Skyrim spells are masters of destruction. The magic of destruction in Skyrim. We solve problems with excess weight

Description:

Adds new types of magic to the school of destruction: water, earth and wind. In addition to causing harm to health, each new species has a unique side effect.
Water spells stop the enemy's magicka and stamina regeneration for a few seconds, earth spells stop health regeneration and can stun the enemy, and wind spells can knock the enemy down.
The mod contains 30 new spells, including 24 destruction spells, 6 conjuration spells, 9 perks, 3 weapon enchantments, and 3 armor enchantments. Added new enemies specializing in new types of magic.
Version with Dragonborn DLC Added an Ash Cloak spell to replace the vanilla Whirlwind Cloak, as well as new dragon priest masks for each element, which can be found in a chest in the master bedroom of Severin Manor in Raven Rock.

All items and spells are leveled so that a low level character will not be able to get a high level item or use a complex spell without excellent knowledge of the school of destruction. Everything is the same as with vanilla spells.

In the version of the mod without adding perks, the power of spells can be increased with the help of vanilla perks. Earth, Water, and Wind spells are enhanced by the Empowered Flame, Empowered Frost, and Empowered Lightning perks, respectively.

Added racial resistances to new types of magic: Argonians have 50% resistance to water magic, and orcs have 50% resistance to earth magic.
Added earth and wind resistance enchantments.

Peculiarities:

Earth Magic Spells:
. Crushed stone is a sheaf of stones and dirt.
. Stone Charge - shoots a small stone.
. Rune of Earth - An explosion that deals stone damage.
. Stalagmite - Stone spikes that sprout from the ground and deal damage in a 10-foot radius. can also be used to make it difficult for opponents to advance for a few seconds.
. Stone Cloak - A cloak of dust and stones that revolve around the caster.
. Boulder - shoots a large stone.
. Earth Wall - creates a barrier of sharp stones.
. Earthquake - The ground shakes for 20 seconds, knocking down enemies within a 40-foot radius.

Water Magic Spells:
. A turbulent stream is a powerful jet of water.
. Water Ball - Launches a small ball of water.
. The Rune of Water is a water-spewing explosion.
. Geyser - Creates a water geyser at the target location, dealing damage to everyone within a 15-foot radius.
. Raincoat - surrounds the caster with a rain cover.
. Wave - shoots a large ball of water.
. Wall of Water - Creates a water barrier that deals damage.
. Tsunami - causes a huge wave.

Wind Magic Spells:
. A squall is a powerful stream of air.
. Zephyr - a sharp gust of wind.
. Rune of Wind - air burst.
. Tornado - Summons a whirlwind that hits multiple enemies, but is slow moving and has limited range.
. Whirlwind Cloak - Surrounds the caster in a whirlwind of air.
. Storm - causes a powerful gust of wind.
. Wind Wall - Creates a damaging barrier of destructive wind.
. Cyclone - Summons a large tornado that has an 80% chance to knock down enemies within 15 feet.

Witchcraft spells:
. Summon Earth Atronach
. Summon Wind Atronach
. Summon Water Atronach
. Summon Ground Thrall
. Wind Thrall Challenge
. Water Thrall Challenge

Destruction Skill Perks:
. Earth Wall - Earth spells deal 25 /50% more damage.
. Storm Wave - Water spells deal 25 /50% more damage.
. Empowered Wind - Wind spells deal 25/50% more damage.
. Armor Destroyer - Earth spell damage reduces targets' physical damage resistance when their health is low.
. Drown - Water spells cause the enemy to drown if their health is very low.
. Force of the Storm - Wind spells always knock back the enemy if they are low on health.

Enchant skill perks:
. Earth Enchanter - Earth enchantments on weapons and armor are 25% more powerful.
. Water Enchanter - Water enchantments on weapons and armor are 25% more powerful.
. Wind Enchanter - Wind enchantments on weapons and armor are 25% more powerful.

Fortitude and weakness of various creatures to new types of magic:
. Water Resistance: Argonians, Mudcrabs, Killerfish.
. Earth Resistance: Orcs, Trolls, Spriggans.
. Wind Resistance: Dwarven automatons, mammoths.
. Weakness to Water: Dwemer Automatons, Dremora, Ash Spiders.
. Weakness to the ground: spiders, choruses.

Installation:

There are three versions of the mod:

- Full: A version that adds perks and requires the Dragonborn DLC to be installed.
Download from the main link below.

- Without perks: for those who do not want changes in the perk tree. DOWNLOAD

- Without perks and without Dragonborn DLC support: adds only spells.
Perks and dragon priest masks are not added. DOWNLOAD

Place the Data folder from the selected archive into the folder with the installed game.

Wizards are pragmatic people. They like to do everything calmly and measuredly. Run, jump, sneak, dodge and hit - all this fuss is not for them. Noticing the enemy, they prefer to kill him without unnecessary gestures, without being distracted from examining the surroundings in search of something of value. Burning and incinerating, leaving behind only handfuls of ashes on scorched earth - this is how they treat those who stand in their way.

As always in the TES series, the mage can be anyone. Nobody forbids you to throw fireballs and at the same time walk around in heavy armor. But here I want to talk about playing as a pure mage who wears no armor and uses no weapons other than magic.

Despite the fact that the gameplay in Skyrim has become much more exciting, including the gameplay for the sorcerer, the magic itself in the game is quite primitive. I hope in the future there will be more interesting and useful spells. However, even with what you have, you can achieve a lot. A well-pumped magician is a walking anti-aircraft gun, pouring an endless stream of fire and lightning on everyone. Such a magician can destroy any opponent without spending a single vial of healing potion or mana.

I want to talk about several ways to achieve great power when playing as a mage.

In principle, you can play as a magician with any class, but High Elf and the Breton have some advantages here. The elf has the ability to turn on fast mana regeneration for a minute once a day, which helps when you need to cast spells on especially fat enemies. But I would still recommend playing as a Breton. Firstly, with the right buildup, the issue of the amount of mana will soon become irrelevant, and secondly, the Breton has a natural resistance to magic, which will help him survive the fight with magicians.

Playing as a mage: the path to power


Playing as a mage: the path to power

1. Infinite Mana

In the game, 2 parameters are responsible for mana: the amount and speed of regeneration. At first, it may seem that it is beneficial to increase the mana regeneration rate (there are even corresponding perks in the recovery school), especially when you come across items that increase the regeneration rate by 100% or more. But in practice, everything is not so beautiful. I would advise you to forget about this parameter altogether, because when you run out of mana in battle, no amount of regeneration will save you. In fact, it is so weak that the difference between 100% regeneration and 300% is almost imperceptible.

