Creating Spells in Skyrim. Creating Spells in Skyrim Important Notes

This mod adds a big interesting quest in which the author gives his vision of where all the Spell Altars from Tamriel went.
Several new locations await you, including an entire island, clashes with vampires, undead and powerful sorcerers. You will be able to learn new spells and two new shouts. Upon completing the quest chain and defeating a very strong boss, you will have two spell altars at your disposal, which you can place in the College of Wintrehold.
With the help of the Spell Altar, you can create your own spells by combining up to 4 different effects.
The altar has several significant limitations:
- You will be able to combine and change only those spells that are provided by the author of the mod. The altar does not support any spells from third-party modifications; only basic spells from vanilla Skyrim and a number of new, original spells added by the author will be available.
- The cost of created spells is fixed and is not affected in any way by the presence of enchanted items.
with an enchantment to reduce the cost of spells. The maximum possible discount on the cost of spells is 92% and is achieved only when you have maxed out all 5 schools of magic. (You can’t download all schools if you use an anchor).
Despite these limitations, the Altar can still be useful, especially if you play a well-developed mage, and the author’s quest turned out to be very good, for which it’s definitely worth installing this mod.

(!) Warning : Be sure to save before using the Altar! In some cases, using the altar can lead to a "stuck in textures" bug. Solution : open the console and enter player.setscale 1 with a high probability, the problem will not happen again.

Installing the mod: copy the contents of the Data folder of the archive to the Data folder of your Skyrim, connect the file "KhalSpellmakingMod.esp" in your launcher.

How to start the quest: To start the quest, you must be the Archmage of the College, reach the expert level of one of the schools of magic, and also kill the first dragon and absorb its soul (i.e., begin the main plot of the game). If these conditions are met, the letter will be delivered to you by courier. If all the conditions are met, but the courier never arrived, then go to the College and look for the master there in the arcaneum.

P.s. This version of the plugin is slightly different from the original, because... I made a few changes:
- changed the way of entering the names of created spells, adding support for the Russian language;
- simplified the opportunity to minimize the cost of spells, making it compatible with mods that change magic perks;
- fixed several small bugs.

Role-playing computer games give players more and more freedom, because no matter how brilliant the developers’ idea is, it will be exhausted after some time. And the element of freedom, part of the leverage over the gaming world in the hands of the direct consumer, can significantly improve the quality of the product. At the same time, Skyrim can relatively painlessly give the player a certain influence on the game world, because there is no need for excessive game balance, as well as for preserving the world of Skyrim in its original form, because no one will see it except the player.

However, it’s not worth leaving the game balance entirely up to the players, as in this case it won’t be interesting to play. And although the lack of online play gives developers a lot of freedom, this degree of freedom also has its limitations. A bold introduction to Skyrim blacksmithing, which I talked about in one of the articles on the site on the fifth part of The Elder Scrolls, this is one of the elements of freedom granted to players, which, by the way, was not present in the previous parts of this series role playing games, neither in Oblivion nor in Morrowind. No, the blacksmith skill was present in both named parts of The Elder Scrolls, but perhaps only the name was common, In Skyrim, blacksmith skills have become much more interesting, more diverse, and most importantly, more practical and useful. In addition to the additional ability to create items received by players, the developers are simultaneously solving another problem: increasing variety of items in Skyrim By the way, Oblivion suffered from a weak assortment of swords, bows, and uniform items. But, to maintain the style and general direction, Some freedom in Skyrim will be reduced. The system of Skyrim spells has undergone an inevitable purge; now we will not be able to invent and make spells ourselves for the joy of ourselves and the destruction of our enemies. However, the Skyrim spell system, on the contrary, has received development, both qualitative and quantitative, under the leadership of Bethesda employees, please read more about this on the website in the game section. Despite the seemingly controversial nature of the change, I believe that it will have a positive impact on the overall quality of the new computer game. Since with a sufficient selection of standard spells, there is no longer any need to try to come up with your own. At the same time, it would still be based on an already existing magical pass with hands or paws. However, perhaps it was worth leaving ability to create spells in Skyrim, since there will be many who want to try themselves in this magical specialty. And a free option would hardly harm the gameplay, but it’s not up to us to decide. Or should we? I can practically see it already plugin for Skyrim, which brings back into the game the ability to create spells, for example, in the mage guild. Of course, two facts are encouraging: firstly, the developers are not afraid to experiment and make changes. Secondly, the wait for the result will not be long, and soon we will see all those real changes in Skyrim, which the developers of this computer game describe and present.

