OBLIVION
Supreme Magicka Update by flyfightflea Strategy Master
Oblivion » Magic - Spells & Enchantments
Added: 02/08/2007 - 08:37PM
Updated: 23/04/2011 - 09:00PM

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Description

Last updated at 21:00, 23 Apr 2011 Uploaded at 20:37, 2 Aug 2007

REQUIRES OBSE v19 and Oblivion patch 1.2

When I first played Oblivion as a mage I found that magic was way too underpowered and it was very difficult to survive as a pure mage. I then turned to a popular mod, Mighty Magick. That just flipped it around and made magic much too powerful. This is my attempt to find the middle ground between MM and vanilla.

This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system. It adds new effects, new spells, and more in order to enhance the game for mages and anyone else who thinks magic is too weak.

The main focus of this mod is to make spellcasting stronger but not overpowered. To that effect, I have decreased the cost of most magic effects and increased the power of their spell counterparts to reflect that change. To maintain balance, I have not touched the spell mastery limits.

* General Changes:

Changes some game settings: armour now penalizes your magical abilities more if you wear more equipment but penalizes less if you only wear a few small objects. Your magicka regeneration rate is slower at the beginning but increases a lot faster at higher willpowers. Magic projectiles are faster and travel further but are still not at the speed of light. Ranged and area spells cost slightly less than before. NPCs also have higher magicka to compensate for their stupidity. Most of these settings are configurable in the customization file.

Magic sneak attack bonuses have been introduced. If you are sneaking and cast a spell at your enemy you is unaware you will do some extra damage. A Master of sneak will do up to double damage with a spell compared to a novice.

Now there are many "circle" spells which deals damage to all enemies around you in an area. Surrounded? No problem! Cast Burning Spiral and blast all your problems away.

Skill and attribute based spells (Absorb, Fortify, Drain, Damage) are now grouped together so that they can be used in more situations. Some are particularly designed to be used against warriors, archers, or mages. Many of these spells are particularly useful for battlemages.

Most positive buff spells have longer duration so that you don't have to constantly recast shield spells and the like during battle.

Your willpower attribute will also determine your innate ability to resist paralysis. You can disable or change the magnitude in the ini.

New spells can be found at spell merchants in the cities and Mages Guilds. The Arcane University holds most of the more powerful new spells. A list of all of the added spells and their locations and the configuration text file can both be found in the folder "Supreme Magicka Files" (or in your Data folder if it's in OMOD format). Also includes many optional plugins such as support for Shivering Isles and a standalone plugin allowing you to make custom enchanted staffs.

Included in the mod is the option to have your skill level increase rate scale with the magicka cost of the spells you cast so that higher costing spells will raise your skill level more than lower costing ones. This is to prevent you from needing to spam low cost spells to level your magic skills at higher levels and can be disabled in the ini.

There are also many other options you can select from the configuration file included with the mod. These options include the ability to give all target spells a small AOE to improve aiming in third person and the ability to modify many magic related gameplay settings. There is also an ini option to increase the relative power of hostile spells on other npcs (including yourself). For example you could set it so that all spells do 5x more damage to everyone making spellcasters very dangerous in the world.

There is now an optional feature that you can turn on in the ini to allow your birthsigns and racial spells to get stronger as you level up. This causes less used birthsigns to instantly become more worthy at higher levels. This effect doesn't affect all birthsigns the same and some effects are not very noticeable. This currently only affects powers and lesser powers with the exception of the atronach birthsign ability. The exception is the atronach that has been rebalanced to only provide 5% absorbtion at level 1 and only once you get to the high level 40-50's will you actually have 50% absorbion.

* Enchanting, Spellmaking, and Alchemy:

Enchanting has been changed so that you can make more powerful enchantments. Soul gems have higher enchantment values than before and weapon enchantment limits have been raised. The ini also has the option to enable a progressive enchanting feature where your mysticism skill determines how effectivly you can enchant.

