The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

No Starting Spells (All Races)
44 Comments
Noltunorx 20 Jun, 2018 @ 11:09am 
Funziona! Finalmente mi sono potuto liberare delle magie iniziali!
ABC 20 Sep, 2017 @ 8:34am 
nice!
Jackie Daytona 28 Feb, 2017 @ 3:34pm 
I felt this mod was lame when I first saw it. After some thought, I decided this is actually really cool. I've always wanted to attempt a playthrough without magic. Now I can!
laticauda 12 May, 2016 @ 8:19am 
I always found it strange that to learn any spells(Speaking in terms of lore) you had to study and practice, yet you learn healing and flames automatically.
Two-Ton Kid 15 Mar, 2016 @ 9:43pm 
Great idea. No doubt it'll give me a shock when my new character's in deep s**t, and will have to face giant spiders up close [yee-ech], but even fantasy realms like Skyrim are all the better for realism.
Desk Gargoyle 28 Dec, 2015 @ 4:28am 
thank you for this mod i hated having something i never used in my inventory :)
Lancifer  [author] 3 May, 2015 @ 9:09am 
No, I have taken a break from modding Skyrim. I'm really busy as well.
malachigordon01 28 Apr, 2015 @ 2:40am 
think you could make a now starting powers mod for all races
Lancifer  [author] 7 Mar, 2015 @ 7:35pm 
@andrewec1996
I don't know of any, but what you are describing seems unnecessary. These starting skill values simply represent racial aptitudes. Nearly all of the real power in "Skills" stem from their Perks. (Perks number at 0 as a level 1)

Keep in mind, the Elderscrolls series was heavily influenced by table-top rpgs such as Dungeons and Dragons. In such games, the player takes control of a character that has pre-existing aptitudes; and having zeros on all your stats would literally equate to a newborn child. The correlation is not as obvious in Skyrim as it is in previous games, because TES V changed much of the leveling structure when it shed the class system and base attributes.
76561198061564001 1 Mar, 2015 @ 11:20pm 
is there a mod that does this AND sets all skills to start at 0 or 1? I would perfer to know nothing at the start.
Cynthe 17 Jun, 2014 @ 7:39pm 
FINALLY!!! man I hate those starter spells when I want to make a non magic user.
faolanthehedgehog 4 Dec, 2013 @ 9:54am 
A good mod for characters who would have no training in Destruction and Restoration magic. J'derras approves.
AzraelMuad-Dib 23 Oct, 2013 @ 11:07pm 
I like it. :) More realistic and makes me start as more of an actuall beginner. (Not to mention my Altmer's "Fury" spell gets annoying when I don't use mind manipulation spells.)
Lancifer  [author] 31 Aug, 2013 @ 7:32pm 
@p2dpankratz
That is very good logic. In fact, Elderscrolls 3: Morrowind would only give you starting spells based on your chosen major skills (skills that start at a higher point value).

However, Skyrim doesn't have a class system in the character generation. Yor abilities are determined by how you play the game. My mod is designed with that same frame of mind, where each and every character has no class and is an absolute beginner at everything.
thedap 31 Aug, 2013 @ 11:02am 
I've always felt that the races that start 10 up in a spell category should have only that spell for starting. Imperials with heal, dunmer with flames, altmer with fury, breton with conjure familiar. Considering that in those cases it is the most advanced stat, it makes sense to me.
TheFlyingDixieCups 19 Aug, 2013 @ 8:09pm 
Very necessary mod, thanks!
I also had to laugh at your 'special note' about the Thieves' Guild questline, because that's actually how I did it the first time I played the game. It didn't enter my mind that I could use a spell or the firebreath shout XD
Lucifer Morningstar 16 Aug, 2013 @ 2:38am 
Ok
Lancifer  [author] 16 Aug, 2013 @ 12:45am 
@asblackcat6

The only suggestion I can give you is to look inside the file itself using the creation kit. As long as the actor file, Player, has flames and healing removed from its spell list, this mod should remove them from new characters you create. You could also try deleting the file and re-subscribing to see if that fixes it

