The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Elemental Destruction Magic (Dragonborn Version)
109 Comments
[TTV] ViperNic 18 Aug, 2020 @ 9:57am 
@Psycho Sabre

Hello,
Does this modification replace the standard spells?
or will new spells be added?
So that I have fire, ice, lightning and additionally through the mod earth, water, wind?
Guru Dipshit 25 Feb, 2019 @ 8:41pm 
@psycho Sabre where did you get the armor in the video? i wana be an airbender too XD
PotatoadZ 1 Feb, 2019 @ 8:26pm 
but then the fire nation attacked........
Sloppy Mcfloppy 17 Oct, 2018 @ 9:45am 
@TheGrimGriefer and @Psycho Sabre Thank you both for your responses. i have restarted the game roughly 30 times and finally have gotten a start where the spectral form does not attack the convoy. i had also already removed all mods before adding my comment (except a grass texture mod and water texture mod) so i was sure that this mod had some links with the problem, however it appears to just be some random event that had occured that eventually sorted itself out and is currently proving to be an amazing mod to play with! Thank you both again for your responces
TheGrimGriefer 16 Oct, 2018 @ 5:51pm 
@A Disappointing Sandwich
To further support the point made by the creator, mods that do not change npc spawning (which I assume this mod does not) won't have any affect whatsoever on the start of your game.check all of your mods and see which ones change the spawns for npcs (enemies) such as immersive citizens (and for those of us nexus users maybe something like "My Sexy enemies CBBE edition) as it's those sor of mods that typically ruin the start, which I always fight with when I start a new Character.
Psycho Sabre  [author] 15 Oct, 2018 @ 10:08pm 
@A Disappointing Sandwich
I can assure you, that whatever is causing that to happen isn't because of this mod. At least not by itself. Perhaps it's a weird conflict with another mod you're using, but I've never heard of anyone else experiencing the problem you're describing.
Sloppy Mcfloppy 14 Oct, 2018 @ 2:47pm 
this game has corrupted the start of my game, it spawns an ice mage during the prison cart ride which kills general tullius resulting in the gates of helgen not opening and thus meaning i can't start the game. i have tried using all versions of this mod but none fix this problem. please help!
TheGrimGriefer 7 Oct, 2018 @ 2:37pm 
@bird I know you're probably neevr going to see this, but are you talking of the series that houses Tales of Symphonia?
Zykoth 12 Jun, 2018 @ 5:39pm 
If I may make a suggestion, I think wind magic would make more sense if it was re-textured as wind blades. You know, wind compressed into a sharp edge, because getting wind blown on you doesn't hurt.
Then again, getting sprayed with water doesn't hurt either, and I'm fine with how the water spells look.
ghostmanof501 11 Mar, 2018 @ 6:10pm 
I have played with this mod for a long time, but theres one thing that I'm wondering if its in this mod that either I missed or isn't here. In Dragonborn DLC, there's an interesting enchantment called Cahos Damage, (50% chance to do Fire, Frost or Shock damage). Is there a version of this for Water, Earth and Wind?
Cinderblaze3 4 Jan, 2018 @ 9:06pm 
@fish
*tiny voice" i get it....
Kaisergun 8 Nov, 2017 @ 1:53am 
The masks don't just spawn in the one chest, they spawn in all Severin Manor chests.
GRUM 17 Jun, 2017 @ 1:14pm 
"tidal wave"
oh no
the blahblahblah flashbacks ° ͜ʖ °
i feel like noone's gonna get that because noone plays the Tales series ( ͡ ͜ʖ ͡)
Derpium X 25 Feb, 2017 @ 10:29pm 
I was a bit skeptical about how well this mod would work, and whther or not the new spells would be over or underpowered? My fears were completely unfounded. The new abilities are balanced, and even make me question why they aren't in vanilla. My only problem with this is that through all my time playing, I've never actually blown away an enemy with a wind spell. That aside, this is a must have mod for any skyrim player.
King Of The Family 9 Feb, 2017 @ 11:45pm 
this is soooooooooooooo cool that i got sick tring them xD. this is so wicked thanks for this
