The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Balanced New Spells v4.0
70 Comments
HolyShadowOne 2 Jul, 2017 @ 4:30am 
Could u make an illusion spell that pulls rather than push? say expert? and maybe a master illusion that summons hostiles in a town that take no damage and deal no damage but are targeted by brave characters and fear civilians with a limited time ofc say 20 secs? say master? if u think its a good idea and want to that is.
Dante Lee 1 Jan, 2017 @ 4:31am 
i have been so every vendor in the college of winterhold but i can;t find it anywhere...
Dante Lee 1 Jan, 2017 @ 4:30am 
i cannot seem to find the advance telekinesis where do i find it

Korialstrasz 1 Dec, 2016 @ 1:23am 
This mod is great! You took some good spells from Morrowind also. I think I need more! Please update man :)
Freyzor  [author] 9 Aug, 2015 @ 1:05am 
@Zaweri What an impressive mod! First, do you have any trouble with my mod and that mod side by side? I don't expect any compatibility problems, but I thought I'd ask anyway. Second, that mod looks like it has a lot of new content. Making a supporting mod would require using that mod's assets, which I wouldn't want to do without that mod author's permission.
Zaweri 31 Jul, 2015 @ 6:47am 
Freyzor, how about making a supporting mod for Water Destruction Magic, another popular balanced magic mod?
Jek J 7 Jul, 2015 @ 9:45am 
also summon lesser dragon or drake spells for conjuation would be cool
Jek J 7 Jul, 2015 @ 9:43am 
how about a spell to restoration that basiclally makes a cage of light around an enemy so they cant do anything but it does like 5or 10 damage per second to undead
MDKRyder 5 Jul, 2015 @ 12:33pm 
how about an adept level "Night Eye" spell for Illusion School ?

Or, just a thought, maybe (for you Necromancers out there) a few combat spells that require Necromancy perks (necrotic bolt, Drain Life, finger of death [a touch attack spell with a level of effect limit]... possibly allow the use of Dramora magic with the appropriate perks in Conjuration as well ?)... this second part could even be a separate project...
Freyzor  [author] 4 Jul, 2015 @ 10:11am 
New update! Added a Conjure Dremora Warlock spell that is very similar to the old Lesser Dragon Priest summon mechanics. New Lesser Dragon Priest is now a permanant summon like the Storm Thralls, etc. Feedback is welcome!
Freyzor  [author] 15 Jun, 2015 @ 7:14pm 
Ghost-looking daedric items from bound spells are unique. It's not an effect that is put on a daedric item, and you can't simply just apply it to another item unfortunately.
MrDrPatrick 14 Jun, 2015 @ 7:21pm 
For a bound shield animation, you could use the kind of ghost-looking daedric item as the bound weapons do.
notsew93 28 May, 2015 @ 9:23pm 
Thank you for making a magic mod that isn't over-the-top god mode. Mods like this are few and far between, and I super-appreciate it. :)
Freyzor  [author] 15 May, 2015 @ 12:35pm 
@Oldman The Boom Atronach was suppose to be the homing missile spell, but it moves at a flame atronach speed. I might increase the speed of this summon in a later update, but the best tactic for this spell is already to summon it right next to the enemy. Increasing the unit speed is an interesting idea, and it would make it easier to use. I don't want it to be overpowered, though, so it would need some testing to get the right speed. I'm happy with the damage and health, so that would stay the same.
Oldman 15 May, 2015 @ 9:01am 
A homing missile spell would be cool. You could probably make it look like a fireball, be really fast, and have the AI of a frost wraith. Explodes on contact.
raengicide 2 May, 2015 @ 6:35pm 
Can you make spell similar to the vampire drain spell yet is rest magic? And the particals are pale yellow. just a suggestion.
adtherenegade 18 Jan, 2015 @ 1:29pm 
Another may be to add spriggans and deathhounds to the list of summonables. Spriggans would probably work off atronauch perks and whatnot.
Freyzor  [author] 17 Jan, 2015 @ 1:41pm 
@adtherenegade I like the idea. I would make it a bound shield spell with stronger armor per tier of conjuration skill. The bound weapons perk could improve armor even more. However, I would need a graphics model to use as the shield, and making one is outside of my current abilities. I don't think the tools would let me use the ward animation as a shield model, and that could get confusing to the player anyway.
adtherenegade 11 Jan, 2015 @ 8:27pm 
If at all possible, could you add a ward spell that when struck operates like a shield? With the enemy stagger and whatnot. It would make a resto mage alot more durable.
iLLMiND3D 23 Jun, 2014 @ 6:20pm 
oh thanks :D
Freyzor  [author] 23 Jun, 2014 @ 2:53pm 
@holaminecraft Please check to see if the mod is activated by going to the Archmage's quarters and looking to find a table with some of the new spells. Master-level spells like advanced telekinesis require 90+ skill level in the magic type and completion of the master-level quest: in this case, alteration.
iLLMiND3D 23 Jun, 2014 @ 12:17pm 
i subscribed but when i play the new spells do not show up. i wanted the advanced telekinesis but when i go to buy it from a guy it dosent show up and i am lv 100 in alteration. plz help rawr
Nomad 6 Feb, 2014 @ 10:36am 
Looks awesome !
Also, here are some suggestion on some spells you could add :
-Shadow cloud (similar to the Ice Storm, but in darker)
-Stronger Runes (one that would have a fus ro dah effect would be awesome)
-Thunder strike (similar to the lighting bolt, but would deal way moar damages and would desintegrate the target on death)
-Soul Wall (similar to wall of flamme, but deals no damages. If the target dies on it, fills a soul gem)
-Energy laser ( would take something like 20 magicka per second, deal no damages, make the target slower and weaker to other spells, and if you keep attacking the target with this spell for long enough, would make it explode => insta kill)

