The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

2,854 ratings
Invested Magic - A Better Spell System [Current]
 
Rate  
Favorite
Favorited
Unfavorite
Category: Gameplay, Magic
File Size
Posted
Updated
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]

Subscribed
Unsubscribe
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
< >
1,223 Comments
Falaris Sep 14 @ 10:20pm 
RTFM, got it. ;)
NineInchNall  [author] Sep 14 @ 9:32pm 
You're welcome. The answer to your console command question is in the FAQ.

Falaris Sep 14 @ 7:26am 
I moved the install folder for the mods - including this one - in Nexus Mod Manager and ended up causing a lot of trouble for myself - including having my max mana messed up. (It's stuck at 70). I assume this can be fixed with console commands, but being a noob at that... how? Anyone?

BTW fantastic mod. Huge QoL improvement. :)
NineInchNall  [author] Sep 11 @ 7:47am 
I just reinstalled to test a new video card and 4k. Conjure Familiar works for me ...
Ego Mage Sep 8 @ 7:04am 
so I decided to replay the game after a long hiatus. for whatever reason conjure spells no longer invest. I did a new game. tried only using invested mod still no dice. however armor and reanimate type spells still invest just fine. even with 45 other mods running. I understand yer no longer updating the mod. just letting ya know since they're still on the description list as working.
NineInchNall  [author] Sep 3 @ 7:32pm 
No clue. If I were troubleshooting it locally, I'd probably just go through the usual steps; i.e., doublechecking load orders, disabling things loading after this, etc.
The helmet head Sep 2 @ 7:41pm 
Hi, I'm suddenly having a problem with your mod, I can't dual cast my armor spells, and they only last for a minute before disapearing like vanilla spells. I downloaded the unoffical legendary patch but it continues to do this even when I have it unselected in my active mod lists. Do you have any idea's what could be causing this?
NineInchNall  [author] Aug 4 @ 4:26pm 
@-_-: That issue is known (and ultimately unfixable given scripting limitations). The console-based fix is listed in the FAQ.

@Twill: Hm. Well, not much I can do about that. I haven't touched Skyrim in years. I'll try to remember to make a note of it in the FAQ, though.
the average noob Aug 4 @ 9:58am 
Hi great mod but i am running into 1 problem. i put most of my points into magica but after i finish the mage guild quest where u fight the dragon priest mori somthing i found out i had less magicka. he did steal a copple of my summons and i think thats the problem. the still cost me magicka to summon them but i dident get the magicka back then the where dead so now i am missing all of my magicka with a base magicka of 250. i already used dispell but that dident work neather did uninstalling your mod i still when from 250 magicka to 1. when i used the cheat to get magicka back i lost almost 300 magicka :( please fix this.
Twill Aug 4 @ 12:31am 
This has quickly become my favorite magic 'overhaul' there is however one potential issue with the 'dispel personal' spell, atleast 1 quest require an ability to be running for the quest to complete, if you dispel it the quest becomes unfinishable. Effect in question: Neloth's Memory Spell xx01c066, xx01c067 from the Dragonborn DLC.