc Aimed ) Freezing Ray : Frost damage
  • [ Frost ] ( Self ) Ice Armor : Increase armor rating and frost resistance
  • [ Frost ] ( Touch ) Icy Grasp : Frost damage with stagger (25%)
  • [ Shock ] ( Aimed ) Lightning Shackles : Shock damage, decrease movement speed and attack speed
  • [ Shock ] ( Aimed Area ) Lightning Sphere : Shock damage
  • [ Shock ] ( Aimed Exp ) Chain Lightning : Shock damage with stagger (50%)
  • [ Shock ] ( Aimed Exp ) Lightning Burst : Shock damage
  • [ Shock ] ( Cloak Self/Target ) Lightning Cloak on Self/Target : Shock damage, increase shock resistance
  • [ Shock ] ( Conc Aimed ) Lightning Ray : Shock damage
  • [ Shock ] ( Touch ) Lightning Grasp : Shock damage with stagger (25%)
  • [ Venom ] ( Conc Aimed ) Venomous Spray * : Poison damage
  • [ Venom ] ( Touch ) Venomous Grasp * : Poison damage with stagger (25%)

Expert
  • [ Absorb Health ] ( Aimed ) Devour Health : Absorb health
  • [ Absorb Health ] ( Aimed Area ) Devouring Blast : Absorb health
  • [ Absorb Health ] ( Ench Self ) Devouring Weapon : Enchant weapon with absorb health
  • [ Absorb Health ] ( Self Exp ) Devouring Nova : Absorb health
  • [ Absorb Magicka ] ( Aimed ) Devour Magicka : Absorb magicka
  • [ Absorb Stamina ] ( Aimed ) Devour Stamina : Absorb stamina
  • [ Arcane ] ( Aimed ) Arcane Strike : Irresistible damage
  • [ Arcane ] ( Aimed Area ) Arcane Blast : Irresistible damage
  • [ Arcane ] ( Aimed DoT ) Arcane Discharge : Irresistible damage
  • [ Arcane ] ( Conc Aimed Hazard ) Arcane Wall : Irresistible damage
  • [ Arcane ] ( Ench Self ) Greater Arcane Weapon : Enchant weapon with irresistible damage
  • [ Arcane ] ( Rune ) Greater Arcane Rune : Irresistible damage
  • [ Arcane ] ( Self Exp ) Arcane Nova : Irresistible damage
  • [ Entropic ] ( Aimed ) Entropic Strike : Magical damage
  • [ Entropic ] ( Aimed Area ) Entropic Blast : Magical damage
  • [ Entropic ] ( Aimed DoT ) Entropic Discharge : Magical damage
  • [ Entropic ] ( Conc Aimed Hazard ) Entropic Wall : Magical damage
  • [ Entropic ] ( Ench Self ) Greater Entropic Weapon : Enchant weapon with magical damage
  • [ Entropic ] ( Rune ) Greater Entropic Rune : Magical damage
  • [ Entropic ] ( Self Exp ) Entropic Nova : Magical damage
  • [ Fire ] ( Aimed ) Incinerate : Fire damage
  • [ Fire ] ( Aimed Area ) Fire Blast : Fire damage
  • [ Fire ] ( Aimed DoT ) Searing Flames : Fire damage
  • [ Fire ] ( Conc Aimed Hazard ) Fire Wall : Fire damage
  • [ Fire ] ( Ench Self ) Greater Fire Weapon : Enchant weapon with fire damage
  • [ Fire ] ( Rune ) Greater Fire Rune : Fire damage
  • [ Fire ] ( Self Exp ) Fire Nova : Fire damage
  • [ Fire ] ( Target Loc Exp ) Eruption : Fire damage with knockdown (MR < 20%, Fire Resist < 40%)
  • [ Frost ] ( Aimed ) Icy Spear : Frost damage
  • [ Frost ] ( Aimed ) Ice Cage : Frost damage, paralyze until attacked (MR < 40%, Frost Resist < 80%)
  • [ Frost ] ( Aimed Area ) Frost Blast : Frost damage
  • [ Frost ] ( Aimed DoT ) Freezing Cold : Frost damage
  • [ Frost ] ( Conc Aimed Hazard ) Frost Wall : Frost damage
  • [ Frost ] ( Ench Self ) Greater Frost Weapon : Enchant weapon with frost damage
  • [ Frost ] ( Rune ) Greater Frost Rune : Frost damage
  • [ Frost ] ( Self Exp ) Frost Nova : Frost damage
  • [ Shock ] ( Aimed ) Thunderbolt : Shock damage
  • [ Shock ] ( Aimed ) Lightning Hook : Shock damage with stagger, teleport to target
  • [ Shock ] ( Aimed Area ) Lightning Blast : Shock damage
  • [ Shock ] ( Aimed DoT ) Electrocute : Shock damage
  • [ Shock ] ( Conc Aimed Hazard ) Lightning Wall : Shock damage
  • [ Shock ] ( Ench Self ) Greater Lightning Weapon : Enchant weapon with shock damage
  • [ Shock ] ( Rune ) Greater Lightning Rune : Shock damage
  • [ Shock ] ( Self Exp ) Lightning Nova : Shock damage
  • [ Venom ] ( Aimed ) Venomous Strike * : Poison damage

