THE REVENGE OF COLETTE - V2.0A
A Handful of Specialty Spells with Hours of Fun, Guest-Starring the Mages of Winterhold
Welcome, and thanks for checking out The Revenge of Colette, a spell and power mod!
Current Version: 2.0a (bugfix of 2.0, no new features)
WARNING: I don't currently have the right to post hyperlinks since I am new, so! Go to either site, search for Colette, I'll be the only result. Hopefully I can get a moderator to put the links in for me?
- http://skyrim.nexusmods.com/downloads/file.php?id=17353 (Recommended)
- http://steamcommunity.com/sharedfiles/filedetails/?id=74779015 (Fewer features)
Unique Features
- Work that Z Key! Introducing a new spell and cooldown system, Inner Magic. Inner Magic spells are equipped to the Voice slot, allowing you to still use a bit of your specialization in magic even while your hands are otherwise occupied. They behave like regular spells with Magicka costs and performance that improves as your skill goes up, they increase your skill, too - but have a shared cooldown amongst themselves that is easy to track. Anyone who ever wanted to cast a spell will experience a more smooth and integrated gameplay system, with less sheathing time, while still giving dedicated spellcasters a specialization over hybrids. You'll know if you're on the Inner Magic cooldown with a distinct particle effect that stays on you as well as a distinctive persistent sound.
- Small Spell List! The Revenge of Colette is made with a small amount of additional spells to each school, so you won't find yourself overwhelmed with an overly unfamiliar spell list. Each of these few spells is intended to be worth the time it took to draw them and the time it will take to sheath them later.
- Compatibility! The Revenge of Colette is made to be maximally compatible with Apocalypse Spell Package and Phenderix Spells, and should have no conflict with Midas Magic, either.
- Balance! Though it is difficult to balance in Skyrim, the Revenge of Colette is designed with the premise that a fun gameplay experience is one which varies challenge and success, and will constantly receive balance updates through playtesting and user feedback.
- Roleplay! Every spell in Revenge of Colette strives to fit within the lore of the Elder Scrolls and expand upon it - our goal is at least one spell in every list which is useful to you, but is primarily intended to make you go "wow, that is awesome" and get more into the role and philosophy of your specialty in magic.
- Lore! Every single one of the new spells in Revenge of Colette comes in a fully readable tome or on a piece of paper that adds to the feel of the world, and the spells aren't located at vendors, but throughout the world.
- Ease! ...But if you don't want to go all over Skyrim, I've included a variant file that just teaches you everything from the get-go, no restrictions. This variant file can also be used to play without cooldowns, or switched back off at will.
Spell Overview
Currently featuring Restoration and Alteration; v3 will begin development after I'm certain all bugs are ironed out (at the current rate - about a week), and will add Illusion. Destruction and then Conjuration will be covered in v4 and v5. I intend to expand the Non-Caster powers to a total of two or three along the way.
Non-Casters
"Magic, leave that for the elves!"
Power: Inner Rage
Requires at least 90% of your Magicka remain when you cast it. Drains your Magicka entirely, but completely restores your stamina and grants a 20% speed bonus with all weapons. (For bows, this only affects draw speed.) This tome is located behind the 6th Shrine on the 7,000 Steps to High Hrothgar.
Restoration
"Restoration is a perfectly valid school of magic!"
You can find an in-game hint on the locations of all of these spells with the item 'Note to Self', placed in Colette's room in the Hall of Countenance. There are also duplicates scattered among the clutter in Skyrim.
Novice Power: Inner Flash
Gain a scaling amount of health, instantly! More skill means a more powerful heal, but the heal also improves with your health. This tome is located in the Temple of Kynareth in Whiterun.
Apprentice Spell: Noble Sacrifice
Converts your largest filled soul gem into an empty one of the same size, freeing the soul within. After being freed, they grant you an eight hour blessing to your health. This tome is located on the top of a bandit tower halfway between Bleak Falls and Riverwood.