I use the exact same file that I've uploaded to steam on my own computer, and it works just fine.
Lucifer Morningstar 15 Aug, 2013 @ 1:14am 
It is activated and I have not downloaded any new mod's lately
Lancifer  [author] 14 Aug, 2013 @ 5:04pm 
@ asblackcat6

1. Is the mod not activated in your load order?

2. Are there any mods loaded below it that modify the actor file, Player?

Either case may be the reason why it doesn't work for you, if the answer is yes.
Lucifer Morningstar 14 Aug, 2013 @ 1:40pm 
This no longer works. I have created a new save game and I have flames and healing.
76561198057170204 3 Aug, 2013 @ 2:47pm 
@thepaintlythief
Gamers get real in depth with thier characters, if they want their barbarian to be true hack and slash and level only their fighting skills without a touch of magic this mod is great for them. gamers like to build thier characters as they wish and will use any tools they can find to help them along thier way.

p.s. If your going to talk about people having lives then you probably shouldn't even be posting about why you don't like a mod for a video game.
TheCainPack 31 Jul, 2013 @ 9:46am 
@thepaintythief This is actually a fairly decent idea, sometimes non-spell users will use the magic menu when they are using mods like frostfall and hunterborn that add "spells" that really aren't spells to the game and playing a nord hunter who doesn't give a damn about magic it's a little strange that he does know some spells and also tempting for me to use flames to light my campfire if I don't have a torch or something which also breaks imersion.

p.s. the perfectionists of the gaming community are most likely the perfectionists of real life as well.
Lancifer  [author] 26 Jul, 2013 @ 6:20pm 
@Shreksterminator
I cetainly did...

Since we are on the subject of previous games... Morrowind only started you with spells if you chose a magic school as a major skill; and some, including myself, consider that game more immersive than Oblivion.

Skyrim doesn't have a class system like previous installments, so your character defines his own career and abilities through gameplay now. With this approach inherent to Skyrim, it is ironic that the game forces two spells onto your character.

I simply believe that spells shouldn't be innate, and people who share this sentiment can subscribe. It is as simple as that.
CookBox™ 26 Jul, 2013 @ 11:12am 
@Lancifer
Remember, Oblivion started you with flare and a Heal Minor Wounds, and no one considered that an emersion problem.
Lancifer  [author] 26 Jul, 2013 @ 3:52am 
@thepaintlythief
You are missing the point of the mod. The orignal intent was not to keep the magic list empty for the entire game. (Though, you could do that with this mod if you wanted.)

I designed this so that magic wasn't just handed to you; it improves the game in a subtle way by forcing the player to obtain his first available spells through actual gameplay. This inherent element of choice concerns both spellcasters and non-spellcasters.

No offense intended, but I think you are the one who needs to re-evalute his priorities; especially if you are attempting to invalidate a form of entertainment that doesn't affect you. Furthermore, it makes you look foolish when you demand others to get a life when you, yourself, have wasted time in posting an irrelevent comment. I will delete any future posts with similar content.
Ravalle 26 Jul, 2013 @ 3:17am 
No offence intended, but this is mind of a pointless mod - if you don't want to use magic, then just don't use it! Plus spells don't take up room or anything and if you dislike using magic then you'll probably never open the magic menu so you won't even have to see the spells!
p.s. all u perfectionists out there get a life if u want things to be perfect how about making stuff perfect in real life not in a game...
76561198057170204 24 Jul, 2013 @ 1:34pm 
Sweet my ninja doesn't have any use for magic this mod just adds the extra hint of defining a character especially for those perfectionists
RVG Kinderziekte 21 Jul, 2013 @ 10:44am 
I like that you've also made a mage starters thing for helgen because, as a spellcaster i do not like getting pushed an axe in my hands and being forced to fight like a brute
Miciso 21 Jul, 2013 @ 9:45am 
nice mod im mostly always a khajit archer/dagger user and magic spells are for elves not cats >.>
Tsuzu 20 Jul, 2013 @ 2:02pm 
I admit I was just looking for something to rate on the workshop for my badge, but I like this mod. It was on the first page, too - convenient.
No really; the mod has its merits and does exactly what it says on the lid.
Maybe this qualifies for the community forum post part of the badge?
That would be great.