Constant effect enchantments are no longer ridiculously underpowered. Certain effects (such as reflect damage) can now be enchanted upon items at the enchantment altar. But they have been balanced so as not to be overpowering.

A few effects can no longer be made at spellmaking and enchanting so as to retain balance. Charm spells, for example, can no longer be made into new spells so as to prevent the player from making 100pts for 3 seconds spells and to retain some use in persuasion.

Alchemy now governs how many potions you can drink as well. At novice level you can only drink 3 potions while master level has the additional perk of being able to drink 5 potions at once. The ini allows manipulation of these values if needed.


* Conjuration:

Conjuration has been changed so that the number of creatures you can summon depends on your mastery of Conjuration so that you can summon only one creature at novice/apprentice, two at journeyman/expert and 3 at master. I have added some spells that summon multiple creatures at once. Also be aware your enemies are now able to summon multiple creatures based on their skills. You can change the number of creatures you or the AI can summon in the ini file.

Bound item spells have also been improved. Since you're binding Daedra into the form of armour, you should be able to tell it what form the armour should take. Now, you can! Bound Armour will now become light or heavy armour depending on which skill is higher and they shall have appropriate stats to match. Bound bow also summons an infinite supply of arrows for you although each arrow you fire burns a small amount of your magicka. All bound armour and weapons have useful enchantments as well that increase in potency as your conjuration level rises. Bound weapons and armour spells are now levelled in there stats so that at a low conjuration they are much weaker weapons but at higher conjuration they are stronger. The ini allows disabling of these new features if required.

Conjurers can light up those dark dungeons just as well as illusionists. There's a new bound torch spell for apprentices and a will-o-the-wisp summoning spell for journeymen which calls forth a will-o-the-wisp that follows you around, lighting up your surroundings. The will-o-the-wisp does not fight at all and doesn't count towards your summoning limit.

There are also optional settings in the ini that allow you to enable sustainable summons where summons stay out forever at the cost of a steady amount of magicka per second. You can also make bound items or summons have fixed duration no matter what the spell or have fixed particular durations based on the spells level (novice,master etc)

All summons now have a small particle glow to distinguish summons from real creatures in a battle. You can change what this glow looks like in the ini or turn it off completly.

* Mysticism:

Absorb spells have been moved to Mysticism like they were in Morrowind so that Mysticism is no longer a useless skill. A plugin is included to return it back to Restoration if you so choose.

Telekinesis spells have been completely overhauled! Now they are very useful utility spells that can open chests, open doors, pickpocket, and pick up items. You can also use them during combat to push enemies back or pull them close by pressing the left or right mouse key right after casting. Watch out for mentally strong enemies as they are more likely to be unaffected by your telekinesis.

Now you can destroy summoned creatures by casting dispel spells onto them. These spells deal massive damage to all summoned creatures so you can vanquish them in a few hits. How effective dispel is on summons can be modified in the ini.

Mystics now have the ability to defeat other mages easily with the Spellfire spells. These spells when cast on an enemy mage will damage the mage's health whenever he loses magicka. They are most harmful when used on pure mages who cast a lot of spells or when used in combination with Damage or Drain Magicka.

Mystics also gain the ability to teleport to different places. New, long distance teleportation spells include Circumvention, Sanctuary/Displacement, Divine Intervention, and Daedric Intervention. Extrication allows you to teleport to your last exterior location so you can easily return to the entrance of a dungeon after clearing it. Mark Sanctuary/Recall Sanctuary allows you to place a marker at your current location and teleport to that mark any time you wish. There are separate markers for Tamriel and the Shivering Isles. Also when you use recall, using it again afterwards will take you back to your original location you first used it. It has a time limit though so after some time you won’t be able to teleport back to your previous location. Your mysticism skill increases the length of time your original location is remembered. Divine Intervention teleports you to the nearest chapel and Daedric Intervention takes you to the nearest Daedric Shrine at the cost of some health points. The Nine will not help criminals on the run from the law; the Daedra do not care whom they help as long as you pay the price in blood. Besides the long range teleportation spells, there are also a few short ranged ones. Assassin's Rush will quickly move you behind an enemy's back. Blink teleports you a short distance in the direction you're looking. Swap allows you to switch places with a target NPC or creature, alive or dead.

