Invested Magic - A Better Spell System [Current]
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Diekruzen Sep 14 @ 5:39am 
Great overall mod, only thing i notice, is that it can make gameplay a little easy at times. having nto to really do anything in battle. but this is coming from a lvl 22. but i love the idea, going to uninstall now to build up conjur and make low level fights fun, but at end game this mod will rule when it is more a pain to keep recasting crap all day is like when i played a wow paladin in wow bug i do get a lot is summoned flames gone and magicka not returned, i used teh fix, but that one aspext is a little bit fo a pian, but OVERALL great MOD and thank you for creating it.
NineInchNall  [author] Sep 9 @ 11:18pm 
The only thing I can think of is that the mod is still set to load. Unsubscribing from a mod (unintuitively) doesn't delete it. So I'd check the load order to make sure.

Other than that, I can't think of how this mod would end up making spells not cast half the time.
Operation0919 Sep 9 @ 2:12pm 
hey, So while I had this installed I noticed that the conjuration spells took slightly longer to charge than usual. After I undowloaded it the animation went back to the same speed, but 50% when I cast a spell it does nothing. This is extremely frustrating as my gameplay completely revolves around my Dramora/Wrathman combo. I have no evidence this problem came from this mod, but if recall correctly it didn't start untill after I undownloaded this mod. Any ideas would be much appriciated, but if this is not fixed soon I fear that I may loose my will to continue playing with my charractor, and as he is my favorite ever I would hate to see this happen.
Operation0919 Sep 4 @ 5:12pm 
Thanks man, in retrospect I should have read before downloading, but it be fine. I liked your mod in theory, but it did not work as effectivly as I had hoped with my twin souls conjurer, dustruction mage warrior. I appriciate the rapid response though.
l.adamczyk93 Sep 4 @ 3:33am 
I wish this mod didn't make Necromancer Amulet so useless. There's no 25% less magica investment while put on.
NineInchNall  [author] Sep 1 @ 8:32pm 
Well, if you want to do the work for supporting DB, I'll show you how. I personally don't even have Skyrim installed anymore.
ZalrokChaos Sep 1 @ 7:42pm 
with the optional addons being optional and compatible with Unoffical patches and SkyRe, SkyPe, SPERG, etc
ZalrokChaos Sep 1 @ 7:41pm 
Ik, still doesn't have DB support, but an all in one mod for all dlc with magic in them would be good.
NineInchNall  [author] Sep 1 @ 7:36pm 
*sigh* The Dawnguard support patch is linked above.
ZalrokChaos Sep 1 @ 6:31pm 
Needs compatibility with DragonBorn and Dawnguard
NineInchNall  [author] Sep 1 @ 9:52am 
First off: What likely happened is an enemy stole one of your summons. If that didn't happen, I don't know why you'd be down magicka. But there's hope. If you look up in that huge wall of text above, you'll see the "Important Notes" section. There you'll find how to fix your magicka.

Secondly: Uninstalling a mod will not make that mod's effects go away. I'm sure if you think about it you'll understand why. (Hint: The ON and OFF switches are both part of the mod.)
Operation0919 Sep 1 @ 9:02am 
Why even after I used the Dispell magic spell, is my total magica down like 300 points? I'v tried undownloading the mode but it apears my magic is stuck there. This is starting to piss me off.
begbert2 Aug 30 @ 12:03am 
Ah, okay then. I hadn't noticed that when I wrote my earlier comment, though I've since noticed that in addition to being described as more powerful, they're also larger and more imposing. I guess it was hard for me to tell the difference at first because, well, at level 106 pretty much everything seems a little underpowered compared to my usual damage output. In any case, I apologize for musunderstanding the situation. And thanks for the excellent mod, by the way!