Master
  • [ Absorb Health ] ( Aimed ) Absorb Essence : Absorb health, magicka, and stamina
  • [ Absorb Health ] ( Cloak Self/Target ) Absorbing Aspect on Self/Target : Absorb health, increase health
  • [ Absorb Health ] ( Conc Aimed ) Devour Health : Absorb health
  • [ Absorb Health ] ( Ritual Self Exp ) Devouring Storm : Absorb health with stagger (25%)
  • [ Absorb Health ] ( Touch ) Devouring Blow : Absorb health with stagger (25%)
  • [ Arcane ] ( Cloak Self/Target ) Arcane Aspect on Self/Target : Irresistible damage, increase magic absorb chance
  • [ Arcane ] ( Conc Aimed ) Arcane Vortex : Irresistible damage
  • [ Arcane ] ( Ritual Self Exp ) Arcane Storm : Irresistible damage with stagger (25%)
  • [ Arcane ] ( Touch ) Arcane Blow : Irresistible damage with stagger (25%)
  • [ Entropic ] ( Cloak Self/Target ) Entropic Aspect on Self/Target : Magical damage, increase magic resistance
  • [ Entropic ] ( Conc Aimed ) Entropic Vortex : Magical damage
  • [ Entropic ] ( Ritual Self Exp ) Entropic Storm : Magical damage with stagger (25%)
  • [ Entropic ] ( Touch ) Entropic Blow : Magical damage with stagger (25%)
  • [ Fire ] ( Aimed Exp ) Meteor Strike : Fire damage
  • [ Fire ] ( Cloak Self/Target ) Flame Aspect on Self/Target : Fire damage, increase frost resistance
  • [ Fire ] ( Conc Aimed ) Flame Vortex : Fire damage
  • [ Fire ] ( Ritual Self Exp ) Fire Storm : Fire damage with stagger (25%)
  • [ Fire ] ( Touch ) Fiery Blow : Fire damage with stagger (25%)
  • [ Frost ] ( Cloak Self/Target ) Frost Aspect on Self/Target : Frost damage, increase fire resistance
  • [ Frost ] ( Conc Aimed ) Frost Vortex : Frost damage
  • [ Frost ] ( Ritual Self Exp ) Ice Storm : Frost damage with stagger (25%)
  • [ Frost ] ( Self Hazard ) Blizzard : Frost damage
  • [ Frost ] ( Touch ) Icy Blow : Frost damage with stagger (25%)
  • [ Shock ] ( Aimed ) Lightning Cascade : Shock damage
  • [ Shock ] ( Cloak Self/Target ) Lightning Aspect on Self/Target : Shock damage, increase shock resistance
  • [ Shock ] ( Conc Aimed ) Lightning Vortex : Shock damage
  • [ Shock ] ( Ritual Self Exp ) Lightning Storm : Shock damage with stagger (25%)
  • [ Shock ] ( Touch ) Lightning Blow : Shock damage with stagger (25%)
  • [ Venom ] ( Conc Aimed ) Venomous Shock * : Poison damage
  • [ Venom ] ( Ritual Self Exp ) Venomous Storm * : Poison damage with stagger (25%)


Perk List

Spoiler:  
Show

Mastery
  • Novice Destruction (0) : 50% less Novice Destruction spell cost
  • Apprentice Destruction (25) : 50% less Apprentice Destruction spell cost
  • Adept Destruction (50) : 50% less Adept Destruction spell cost
  • Expert Destruction (75) : 50% less Expert Destruction spell cost
  • Master Destruction (100) : 50% less Master Destruction spell cost

Empower
  • Empowered Destruction (25) : Can dual-cast Destruction spells
  • Impact (50) : 25% chance to stagger when dual-casted

Battlemage
  • Destructive Blow (50) : 1.25x magnitude for damaging touch and nova spells, 25% chance to stagger for damaging touch and nova spells
  • Improved Cloaks (50) : 1.5x cloak spell damage
  • Rune Mastery (50) : 3x placeable rune spells, 3x rune spell range

Pyromancy
  • Pyromancy (1) (25) : 1.1x magnitude and duration, 0.9x cost for fire spells
  • Pyromancy (2) (50) : 1.2x magnitude and duration, 0.8x cost for fire spells
  • Cremation (50) : Extra 30% damage over time for fire spells
  • Fire Mastery (100) : +25% fire resistance, 1.05x magnitude and duration, 0.9x cost for fire spells

Cryomancy
  • Cryomancy (1) (25) : 1.1x magnitude and duration, 0.9x cost for frost spells
  • Cryomancy (2) (50) : 1.2x magnitude and duration, 0.8x cost for frost spells
  • Deep Freeze (50) : Freeze chance for frost spells, frost spells temporarily reduce target's frost resistance by 10% if not immune
  • Frost Mastery (100) : +25% frost resistance, 1.05x magnitude and duration, 0.9x cost for frost spells

Electromancy
  • Electromancy (1) (25) : 1.1x magnitude and duration, 0.9x cost for shock spells
  • Electromancy (2) (50) : 1.2x magnitude and duration, 0.8x cost for shock spells
  • Electrostatic Discharge (50) : Half the magicka damage and stagger chance for shock spells
  • Lightning Mastery (100) : +25% shock resistance, 1.05x magnitude and duration, 0.9x cost for shock spells

Arcane
  • Arcane Focus (1) (25) : 1.1x magnitude and duration, 0.9x cost for arcane spells
  • Arcane Focus (2) (50) : 1.2x magnitude and duration, 0.8x cost for arcane spells
  • Arcane Feedback(50) : 5% absorb magicka for arcane spells
  • Arcane Mastery(100) : +5% magic absorb chance, 1.05x magnitude and duration, 0.9x cost for arcane spells

Entropic
  • Entropic Focus (1) (25) : 1.1x magnitude and duration, 0.9x cost for entropic spells
  • Entropic Focus (2) (50) : 1.2x magnitude and duration, 0.8x cost for entropic spells
  • Entropic Disarray (50) : Half the magicka and stamina damage for entropic spells
  • Entropic Mastery(100) : +10% magic resistance, 1.05x magnitude and duration, 0.9x cost for entropic spells

Blood Magic
  • Blood Magic (1) (25) : 1.1x magnitude and duration, 0.9x cost for absorb spells
  • Blood Magic (2) (50) : 1.2x magnitude and duration, 0.8x cost for absorb spells
  • Consume Life (50) : 1.5x magnitude for absorb health spells on living targets
  • Blood Mastery(100) : +50 health, 1.05x magnitude and duration, 0.9x cost for absorb spells






[ Illusion ]

The School of Illusion involves manipulating the mind of the enemy, as well as the dark arts not known to many.

School Features
  • Four groups of spells (Emotional, Perceptual, Delusive, Shadow Magic) with unique themes and their own perk branches.
  • Returning spell effects from previous Elder Scrolls games, such as Blind, Silence, and Sanctuary.
  • New break mechanic for Emotional and Delusive Illusion spells, targets have a chance to resist the spell based on their magicka and magic resistance versus caster’s skill and spell effectiveness.
  • Requiem’s Spell Empowering, Keep-up costs, and other mechanics unique to Illusion are removed. Dual-casting and spell costs work the same as other schools of magic.
  • Spell and perk combinations allow illusionists to kill any target with enough skill and sustain.

Additional Notes
  • Target break chance is calculated only once when the spell is applied and lasts for its duration on success. On failure, you get a short notification about how resilient the target is. Target’s resistance is calculated from their level and maximum magicka (capped at 100 and 1000), spell’s effectiveness is calculated from caster’s Illusion skill level, perks, spell tier, and effect multiplier (strong effects have low multipliers). Spell’s effectiveness also guarantees success on targets below a calculated level threshold. Check the tables in the spreadsheet for more detail.
  • All spells are upgraded with new effects (dual-casting not required) by perks at the end of each perk branch. This mechanic is called ‘improved effect’ and is essentially the same as Destruction bonus effect perks.
  • Improved Nightmare spells add up to 4% minimum success chance to spells and so Sleep + Nightmare spell combo or Whispers of Death spell can potentially kill any target.
  • Improved Dampen spells silence all spells, not only Illusion, allowing stealth mages to be functional.
  • Charm and Command spells allow you to take ‘gifts’ from targets with Examine lesser power, and Command spells activate follower commands (e.g. pick up item) when used out of combat.

