Skyrim Mod: Forgotten Magic Redone. Skyrim: Forgotten Grimoire Mod - New Spells Skyrim Mods Forgotten Magic

The Revamped Forgotten Magic adds 39 new spells to the game, each with 10 possible upgrades, 390 upgrades in total. The level of each spell is capped at five. The spell gives experience when used, which allows you to unlock new effects when you reach a new level of this spell. These enhancements, as well as the spells themselves, can be combined for potentially better effects. You have to decide where your real power is.

In the MCM menu, in the "Forgotten Magic" tab, you can see the level of development of your spells, the remaining points and talents available for a particular spell. In addition, once you've used the spell the required number of times to level up, you'll get a small message saying "The spell's level has been increased!", it will be displayed on the top left of the screen.

Spells give experience every time you successfully cast them. For each spell level you gain, the required experience for the next level will increase by 1.5 (or 2, for some spells). Only the most enduring will be able to master their craft to the end. Dovakin has a certain advantage over other magicians and can spend the souls of dragons to get back the points spent on spell development.

WHAT SPELLS ARE AVAILABLE:
Mystic: Mystic Weapon, Cursed Rune, Discord, Shroud of Shadow, Spectral Projectiles, Spectral Armor
Paladin: Divine Light, Holy Arrow, Divine Armor, Hammer of Justice
Warlock: Corruption, Necrosis, Gloombolt, Deathguard, Shroud of Death, Dimensional Rift
Pyromancer: Fireburst, Ignite, Meteor Shower, Doppelganger, Salamander's Touch, Phoenix Strike
Cryomancer: Ice Lance, Ice Bomb, Ancient Lich, Ice Armor, Chill, Ice Keep
Druid: Healing Touch, Seed of Life, Weapon of the Earth, Wild Mushroom, Shroud of Nature, Wolfpack
Electromancer: Stormstrike, Lightningstrike, Lightning Armor, Holystrike, Electric Bolt

IMPORTANT!: The Shockwave ability of the destruction school does not affect the spells of this modification. This was done on purpose, because, frankly, the Shockwave ability breaks the balance.

WHERE TO FIND THEM:
When killing enemies, there is a chance to find a random spell book. Some of the simplest spells can be purchased at the Prancing Kabyla tavern in Whiterun from a magician named Elethor.

Big changes have been made to the spellbook loot system, now some spellbooks will be found on creatures of a certain type more often than others. And the standard drop rate for spellbooks has been reduced for balance.

* Spriggans and Witches: 5x chance for druid spells.
* Dwarven Centurions: 5x chance for electromancer spells.
* Daedra: 5x chance on all spells.
* Vampires: 5x chance for warlock spells.
* Mistmother: 5x chance for arcane spells.
* Dragon Priests: 5x chance for paladin spells.
* Fire-breathing dragons: 5x chance for pyromancer spells.
* Frost Dragons: 5x chance for cryomancer spells.

Added a new Traveling Trader named Lokun, who can be found in and between caravan camps in Whiterun or Markarth. He sells random spells.

REQUIREMENTS:
Skyrim version 1.9.32.0.8,


Version: 1.5
Translation: Russian

Description:
Grimoire adds over 120 new spells to the game, complementing and expanding the vanilla magic system. All spellbooks can be purchased from merchants or from the College of Mages in Winterhold.

Update:1.5
- Only the USLEEP variant of the mod has been updated, the second variant for USKP has not been updated and will not be updated anymore.
- Trickster: Player copies are no longer part of the player's faction.
- Curse of the Forest: Updated spell conditions.
- Greater Telekinesis: Increased the "cost" of the spell.
- Time Block: Updated conditions for casting the spell.
- Added keywords for better compatibility with mods.
- Charm: Increased minimum illusion skill for swordsmanship by 50, increased min. bribery illusion skill at 70. Speech boost is now set at 10% and will not go up with perks.
- Bound Will: Increased cast time from 0.5 > 1 seconds.
- Manifesto of Fear: No more reason to fear a decrease in OP-ness (no idea what the term is).
- Ice Seed: Can no longer harm the player.

Update:1.4.1
- Added compatibility with the Legendary unofficial patch, so a new unofficial USLEEP patch is required
- 2 mod options left for those who have the unofficial USKP patch and for those who have the unofficial USLEEP patch

Update 1.4:
- Changed the spell "Disorientation": the target is disoriented for 10 seconds, periodically losing balance
- Added an additional effect to the spell "Hot Embers"
- Changed the duration of the spell "Lifebloom" from 20 to 50
- Reduced the bonus from using the spell "Diamond Coating" from 50% to 35% depending on the skill level of the school of change
- Changed the spell "Unstable Transformation" - reduced the chance of turning into a dangerous creature
- Added a new visual effect for the spell "Chameleon"
- Changed the effect of the spell "Ghost Pain": for 30 seconds, the target loses 3% of its maximum health when using a weapon or casting a spell
- Hellfire duration reduced from 30 to 10 seconds
- New visual effect for "Open Lock" spell
- Changed the spell "Absolute Zero": the chance of freezing is reduced to 5%, freezing time is reduced from 10 to 6 seconds.
- Changed the spell "Herald of the Plague": the duration is increased to 120 seconds, the effects are increased
- Removed Fury spell: The spell exists, but you can no longer buy it from vendors.

Update 1.3:
- Fixed issue with master level spells appearing after completing ritual quests
- Fixed spell "Open lock"
- The success of the Dexterous Hands spell depends on the weapon used
- Corrections have been made to the spell book "Summon Dremora Berserker"
- Fixed Rune Weapon
- Fixed a problem with the Forest Guard

What's in fashion:
- over 120 new spells with special visual effects distributed across all schools of magic
- Spellbooks are automatically added to leveled lists - no need to create a bashed patch
- all spells are balanced
- added new spells from the School of Destruction, oriented to use in stealth mode - play like an assassin mage!
- new master level spells (120% more powerful) - feel like a real master of magic
- compatible with other mods to add spells
- Compatible with Skyre/PerMa/Apolocalypse

Upgrade from previous version:
- wait for the end of all magic effects
- make a new save
- remove the mod
- make a new save
- install the new version of the mod

Requirements:
- skyrim
-
-
-
- Legendary unofficial patch

The assembly uses a version of the mod Forgotten Magic Redone (New Forgotten Magic). The key feature of the mod is that spells are pumped when used, and when a new level of a spell is received, it becomes possible to improve it, which allows you to create a flexible version of the development of a magician for yourself. Forgotten magic spells are being improved in the µm menu in the settings of the forgotten magic mod. Initially, the maximum level of the spell is five, but this can be changed in the µm setting of the Forgotten Magic menu, as well as the rate of gaining a level. Also in the settings of the micron menu, you can reset already pumped skills, while spending the soul of the dragon. This is important: you need to spend one soul of dragons for each level reset. For example, resetting 8 spell levels would cost 8 dragon souls.

Forgotten magic spells are divided into their own schools. The following schools are present in the game: Mystic, Paladin, Warlock, Pyromancer, Cryoman, Druid, Electromancer.

Let's move on to a detailed examination of spells and options for improving them. For some spells, an alternative translation is indicated in brackets that occurs / met in the game.

This is important: upgrades will not work until you upgrade them by spending skill points!