Those highly skilled in Mysticism can now access the Spellmaking and Enchanting Altars of the Arcane University no matter where they are through special spells crafted for just this purpose. The Mages Guild encourage this practice in hopes of greater profits but intentionally made these spells hard to cast in order to reserve its services only for those deserving of them. These spells are sold by Raminus Polus at the Arcane University.

I've also added some spells that allow you to use part of your soul to recharge your weapon but such an act will temporarily damage your soul. These recharge spells will expend 25% of your maximum health each cast that will only recover after 10 minutes. One cast is enough to recharge your weapon to the highest charge that spell can achieve. The novice spell can only recharge up to 30%, apprentice up to 40%, journeyman up to 50%, expert up to 60%, and master up to 75%. None of these spells are able to recharge a weapon fully so soul gems will still retain their usefulness.

Detect life spells have been re-balanced. By default all detect life spells no longer detect the undead or vampires. Only by being a vampire yourself will you be able to detect them. Also daedra will now be shaded orange while the undead will be shaded white/blue for your convenience. You can modify how bright detect life is or disable the feature preventing you from detecting the undead in the ini.

Any enemies with detect life will now cause your invisibility and chameleon spells to be nullified while in the range of there detect life effect. Also be aware the imperial city arena has created a wide ranger detect life enchantment so no invisibility effects will work at the arena.

They are also two new types of detection spells that seek out the magical essences of objects. Detect Ingredients will detect all flora and alchemy ingredients in the area for you. Detect Magic Items will detect all enchanted items and soul gems in the area as well as detect containers that contain any of these items.

Absorb damage spells will convert physical damage you take and turn it into magicka. While you are affected you will not regenerate any magicka.

* Destruction:

Elemental spells now have unique effects on enemies. Fire spells have a chance of staggering enemies, or getting so intense that the target flees in terror, or blasting the enemy away. Frost spells can freeze them solid for a duration or slow them down. Shock spells have a chance to cause the target to spasm and in some cases the target will be thrown away with great force. These effects work for any fire/frost/shock spells even if they are from other mods or made at the spellmaking altar. These effects also work on the player so beware when you're fighting against enemy mages. Fire spells cannot scare you so instead the flame will become more intense making it more difficult to see. You can adjust the chances of these effects occurring though the configuration file.

Finger of the mountain and wizards fury now improve in power for you as your skill in destruction and levels improve. This can be turned off in the ini.

Damage Health effects also have an added ability. Now, Damage Health spells will nullify any restored health on a target for up to 8 times its magnitude. For example, if an enemy casts a Restore Health 20 pts spell while affected with a Damage Health 5 pts for 10 seconds, all restored points will be nullified. But if the spell heals 50 pts instead, only 40 restored points will be nullified and he'll still restore 10 pts of health. This effect is especially deadly when used with Drain Health spells. Vampires are not affected by the effect. Since Damage Health spells removes life force and undead are the opposite of life, they will regain health from such spells instead.

This mod features a brand new spell effect, Poison Damage! These spells takes several seconds to go into full effect. The damage starts out low at first but increases quickly. These spells cost more than elemental spells but enemies are generally less resistant to it (notable exceptions are Redguards and Argonians). They also have the potential to damage enemies' attributes. This effect can be used at the spellmaking altar to create custom spells.

Drain spells are actually useful now! Drain Fatigue completely knocks an enemy out for a short period if their fatigue is low enough. Drain Health can be used to instantly kill an enemy whose health is below a certain limit. Drain Health has been removed from spellmaking to prevent explotation of this effect with Drain Health 300pts on Touch custom spells.

