The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Lost Magic Part 1
84 Comments
Redeadhunter 16 Jun, 2021 @ 10:33am 
Really good stuff, shame there's no special edition version, Gauldur's Might is incredible
ryoyo 4 Jul, 2020 @ 6:58pm 
Have you considered adding these to other merchant lists?
Beetnator 8 Feb, 2017 @ 1:07pm 
can't find merchant, Halp?
smr54 29 Oct, 2016 @ 11:31am 
SSE Version in the works???
I Sexually Identify as an Owl 21 Aug, 2015 @ 1:55pm 
i can't find the guy what do i do?
jordan99.evans 23 Jul, 2015 @ 9:49am 
you should make a magic mod based off of this http://fairytail.wikia.com/wiki/Heavenly_Body_Magic
The Veridians 3 Oct, 2014 @ 5:13am 
can you please make a mass soul rip?
[7T]Retro_WrathX13B 26 Aug, 2014 @ 3:10pm 
make a petrifying shout or power. PLEASE, it would go perfectly with the snake race and medusa armor playthrough i'm making for my mom.
SnowyOnion 9 Aug, 2014 @ 3:00pm 
i like blood curse glitch satisfiing
LamiaMancer 8 Jul, 2014 @ 12:07am 
No water magic?
Toni 25 Jun, 2014 @ 10:03am 
Thanks for this man!
Nolan 13 May, 2014 @ 12:55pm 
The animations are positively amazing. Definetly the best spell-adding mod I've ever come across in three years.
Who's Askin'?! 23 Jul, 2013 @ 8:37pm 
@Shepard Commander That might be good, as it would be better to sometimes find spellbooks on the corpses of mages
Taog 16 Jun, 2013 @ 12:53am 
To be honest, i prefure Lost Magic 2 over this one. Although the spells may cost tons, i still think its slightly overpowered.
Syfor  [author] 11 Jun, 2013 @ 1:12pm 
Lost Magic part 2 is released. You can find a link in the description
Syfor  [author] 29 May, 2013 @ 12:07am 
@am_cruiser
When cast you get a perk that allows you to summon more skeevers for as long as you don't try to summon anything else, so the first cast will always produce 1 skeever. Maybe you have another mod installed that prevents the perk from taking effect. The perk from the spell tries to get the max. amount of summons up, but another perk from another mod caps it at one summon. Best option might be to put Lost Magic last in the load order or disable the mod that caps your summons.
am_cruiser 28 May, 2013 @ 10:36pm 
Why is it that the spell Summon Plague only ever summons just 1 Skeever? Conjuration skill 100 when testing... I think it should summon more than 1. If I recast, still 1 Skeever only.
Syfor  [author] 24 Apr, 2013 @ 11:32am 
@templeton_jesse2012
Try these things:
-Check if you have activated the mod. Start Skyrim, go to datafiles and check the box for LostMagic.esp
-Go outside of the arcaneum and reenter so you the cell is reloaded
-Go outside the arceneum, disable all mods, make a 'clean' save, enable all mods and put LostMagic last in the load order. Reload your game and enter the arceneum.
-A mod is conflicting with LostMagic, probably one that alters the arcaneum. Disable the conflicting mod and reenter the arcaneum.

Either one of these should fix your problem
Borvaaul 24 Apr, 2013 @ 9:00am 
Is there something special I need to do? I used another mod that lets me mark and recall, and I recalled all the way to The Daedric Shrine: Azura, and came back and still isn't there, loll. Am I missing something?
Borvaaul 24 Apr, 2013 @ 8:53am 
Hey, um I subscribed to your mod, and I looked at the arcaneum, and he isn't there, loll.
Stuff 21 Apr, 2013 @ 8:51am 
my apologies i didnt know that and now that i do i can safely say this mod is awesome and one of my favorite magic mods i think
Syfor  [author] 21 Apr, 2013 @ 8:46am 
@Shepard Commander
The spells are added to the leveled lists, so they are sold throughout skyrim and can be dropped by enemies. If this doesn't happen you either have to wait for the stocks of merchants and enemies to refresh or another mod that alters the leveled lists is conflicting. Anyway, Frand will always have all the spells ready to sell, the staffs can only be looted (or added by cheating).
Stuff 21 Apr, 2013 @ 8:21am 
as of right now the mod is really cool anyways though
Stuff 21 Apr, 2013 @ 8:19am 
could u maybe make a version where the spells are sold throughout skyrim and maybe drop from enemys
Syfor  [author] 20 Apr, 2013 @ 10:11am 
Thanks for the comment Maximillion0481, I'm working on a Lost Magic part 2 with more "advanced" spells. I've experimented with levitation and tornados but, moving NPC's around in a tornado like way, is very glitchy, (most end up going through walls or it just doesn't look natural when they get pusched around). What will be in the mod is a magical wall spell (like the one aroundthe eye of magnus), a spell to bring shadows to life, a spell to impale enemies with crystals and much more. I was thinking to upload a kind of preview mod. Let me know what you think.