Mystic School:

Magic weapon (mystical weapon). An adept-level spell from the school of witchcraft. Creates a mystical weapon for 120 sec. in the hand(s) of the hero. Dissipates when sheathed. You can call on a choice of a dagger, bow, sword or great sword (configurable in the micron menu in the mystic school tab)

Spoiler

1 Open wounds. The target bleeds for 10 seconds.

2 Swordbreaker. Chance to disarm the target on each hit.

3. Cut the tendons. Magic weapons reduce the movement speed of bleeding enemies by 75% for 15 seconds.

4. Crush Chance to knock down the enemy on every hit. A slower weapon gives a higher proc chance. 10 sec cooldown.

5. Secret power. Chance to increase physical damage by 50% for 8 seconds on each hit.

6. Elemental strike. Arcane weapons deal additional Fire, Cold, or Shock damage on each hit equal to 30% of your Affliction.

7. Terrifying wounds. Targets below 50% health run away in fear.

8. Thirst for blood. Arcane Weapons leech the target's health on each hit.

9. Distortion. When you attack a target below 25% health, your scream recovery rate is increased by 50%.

10. Evolving weapons. Increases the damage of mystical weapons by 0.5% per level of sorcery.

disharmony (discord). Adept level illusion school spell. Creatures and people of level 14 and below will attack everyone nearby for 30 seconds. Spread chaos among your enemies. Important: the spell has an area effect, and it doesn't have to hit the enemy for it to work.

The spell has the following upgrade options:

Spoiler

1. The spread of chaos. Affects a large area, mana cost increased.

2. Madness. Affects higher level targets.

3. Revenant. Affects undead.

4. Recklessness. Reduces the effectiveness of armor on all targets.

5. Phantom pains. Deals damage to all targets

6. Distraction. Distracts mages, reducing magicka.

7. Absorption of rage. Restores magicka.

8. Vulnerability. Reduces magic resistance of all targets

9. Clumsiness. Chance to cause all opponents to lose balance.

10. Weakness. Reduces the stamina of all targets.

Cursed rune. Apprentice level illusion school spell. Places a rune on a nearby surface that explodes when an enemy approaches, dealing 40 damage. magic damage, additionally cursing the survivors.

The spell has the following upgrade options:

Spoiler

1 Death of Mages. Steals mana in a 10 yard radius.

2. The curse of the double. Creates a duplicate of the target.

3. Curse of fear. Chance to make enemies (up to level 20) flee.

4. Curse of madness. Chance to make enemies (up to level 20) attack everyone in a row.

5. Curse of disarmament. . Chance to cause opponents (up to level 30) to drop weapons.

6. Curse of oblivion. Soul capture for 30 seconds.

7. Curse of weakness. Reduces damage dealt for 30 seconds.

8. Curse of pain. The target receives 10 damage. additional damage on each hit for 30 seconds.

9. Curse of vulnerability. Vulnerable to magic for 30 seconds.

10. Curse of Slowdown. Reduces movement speed by 50% for 30 seconds.

Shroud of Shadow (Ghastly Shroud) is an adept-level illusion spell cast on oneself. Transforms into a ghost form, making stealth 20% more effective for 60 seconds

The spell has the following upgrade options:

Spoiler

1 Cloak of Shadow. Increases the stealth bonus as well as the cost of the spell.

2. Evasion. Chance to dodge attacks.

3. Aura of horror. Chance to scare melee attacker.

4. Vengeful spirit. Chance to scare the attacker with spells.

5. Phantasmagoria. Increases the duration of illusion spells by 50%.

6. Mystical blade. Increases the damage of mystical weapons.

7. Ghostly appearance. Increases the duration of Wraith Veil

8. Phantom influence. Increases the effectiveness of illusion spells.

9. Thirst for battle. Increases health and stamina.

10. Whisper. Reduces noise when using mystical weapons.

Spectral projectiles. Adept-level illusion school spell. Fires 2 magical projectiles at the target, each dealing fire, cold, or lightning damage equal to 5% of your total magicka. Each projectile absorbs 10% of your magic.

The spell has the following upgrade options:

Spoiler

1. Ghost flurry. Increases the number of projectiles by 1.

2. Ghost strike. Each projectile deals additional damage if fired at the back.

3. Explosion of the mind. Increases damage by 50% against frightened, enraged or pacified targets.

4. Disorientation. Chance to disorient target.

5. Choking. Each projectile has a chance to interrupt the target's casting.

6. Outstanding mind. Each projectile restores 2-3% of your magicka.

7. Mystical downpour. Places a stacking debilitating effect on the target for 5s. Each subsequent projectile deals 10% more damage, stacks yes 3 times.

8. Mystical distortion. Increases the movement speed of the target's enemies by 33% for 8 seconds.

9. Superiority. Slows down and disarms the target.

10. Mystical trance. Reduces projectile magic absorption by up to 6%.

Ghost Armor. A spell that is located in the player's talent menu. When activated, absorbs 25% of damage taken and drains magicka instead. Drains 8 magic points per second. Valid until cancelled.

The spell has the following upgrade options:

Spoiler

1. Inversion. Taking damage drains stamina, not magicka.

2. Temporal distortion. Reduces the time between shouts by 20% while Spectral Armor is active.

3. Mystical mind. Increases Magicka by 50% while active.

4. Concentration. Reduces mana drain by 2. in with. Increases damage taken by 5%.

5. Phantasm. When activated, reduces the magicka consumed by spells by 40% and their effectiveness by 25%. Lasts 10 seconds.

6. Mystical healing. When taking damage, there is a chance to restore 4-6% of your total health.

7. Ghost cloak. When hit by a fire, cold, or electricity spell, increases resistance to the type of damage taken by 33% for 10 seconds.

8. Crushing power. Power Attacks cost 25% less Stamina while Spectral Armor is active.

9. Distracting cover. Makes you invisible for 10 seconds.

10. Enchanted mind. Increases spell damage by 100% when activated. Each cast reduces the bonus by 10% Increases magicka cost by 4. in with.

Paladin School:

Divine Light. Spell school recovery level apprentice. Instantly heals 40 health of the caster.

The spell has the following upgrade options:

Spoiler

1. Touching the light. Divine Light has a chance to restore 2 times more health.

2. Holy prayer. Divine Light applies a healing over time effect for 5 seconds.

3. Divine protection. Divine Light increases Armor by 25% for 10 seconds.

4. Revelation. Divine Light replenishes your magicka while you are at full health.

5. Dawn. Increases the effectiveness of divine light by 50% during the daytime.

6. Pain suppression. Divine Light reduces damage taken by 15% for 10 sec.

7. Blessed protection. Divine Light increases magic resistance by 15% for 10 seconds.

8. Glow. Divine Light heals nearby allies.

9. Purification. Divine light heals all diseases.

10. Sunlight. Divine Light has a chance to reduce the cost of all spells by 50% for 10 sec.

Holy Arrow. Adept-level restoration school spell. A powerful burst of light that heals an ally for 80 health or deals half damage to an enemy.

The spell has the following upgrade options:

Spoiler

1. Exile. Sacred Arrow deals double damage to undead.

2. Wrath of the healer. Increases damage by 25% of your recovery.

3. Haste. Increases the effectiveness of a Sacred Arrow by 50% when used on a target with 20% health.

4. Flash of light. The Holy Arrow explodes on impact, dealing magic damage to all nearby enemies.

5. Anathema. Sacred Arrow reduces enemy melee damage by 30% for 10 seconds.

6. Binding healing. If used to heal an ally, heals the caster for 50% of that healing.

7. Blessing. Inspire a friendly target, increasing Health, Magicka, and Stamina by 25% of your current Health for 15 seconds.

8. Burning light. Sets the target on fire for 10 seconds.

9. Piety restoration. If used to heal an ally, restores 32 to 40 Magicka to the caster.

10. Divine avenger. Sacred Arrow deals damage equal to 100% of your current health. 3 min cooldown.

Divine armor. An adept level-changing spell that imbues the caster with divine energy, reducing spell damage by 15%. Within 60 sec.