NineInchNall  [author] Aug 29 @ 11:20pm 
When making the mod, I increased the power of the thrall spells to compensate for their being nonpermanent. They provide greater elemental resistance than the lower level versions, and they spawn at a higher multiple of the caster's level.
begbert2 Aug 29 @ 6:26pm 
Whereas with the current system, a player is a literal idiot for bothering with the master level Conjuration spells at all. They are literally and objectively worse than the lower level spells that they are otherwise equivalent to, since they tie up more mana, take longer to cast, and (as best I can tell) are not currently stronger and add nothing.

The idea of buffing the master summons is one that sounds worthy of consideration, but as it is they seem to add nothing to the tactical landscape at all. (Making them non-invested with their old large casting cost at least provides a reward of sorts for earning them.)
NineInchNall  [author] Aug 29 @ 8:27am 
Answer: Duration is no longer an issue under this mod's paradigm, leaving us with two knobs to twist: power and investment cost. We could, as you suggest, turn the cost knob to zero, but that seems uninteresting, and it defeats the mod's purpose of always giving the player meaningful tactical choices. Alternatively, we could turn the power knob to eleven, which allows us to make the spell itself more insteresting in its effects while also maintaining the necessity of choice.

The master summons are more interesting when they adhere to the same pattern as the lower-level summons. A zero investment cost summon would as well be an inherent buff. The player would be a literal idiot not to always have the maximum number of thralls summoned at all times.
begbert2 Aug 29 @ 7:43am 
Question: Why are Flame, Frost, and Storm Thrall invested? They're supposed to be summons so powerful that they're indefinitely self-sustaining on their own power. Being invested means they're just more expensive and no more powerful than the normal Atranoch spells. Were they not invested, allowing your mana to recover while they're around, they would allow you to create a permanent following of four Storm Atranochs and have mana left afterwards to cast sweet spells. It seems like that would be better and an appropriate behavior for a Master-level spell.
RayZor Aug 27 @ 4:31pm 
Thank you! This is exactly what I have been looking for. I always have had intentions of playing as a magic character but the system sucked so much balls that I always had to revert to my back up of Sneak/Thief/Marksman. This changes everything.
franklesby Aug 26 @ 6:48pm 
Could you please make it so that Dragonhide is 135 armor rating. That way if you daul cast it for 1.4x and have mage armor perk for 3x it will be 567, which reduces 80% of damage, which dragonhide originally was.
bernhard97 Aug 24 @ 1:14am 
love it
It appeared now dont know why but its working now :\
The mod doesnt appear on the mod loader and i cant do anything about tryied to uninstall and install the mod doesnt work either. And i got no mod that could interrupt with this one i only got like 3 or 4 mods. Thx for help :3
Salty Dave Aug 21 @ 6:17pm 
Great mod, I truly love it. This, especially when combined with Enchanting Balance Overhaul, makes wizardry much more fun. I do have a request/bug report though. It seems like the elemental cloak spells aren't benefiting from the increased damage most of the destruction spells enjoy. When my incinerate is hitting for 232, my fire cloak is still doing something around 10 damage per second. The cloaks just aren't viable playing level 60+ legendary difficulty. Could you do something about that?
Reflected God Aug 15 @ 11:59am 
That was it, thanks!
NineInchNall  [author] Aug 14 @ 11:24am 
@Reflected God: The first thing to try, especially when only part of a mod works, is to check the load order. This mod should be at the bottom.
NineInchNall  [author] Aug 14 @ 11:23am 
@Nubby: Thanks. :)
Nubbly Aug 13 @ 10:50pm 
This mod is extremely impressive. I was trying to run a mage-only build without this and it was horrible. Now, it's amazing. I can't believe how much better this made maging about in skyrim.
Reflected God Aug 13 @ 9:15pm 
Sooo for some reason this isn't working with Ironflesh? With Stoneflesh It lasts 3984739847 for atronachs too, but not for Ironflesh :(
ThunderWulv Aug 13 @ 3:25am 
thank you thats what i was asking
NineInchNall  [author] Aug 13 @ 12:03am 
I'm not sure I understand the question, but when talking about spells, "servant" usually refers to a conjured creature (atronach, familiar, dremora) or animated corpse.
