The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Invested Magic - A Better Spell System [Current]
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CaptainJuicy Sep 4 @ 5:41pm 
Yeah... there's something messed up with this mod. After doing the Staff of Magnus quest, I have 53 magicka, total. No active summons. Dispelling magic doesn't help. I think it has to do with Morokei hijacking your summons. So... game broke now, and I can't seem to fix it. Nothing is listed under active effects.
ExiledReaper116 Aug 16 @ 1:31pm 
Does this mod affect the magicka cost of spells? Right now i downloaded a bunch of mods and now the first fire spell (flames) costs frickin 20 magicka per second
Platinawolf Aug 3 @ 5:38am 
This is one of my favorite magic mods, lets ya play without armor in return for investing a chunk of your magicka, what's not to love.

However, what's the point of dualcasting conjuration spells now? Bound spells don't matter as their duration is infinite. Summons ?
NineInchNall  [author] Jul 30 @ 9:33pm 
Thralls in this mod are the most powerful summons. I didn't just change their duration.

Have a little faith in my intellect, my friend. :)

Are you sure you can't dual cast dragonhide? I could have sworn I set it up so you could, regardless of the animation.
TheGrimGriefer Jul 30 @ 9:09pm 
this is a great mod. it really is. however, i do have a few comlaints. when using dragonhide, it is utterly useless when compared to ebonyskin. because of the fact that you nerfed it to give you 120 defence, and you cant duel cast it, it is useless because ebonyskin gives 250 defence when duel casted. also, this mod renders the thralls utterly useless becauseall this mod does it make them cost more.also, ive
NineInchNall  [author] Jul 30 @ 6:43pm 
@Zujewski: I'd try using the console to reduce your magicka to where it should be. If I recall correctly, that's player.modav magicka X.
NineInchNall  [author] Jul 30 @ 6:41pm 
@ggGoh: You're welcome. :)
ggGoh Jul 29 @ 4:01am 
I gotta say that of all the mods I have added, this is probably in my top 5 list. It's a fantastic concept and it makes complete sense. Thanks so much for this!
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
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.
PlsFeedMeh 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.
PlsFeedMeh 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.
NineInchNall  [author] Jul 7 @ 9:55am 
I have no idea why that would happen, unless those mods do something really strange like somehow making their casting count as your casting but count as their casting. Which would be, as I said, really strange.
Alundra Jul 7 @ 7:59am 
I need to confirm this but it seems like in my game when my follower casts spells it's taking from my magicka... is this possible? I'm using Immersive Amazing Follower Tweaks and Followers as Companions and it seems to me when Eola casts a spell to raise the dead or conjure something I am taking the hit.
leonhartlover Jun 19 @ 2:27pm 
Nvm, checked the faq
biogoo Jun 19 @ 4:33am 
I have a simillar problem as leonhartlover. I am missing 50 magicka. I Invested 3x and with atronach stone (+50) I am at 130 instead of 180 with no spells active.
leonhartlover Jun 18 @ 9:01pm 
I have a strange glitch. My magicka is at 160, no active spells on at all, yet I invested 15 points into it. This mod might be causing it somehow, even after I've dispelled all magic and summons.
biogoo Jun 18 @ 1:46am 
Dualcast Alteration makes armor spells work at 220% effectivenes! Thats too much and also makes dragonskin useless :/
I understand that the same happens for destruction, but in that case you compare it to 2x single cast, which is not possible with armor spells...
f.c.sauer Apr 22 @ 2:28am 
Well, seems like I will have to learn how to make mods myself. When I have finished it, I will let you know.
NineInchNall  [author] Apr 14 @ 9:40pm 
That's usually a sign you need to run BOSS or LOOT.
Graceclaw Apr 13 @ 11:09am 
I switched it to the bottom of the load order, and the game started crashing right after the Bethesda logo. Oh well.
NineInchNall  [author] Apr 13 @ 6:55am 
@Kalibur: Glad everything's working. Enjoy wizarding. :)

@Spiritborn Lifeform: You're very welcome.

