![skyrim alteration master spell skyrim alteration master spell](https://i.ytimg.com/vi/pnhhblgHyAw/maxresdefault.jpg)
Paralysis: Has a chance to paralyze enemies, doesn't scale. Turn Undead/Banish Daedra: Turns/Banishes enemies whose level is less than your restoration level.
![skyrim alteration master spell skyrim alteration master spell](http://i.ytimg.com/vi/ix3sPZu8BJw/maxresdefault.jpg)
Telekinesis: Does half your alteration skill in damage, and throws/staggers weak targets. Poison: Does one and a half your restoration skill per hit, over ten seconds. Sun: Does one and a half your restoration skill to undead per hit. Absorb Health/Stamina/Magicka: Absorbs half your alteration skill per hit. Fire/Frost/Shock: Does your destruction skill in elemental damage per hit. The enchantment can be found on the infused dagger, which should be available at vendors.
![skyrim alteration master spell skyrim alteration master spell](https://gamepedia.cursecdn.com/skyrim_gamepedia/f/f9/ApprenticeRobesofAlteration_female.png)
The damage scales with the relevant skill the spell uses. Just enchant your weapon with this and cast one of the 15 new infusion spells and the weapon will do that damage type. This adds a new enchantment to the game, infusion.
Skyrim alteration master spell mod#
It now contains another mod of mine, Arcane Warfare.Cost reduction enchantments no longer stack with themselves, but they do with each other. This is to prevent the need for metagaming. All buff spells now give passive exp, rather than exp on the start of combat. Blur has been reworked, to now scale with apprentice illusion, and then visual manipulation, rather than empowering. Balance Changes Spells scaling with the next main line perk has been moved to balance changes. Most master level spells have had the ritual effect removed from them, so they can now actually be using in combat. Physical damage has been removed from ice spells due to it being bugged, and the new earth spells providing that functionality anyway. Destruction is easier to level, while the rest are a bit harder. Novice spells exp has been adjusted to make gaining exp in the early level smoother. This, and the Wind change, should make alteration an extremely useful school of magic, but not one that can easily kill foes, or be used against late game enemies. This means that it is strong, but only against weak opponents. Absorb health now does 100% health damage, but is resisted by health, with 10 health giving 1% resistance, up to 90% resistance at 900 health. Enemies with low stamina are staggered or thrown. It does 200% stamina damage, resisted by magic resistance. Telekinesis has been rebranded as Wind, and now works of stamina, not health. This makes it strong against unarmored enemies, but easily resisted. Main File Earth magic is now a fully fleshed out element of magic, doing 150% physical damage under destruction. The main change is I have added Elemental Destruction Magic by Reaperix. I have updated Expanded Grimoire to 3.0.0.Half power, then two perks to double (50/75). Redo Illusion entirely, with normal empowering behavior, and a less linear skill tree. Can scale offensive spell magnitude down in 10 steps, down to 10%. Add mcm slider to decrease offensive spell magnitude, for balancing. Second perk added at 75, giving three runes and six times distance. Rune perk now triples distance and gives one more rune.
![skyrim alteration master spell skyrim alteration master spell](https://staticdelivery.nexusmods.com/mods/110/images/86348-8-1503996754.jpg)
Bound weapon enchantments changed to soul damage and scaling armor piercing. Bound weapons count as silver for undead and ghosts, but don't get the damage buffs. Whirlwind script now takes target mass and player alteration skill into account. Empowered muffle with perk gives silent casting. Combined with Veil of Subterfuge give permanent Shadow Cloak of Nocturnal ability. Shadow Cloak of Nocturnal ability whenever an invisibility spell is cast. Invisibility sphere now just Invisibility on Target. Invisibility now just stops when running, not breaks. Dragonflesh is ebonyflesh, but permanent. Armor spells start at 100 scaling to 1000 normally, halved with light Armor, quartered with heavy. Fix brisk step carry weight while dual casted.