The spell has the following upgrade options:

Spoiler

1. Light. Every 3 sec. restores health equal to 5% of armor.

2. Divine revenge. Increases physical damage by 15% for 10 seconds each time you block an attack.

3. Kara. Each time you take damage, deal damage to the attacker equal to 3% of your max. health. Damage is increased by 1% per spell level.

4. Combat instinct. Grants a chance to avoid an enemy melee attack.

5. Armor of faith. Increases armor by 25%.

6. Pious reflection. Returns 30% melee damage to the attacker.

7. Divine inspiration. Reduces the cost of all spells by 15%.

8. Persecution. While Divine Armor is active, instantly teleports you to an enemy target some distance away. Requires a shield or melee weapon.

9. Last hope. If your health drops below 20%, restores 120 to 160 health. 2 min cooldown.

10. Divine intervention. If your health falls below 10%, restore 100% health by absorbing the dragon's soul. 3 min cooldown.

Hammer of justice. The spell of the school of witchcraft level apprentice. Creates a magical mace for 180 seconds. Dissipates when sheathed.

The spell has the following upgrade options:

Spoiler

1. Steadfast defender. Increases Hammer of Justice damage by 25% when used with a shield.

2. Recovery. Increases spell power by 15%

3. Hammer of the righteous. Grants a chance to critically strike with Hammer of Justice.

4. Exorcist. Your hammer of justice attacks deal bonus damage to undead equal to 5% of your current health.

5. Just cause. Your Hammer of Justice attacks deal additional damage to mechanisms equal to 5% of your current health.

6. Crusader. Your Hammer of Justice attacks deal bonus damage to Daedra and Atronachs equal to 5% of your current health.

7. Righteous strike. Each attack with the Hammer of Justice heals you from 8 to 16 health points.

8. Payback. Each time you kill an enemy with the Hammer of Justice, heal you for 120 to 140 health.

9 Pious avenger. Each time you kill an enemy with Hammer of Justice, reduce Divine Avenger's cooldown by 100%.

10. Hammer of light. Hammer of Justice increases your damage by 50% of your Affliction.

Blessed weapon. An adept-level spell from the school of witchcraft. Summons an ax imbued with divine energy to fight for you for 60 seconds. This is important: the spell summons a minion. Outside of combat, the weapon is, as it were, sheathed by an invisible carrier and it is not visible, but it is there.

The spell has the following upgrade options:

Spoiler

1. Cleansing flame. Each attack with a blessed weapon sets the target on fire for 3 seconds.

2. Burning heresy. People take additional damage to magic and stamina.

3. The power of faith. Blessed weapons deal additional magic damage to unholy creatures equal to ten times your blessed fusion.

4. Touching the light. Recovers 2% of your maximum health per second while a blessed weapon is active.

5. Creed. Increases damage from blessed weapons by 1% per spell level.

6. Dedicated weapon. The arcane ability, mystical summoning, also increases the damage of blessed weapons.

7. Blessing of the Nine. Each attack with a blessed weapon has a chance to increase the effectiveness of a sacred arrow by 50% for 10 sec.

8. Triumph. Each attack with a blessed weapon has a chance to reduce an enemy's armor by 100 for 10 seconds.

9. The wrath of the punisher. Each attack with a blessed weapon has a chance to inflict Avenging Wrath for 10 seconds. The effect increases your critical strike chance by 15%.

10. Commanding the light. Knocks down the target of the blessed orgy that attacks you. Cooldown 10 sec.

Warlock School:

Mor. Apprentice-level destruction school spell. Curses the target, inflicting 7 disease damage every second for 12 seconds.

The spell has the following upgrade options:

Spoiler

1. Pumping out life. Pestilence steals 4 to 8 health from the target every second.

2. Pumping out the reserve of forces. Pestilence steals 4 to 8 stamina from the target every second.

3. Prolonged pain. Increases pestilence duration by 50% and magic cost by 25%.

4. Decomposition. Each time you inflict a pestilence, reduce the target's Armor by 100 for 10 seconds.

5. Filth. Each time you inflict a pestilence on living enemies, infect them with fel, dealing damage over 15 sec.

6. Agony. Each time you inflict a pestilence on enemies with less than 25% health, paralyze the target for 5 seconds.

7. Gloomy fusion. Increases pest damage by 50%. Pestilence also deals 4 to 8 damage to the caster every second.

8. Sign of death. Pestilence has a chance to cause the target to stagger.

9. Reaper of Souls. If the target dies while under the influence of pestilence, increase the mage's spell power by 10% for 10 minutes. Stacks up to 3 times.

10. The bonds of decay. Infects all nearby enemies if the target dies under the effect of pestilence. The thrown curse does not grant experience and does not cause the effect of bonds of corruption.

Deadness. Adept-level destruction spell. Infects the target with plague, inflicting 33 damage. disease damage every 5 seconds for 20 seconds.

The spell has the following upgrade options:

Spoiler

1. Death. Deals additional damage equal to 3% of your maximum mana when triggered.

2. Fast decomposition. Reduces the delay before each trigger by 1 second.

3. Pumping health. Each time it hits, steals 8 to 12 health from the target and transfers it to the caster.

4. Plague. If you inflict mortification on a target afflicted with pestilence, reduce the target's disease resistance by 33% for 10 sec.

5. Devouring shadows. . If you inflict mortification on a target infected with pestilence, instantly deals 33 to 45 damage to the target and restores 16 to 25 health to the mage.

6. Dark impulse. If you apply mortification to a fel-infested target, consume this one and increase your damage by 25% for 15 sec.

7. Terrifying touch. If you apply mortification to a fel-infested target, absorb this effect and cause the target to flee in fear for 6 sec.

8. Embodiment of death. Increases healing received from mortification upgrades by 50%. Reduces the damage you take from the Sudden Death upgrade by 50%.

9. Pairing. Each time the mortification triggers, it has a chance to reduce the mana cost of the warlock's spells by 100% for 10 sec.

10. Sudden death. Each time, the mortification has a chance to deal damage to you and your target equal to 25% of your current health.

Arrow of darkness. Expert level destruction spell. Sends a stele of black energy at the target, dealing damage equal to 15% of the caster's current health.

Restores health equal to 50% of this damage to the caster for the next 3 seconds.

The spell has the following upgrade options:

Spoiler

1. Lord of the dead. Instantly kills undead with less than 50% health.

2. Dominions of death. Banishes the target to the world of death. Enemy targets take 10 damage per second. Friendly undead restore 20 health. health per second Lasts 5 seconds.

3. Flash of death. If the target is afflicted with pestilence, the arrow triggers a Corruption Bond effect on a 10 second cooldown.

4. Deadly horror. Gloom Bolt has a chance to cause the target to flee in terror for 6 sec.

5. Eternal pain. Gloombolt has a chance to increase the duration of your pestilence and necrosis by 50% Lasts 10 sec.

7. Unholy restoration. Increases the healing effect of Gloombolt by 50% if your health is less than or equal to 50%.

8. Terrifying impact. Gloombolt deals 50% more damage to frightened targets.

9. Theft of souls. Gloom Bolt reduces the target's weapon damage by 30% for 8 seconds.

10. Recovery. Gloom Bolt deals double damage to targets above 80% health.

Guardian of death. The spell of the school of witchcraft level apprentice. Summons a deathguard (a large skeleton, usually armed with a shield and a sword) for 60 seconds at the location indicated by the caster.

