Studies: Novice Alteration (0) 1- Grants a random novice level Alteration spell. All Alteration spells are 15% cheaper and last 15% longer. Studies: Apprentice Alteration (20) 1- Grants a random apprentice level Alteration spell. Each incoming hit restores 3% Magicka. Studies: Adept Alteration (40) 1- Grants a random adept level Alteration spell. Each known "Mage Armor" spell increases armor by 25 permanently. Studies: Expert Alteration (65) 1- Grants a random expert level Alteration spell. Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently. Studies: Master Alteration (90) 1- Grants a random master level Alteration spell. Unlocks Alteration's "focus" perks. All spells that would normally occupy both hands now only occupy one hand. Mage's Toolbox (25) 1- "Utility" spells, such as light spells or detection spells, are 50% cheaper to cast. Mindforge (30) 1- "Enhance Weapon" spells last twice as long. Mindcutter (60) 1- "Enhance Weapon" spells have no effect on the combat target's armor rating anymore. (*) (*) "Enhance Weapon" spells have very different mechanics than SkyRe's counterparts. They work on top of enchantments, but cancel out other effects that are based on combat hit spells, such as vanilla's bleeding damage on axes. Per default, "Enhance Weapon" spells make the target's armor value count as if it were 50% higher than it actually is. Spellweaver (25/45) 1- All spells from all schools of magic are 5% cheaper to cast. 2- All spells from all schools of magic are 10% cheaper to cast. Spellbinder (40) 1- Grants the togglable ability "Spellbinder". While "Spellbinder" is active, swinging your right-hand weapon will automatically cast the spell equipped in your left hand, as long as you have the Magicka necessary to do so. The Magicka cost required to cast a spell via "Spellbinder" is equal to the cost of regularly casting the spell, unless the spell has a casting time of more than one second. In that case, the casting cost is multiplied by the casting time in seconds. Mage Armor (30/50) 1- While not wearing a regular armor chestpiece, "Armor" spells are 50% stronger. 2- While not wearing a regular armor chestpiece, "Armor" spells are 100% stronger. Second Skin (60) 1- "Armor" spells are 10% stronger and unlocks secondary effects for "Armor" spells, as long as the caster is not wearing a regular armor chestpiece. The secondary effects are as follows: Oakflesh: 10% less incoming damage from blunt weapons, 20% less power attack stamina consumption. Stoneflesh: 20% less incoming damage from weapons that are not blunt. Ironflesh: All incoming weapon damage is reduced by 5, and all incoming stagger is negated. Ebonyflesh: All incoming Destruction spells are 10% weaker. Dragonflesh All Frost and Fire spells are 15% stronger. Sacrificial Casting (45) 1- Grants the toggleable ability "Sacrificial Casting". While active, "Sacrificial Casting" splits any spell cost evenly between Magicka and Health, and reduces the magnitude of healing spells and beneficial potions by 90%. "Sacrificial Casting" needs to be active for at least 30 seconds before it can be toggled off. Lifelink (65) 1- Grants the spell "Lifelink". Lifelink can only be cast while "Sacrificial Casting" is active, and needs a target that is either a summoned creature or a follower, and that is not a machine. It deals up to 50 damage to the target and heals the caster's Health by twice that amount. Lifelink is not affected by "Sacrificial Casting". Flesh to Power (85) 1- When deactivating "Sacrificial Casting", everyone within a 30 feet radius is paralyzed for 4 seconds, and absorb 5 Health per second from everyone affected for 8 seconds. Kinetic Crush (50) 1- "Kinetic" spells may be dual cast to double their force. "Kinetic" spells deal their force as unblockable damage. Blink (45/75) 1- "Shift" spells have 50% better range. 2- "Shift" spells have 100% better range. Chronokinesis (80/95) 1- "Shift" and "Kinetic" spells slow down time by 30% for 3 seconds. "Kinetic" spells need to actually connect to trigger this effect. 2- "Shift" and "Kinetic" spells slow down time by 50% for 4 seconds. "Kinetic" spells need to actually connect to trigger this effect. Focus: The Spherebender (95) 1- The cooldown on "Shift" and "Kinetic" spells is reduced by 50%. Grants the spell "Kinetic Shift". "Kinetic Shift" is a special teleportation spell that combines the properties of the "Kinetic" and "Shift" spell branches. When cast, everyone within a 25 feet radius is pulled towards the starting point, and everyone within a 25 feet radius of the ending point is pushed away. This spell has a 20 second cooldown that is not linked to the cooldown of either "Shift" or "Kinetic" spell cooldowns. Focus: The Creator (95) 1- Grants the spell "Spell Prism" Places a device at the ground that reacts towards spells thrown at it. INSERT DESCRIPTION ONCE COMPLETE Architect of Magic (100/100) 1- Does nothing. 2- May choose a second "Focus" perk.