Spell List

Spoiler:  
Show

[ EFFECT ] ( CASTING_TYPE ) SPELL_NAME : SHORT_DESCRIPTION

(Descriptions inside the parentheses are the improved effects unlocked with perks)

Novice
  • [ Charming Aura ] ( Self ) Charming Aura : Increase speechcraft
  • [ Clairvoyance ] ( Conc Self ) Clairvoyance : Clairvoyance
  • [ Frenzy ] ( Aimed ) Fury : Frenzy (increase physical damage, reduce armor rating)
  • [ Frenzy ] ( Touch ) Fury Touch : Frenzy (increase physical damage, reduce armor rating)
  • [ Hallucination ] ( Summon ) Illusory Wolf : Summon decoy (improved health)
  • [ Night Eye ] ( Self ) Darkvision : Night-eye (detect invisibility)
  • [ Noise ] ( Aimed ) Noise : Damage magicka and stagger (knockdown)
  • [ Rally ] ( Self/Target ) Courage on Self/Target : Rally, increase magicka and stamina (increase magicka and stamina regen)
  • [ Sound ] ( Aimed ) Distraction : Create alarm at target location (blindness)

Apprentice
  • [ Blind ] ( Aimed ) Darkness : Blindness, reduce physical damage (reduce armor rating)
  • [ Calm ] ( Aimed ) Calm : Calm (reduce physical damage)
  • [ Calm ] ( Touch ) Calm Touch : Calm (reduce physical damage)
  • [ Chameleon ] ( Self ) Blend : Increase sneak (increase armor rating)
  • [ Charm ] ( Target ) Charm : Increase disposition (barter bonus)
  • [ Dampen ] ( Rune ) Dampening Rune : Silence Illusion spells and enchantments (silence all spells and enchantments)
  • [ Fear ] ( Aimed ) Fear : Fear (reduce armor rating)
  • [ Fear ] ( Touch ) Fear Touch : Fear (reduce armor rating)
  • [ Muffle ] ( Self ) Muffle : Muffle (increase sneak movement speed)
  • [ Pain ] ( Aimed ) Pain : Reduce max health and stagger (damage health)
  • [ Pain ] ( Touch ) Pain Touch : Reduce max health and stagger (damage health)
  • [ Silence ] ( Aimed ) Hush : Disable magicka (reduce attack speed)
  • [ Sleep ] ( Aimed ) Lullaby : Paralyze target until attacked (blindness)
  • [ Sleep ] ( Touch ) Sleep Touch : Paralyze target until attacked (blindness)

Adept
  • [ Chameleon ] ( Self/Target ) Chameleon on Self/Target : Increase sneak (increase armor rating)
  • [ Charming Aura ] ( Self ) Alluring Aura : Increase speechcraft
  • [ Command ] ( Target ) Command : Command (increase physical damage)
  • [ Dampen ] ( Self ) Veil of Silence : Silence Illusion spells and enchantments (silence all spells and enchantments)
  • [ Frenzy ] ( Aimed ) Rage : Frenzy (increase physical damage, reduce armor rating)
  • [ Frenzy ] ( Aimed Exp ) Frenzy : Frenzy (increase physical damage, reduce armor rating)
  • [ Frenzy ] ( Rune ) Frenzy Rune : Frenzy (increase physical damage, reduce armor rating)
  • [ Hallucination ] ( Summon ) Decoy : Summon decoy (improved health)
  • [ Invisibility ] ( Self ) Invisibility : Invisibility (chance to avoid physical attacks)
  • [ Muffle ] ( Self/Target ) Silent Steps on Self/Target : Muffle (increase sneak movement speed)
  • [ Muffle ] ( Self Area ) Muffle Sphere : Muffle (increase sneak movement speed), allies break when caster breaks
  • [ Nightmare ] ( Target ) Nightmare : Increase physical damage taken, kill sleeping targets (illusion weakness 1)
  • [ Noise ] ( Aimed ) Disorient : Damage magicka and stagger (knockdown)
  • [ Noise ] ( Aimed Exp ) Fog of Disorientation : Damage magicka and stagger (knockdown)
  • [ Noise ] ( Rune ) Noise Rune : Damage magicka and stagger (knockdown)
  • [ Rally ] ( Self/Target ) Valor on Self/Target : Rally, increase magicka and stamina (increase magicka and stamina regen)
  • [ Rally ] ( Self Exp ) Rally : Rally, increase magicka and stamina (increase magicka and stamina regen)
  • [ Sanctuary ] ( Self ) Blur : Chance to avoid physical attacks (chance to avoid ranged weapon attacks)
  • [ Shadow Drain ] ( Target ) Drain Shadows : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Step ] ( Target ) Step through Shadows : Teleport behind target (reduce armor rating)
  • [ Shadow Stride ] ( Self ) Shadow Runner : Increase movement speed, immunity to slow (increase attack speed)
  • [ Shadow Summon ] ( Summon ) Shadow Wolf : Shadow summon - Wolf
  • [ Sound ] ( Aimed Exp ) Sonic Boom : Create alarm at target location, stagger (blindness)

