The Lost Telvanni Codex 1.51.
The Lost Telvanni Codex is a story of a missing mage and his supposed book of spells. Or should I say the story of the hero who found it.
The original goal of this MOD was to put back all the spells omitted from Oblivion that were available in Morrowind. Since many of these spells were not that useful and would unbalance the schools in OB, many others spells are also added with the intention of providing additional game play elements. This MOD is supposed to be balanced and leveled and is suitable for long-term play at any hero level. Another intention of the Lost Telvanni Codex (LTC) MOD is to provide a mini-quest that can be played concurrently with the main game or as side quest for those who want to specialize in one type of mage or demi-mage class. The quest aspect of this MOD will become much more significant in later versions.
In fact this MOD delivers 91 new spells distributed evenly across the magic schools. Approximately half of these are faux Morrowind. These spells are learnt one at a time by reading the Codex (from your inventory). But there is a catch.
The full list of spells described by the Codex is given below:
ALTERATION - These spells enable you to explore the beautiful world of Cyrodiil from a whole new perspective:
Jump Spells: Tinur's Hoptoad, Mountain Goat, Acrobat's Leap, Wizard's Leap, Azura's Vista.
Levitation/Slowfall Spells: Parachute, Bumble Bee, Feather Fall, Wild Grouse, Eagle Wing.
Lock Spells: Lockbox, Fenrick's Doorjam, Guildmaster's Seal.
Swift Swim Spells: Buoyancy, Swimmer's Blessing
Other Spells: Vampire Swift
CONJURATION - Almost any hero will find some of these spells useful:
Call Creature Spells: Beckon Creature, Call Creature, Call Fire Flies, Call Bats, Call Wolfpack.
Create Arrows Spells: Create Iron Arrows, Create Silver Arrows, Create Dwarven Arrows, Create Elven Arrows, Create Daedric Arrows.
Conjure Item Spells: Conjure Fire Light, Conjure Herb, Conjure Item, Conjure Salt, Conjure Apparatus.
DESTRUCTION - These spells provide some 'new' ways to harm, scare or even entertain your victims:
Cursing Spells: Holy Water, Bal's Blessing, Holy Light, Abysmal Blessing.
Telvanni Poison Spells: Black Hand, Viperbolt, Potent Poison, Poisonbloom, Toxic Cloud.
Weakness to Posion Spells: Leper's Touch, Hand of Corruption, Dire Weakness to Poison, Cursed Ground.
Pyrotechnics Spells: Pyrotechnics, Greater Pyrotechnics.
Note: Telvanni Posion spells may be cast against you (or your companion) and their effect can only be fully healed using Telvanni Cure spells.
ILLUSION - These spells offer 'new' ways to evade and defend against enemies:
Blind Spells: Alad's Caliginy, Crying Eye, Erelvam's Wild Sty, Mass Hysteria, Mass Mesmerize.
Sanctuary Spells: Father's Hand, Sanctuary, Shadow Weave, Sotha's Grace.
Sound Spells: Earwig, Wild Earwig, Dire Earwig, Dire Noise, Cruel Noise.
Other Spells: Transfiguration.
MYSTICISM - These give you the ability to teleport about Cyrodiil and to better manage your magic.
Mark Spells: Etherial Link, Mark, True Mark, Master's Mark.
Mind Tap Spells: Forget-me-not, Remember, Mind Tap, Enchant Item.
Teleportation Spells: Apparate, Chaotic Intervention, Almsivi Intervention, Divine Intervention, True Recall, Recall, Master's Recall.
RESTORATION - These spells counter the effects poison and cursing spells; allow you to channel your magical ability in to other magic schools; or bless yourself through magical prayer:
Blessing: Azura's Blessing, Divine Virtue.
Cure Telvanni Posion: Balyna's Antidote, Panacea, Sotha's Grace, Sotha's Protection.
Focus: Focus Illusion, Focus Mysticism, Focus Conjuration, Focus Alchemy, Focus Willpower.
Resist Telvanni Posion: Poisonguard, Redmountaincoat, Strong Resist Poison, Greater Resist Poison.