2418 ratings
Invested Magic - A Better Spell System [Current]
Category: Gameplay, Magic
File Size:
0.257 MB
Jul 10, 2012 @ 6:26pm
Feb 20, 2013 @ 4:03pm
14 change notes ( view )

Subscribe to download: Invested Magic - A Better Spell System [Current]


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.


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!
  • Ever want to be a fisticuffs fanatic? Try the Monk Perk!


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.

Getting rid of unwanted effects
If you ever have a spell sticking around longer than it should, cast Dispel Magic, Personal. That's one of the primary reasons I made the spell. There are limitations to the information available to a magic script, and there is a lot of program behavior that is not visible to modders. Therefore there will INEVITABLY be times when you might go somewhere and your Atronach stays behind.

Lesson: USE personal dispel magic. It's your friend.

Resetting your magicka
In the extreme case where you no longer have any active invested effects (e.g., you've used personal dispel magic already) and still have reduced magicka, you can use the console to fix the problem. The console command for this is player.modav magicka X, where X is the amount of magicka you're being shorted. If you are unsure of what X should be, then go to a safe place, remove all equipment and other effects that modify your magicka total, and add (positive or negative) values of X until your magicka total displays as white (rather than red or green).

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.

/=====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.

New Mage Armor Visuals
Lore friendly effects to make your oak, iron, stone, ebony, and dragon skin look the way it says.
This enhancement is optional. Click here to get it.

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.


Come on, peeps. Gimme that sweet, sweet rating love! There are player homes with more ratings. Wassupwifdat?
Popular Discussions View All (1)
Sep 1, 2014 @ 9:57am
Frequently Asked Questions
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Da Bees 15 hours ago 
Love this mod I hate when my buff ran out in the middle of a fight. Also btw does this work with another mod called Wind Destruction Magic? I been using them together but the wind cloak only lastes 60 seconds.
Masoning Intensifies Mar 2 @ 11:24pm 
Ahh, well it's something you could improve if you ever figure it out, I do love the mod though ^_^
NineInchNall  [author] Mar 2 @ 11:19pm 
As I said, I have no idea why they don't. Since I don't, I can't do anything to help. :(
Masoning Intensifies Mar 2 @ 7:46pm 
Well, to have it work well with the ability to more easily have long lasting/permanent followers, could you possibly include that all followers go through transitions with you? It'd work well, it sucks to lose a good ressurected follower. Not a demand or anything, but would be helpful.
NineInchNall  [author] Mar 2 @ 7:41pm 
That bit seems to be a bug with Skyrim itself. I'm not sure why it happens, to be honest. As far as I can tell, nothing relevant was changed, so it mystifies me.
Masoning Intensifies Mar 2 @ 5:57pm 
Oh, I didn't think that personal would include other, targeted creatures, do you have any comment about the zombies not following you through doors to transition to other areas
NineInchNall  [author] Mar 2 @ 3:02pm 
Lay to Rest is specifically for getting rid of individual zombies. If you want to get rid of all of them at once, use Dispel Magic, Personal.
Masoning Intensifies Mar 2 @ 10:13am 
Seems I can't edit my last comment..it would be good if youcould make Lay To Rest affect all of your raised creatures instead of needing to aim it, in case you lose them...
Masoning Intensifies Mar 2 @ 10:12am 
I'm not sure if this is a problem with this mod, or Skyrim in general, but my ressurected followers from spells like raise dead won't follow me though doors that transition to a different area.
NineInchNall  [author] Mar 1 @ 10:38pm 
It's compatible with them, and it does not affect them. (Aside from unintentionally powering up a small number of those mods' spells due to how perks work.)