Expert
  • [ Blind ] ( Aimed ) Blindness : Blindness, reduce physical damage (reduce armor rating)
  • [ Blind ] ( Aimed Exp ) Fog of Blindness : Blindness, reduce physical damage (reduce armor rating)
  • [ Blind ] ( Rune ) Blind Rune : Blindness, reduce physical damage (reduce armor rating)
  • [ Calm ] ( Aimed ) Serenity : Calm (reduce physical damage)
  • [ Calm ] ( Aimed Exp ) Pacify : Calm (reduce physical damage)
  • [ Calm ] ( Rune ) Calm Rune : Calm (reduce physical damage)
  • [ Charm ] ( Target ) Allure : Increase disposition (barter bonus)
  • [ Command ] ( Target ) Dominate : Command (increase physical damage)
  • [ Control ] ( Target ) Control : Control humanoid (Control all target)
  • [ Death ] ( Target ) Whispers of Death : Kill humanoid (kill all target instantly)
  • [ Fear ] ( Aimed ) Terror : Fear (reduce armor rating)
  • [ Fear ] ( Aimed Exp ) Rout : Fear (reduce armor rating)
  • [ Fear ] ( Rune ) Fear Rune : Fear (reduce armor rating)
  • [ Invisibility ] ( Self/Target ) Shadow Cloak on Self/Target : Invisibility (chance to avoid physical attacks)
  • [ Invisibility ] ( Self Area ) Invisibility Sphere : Invisibility (chance to avoid physical attacks), allies break when caster breaks
  • [ Pain ] ( Aimed ) Agony : Reduce max health and stagger (damage health)
  • [ Pain ] ( Aimed Exp ) Fog of Pain : Reduce max health and stagger (damage health)
  • [ Pain ] ( Rune ) Pain Rune : Reduce max health and stagger (damage health)
  • [ Sanctuary ] ( Self/Target ) Shadow Shield on Self/Target : Chance to avoid physical attacks (chance to avoid ranged weapon attacks)
  • [ Shadow Drain ] ( Rune ) Shadow Rune : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Drain ] ( Target ) Crippling Shadows : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Drain ] ( Target Loc Exp ) Fog of Shadows : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Step ] ( Target Loc ) Shadow Door : Teleport to target location (invisibility)
  • [ Shadow Stride ] ( Self/Target ) Shadow Stride on Self/Target : Increase movement speed, immunity to slow (increase attack speed)
  • [ Shadow Summon ] ( Summon ) Shadow Assassin : Shadow summon - Heavy Bow
  • [ Shadow Summon ] ( Summon ) Shadow Executioner : Shadow summon - Battleaxe
  • [ Silence ] ( Aimed ) Silence : Disable magicka (reduce attack speed)
  • [ Silence ] ( Aimed Exp ) Fog of Silence : Disable magicka (reduce attack speed)
  • [ Silence ] ( Rune ) Silence Rune : Disable magicka (reduce attack speed)
  • [ Sleep ] ( Aimed ) Sleep : Paralyze target until attacked (blindness)
  • [ Sleep ] ( Aimed Exp ) Fog of Sleep : Paralyze target until attacked (blindness)
  • [ Sleep ] ( Rune ) Sleep Rune : Paralyze target until attacked (blindness)

Master
  • [ Calm ] ( Ritual Self Exp ) Harmony : Calm (reduce physical damage)
  • [ Command ] ( Ritual Target ) Enthrall : Target becomes a follower (increase magicka and stamina)
  • [ Fear ] ( Ritual Self Exp ) Hysteria : Fear (reduce armor rating)
  • [ Frenzy ] ( Ritual Self Exp ) Mayhem : Frenzy (increase physical damage, reduce armor rating)
  • [ Hallucination ] ( Summon ) Hallucination : Summon decoy, 10% stagger cloak (improved health)
  • [ Invisibility ] ( Ritual Self ) Veil of Shadows : Invisibility, automatic recast (chance to avoid physical attacks)
  • [ Nightmare ] ( Aimed Exp ) Fog of Nightmare : Increase physical damage taken, kill sleeping targets (illusion weakness 2)
  • [ Pain ] ( Ritual Self Exp ) Tormenting Storm : Reduce max health and stagger (damage health)
  • [ Rally ] ( Ritual Self Exp ) Call to Arms : Rally, increase magicka and stamina (increase magicka and stamina regen)
  • [ Sanctuary ] ( Self ) Shadow Sanctuary : Become ethereal (increase movement speed)
  • [ Shadow Drain ] ( Ritual Self Exp ) Shadow Storm : Decrease max magicka, health, stamina (damage magicka, health, stamina)
  • [ Shadow Summon ] ( Summon ) Mistress of the Dark : Shadow summon - Greatsword
  • [ Shadow Summon ] ( Target ) Shadow Clone : Clone target with health reduced by magic resist
  • [ Sleep ] ( Ritual Self Exp ) Phantasmal Miasma : Paralyze target until attacked (blindness)
  • [ Vanish ] ( Ritual Self Area ) Vanish : Stop combat (wider area)


Perk List

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Mastery
  • Novice Illusion (0) : 50% less Novice Illusion spell cost
  • Apprentice Illusion (25) : 50% less Apprentice Illusion spell cost
  • Adept Illusion (50) : 50% less Adept Illusion spell cost
  • Expert Illusion (75) : 50% less Expert Illusion spell cost
  • Master Illusion (100) : 50% less Master Illusion spell cost

Empower
  • Empowered Illusion (25) : Can dual-cast Illusion spells

Overmind
  • Overmind (50) : Illusion spells are 5/10/15% stronger and last 5/10/15% longer on enemies with lower than 60/40/20% magic resistance

Emotional
  • Emotional Illusions (25) : Increased success chance, 1.1x magnitude and duration, 0.9x cost for emotional spells
  • Mesmerize (50) : Increased success chance and 1.5x duration for emotional illusion spells
  • Domination (50) : Improved effect for emotional spells

Perceptual
  • Perceptual Illusions (25) : 1.1x magnitude and duration, 0.9x cost for perceptual spells, +1 hallucination summon limit
  • Deceptive Image (50) : 10% chance to avoid physical damage and 20% chance to ignore 50% of enemy's armor rating while perceptual illusion spells are active
  • Environmental Manipulation (50) : Improved effect for perceptual spells

Delusive
  • Delusive Illusions (50) : Increased success chance, 1.1x magnitude and duration, 0.9x cost for delusive spells
  • Curse (75) : 1.1x physical damage, spell magnitude, and spell duration on targets under delusive illusion effects
  • Obliterate the Mind (75) : Improved effect for delusive spells

Shadow Magic
  • Shadow Shaping (50) : 1.1x magnitude and duration, 0.9x cost for shadow spells
  • Shadows of Conflict (75) : Improved effect for shadow spells, 1.5x duration for shadow summon spells
  • Master of Shadows (75) : Absorb 20% magicka regeneration from nearby enemies while shadow spells are active, +1 shadow summon limit






[ Restoration ]

The School of Restoration involves both healing and protecting spells, as well as those that undo the undead.

School Features
  • Powerful healing spells and cure spells for removing negative effects.
  • Full set of Poison and Sun spells for doing damage against the living and the undead.
  • Abjuration/Purify and Turn Daedra/Undead to fight against necromancers and conjurers.
  • Buff spells including Resist Poison/Magic and Fortify Attributes.
  • Wards provide high physical resistance in addition to blocking spells, with low magicka cost.

Additional Notes
  • Poison spells deal 125% damage to health and stamina over 5 seconds. Paralyzing Poison perk paralyzes the target by chance and reduces their poison resistance if not immune.
  • Sun spells deal 150% damage to the undead and deal 50% damage to non-undead with Scorching Light perk.
  • Abjuration and Purify spells are like Conjuration Banish Daedra/Undead but can be improved further by perks.
  • Resist Poison/Magic are independent from Alteration Fire/Frost/Shock Shield and can stack together.
  • Wards are intended to have fixed amount of spell damage they can absorb, and you need to use higher tier Wards to block higher tier spells. Scrambled Bugs’ Accumulating Magnitude fix should remain disabled.

