Improve Spells (Tyger)
I used the Creation Kit to make some new spells and some changes to some old spells:
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About this mod Machine translation
I used the Creation Kit to make some new spells and some changes to some old spells:
Three combos - Fire, Frostbite, and Sparks in one spell for 150 mana and consuming 72 total energy points.
Advanced three-hit combo - All expert-level destructive spells are combined into 180 points of power and consume 450 points.
Super Heal - 100 health per second, costs 50
Super Heal - 1000 points of health at a time, within 100 range for you and your allies, can also cure diseases at a cost of 500 points.
Dragon's Breath - 24 damage fire spell, 12 magic, stamina and health absorbed, costs 75
Vanish - a 5 minute invisibility spell and a 2 minute invisibility spell, cost 300
Magician's Armor - An iron-clad spell with 150 strength and 50% resistance to all elemental damage and 25% resistance to magic damage. Lasts 2 minutes and costs 150 points. All defenses now cost 2, 4 or 6 points for a magician of the same power.
Runes of Destruction - All Fire, Frost, and Shock runes combined into one, dealing a total of 450 damage, using 300 cost-bound weapons per weapon, lasting 5 minutes.
Zombies, Family Members, Dremora and Atonachus now last 2 minutes each. The zombie spell now has levels similar to the illusion spell. Atonachus and his family were now his equals.
Voltage Storm - Lightning storm spell with 225 damage per second, 75 magic absorption per second, reduced charging time
Cloak of Destruction - Three cloak spells in one, dealing 30 damage per second, costing 300
Spell Shield - Increases armor by 300, absorbs 50% of magic damage, lasts for 10 minutes, and costs 450.
Secret - A power that restores all magic and health, adds 1000 magic and 100 destruction, and restores 100% of magic and health for 2 minutes.
Bethel - A power that completely heals the user, increases health by 1000, strengthens one hand, shoots arrows by 100 in each hand, increases health regeneration by 100% for 2 minutes.
Marathon - A smaller force, fully restores your stamina, increases your stamina by 1000, restores your stamina by 100%, and increases carry weight by 1000, 10 minutes, cost 0.
Inferno - A Firestorm spell, 300 damage, 900 cost, it also fully heals the user and creates a cloak of fire.
Blizzard - A 60 damage per second, 30 second, costing $900 blizzard spell that also fully restores health and creates a cloak of frost.
Master-level illusion spells can affect everyone below level 160, expert-level illusion spells can reach level 80, skilled illusion spells can reach level 40, apprentice-level illusion spells can reach level 20, and novice-level illusion spells can reach level 10.
Archer, Lord of Dremora - Summons a Lord of Dremora, costing 400 pounds. This one is at level 81, uses an Excalibur, a bow and arrows, has an enchantment spell (Enchant Dremora Lord Archer), and has two hands, heavy armor, archery, enchantments, and blocking. If you want a full version of the Dremora Archer, all Dremora now come with a Demonic Bow, Arrows, and Level for the same cost as a regular Dremora summon.
All of these can be found in a chest next to the forge near the archery target.
This mod is available for Skyrim SE on all systems of the same name, however, I will no longer be updating that version because for some unknown reason I no longer have access to it.
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With the creation kit I've made some new spells and some alterations to some old ones:
Trifecta- Flames, Frostbite, and Sparks in one spell with 72 total power at the cost of 150 magic
Advanced Trifecta- All Expert level destruction spells in one with 180 power at a cost of 450.
Super Healing- 100 health per second at 50 cost
Ultra Healing- 1000 Health in one burst for you and your allies at 100 range that can also cure disease at 500 cost.
Dragonbreath-24 damage Flames spell with 12 absorption in magic, stamina, and health for 75 cost
Vanish- A 5 minute muffle spell and a 2 minute invisibility spell for 300 cost
Magicka Armor- An Ironflesh s …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.