Kill Spell Breaker

by Migck·v1.0·Updated 2018-12-04

L O R E S E L L S

Screenshots 1 screenshots

About this mod Machine translation

L O R E S E L L S

Kill Spell Breaker

The Spellbreaker artifact is a quirky shield that provides a small but useful ward effect, while blocking does a good job of protecting you from spells. But the thing is, this once powerful artifact has gotten a lot of nerve since the days of the ancient TES games, and it's said to not only block spells, but reflect them back to their casters and even silence them, making it the bane of mages everywhere.

In fact, Beth did scrap the concept of such an effect because there was an unused DA13SpellBreakerEnchScript that could bounce spells. In this mod, I've completed the implementation of the Old Shield's description to better match the lore source.

Spellbreaker still offers its old ward effects while blocking, twisting. Projectile spells stopped by your ward will now bounce back to where you aim. You can reflect spells back to their caster, or whoever you're looking for! But it's more than that. If a ward is breached, Spellbreaker can unleash a magicka-negating blast that will drain the reserves of all enemy spellcasters in the area for a few seconds. A power truly befitting an ancient artifact. There is a cooldown before the explosion can trigger again, but you may find that once it triggers no one can continue to cast.

Notice I said projectile spell. Concentration spells, like Flamethrower, cannot bounce, or rather should not bounce, as their impact events stack up and end as the player character continues to cast them after the ward effect ends. They were still blocked by the wards as usual.

This mod changes the DA13SpellbreakerwardEffect to provide it with new scripting functionality. However, the charm of Spellbreaker itself remains untouched, so you can use other mods to give your wards even more potency.

You may find that your spells that bounce back to NPCs will balance your corresponding magic skills. I'm afraid there's not much I can do at the moment. However, you can change whether the bounce spell should require and consume your character's mana cost by changing the global in the console:

Set migSpellbreakerBounceCosts to 1

Or go back to 0 to make them magic-free as usual.

You can also change the length of the ward burst cooldown in the console via:

Set migSpellbreakerBlastCooldown to <number of seconds you want it to take>

So yes, probably amateurish, but maybe you find it interesting. enjoy your meal.

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Lore Spellbreaker

The Spellbreaker artifact is a quaint shield, providing a small yet practical ward effect while blocking which can do a good job to protect you against spells for cheap. But the thing is that this once mighty artifact has had quite a nerf since the days of the old TES titles, where it was stated it could not just stop spells, but reflect them back to their casters and even silence them, making it the bane of mages everywhere.

In fact, Beth did scrap such a concept for the effect, since there's an unused DA13SpellBreakerEnchScript which would have bounced spells back. In this mod, I've done an implementation of the old shield's description, to somewhat better match the lore sources.

Spellbreaker still provides its old ward effect while blocking, with a twist. Projectile spells that your ward stops will now bounce back to where you aim. You can bounce spells back to their caster, or to whoever you are looking towards! But not only that. If the ward breaks, Spellbreaker can release a magicka negation blast which will deplete the reserves of all enemy spellcasters in the area for a few seconds. Truly a power fit for an ancient artifact. The blast has a cooldown before it may be triggered again, but you'll likely find that no one can keep casting spells at you once it triggers.

NOTE I said projectile spells. Concentration spells like flameblast and such cannot be bounced back, or rather shouldn't because their impact events pile up and it ends as the player character continuing to cast them after …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
绝杀法术破坏者
File size
6.3 KiB
SHA-256
0f8af4f0bb18d9edd561cbaab5bf21d93dff5ac5ad5bb355d5356969bcc6acac
Stored at
2026-10-09 12:01