Maximillion0481 20 Apr, 2013 @ 5:59am 
this mod is awesome but i think you should make air spells like tornado and levitate stuff like that. Im not a modder so i dont know if this out of your skill level.
Who's Askin'?! 24 Mar, 2013 @ 8:05pm 
This mod is awesome!
belbells777 15 Feb, 2013 @ 8:16pm 
Purely amazing! Thanks for adding this!
Syfor  [author] 6 Feb, 2013 @ 10:16am 
NEW UPDATE:
- mod includes staffs
- 2 new spells: plasmabolt and soul snatch
-updated visuals and rebalanced some spells

As alway, you can get everything from Frand
Syfor  [author] 15 Jan, 2013 @ 11:22am 
@patcharlton
I have an idea about what could be wrong. It looks like you tried to teleport a NPC who isn't supposed to leave his location. As soon as that NPC (e.g a prisoner or a quest-related NPC) leaves his location Skyrim will reset him. So he doen't really disappear but just gets teleported right back to where he belongs. Try casting it on a less import NPC, like a guard or bandit. If you still have the problem, let me know.
ArdimalYroth 14 Jan, 2013 @ 8:34pm 
when i try teleport other spell the npc disapears after the summoning scene
Jela Miraj 4 Dec, 2012 @ 7:35am 
I have an idea how about some rock, paper, scissors strategy to mage duel spells.
Jela Miraj 4 Dec, 2012 @ 7:33am 
I am interested in more of that spell thief or blue mage stuff, perhaps in permanent or transfer versions.
Syfor  [author] 9 Nov, 2012 @ 7:32am 
@Timesplitter
Sorry, but I'm not creating a new mod anytime soon.I like to create new spells and expanding this mod whenever I have enough content for an update. Frankly I don't know why you would want spells similar to the vanilla's.What I want is to expand your options as a mage by adding more unconventional spells. So if that's what it's about I'm not interested, you can add this mod to your collection though.
Timesplitter 9 Nov, 2012 @ 5:36am 
Read carefully what I typed two hours ago.
Timesplitter 9 Nov, 2012 @ 5:35am 
Yes, I was asking if you can create a new magic collection that has abilities more similar to the Skyrim content.
Syfor  [author] 9 Nov, 2012 @ 5:28am 
@Timesplitter
Good to hear you like the mod. I've spend quite some time to make sure each spell is balanced. I'm more then happy to let you use this mod in your collection. I've seen you have taken care of chosing only the balanced mods for your collection and I think my mod will nicely in your collection.
Timesplitter 9 Nov, 2012 @ 3:09am 
Skyrim Top Of The Line RPG Experience Guaranteed
Timesplitter 9 Nov, 2012 @ 3:03am 
Hey, this collection seems the most decently balanced out of all the retarded magic spell collections these people make. I have an amazing mod collection that I am constantly working on and I need a collection of spells that is very well balanced, requires specific perks to unlock (adept, etc.), has purchasable books by the correct vendors using Skyrim Trainers when reached that certain skill level (For example: When you reach Illusion 60 and the new spell book should be unlocked, the Illusion trainer that can train you to 70 sells that book to you now.), and the spells actually make logical sense that they should be implemented into the game. Plz get back to me if you're interested in this option. Also check out my mod collection that I currently made just to give you an idea of what I have been working on.
MGdragon13 28 Oct, 2012 @ 12:20am 
Thank you for the mod!
goku1984kakarot 1 Oct, 2012 @ 3:17pm 
Your very welcome.
Syfor  [author] 1 Oct, 2012 @ 2:58pm 
I could increase the distance in a next update, thanks for the suggestion.
goku1984kakarot 1 Oct, 2012 @ 2:37pm 
I like the master level hand movements. it's reminiscent of the Kamehame. But the distance is not.
goku1984kakarot 1 Oct, 2012 @ 2:36pm 
also could you create a spell like Gauldur's that has the same distance as an arrow or maybe something that can go farther?
goku1984kakarot 1 Oct, 2012 @ 2:34pm 
oh ok. and no i never entered tgm
Syfor  [author] 1 Oct, 2012 @ 2:32pm 
@goku1984kakarot I guess you've been playing in god-mode ;) It's in the description"No wizard can control so much power completely". Gauldurs might drains the caster of magicka till he has no more left. However, after 10 seconds the spell will automaticly stop (any normal character should have lost all his magicka by now). This is no bug, it's meant to happen.
goku1984kakarot 1 Oct, 2012 @ 1:10pm 
when i cast Gauldur's Might i can't move even after I let go of the mouse. I'll message you again to let you know the approximate length of time.
Executioner 6 Sep, 2012 @ 6:09pm 
although i haven't played any of the past Elder Scroll games, i am starting to like these new spells. however, after trying some of them out, i have found that some of them take WAY TOO LONG to charge before being cast (e.g. Break Armor)
maltheasbjorn 27 Aug, 2012 @ 2:26pm 
I gotta go. I hope you reply to this Syfor ! :)
- MaltheAsbjorn
Bye !
maltheasbjorn 27 Aug, 2012 @ 2:24pm 
Sorry the guys name was 'insane0hflex' :)
- MaltheAsbjorn