Therefore, when you see items + 100% to mana regeneration, don’t flatter yourself too much. Much more useful will be properties that reduce the cost of spells. Actually, this is one of the main keys to the power of the magician - enchantment.

In pursuit of more powerful destruction spells, you will sooner or later hit the ceiling when you simply do not have enough mana to kill a strong enemy. While you will be demolished all health in 1-2 attacks. As a result, you will have to cut circles around the pillars, swallow bottles constantly savel. Not too epic, is it?

Enchantment, with full pumping, will allow us to make any 2 schools of magic absolutely free. To do this, you need to upgrade the enchantment to 100, upgrade all the perks to increase the power of the effects you have applied (5 pieces) and 1 perk that allows you to apply 2 effects to one item at once (it is the last one, to open it you will need to open 2 more in front of it, total eight). When combined with a Greater Soul Gem, you can apply 2 skill-up effects to one item, each granting 25% mana savings on spells.

The game has some limitation, quite ridiculous. Not all effects can be applied to all things. For example, the effect "increase skill: destruction" can only be cast on clothes, a headdress, a necklace and a ring. Apparently, this is done so that you do not get infinite mana too soon. Once you get the first 5 perks and enchantments up to 100, four items will be enough to make one school of magic, such as destruction, completely free.

With the last perk, you can make 2 schools free, but I would advise making one free - destruction, and two at 50%. For example, illusion and witchcraft. This will save experience points and invest less in perks to reduce the cost of spells.

How to enchant items

To enchant items, you will need a soul gem, a table with a pentagram (found in colleges, court magicians, in forts and often found in necromancer habitats) and studied effects. To apply an effect to an item, that effect must first be researched. To do this, find an item with the effect you need, go to the enchanter's table, open the "remove enchantment" section and select this item from the list. The item is destroyed and its effect appears on your enchantment list. It doesn't matter how strong the effect was on the item, only your parameters and the size of the soul gem will be taken into account when enchanting. If an item has 2 effects at once, then you will have one enchantment with two effects at once in your list of enchantments, and their strength will be much weaker than if you apply each of these effects separately.

About soul gems

The biggest ones are the great ones. But the main thing is not the size of the stone, but the size of the soul in this stone. If there is a tiny soul in the great stone, the enchantment effect will be appropriate. Great soul stones can be bought from mages (in the "miscellaneous" section). They can be found in some locations. Dwarven Centurions often drop already charged great soul stones.

Charging empty soul gems

If you have an empty soul gem, then you need to charge it. This can be done using the soul capture spell: cast an enemy, kill within a minute and the soul of the slain takes the smallest soul gem that can fit. The cooler the mob, the more soul. Great Soul Gems can be filled with Mammoths.

Since Soul Trap only works up close, this can be a bit tricky if the opponent is strong (e.g. a giant). This is where the paralysis spell can help. And also use summoned creatures, or hire big guys to distract opponents towards themselves.

You can also capture souls with weapons enchanted to capture souls. Or with the help of a summoned weapon, if you have the appropriate perk. But if you are playing a pure mage, then this weapon is not for you.

You can only capture the souls of creatures. To capture the souls of people, you will need black soul stones (these include the stone "Black Star of Azura", which can be refilled endlessly, is given by a quest near Azura's sanctuary, in the mountains not far from Winterhold). Any human soul is considered great.

Fast leveling enchantment

To level up a mage quickly, you'll need a bunch of charged gems (it doesn't matter which ones, soul size doesn't affect experience points) and a bunch of items. Then you simply enchant everything in a row, and sell the resulting magical garbage. At first, 2-3 enchantments per skill level will suffice. Towards the end, about 7-8 enchantments per level. If you have a lot of money, then some of the stones can be bought from the magicians immediately charged. Dwemer machines often come across already charged stones. Plus, cast spells on all kinds of crabs and wolves to fill the empty ones. I advise you to enchant only ordinary gear, not armor, and do it in a college of magicians. There are a lot of magicians who will then buy it all from you and they do not buy armor, only ordinary things. In addition, they are easier to carry and not difficult / cheap to get. Just remove gloves, boots and hats no more than 1 weight from the corpses. A couple raids on bandits in some fort or cave will give you a lot of material. It is full both on enemies and on the shelves of cabinets and chests of drawers nearby. You can also look into the clothes boutique in Solitude and buy all the cheapest clothes there, there are a lot of them.

If you still have enough mana and found enchanted items, then there is no point in specifically bothering. Just after several raids in the caves, take all the collected gear with stones, enchant it and sell it.

Alchemy Empowerment

With the help of alchemy, you can create potions that make your enchantments even stronger. While with the help of enchantment you can create items that affect the strength of the elixirs you have created. Those. e.g. make a potion of "10% stronger enchantment for 60s", drink it and create an item with the effect of "27% stronger potion", equip it and make another potion, more powerful. And so on. With the help of elixirs, you can increase the enchantment by about 30% at most (thanks to gorinbl4 for the information).

Playing as a mage: the path to power


Playing as a mage: the path to power

2. Destruction

For most magicians, this is the main school. To level up the school of destruction, use the strongest available spells and then it will develop quickly enough. Fireballs and incineration have a good effect on pumping. The runes also seem to work well.

It makes no sense to spend money on building this skill with the help of teachers, it is constantly growing anyway. In addition, if you constantly use destruction, it will increase your level the most, and when you level up to 100, the level growth will slow down.

About "wall" spells

Somewhere at the level of the adept, the spells "wall of flame", "thunder wall" and "wall of frost" are already available. Outwardly, this is about the same as the starting “flame”, “spark”, “frost” - a stream of elements from the hands. The main difference is that with the help of the same "wall of flame" you can make a fire. They need to attack not at the enemy himself, but under him. Then the floor will light up and cause damage to the enemy on its own (about 10 seconds). For this, by the way, it is enough to use casts from one hand, if you do not have infinite mana, save. It looks cool, if you wish, you can fill the entire room with fire (ice, lightning), so that the enemies will have nowhere to stand. Or make a path in a narrow passage so that the enemies are not bored on the way to you. But in practice, these spells are not so useful. They kill for a long time and are effective mainly against weak enemies. You can beat a strong enemy with a "wall of flame" only when he is stupid: sometimes tough enemies can stick in one place and blunt. Then it will be possible to jump out from around the corner every 10 seconds to set fire to the floor under their feet and wait until they are finally cooked. But this is not the most effective tactic. However, if the terrain allows, you can run around a pillar from enemies, setting fire to the ground under you. Everyone has their joys.

