The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Invested Magic - A Better Spell System [Current]
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1,229 Comments
Imploded Nov 21 @ 12:25pm 
I have much more fun playing this way - thanks!
jaredpoth Nov 11 @ 8:11am 
Noticed a neat thing that has never happened to me before. Idk if it is this mod or a glitch, but i used a scroll of ebonyflesh (still uses invested magic) when I went to fight the guy with the staff of magnus. I just stood still and let him use the staff on me and kept his magicka drained. My alteration went up like 7 points in just a minute.
ArcherLP Nov 9 @ 3:06pm 
Any chance of a compatability mod for those of us who use Ordinator, the perk mod? I would love to be able to use both. Or maybe just a version that doesn't change the perk trees?
Doc_Calm Oct 28 @ 9:13am 
Didn't hold my investment magic; it recharged; maybe because it was taken from bonus magic granted by enchanted items?
NineInchNall  [author] Sep 20 @ 7:44pm 
The solution to that issue is in the FAQ.
ImCæk Sep 20 @ 1:03pm 
Unfortunately this mod permanently crippled my character. Putting close to 90% of my points into magicka and i only have 180 max after magic dispel at level 50, not sure where the issue came from but it deducted a lot of my characters magicka permanently, i liked this mod so its a shame im gonna have to ditch :/.
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.
deajei Jul 24 @ 12:32pm 
ME2's scanning was a huge improvement over scouring miles of barren terrain for one chest, three enemies, and a snippet of flavour text. ME3 improved it further, to the best of my memory. Point is, some developers are learning from their mistakes. At least Bethesda provides us the tools to improve upon their work ourselves.

Like any large market, though, there are going to be gems amongst the grit. Games like Portal And Katamari Damacy forced us to rethink environments. The Last of Us showed us that zombie apocalypse games aren't just about headshots. The Stanley Parable drove us deep into the heart of what games are without getting to preachy about it.

Point is, keep gaming - and keep making! You never know which title will be your next Meccha. You might even buiild it yourself.
NineInchNall  [author] Jul 21 @ 11:29am 
Also, thanks for the kind words. :D
NineInchNall  [author] Jul 21 @ 11:28am 
Um, I don't remember how or whether dual casting works with summons. I think it doesn't, but I'm not sure. If it does then it affects the level of the summon, and this can be tested via the console, IIRC. You should be able to summon an atronach, bring up the console, click on the summon to select it, and check its level via some command (which I don't recall). Then do the same dual cast.

I haven't played in four years, though. Honestly, having to keep making mods like this just to remove time-wasting tedium is what has basically driven me away from games in general. There's just so much bad design in games that most people don't even notice it anymore. People have internalized it to such a degree that they'll often call bad things good; e.g., "having to recast your buffs every few seconds is immersive" or "grinding is fun" or "Mass Effect 2's planet scanning is exciting."
deajei Jul 19 @ 2:33pm 
I'd also like to know how Conjuration Dual Casting is affected by this mod. IGI, four years, but you skimmed over this question in May '15 AND May '14 as well. When the question was asked in Aug '13, there was no response from the auther, but @Dan said, "there is no benefit from dual casting conjuration spells." It is unclear whether this is just an opinion or if he hunted through your scripts to find out for certain.