@f.c.sauer: There's currently no Dragonborn patch. You could make one pretty easily, though.

@Graceclaw: No, it should work with Dragonborn installed. You probably don't have the mod at the bottom of your load order. That's always the first thing to check.
Graceclaw Apr 12 @ 2:40pm 
Not working- is it because I have Dragonborn activated/installed?
If so, am I just screwed, or is there a similar mod? I would really like Conjuration and Alteration to be useful skills........
f.c.sauer Apr 11 @ 11:17am 
Beautiful mod!
Does anyone know if there is a Dragonborn patch?
David Rose Apr 11 @ 8:10am 
Thank you for a wonderful a spellcaster, I NOW feel like the 'Dragonborn'...peace and prosperity to you and your family
Kalibur Apr 10 @ 5:47pm 
Welp, dunno what I did but the problem seems to have solved itself. Sorry to bother, and thanks again for such a great mod!!
Kalibur Apr 10 @ 12:48pm 
I mean that I can ONLY invest in Novice Destruction. I can't invest any more points to reach Adept Destruction, Expert, etc.. So only Novice spells get the scaling I assume. Kinda nervous about reinstalling the mod just because I've invested a lot into my character, and I'm not very knowledgeable when it comes to this stuff. This is a super amazing mod btw, and I really appreciate that you still support/help people with issues!
NineInchNall  [author] Apr 9 @ 7:31am 
@Hjorthenify: As is mentioned in the FAQ, it can be fixed via console. If there had been a Papyrus function to get the current modified and unmodified magicka totals for the user, I would totally have been able to avoid the issue entirely, but Bethesda hid a lot of critical data from modders. For no good reason, I might add.

@Kalibur: I'm not sure what you mean. Once you select Novice Destruction, your novice-level spells will scale as you increase your Destruction skill (and to a lesser extent, your other magic skills).
Hjorthenify Apr 9 @ 1:55am 
The mana loss due to other creatures stealing your summons is quite dumb I think, especially because its permanant. I can see the idea of taking risks by summoning creatures, but the mana should atleast reset back to normal once you leave the dungeon then. As it is now the loss accumulates too much over time and you end up with practically no magic at all. Had it been more clear that this "bug" existed I guess you could compensate by not using summons if they get stolen, but that its only now when I've reached 100 magica that I realized something is wrong.
Kalibur Apr 7 @ 3:23pm 
So I'm only getting the "Novice Destruction" mastery perk, there's no option to invest any more points into it, leaving me with crappy magic. The mod is at the bottom of my list and all that.. Is this a bug?
NineInchNall  [author] Apr 5 @ 2:17pm 
Did you read the FAQ?
LimeBoy69 Apr 3 @ 1:47pm 
i had alot of magicka and i got this mod. it was buggy with the followers and now my magicka is permanently reduced by over 300. help me fix this please. i uninstalled the mod and still nothing. i reinstalled it and used all the dispel spells provided, still nothing. i even used console command player.dispellallspells and still nothing. and yes i checked active effects and it doesnt say anything is reduced
Modulok Mar 23 @ 5:47pm 
first i love this mod but can u fix the dual conjuration sword bug
Kel Mar 23 @ 4:58pm 
This mod doesn't seem to be compatible with the perks from Perkus Maximus, at least from what I can tell. Because of this, I uninstalled Invested Magic. Unfortunately, after going back in to the game I still reserve magicka when I use Oakflesh, and the Invested Magic version of spells like magelight (I think that's the spell, the light that follows you around) are considered the default ones when using spell books. There is no trace of the Invested Magic mod in my Data folder, and yet this problem still persists. LOOT doesn't pick up any issues, so I'm honestly at a loss here.
Joseph Mar 19 @ 9:39am 
The destruction stuff sounds super powerful. I have never tried destruction at high levels so maybe it was necessary. Ironically, if I think it's too powerful, I could just not take the perks and that would fix it, so great job on an in-game choice of increasing destruction magic.
The conjuration stuff sounds wonderful, though. Levelling the summons makes them at least decently useful through the game, and thralls being stronger is a nice touch. I assume this only works for atronochs, but regardless, it is a nice inclusion.
NineInchNall  [author] Mar 16 @ 12:45pm 

