The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Invested Magic - A Better Spell System [Current]
 
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Category: Gameplay, Magic
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0.257 MB
Jul 10, 2012 @ 6:26pm
Feb 20, 2013 @ 4:03pm
14 Change Notes ( view )

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Invested Magic - A Better Spell System [Current]

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Description
[skyrimgems.com]

/==========================/
/========Overview==========/
/==========================/


Playing a mage in Skyrim can often be a source of irritation. Every two minutes or so you have to refresh all your buffs, the mage armor spells being the most egregious example of this annoyance. So here's a way to eliminate this annoying design choice in what I hope is a balanced way.


1. All mage armor spells (oakflesh, stoneflesh, etc.) now cost only ten (10) magicka to cast - but hold on!
2. While active, mage armor spells require an investment of magicka to maintain them, reducing your maximum magicka by an amount proportional to the spell's power.
2a. This 'investment' cost can be halved by the appropriate Alteration perks (Novice, Apprentice, etc.)
3. Mage armor spells now last a long time.
4. Casting a mage armor spell while that spell is active will dispel the spell. (Mage armor spells are essentially toggles.)


Spells currently updated to use this logic:
- - Oakflesh
- - Stoneflesh
- - Ironflesh
- - Ebonyflesh
- - Dragonhide (now provides 120 armor base, which is then affected by mage armor perks)
- - Candlelight
- - Muffle
- - Waterbreathing
- - Invisibility
- - Flame Cloak
- - Frost Cloak
- - Lightning Cloak
- - Conjure Familiar
- - Flaming Familiar (now renamed Conjure Flaming Familiar)
- - Conjure Flame Atronach
- - Conjure Frost Atronach
- - Conjure Storm Atronach
- - Conjure Dremora Lord
- - Flame Thrall
- - Frost Thrall
- - Storm Thrall
- - Raise Zombie
- - Reanimate Corpse
- - Revenant
- - Dread Zombie
- - Dead Thrall
- - Bound Sword
- - Bound Battleaxe
- - Bound Bow

Several new spells have been added to facilitate this paradigm:
- - *Unsummon - Dismisses a targeted conjured creature.
- - *Lay To Rest - Dismisses a targeted reanimated creature.
- - *Dispel Magic, Personal - Dispels all spells currently affecting you.
- - Dispel Magic, Ranged - Dispels all spells currently affecting targeted creature.

*Automatically added to your spellbook upon casting any spell.



/=========================/
/========Dawnguard==========/
/=========================/


FenixPhlame has kindly made a patch to support the spells in the Dawnguard DLC! Click here to check it out.



/=========================/
/========Other Mods==========/
/=========================/


I made the mod as extensible as I could, so that people could make it work with other mods. This section will list any and all current patches made by community members.

  • Sorrien's patch for the Undead FX mod by W-Dog. (I'll add a link to W-Dog's mod when the workshop works again.)
  • For those who use SkyRe (Skyrim Redone), ShadowKitty42 has made a SkyRe compatible version[skyrim.nexusmods.com] of the main Invested Magic mod. There's obviously been some work put into it, so support!
  • New Mage Armor Visuals -- Lore friendly effects to make your oak, iron, stone, ebony, and dragon skin look the way it says. Click here to get it.


/=========================/
/=====IMPORTANT NOTES=====/
/=========================/


CONFIGURATION
This mod should be at the bottom of your load order, followed by any patches that depend on it. This should be the first thing you try if you are having any issues at all.


When Disabling the Mod
The scripts that control the magicka investment and retrieval are BOTH part of the mod. If the mod is inactive, neither aspect will function. So just as casting a spell without the mod active will not invest magicka, dispelling a spell without the mod active will not return invested magicka to you.

Lesson: Before disabling the mod, dispel all invested spells currently active on your person. This can be done with Personal Dispel Magic, or with the console command player.dispelAllSpells.


Stealing Summons
There is an issue with certain enemies who can use the steal summon effect. The summon is stolen, but your magicka is still invested. Due to scripting limitations (thanks, Bethesda!) this can only be fixed via the console. See the FAQ in the Discussions for more details.



/=========================/
/=====OTHER FEATURES=====/
/=========================/


-- Destruction Perk Tree:
- - - The main perks (Novice, Apprentice, etc.) now allow damage scaling based on skill level. The twist here is that the scaling takes into account the skill levels of all five schools of magic, so the mage who masters all five will do more damage than one who has 100 Destruction but 20 in the other four.
- - - Impact affects Novice level spells (at a very reduced rate).
- - - Intense Flames, Deep Freeze, and Disintegrate now have a %-chance to affect enemies at 50% health. These perks were originally worthless 'win more' abilities, because once you get an enemy down to 20% health, you've pretty much already won.