There are also a few new Rapidfire spells that once casted enable you to spew out multiple spell projectiles every time you cast a spell. Each extra projectile will drain some magicka so make sure your reserves are high. This only works for target spells (touch, self, or scripted spells are not affected)

* Alteration:

Burden spells can now do what they're supposed to do: hold an enemy in place for some duration. They can now root an enemy to the ground for a short amount of time if the enemy is weak enough. If that's not enough then the burden spells will also slow down your enemies movements if they are low on fatigue allowing you to make a speedy getaway if necessary.

All feather spells now prevent those affected from taking fall damage if their encumbrance is at least 100 points below the limit. Burden spells can be used to nullify that effect.

New repair spells with four levels allow mages skilled in Alteration to restore the durability of their weapons. Less skilled mages can only repair mundane weapons and only to a certain point while the experts in the field can repair any weapon and masters can repair any weapons to full condition.

Levitation comes to Oblivion! A group of mages from Morrowind brought it with them to Cyrodiil and have taught their secret to a few select members of the mages guild. These amazing spells allow you to take the battle to the skies and fire at enemies down below. Comes with full collision and can be used during spellmaking. There is an optional levitation penalty adjustable in the configuration file that stunts your magicka and/or silences you while levitating.

Levitation's not the only things those mages brought with them. Now the new Jumping spells allows you to leap higher than you've ever gone before! In some cases watch out from using the high level spells without enough acrobatics skill or it will really hurt when you land.

Swift swim spells allow you to swim faster while swimming as well as being exceptional at holding your breath.

Elemental Shields now no longer provide extra armor protection. They still provide the extra resistance to a particular element but they damage enemies that surround you when enemies attack you with melee weapons. You may need to keep out of melee distance with foes using such spells. You can use the ini to turn off this effect and return to its normal usage.

One of the mages at cheydinhal has mastered a spell that makes your skin turn into rock providing solid resistance to all damage. As you take damage the rock protection weakens and provides less protection.

* Restoration

Now roleplaying a cleric or paladin is as easy as selecting Restoration as a major skill. Since Restore Health restores life energy and undead are the opposite of life, they will take damage from these spells instead. As such, all Restore Health spells (including custom and modded) can now damage the undead. The ini allows you to modify how effective they are in damaging the undead.

New fortify Jump Spells that allow you to jump higher than you've ever gone before. Unlike alterations one time jump these allow you to jump as much as you want over the duration but the maximum attained jump is smaller than alterations.

* Illusion:

Level-based spells (Calm, Frenzy, etc) are now twice as potent and go up to level 50 rather than 25 so illusion is actually useful at higher levels. You can adjust this value in the configuration file to make illusion spells stronger or weaker according to your personal tastes.

Vampire hunters's rejoice! Now concentrated light spells (cast on touch or target) can be used to deal damage to vampires proportionate to the concentration of light. How effective it is can be modifyed in the ini.

Chameleon now has a max benefit of 95%. Over 100% you will instead get a permanent invisibility with a twist. If you do an action people will notice you and for 15 seconds will be able to know where you are. After that they will lose you and you will be permanently invisible again. This now makes 100% chameleon less of a god mode. You can adjust these values or disable in the configuration file.

You can now buy a detect attitude spell that shades your enemies in orange, neutral in green and guild mates/allies(disposition over 85) in blue.
When I first played Oblivion as a mage I found that magic was way too underpowered and it was very difficult to survive as a pure mage. I then turned to a popular mod, Mighty Magick. That just flipped it around and made magic much too powerful. This is my attempt to find the middle ground between MM and vanilla.

This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system. It adds new effects, new spells, and more in order to enhance the game for mages and anyone else who thinks magic is too weak.

The main focus of this mod is to make spellcasting stronger but not overpowered. To that effect, I have decreased the cost of most magic effects and increased the power of their spell counterparts to reflect that change. To maintain balance, I have not touched the spell mastery limits.

* General Changes:

Changes some game settings: armour now penalizes your magical abilities more if you wear more equipment but penalizes less if you only wear a few small objects. Your magicka regeneration rate is slower at the beginning but increases a lot faster at higher willpowers. Magic projectiles are faster and travel further but are still not at the speed of light. Ranged and area spells cost slightly less than before. NPCs also have higher magicka to compensate for their stupidity. Most of these settings are configurable in the customization file.