A Lofty 26 Oct, 2016 @ 12:25pm 
I don't get it sorry how can we spells again? :)
matt8004 25 Sep, 2016 @ 3:52pm 
Time to roll an orc shaman. For the Horde!- I mean the Stronghold...
robertson180@hotmail.com 29 Jul, 2016 @ 11:56pm 
Late, I know, but this mod was necessary and brilliant. Great work.
Timesplitter 13 Jul, 2016 @ 4:39pm 
This mod has been included in "THE ULTIMNATE LORE FRIENDLY SKYRIM MODS COLLECTION", updated 07/13/2016. Thank you for your wonderful addition to this collection. Please check it out at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=106745968 .
Sinbad 28 Jun, 2016 @ 6:44pm 
your awesome dood, i hope beathesda learns a thing or two from you before making TES 6,
thanks again
Silver 31 May, 2016 @ 8:31am 
I only have one problem with this mod : I got all spells, except destruction spells, where I only got Gravel, Rapids and Gust. Nobody sells the other spells (I'm 90 destruction), any idea ?
Flora 28 May, 2016 @ 6:16pm 
this is honestly so beautiful <3 makes me wonder why these spells arent in the game to begin with...
Duckly Dan 25 May, 2016 @ 12:20pm 
Could I get the Perk IDs for the New perks this mod includes? I have a Mod that overhauls the destruction perk tree which erases the perks this mod has on the tree and my computer can't search for them in the command console
Morshu 23 Apr, 2016 @ 6:27am 
CHERISH THIS MOD
Brome 11 Apr, 2016 @ 4:58pm 
Downloaded this mod, and went to test it out by doing a dungeon, I was quite surprised when i found out that the NPCs get the upgrade as well, which makes it very fun since its something new to have to watch out for, I did find one bug though, if you use Reanimate on an NPC that is of the 3 new elemental types and are far enough away where you dont see their name the reanimate makes them come back to life but not under your control, instead they come back to life and start attacking you, if you kill them a 2nd time then try to reanimate them it works then but not the first time.
Raynel 11 Apr, 2016 @ 3:57pm 
No idea, sorry. I don't usually use the summons from this mod.
Kazimer 11 Apr, 2016 @ 2:29pm 
Any clues as to what's going on? Also I noticed that I have the Potent Atronarch perk but neiter my Frost Thrall or Fire Thrall come up as Potent, I just assume they are but I wanted to make sure.
Kazimer 9 Apr, 2016 @ 12:58am 
I'm getting all summons to happen fine. I now have mod that alllows as many conjurations as i want, so I can summon one of every elemental Thrall. However, if I summon the Wind Thrall last, all other summons simply die off no matter what. Now if I wanted to summon 2 Wind thralls I simply can't because the first one gets cancled out by the second, but I can summon as many other types as I want.
Raynel 8 Apr, 2016 @ 7:25am 
Are you getting two of the other summons? I vaguely recall something about storm thralls not summoning correctly before the patches. Since I imagine the wind thrall is based on the storm thrall, that might be the problem.
Kazimer 8 Apr, 2016 @ 7:02am 
Soooo... when ever I summon a Wind Thrall AFTER any other types of conjuration or the other Wind Thrall, they're expelled. Yes I have the perk that allows 2. Any clue if its a possible bug?
Raynel 1 Apr, 2016 @ 9:43am 
How good are the summons and do they work with conjuration tree perks? I have been having a difficult time finding a mod that gives extra summons and works with conjuration perks. This mod has water magic which I really like and was wondering if it would also give me the extra summons with perk interaction I was looking for.
MADCrow 30 Jan, 2016 @ 4:00pm 
finally i can be the avatar! :D
Lunarwolf150 25 Jan, 2016 @ 1:43pm 
I actually think it might be a problem with Dragonsreach in my game, I went in to test it in different places, but as soon as I left dragonsreach it was fine, also they seem to disappear upon entering a new zone, so it's not much of a problem. The vanilla runes were fine, and it seemed to happen on both the wooden walls and the stone walls in Dragonsreach.
Psycho Sabre  [author] 24 Jan, 2016 @ 10:34pm 
@Lunarwolf150