Spell List

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[ EFFECT ] ( CASTING_TYPE ) SPELL_NAME : SHORT_DESCRIPTION

* Tomes/Spells can only be acquired as quest rewards

Novice
  • [ Healing ] ( Conc Self/Touch ) Healing / Healing Touch : Restore health
  • [ Poison ] ( Conc Aimed ) Poison Spray : Poison damage
  • [ Poison ] ( Touch ) Poisonous Touch : Poison damage with stagger (25%)
  • [ Sun ] ( Conc Aimed ) Sunbeam : Sun damage
  • [ Sun ] ( Touch ) Radiant Touch : Sun damage with stagger (25%)
  • [ Ward ] ( Conc Self ) Lesser Ward : Ward, increase armor rating, reduce physical damage (%)

Apprentice
  • [ Cure Poison ] ( Self/Target ) Cure Poison on Self/Target : Cure poison
  • [ Dispel Soul Gem ] ( Self ) Dispel Soul Gems : Release soul gems
  • [ Healing ] ( Conc Target ) Healing Hands : Restore health
  • [ Healing ] ( Self ) Fast Healing : Restore health
  • [ Healing ] ( Self/Target ) Healing Aura on Self/Target : Restore health
  • [ Poison ] ( Aimed ) Poison Bolt : Poison damage
  • [ Poison ] ( Aimed DoT ) Infection : Poison damage
  • [ Poison ] ( Aimed Hazard ) Poison Hazard : Poison damage
  • [ Poison ] ( Ench Self ) Poison Weapon : Enchant weapon with poison damage
  • [ Poison ] ( Rune ) Poison Rune : Poison damage
  • [ Resist Poison ] ( Self/Target ) Resist Lesser Poison on Self/Target : Increase poison resistance
  • [ Stamina ] ( Conc Self/Target ) Recuperate / Recuperating Hands : Restore stamina
  • [ Sun ] ( Aimed ) Sun Fire : Sun damage
  • [ Sun ] ( Aimed DoT ) Sunburn : Sun damage
  • [ Sun ] ( Aimed Hazard ) Radiant Hazard : Sun damage
  • [ Sun ] ( Ench Self ) Radiant Weapon : Enchant weapon with Sun damage
  • [ Sun ] ( Rune ) Sun Rune : Sun damage
  • [ Turn Daedra ] ( Aimed ) Turn Lesser Daedra : Turn Daedra
  • [ Turn Undead ] ( Aimed ) Turn Lesser Undead : Turn undead
  • [ Ward ] ( Conc Self ) Steadfast Ward : Ward, increase armor rating, reduce physical damage (%)

Adept
  • [ Abjuration ] ( Target ) Abjuration : Banish summoned Daedra, stagger and damage
  • [ Cure Disease ] ( Self/Target ) Cure Disease on Self/Target : Cure disease
  • [ Dispel ] ( Self/Target ) Dispel on Self/Ally : Dispel
  • [ Fortify Attributes ] ( Self/Target ) Fortify Attributes on Self/Target : Increase health, magicka, stamina
  • [ Healing ] ( Self ) Close Wounds : Restore health
  • [ Healing ] ( Target ) Heal Other : Restore health
  • [ Poison ] ( Aimed Area ) Poison Sphere : Poison damage
  • [ Poison ] ( Aimed Exp ) Poison Cloud : Poison damage
  • [ Poison ] ( Cloak Self/Target ) Poison Cloak : Poison damage, increase poison resistance
  • [ Poison ] ( Conc Aimed ) Poison Ray : Poison damage
  • [ Poison ] ( Touch ) Poisonous Grasp : Poison damage with stagger (25%)
  • [ Purify ] ( Target ) Purify : Banish summoned undead, stagger and damage
  • [ Resist Magic ] ( Self/Target ) Resist Lesser Magic on Self/Target : Increase magic resistance
  • [ Resist Poison ] ( Self/Target ) Resist Poison on Self/Target : Increase poison resistance
  • [ Stamina ] ( Self/Target ) Invigorate / Invigorate Other : Restore stamina
  • [ Sun ] ( Aimed Area ) Radiant Sphere : Sun damage
  • [ Sun ] ( Aimed Exp ) Sunburst : Sun damage
  • [ Sun ] ( Cloak Self/Target ) Sunfire Cloak : Sun damage, light, resistance to vampiric drain
  • [ Sun ] ( Conc Aimed ) Sun Ray : Sun damage
  • [ Sun ] ( Touch ) Radiant Grasp : Sun damage with stagger (25%)
  • [ Turn Daedra ] ( Aimed ) Turn Daedra : Turn Daedra
  • [ Turn Daedra ] ( Aimed Area ) Repel Lesser Daedra : Turn Daedra
  • [ Turn Undead ] ( Aimed ) Turn Undead : Turn undead
  • [ Turn Undead ] ( Aimed Area ) Repel Lesser Undead : Turn undead
  • [ Ward ] ( Conc Self ) Greater Ward : Ward, increase armor rating, reduce physical damage (%), paralysis immunity
  • [ Weakness to Magic ] ( Target ) Weakness to Magic : Reduce magic resistance
  • [ Weakness to Poison ] ( Target ) Weakness to Poison : Reduce poison resistance

Expert
  • [ Abjuration ] ( Target ) Greater Abjuration : Banish summoned Daedra, stagger and damage
  • [ Dispel Soul Gem ] ( Target ) Dispel Soul Gem on Target : Deactivate automatons or damage
  • [ Fortify Attributes ] ( Self/Target ) Greater Fortify Attributes on Self/Target : Increase health, magicka, stamina
  • [ Healing ] ( Self ) Greater Healing : Restore health
  • [ Healing ] ( Self Area ) Grand Healing : Restore health
  • [ Healing ] ( Self/Target ) Greater Healing Aura on Self/Target : Restore health
  • [ Poison ] ( Aimed ) Viperbolt : Poison damage
  • [ Poison ] ( Aimed Area ) Poison Blast : Poison damage
  • [ Poison ] ( Aimed DoT ) Contamination : Poison damage
  • [ Poison ] ( Conc Aimed Hazard ) Poison Wall : Poison damage
  • [ Poison ] ( Ench Self ) Greater Poison Weapon : Enchant weapon with poison damage
  • [ Poison ] ( Rune ) Greater Poison Rune : Poison damage
  • [ Poison ] ( Self Exp ) Poison Nova : Poison damage
  • [ Purify ] ( Target ) Sanctify : Banish summoned undead, stagger and damage
  • [ Resist Magic ] ( Self/Target ) Resist Magic on Self/Target : Increase magic resistance
  • [ Sun ] ( Aimed ) Radiant Strike : Sun damage
  • [ Sun ] ( Aimed Area ) Radiant Blast : Sun damage
  • [ Sun ] ( Aimed DoT ) Searing Sunburn : Sun damage
  • [ Sun ] ( Conc Aimed Hazard ) Radiant Wall : Sun damage
  • [ Sun ] ( Ench Self ) Greater Radiant Weapon : Enchant weapon with Sun damage
  • [ Sun ] ( Rune ) Greater Sun Rune : Sun damage
  • [ Sun ] ( Self Exp ) Radiant Nova : Sun damage with stagger (25%)
  • [ Turn Daedra ] ( Aimed ) Turn Greater Daedra : Turn Daedra
  • [ Turn Daedra ] ( Aimed Area ) Repel Daedra : Turn Daedra
  • [ Turn Daedra ] ( Self Hazard ) Circle of Repulsion : Turn Daedra
  • [ Turn Undead ] ( Aimed ) Turn Greater Undead : Turn undead
  • [ Turn Undead ] ( Aimed Area ) Repel Undead : Turn undead
  • [ Turn Undead ] ( Self Hazard ) Circle of Protection : Turn undead
  • [ Ward ] ( Conc Self ) Superior Ward : Ward, increase armor rating, reduce physical damage (%), paralysis & drain immunity
  • [ Weakness to Magic ] ( Target ) Dire Weakness to Magic : Reduce magic resistance
  • [ Weakness to Poison ] ( Target ) Dire Weakness to Poison : Reduce poison resistance