Magic sneak attack bonuses have been introduced. If you are sneaking and cast a spell at your enemy you is unaware you will do some extra damage. A Master of sneak will do up to double damage with a spell compared to a novice.

Now there are many "circle" spells which deals damage to all enemies around you in an area. Surrounded? No problem! Cast Burning Spiral and blast all your problems away.

Skill and attribute based spells (Absorb, Fortify, Drain, Damage) are now grouped together so that they can be used in more situations. Some are particularly designed to be used against warriors, archers, or mages. Many of these spells are particularly useful for battlemages.

Most positive buff spells have longer duration so that you don't have to constantly recast shield spells and the like during battle.

Your willpower attribute will also determine your innate ability to resist paralysis. You can disable or change the magnitude in the ini.

New spells can be found at spell merchants in the cities and Mages Guilds. The Arcane University holds most of the more powerful new spells. A list of all of the added spells and their locations and the configuration text file can both be found in the folder "Supreme Magicka Files" (or in your Data folder if it's in OMOD format). Also includes many optional plugins such as support for Shivering Isles and a standalone plugin allowing you to make custom enchanted staffs.

Included in the mod is the option to have your skill level increase rate scale with the magicka cost of the spells you cast so that higher costing spells will raise your skill level more than lower costing ones. This is to prevent you from needing to spam low cost spells to level your magic skills at higher levels and can be disabled in the ini.

There are also many other options you can select from the configuration file included with the mod. These options include the ability to give all target spells a small AOE to improve aiming in third person and the ability to modify many magic related gameplay settings. There is also an ini option to increase the relative power of hostile spells on other npcs (including yourself). For example you could set it so that all spells do 5x more damage to everyone making spellcasters very dangerous in the world.

There is now an optional feature that you can turn on in the ini to allow your birthsigns and racial spells to get stronger as you level up. This causes less used birthsigns to instantly become more worthy at higher levels. This effect doesn't affect all birthsigns the same and some effects are not very noticeable. This currently only affects powers and lesser powers with the exception of the atronach birthsign ability. The exception is the atronach that has been rebalanced to only provide 5% absorbtion at level 1 and only once you get to the high level 40-50's will you actually have 50% absorbion.

* Enchanting, Spellmaking, and Alchemy:

Enchanting has been changed so that you can make more powerful enchantments. Soul gems have higher enchantment values than before and weapon enchantment limits have been raised. The ini also has the option to enable a progressive enchanting feature where your mysticism skill determines how effectivly you can enchant.

Constant effect enchantments are no longer ridiculously underpowered. Certain effects (such as reflect damage) can now be enchanted upon items at the enchantment altar. But they have been balanced so as not to be overpowering.

A few effects can no longer be made at spellmaking and enchanting so as to retain balance. Charm spells, for example, can no longer be made into new spells so as to prevent the player from making 100pts for 3 seconds spells and to retain some use in persuasion.

Alchemy now governs how many potions you can drink as well. At novice level you can only drink 3 potions while master level has the additional perk of being able to drink 5 potions at once. The ini allows manipulation of these values if needed.


* Conjuration:

Conjuration has been changed so that the number of creatures you can summon depends on your mastery of Conjuration so that you can summon only one creature at novice/apprentice, two at journeyman/expert and 3 at master. I have added some spells that summon multiple creatures at once. Also be aware your enemies are now able to summon multiple creatures based on their skills. You can change the number of creatures you or the AI can summon in the ini file.

Bound item spells have also been improved. Since you're binding Daedra into the form of armour, you should be able to tell it what form the armour should take. Now, you can! Bound Armour will now become light or heavy armour depending on which skill is higher and they shall have appropriate stats to match. Bound bow also summons an infinite supply of arrows for you although each arrow you fire burns a small amount of your magicka. All bound armour and weapons have useful enchantments as well that increase in potency as your conjuration level rises. Bound weapons and armour spells are now levelled in there stats so that at a low conjuration they are much weaker weapons but at higher conjuration they are stronger. The ini allows disabling of these new features if required.