Regardless, it's a very minor grievance when you take into account how much i appreciate the effort that went into this mod. You've spared us all the tedium of skirting combat to refresh mage armours or conjure new minions, granting us powers i can only hope Bethesda sees fit to bestow upon us by default with the next iteration.
NineInchNall  [author] Jul 9 @ 8:58am 
I honestly don't remember how it works. The last time I opened this mod was seriously over four years ago.
Skeletron377 Jul 6 @ 11:57am 
I apologize if this question has already been asked and resolved, but I really don't want to sift through up to 121 pages of comments.
My question:
What does the Conjuration Dual Casting perk do now? Its description is that it increases the duration of conjuration spells, but that seems out of step with Invested Magic.
Tere Jun 8 @ 11:29am 
Dragonhide spell is broken for me. It is only a one hand castable spell (which bugs if i have another spell in the other hand) + it dispells summons.
River Rock May 14 @ 5:43pm 
@Petra, I've got them both running, and have yet to see any problems between them.
Kinne May 6 @ 1:43am 
Has anyone tried this mod with apocalypse magic or ESP alteration protection spells improved mods? Skyrim is weird about conflicts, and even though it seems they alter different parts of the same perks, I wonder if it might not work.
NineInchNall  [author] Apr 22 @ 9:34am 
Huh. Ddin't know getavinfo would do that. Thanks. I'll add that to the FAQ.
Gorgious Apr 21 @ 5:14am 
Hello, I really love your mod but I stumbled upon the problem of getting your summons stolen and permanently losing magicka. I get it that using console command is a simple but a little inconvenient fix,but you should modify your answer in the FAQ.

To know the exact amount of magicka you have been stolen, you should only, after dispelling all active spells and summons, have to open the command console, and type without quotes,
"player.getavinfo magicka"
This prints 6 lines. The interesting one is the one before last. Here you get info about temporary and permanent bonus/malus. The culprit is the permanent malus. (Shoud be "-XXX").
Then, type in the console "player.modav magicka XXX" to add it back.

Hope it simplified the process !

I know you consider this as "It's not a bug, it's a feature" but you shouldwarn people in the important notes because when with a lot of mods, it can be difficult to narrow this particular effect to your one. (Took me about 20 minutes...)

Cheers !
b.tumelero Apr 1 @ 6:27pm 
Do you plan to do a "invested magic - better spell system" for skyrim:SE?
Doctor Ten Feb 8 @ 1:34am 
Removing the mod was a last ditch attempt after the suggested systems failed; I was left with the choice of either removing it or sacrificing more and more magicka to it. The necessity of using console commands means that the solution isn't part of the mod, it means it's broken. I understand that scripting is a nightmare with all the Bethesda variables (which are nightmares in and of themselves), but the scripts that restore magicka in the mod simply do not work reliably. Otherwise, it's a really great mod; I'm not trying to rile you or bash your work, I'm simply pointing out something that might need looked into. That said, thank you for the parts that work, because they work very well.
NineInchNall  [author] Feb 7 @ 12:59pm 
... The solution to that is in the FAQ. I honestly don't understand how people think disabling the mod will restore their magicka. Removing the mod removes the scripts that restore magicka!

Instead, if you find yourself with lingering magicka reductions (usually because a summon got stolen) you can use the console command "player.modav magicka X" where X is the amount of magicka you're missing.
Doctor Ten Feb 7 @ 9:41am 
This mod is fantastic in many ways, but I have run into the same problem many times. The magicka invested sometimes doesn't return, leaving the total magicka available reduced with red numbers. There is no way to get it back, either. I've tried the dispel spells made available by the mod, I've tried every console command imaginable (even resurrect). Unsubscribing and removing from the load order does nothing to fix the effect, either. It was definitely this mod, because this is the only magicka-affecting mod I've ever tried. My current magicka is somehow at -60 (after taking off items and such, the invested magicka dropped to a negative number). This mod, if it worked, would be wonderful, but as it stands, it wrecked Skyrim for me.
★Danyyy♛Chibi★ Jan 30 @ 11:40am 
Can i change magic notes to other leangue?
manofdusk999 Jan 26 @ 11:35pm 
Would it be at all possible to add the ReanimateAshPile script back to the lower level reanimate spells (maybe make it an optional patch?) I love this mod but I'd like to have the ash effect back when using lower level reanimate spells.