Each of the elements has its own basic spells and a number of specific advantages and disadvantages:

Fire

At the fire is a fireball and incineration. The ball comes up against a group of mobile enemies in open spaces. Its main advantage is the combination of speed and area of ​​attack.

Against large opponents, it is better to use incinerate, as it is more powerful.

Lightning

Lightning has chain lightning and lightning discharge. Chain Lightning can attack two nearby enemies at the same time: it bounces from the first to the second. It is a pleasure to watch her scatter weak enemies. In addition, the ricochet sometimes reveals those enemies that you did not notice, which can save the life of an unprotected magician. Works well in conjunction with the Storm Atronach. While your nah is fighting, you can safely blast him with chain lightning from around the corner, which will ricochet at enemies. Lightning naha is immune to lightning, but other summoned creatures or teammates will suffer from your spells. Keep this in mind when attacking in an area near allies.

Lightning discharge is more powerful and does not ricochet.

The main advantages of lightning are attack speed, good range and effectiveness against mages. Since, in addition to damage, lightning damages the enemy’s mana. In addition, there are few enemies in the game that have resistance to electricity. But mana is spent a little more than cold or fire.

Cold

The cold has an ice storm and an ice spear. Ice Lance is essentially an analogue of Incinerate, with the difference that the cold additionally deals damage to the enemy’s stamina and slows him down a bit. This could make the element of cold very popular, as there are more benefits than fire. But very many opponents are immune to the cold. For example, Dwemer machines, in my opinion, are generally indifferent to the cold, and the ghouls do not seem to be very susceptible to it.

The most interesting thing in the cold is an ice storm. The spell has a rather low speed, but not bad damage, area attack and can be attacked through walls and obstacles. It works well in a narrow passage, when the enemies line up and you can go through all at once with one salvo.

There is also an assumption (did not check) that the ice spike is a rather useful spell, since the damage is more like physical (icicle thrower). Perhaps against mages who are weakly protected from physical damage, the spike will be effective. At least the dead, I remember, he quite killed himself.

Master Spells

Each school also has its own master spells. In the school of destruction, this is a storm (of fire, cold and lightning, respectively). To obtain such spells, you need to take a quest in the college of magicians from the teacher corresponding to this school (they are issued upon reaching skill level 90-100, depending on the school). Master spells are created within 5 seconds and during this time you must be motionless, which limits their use, because few people will allow a flimsy magician to slowly cast spells surrounded by enemies. So here you have to either call on creatures for distraction, conjure from invisibility, or guess the moment. But in general, these spells are not so necessary. They will not cause much trouble to strong opponents. And the weak ones are faster to score with ordinary spells.

Useful perks

The most useful perks are casting from two hands and the perk following it in the branch for stunning the enemy. When using spells that shoot in one gulp, the enemy is stunned for 2-3 seconds. Thus, you can kill absolutely any enemy one on one if you attack him with a certain frequency (and if there are no restrictions in mana, due to enchantments or elixirs). Just do not attack him continuously, but only at the moment when he comes to his senses. Then he simply will not even be able to answer you. Works on everyone, including dragons.

Of course, perks to increase spell power are useful.

As for the final perks in the elemental trees, I'm not very sure about their usefulness.

Fire causes fear in enemies when there are few lives left. I did not take it, because I have no desire to chase unfinished enemies, besides, they can then restore their health and return with new enthusiasm.

The cold freezes enemies that are low on health. There are perks and more useful.

Lightning turns into a handful of ashes.

I picked up the last lightning perk (disintegrate) but regretted it for a while (later I got used to it). I hoped that it would allow you to kill opponents faster, but in practice I did not notice anything like that. The perk is useful against necromancers to prevent them from resurrecting fallen comrades - it is impossible to resurrect a handful of ashes. However, you won’t be able to resurrect them either, so if you need a faithful and obedient necromancer, then kill him in a different way (IMHO, it makes little sense to revive other creatures, they are too stupid, and at least there is a benefit from magicians, especially from strong ones). Another disintegration bonus - there are no annoying skeletons from dragons.

If you quickly pump the enchantment, then you can save on perks to reduce the cost of spells.

Playing as a mage: the path to power


Playing as a mage: the path to power

3. Witchcraft

Sorcery allows you to summon weapons and creatures, which gives you more tactical options when playing as a mage. And at the beginning of the game, this is a good help.

Because the we are talking about a pure magician, I will not consider the call of weapons, since I consider this branch not necessary for a sorcerer. Let's touch only the summoning of creatures.

fire pet

At first, it is a very useful beast for clearing dungeons. In fact, this is a homing mine. A few seconds after the call, it explodes and deals not bad damage to the enemy. But the explosion can damage you too, so don't call it during peacetime, the summoned creatures have a habit of staying close to their master.

Conveniently, the fire pet itself rushes at enemies as soon as it notices them, so if you are pressed by a particularly angry mob, you can simply stand near the passage around the corner and send your stinger at the enemy. Fortunately, he does not spend much mana.

Atronachs

Atronachs are good to use against mages. Create Nakhs according to the element used by the enemy magician, then he will not have a chance in battle. It is especially good if you manage to squeeze the sorcerer somewhere, then your nah will beat him with claws. With the help of ice nahs, you can still plug the passages. True, sometimes the game is buggy and creates ice not in front of you, but behind you. Thus, instead of closing you from the enemy, he cuts off your return path. But if you can, you can slowly throw ice storms through your naha while the enemy unsuccessfully tries to pick out this clumsy block of ice.

Revitalization

Zombie. Stupid stupid creatures. They always get stuck out of the blue, sometimes in the aisle, making it difficult for you to drape as fast as you can tactically retreat when meeting with some kind of kingpin. They often crumble to dust before they can reach the enemy. Or they come when you have already finished with everyone. They make annoying sounds. After death or expiration of the expiration date, the animated creatures crumble into dust and cannot be brought back to life again (unless there is a "dead thrall" spell, but more on that below). I don’t see much point in reviving anyone except for magicians: they hit at a distance, they are quite nimble, they are less stupid than others, they can summon creatures.

There is a "ghost" spell that allows you to revive anyone (even rabbits), but there is a level limit. For example, a draug-warlord cannot be revived, a maximum of a draug-executioner.

Too bad you can't revive horses. Firstly, somehow unreasonable, and secondly - it's very convenient. All the same, the game for the magician should be interesting and varied, and not just a shooter.

Dremora Lord

I love this the most. Looks cool and is good in combat. And yes, he's a funny guy. It is very convenient to set on archers, especially if you cannot see them in the dark. You just call a Dremora in a place visible to the archer and wait. Spouting insults, the Dremora Lord takes out his two-handed butter knife and blows every warrior to hell, simultaneously explaining to him what he is worse than him. It can even take down a draug warlord or an ordinary dragon one-on-one. Not always, though, but with two attempts it will definitely extinguish. But against mages, it is not very effective.

