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.




/=========================/
/=====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.


/===========================/
/=========Begging===========/
/===========================/


Come on, peeps. Gimme that sweet, sweet rating love! There are player homes with more ratings.
Popular Discussions View All (1)
0
Sep 1, 2014 @ 9:57am
Frequently Asked Questions
NineInchNall
< >
1,163 Comments
Zujewski Jul 21 @ 7:53pm 
My mistake, but now I have another question. :P What happened previously is the "destabilizing" effect, where if I became low on magicka, my familiar/candlelight, etc, disappeared and my magicka went back to 50, thus I believed when I went below 50 it despawned.

However, my other question here is... this may not be a problem with your mod, I have a ridiculous amount of magicka for my level eleven Breton, totalling 600 or so. I have been spamming Muffle on and off, but I have used the Dispel Magic spell granted to me by your mod, yet my magicka is still incredibly high. I have unequipped all magicka altering gear, but still it is incredibly high. Any ideas why? I have other mods installed, but again none that affect magicka.
NineInchNall  [author] Jul 20 @ 4:39pm 
That doesn't seem right. Due to the way the scripting language works, the mod is forced to try to keep current magicka above zero, not above 50. I don't know why what you describe would happen.
Zujewski Jul 19 @ 10:43pm 
Err, out of curiosity... I'm in Helgen, and playing as a Breton, I have no other magic-altering mods installed. But after summoning my familiar, I use the flames spell, but as soon as I go below 50 magicka, my familiar disappears. I thought this mod was going to reduce my maximum magicka so that I didn't suddenly de-spawn my conjured follower? Am I mistaken? Or is this some sort of bug?
Timesplitter Jul 13 @ 4:47pm 
This mod has been included in "THE ULTIMNATE LORE FRIENDLY SKYRIM MODS COLLECTION", updated 07/13/2016. Thank you for your wonderful addition to this collection. Please check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=106745968.
NineInchNall  [author] Jul 13 @ 7:27am 
I've never really seen that happen, so I don't know what to tell you. If it did happen, the best hypothesis I have for it is that the NPC in question doesn't have enough magicka to invest the spell in the first place.
Guilherme Scaglia Jul 13 @ 4:03am 
Thanks and congratulations, great mod. I'm sorry if this was asked before, but I didn't find anything about it on the ten or so first pages. Some NPC AIs seems to go crazy with this mod; they loop casting Oakflesh, as if they don't realize the spell already worked. It's probably related to the fact the toggle does not set the effect as the normal spell does. Nevertheless, is there any fix or a pointer on how to change NPC AI to deal with the mod? Try.
Some 2k Scrub Jul 12 @ 8:25am 
Alright thanks!
NineInchNall  [author] Jul 12 @ 8:06am 
Define compatible.

As far as I know, Midas Magic merely adds new spells. As such, there should be no overlap, and both mods should work fine.

On the other hand, this mod does modify the perk trees (mostly out of balance necessity). Thus there will likely be conflicts with any mod that modifies the same perks.
Some 2k Scrub Jul 12 @ 5:07am 
Is this mod compatiable with something like Midas Magic and a mod that re-works the skill tree? Thank you!
Alundra Jul 7 @ 11:51am 
I'm not sure what happened but restarting the game seemed to have fixed it! PHEW! :D Hopefully just a one time weirdness thing.