Conjurers can light up those dark dungeons just as well as illusionists. There's a new bound torch spell for apprentices and a will-o-the-wisp summoning spell for journeymen which calls forth a will-o-the-wisp that follows you around, lighting up your surroundings. The will-o-the-wisp does not fight at all and doesn't count towards your summoning limit.

There are also optional settings in the ini that allow you to enable sustainable summons where summons stay out forever at the cost of a steady amount of magicka per second. You can also make bound items or summons have fixed duration no matter what the spell or have fixed particular durations based on the spells level (novice,master etc)

All summons now have a small particle glow to distinguish summons from real creatures in a battle. You can change what this glow looks like in the ini or turn it off completly.

* Mysticism:

Absorb spells have been moved to Mysticism like they were in Morrowind so that Mysticism is no longer a useless skill. A plugin is included to return it back to Restoration if you so choose.

Telekinesis spells have been completely overhauled! Now they are very useful utility spells that can open chests, open doors, pickpocket, and pick up items. You can also use them during combat to push enemies back or pull them close by pressing the left or right mouse key right after casting. Watch out for mentally strong enemies as they are more likely to be unaffected by your telekinesis. Another useful functionality is that items you have under telekinesis when hurled into enemies cause damage based on how fast the object moves, how heavy the object is and what sort of object it is. Weapons and armor by default do more damage than other objects. A little tip, its best to use this against ranged foes because its difficult to get speed behind the item before hitting someone right on top of you.

Now you can destroy summoned creatures by casting dispel spells onto them. These spells deal massive damage to all summoned creatures so you can vanquish them in a few hits. How effective dispel is on summons can be modified in the ini.

Mystics now have the ability to defeat other mages easily with the Spellfire spells. These spells when cast on an enemy mage will damage the mage's health whenever he loses magicka. They are most harmful when used on pure mages who cast a lot of spells or when used in combination with Damage or Drain Magicka.

Mystics also gain the ability to teleport to different places. New, long distance teleportation spells include Circumvention, Sanctuary/Displacement, Divine Intervention, and Daedric Intervention. Extrication allows you to teleport to your last exterior location so you can easily return to the entrance of a dungeon after clearing it. Mark Sanctuary/Recall Sanctuary allows you to place a marker at your current location and teleport to that mark any time you wish. There are separate markers for Tamriel and the Shivering Isles. Also when you use recall, using it again afterwards will take you back to your original location you first used it. It has a time limit though so after some time you won’t be able to teleport back to your previous location. Your mysticism skill increases the length of time your original location is remembered. Divine Intervention teleports you to the nearest chapel and Daedric Intervention takes you to the nearest Daedric Shrine at the cost of some health points. The Nine will not help criminals on the run from the law; the Daedra do not care whom they help as long as you pay the price in blood. Besides the long range teleportation spells, there are also a few short ranged ones. Assassin's Rush will quickly move you behind an enemy's back. Blink teleports you a short distance in the direction you're looking. Swap allows you to switch places with a target NPC or creature, alive or dead.

Those highly skilled in Mysticism can now access the Spellmaking and Enchanting Altars of the Arcane University no matter where they are through special spells crafted for just this purpose. The Mages Guild encourage this practice in hopes of greater profits but intentionally made these spells hard to cast in order to reserve its services only for those deserving of them. These spells are sold by Raminus Polus at the Arcane University.

I've also added some spells that allow you to use part of your soul to recharge your weapon but such an act will temporarily damage your soul. These recharge spells will expend 25% of your maximum health each cast that will only recover after 10 minutes. One cast is enough to recharge your weapon to the highest charge that spell can achieve. The novice spell can only recharge up to 30%, apprentice up to 40%, journeyman up to 50%, expert up to 60%, and master up to 75%. Be aware that waiting or resting does not speed up the time you have to wait. None of these spells are able to recharge a weapon fully so soul gems will still retain their usefulness. Ini allows you to modify the time you have to wait before you recover.