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Version: 0.9.5

Create your own spells by combining about forty different magical effects! Thanks to the ability to set the duration of spells, the type of target, damage parameters and target levels for each of the magical effects, in the end there can be about a thousand different combinations!

Each spell created can have up to five magical effects. For example, you can combine the effects of the Destruction school with the Illusion school and make a spell that enrages the enemy and deals damage to him. Or, combine the effects of the schools of Restoration and Change and create a spell that increases the armor of a companion and any of his skills. Or add the effects of increasing shooting skill or dampening footsteps to your bow spell to create the perfect assassin. The possibilities are vast and limited only by your imagination!

- REQUIREMENTS -

  • SKSE 1.6.6 or higher
  • SkyUI 3.0 or higher

- DETAILS -

In the College of Winterhold, on the second floor of the Hall of Achievement, you will find the Altar of Spells. Activating it will cause a series of utility menus to appear, with which you can combine the magical effects you know into the most basic spells. In total you can have a total of 25 spells created, 5 in each of the schools of magic. Once you've completed creating a spell, you can give it a name that will appear in your character's spellbook.

Your character learns magical effects by studying the "enchantments" that each spell has (i.e., the spell's base effect). Enchantments can be learned in two ways. First, you can buy special books of enchantments from Melrin Amborsius, the keeper of the Altar of Spells - you will find him in the same hall. Secondly, you can learn enchantments during normal play, simply by using certain spells. For example, every time you cast the Sparks or Chain Lightning spell, there is some chance that you will eventually understand the nature of the spell itself and learn the Electric Damage enchantment. Please note that not all enchantments can be learned this way, so I still recommend that you familiarize yourself with Melrin's goods.

On the shelves near the Altar of Spells you will find many books that fully describe all the magical effects, required perks, as well as the cost of casting the corresponding spells.

- JOURNAL OF CREATED SPELLS -

Don't forget to take with you the "Journal of Created Spells", which you will find a little to the left of the Altar. This journal will allow you to look at the spells already known to the character, as well as view and delete created spells. Reading this log will cause the service menu to appear, from which you can perform the corresponding operation. The ability to “forget” spells can be useful to you, for example, as your skills increase and you need to replace created spells with more powerful analogues.

- NEW MAGIC EFFECTS -

Spell Crafting for Skyrim adds several magical effects that could not be used in the original game's spells.

  • Absorption--Create spells that absorb a target's health, magicka, or stamina and transfer it to the caster.
  • Attribute Damage-- create spells that damage the target's health, magic, or stamina. Casting such spells costs less magicka than absorbing or elemental damage.
  • Vulnerabilities-- create spells that make the target 25%, 50% or 100% more vulnerable to the elements, poison or magic.
  • Summon Dragon Priest-- create spells that summon a dragon priest to help you for 30 seconds, 60 seconds, 120 seconds or forever.
  • Slowdown-- create spells that slow down the target's movement speed.
  • Life Detection and Detect Undead -- added new variations of effects that do not constantly consume magic.
  • Resistance-- create spells that make the target 15%, 25 or 35% more resistant to elements, poison or magic.
  • Strengthening skills--Create spells that increase skills or attributes by 15%, 25%, or 35%.
  • Healing diseases-- works in the same way as a potion of healing diseases.
  • Magic amulet-- creates a barrier that absorbs damage from magic, but does not constantly consume mana.
  • Weapon amulet-- creates a barrier that absorbs damage from weapons, but does not constantly consume mana.