The spell has the following upgrade options:

Spoiler

1. Grim fortitude. Increases the death guard's health by 3% per mage level.

2. Wrath of the dead. Increases the weapon damage of the Deathguard by 1% per Mage Level.

3. Armor of death. Increases Deathguard Armor by 3 per Mage Level.

4. Metamorphosis. Increases the deathguard's magic resistance by 1% per mage level.

5. Dark restoration. While wounded, the deathguard constantly leeches up to 10 points. the mage's stamina, restoring 10 stamina. health per second

6. Incarnation of Boethiah. Teaches a Deathguard the Poison Cloak spell.

7. Obsession. Deathguard increases your health by 100 when summoned.

8. Grip of death. Deathguard deals 50% more damage to frightened targets.

9. Dark Fury Deathguard explodes when it dies.

10. Bonds of pain. If you fall below 25% health, sacrifice your deathguard, healing you for 120 to 160 health. 30 sec cooldown.

Shroud of decomposition. School spell to change student level. Surrounds the caster with death energy for 60 seconds, increasing pestilence and necrosis damage by 25%.

The spell has the following upgrade options:

Spoiler

1. The curse of fragility. Your Plague and Deadness also inflicts a Curse of Frailty on the target. It deals 10% of Armor as Disease Damage every second, targeting flesh for up to 50 damage per second.

2. Essence of darkness. Increases the base damage of Gloombolt for 21% of your current health.

3. Puppeteer. Your summon undead spells cost no mana and last 100% longer.

4. Visions of death. Enemies that get too close run away in fear for 5 seconds.

5. Deadly volley. Each time you cast a warlock spell, there is a chance to fire up to 3 exploding dark energy bolts.

6. Ghost form. Grants 70% resistance to physical damage, but magical attacks deal 2x more damage. While the ghostly form is active, healing spells have no effect on you.

7. Donate health. Burns up to 5 health of the caster, restoring up to 10 magicka.

8. Enslavement of the spirit. Animates dead bodies within 15 meters for 20 seconds, absorbing 20 damage per second. caster health per revived. Up to 10 bodies can be revived at the same time.

9. Dark sphere. When you take damage, it has a chance to create a dark sphere. The orb explodes after 5 seconds, restoring 50 health to all allies within 10 yards.

10. Despair. On each periodic trigger, the 6th Deadness has a chance to dispel itself, instantly granting 200 damage to the target. disease damage. If the target dies, restore your health, mana, and stamina to maximum.

Spatial break. Adept level change school spell. Places a magical trap at the specified location. For 15 seconds after that, enemies will be teleported to her position.

The spell has the following upgrade options:

Spoiler

1. Curse of disharmony. Reduces the target's disease resistance by 10% for 10 seconds each time you transfer. Is summed up.

2. Unholy possession. Inflicts a frenzy effect on each transfer for 10 seconds.

3. Torment of the mind. Deals 30 to 45 disease damage to health and magicka each time you transfer.

4. Pulling the soul. If the target is afflicted with pestilence, fel, or necrosis, inflicts 21 disease damage per stack on each transfer.

5. Curse of oblivion. If the target was moved 3 times in a row, paralyze them for 5 seconds.

6. Inevitable death. Blight the target with pestilence each time you transfer. If the target is already afflicted with pestilence, infects with mortification.

7. Break of despair. While active, the rift inflicts disease damage every second to all enemies within 10 yards.

8. Well of souls. Inflicts Soul Trap for 30 seconds.

9. Chains of fate. When the effect ends, slow the target by 75% for 10 seconds.

10. Unholy bonds. When the effect ends, swap you with the target.

Pyromancer School:

Fire explosion. Apprentice-level destruction school spell. Instantly explodes the target, inflicting 30 damage. fire damage.

The spell has the following upgrade options:

Spoiler

1. Burning pain. Chance to ignite the target for 5 seconds.

2. Pyro. Chance to cast fire blast twice.

3. Pyromaniac. Increases damage by 50%, increases magicka cost by 25%.

4. Reverse thrust. Chance to knock down the target, does not work on dragons.

5. Fire series. Chance to reduce the cost of a Fire Blast by 70% for 8 seconds.

6. Ignition. If the target is under the effects of Burning Pain or Ignite, absorbs these effects and reduces the target's fire resistance by 33% for 10 sec.

7. Merciless flame. The fire blast deals additional damage equal to 8% of your current magicka.

8. Devastation. Deals additional damage if the target is not attacking the caster.

9. Bright flame. Increases Burning Pain and Ignite damage by 100%.

10. Cremation. Deals double damage to targets affected by Ignite.

Ignition (incineration). Adept-level destruction spell. Firebolt deals 60 damage to the target. fire damage.

The spell has the following upgrade options:

Spoiler

1. Arson. Chance to ignite the target for 5 seconds.

2. Hot fury. Chance to inflict Molten Fury on the Mage for 10 seconds, increasing Fire Damage by 50%.

3. The heart of the flame. Permanently increases damage and magicka cost by 50%.

4. Hit. Chance to knock down the target, does not work on dragons.

5. Fire strike. Each subsequent ignite deals 10% more damage for 6 seconds. Stacks up to 3 times.

6. Disarmament. Chance to disarm the target.

7. Burning storm. Conflagrate deals additional damage equal to 12% of your current mana.

8. Wither. If the target is under the effects of Burning Pain or Ignite, absorbs these effects and stuns the target for 3 seconds.

9. Firebomb. If the target is under the effects of Burning Pain or Ignite, inflicts a Fire Bomb effect on the target for 5 seconds. When this effect ends, the target explodes, damaging all nearby enemies.

10. Storm of coals. If the target is under the effects of Searing Pain or Ignite, deals double damage to that target.

Meteor Rain. Adept-level destruction spell. Summons 3 fiery meteorites that hit the target and inflict 50 damage. fire damage. For outdoor use only. This is important: the spell works with some delay.

The spell has the following upgrade options:

Spoiler

1. Ignite. Each meteor has a chance to inflict Burning Pain on the target.

2. Shelling. Increases the number of meteors by 2.

3. Strong fever. Permanently increases damage and magicka cost by 25%.

4. Impulse. Each meteor can knock down a target. Doesn't work on dragons.

5. Shards. Each meteor explodes on impact.

6. Variability. Each meteor can kill a target with less than 30% health.

7. Acceleration. Increases movement speed by 33% for 6 seconds after casting a meteor shower.

8. Softening weapons. When a meteor deals damage to a target, reduce the target's physical damage by 33% for 10 sec.

9. Armageddon. If the target was killed by meteors, increase spell power by 50% for 10 sec.

10. Fire stream. Each meteor has a chance to launch an additional meteor if the target is below 50% health.

Changeling. Apprentice level illusion school spell. Creates an illusory copy of the target for 15 seconds. Does not work on dragons, undead, or mechs. Cooldown 30 seconds.

The spell has the following upgrade options:

Spoiler

1. Intensity. The Changeling deals 30% more melee damage.

2. Sulfur. Reduces the target's fire resistance by 15% for the duration of the spell.

3. Burn. Reduces the target's melee damage by 30% for the duration of the spell.

4. Inner fire. Teaches a shapeshifter the fiery cloak spell.

5. Wild fire. On a successful cast, increases your Fire damage by 25% for 10 sec.

6. Smoke screen. On a successful cast, the spell makes you invisible for 20 seconds.

7. All-devouring flame. While the target is attacking its copy, the caster regenerates 5 to 10 magicka per second.

8. Phantom pains. Until the target attacks the mage, they gain 5 to 10 damage. damage per second

9. Molten heart. If the target is under the effects of Burning Pain or Ignite, increase the damage of the summoned Changeling by 50%.