Detect life spells have been re-balanced. By default all detect life spells no longer detect the undead or vampires. Only by being a vampire yourself will you be able to detect them. Also daedra will now be shaded orange while the undead will be shaded white/blue for your convenience. You can modify how bright detect life is or disable the feature preventing you from detecting the undead in the ini.

Any enemies with detect life will now cause your invisibility and chameleon spells to be nullified while in the range of there detect life effect. Also be aware the imperial city arena has created a wide ranger detect life enchantment so no invisibility effects will work at the arena.

They are also two new types of detection spells that seek out the magical essences of objects. Detect Ingredients will detect all flora and alchemy ingredients in the area for you. Detect Magic Items will detect all enchanted items and soul gems in the area as well as detect containers that contain any of these items.

Absorb damage spells will convert physical damage you take and turn it into magicka. While you are affected you will not regenerate any magicka.

* Destruction:

Elemental spells now have unique effects on enemies. Fire spells have a chance of staggering enemies, or getting so intense that the target flees in terror, or blasting the enemy away. Frost spells can freeze them solid for a duration or slow them down. Shock spells have a chance to cause the target to spasm and in some cases the target will be thrown away with great force. These effects work for any fire/frost/shock spells even if they are from other mods or made at the spellmaking altar. These effects also work on the player so beware when you're fighting against enemy mages. Fire spells cannot scare you so instead the flame will become more intense making it more difficult to see. You can adjust the chances of these effects occurring though the configuration file.

Finger of the mountain and wizards fury now improve in power for you as your skill in destruction and levels improve. This can be turned off in the ini.

Damage Health effects also have an added ability. Now, Damage Health spells will nullify any restored health on a target for up to 8 times its magnitude. For example, if an enemy casts a Restore Health 20 pts spell while affected with a Damage Health 5 pts for 10 seconds, all restored points will be nullified. But if the spell heals 50 pts instead, only 40 restored points will be nullified and he'll still restore 10 pts of health. This effect is especially deadly when used with Drain Health spells. Vampires are not affected by the effect. Since Damage Health spells removes life force and undead are the opposite of life, they will regain health from such spells instead.

This mod features a brand new spell effect, Poison Damage! These spells takes several seconds to go into full effect. The damage starts out low at first but increases quickly. These spells cost more than elemental spells but enemies are generally less resistant to it (notable exceptions are Redguards and Argonians). They also have the potential to damage enemies' attributes. This effect can be used at the spellmaking altar to create custom spells.

Drain spells are actually useful now! Drain Fatigue completely knocks an enemy out for a short period if their fatigue is low enough. Drain Health can be used to instantly kill an enemy whose health is below a certain limit. Drain Health has been removed from spellmaking to prevent explotation of this effect with Drain Health 300pts on Touch custom spells.

There are also a few new Rapidfire spells that once casted enable you to spew out multiple spell projectiles every time you cast a spell. Each extra projectile will drain some magicka so make sure your reserves are high. This only works for target spells (touch, self, or scripted spells are not affected)

* Alteration:

Burden spells can now do what they're supposed to do: hold an enemy in place for some duration. They can now root an enemy to the ground for a short amount of time if the enemy is weak enough. If that's not enough then the burden spells will also slow down your enemies movements if they are low on fatigue allowing you to make a speedy getaway if necessary.

All feather spells now prevent those affected from taking fall damage if their encumbrance is at least 100 points below the limit. Burden spells can be used to nullify that effect.

New repair spells with four levels allow mages skilled in Alteration to restore the durability of their weapons. Less skilled mages can only repair mundane weapons and only to a certain point while the experts in the field can repair any weapon and masters can repair any weapons to full condition.

Levitation comes to Oblivion! A group of mages from Morrowind brought it with them to Cyrodiil and have taught their secret to a few select members of the mages guild. These amazing spells allow you to take the battle to the skies and fire at enemies down below. Comes with full collision and can be used during spellmaking. There is an optional levitation penalty adjustable in the configuration file that stunts your magicka and/or silences you while levitating.

