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This mod adds several new spells to the schools of magic.

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Simple Spells Pack

This mod adds several new spells to the schools of magic. 



(A small video I made on this mod, it's kinda outdated now. I will have to make a new one)

Destruction

Master Level Spells

Fire Blast - Fire Projectile that does 80 damage. Looks like fire breath shout.
Great Fireball - A stronger variant of the fireball with a bigger explosion. Does 80 damage.
Lingering Flames - Fire Projectile that does 5 damage for 20 seconds. Target is on fire for that duration.

Ice Blast - Frost Projectile that does 80 damage. Looks like frost breath shout.
Ice Volley - Shoots three Ice Spike Projectile that does 90 damage. 
Exploding Ice Spike - Shoots an Ice Spike that explodes on contact. Does 80 damage. 

Thunder Blast - Lightning Projectile that does 80 damage. AOE.
Flamethrower - Concentration spell that does 25 fire damage per second. 
Freezing Beam - Concentration spell that does 25 frost damage per second. 
Lightning Stream - Concentration spell that does 25 Shock damage per second. 
Fire Stream - Two Handed Concentration spell that does 75 fire damage per second.
Frost Stream - Two Handed Concentration spell that does 75 frost damage per second.
Ice Coffin - Encases the target in a block of ice.

Vampire Spells

Adept Level
Draining Bolt - Red Projectile that damages enemy and drains health.(40 damage + 20 points absorption)
Expert Level
Draining Blast - Red Projectile that damages enemy and drains health. AOE.(60 Damage + 30 points absorption)

BTW these spells don't hurt followers. And your followers won't friendly fire damage each other with these (Thanks to AFT no friendly fire mod for teaching me this).

Vampire Spells can be brought from Ronthil in Volkihar castle.

Illusion 

Apprentice

Create wolf illusion:- Spawn an illusion of a wolf. Cannot damage or be damaged. Illusion doesn't count as summon.
Create Targeted wolf illusion:- Spawn an illusion of a wolf near the target. Illusion will pick a fight with the target. Cannot damage or be damaged. Illusion doesn't count as summon.

Pacify Animals:- Calms nearby animals.

Adept

Create Skeleton Illusion:- Spawn an illusion of a Skeleton. Cannot damage or be damaged. Carries a weapon that inflicts fear.
Create Targeted Skeleton Illusion:- Spawn an illusion of a Skeleton near the target.  Illusion will pick a fight with the target. Cannot damage or be damaged. Carries a weapon that inflicts fear.

Dispel Magic:- Dispel Magic Effects like armor, cloak, candlelight on yourself.
Dispel Magic Others:- Dispel Magic Effects like armor, cloak, paralysis, on target.

Command Animals:- Target Animal will fight for you.

Expert

Create Dremora Illusion:- Spawn an illusion of a Dremora. Cannot damage or be damaged. Carries a weapon that inflicts higher level fear.
Create Targeted Dremora Illusion:- Spawn an illusion of a Dremora near the target.  Illusion will pick a fight with the target. Cannot damage or be damaged. Carries a weapon that inflicts higher level fear.

Fade Others:- Make the target invisible.

The illusions can be used alongside your summons. They're great as distraction.

Master

Obedience:- Commands creatures and humanoids to fight for you. Undead are immune.

Alteration

Adept

Fire Shield:- 50% Fire resistance.
Frost Shield:- 50% Frost Resistance
Lightning Shield:- 50% Shock Resistance
Staggering Blast:- A telekinetic force that staggers the target.
Swiftness:- Makes you swing your weapon faster.
Swiftness Other:- Makes the target swing their weapon faster.

Burden:- Makes the target move slower and swing their weapon slower.
Notorgo's Sprint:- Dash really fast. (Like whirlwind sprint)
Waterwalking:- Walk on water.
Waterwalking Others:- Target will walk on water. 

Slowfall:- Fall damage is halved.

Vampire Spells
Bat Form:- Turn into a swarm of bats to move great distance. Available in lesser power tab. (Like the bat power of VL)
Ronthil sells it.


Expert

Disarm:- Disarm the target, making them drop their weapon.

Master

Diamond Flesh:- Armor Spell 150 power. Effected by Mage Armor perks.
Force Blast:- Telekinetic force to knock targets away.
Slow Time:- Bend time to slow down everyone.
Feather Drop:- Completely negates fall damage.

Restoration

Adept

Cure Disease:- Cures disease on self
Cure Disease Others:- Cure target's disease.


Expert

Hundred Healings:- Heals 10 points for 100 seconds. Like using the novice healing on yourself a 100 times.
Divine Healing:- Heals 200 health on self. No AOE like Grand healing.
Transcendent Ward:- Create a Ward of 100 points.

Master

Celestial Healing:- Heals 300 health on self.
Supreme Ward:- Create a ward of 140 points.

Conjuration

Vampire Spells

Conjure Gargoyle (Apprentice)
Conjure Gargoyle Brute (Adept)
Conjure Gargoyle Seninel (Expert)
Ronthil sells them.

Dwarven Summons
Conjure Dwarven Spider(Apprentice) 
Conjure Dwarven Sphere(Adept)
Conjure Dwarven Ballista(Expert)
Conjure Dwarven Centurion(Master)
Calcelmo sells these.

Apprentice
Conjure familiar horse:- Horse has no fall damage perk.
Conjure familiar Alpha Wolf

Conjure Spriggan

Adept
Conjure Armored Skeleton Archer
Conjure Armored Skeleton Fighter
Conjure Armored Skeleton Mage
Conjure Armored Skeleton Warrior

Conjure Dremora Fighter
Conjure Dremora Hunter
Conjure Dremora Mage

Conjure Familiar Sabre Cat
Conjure Spriggan Matron

Expert
Conjure Burnt Spriggan
Conjure Familiar Bear
Conjure High Seeker
Conjure Wisp Mother
Oblivion Walking:- Walk between dimension to become immune to damage and become unable to damage.

Master
Necromantic Ritual: - Works similar to the ritual stone power. Many standing stone overhauls(including mine) overhaul the ritual stone so this way you get to have this ability again.

Conjure Ancient Frost Atronach
Conjure Pure Flame Atronach
Conjure Charged Storm Atronach
Conjure Dremora Archmage
Conjure Dremora Knight
Conjure Dremora Sharpshooter
Conjure Dremora Warlord

Conjure Familiar Mammoth
Conjure Familiar Guardian Troll

Conjure Keeper Archer
Conjure Keeper Knight
Conjure Keeper Warrior

Conjure Lurker
Conjure Spriggan Earthmother


The familiars, Spriggans and Wisp mothers are meant to be like nature spirits. They're meant to be not as strong as some of the Daedric or undead summons but they're great for characters who don't want to deal with daedras or undead but still like summoning. Automaton summons are for Dwemer scholars.


My Other mods

Simple Perk Overhaul

Enhanced Races

Enhanced Standing Stones

Adamant - Elemental Destruction Patch

Stronger Companions Giant

Mysticism Wards Functionality Extended Patch


Credits

Bethesda for making Skyrim and providing the creation kit.
Arcane University and Skyrim Modding hub for teaching me things.