Master
  • [ Dispel ] ( Target ) Dispel on Target : Dispel, damage Automatons
  • [ Healing ] ( Ritual Self Area ) Mass Healing : Restore health
  • [ Intervention ] ( Ritual Self ) Divine Intervention : Teleport to temples of the Divines
  • [ Poison ] ( Cloak Self/Target ) Poison Aspect : Poison damage, increase poison resistance
  • [ Poison ] ( Conc Aimed ) Poison Vortex : Poison damage
  • [ Poison ] ( Ritual Self Exp ) Poison Storm : Poison damage with stagger (25%)
  • [ Poison ] ( Touch ) Poisonous Blow : Poison damage with stagger (25%)
  • [ Sun ] ( Cloak Self/Target ) Sunfire Aspect : Sun damage, light, resistance to vampiric drain
  • [ Sun ] ( Conc Aimed ) Solar Vortex : Sun damage
  • [ Sun ] ( Ritual Self Exp ) Solar Storm : Sun damage with stagger (25%)
  • [ Sun ] ( Touch ) Radiant Blow : Sun damage with stagger (25%)
  • [ Turn Daedra ] ( Ritual Self Exp ) Bane of the Daedra : Turn Daedra and magical damage
  • [ Turn Daedra ] ( Ritual Self Hazard ) Warding Circle : Turn Daedra and restore health
  • [ Turn Undead ] ( Ritual Self Exp ) Bane of the Undead : Turn undead and magical damage
  • [ Turn Undead ] ( Ritual Self Hazard ) Guardian Circle : Turn undead and restore health
  • [ Ward ] ( Conc Self ) Shalidor's Mirror * : Ward (reflect), increase armor rating, reduce physical damage (%), paralysis & drain immunity


Perk List

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Mastery
  • Novice Restoration (0) : 50% less Novice Restoration spell cost
  • Apprentice Restoration (25) : 50% less Apprentice Restoration spell cost
  • Adept Restoration (50) : 50% less Adept Restoration spell cost
  • Expert Restoration (75) : 50% less Expert Restoration spell cost
  • Master Restoration (100) : 50% less Master Restoration spell cost

Empower
  • Empowered Restoration (25) : Can dual-cast Restoration spells

Painful Regrets
  • Painful Regrets (0) : Shrines cure diseases, heavy penalties for challenge

Recovery
  • Focused Mind (25) : +50% magicka regeneration, no magicka loss when hit
  • Power of Life (50) : (Power) Restore 5000 health for 12 seconds and cure poison
  • Essence of Life (75) : Power of Life can be used three times a day

Healing
  • Improved Healing (25) : 1.1x magnitude and duration, 0.9x cost for healing and cure spells
  • Respite (50) : Healing spells restore stamina by half as much

Protection
  • Improved Protection (25) : 1.1x magnitude and duration, 0.9x cost for protection spells
  • Improved Wards (50) : 25% ward spell absorption, 0.9x ward spell cost

Turning
  • Improved Turning (25) : 1.1x magnitude and duration, 0.9x cost for turn spells
  • Mystic Turning (75) : 1.2x spell magnitude and duration against the undead and Daedra

Heliomancy
  • Heliomancy (25) : 1.1x magnitude and duration, 0.9x cost for sun spells
  • Scorching Light (75) : 25% stagger chance when dual-casted, extra 10% damage over time to undead, 1/3 the damage to non-undead

Venomancy
  • Venomancy (25) : 1.1x magnitude and duration, 0.9x cost for poison spells
  • Paralyzing Poison (75) : Paralyze chance for poison spells, poison spells temporarily reduce target's poison resistance by 10% if not immune






[ Enchanting ]

Enchanting is the arcane art of infusing matter permanently with magic energy.

School Features
  • Vanilla enchantments rebalanced and redesigned with new bonus effects to make them more useful.
  • All spells converted into staves and scrolls, rebalanced with magnitude/duration scaling rule.
  • Spell/charge cost reduction bonus for staves, battlestaves also increase armor rating, wands added as a new variant with lighter weight but no cost reduction.
  • Staves and scrolls are improved by both magic skill perks and enchanting skill level, as well as Fortify Enchanting potions (Enchanting Power Modifier).
  • Staff and scroll crafting mechanics unlocked by learning spells and taking Enchanting perks.

Additional Notes
  • All armor and weapon enchantments have manually set costs. Enchantments that had absurd costs (e.g. Fortify Sneak) are now more affordable.
  • Added new enchanted mage apparel (college / necromancer / warlock) with different effects. They can be looted from NPCs or bought from mage vendors.
  • Staves and scrolls have 1.0/1.5/2.0/2.5/3.0x magnitude and duration multiplier applied to the base spell magnitude and duration, from Novice to Master. This is half the peak multiplier that normal spells get at 100 skill level (2/3/4/5/6x).
  • Staves and scrolls are affected by magic skill perks (e.g. Pyromancy) except mastery perks (Novice ~ Master). Perks that add new effects to spells will also apply (e.g. Cremation DoT damage), but you can't benefit from dual-casting.
  • Scrolls have about the same charge cost as staves, but staves can benefit from charge cost reduction and recharge bonuses while scroll crafting can’t. However, Enchanter’s Insight perk and Enchanting skill level increase the power of scrolls, and thus scrolls can be useful for spells that benefit from higher strength than lower cost, like buffs and debuffs.