Master Spells

Master level spells allow you to summon creatures with no time limit. Against strong opponents, they are not particularly strong, but can be a distraction, especially useful when enemies notice you before you notice them. Most often, your slave will immediately attack them and turn his attention to himself, giving you time to uncover your magic hands and put the adversaries on fertilizer.

So far I've only come across Nakhs (thunder threll, fire threll, ice threll) and revive (dead threll).

A dead thrall only works for humans (and other races) and doesn't work for monsters and beasts (and I really wanted a pet bear or spider). But after death, your slave will not crumble to dust and can be revived again (and used as a cart for things).

Additionally: to revitalize, it is better to find a strong mob and throw weapons and clothes on it cooler (although there is a glitch and during fast travel, the armor changes to the initial one). Thanks for the info Soth!

I also heard that there is a certain Shadow, called for 60 seconds, but completely invulnerable. And I really hope that you can call on a Dremora on an ongoing basis. If not, then I'm really looking forward to a mod that will fix this.

Utility Spells

Even with the help of sorcery spells, you can expel and capture the summoned creatures of the enemy. But, frankly, at higher levels of the game they are not needed. Moreover, these spells only work at close range.

Useful perks

First, it's a two-handed cast that summons creatures for a longer duration. Otherwise, you just hesitate to call the same Dremora.

The second is "paired souls" - the last perk. To study it, you will need to complete at least one of the branches: necromancy or atronachs. My choice is atronachs. They are more useful. And necromancy is more like entertainment, for this it does not require pumping.

Witchcraft is well pumped by capturing souls (you can even cast spells on corpses) and, of course, by summoning creatures. Moreover, you get experience when your creatures are in a state of combat. You can find a place where some aggressive beast is sitting in a cage, call on some nakh and, for example, go have a snack, or a smoke break (who has what). Or you can attack your naha so that he becomes aggressive towards you, and run away from him (it is better to take an ice one, he is not dangerous at a distance). And you can not bother and use the creatures for their intended purpose and the skill itself will gradually pump. For example, I finished off the last 10 levels of witchcraft, entrusting all the dismantling of the Dremora, it turned out pretty quickly. And he did, by the way, not bad.

Playing as a mage: the path to power


Playing as a mage: the path to power

4. Change

There are several very useful spells in the change that can decide the outcome of the battle.

Oak/Iron/Ebony Leather

Protective spells that can make a small defenseless mage a little less defenseless. Of course, they cannot be compared with real armor, but sometimes it is magical protection that allows the magician to survive the enemy’s attack, which is also not a little. After all, if the enemy failed to kill the magician the first time, there may not be a second chance. However, sometimes even with this protection you can be killed with one blow.

Life/death detection

A very useful thing, as it allows the mage to notice enemies before they notice him. Significantly reduces the number of surprises and unexpected meetings nose to nose. With the help of death detection, for example, you can notice draugs that have not yet awakened, put runes in their path, call creatures to help when an ambush is detected.

Paralysis

Turns fights with many opponents into beating babies. Especially useful against mages. You paralyze the enemy, set fire to the floor under him and go to clean the chests while he burns out. Works even for giants and draug warlords. But it no longer works on cooler creatures. Dragons, it seems, also does not take (to be honest, I have not tried it). Convenient for capturing the souls of strong opponents into stones.

water breathing

Rarely useful, but sometimes it allows you to find chests hidden under water, which are difficult to reach without underwater breathing. But if there were traps in the game that lock you in underwater, water breathing would not be able to help you. It is impossible to cast spells while swimming in water.

Mass paralysis

To be honest, I wasn't impressed. It is weaker than normal paralysis, it is useless at high levels. Casts for 5 seconds and requires immobility.

dragon shukra

Master's spell. Creates a magical shield that absorbs 80% of all damage against you. Lasts 90 seconds (if with all perks).

Useful perks

Double casting makes spells longer, which is handy. Protection lasts longer, paralysis lasts longer.

Mage Armor (3 levels) - increases the effectiveness of magical protection by 2-3 times (depending on the level of the perk). Without this perk, IMHO, "skin" spells are generally useless. But there is an important condition - you must not wear armor, otherwise it does not work. Don't forget to also take off your boots and gloves if they have an armor class.

Atronach is a very useful thing in a fight with magicians, 30% of enemy magic is absorbed into your mana.

Magic defense (3 levels) - reflects from 10 to 30% of magical attacks (depending on the level of the perk). It seems like a useful thing, but I completely managed without it, the atronach and Breton immunity were enough. If the magicians press you hard - pump it, it might help.

Change skill is very well pumped by the detection of life. Go to a crowded place and constantly cast this spell.

You can save money on the change if you give half of the points to health during pumping - then your mage will not die from one attack of high-level enemies.

Playing as a mage: the path to power


Playing as a mage: the path to power

5. Illusions

Perhaps the most interesting spells are here. There are few of them, but, alas, there is nothing better. So we are waiting for DLC, mods and hope.

Rabies

A cool thing that allows you to pit enemies against each other. It acts in an area, so it’s better to shoot at your feet, with one salvo you can hook several at once, standing in a heap. After that, they will begin to rush at everyone in a row. Including you, so you need to choose the position and the victim wisely. Try to have one of his allies nearby in the field of view of the NPC so that he will be the first to notice him. And it's good when you have the opportunity to quickly hide. You can use invisibility for this.

Invisibility/Mute Footsteps

The invisibility here is very short, only 30 seconds, but it's better than nothing. And unlike elixirs, it is infinite. Invisibility falls off when you make any interaction with the environment (including moving from one location to another, even into a cave where there is no door, so there is no point in conjuring before entering). If you are spotted, you can hide with the help of invisibility, but they will not immediately lose sight of you, so move, especially if the enemy can attack from a distance.

Another use of the spell is the ability to cast master spells that require you to remain still for 5 seconds. Of course, eventually you will become visible, but only after the spell has worked.

Can be used as an alternative to detecting life in school change. We went in, looked, if there was someone, we went back and got ready (the advantage is that at the same time you can find out who you have to oppose).

And yet, if you play as a magician, then most likely your stealth is not pumped over, and therefore, without muffling steps, invisibility will be useless, enemies are perfectly guided by hearing. So don't forget to muffle your footsteps.

Taking damage doesn't seem to remove invisibility. At least the traps do not exactly remove it.

