Alteration - Wildlander-mod/Support GitHub Wiki
Novice Alteration - You've acquired two Alteration spells from the Novice tier. Novice spells cost 55% less magicka, and improve 1% per skill level.
Apprentice Alteration (25 Alteration required) - You've acquired two Alteration spells from the Apprentice tier. Apprentice spells cost 55% less magicka, and improve 2% per skill level.
Empowered Alterations (25 Alteration required) - You can dual-cast Alteration spells to increase the duration of them by 125% for double magicka cost. NOTE: Does not affect the magnitude of spells, only durations.
Improved Mage Armor (25 Alteration required) - You've mastered the art of metaphysical protection. All "Mage Armor on Self" spells provide additional damage resistance, if you aren't wearing any armor.
Magic Resistance (25/50/75 Alteration required) - You gain 10/20/30% resistance to hostile magic effects.
Adept Alteration (50 Alteration required) - You've acquired two Alteration spells from the Adept tier. Adept spells cost 55% less magicka, and improve 3% per skill level.
Stability (50 Alteration required) - Your skillful Alteration holds firm, even under duress. All Alteration spells last 50% longer.
Metamagical Thesis (75 Alteration required) - Your fundamental knowledge of Aetherial power decreases magicka cost for all spells by 10%.
Magical Absorption (100 Alteration required) - Your understanding of arcane energies grants you 30% chance to absorb incoming spells, shouts, or enchantments, as pure magicka.
Expert Alteration (75 Alteration required) - You've acquired two Alteration spells from the Expert tier. Expert spells cost 55% less magicka, and improve 4% per skill level.
Spell Armor (75 Alteration required) - Your Mage Armor spells reduce incoming elemental damage by 15%.
Master Alteration (100 Alteration required) - You've acquired one Alteration spell from the Master tier. Master spells cost 55% less magicka, and improve 5% per skill level.
Novice | Base Cost | Magnitude | Duration | Effect | Notes |
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Absorbing Grasp | 40/s | 20 | Concentration | The caster lays their grasping hand on the target, focuses for a moment and then absorbs <mag> points of health. | |
Candlelight | 150 | - | 300s | The caster creates a bright hovering light that lasts for <dur> seconds. | |
Mage Armor on Self (Rank I) | 100 | 24 | 60s | Improves the caster's armor rating by <mag> points for <dur> seconds. | |
Thermal Glimpse | 10/s | - | Concentration | Predator Vision | Get to the choppa! |
Transmute: Blood | 1/s | - | Concentration | The caster transmutes his own health into magicka. Beware, as this spell can be fatal to the caster. |
Spells | Base Cost | Magnitude | Duration | Effect | Notes |
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Featherfalling | 150 | - | 60s | The caster's feet become surrounded by a telekinetic field that negates all falling damage for <dur> seconds. | |
Knock (Rank I) | 150 | - | - | The caster projects a snarl in reality that flips the tumblers on any novice lock. If empowered, the spell can also unlock apprentice locks. |
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Mage Armor on Self (Rank II) | 150 | 36 | 60s | Improves the caster's armor rating by <mag> points for <dur> seconds. | |
Mage Coat (Rank I) | 188 | - | 150s | Improves the caster's warmth rating by 10 points for <dur> seconds. | |
Magelight | 175 | - | 300s | The caster creates a ball of bright light that lasts <dur> seconds and sticks where it strikes. | |
Transmute Muscles on Self | 250 | 20 | 40s | Reinforces the caster's muscle tissue, fortifying unarmed damage, health and carrying capacity by <mag> points for <dur> seconds. |
Spells | Base Cost | Magnitude | Duration | Effect | Notes |
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Absorb Health | 80/s | 10 | Concentration | Absorbs <mag> points of the target's health per second. The spell has a short distance and requires a momentary focus on the target before applying. | |
Absorb Stamina | 80/s | 10 | Concentration | Absorbs <mag> points of the target's stamina per second. The spell has a short distance and requires a momentary focus on the target before applying. | |
Ash Shell | 400 | - | 10s | Targets that fail to resist are immobilized in hardened ash for <dur> seconds. | |
Detect Life | 50/s | - | Concentration | The caster detects all nearby living beings and can sense them even through walls. Soulless beings like Daedra will not be revealed. | |
Knock (Rank II) | 300 | - | - | The caster projects a tear in reality that flips the tumblers on any apprentice or lesser lock. If empowered, the spell can also unlock expert locks. |
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Mage Armor on Self (Rank III) | 200 | 48 | 60s | Improves the caster's armor rating by <mag> points for <dur> seconds. | |
Mage Armor on Target (Rank I) | 200 | 96 | 60s | Improves the target's armor rating by <mag> points for <dur> seconds. | |