I could spend more time telling you my ideas but I wanna play skyrim now. Hope you guys will find these interesting !
sierra_one_ 18 Dec, 2013 @ 9:35am 
Wow, this looks great! I love mods that add to the vanilla experience, without introducing too much original content. This certainly fills a lot of holes left in the stock game, so you have my thanks for filling them in :3
Schmonked Jew 15 Dec, 2013 @ 4:16pm 
ok that was my problem
Freyzor  [author] 15 Dec, 2013 @ 4:02pm 
You have to be the required skill level to buy the skill from a vendor, just like the regular spells. However, if you posess it already, you don't need any particular level. But, it might be too high a magicka cost to use.
Schmonked Jew 15 Dec, 2013 @ 3:22pm 
do i have to wait for my destruction level to be adept to have advanced flames or is this mod not working
76561198059142787 19 Nov, 2013 @ 9:04pm 
you should make an illusion spell that tricks people into thinking you are someone else for when your bounty gets to high
blackmancer 11 Sep, 2013 @ 10:20am 
i would love illusion spells like calm, fury with aoe rather than having to be precise with aiming, maybe even like the destruction spells like chain lightning, know what i mean?
Freyzor  [author] 7 Jul, 2013 @ 6:52am 
@Uralitalk You have to do the master quest in that magic area to get master spells.
Whew. 6 Jul, 2013 @ 9:38pm 
@Freyzor I found most of them, but I can't find the Advanced Telekinesis. I'm a master and all that and I went to the right teacher. Is there an ID for it?
Freyzor  [author] 5 Jul, 2013 @ 6:29pm 
@uralitalk The spells are in the vendors' leveled lists, so you can't buy them until you have the requisite skill level. See above for the required skill of each spell. There are a couple spellbooks in the Archmages' office though on a table.
Whew. 5 Jul, 2013 @ 2:28pm 
I cannot find any of these. I don't know what I'm doing wrong. I'm at the college.
A Very Peaceful Bunny 18 May, 2013 @ 2:27pm 
Earth magic!!! I want to throw large rocks from my hands, and stuff. And a Clay/ Mud Atronoch.
jacob.simmermaker 12 May, 2013 @ 5:37pm 
oh ok then howabout a swaerling fire ball or ice spikes not the vil one i mean like shooting the ground and its a trap cool sounding huh
Freyzor  [author] 12 May, 2013 @ 4:53pm 
@jacob Deadly Chain Lightning added by this mod already jumps from NPC to NPC
jacob.simmermaker 12 May, 2013 @ 1:41pm 
cool mod is it posable to make the lightning jump like a wip
Ten Wild Badgers 3 May, 2013 @ 7:59pm 
Okay, thak you very much for the info.
Freyzor  [author] 30 Apr, 2013 @ 10:29am 
@Toastasaurus For best results, uninstall v3 and install v4. Since the game thinks it's a completely different mod, you will have to repurchase any spell added by the mod. You can use a console command to get your money back (player.additem f 10000).
Freyzor  [author] 29 Apr, 2013 @ 12:21pm 
@James If you or someone you know wants to review this mod on youtube, I'll add the video to this page :)
Ten Wild Badgers 28 Apr, 2013 @ 1:21pm 
Hey, I'm just switching to this from v3.0, is there anything I should know before i switch? or can I just uninstal v3 and put v4.0 in its place?
Jams 28 Apr, 2013 @ 5:59am 
A video would be nice:3
KusanaSys 17 Apr, 2013 @ 3:09am 
@Freyzor :
Ok, as you wish ^^
I'm trying to build an all wind spellsword, so I'd like to have tons of Wind-oriented magic, that's all ^^"
So, I wish you luck with this mod, seems really nice =)

Peace :)
Freyzor  [author] 15 Apr, 2013 @ 3:07pm 
@sieklondu62 Wind-oriented magic was added in Dragonborn. I've been toying with the idea to make additional mods as addons to this one using the dragonborn/dawnguard tools, but I'm not sure if/when I'll ever get around to it. Right now, I'm really happy with how this mod works without requiring any DLC at all, and I have a few more ideas for spells within those limitations that I'm playing around with and balance testing.
KusanaSys 15 Apr, 2013 @ 5:41am 
I always thought that it was bad not to have wind-oriented magic... The only thing we get that could suit more or less is the Unrelenting Force shout... So if you could add three of those (novice, expert, and master for example) with wind-element, this could be nice ^^

Anyway, great job doing this, keep it up =)
MnemonicMonkeys 31 Mar, 2013 @ 7:25pm 
For the telekinesis spell, you should try and see if you can make a separate effect for arrows that are affected so that they are shot like a bow instead of thrown. Then you can be a badass and grab an oncoming arrow and shoot it back at the archer
rrubright 4 Mar, 2013 @ 8:42pm 
If you want ideas, i've got a lot of them. To start, Concentration Cloak spells to destruction at Apprentice you have to keep casting, like a Ward. (Probably lower damage0 and also a similar Invisibility effect at Adept Illusion. Also Fear/Peace Aruras... I have quite a few that I have no idea how to impliment...
Jackie'TheDevourer'Roebot 23 Feb, 2013 @ 11:46am 
Good, a magic mod that doesn't just make it stupidly overpowered, but just gives a buffed version of the starter spells.
:^) 6 Feb, 2013 @ 11:13pm 
thanks Freyzor
Freyzor  [author] 6 Feb, 2013 @ 9:50pm 
@TARDIS99 First, get to the required skill level in that school of magic. Second, go to the college of winterhold and find the professor that teaches that school. Third, buy the spell you want. Also, there's 2 of the spells on a table in the archmage's office.