The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Invested Magic - A Better Spell System [Current]
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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?
emerald_snow 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.
emerald_snow 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:
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
NiceGuyAdy Nov 2, 2016 @ 4:50pm 
I don't believe so. Least i can't get it to work.
NineInchNall  [author] Nov 2, 2016 @ 4:32pm 
Does it not work on the Special Edition?
NiceGuyAdy Nov 1, 2016 @ 10:01am 
Any chance this could get ported over to SSE? This mod is essnetial IMHO
NineInchNall  [author] Oct 3, 2016 @ 9:49pm 
@CaptainJuicy: Sorry, one just gets irritable answering the same questions over and over again.
Helskerm Oct 2, 2016 @ 3:51am 
Hello, would it be possible to have a compatibility patch with the mod "Ordinator - Perks of Skyrim" ? It greatly extends the perk tree but it also change the perks that lower the invested magicka so, for exemple, you need to invest 50 or 25 mana for the spell Oakflesh, but since Ordinator change the perks, you will always invest 50 (or more depending of the spell).
CaptainJuicy Sep 27, 2016 @ 9:07pm 
It seems to me that perhaps this should be listed under *important notes* as well, but I'll be sure to read the FAQ from now on.
NineInchNall  [author] Sep 27, 2016 @ 3:16pm 
FFS, it's in the FAQ, y'all.
Grand Wizard of Pussy Genocide Sep 27, 2016 @ 2:07am 
Fighting against Dragon Priests with summons completeley fucks up your Magicka, don't download until the problem is fixed
CaptainJuicy Sep 4, 2016 @ 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.
Azrael_Exiled Aug 16, 2016 @ 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, 2016 @ 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, 2016 @ 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, 2016 @ 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, 2016 @ 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, 2016 @ 6:41pm 
@ggGoh: You're welcome. :)
ggGoh Jul 29, 2016 @ 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, 2016 @ 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, 2016 @ 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, 2016 @ 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, 2016 @ 4:47pm 
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NineInchNall  [author] Jul 13, 2016 @ 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, 2016 @ 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.