10. Moxibustion. Restores health equal to 2% of the target's max health over 10 seconds. when the spell ends, if the mage's health is below 50%, restore an additional 10% health.

Salamander touch. Adept-level destruction spell. The spell is a cloak. Within 60 s. Enemies within melee range of you take 8 damage. fire damage per second. Ignited ones take additional damage.

The spell has the following upgrade options:

Spoiler

1. The heart of a salamander. Increases fire spell damage by 25% and magicka cost by 50%.

2. Salamander scales. Reduces physical damage taken by 10%.

3. Ignition. Chance to apply Burning Pain on the attacker.

4. Protracted burning. Increases spell duration by 20-100% (based on spell level)

5. Live coals. Reduces the mana cost of fire spells by 5-25% (based on spell level)

6. Fireproof. Increases fire resistance by 30-50% (based on spell level)

7. Cleansing flame. Increases disease and poison resistance by 50%.

8. Firebrand. Imbues your weapon with the power of fire.

9. Tinder. Reduces fire resistance of nearby enemies by 25%.

10. Terrifying flame. Chance to panic if the attacker is below 50% health.

Phoenix attack. A spell that is located in the player's talent menu. On hit, the target is knocked down. 30 seconds cooldown.

The spell has the following upgrade options:

Spoiler

1. Flash. All targets within 10m are off balance.

2. Fiery gap. If the target is immune to the knockdown effect, the phoenix's attack deals 160 to 220 fire damage to that target.

3. Fire. Releases a wave of flames on impact.

4. Burning rage. Reduces the cooldown of Phoenix Assault by 10 seconds

5. Burn. Inflicts Ignite on the target on hit.

6. Burning ash. Sets the ground on fire for 10 seconds.

7. Reverse thrust. Teleports to the starting position after being hit.

8. Hot skin. Reflects 100% melee damage for 10 seconds.

9. Acceleration. Increases movement speed by 50% for 10 sec.

10 Gift of the Phoenix. When using the attack of the phoenix, if your health is less than 15%, fully restores health. Cooldown 2 minutes.

Cryomancer School:

Ice spear. Apprentice-level destruction school spell. Hurls an ice spear at an enemy that deals 25 cold damage to health and stamina.

The spell has the following upgrade options:

Spoiler

1. Replenishment. Ice Lance places a regeneration effect on the mage, increasing magicka regeneration for 5 seconds.

2. Ice capture. Ice Lance reduces the target's Cold Resistance by 20% for 10 seconds.

3. Frostbite. Ice Lance also deals periodic damage over 8 seconds. While affected by this effect, the target takes additional cold spell damage.

4. Roaring wind. Ice Lance has a chance to reduce the target's movement speed by 50% for 5s.

5. Frost grip. Ice Lance has a chance to Freeze the target for 5 seconds. 10 s. recharge.

6. Injuring ice. Ice Lance deals triple damage to frozen targets.

7. Deadly fragments. The ice lance explodes on impact, dealing damage to all enemies in the area of ​​effect.

8. Frozen to the bone. Ice Lance reduces the target's attack speed by 30% for 10 seconds.

9. Fury of the north. Ice Lance has a chance to increase spell power by 30% for 10 seconds.

10. Splitting. Ice Lance has a chance to instantly kill a frozen target.

Ice bomb. Adept-level destruction spell. The target becomes a Living Bomb and gains 8 damage every second. damage over 6 sec. After six seconds, the target explodes, dealing cold damage to all nearby enemies.

The spell has the following upgrade options:

Spoiler

1. Ice charge. Each time you cast a frost bomb spell, increase the damage and magicka cost of all frost spells by 25% for 10 seconds.

2. Wrath of the north. Each time you cast an Ice Bomb spell, increase Physical Damage by 25% for 10 seconds.

3. Biting cold. Increases Frost Bomb damage over time by 50%.

4. Arctic grip. Each time an Ice Bomb explodes, consume an Ice Charge and increase the chance to trigger Frost Snap by 50% for 10 seconds.

5. The grip of winter. Each time an Ice Bomb explodes, consume an Ice Charge and apply an Ice Bomb effect to the target.

6. Ice explosion. When cast on a frozen enemy, the Ice Bomb instantly explodes, dealing additional damage and knocking down enemies.

7. Rigor. Frost Bomb reduces the target's attack and spell damage by 20% for its duration.

8. Crystallization. Frost Bomb reduces the target's armor to 0 for its duration.

9. Absolute zero. Frost Bomb reduces the target's cold resistance to 0 for its duration.

10. Frosty stream. Places an ice bomb on all enemies within 10m of the target.

Ancient Lich An adept-level spell from the school of witchcraft. Summons an ancient lich for 60 seconds. to the place indicated by the caster. This is important: after the lich, a pile of ash remains.

The spell has the following upgrade options:

Spoiler

1. Binding of souls. Increases the lich's health by 3% per mage level.

2. Symbiote. Increases the Lich's Magicka by 3% per Mage Level.

3. Ghost power. Increases the lich's spell power by 1% per mage level

4. Ice cloak. Teaches the lich the Ice Cloak spell.

5. Ice storm. Teaches the Lich the Ice Storm spell.

6. Ghost body. Makes the lich immune to physical damage, increasing magical damage taken by 100%.

7. Vengeful spirit. When the lich dies, it explodes, dealing cold damage and knocking the enemy down.

8. Ice resonance. Each time the lich casts a spell, restores 10 to 15 magicka to you.

9. Ice stream. Each time you fall below 20% magicka, leech 10 health per second from the lich, healing you for 10. magic per sec.

10. Deadly union. Ancient Lich increases spell power by 15% when summoned.

Ice armor. Apprentice Level Change Spell. Protects the caster in ice armor, increasing Defense by 100 for 60 seconds.

The spell has the following upgrade options:

Spoiler

1. Mage of the north. Ice Armor increases your cold resistance by 50% while active.

2. Cryostasis. Ice Armor has 100% lifetime of summoned undead while active.

3. Gift of winter. While active, Frost Armor increases spell power by 0.5% per caster level.

4. Gain. While active, Frost Armor increases your Magicka by 3 per Mage Level.

5. Ice storm. Each time you cast a spell, Frost Armor increases your movement speed by 25% for 5s. 10 s. recharge.

6. Frosty fusion. Restores 14 to 18 Magicka and Stamina each time you take damage from a spell.

7. Arctic cold. Each time you take damage from a spell, Freeze the attacker for 5 seconds. Total cooldown with Frost Snap.

8. Ice blow. Each time you take damage, Ice Armor has a chance to deal 25 to 40 damage to the attacker.

9. Frosty touch. Each time you take damage, Frost Armor has a chance to slow the attacker's movement speed by 50% for 5s.

10. Ice barrier. Each time you fall below 20% health, protect you with a barrier that absorbs all damage for 5 seconds. 30 s. recharge.

Cold. Expert-level destruction spell, cast with two hands. Creates a blizzard area with the caster in the center. Deals 8 cold damage to targets over 12 seconds and reduces their stamina.