- The mastery perks (Novice Destruction, et al) enable scaling for spells of that level.
- 100 Destruction (if I recall correctly) increases damage 100%. So Flames goes from 8 to 16 DPS.
- 100 in each of the other schools of magic increases damage a total of an additional 100% (I think). So continuing the Flames example, the total scaling available is 8 to 24 DPS. (Not counting Augment Flames, etc.).
- The base level of Atonach/Thrall is increased. Elemental Potency makes their level scale as a multiple of the hero's level. Something like Atronach=Level and Thrall=Level*1.2. Something like that. Level affects raw stats, like HP, speed, damage, etc.
- The elemental resistance of Atromancy depends on whether you summon a regular atronach or a thrall.
Joseph Mar 15 @ 10:40am 
I will ask this here since I can't find anything online: how does this affect the damage of Destruction? How much damage does it add, how do the perks affect that (do they only scale up spells at or below the perk level you purchase)?
Also, how do the summons scale? Is the level simply increased (and how does that affect the summons)? Also, I see in the FAQ that it says the Atronoch thrall spells are not useless because they summon more powerful versions. How are they more powerful- do they have higher levels, or were they reworked to have more powerful abilities?
Thanks for any answers you can provide. I am really excited to try this out, but wanted to know how it will affect my character.
mar100 Mar 14 @ 6:22pm 
CLARIFICATION TO THE COMMENT BELOW: in VANILLA you still gain exp in alteration (ALT) if an ALT armor spell is equipped when jumping inbetween Meridia's light beams, but NOT one level per jump, as with this mod
mar100 Mar 14 @ 6:16pm 
I do not know if this is something to be fixed or not or if this was talked about or not, but while playing with this mod, I went to the Deadric Prince Meridia quest, and when I went there, each time I jumped inbetween Meridia's light thinginy (the light beam that goes inbetween the orbs) with a alteration armor spell (stoneflesh, specifically) I would gain a full level of alteration, meaning if I was level at 67 I would go to level 68 immediately. I would lose a bit of health but gain a full level of alteration. I have tested this in vanilla, and it did not happen the same way.
NineInchNall  [author] Mar 13 @ 3:14pm 
The Mage Armor perk(s) work(s) on my machine.There's probably something equipped that doesn't look like armor (but actually counts as such) interfering with the perk. I'd try some entirely naked casting.
NineInchNall  [author] Mar 11 @ 8:21am 
Probably not, but you can try loading Skydie after this one.
Loreknight Mar 9 @ 5:12pm 
Compatible with the skydie magic scaling?
Loreknight Mar 6 @ 5:54pm 
ajaxsawdy2 Mar 6 @ 8:41am 
I love this mod so much that I simply cannot play skyrim anymore without it. Just, simply, can't.

If your open to suggestions, I noticed that this "invested" mechanic feels alot like a similar mechanic from Kingdoms of Amalur. However, in K.o.A, when you "invest" your magic into one of their toggles, it greys out a portion of the mana bar. I was hoping that the same could be done with this mod, where an appropriate amount of the mana bar is "grey'd out" so that there was a more visual connection between the cost and the effect of these spells.

Or in other words, it felt super confusing to see a full bar of mana and still get the "not enough magika to cast this spell" when I tried to cast firebolt.

I can see the cost reduction when I open the skills menu, but I'd like to know that kinda thing with out having to open the skills menu time and time again.

This mod is AMAZING! Conjuration is finally viable! XD YAY!