It just feels wrong somehow and (imo) takes away part of the flavor that Dead Thrall is supposed to have.
{A_A} Warped Wires Dec 29, 2016 @ 1:20pm 
having problems with Flame Atronach and Frost Atronach, instead of the invested spells i have the orignal spells. i already put this mod at the bottem of my load list so im not sure what to do.
AbcdefJi Nov 29, 2016 @ 7:55am 
Does this work with Requiem?
Dragonfartrider Nov 27, 2016 @ 4:33pm 
im not sure why yyou would put Flaming Familiar on this... The purpose of the mod is to lengthen the effect of spells, correct? Flaming Familiar is pretty much a walking fireball spell so lengthening the time it takes to explode is kind of strange...
ArctycFox Nov 20, 2016 @ 8:29am 
@NineInchNall oh that's what did it? ok thanks
NineInchNall  [author] Nov 19, 2016 @ 10:21am 
@ArctycFox: I assume you mean the SkyUI buff icons? SkyUI is by default set to hide anything with a duration over a certain amount. Just change it in the SkyUI config.

@Acheron: Cool.
Coercion. Nov 19, 2016 @ 8:02am 
Thanks again for the reply, and I can say that your mod does indeed scale with the Apocalypse magic mod as well, which is all the more useful.
ArctycFox Nov 18, 2016 @ 8:55am 
I noticed the buff icon isn't shown in the top right corner anymore when using this mod... That kind of kills it for me.
NineInchNall  [author] Nov 17, 2016 @ 7:53pm 
1a. Yes, they scale with your level.

1b. I don't think there's any level cap to the scaling.

1c. Each level summon scales from a higher starting point. So yes, thralls are always more powerful than lower-level crap.

2. I mean, it shouldn't interfere with Apocalypse, but I don't know whether it affects the Apocalypse spells. It depends on whether the author applied the appropriate tags to the spells.

3. You're welcome.
Coercion. Nov 17, 2016 @ 10:14am 
Hello there, I love the mod, it has really made mageplay seem much more viable and rewarding, I had a few questions that I didn't see on the FAQ.

1. Being primarly a conjuration mage myself your mod scales your summoned pets with your level, correct? Is there any type of level-cap to the scaling firstly, and are the higher skil level pets stronger then the lower ones? I.E, is a scaled Storm Thrall stronger then a scaled Flame one?

2. I was also just curious if the scaling of destruction and conjuration based magic works with the Apocalypse magic mod?

Thank for making this anyway.
NiceGuyAdy Nov 5, 2016 @ 2:52am 
All done. Here's the link for my SSE Version: www.nexusmods.com/skyrimspecialedition/mods/2902/?
NineInchNall  [author] Nov 4, 2016 @ 8:45pm 
That's fine with me. Once you get it up and stuff, give me the URL, and I'll put a link to it in the descriptions here and on the Nexus.
NiceGuyAdy Nov 4, 2016 @ 11:22am 
I believe i've sorted it and got it working :). i'm going to text it a bit and see how it is. With the Authors permission would I be able to upload this on to the Nexus for all to use? Full credit will be given obviously :)
NiceGuyAdy Nov 3, 2016 @ 12:58pm 
I've had a look at it but i'm afraid it's too much for me. First time i've used the creation kit. I guess for the time being i'll have to go without until I find some tutorials etc to do it. :)
NineInchNall  [author] Nov 2, 2016 @ 6:03pm 
Go right ahead, mate. It'd be nice if SE owners could use the mod.
NiceGuyAdy Nov 2, 2016 @ 5:33pm 
Ah right. would you mind if i had a look and see if i could convert it to SSE? I think it's only a case of using the new CK to compress the BSA file.
NineInchNall  [author] Nov 2, 2016 @ 5:02pm 
Well, hm. I don't have the SE (I'm sooo over Skyrim) so I can't really do anything. :(
NiceGuyAdy Nov 2, 2016 @ 4:56pm 
It looks like it just doesnt load up. It hangs on steam. I think it's something to do with outdated bsa files. not sure