The spell has the following upgrade options:

Spoiler

1. Vulnerability. Reduces cold resistance by 50% for all targets.

2. Blinding snow. The caster becomes invisible for the duration of the spell.

3. Biting cold. Damage and magic cost increased by 25%.

4. Frozen ground. All targets have a chance to lose balance.

5. Exhaustion. All targets, including the caster, lose their stamina.

6. Penetrating cold. Attacks deal 10 additional cold damage.

7. Deadly bonds. Deals double damage to frozen targets.

8. Ice shell. Casts a crystal fortress spell on the mage.

9. Ice grave. Chance to Freeze each target when this spell is cast.

10. Caller of the wind. Increases duration by 50%.

Ice fortress (crystal fortress). A spell that is located in the player's talent menu. Encases the caster in a block of ice for 10 sec, providing a respite from combat. Has a recharge.

The spell has the following upgrade options:

Spoiler

1. Regeneration. Increases magicka recovery by 100% for the duration.

2. Recovery. Increases health regeneration by 100% for the duration.

3. Recovery. Increases Stamina Recovery by 100% for the duration.

4. Slippery ground. Slows nearby targets by 50% for 20 seconds when the spell ends.

5. Cover of ice. Increases magic resistance by 50% for 20 seconds when the spell ends.

6. Deep winter. Reduces reload time to 2 minutes.

7. Ice roar. Reduces the cooldown of shouts by 50% for the duration.

8. Crushing ice. Increases cold spell damage by 50% for 20 seconds after the spell ends.

9. Permafrost. Increases the chance to trigger Frost Grasp by 50% for 20 seconds after the spell ends.

10. Ice touch. Places a frost cloak on the caster.

Druid School:

Healing touch. Spell school recovery level apprentice. Restores 5 health to the caster per second for 15 seconds.

The spell has the following upgrade options:

Spoiler

1. Flowering. Increases duration by 100%, increases magicka cost by 50%.

2. Healing wave. Healing Touch restores additional health equal to 5% of your base magicka every second.

3. Accelerated growth. Healing Touch restores stamina equal to 5% of your base magicka every second.

4. Calmness of water. Healing Touch restores 4 to 6 health per second. of magic.

5. Touch of nature. Healing Touch instantly restores 30 to 40 health.

6. Cleansing touch. Healing Touch removes all disease and poison effects.

7. Overgrowth. Healing Touch inflicts Overgrow every second while at full health. Each time you take damage, the overgrowth heals you for 22 to 30 health. health by consuming one charge. Stacks up to 5 times.

8. Nasty touch. Whenever you take damage while Healing Touch is active, apply Vile Spores to the attacker for 3 seconds. recharge.

9. Healing. The attacker heals himself from 10 to 14 health if the target is under the effect of vile spores.

10. oak flesh. Each time you fall below 30% health while Healing Touch is active, increase your Armor by 500 for 10s. 30 s. recharge.

The seed of life. Adept-level destruction spell. Sends a poisonous arrow at the target, inflicting 75 damage. damage.

The spell has the following upgrade options:

Spoiler

1. Vile disputes. The Seed of Life inflicts a damage over time effect that deals Poison damage over 8 sec.

2. Withering spores. Vile spores can cause the target to lose balance every second.

3. Natural healing. Vile spores restore 8 to 10 health to the mage every second

4. The seed of entropy. Vile Spores reduce the target's disease and poison resistance by 30% for its duration.

5. The seed of decay. Vile Spores reduce the target's Armor by 100 for its duration.

6. Slime. Seed of Life has a chance to reduce the target's attack speed by 30% for 10 seconds.

7. Hunter. Seed of Life deals additional damage to animals equal to 20% of your current magicka remaining.

8. Veil of life. Seed of Life increases the damage, healing, and magic cost of your druid spells by 25% for 10 seconds.

9. Petrification. The seed of life has a chance to petrify the target for 5s. 10s. recharge.

10 Phytogenesis. Each time you cast a Life Seed, gain 1 charge. At 3 charges, increases direct damage to Lifeseed by 50% for 8s.

Earth weapon. School spell to change student level. Infuses a weapon with the power of the earth, increasing magicka recovery by 100% for 120 sec.

The spell has the following upgrade options:

Spoiler

1. Cheerfulness. Earth weapons increase stamina regeneration by 100%.

2. The strength of the stone. Earth weapons increase your alteration spells by 100%.

3. Wrath of nature. Earth weapons increase the druid's spell damage by 25%.

4. natural fusion. Earth Weapon increases healing received by 25%.

5. Raised in nature. Earth weapons increase physical damage by 25% in open areas.

6. Fortitude of the earth. Earth Weapon increases your health by 25% of your current health.

7. Paralyzing touch. An earth weapon paralyzes the target for 3s, absorbing Vile Spores. 20s. recharge.

8. Bringing the plague. Earth weapons deal additional disease damage on each hit.

9. Poison bite. The weapon poisons the target on every hit.

10. Wild growth. Whenever you take damage while below 70% health, an earth weapon will place a healing touch on you. 30 sec. recharge.

Wild mushrooms (wild mushroom). An adept-level spell from the school of witchcraft. A wild mushroom sprouts at the specified position, which explodes every 3 seconds. inflicting 50 damage. poison damage to all nearby enemies. This is important: this spell is not cast on the ground, but on the enemy. The mushroom does not follow the enemy.

The spell has the following upgrade options:

Spoiler

1. Vile impact. Increases explosion radius by 10m.

2. Accelerated growth. Reduces the time between explosions by 1 second.

3. Poisoning. The explosion poisons all nearby enemies, dealing Poison damage over 4 seconds.

4. Poison stream. Mushroom explosion has a chance to knock all nearby enemies off balance.

5. Destruction. Mushroom Explosion deals an additional 25% of your remaining Magicka damage to affected Vile Spores.

6. Poison essence. If the target dies, your mushrooms deal 25% more damage for 10 seconds.

7. Synthesis. If the target dies, reduce the Magicka cost of Wild Mushroom by 100% for 6 seconds.

8. The dominance of nature. Each active mushroom increases your spell power by 10%.

9. Circle of life. When the spell ends, your mushrooms restore you from 52 to 60 magicka.

10. Catalepsy. Each time you cast a wild mushroom, petrify the target. 10 sec cooldown.

Cover of nature. Adept level change school spell. Surrounds the caster with nature energy that affects nearby enemies, reducing their resistance to poison by 33%. Lasts 60 seconds.

The spell has the following upgrade options:

Spoiler

1. Poisonous sting. Deals 6 to 9 (+10% per spell level) Poison damage per second. targets with negative resistance to poison.

2. The seed of destruction. Reduces the mana cost of Lifeseed by 50% while active.

3. Wither. Steals up to 10 items. stamina on targets with negative resistance to poison. If the target has less than 10 units. stamina, steals health.

4. Life-giving energy. Restores 4 to 6 health. health for each target in the area of ​​effect.

5. The heart of nature. While active, increases resistance to poison by 50, and reduces the magicka cost of conjuration and restoration spells by 25%.

6. Hibernation. Hostile animals in the area fall asleep for 10 seconds. 30 sec. recharge.

7. Sleep poison. Targets with negative resistance to poison are paralyzed for 5 seconds. 30 sec cooldown.

8. Hypnotic look. When hit by a power attack, paralyze the attacker for 3 seconds. 15 sec. recharge.

9. Fury of nature. Increases unarmed damage by 1 per mage level and movement speed by 30%.

10. Animal fury. Increases physical damage by 50% for 10 seconds if the mage's health falls below 50%.

Wolf Pack. An expert-level spell from the school of witchcraft. Summons a pack of wolves (2 pcs. regular + 1 alpha wolf) to the specified location for 120 seconds.