By the way, in my opinion, invisibility works even against undead (without a perk that allows you to influence the undead).

sedation

Spells that calm opponents. Sometimes they can be helpful. For example, I somehow accidentally hit my horse and he got angry with me. I calmed him down with a spell, otherwise I would have had to kill him. You can also calm the guards who are trying to hold you accountable. Well, in general, an excellent choice for pacifists. You can not kill anyone, but only calm down and move on.

Encouragement

This is apparently to increase the effectiveness of the allies. Since I always go alone (it’s difficult for a magician to support, with his sweeping magic), I can’t assess how useful it is. But, in theory, the spell can be useful for pumping. It is not negative, and it is likely that passers-by will not kick your horns if you cheer them up a little. And they feel good and you experience. But this is just a theory, I have not tried it in practice.

Fear

I met on the forums that with the help of this spell you can beat bosses and strong mobs well. The point is that while fear hangs on the NPC, he will drape from you. Given the advanced AI in the game, he'll most likely run into a wall and tread lightly while you can rain fire and lightning on him with impunity.

Mass Spells

I don't have them yet. As I understand it, you can calm everyone down en masse or set them against each other. Most likely, the mass version will work weaker than the usual one, but I will definitely try to arrange a booth in the center of some city when the opportunity arises).

Useful perks

First double cast - increases the power of spells. Those. if rabies doesn't work with one hand, it will almost certainly work with two. Seems like it doubles the power.

Silent Spellcasting is a useful perk when hidden game. For silent kills and inconspicuous extension of invisibility.

And the topmost perk - allows you to influence the illusion even on the dead (truly magic!)

For fast pumping illusion skill, you can constantly conjure muffled steps and invisibility. Regardless of whether there is someone next to you or not, the skill will be pumped.

Playing as a mage: the path to power


Playing as a mage: the path to power

6. Recovery

IMHO, the most useless school. Those. healers will certainly come in handy, but I don’t see the point in investing experience points in recovery for a magician. It works just fine as it is. I invested a few points there but in the end I regretted it. It was easy to do without them. The only perk that seems useful to me is the escape from death. They will allow you to avoid unnecessary death if you suddenly gape. A trifle, but nice. But in general, I do not see any need for this. Amulets are practically useless. They eat up a lot of mana and are easily broken through with strong attacks. So you can save money on restoration.

Extra: Wards can help against dragon flames. Thanks GaimerX for the info. I think if you make recovery free, high-level charms can become an insurmountable defense. True, I usually kill all opponents very quickly with a two-handed cast, in some cases I summon a Dremora, they perfectly cut out everyone and distract them.

Playing as a mage: the path to power


Playing as a mage: the path to power

7. We solve problems with excess weight

Mages usually don't pump strength, so they carry only a limited number of things with them. Basically, they don't need much. They have no armor or weapons, only junk to sell. But sometimes it happens that there seem to be valuable things nearby that you can put in your pocket, but there is no place. Personally, I have created a few rules for myself to reduce such hemorrhoids to a minimum. All things I evaluate based on the ratio of weight / price. If it is lower than 1/100, then the item goes to the dump (at the beginning of the game, if it is lower than 1/50). The exception is when there is a merchant nearby and junk can be quickly shaved off.

For example, the same dragon giblets. The magician doesn’t need them, after all, and the same bones have a ratio of 15/500, i.e. only 1/33. Despite the fact that merchants will still pay you even less. It is much better to collect some rings with necklaces and light enchanted items. It only affects well-being positively, since you spend less time running around merchants and more time earning treasures)

Playing as a mage: the path to power


Playing as a mage: the path to power

8. About spells for sale

It happens that no one has good spells, although the level seems to be normal. The game has some idiotic randomness in this regard. Given the meager selection of spells, this brings nothing but annoyance to the game. For example, the same thunder atronach appeared with me already closer to the hundredth level, and not from a merchant, but found it in some kind of dungeon. And only then it appeared on sale, when the fuck is no longer needed.

I met recommendations on the forum that if you save in front of the seller, exit the game to the desktop and go again, then new spells will appear. Someone said that this is enough, but they also said that it only works if you save before entering the room with the merchant and before you approached him for the first time (the first time in 48 hours, such is, like, the time for updating the assortment and of money). I don’t know if it works or not, who wants to - try it.

Playing as a mage: the path to power


Playing as a mage: the path to power

9. Play for fun!

The approach described here is not the only correct one. Everyone can have their own effective strategy and their own style of play. If you have interesting pumping ideas, feel free to experiment. You can always save, spend a perk and check what has changed. If you don't like it, just roll back. Good luck!

How to assign hotkeys

For those who don't know yet, you can assign hotkeys in the game, which is very important for a magician. They did it a little crookedly, you can assign keys only through the favorites menu: add an item / spell / ability to favorites (by default, the "F" button, which is also responsible for changing the camera), open favorites (by default, "Q"), move the mouse to the desired item in the list and press the key from 1 to 8. Done.


Version: 2.07.43
Language: Russian
Translation: user

Description

In the original Skyrim, compared to warriors, mages look pretty miserable. If with the help of pumping blacksmithing, alchemy and enchantment, you can achieve huge weapon damage, then with magic everything is much worse, the maximum that can be achieved is casting spells with two hands and abilities like "Augmented Flame". And this is not to mention the generally prohibitive damage of stealth attacks from a bow or daggers. In addition, many spells like magic armor have a ridiculous duration, which is why they need to be constantly renewed. This mod increases the power and / or duration of spells as you improve in the schools of magic (beginner - student - adept - expert - master), and also makes various improvements to existing spells. The mod works not only with standard spells, but also with almost all spells from third-party mods.

I. Improving Spells as Mastery Grows

  1. All mastery abilities ("Beginner", "Apprentice", "Adept", "Expert", "Master") of the schools of magic give an additional effect that improves all spells of this school. For alteration, sorcery and illusion, each ability from this branch increases the duration of spells by 15%, and for destruction and restoration - spell power, also by 15%. The bonuses overlap each other, so after choosing the "Master" ability, the spells of this school last 2 times longer or become 2 times stronger (1.15 5 \u003d 2.01).
  2. The abilities "Intensified Frost", "Increased Flame", "Increased Lightning" of the school of destruction increase the damage of spells of the corresponding type by 15% (thus, in total at the second level of this ability - 30%), and also increase the resistance of the corresponding element by 15%. Also, these abilities no longer affect weapon enchantments, because the damage of conventional weapons can already be pumped up to huge values.
  3. Cloak's initial spell radius has been reduced from 10' (3.1m) to 8' (2.4m), but damage and radius now increase as mastery abilities (item 1) and elemental damage amplification abilities are gained (item 2).
  4. Paralysis duration reduced from 10s to 7s, Mass Paralysis from 15s to 10s. This is done so that they do not become too strong, because. their duration grows with the acquisition of new mastery abilities (item 1).
  5. And if you think this is unfair, then the spell "Mass Paralysis" is unlocked to cast with two hands. The cost of magic is huge, but the duration is also great.
  6. The "Science of Fear" ability of the school of illusion now does not affect the damage of fire spells - fixing a bug in the original Skyrim (it was also fixed in).
  7. The Restoration Necromage ability no longer enhances spells you cast on your character if they are a vampire. This is also a bug that was making vampire players extremely powerful and has also been fixed in .
  8. Another fix - rune damage is now affected by elemental damage amplification abilities (item 2).
  9. Chain Lightning spell is now more reliable (casts to nearby enemies more often) and only works on enemies (previously it was an extremely dangerous spell in the sense that it constantly caught teammates, guards and other outsiders). The explosion from the spell "Fireball" now deals damage to everyone in the radius of destruction, incl. behind the obstacles. Ice Storm also ignores obstacles.

