The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Invested Magic - A Better Spell System [Current]
 
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Category: Gameplay, Magic
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0.257 MB
Jul 10, 2012 @ 6:26pm
Feb 20, 2013 @ 4:03pm
14 Change Notes ( view )

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Invested Magic - A Better Spell System [Current]

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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
< >
1,247 Comments
Phantasma Jul 14 @ 5:34pm 
I found a bug, if you spam muffle in both hands constantly you sometimes gain perm mana, I think it has to do with releasing both hands at the same time but I'm unsure. I have like 8000 mana from this bug.
Auden Kaitus Jul 9 @ 12:51am 
Is it possible to make an individual mod that has the damage scaling that would be compatible with Ordinator and Apocolypse?
Atroc Jun 24 @ 6:27am 
Hi,

I installed this mod through the workshop, and the spell description / mana on cast seem to apply correctly. But I cannot find any lasting armor effect on my character. Also the permanent mana reduction doesn't seem to apply (I have the same amount of mana before and after cast). Am I missing something?

Thanks for help and regards.
Slippery Jack Jun 9 @ 8:16pm 
Is there any chance of a compatability mod for Apocalypse down the line?
Timesplitter May 14 @ 7:37pm 
This mod has been included in collection "The Elders Scroll V: Skyrim: God Amongst All Edition 05/14/2018". Thank you for your perfected addition to this astonishing mod collection. Please check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=106745968 or go to Skyrim Community Workshop Collections, and search for The Elders Scroll V: Skyrim: God Amongst All Edition 05/14/2018 :steamhappy:
[SVER]TheReaper1221 May 11 @ 1:17pm 
Is there any compatibility patch for this and Ordinator? Ordinator changes all the perk trees so now I can't get the half invested magicka cost from Novice, Apprentice, Adept, Expert and Master. It's pretty hard to use this mod with full cost for all spells regardless of perks.

Also, would be really cool if there is a patch for this and Apocalypse Magic so that all the buff spells that adds are invested too.
Marrethiel Mar 22 @ 11:46pm 
what always gets me is that while I like the invested part of the mod, then the modder adds a whole lot of other stuff. Does anyone know of a mod that either just increases buff duration or displays buff duration?
NineInchNall  [author] Jan 13 @ 10:20am 
Re:compiler error.

You also have to compile magicInvestmentCostScript. First, actually. The one depends on the other, you see.
trisbro Jan 11 @ 9:55am 
Messed around with load order and you were right. Very curious though that it only affected ironflesh, not oak, stone or ebony. Thanks and keep up the good work ^^
Apple Jan 11 @ 8:36am 
I tried compiling them and was met with an error on the magicOakfleshScript, saying that there is no magicInvestmentCostScript.