- ALL MAGIC EFFECTS -

Destruction:
  • Absorbing health, magic or stamina
  • Damage to health, magic, or stamina
  • Fire Damage
  • Cold Damage
  • Electrical Damage
  • Vulnerable to fire, cold, electricity, poison or magic
  • Fire Cloak
  • Frost Cloak
  • Cloak of Lightning
Illusions:
  • Calm
  • Courage
  • Fear
  • Fury
  • Invisibility
  • Muting footsteps
Witchcraft:
  • Summon Pet
  • Summon Atronach
  • Summon Dremora Lord
  • Summon Dragon Priest
  • Summon Draugr
  • Summon Skeleton
  • Summoned Sword
  • Summoned Ax
  • Summoned Bow
  • Order of the Daedra
  • Banishing the Daedra
  • Soul Trap
  • Resurrection
Changes:
  • Armor
  • Ethereality
  • Life Detection
  • Undead Detection
  • Slowdown
  • Paralysis
  • Water breathing
Recovery:
  • Resistance to fire, cold, electricity, poison or magic
  • Treatment
  • Skill increase
  • Healing diseases
  • Repelling the Undead
  • Magic amulet
  • Weapon amulet

- MSM MENU -

Using the MSM menu you can:

  • Set the time interval between effects in a spell.
  • Set the speed of learning enchantments
  • Specify the maximum possible number of simultaneously active runes
  • Enable or disable enchantment learning
  • Enable or disable mod
  • Enable or disable all spells of the school of magic, as well as each one separately.

- INSTALLATION -

Unzip the contents of the archive into the "Skyrim/Data" folder and include the "_tck_SpellCrafting.esp" file in your plugin manager.

- UPDATE -

- IMPORTANT NOTES -

Spell Crafting for Skyrim does not yet support spells that require constant concentration or affect an entire location.

Creature summoning effects cannot be combined with any other type of effect.

Crafted spells cannot currently be cast with both hands at the same time.

The cost of crafted spells in the magic menu is displayed incorrectly, there is currently no way to fix this.

Translation: "Chronicles of Tamriel"

This mod adds a big interesting quest in which the author gives his vision of where all the Spell Altars from Tamriel went.
Several new locations await you, including an entire island, clashes with vampires, undead and powerful sorcerers. You will be able to learn new spells and two new shouts. Upon completing the quest chain and defeating a very strong boss, you will have two spell altars at your disposal, which you can place in the College of Wintrehold.
With the help of the Spell Altar, you can create your own spells by combining up to 4 different effects.
The altar has several significant limitations:
- You will be able to combine and change only those spells that are provided by the author of the mod. The altar does not support any spells from third-party modifications; only basic spells from vanilla Skyrim and a number of new, original spells added by the author will be available.
- The cost of created spells is fixed and is not affected in any way by the presence of enchanted items.
with an enchantment to reduce the cost of spells. The maximum possible discount on the cost of spells is 92% and is achieved only when you have maxed out all 5 schools of magic. (You can’t download all schools if you use an anchor).
Despite these limitations, the Altar can still be useful, especially if you play a well-developed mage, and the author’s quest turned out to be very good, for which it’s definitely worth installing this mod.

(!) Warning : Be sure to save before using the Altar! In some cases, using the altar can lead to a "stuck in textures" bug. Solution : open the console and enter player.setscale 1 with a high probability, the problem will not happen again.

Installing the mod: copy the contents of the Data folder of the archive to the Data folder of your Skyrim, connect the file "KhalSpellmakingMod.esp" in your launcher.

How to start the quest: To start the quest, you must be the Archmage of the College, reach the expert level of one of the schools of magic, and also kill the first dragon and absorb its soul (i.e., begin the main plot of the game). If these conditions are met, the letter will be delivered to you by courier. If all the conditions are met, but the courier never arrived, then go to the College and look for the master there in the arcaneum.

P.s. This version of the plugin is slightly different from the original, because... I made a few changes:
- changed the way of entering the names of created spells, adding support for the Russian language;
- simplified the opportunity to minimize the cost of spells, making it compatible with mods that change magic perks;
- fixed several small bugs.