Adept Spell: Sanctified Blood
This concentration spell is fairly cheap, but costs 5 health per second as well. It slows and lightly damages undead within 80 feet; it is an effective escape spell, and a very effective control in conjunction with Turn Undead spells. This spell can be found in Colette's room itself.
Adept Power: Inner Fire
Instantly staggers opponents within 12 feet, and grants you a light buff to your stamina regeneration for 12 seconds. This spell can be found at the Shrine of Meridia near Solitude.
Expert Spell: Smothering Radiance
Fires a long-range concentration beam of healing energy at the target's heart, paralyzing them and damaging them during the cast. Smothering Radiance is inferior in damage, control and mobility to comparable Destruction spells, but is far more efficient. This spell can be found at Boethiah's Sacellum near Windhelm.
Master Spell: Mystic Circle
Creates a ring that grants 75% Magic Resist to all friendly creatures inside. This spell can be found at the Shrine to Mara inside of Nightcaller Temple.
Alteration
"Fascinating, simply fascinating!"
You can find an in-game hint on the locations of all of these spells with the item 'Note to Self', placed in Tolfdir's room in the Hall of Attainment.
Novice Power: Inner Clarity
Instantly grants the caster brief damage reduction to all attacks. This tome is located in Shroud Hearth Barrow nearby Ivarstead.
Apprentice Spell: Spectral Hound
Transforms you into a ghostly hound that moves far faster and can carry twice as much weight as you. The hound cannot attack, but with a reagent, can be made invulnerable for the duration of the spell. This tome is located in Jorrvaskr Basemant.
Apprentice Spell: Barkflesh Curse
Slowly attempts to polymorph the victim into a shrub, dealing damage and increasing their vulnerability to magical damage. If they are severely weakened during the spell's effect, they turn into a tree... permanently. An expert can use a reagent to strengthen the spell further. This tome is located in the Eldergleam Sanctuary, by Sond.
Apprentice Spell: Synthesize Varla Stone
Tired of (or horrified by) the idea of trapping souls in order to power those magic items you need so badly? This reagent-using spell might be your solution, creating imitation Varla Stones which can function exactly as Soul Gems, albeit at the cost of your magicka for an hour or so. This tome is located in the Thalmor Headquarters in Solitude.
Adept Power: Inner Wave
Briefly gain a sharp increase to the magnitude of all spells of all schools, as well as give all your weapon attacks a knockback component. This tome is located at the top of the Frostflow Lighthouse by Winterhold.
Expert Spell: Spatial Shenanigans
Use your mastery of telekinesis to rip all non-quest items right off of the target, while also making them stumble. This tome is located in Haelga's Room at the Bunkhouse in Riften.
Changelog
- This version: Rebalancing on Inner Flash and Inner Clarity, lowering them to Novice spells. They retain their original Magicka cost, making them only effectively usable for someone with a perk or gear investment in the appropriate school, as intended, but better facilitate gameplay at early levels. Bugfixing on Inner Flash to make it work with Regeneration perk properly. Fixed a calculation error that made Inner Magic spells scale inversely with cost reduction equipment.
- Next version: Reserved for bugfixing. I know there will be bugs.
v2.0 - Introduced the 'Inner Magic' mechanic. Introduced Alteration spells. Introduced Inner Flash. Concentration spells now -should- be properly compatible with Apocalypse Spell Package. Introduced the Cheat Mode for those who prefer it.
v1.9 - Increased stamina cost and lowered magicka cost of Inner Fire. Altered Inner Fire to be a heal rather than a health recovery multiplier, for consistent performance in 'realism' mods. Fixed (yet another) inconsistent firing bug in the spell. Smothering Radiance's cast time is now 2.5s, down from 3s.
v1.8b - Inner Fire has been fixed. Again. As Yoshh termed it, more like Inner Misfire. Hopefully this is the last time I have to fix this spell. It now features a substantially lower magicka cost, but has a minor stamina cost to encourage tactical consideration of the spell. EnaiSiaion helped me get on the right track, so thanks to him.