II. Magic Armor Upgrade

Magic Armor Spells original game are quite weak and last too long, so it's usually easier and more convenient to just wear armor. The mod tries to fix this - the mage is not required to wear armor!

  1. As the skill of the school of change increases, both the level of magical armor and the duration of spells increase. This (kind of) equalizes magic armor with regular armor, at least light armor.
  2. Each level of the "Magic Armor" ability of the school of change increases the armor class by 50 points. (6% damage resistance), up to 150 total at level three. Naturally, you don't have to wear any regular armor, only clothes.
  3. "Dragon Skin" is made as a normal magic armor spell, grants (base value) 150 damage. armor for 60 sec.

Thus, with all three levels of the "Magic Armor" ability, the "Master" ability of the school of change, you get up to 150 units. armor rating ("passive") and up to 450 more from Dragonskin, up to 600 in total. or 72% Physical Resistance, which is very close to the maximum armor rating (625, 80%). Compared to Dragonskin from the original game, you get 8% less physical damage resistance, but 6 times longer duration and almost 2 times less magicka cost (in the original, 80% physical damage resistance of Dragonskin is not bad , but 45 seconds of action is nothing at all, especially considering the time it takes to cast this spell and the cost of magic).

III. Dual Handed Spell Improvement

  1. In the original, when cast with two hands, spells are less effective due to the ratio (strength / magicka consumption): spells are 2.2 times stronger, but require 2.5 times more magic. Now everything is fair - both the consumption of magic and the strength are 2.5 times more than when reading with one hand.
  2. With the "Shockwave" ability of the school of destruction, the chance to stagger the enemy on hit is now 33% instead of 100%, because it's almost cheating - just enchant clothes for zero magicka consumption for destruction spells and double-handed with impunity. Apparently, in this way, "Arbor" tried to compensate for the general weakness of the magicians in the game.

IV. Magic Finisher Upgrade

The School of Destruction abilities Blaze, Deep Freeze, and Disintegrate are not very useful in the original game, as they kill enemies who have not long left anyway. Better Magic changes the effect of these abilities to look like something like a critical strike chance.

  1. Blaze and Deep Freeze: Instead of a guaranteed kill on enemies below 20% health, it's now a 20% chance to kill enemies below 50% health. can even turn the tide of combat.Does not work on enemies immune to paralysis or fear spells.
  2. "Disintegration": earlier, electric spells were guaranteed to turn already almost killed enemies into piles of ashes (which is very inconvenient for necromancers), now the effect works with a probability of only 15%, but on enemies with less than 50% health. Some enemies cannot be disintegrated.
  3. Blaze, Deep Freeze, and Disintegrate no longer work on weak (entry-level) continuous spells (Blaze, Frostbite, Sparks), cloaks, and elemental walls ("Wall of Fire", "Wall of Frost", "Wall of Thunder") because it's just unfair - the chance of instant kill will be too high, it will be enough just to knock the enemy down to half health, and then switch to a beginner spell with low magicka consumption.
  4. However, for the spells "Firestorm" and "blizzard" the effect of finishing is always triggered, and not with a 20% chance. This isn't cheating, as you still need the appropriate abilities, and you also need to knock the enemy down to half their health first. For the spell "Thunderstorm with lightning" the probability of finishing off is not 100, but 40%, but taking into account the continuity of its action, it works quite quickly. Also fixed a bug where disintegration worked even without the corresponding ability for the Lightning Thunder spell, as well as on enemies that were immune to it, such as dragons.

V. Upgrading Master Level Spells

In the original, many "master" spells (which can be obtained after the corresponding quests upon reaching level 90 of the school of magic) are not very useful, because. their power is not worth the high magic cost and long reading time.

  1. For the spells "Firestorm", "Snowstorm" and "Thunderstorm with Lightning", two-handed casting is unlocked, the consumption of magic is huge, but the power is also impressive. Theoretically, in this case, the effect of the Shockwave ability should work, but in reality it only works on Lightning Thunder.
  2. The Magicka cost of Firestorm and Snowstorm has been reduced, because in the original, their effect simply wasn't worth that much Magicka (DPS and DPS). Magicka cost for Firestorm reduced by 28%, and for Blizzard by 5%. Combined with the ability to read them two-handed, this makes them quite powerful and useful, although not in every situation. The duration of these spells has also been slightly increased.
  3. Firestorm now ignores obstacles. It can hardly be called cheating, since this spell takes a very long time to cast and requires a lot of magic. In the original, there was a very rare situation when this spell was useful, because, given the relatively small radius of action, you had to first go into the crowd of enemies, ask them not to disturb you, and then cast the spell for a long, long time. Or do it under invisibility. And in both cases, hope that it will kill everyone, otherwise you will have to run away from the unfinished enemies that are just a few meters around you.
  4. Storm duration increased from 10 to 15 seconds. In the original, this spell was too ineffective, due to the long cast and relatively low damage.
  5. All Illusion Master level spells (Call to Arms, Harmony, Hysteria, Katavasia) can now be cast with two hands. Previously, at high player levels, almost all illusion spells became practically useless, because most of the enemies were too high level and simply did not fall under their effect. It is now possible to scare, enrage, and calm almost all enemies (except those that are initially immune), even at level 80.
  6. The Call to Arms spell also applies the same effect as the Rally spell to all affected targets. Originally, "Call to Arms" only increased combat skills, stamina, and health, but now it also "encourages" the target, i.e. the target of the spell will no longer run away from the battlefield.
  7. Dead Thrall works on targets up to level 99, but still only on Humans/Mer/Khajiit/Argonians and some Daedra. In the original, the maximum level of the raised thralls was 46, which made this spell of little use at high levels of the player, especially if there are mods to complicate the enemies, like Skyrim Immersive Creatures, Organized Bandits in Skyrim or Skyrim High Level Enemies.