The spell has the following upgrade options:

Spoiler

1. Maiming. The Wolves tear through the flesh of the enemy, causing them to bleed for 5 seconds.

2. The taste of blood. Each bite deals an additional 15 to 20 damage to bleeding targets.

3. Break. Each bite can instantly kill an enemy with less than 40% health

4. Hard skin. Increases armor by 5 per mage level.

5. Healing. While Alpha Wolf is alive, heal all allies within 30 yards for 5. health per second

6. The strength of the pack. While Alpha Wolf is alive, all allies within 30 yards deal 25% more damage.

7. Threatening growl. Each time one of the wolves takes damage, it has a chance to scare the attacker for 5 seconds.

8. An eye for an eye. Every time wolves fall below 50% health, they deal 33% more damage.

9. Pursuit of prey. Increases the movement speed of wolves by 33%

10 Ghost Hounds Wolves become invisible outside of combat. When attacking enemies, they deal 50% more damage for 10 seconds.

Electromant School:

Lightning strike (storm strike). Apprentice-level destruction spell. Deals 8 damage on hit. electrical damage over 6 seconds.

The spell has the following upgrade options:

Spoiler

1. High voltage. Lightning Strike deals additional damage equal to 5% of your current Magicka every second.

2. Shock. Lightning Strike reduces the target's electricity resistance by 30% for its duration.

3. Leakage. Lightning Strike burns up to 10 mana every second, dealing the same amount of damage.

4. Ripple. Lightning Strike every second has a chance to cause the target to stagger.

5. Discharge. Lightning Strike has a chance to disarm the target every second.

6. Purification. Stormstrike deals additional damage to summoned units equal to 20% of your current Magicka every second.

7. Refraction. Each time a lightning strike target takes damage from lightning spells, heal you for 20 to 30. of magic.

8. Charged atmosphere. Each time you cast Lightning Strike, reduce the cost of your lightning spells by 25% for 8 sec.

9. Supercharge. Each time a Lightning Strike target dies, increase your lightning spell damage by 50% for 10 sec.

10. Shard of the Storm. Whenever a target affected by Lightning Strike dies, you gain a Storm Shard. Storm Shard is used by other Electromancer spells.

A storm shard is placed in your inventory and is essentially a filled small soul gem.

Lightning strike. Adept-level destruction spell. Strikes the target with lightning, inflicting 50 damage. electricity damage to health and half magic damage.

The spell has the following upgrade options:

Spoiler

1. Ionization. Chance to cast Lightning Strike twice on the same target.

2. Shake. Knocks down the target, 30 sec cooldown.

3. Reinforced charge. Deals 38 to 45 additional damage to distant targets.

4. Lightning explosion. Lightning explodes on impact, dealing electrical damage to all nearby targets.

5. Magnetic charge. Instantly moves the target to the mage. Does not work on dragons and giants. The target must be at least 30 meters away.

6. Grounding. Targets wearing heavy armor take an additional 45 to 68 damage.

7. Flurry. Deals an additional 30 to 40 damage if the target is under the effect of a lightning strike.

8. Fury of heaven. Increases lightning strike damage by 25% in open areas.

9. Electric execution. Instantly kills a target below 25% health. Requires a Storm Shard.

10. Chain lightning. Strikes the target with chain lightning.

Storm armor. Adept level change school spell. Fills the caster with electricity, increasing resistance to electricity by 30% for 60 seconds.

The spell has the following upgrade options:

Spoiler

1. Explorer. Reduces the cost of lightning spells by 15%.

2. Stun charge. Each time you take damage from a power attack, knock the attacker down. 15 sec. recharge.

3. Poor visibility. 40% chance to avoid damage from arrows.

4. Lightning field. While active, Lightning Armor restores 12 to 16 damage. magic every 3 sec.

5. Ride the wind. Increases movement speed by 50% while out of combat.

6. Static barrier. When you are hit by a movement impairing effect, reduce magical damage taken by 50% for 5 sec.

7. Microexplosion. Emits a wave of electricity when damaged, dealing damage to all targets within 10 yards.

8. The embodiment of the storm. Increases electrical damage by 25% and increases the duration of Stormstrike by 4 seconds.

9. Caught a storm. Chance to gain a shard every time you cast an electrical spell while your Lightning Armor is active.

10. Sudden blow. Strikes enemies with chain lightning while Lightning Armor is active.

Storm gates. Adept level change school spell. Creates a mystical portal near the caster. Pressing the key (G by default) instantly teleports the caster to the portal. There is a 10 second delay between moves. The activation key can be changed in the settings of the forgotten magic mod in the micromenu menu in the electromancer tab.

The spell has the following upgrade options:

Spoiler

1. Thunder shield. Makes you immune to magic for 4 seconds. after moving.

2. Denial. Makes you immune to physical damage for 4 seconds. after moving.

3. Fast recharge. Healing spells cost nothing for 5 seconds. after moving. Consumes a Storm Shard.

This is important: in this case, a fragment of the storm is spent (taken from inventory).

4. Enchanted mind. Shock healing spells cost nothing for 5 sec. after moving. Consumes a Storm Shard.

This is important: in this case, a fragment of the storm is spent (taken from inventory).

5. Electrical impulse. Staggers all ha for 1 sec. in the area you moved from.

6. Generation of a storm. Spawns a magical beast near you. The spawn will fight for you for 10 seconds, forcing all nearby enemies to attack it.

7. Resonance. Your next lightning bolt deals 50% additional damage. Only works when cast within 5 seconds. after moving.

8. Extermination. Flicker does not require a Storm Shard to perform and works on targets with 25% health or less. Only works when cast within 5 seconds. after moving.

9. Balance. When moved, restores your Magicka and Stamina equal to 10% of your total Magicka and Stamina times your Storm Amalgamation. Consumes a Storm Shard.

This is important: in this case, a fragment of the storm is spent (taken from inventory).

10. Wandering gates. Hold hot key for 5 sec. after moving, it will move the storm gate to your starting position.

Heaven strike. Expert level destruction spell. Reading with two hands. Causes 50 damage. electrical damage to all targets within 20 feet.

The spell has the following upgrade options:

Spoiler

1. Thunderstorm. Increases explosion radius by 10m.

2. Explosion of lightning. Increases the damage of the sky strike when landing from the maximum height.

3. Phase shift. Reduces all damage taken by 50% upon landing for 4s.

4. Rage of thunder. Nearby enemies are knocked off balance upon landing.

5. Destruction of the weak. Enemies below 50% health are paralyzed for 3 seconds. 20 sec cooldown.

6. Cascade. Deals an additional 35 to 135 damage to enemies within 10m or closer.

7. Polarization. Inflicts a lightning strike on all enemies in the area of ​​effect.

8. Recharge. Restores 10 to 15 health. magic for each enemy in the area of ​​effect.

9. Stormbringer. Upon taking damage while casting heavenly strike, strikes the attacker with lightning.

10. Cyclone. Reduces the magicka cost of Lightning Strike and Lightning Strike by 50% for 10 seconds upon landing.

Electric charge. Adept-level destruction spell. An electric charge affects enemies for 60s. To activate, press the key (default V), deals 10-60 damage. electrical damage. The activation key can be changed in the settings of the forgotten magic mod in the micromenu menu in the electromancer tab.

The spell has the following upgrade options:

Spoiler

1. Gain. Increases damage by 100% if you hold the Discharge key for 3 seconds. Requires a Storm Shard.

This is important: in this case, a fragment of the storm is spent (taken from inventory).

2. Superconductor. Reduces the target's resistance to electricity by 33% for 10 sec when discharging.

3. High voltage. Stuns the target for 3 seconds. Requires Storm Shard

This is important: in this case, a fragment of the storm is spent (taken from inventory).