:postcardf:
Strategic Anomaly 20 Jul, 2013 @ 1:17pm 
I agree with this mod for several reasons.

1) In Morrowind, you didn't start with spells unless you picked a spell school as a major skill. Didn't major in Destruction? Go home. No magic here. :dssmallbird:

2) If the people of Skyrim are so opposed to magic, and perhaps you want to be one of those people from Skyrim that are so opposed to magic, it's a bit of an immersion killer to have two obvious spells in your repertoire. Bleck.

In unrelated, hypocritical news... "What a display of color!"
Lancifer  [author] 20 Jul, 2013 @ 9:11am 
I've uploaded an Addon for this mod that will allow your characters to learn Healing, Flames, or even Frostbite at Helgen Keep. It basically adds spell tomes to the bag in the torture chamber as well as a staff and some scrolls in the warden's chest.
Wigsplitta 19 Jul, 2013 @ 6:59pm 
Would be cool if the mod removed magicka as well.
Lancifer  [author] 19 Jul, 2013 @ 2:51pm 
@[CORE] Motav
I agree with your point, but I still prefer to use my mod for two reasons.

1. Even for my Spell Casting characters, I do not want to start with any spells. It adds an extra element of progression that I find enjoyable.

2. Even though flames does seem to be that introductory spell, I prefer that I get to experience that moment of introduction.

It is about the immersion, not the self-control.
Lord Motav 19 Jul, 2013 @ 1:38pm 
Its about a million times easier to use self control and not use any spells if you dont want them than to download a mod that does it for you. Flames also always seemed to be the introductory novice spell one masters one on the path to advanced magic in general. (including necromancy since the necromancer npcs use fire spells all the time and vampire mages were at once human mages and also knew the spell)
Lancifer  [author] 19 Jul, 2013 @ 2:40am 
@RJinthematrix
I just checked your workshop submissions, and your version of the No-Spells start is deeply buried in a bundled mod that has a huge stack of other modifications. I'm not saying that your mod is bad (I haven't even tried it to be honest), but this does bring up some very good reasons why I posted my own.

1. Yours is very easy to miss, since it is in a bundle. (I did not see it when I searched, and I was fairly thorough.)

2. Some people may not want the other modifications that go with your no-spell start.
RJinthematrix 18 Jul, 2013 @ 5:21pm 
I think it is kinda weird this mod exists since I put up a mod that does this a year ago.
chewabakka 18 Jul, 2013 @ 1:15pm 
My character is a Vampire-Necromancer start the game with a Flames spell: makes no sense.
Thank you!
P.S. Do not listen to the criticism and do not delete this mod, good luck.
Cosmic Armor Pizza Boy 18 Jul, 2013 @ 8:00am 
I get where the mod is coming from, but if you start with no spells and want to be a mage, then you are forced to use weapons until you get a spell.
Xi's Got a Gun 16 Jul, 2013 @ 8:00pm 
This makes the existence of Spell Tome: Flames make sense :P
Lancifer  [author] 16 Jul, 2013 @ 1:59pm 
@genebris
This mod changes the amount of spells your New Character knows to zero.
It removes Healing, Flames, Sparks, Fury, and Conjure Familiar from any new character.

And yes, it does this for all ten standard races.
Genebris 16 Jul, 2013 @ 1:01pm 
omg, too much text, can you just say what does this mod change? Every standart race?
Lancifer  [author] 14 Jul, 2013 @ 12:58pm 
Updated to Version 1.1
This mod is now fully compatible with Live Another Life (by Arthmoor). After you finish the character generation in his Game Start, disregard the spell-added notification that may appear at the top-left corner of your screen. My mod will promptly remove that spell if it is either Sparks, Fury, or Conjure Familiar. Healing and Flames are removed on all races as well.