Staff / Scroll Mechanics

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  • Staves have 8 weight and 5 variants for each school of magic. Enchanted staves reduce magicka/charge cost of associated school of magic by 5/10/15/20/25% for Novice to Master.
  • Battlestaves have varying weight and wooden / silver / glass / ebony / Daedric variants. Enchanted battlestaves reduce magicka/charge cost of associated school of magic by 5/10/15/20/25% for Novice to Master and also increases armor rating by +30/60/90/120/150 for wooden to Daedric. Battlestaves have limited list of spells they can be enchanted with.
  • Wands have 2 weight and 5 variants for each school of magic. Wands do not have any additional bonuses. They require smaller soul gems to enchant and so have less total charges.
  • When wielding two staves of different tiers, only the strongest bonus applies. For example, if you’re wielding a staff of fireball (Adept) and a staff of firebolt (Apprentice), you get the Adept cost reduction.
  • All on-target staves have infinite range because enchantments don’t have range data. Since this applies to touch spells too, touch spell staves have no power/cost bonus multipliers on them.
  • Staves don’t have ‘Area of Effect Ignore LOS’ flag, so explosions may not hit the target due to bad terrain or small objects that block the line of sight.
  • Illusion staves with the break mechanic (e.g. Fear, Sleep) will work as if the caster had 10/20/30/40/50 Illusion skill level, for Novice to Master spells.
  • Illusion staves with the break mechanic are actually considered as scrolls, not enchantments. Their actual effects are contained in scrolls that are cast by script when the spell succeeds. For this reason, magnitude bonus for staves don’t apply to them (despite the number changes in enchantment descriptions), but instead bonus for scrolls do. Enchanter’s Insight scaling for example will give those Illusion staves both the reduced charge cost and increased magnitude.
  • Most concentration spells are converted into fire-and-forget scrolls. Damaging spells (e.g. Flames) have 1 second duration (but do extra 10% or 25% damage for Master spells due to taper), and other spells have 5 seconds (e.g. Ward) or 10 seconds (e.g. Detect Life) durations.


Staff Enchanting

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Staff Enchanting Mechanics
  • To enchant a staff, you need to know the original spells and have the Enchanting perks. Staves can be enchanted at the forge, not the enchanting table.
  • Battlestaves have limited list of spells that can be enchanted on them.
  • Dragonborn DLC staff enchanter uses Heart Stones and does not require Enchanting perks as a reward for the quest to access it.

Unenchanted Staff/Wand Recipes
  • Staff : 1 Common Soul Gem (Unfilled), 1 Steel Ingot, 3 Firewood
  • Battlestaff : 3 Primary Component, 1 Secondary Component, 2 Leather Strips
  • Wand : 1 Lesser Soul Gem (Unfilled), 1 Firewood, 1 Leather Strips

Staff Recipes
  • Novice (Enchanter’s Insight (Rank 1)) : 1 Lesser Soul Gem, 1 Unenchanted Staff
  • Apprentice (Soul Gem Mastery) : 1 Common Soul Gem, 1 Unenchanted Staff
  • Adept (Arcane Experimentation) : 1 Greater Soul Gem, 1 Unenchanted Staff
  • Expert (Artificer’s Insight (75)) : 1 Grand Soul Gem, 1 Unenchanted Staff
  • Master (Enchantment Mastery (100)) : 2 Grand Soul Gem, 1 Unenchanted Staff
  • * Daedric Battlestaff requires 1 Grand and 1 Black soul gems.

Wand Recipes
  • Novice (Enchanter’s Insight (Rank 1)) : 1 Lesser Soul Gem, 1 Unenchanted Staff
  • Apprentice (Soul Gem Mastery) : 1 Common Soul Gem, 1 Unenchanted Staff
  • Adept (Arcane Experimentation) : 1 Greater Soul Gem, 1 Unenchanted Staff
  • Expert (Artificer’s Insight (75)) : 1 Grand Soul Gem, 1 Unenchanted Staff
  • Master (Enchantment Mastery (100)) : 2 Grand Soul Gem, 1 Unenchanted Staff

Staff Enchanter Recipes
Staff
  • Novice : 1 Heart Stone, 1 Unenchanted Staff
  • Apprentice : 2 Heart Stone, 1 Unenchanted Staff
  • Adept : 3 Heart Stone, 1 Unenchanted Staff
  • Expert : 4 Heart Stone, 1 Unenchanted Staff
  • Master : 5 Heart Stone, 1 Unenchanted Staff
Wand
  • Novice : 1 Heart Stone, 1 Unenchanted Staff
  • Apprentice : 1 Heart Stone, 1 Unenchanted Staff
  • Adept : 2 Heart Stone, 1 Unenchanted Staff
  • Expert : 2 Heart Stone, 1 Unenchanted Staff
  • Master : 3 Heart Stone, 1 Unenchanted Staff

Battlestaff Enchantments
  • Wooden (Novice) : Conjure Spirit Wolf, Flames, Frostbite, Sparks
  • Wooden (Apprentice) : Magelight, Firebolt, Ice Spike, Lightning Bolt, Healing Hands
  • Silver (Apprentice) : Fire Rune, Frost Rune, Lightning Rune
  • Silver (Adept) : Conjure Flame Atronach, Fireball, Ice Sphere, Chain Lightning
  • Glass (Expert) : Incinerate, Fire Wall, Icy Spear, Frost Wall, Thunderbolt, Lightning Wall
  • Ebony (Expert) : Paralyze, Conjure Frost Atronach, Conjure Storm Atronach
  • Daedric (Master) : Souldrinker (Master Alteration Absorb Essence), Infernal Flames (Master version of Expert Destruction Fire Blast), Torn Heavens (Master Destruction Lightning Vortex)


Scroll Crafting

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Scroll Crafting Mechanics
  • To craft scrolls, you need to buy a portable Scroll Crafting Tool from mage vendors. Activating the tool opens up the scroll crafting menu.
  • Like staves, you need to know the original spells and have the Enchanting perks.
  • Scrolls need rolls of paper and soul gem fragments (filled). Soul gem fragments are made from grinding filled soul gems with the Scroll Crafting Tool. The number of fragments needed to craft a scroll depends on the base spell’s magicka cost.
  • You can make rolls of paper (4) with ruined books (not burnt) using the Scroll Crafting Tool. Price and weight of paper rolls are reduced.