-- Alteration Perk Tree
- - - Stability increases stagger resistance. Since duration boosts no longer matter as much, this perk needed some extra oomph.
- - - Dual Casting applies to mage armor spells now, increasing their armor.

-- Conjuration Perk Tree
- - - Summoner increases the number of creatures you can control
- - - Twin Souls keeps your summons from being released when you run out of magicka.
- - - Dark Souls actually does what it says. (Beth screwed the pooch on this one.)
- - - Necromancy gives your undead rapid healing.
- - - Elemental Potency lets atronachs scale with your level. Because srsly.
- - - Atromancy grants you resistance to the element of the atronach(s) you summon. 25% for a regular summon, 50% for thralls.


Now available on the Skyrim Nexus![skyrim.nexusmods.com]
Head on over there and give me an Endorsement!



/=========================/
/=====SCRIPT SOURCE======/
/=========================/

For those who would like to incorporate the spell toggling mechanic into their own mods, here is the source for the scripts that control it. Just remember to credit me. :D
Script Source

Because Steam is being dumb, both scripts are in the same file.

If you need help in getting them to work with whatever mod you're working on, just send me a message.
Popular Discussions View All (1)
0
Sep 1, 2014 @ 9:57am
Frequently Asked Questions
NineInchNall
< >
1,204 Comments
NineInchNall  [author] Apr 22 @ 9:34am 
Huh. Ddin't know getavinfo would do that. Thanks. I'll add that to the FAQ.
Gorgious Apr 21 @ 5:14am 
Hello, I really love your mod but I stumbled upon the problem of getting your summons stolen and permanently losing magicka. I get it that using console command is a simple but a little inconvenient fix,but you should modify your answer in the FAQ.

To know the exact amount of magicka you have been stolen, you should only, after dispelling all active spells and summons, have to open the command console, and type without quotes,
"player.getavinfo magicka"
This prints 6 lines. The interesting one is the one before last. Here you get info about temporary and permanent bonus/malus. The culprit is the permanent malus. (Shoud be "-XXX").
Then, type in the console "player.modav magicka XXX" to add it back.

Hope it simplified the process !

I know you consider this as "It's not a bug, it's a feature" but you shouldwarn people in the important notes because when with a lot of mods, it can be difficult to narrow this particular effect to your one. (Took me about 20 minutes...)

Cheers !
b.tumelero Apr 1 @ 6:27pm 
Do you plan to do a "invested magic - better spell system" for skyrim:SE?
emerald_snow Feb 8 @ 1:34am 
Removing the mod was a last ditch attempt after the suggested systems failed; I was left with the choice of either removing it or sacrificing more and more magicka to it. The necessity of using console commands means that the solution isn't part of the mod, it means it's broken. I understand that scripting is a nightmare with all the Bethesda variables (which are nightmares in and of themselves), but the scripts that restore magicka in the mod simply do not work reliably. Otherwise, it's a really great mod; I'm not trying to rile you or bash your work, I'm simply pointing out something that might need looked into. That said, thank you for the parts that work, because they work very well.
NineInchNall  [author] Feb 7 @ 12:59pm 
... The solution to that is in the FAQ. I honestly don't understand how people think disabling the mod will restore their magicka. Removing the mod removes the scripts that restore magicka!

Instead, if you find yourself with lingering magicka reductions (usually because a summon got stolen) you can use the console command "player.modav magicka X" where X is the amount of magicka you're missing.
emerald_snow Feb 7 @ 9:41am 
This mod is fantastic in many ways, but I have run into the same problem many times. The magicka invested sometimes doesn't return, leaving the total magicka available reduced with red numbers. There is no way to get it back, either. I've tried the dispel spells made available by the mod, I've tried every console command imaginable (even resurrect). Unsubscribing and removing from the load order does nothing to fix the effect, either. It was definitely this mod, because this is the only magicka-affecting mod I've ever tried. My current magicka is somehow at -60 (after taking off items and such, the invested magicka dropped to a negative number). This mod, if it worked, would be wonderful, but as it stands, it wrecked Skyrim for me.
★Danyyy♛Chibi★ Jan 30 @ 11:40am 
Can i change magic notes to other leangue?
manofdusk999 Jan 26 @ 11:35pm 
Would it be at all possible to add the ReanimateAshPile script back to the lower level reanimate spells (maybe make it an optional patch?) I love this mod but I'd like to have the ash effect back when using lower level reanimate spells.

It just feels wrong somehow and (imo) takes away part of the flavor that Dead Thrall is supposed to have.
{A_A} Warped Wires Dec 29, 2016 @ 1:20pm 
having problems with Flame Atronach and Frost Atronach, instead of the invested spells i have the orignal spells. i already put this mod at the bottem of my load list so im not sure what to do.
AbcdefJi Nov 29, 2016 @ 7:55am 
Does this work with Requiem?