Note that Better Magic unlocks two-handed casting for many spells that are already two-handed, such as Katavasia. To read with two hands, you need to hold down both mouse buttons (which is logical), outwardly the animation will be exactly the same, but the effect will be 2.5 times stronger.

Installation, removal

Oddly enough, there are no scripts in the mod, it does not change leveled lists, so it can be safely put on an existing game and also delete. Nothing will break. It is advisable to install through the installer with any mod manager. Well, if for some reason you want to install it manually, then you need to copy the corresponding ESP files to the Data directory. There are 6 files in total:

  • BetterDualCasting.esp - Improves only casting spells with two hands (see section III descriptions);
  • BetterMageArmor.esp - improvement for magic armor only (section II);
  • BetterMasterSpells.esp - Improve only master level spells (section V);
  • BetterSpellFinishers.esp - improvement of only finishing with magic (section IV);
  • BetterSpellMastery.esp - improved only spell scaling per level (section I);
  • BetterMagic_FULL.esp - combines all the above files.

You need to install either BetterMagic_FULL.esp, or any of the 5 other files, if you like only some parts of this mod (it makes no sense to put all 5, then it's better to put the combined one). Also, in the archive from the Strings / Russian directory, you need to copy all the files to the Data / Strings directory. Those. as a result, Data / Strings should contain the files Skyrim_Russin.DLSTRINGS, Dawnguard_Russian.strings, etc. (this is the localization of the game itself), as well as new BetterMagic_FULL_Russian.strings files and stuff like that (this is the localization of the Better Magic mod).

And it’s better not to suffer, but to use the mod manager, it’s still 2014 in the yard! Personally, I recommend Mod Organizer.

Load Order

All Better Magic modules should be placed below all mods that affect magic in the load order. and LOOT are aware of this mod and will sort everything correctly, however, you need to make sure that there are no other "magic" mods below Better Magic. The mutual order of the individual modules of this mod does not matter.

Compatibility

The mod is compatible with other mods that add new spells, like Apocalypse Spells, etc., and will affect them, unless the strength or duration of the spell is hard-coded by the author of the mod. Better Magic is obviously incompatible with similar magic rebalance mods, and also global mods like SkyRe or Requiem.

Definitely a must put.

Also, the author of Better Magic suggests trying Simple Skyrim Spell Scaling Solution, this mod, as it were, inverts magic: enchantments increase the strength or duration of spells, and potions reduce magic consumption (in the original, vice versa). Perhaps someone will like it.

If you play a battle mage, the Dual Wield Parrying mod can come in handy, it will allow you to block attacks without a shield (after all, you have a spell in your other hand).

Alternatives

These are the recommendations of the author, the mods listed below are quite old (however, like Better Magic itself) and, apparently, there are no translations for them.
Empowered Magic
Balanced Magic
Empowered Destruction Magic (only affects the school of destruction)

About the translation
In general, Better Magic already has a translation on the official Nexus page, but it was made, apparently, "blindly": i.e. translated as if there was no official localization of the game. I, so to speak, retranslated the mod again, using the localization files from the Russian version of Skyrim. I also moved a few minor fixes from USKP into the mod so that Better Magic doesn't overwrite them.

The magic of the School of Destruction is the key for a combat mage (unless the hero is a master of the School of Witchcraft), it is she who allows us to deal damage with various elements. Each element has a certain additional effect, in addition to damage. Fire - sets enemies on fire, and they take a small amount of damage for a while. The cold slows down and deprives the reserve of strength. Electricity drains enemies of mana. Each element has its own branch in the perk tree and on initial stage our magician will have to choose which branch to develop first.

Spells of the School of Destruction

Spell cost is given for skill level 15, no perks.

Name Requirements Price Description
Flame 0 Newbie 13/s A jet of flame that deals 8 damage per second
frostbite 0 Newbie 14/s A jet of cold that deals 8 damage to health and stamina per second
sparks 0 Newbie 16/s An electrical bolt that deals 8 damage to Health and Magicka per second
fire rune 25 Apprentice 207 The rune is applied to the surface and explodes when an enemy approaches, dealing 50 fire damage.
Frost Rune 25 Apprentice 258 The rune is applied to the surface and explodes when an enemy approaches, dealing 50 cold damage.
Thunder Rune 25 Apprentice 284 The rune is applied to the surface and explodes when an enemy approaches, dealing 50 lightning damage
Firebolt 25 Apprentice 36 A burst of flame that deals 25 damage
ice spike 25 Apprentice 42 Ice spike that deals 25 cold damage to health and stamina
Lightning 25 Apprentice 45 An electrical bolt that deals 25 electricity damage to health and half magic damage
Incinerate 75 Expert 262 A burst of flame that deals 60 damage
ice spear 75 Expert 282 An ice lance that deals 60 cold damage to health and stamina
Lightning Discharge 75 Expert 302 Lightning bolt that deals 60 electricity damage to health and half magic damage
Fire ball 50 Adept 117 A fiery explosion that deals 40 damage in a 4.5m radius
ice storm 50 Adept 127 Ice whirlwind that deals 40 damage to health and stamina per second
lightning storm 50 Adept 137 Lightning deals 40 Shock Damage to Health and half Magic Damage to an enemy before flipping to a new target
Fire storm 100 Master 1257 A fiery explosion with a power of 100 units centered on the caster's location. The closer the target, the more damage
Buran 100 Master 975 Deals 20 cold damage to targets over 10 seconds, also reduces their stamina
Thunderstorm with lightning 100 Master 122/s Deals 75 electricity damage per second and half magic damage
Fire Cloak 50 Adept 254 For 60 seconds, enemies within melee range will take 8 fire damage per second
Frost Cloak 50 Adept 278 For 60 seconds, enemies within melee range will take 8 cold damage per second and the same amount of damage to stamina
Lightning Cloak 50 Adept 326 For 60 seconds, nearby enemies will take 8 electricity damage per second and half magic damage
wall of flame 75 Expert 104/s Cast on the ground creates a wall of fire that deals 50 fire damage per second
Wall of Frost 75 Expert 121/s Cast on the ground creates a frost wall that deals 50 cold damage per second
thunder wall 75 Expert 128/s Cast on the ground creates a wall of lightning that deals 50 electricity damage per second

Name

Requirement

Description

Rookie School of Destruction

Novice-level destruction spells cost half as much magicka.