ThunderWulv Aug 12 @ 12:57pm 
what does the serveant the mean?
does it mean like conjured familiars?
NineInchNall  [author] Aug 1 @ 11:01pm 
? I didn't delete Magelight, so I'm not sure what you mean.
Dragonodarkness Aug 1 @ 8:33pm 
So no magelight? Seriously? Hmmm, stealth character with candlelight, mmmm bad idea i think.
Snipers Relief Aid Jul 31 @ 12:53am 
Oh, nevermind then.
NineInchNall  [author] Jul 30 @ 11:14pm 
Not a bug; intentional. The turn-to-ash thing was BS to begin with.
Snipers Relief Aid Jul 30 @ 3:55pm 
I found one bug. When re-animating the dead, there bodies don't turn to ash when I dispel them or when they die. I could revive the same dead person over and over again. Seems a little bit cheap :/
s.wells9696 Jul 24 @ 4:03pm 
I absolutely love this mod, and actually built an entire character and a half around it. One a battlemage using Conjured Weapons and Alteration Armor, and a Paladin with heavy armor, a 2-Hand, and Alteration armor xD
Question/request though- Is it at all possible to make this mod compatible with another mod? Im using one that gives me access to Bound Greatswords, etc.
dewblaster95 Jul 23 @ 2:30pm 
alright thanks, I might have been forggeting to include the casting cost, stupid me.
NineInchNall  [author] Jul 23 @ 11:37am 
Well, your current magicka (taking into account the casting cost of the spell) needs to be greater than the investment cost. So if something costs 100 magicka to invest and 10 to cast, but you only have 105 magicka, it's not going to work.
dewblaster95 Jul 23 @ 3:31am 
some of my conjuration spells are saying i dont have sufficiant magic to sustain the spell when i have more than enough, anyone have any ideas why.
Aziraya Jul 18 @ 8:06pm 
Ah, found the source of the problem. There was another mod going on that for some reason wasn't showing up on the load order. I took it out and now it works just fine. Now that I figured out the problem, 5 star rating from me. Excellent work!
NineInchNall  [author] Jul 18 @ 10:53am 
It sounds like you have it properly set up, so I don't know what's causing the problem.
Aziraya Jul 18 @ 12:12am 
The conjuration spells don't seem to have been changed by this. I just started a new game, but so far Familiar and Flame Atronach seem to have the default text and behavior in game. I tried not loading/reloading it and it is last in the load order. Only other spell mod I have is spell sneak attacks so no conflict should be occuring. Any suggestions to get it working?
A Little Bit Good Jul 17 @ 3:02pm 
Great idea. Finally a way to buff up for the day. More like a AD&D style buffs. Thank you for the mod!
xDAxPIMPxPANDAx Jul 13 @ 5:42pm 
This mod is great but it makes it really easy to level up your Alteration, because you can just cast the spell over and over and get your mana back really quickly because it only cost 10 mana to cast. You should look into it by balancing the cast cost per Mage Amour spells. I think Ten for oak flesh, 20 for stone flesh, 30 for iron flesh, etc. Great Mod though.
NineInchNall  [author] Jul 12 @ 3:51pm 
Because Steam is being dumb about parsing links, I put the source for both scripts in one file.
Putrid Being Jun 29 @ 4:16am 
Dragon Age style magic? Brilliant! I love this mod. Actually made being a mage fun and engaging.
NineInchNall  [author] Jun 28 @ 4:16pm 
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).
Black Arrow Jun 28 @ 3:07pm 
I got a problem with the mod, even after disabling my spells, magicka is still low (around 100, instead of 300+). I do not know how to fix it, since I tried to disable the mod or uninstall it. But nothing worked.
Can someone help me to fix this bug ?
MiG-Mog Jun 26 @ 11:44pm 
I like it. This mod helps balance out the magic system in the game, which I found to be a little weak in vanilla. Now, I can play as a mage and not feel outpaced by leveled enemies.