v1.8 - Two versions skipped internally! If you've already learned Sanctified Blood or Noble Sacrifice, you may find you now have learned the other of the two. They're still learned in the same places as before, but I changed their internal IDs for programming reasons. Radiant Flash has been redesigned to be Smothering Radiance (the tome calls it Smothering Light for reasons of space). Noble Sacrifice has been redesigned, Inner Fire has been tweaked significantly (and removed the error where it inconsistently fired), Sanctified Blood has been redesigned!
v1.5 - One version skipped internally! I've been busy. Removed weapon bonuses entirely from Inner Fire. Inner Fire now performs a 5 foot AoE stagger when cast. Sanctified Blood no longer boosts the strength of restoration (to avoid the headache of trying to calculate cascading effects, and it was useless for resto spells to any specialist with any spells with the spells available in Apocalypse and Phenderix.) Sanctified Blood now boosts the strength of One-Handed Weapons. Noble Sacrifice no longer harms the target. Radiant Flash does a 4 second pacify rather than a 5 second paralyze. The last two were changed to prevent infinite combos, the first because "I cast the spells that make you dance" is just more interesting (and pretty potent) compared to a flat bonus to damage.
v1.3 - Undid previous weapon compatibility to Inner Fire, due to bugs with archery handling. Also just felt clunky to me. Increased value of Inner Fire to 25% to match Call to Arms, which it stacks with. Added new spell, Sanctified Blood.
v1.2b - Improved Inner Fire to work with two-handed weapons, archery, and destruction spells, and also will now stack with alchemy potions. Inner Fire is still not intended to work with archery and two-handed to any appreciable degree, but the option is there for the stubborn.

v1.2 - Included scripts to make Mystic Ward work. Doooooy. Sorry for leaving that out. Also added a new spell, Noble Sacrifice.
v1.1 - Removed accidental dependency on a second master. (Whoops!) Made Radiant Flash heal for more, cost less Magicka, and harm the caster. Mystic Circle was increased to a 75% Magic Resistance passive.
v1.0 - Released with Inner Fire, Radiant Flash, and Mystic Circle.
Known Issues
- Multiple casts of Barkflesh Curse results in many trees being spawned in one point.
- In rare instances, the spell tomes may not show up in places you've already been, even if you properly purge your cell buffer. The 'cheat' version of this mod which automatically teaches all the spells is intended to get around this, if necessary.
- Inner Rage does not function with Elemental Fury properly; the two effects will overwrite each other. I think I can get around this, but no one uses Elemental Fury anyway, so I wasn't in a rush.
- Users with a Skyrim patch lower than 1.4 cannot load this mod, as it was created in the Creation Kit.
Installation
To install, simply unpack the mod and drop it into your Data folder. Whenever you feel you don't want to use the mod or uninstall it, get rid of any files that begin with the words "ColettesRevenge"
Should be no more than seven of them. (Six if you only installed the cheat version, four if you only installed the regular.)The difference between the cheat mod and the original is simple: the original has cooldowns and you have to find all of the spells that you want. The cheat mod gives you all of the spells right from the start (though not the books), and removes the cooldown from the Inner Magic spells. If you just want the spells auto-learned without the cooldown removed, you'll have to install the cheat mod, open and save your game, then uninstall the cheat mod and install the main version. Sorry if that's a little tedious, but I didn't want to make four versions of the mod - two is enough.
Recommended Mods
This is not a list of every mod I like or use or would personally recommend; this just handles the mods that I think are pertinent to the sense of balance in this mod.
http://skyrim.nexusmods.com/downloads/file.php?id=16225, by EnaiSiaion
Gives a fantastic array of new spells. I'll be aiming to build my spells around what Enai offers, rather than to replace. He also offers a much larger selection, while I focus on a handful of multipurpose spells.
http://skyrim.nexusmods.com/downloads/file.php?id=1269, by Pluto
Improves the Enemy AI.
http://skyrim.nexusmods.com/downloads/file.php?id=2700, by LogRaam
Adds depth to the melee combat system, making stamina more important.
http://skyrim.nexusmods.com/downloads/file.php?id=14353, by Ozram
Balances shouts by improving some and weakening others.