I'm not sure what to tell you. You're the only one who has reported such an issue. I tested the runes in my own game any they disappear after activation regardless of surface orientation. Does this happen on every material such as wood, stone, dirt, etc? Have you tested the vanilla runes as well?
Lunarwolf150 24 Jan, 2016 @ 8:54pm 
Don't know if anyone has brought this up or not, but when the runes for each element are cast on a vertical surface (walls and door and such), the markings don't go away after the rune is triggered. I can cast new ones fine, but on vertical surfaces the image sticks, even recasting a new one doesn't get rid of it
terracotta 15 Jan, 2016 @ 2:34pm 
no one is selling the spellbooks for these elements!


i did subscribe to the mod!
Changeling 10 Jan, 2016 @ 6:54pm 
arch mages with earth magic are flipping terrifying
Alter Luin 25 Dec, 2015 @ 5:12pm 
How about adding a higher chance to freeze enemies with ice magic after using water magic?
(i know it might not happen but as long as there's a chance, i'll try :P
ОДКРОВЕННЯ 24 Dec, 2015 @ 5:33am 
i think that anyone that plays TES: Skyrim needs to be subscibed to this mod.
no question about it.:steamhappy:
fresh 24 Dec, 2015 @ 4:21am 
Yes you are
ОДКРОВЕННЯ 21 Dec, 2015 @ 9:19am 
earth magic benefits from augmented flames,water magic benefits from augmented frost,and wind magic benefits from augmented shock. am I correct?
Psycho Sabre  [author] 16 Dec, 2015 @ 6:22pm 
@The Tunnel Snakes

Yes it is fixable, and it only happens with earth spells. Basically it happens because earth spells use a keyword that allows them to be strengthened by the augmented fire perk. I will be releasing a new version of the mod next week that will give the new spell types their own perks, which will also fix the issue you're talking about.
Princess Kay 16 Dec, 2015 @ 10:39am 
I'm loving this mod, it's very immersive how random npcs will use these types of magic and gear enchanted with the new enchantments. My only qualm is how npcs will call you out on having fire magic ready ("Woah, don't burn anything down!") if you have earth magic prepped. I've no idea if this happens for wind and water magic as well. Is this fixable?
Psycho Sabre  [author] 13 Dec, 2015 @ 11:46am 
@Daglez

I'll be releasing a new version on the workshop in about a week or so that includes custom perks.
Daglez 13 Dec, 2015 @ 2:39am 
when will you do skill tree?
[DD] Deadlistzed ↓↓ 11 Dec, 2015 @ 6:58pm 
I know you prob won't, but it would be cool if it was compatible with the Fire and Ice mod, just so it could put out the fire in a immersive way
Infibutt 11 Dec, 2015 @ 5:14pm 
What would be cool is if water could make your targets wet and increase the damage they take from lightning spells.
Duna 10 Dec, 2015 @ 11:46am 
What about heart? Can I have a pet monkey?
auston_smith 9 Dec, 2015 @ 10:24am 
Would it be possible to add a list of the new elemental enchantments into the description as well. I'm sort of a completionist and I'd like to make sure I get all of them. Or is it just the three new elemental damage types?
Psycho Sabre  [author] 30 Nov, 2015 @ 10:16pm 
@Alalminore

There was a bug in a recent update that caused a few of the spells to not grant experience for the destruction tree. I've pushed out another update that should resolve the issue. Thanks for reporting the problem.