Scroll Recipes
Soul Gem Fragments / Roll of Paper
  • 1 Petty Soul Gem -> 10 Soul Gem Fragments (Filled)
  • 1 Lesser Soul Gem -> 20 Soul Gem Fragments (Filled)
  • 1 Common Soul Gem -> 40 Soul Gem Fragments (Filled)
  • 1 Greater Soul Gem -> 80 Soul Gem Fragments (Filled)
  • 1 Grand Soul Gem -> 120 Soul Gem Fragments (Filled)
  • 1 Black Soul Gem -> 120 Soul Gem Fragments (Filled)
  • 1 Ruined Book -> 4 Roll of Paper
Perk Requirements
  • Novice : Enchanter’s Insight (Rank 1)
  • Apprentice : Soul Gem Mastery
  • Adept : Arcane Experimentation
  • Expert : Artificer’s Insight (75)
  • Master : Enchantment Mastery (100)
Scroll Cost
  • Each scroll needs 1 roll of paper and soul gem fragments.
  • Number of fragments = base_magicka_cost / 50 (rounded up)
  • Example : Firebolt (90 base magicka cost) -> 90/50 = 2 fragments.


Enchantment Changes

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Enchanting Slot Changes
  • All enchantments can be placed in four slots, using existing enchantment slotting as templates.
  • Fortify Barter : head, hand, neck, ring
  • Fortify Health Regeneration : body, head, neck, ring
  • Fortify Magicka Regeneration : body, head, neck, ring
  • Fortify Stamina Regeneration : body, feet, neck, ring
  • Fortify Unarmed : feet, hand, neck, ring
  • Resist Magic : body, neck, ring, shield
  • Waterbreathing : head, hand, neck, ring

Effect Changes
  • Fortify Armor Rating (Light) is changed to Fortify Armor Penetration, increasing armor penetration for all weapons.
  • Fortify Block also increases bash damage by the same magnitude.
  • Fortify Sneak also reduces movement noise by half the magnitude.
  • Arcane Force renamed to Arcane, deals actual irresistible damage.
  • Banish renamed to Banish Daedra, has banish / damage / turn Daedra effects.
  • Elemental Fury deals twice as much stamina damage, half as much magicka damage, slows the target, and deals triple the shock damage to dwarven automatons.
  • Fear works on all types of enemies.
  • Fire/Frost/Shock deal instant damage but have 1 second damageless taper.
  • Fire/Frost/Shockburst have smaller explosions.
  • Force deals small magical damage and costs the charge every hit.
  • Frostburst deals twice as much stamina damage and slows the target.
  • Paralyze and Force have magic resistance thresholds, staggers instead when resisted.
  • Shockburst deals half as much magicka damage and deals triple damage to dwarven automatons.
  • Turn Undead has banish / damage / turn undead effects.


New Enchanted Items

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College Set
  • College set grants even more magicka and shock resistance for preventing magicka loss.
  • Expert/Master Hood : Fortify Magicka +80 / 100
  • Novice ~ Master Boots : Resist Shock +20 / 25 / 35 / 40 / 50%
  • Novice ~ Master Gloves : Fortify Magicka +30 / 50 / 70 / 80 / 100

Necromancer Set
  • Necromancer set boosts Alchemy and frost resistance for living among the dead.
  • Necromancer Boots : Resist Frost +10 / 20 / 25 / 35 / 40 / 50%
  • Necromancer Gloves : Fortify Alchemy +2 / 3 / 5 / 7 / 8 / 10%

Warlock Set
  • Warlock set boosts armor rating and fire resistance, bonuses for fighting mages.
  • Black Mage Boots : Resist Fire +10 / 20 / 25 / 35 / 40 / 50%
  • Black Mage Gloves : Fortify Armor Rating +50 / 100 / 150 / 200 / 250 / 300%

Distribution
  • The new mage apparels are randomly worn by NPCs and sold by mage vendors.
  • NPCs can have up to Expert college (warlock bosses) or tier 4 necromancer/warlock apparel.
  • High level loot list (high level boss chests) contains Expert/Master college sets and tier 5/6 necromancer/warlock sets.


Leveled List Changes

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Mage vendors sell random extra scrolls, staves, and tomes without skill level requirements, for Enchanting builds who don’t want to level magic skills themselves.

Court Mages
  • Court mages sell items of any school of magic.
  • Tomes : 9 Novice, 6 Apprentice, 3 Adept
  • Unenchanted Staves : Unenchanted staves/wands, battlestaves up to glass tier
  • Enchanted Staves : 3 Novice, 2 Apprentice, 1 Adept stave, 3 bandit staves
  • Scrolls : up to master tier

College Mages
  • College mages sell high tier items of their profession.
  • Tomes : 12 Novice, 9 Apprentice, 6 Adept, 3 Expert
  • Unenchanted Staves : 3/3 unenchanted staves/wands
  • Enchanted Staves : 4 Novice, 3 Apprentice, 2 Adept, 1 Expert
  • Scrolls : 10 Novice, 8 Apprentice, 6 Adept, 4 Expert, 2 Master

Enthir
  • Enthir sells random high tier items of any school of magic.
  • Tomes : 2 Adept, 1 Expert for each school of magic
  • Staves : 2 Adept, 1 Expert for each school of magic
  • Scrolls : 3 Adept, 2 Expert, 1 Master for each school of magic

Talvas
  • Talvas has Conjuration and Destruction specialized stock.
  • Tomes : 12 Novice, 9 Apprentice, 6 Adept, 3 Expert each for Conjuration and Destruction
  • Scrolls : 10 Novice, 8 Apprentice, 6 Adept, 4 Expert, 2 Master each for Conjuration and Destruction

Neloth
  • Neloth sells random high tier staves of any school of magic.
  • Unenchanted Staves : 3/3 unenchanted staves/wands, battlestaves up to ebony tier
  • Enchanted Staves : 4 Novice, 3 Apprentice, 2 Adept, 1 Expert for each school of magic


Perk List

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Enchantment
  • Enchanter's Insight (1) (0) : New enchantments are 25% stronger, can craft novice level staves and scrolls, 0.5% less enchantment cost and 0.5% more scroll power per level
  • Enchanter's Insight (2) (20) : New enchantments are 50% stronger, can craft novice level staves and scrolls, 0.5% less enchantment cost and 0.5% more scroll power per level
  • Elemental Lore (25) : New elemental enchantments are 50% stronger
  • Corpus Lore (50) : New attribute enchantments are 50% stronger
  • Skill Lore (75) : New skill enchantments are 50% stronger
  • Enchantment Mastery (100) : New enchantments are 20% stronger, can place two enchantments with 60% strength each, craft master level staves and scrolls, 0.85x staff charge cost

Artificer
  • Soul Gem Mastery (25) : +50% charge from soul gems, craft soul gems and apprentice level staves and scrolls
  • Arcane Experimentation (50) : New enchantments are 20% stronger, learn five new enchantments with Arcane Experimentation power, craft adept level staves and scrolls
  • Artificer's Insight (75) : New enchantments are 25% stronger, learn five new enchantments with Artificer's Insight power, craft expert level staves and scrolls

Artifact
  • Artifact Enchanter (100) : Enchant one item with twice the strength, can place three enchantments with 50% strength each