Mage Coat (Rank II) | 241 | - | 150s | Improves the caster's warmth rating by 20 points for <dur> seconds. | |
Telekinetic Hand | 170/S | - | Concentration | The caster grabs the target item from afar. It then can be either taken or thrown. | |
Trasnmuate Muscles on Target | 300 | 20 | 40s | Reinforces the target's muscle tissue, fortifying unarmed damage, health and carrying capacity by <mag> points for <dur> seconds. | |
Transmute: Water | 222 | - | 300s | The caster is able to transmute small amounts of water into air, allowing him to breath underwater for <dur> seconds. Also, the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor. |
Spells | Base Cost | Magnitude | Duration | Effect | Notes |
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Absorb Magicka | 100/s | 10 | Concentration | Absorbs <mag> points of the target's magicka per second. The spell has a short distance and requires a momentary focus on the target before applying. | |
Arcane Mending | 150 | 75 | - | The caster mends the target automaton or atronach telekinetically, restorating <mag> points of health. | |
Ash Rune | 350 | - | 10s | The caster adheres an ash rune to a nearby surface. The rune explodes when enemies come near, immobilizing them in hardened ash for <dur> seconds. | |
Detect Death | 75/s | - | Concentration | The caster detects all nearby dead and can sense them even through walls. | |
Mage Armor on Self (Rank IV) | 250 | 60 | 60s | Improves the caster's armor rating by <mag> points for <dur> seconds. | |
Mage Armor on Target (Rank II) | 300 | 144 | 60s | Improves the target's armor rating by <mag> points for <dur> seconds. | |
Mage Coat (Rank III) | 318 | - | 150s | Improves the caster's warmth rating by 30 points for <dur> seconds. | |
Paralyze (Rank I) | 200 | - | 1s | The caster tries to telekinetically imprison the target for <dur> seconds. | |
Polymorph | 600 | - | 30s | The caster attempts to turn the target into a harmless animal for <dur> seconds. Although potent, the spell is rumored to be very unstable, and various side-effects have been reknown to be the consequence of its casting... | |
Telekinetic Disarray | 500 | - | - | The caster magically removes all worn equipment from the target, though one should beware. Unpredictable side-effects like cloth-phobia might occur. | |
Telekinetic Nova | 500 | - | - | The caster evokes an explosion of telekinetic forces, maiming all nearby targets and sending them flying through the air. | |
Thermal Vision | 421 | - | 300s | Predator Vision for <dur> seconds. | Get to the choppa! Extended Edition. |
Transmute: Wood | 380 | - | - | Transmutes one branch to deadwood, or one deadwood to firewood. |
Spells | Base Cost | Magnitude | Duration | Effect | Notes |
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Absorb Essence | 200/s | 15 | Concentration | Absorbs <mag> points of the target's health per second. Absorbs <mag> points of the target's magicka per second. Absorbs <mag> points of the target's stamina per second. The spell has a short distance and requires a momentary focus on the target before applying. | |
Detect Aura | 250 | - | 60s | For a limited time, the caster is able to detect all beings and the recently deceased in the vicinity. | |
Knock (Rank III) | 600 | - | - | The caster projects a rip in reality that flips the tumblers on any adept or lesser lock. If empowered, the spell can also unlock master locks. |
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Lightning Speed | 1200 | - | 3s | The caster moves with meteoric speed, making everything slow down almost to motionlessness for <dur> seconds. | |
Mage Armor on Self (Rank V) | 1000 | - | 7s | The caster creates an almost unpenetrable force field that negates nearly all physical damage taken for <dur> seconds. | |
Mage Armor on Target (Rank III) | 1000 | - | 4s | The caster surrounds the target with an almost unpenetrable force field that negates nearly all physical damage for <dur> seconds. | |
Paralyze (Rank II) | 937 | - | 1s | The caster tries to paralyze all nearby beings for <dur> seconds. | |
Telekinetic Blast | 1000/s | - | Concentration | The caster unleashes a wave of telekinetic force that will maim every single bone of the targets while sending them flying through the air. | Though typed as Concentration, the spell only lasts a moment and will not continue to fire. |
Telekinetic Execution | 1600 | - | - | The caster attempts to break every single bone of the target while casting it miles into the air, ensuring that it's maimed for good. | |
Telekinetic Grab | 500/s | - | Concentration | The caster grabs the target from afar. It then can be either taken or thrown. | |
Transcendance on Self | 1200 | - | 86400s | The caster's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. | |
Transcendance on Target | 1200 | - | 86400s | The target's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. | |
Transmute: Corpus | 1000 | - | - | The caster tries to transmute the target into slimy ectoplasm, thereby killing it instantly and generating useful alchemy ingredients. |