4. Chain reaction. The discharge causes an uncontrolled electrical pulse that strikes everyone near the initial target.

5. Deadly pulsation. Chance to instantly kill the target. Does not work on targets whose total health is twice the caster's health.

6. Electrification. Applies lightning strike on discharge.

7. Hesitation. Increases blast damage by 5% for each storm shard in inventory.

This is important: in this case, the shard of the storm is NOT spent (it is not taken from the inventory).

8. Unbridled storm. If the target is electrocuted, it will explode over 5 seconds, dealing massive damage to everyone nearby.

9. Storm surge. If the target is killed by an electric charge, then the caster recovers from 25 to 40 points. of magic.

10. Fury of the cyclone. Reward with a Storm Shard when you electrocute a target.

It's worth noting that usually if you have upgraded spell "A" and acquired in another spell "B" the ability to additionally cast spell "A", the improved version of spell "A" will usually be cast.

This is important: some specific numerical parameters, such as the duration of the spell, damage, cost, and the level of opponents that can be affected by this spell; may vary depending on the selected settings, the presence of decorations and the pumping of the character! These numerical parameters are recorded for a first-level character without pumping.

Spell Sellers: Forgotten Magic Spells are sold by the following merchants:

Spoiler

Magician Elethor in Whiterun in the Prancing Mare Tavern. Trades only during normal trading hours.

Mage Lokun Sage who travels with Ri Sada's caravan (the mage may fall behind the caravan, just wait). Trades at the usual time for traders.

Also, spells and decorations of forgotten magic can simply be found on the bodies of defeated opponents. The drop chance of spells and decorations can be adjusted in the µm menu of forgotten magic in the settings.

Magic fusion.

When a spell is maxed out (5th level at standard settings), the mage gains a point of magical fusion. It is embedded in the micron menu of forgotten magic in the "magic fusion" tab. Magical fusion determines your affinity for a particular school of magic. Each point of fusion increases the damage of all spells (not just forgotten magic spells) of that school by 20% (up to 100%). Each time any spell reaches level 5, you gain a fusion point (up to 10 points).

Decorations:

The game has the following Forgotten Magic Jewelry. All of it is represented by rings.

Spoiler

1. White frost. +25 health and mana. Increases ice lance damage by 20%.

2. The leader of the pack. +30 health and mana. Summons a pack of 4 wolves. (One normal wolf more when using wolf pack spell)

3. Ring of retribution. +25 health and mana. Increases the effect of Divine Vengeance by 10%.

4. Ring of confusion +30 health and mana. Doubles vulnerability to Cursed Rune and Insanity effects

5. Ring of illusions. +35 health and mana. Increases the duration of your Changeling spell by 50%.

6. Ring of ice time. +30 health and mana. Increases the duration of Ice Barrier by 2 seconds.

7. Ring of insatiable cold. +25 health and mana. Ice Wave restores 20 magicka.

8. Ring of devastation. +30 health and mana. Increases the number of meteorites summoned by the meteor shower spell by one.

9. Ring of constancy. +30 Health and Mana Increases the duration of Nature Shroud by 100%.

10. Ring of poison. +25 health and mana. Increases Poison Bite and Vile Spore damage by 2 points/second.

11. Ring of Furious Flame. +25 health and mana. Increases the chance to apply Burning Pain and Ignite by 5%.

12. Carrier of light. +30 health and mana. Increases the duration of divine light effects by 2 seconds.

13. Shaman. +25 health and mana. Increases the duration of Lightning Strike by 50%.

This modification is perfect for those who like to roam the open spaces and complete tasks with the help of magic. The Forgotten Grimoire - New Spells mod, as its name suggests, allows the player to use an additional 120 spells.

Mod overview

All new spells can be easily found in the college of Winterhold or purchased from various merchants around. The mod is made with high quality, each spell is accompanied by visual effects different for each school of magic. The creator of the mod has worked hard on it - all new spells are distinguished by their moderation and good balance.

The new Destruction magic school spells are primarily intended for stealth mages. This is because they give a good bonus to attacks made in stealth mode.

Roleplaying is greatly improved. This is due to the fact that all types of characters can use the new spells - followers of Daedra, priests, shamans and werewolves. Standard spells do not conflict with modified ones at all.

Features of installing the mod

In the game, you should wait until the end of all magical effects. Create a new save. If there was another magic mod, delete it. Save again. Install this version and play.

Requirements: Skyrim, Dawnguard, Dragonborn, SKSE

Download mod "Forgotten grimoire - new spells"


Version: 1.5
Translation: Russian

Description:
Grimoire adds over 120 new spells to the game, complementing and expanding the vanilla magic system. All spellbooks can be purchased from merchants or from the College of Mages in Winterhold.

Update:1.5
- Only the USLEEP variant of the mod has been updated, the second variant for USKP has not been updated and will not be updated anymore.
- Trickster: Player copies are no longer part of the player's faction.
- Curse of the Forest: Updated spell conditions.
- Greater Telekinesis: Increased the "cost" of the spell.
- Time Block: Updated conditions for casting the spell.
- Added keywords for better compatibility with mods.
- Charm: Increased minimum illusion skill for swordsmanship by 50, increased min. bribery illusion skill at 70. Speech boost is now set at 10% and will not go up with perks.
- Bound Will: Increased cast time from 0.5 > 1 seconds.
- Manifesto of Fear: No more reason to fear a decrease in OP-ness (no idea what the term is).
- Ice Seed: Can no longer harm the player.

Update:1.4.1
- Added compatibility with the Legendary unofficial patch, so a new unofficial USLEEP patch is required
- 2 mod options left for those who have the unofficial USKP patch and for those who have the unofficial USLEEP patch

Update 1.4:
- Changed the spell "Disorientation": the target is disoriented for 10 seconds, periodically losing balance
- Added an additional effect to the spell "Hot Embers"
- Changed the duration of the spell "Lifebloom" from 20 to 50
- Reduced the bonus from using the spell "Diamond Coating" from 50% to 35% depending on the skill level of the school of change
- Changed the spell "Unstable Transformation" - reduced the chance of turning into a dangerous creature
- Added a new visual effect for the spell "Chameleon"
- Changed the effect of the spell "Ghost Pain": for 30 seconds, the target loses 3% of its maximum health when using a weapon or casting a spell
- Hellfire duration reduced from 30 to 10 seconds
- New visual effect for "Open Lock" spell
- Changed the spell "Absolute Zero": the chance of freezing is reduced to 5%, freezing time is reduced from 10 to 6 seconds.
- Changed the spell "Herald of the Plague": the duration is increased to 120 seconds, the effects are increased
- Removed Fury spell: The spell exists, but you can no longer buy it from vendors.

Update 1.3:
- Fixed issue with master level spells appearing after completing ritual quests
- Fixed spell "Open lock"
- The success of the Dexterous Hands spell depends on the weapon used
- Corrections have been made to the spell book "Summon Dremora Berserker"
- Fixed Rune Weapon
- Fixed a problem with the Forest Guard

What's in fashion:
- over 120 new spells with special visual effects distributed across all schools of magic
- Spellbooks are automatically added to leveled lists - no need to create a bashed patch
- all spells are balanced
- added new spells from the School of Destruction, oriented to use in stealth mode - play like an assassin mage!
- new master level spells (120% more powerful) - feel like a real master of magic
- compatible with other mods to add spells
- Compatible with Skyre/PerMa/Apolocalypse

Upgrade from previous version:
- wait for the end of all magic effects
- make a new save
- remove the mod
- make a new save
- install the new version of the mod

Requirements:
- skyrim
-
-
-
- Legendary unofficial patch


Top