The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Skyrim Improved Magic System
100 Comments
Sonniger Tau Feb 7, 2020 @ 2:17am 
Mod is perfect, wonderful and gorgeous.
thanks for this mod.:r3heart:
Notperfect Feb 8, 2017 @ 9:14pm 
This mod will delete all "spell cost xx % less Magicka" items and enchants and replace them for damage.
No infinty Casting but the conjuration spells are cool
Private.L Apr 18, 2016 @ 1:32pm 
i like the mod.the conjuration is great.the distruction is ok once you get used to it.i can clear rooms with icestorm.
D Oct 30, 2015 @ 7:24pm 
When i undownloaded this mod to test some of my other mods out it completely detroyed my game. Most of my spells had a massive damage reduction on them. Incinerate only did about 20 points of health, sparks did 4, fire storm did about 50 even with augmented perks. I love everything about this mod except for that and the way u tried to scall the spells by giving bigger bonuses to the lesser spells. Couldve simply had them scale with the skill ranks. I like the fact that you could have more undead than atronachs though. Kinda makes them relevant in a way.
jordan99.evans Jul 23, 2015 @ 9:47am 
you should make a magic mod based off of this http://fairytail.wikia.com/wiki/Heavenly_Body_Magic
Johnny Whoa Feb 16, 2015 @ 5:55pm 
I'm having a lot of trouble using "Unlock," I just get a message saying "there are no locks nearby!" when I use it right in front of a locked door or something. Anyone have a solution?
Gallant Jan 23, 2015 @ 5:59pm 
I'm having trouble finding places to buy all the spells. Where can i find them?
WAR DOG Jan 14, 2015 @ 5:34pm 
how do youse creation kit to summon multipal?
Ausar0 Jan 4, 2015 @ 12:18pm 
I swear this mod used to give you scrolls at the start to start with more spells right? for some reason those don't show up for me anymore?
Ninjareaper357 Nov 9, 2014 @ 11:28pm 
dlc doesnt bother me because i have all of it
im going to try this mod out right now...hope its good
jumpscare me Jun 29, 2014 @ 9:05am 
It need´s a DLC?
Metrod125 Sep 12, 2013 @ 1:48pm 
I agree with Mushbrains, giving the novice spells more power in allowing them to deal equal damage as master level spells would make casting those high level spells pointless as master spells take 3 seconds to cast while novice spells are only 1 second and destruction novice spells doing a constant stream of damage.

Am starting to think that this mod makes low level spells overpowered instead of giving both high and low spells equal spread of empowerment.
yerf Jun 19, 2013 @ 9:28pm 
Great and nescessary mod, but I'd like to point out something about the Destruction/Alteration/Restoration perks. If you give a higher bonus to Novice spells than you do to Master (for example) doesn't that make casting high-level spells pointless (as lower-level spells now are improved by perks to do equal or greater damage)? Perswonally I think all levels should get equal benefits so they better reflect the level it takes to cast them.
The Happy Mask Salesman Feb 12, 2013 @ 3:33pm 
Any chance bound weapon damage could also scale? They are pretty useless at higher levels.
Doogie Feb 9, 2013 @ 2:21pm 
Boners...boners everywhere
Galgus Dec 27, 2012 @ 9:54am 
Where does one find the familiar pack spells, and how to they work with the Myriad souls perk?
Blitzball Dec 10, 2012 @ 5:27pm 
wish you made the destructions spells a little bit stronger otherwise good mod
Arama Dec 2, 2012 @ 11:55pm 
Clever idea though - so simple yet effective.
AliTheLord  [author] Nov 18, 2012 @ 12:23pm 
Oh yeah, about that, I just added it in recently, though I can't remember whether I uploaded that version yet. Let me check.
Arama Nov 16, 2012 @ 3:53pm 
Waterwalking - Best idea yet. No wonder people looked up to jesus. :D
Arama Nov 16, 2012 @ 3:52pm 
@woodybob - That means it was a compatibility error. You've got too many mods installed!
Saul Gouda Mann Oct 26, 2012 @ 2:05am 
the problem was when the game started and bethesda games studios comes up just before the menu, when it went off the game exited itself. But it wasnt this mod that messed it up it was the throwing weapon death from afar
Qahnaarin Tom Oct 24, 2012 @ 12:39pm 
@AliTheLord: ... yes, using UHP
AliTheLord  [author] Oct 24, 2012 @ 11:12am 
Lol, glad to hear that, I imagined it wasn't. What was the problem?

@Dawnguard Tom, I'll take a look into that, I've got Hearthfire so I'll load it up and check. Are you using the Unofficial Hearthfire Patch?
Saul Gouda Mann Oct 24, 2012 @ 11:04am 
u know when i said this mod messed up skyrim, it wasnt actuallyn this mod :):):):)
Qahnaarin Tom Oct 24, 2012 @ 11:02am 
@AliTheLord: yes
AliTheLord  [author] Oct 24, 2012 @ 10:02am 
@All I cleaned the plugin with TES5Edit, and a new update will be out (hopefully) soon!

@Dawnguard Tom, that's a strange bug, and I'll look into it. Does this happen with just Hearthfires.esm and skyrim improved magic system.esp enabled?