Double destruction

Destruction 20,
Rookie School of Destruction

When casting a destruction spell with two hands, its more powerful version is obtained.

School of destruction student

Destruction 25,
Rookie School of Destruction

Apprentice-level destruction spells cost half as much magicka.

Empowered Flame

Destruction 30,
Rookie School of Destruction

Fire spells deal 25% more damage

Destruction 60,
Empowered Flame(1)

Fire spells deal 50% more damage

Enhanced Frost

Destruction 30,
Rookie School of Destruction

Cold spells deal 25% more damage

Destruction 60,
Enhanced Frost(1)

Cold spells deal 50% more damage

Reinforced Lightning

Destruction 30,
Rookie School of Destruction

Electricity spells deal 25% more damage

Destruction 60,
Reinforced Lightning(1)

Electricity spells deal 50% more damage

shock wave

Destruction 40,
Double destruction

Most destruction spells, when dual-wielded, cause the opponent to lose balance.
Does not work on spells: Flame, Frostbite, Sparks.

Rune Master

Destruction 40,
School of destruction student

You can place runes five times the distance.

School of Destruction Adept

Destruction 50,
School of destruction student

Adept-level destruction spells cost half as much magicka.

hot flame

Destruction 50,
Empowered Flame

When using fire spells, it becomes possible to force the enemy to flee if he is low on health.

Deep freeze

Destruction 60,
Enhanced Frost

when using frost spells, it becomes possible to freeze the target if it is low on health.

Magic is an integral part of the world of Nirn, it allows you to control the elements, summon creatures, heal wounds, change matter and create illusions. All this is available for study in Skyrim.


To see the spells available to you, press "Tab" and go to the "Magic" section. Spells are packaged into schools: Alteration, Sorcery, Destruction, Illusion, and Restoration.

You can take 2 different spells in each hand and use them both at the same time and in turn, or take one spell in both hands and (when taking the corresponding perk in each of the schools) use its enhanced version. You can take a sword in one hand and a spell in the other.

Active effects

In addition to spells, in the magic menu you can see what active effects affect you. In particular, the screenshot below shows the effect of activating the Thief Stone:

Talents

To apply a pre-selected talent, press the Z key. Each race has its own unique talent from the very beginning, and you can acquire new talents as you travel. Only one talent can be noted at a time, and in most cases, such talents can only be used once per day.

Skill Up and Spell Levels

To increase a skill - use the spells of the corresponding schools, but in such a way that there is some kind of effect. If you want to pump destruction, then throwing fire at the wall will not help to pump the skill, you need to use a spell against your opponents.

The growth of any skill somehow improves the abilities of the character. The higher the stealth - the quieter you walk, the higher the possession of the bow - the higher the damage from bows. In any school of magic, skill growth has the same bonus - spells cost less magic. But how then to increase the power of spells?

First, the perks. As with any other skill, by investing perks in the school of your interest, you can significantly increase the effectiveness of spells ... and reduce their cost. The first perk of the school is always to reduce the cost of beginner level spells. Next, you can invest perks to reduce the cost of Apprentice, Adept, Expert, and Master level spells. We'll talk more about levels a bit later.

Second, new spells. You can buy or find spells that are stronger than what you currently have. Spellbooks are bought from the court magicians and the magician's guild. But the most powerful spells will not be sold to you right away, for this you need to reach the appropriate level of skill.

There are 5 spell levels (or mastery levels) in total:

  • Beginner: 0 skill;
  • Apprentice: 25 skill;
  • Adept: 50 skill;
  • Expert: 75 skill;
  • Master: 100 skill.

Novice and apprentice level spells can be purchased before reaching the appropriate level

To purchase adept and expert level spells, you must reach the appropriate skill level.

Also, you can find spell books wandering through the dungeons. New spell levels will open depending on the level of your character (and your magic school skill does not play a role in this case):

  • Beginner: level 1 and above;
  • Student: Level 11 and above;
  • Adept: level 23 and above;
  • Expert: Level 35 and up.

Some spells cannot be bought. You can find a book while wandering around the world (such books lie in a certain place), or get a spell on a quest.


Master level spells

To purchase master-level spells, you must complete the task, which is taken from the teacher of the corresponding school in the College of Winterhold upon reaching skill level 90:

  • Illusion: Drevis Neloren (Illusion Ritual Spell);
  • Sorcery: Finis Gestor (a ritual spell of sorcery);
  • Destruction: Faralda (destruction ritual spell);
  • Restoration: Colette Marens (ritual restoration spell);
  • Change: Tolfdir (ritual spell of change).

Master level spells differ from lower level spells:

  • Both hands are used to prepare the spell (hence you cannot equip 2 different spells).
  • You cannot move while casting a spell.
  • Spell preparation can be interrupted.

Acquisition of spells

A small supply of starting spells can be bought from the Rivenwood Merchant, novice and apprentice level spells can be bought from any of the court magicians, and the magician can also sell adept spells of a particular school (on reaching the appropriate skill).

Spells over high levels Bought at the College of Winterhold.

Details in the table:

Change Witchcraft Destruction Illusion Recovery
Rivenwood merchant oak leather Raise Zombie frostbite Clairvoyance
Rage
Small amulet
Waylandria
(court mage of Riften)
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Newbie
Student
Newbie
Student
Falion
(Morthal's court mage)
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Newbie
Student
Calcelmo
(Court Wizard of Markarth)
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Newbie
Student
Farengar Arcane Fire
(Court Wizard of Whiterun)
Newbie
Student
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Madena
(court mage of Dawnstar)
Newbie
Student
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Wunferth the Unliving
(court mage of Windhelm)
Newbie
Student
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Newbie
Student
Sybil Stentor
(court mage of Solitude)
Newbie
Student
Newbie
Student
Newbie
Student
Newbie
Student
adept *
Newbie
Student
Nelasar**
("The Frozen Hearth" in Winterhold)
Newbie Newbie
Student
Newbie Newbie Newbie
Student
Tolfdir
(College of Winterhold)
Newbie
Student
adept *
Expert *
Master *
Finis Gestor
(College of Winterhold)
Newbie
Student
adept *
Expert *
Master *
Faralda
(College of Winterhold)
Newbie
Student
adept *
Expert *
Master *
Enthir
(College of Winterhold)
Newbie
Student
adept *
Expert *
Drevis Neloren
(College of Winterhold)
Newbie
Student
adept *
Expert *
Master *
Colette Marens
(College of Winterhold)
Newbie
Student
adept *
Expert *
Master *

* Adept and expert level spells are bought only upon reaching the corresponding skill level, and for the master level, in addition to the skill level, you must complete the task.

** Grants the ability to trade only after receiving a quest from Azura.