@woodybob, glad I could be of service.
Qahnaarin Tom Oct 23, 2012 @ 9:23pm 
@AliTheLord - ... could it be that after HF now enabled, spells take e.g. pickpocket skill down. I haven't taken any poison or cast a spell but have 46% chance to pickpocket, after a spell, it decrease to 36% and even I take a poison it decreases further to 9% chance to pickpocket.
Saul Gouda Mann Oct 10, 2012 @ 9:34am 
this mod is crap it messed up skyrim so i couldnt play it anymore. at least it is fixed now :)
Arama Jul 23, 2012 @ 1:24am 
@AliTheLord - That will take a while then!
AliTheLord  [author] Jul 22, 2012 @ 12:06pm 
Sorry for the lack of updates. I'll be redoing the mod from scratch soon to make it more modular. :D.
Amaroq Leareth Jul 16, 2012 @ 9:49pm 
A better name: Enhanced Thaumic Manipulation
Also, if you can, you should label all three absorb spells under a 'Nosferatu' category. I got the idea from an old game.
hwpinto Jul 14, 2012 @ 5:09pm 
I'm having the same problem as @Kalicola, the scrolls are not in my inventory. I've tried subscribing to the mod here, as well as downloading with NMM on skyrim nexus
PastelRaven Jun 25, 2012 @ 3:07pm 
How do you get the spells?
Kyubiko Jun 23, 2012 @ 9:16am 
Can you make it so there is more then just 3 archernots, and like theres not only 1 of familiers please
AliTheLord  [author] Jun 14, 2012 @ 9:15am 
Ok, I'll take a look and see if I can fix it :D.
pacientK Jun 14, 2012 @ 8:53am 
After playing with addon some more I found that "open lock" dont work properly with any "cage" type door.
Also you cant use it to open underwater doors/chests. Personally Im just ignoring it for now.
AliTheLord  [author] Jun 14, 2012 @ 7:35am 
Sorry for the lack of progress/updates, one will (hopefully) be out shortly.
@kalicola, I didn't remove them, could be a bug on your end.
@Tinker, I didn't use a script, just added the MGEFs to the SPEL record using the CK.
@pacient, thanks for the feedback :D. I'll look into the bug.
pacientK Jun 10, 2012 @ 3:26am 
Imho "fortify skill" spells are redundant. I have enough stuff to keep up in combat as it is. Armor spell, Summon, cloak. Keeping track of fortify conj/dest/alt gonna be pain in the fight. Also i would remove fortify enchanting/blacksmithing from item enchantsments just to avoid situation when you are making items which buff ench/bs then make another item when wearing those items and so on and so on.
pacientK Jun 10, 2012 @ 3:21am 
Looks like i found a little bug with "open lock". In Hob's Fall Cave at the end of it(close to chest with flute) there is a cage with locked door.
Casting open lock while staying properly closely right in front of door dont open it. But if i move right from door it gets opened by open lock. Its a minor thing i encountered 1st time while using spell for some time but still. =)
REE May 31, 2012 @ 2:04pm 
I don't get the starting spells any more, did you remove it? .. I just reinstalled the game and all, so my loading order could be fucked, perhaps
AliTheLord  [author] May 30, 2012 @ 7:18am 
Sorry for the late reply, I'll look into that bug, and I do plan on improving Mage Armour. For now it should be compatbile with most other Mage Armour mods though.
doyouwannabuyarabbit May 18, 2012 @ 10:18am 
Ali, sorry, got another bug here. The Mage Armour perks in the Alteration tree aren't working for me. Currently I have Alt skill of 31 and have the Alt Apprentice spell perk, which makes Stoneskin 10% longer lasting. However when I add the 1st Mage Armour perk the spell still only stops 60 damage - I have no armour on, so that should be stopping 120 damage.

As this is the only mod I run that affects perks or magic then I'm pretty sure it's a problem here.
Steveius May 13, 2012 @ 3:26pm 
Any chance you could improve on Wards? Or is this mod compatible with the ward improvement mod? Heres the link, http://steamcommunity.com/sharedfiles/filedetails/?id=13368&searchtext= this guy went a little far with making it free but I'd probably use his toned down version. Would both mods be compatible? Or could you possibly incorporate it or something like it? Thanks, and great mod btw!
AliTheLord  [author] May 9, 2012 @ 10:02am 
Glad there's no compatibility problem :D.

Wargasm, mark/recall can be bought from vendors/found in dungeons, but you need to be a certain level (I forget which).
Zoopy Joobles May 7, 2012 @ 2:13pm 
NEvermind it DOES work with Spend Dragon Souls for Perks, Fool that I am, didn't notice I didn't actually HAVE any Dragon Souls to spend!
Zoopy Joobles May 7, 2012 @ 11:20am 
Love this mod, but since I installed it, Spend Dragon Souls for perks isnt working. Has anybody got them both to work?
Wargasm May 2, 2012 @ 7:37pm 
Love this mod, thanks!

Maybe I missed it, but how do I get mark/recall?
doyouwannabuyarabbit May 2, 2012 @ 4:56am 
I guess all you can do is post at the beginning of the Description ^ a few days before you upload the update that people should remove Restoration gear, that way it gives them a chance to see the message. Unless there's a way to message all your subscribers? If not then it's really a feature the Workshop could use.