Levitation's not the only things those mages brought with them. Now the new Jumping spells allows you to leap higher than you've ever gone before! In some cases watch out from using the high level spells without enough acrobatics skill or it will really hurt when you land.

Swift swim spells allow you to swim faster while swimming as well as being exceptional at holding your breath.

Elemental Shields now no longer provide extra armor protection. They still provide the extra resistance to a particular element but they damage enemies that surround you when enemies attack you with melee weapons. You may need to keep out of melee distance with foes using such spells. You can use the ini to turn off this effect and return to its normal usage.

One of the mages at cheydinhal has mastered a spell that makes your skin turn into rock providing solid resistance to all damage. As you take damage the rock protection weakens and provides less protection.

* Restoration

Now roleplaying a cleric or paladin is as easy as selecting Restoration as a major skill. Since Restore Health restores life energy and undead are the opposite of life, they will take damage from these spells instead. As such, all Restore Health spells (including custom and modded) can now damage the undead. The ini allows you to modify how effective they are in damaging the undead.

New fortify Jump Spells that allow you to jump higher than you've ever gone before. Unlike alterations one time jump these allow you to jump as much as you want over the duration but the maximum attained jump is smaller When I first played Oblivion as a mage I found that magic was way too underpowered and it was very difficult to survive as a pure mage. I then turned to a popular mod, Mighty Magick. That just flipped it around and made magic much too powerful. This is my attempt to find the middle ground between MM and vanilla.

This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system. It adds new effects, new spells, and more in order to enhance the game for mages and anyone else who thinks magic is too weak. It is also very customizable so that the mod suites your own purposes.

The main focus of this mod is to make spellcasting stronger but not overpowered. To that effect, I have decreased the cost of most magic effects and increased the power of their spell counterparts to reflect that change. To maintain balance, I have not touched the spell mastery limits.

* General Changes:

Changes some game settings: armour now penalizes your magical abilities more if you wear more equipment but penalizes less if you only wear a few small objects. Your magicka regeneration rate is slower at the beginning but increases a lot faster at higher willpowers. Magic projectiles are faster and travel further but are still not at the speed of light. Ranged and area spells cost slightly less than before. NPCs also have higher magicka to compensate for their stupidity. Most of these settings are configurable in the customization file.

Magic sneak attack bonuses have been introduced. If you are sneaking and cast a spell at your enemy who is unaware you will do some extra damage. A Master of sneak will do up to double damage with a spell compared to a novice.

Now there are many "circle" spells which deals damage to all enemies around you in an area. Surrounded? No problem! Cast Burning Spiral and blast all your problems away.

Skill and attribute based spells (Absorb, Fortify, Drain, Damage) are now grouped together so that they can be used in more situations. Some are particularly designed to be used against warriors, archers, or mages. Many of these spells are particularly useful for battlemages.

Most positive buff spells have longer duration so that you don't have to constantly recast shield spells and the like during battle.

Your willpower attribute will also determine your innate ability to resist paralysis. You can disable or change the magnitude in the ini.

New spells can be found at spell merchants in the cities and Mages Guilds. The Arcane University holds most of the more powerful new spells. A list of all of the added spells and their locations and the configuration text file can both be found in the folder "Supreme Magicka Files" (or in your Data folder if it's in OMOD format). Also includes many optional plugins such as support for Shivering Isles and a standalone plugin allowing you to make custom enchanted staffs.

Included in the mod is the option to have your skill level increase rate scale with the magicka cost of the spells you cast so that higher costing spells will raise your skill level more than lower costing ones. This is to prevent you from needing to spam low cost spells to level your magic skills at higher levels and can be disabled in the ini.

There are also many other options you can select from the configuration file included with the mod. These options include the ability to give all target spells a small AOE to improve aiming in third person and the ability to modify many magic related gameplay settings. There is also an ini option to increase the relative power of hostile spells on other npcs (including yourself). For example you could set it so that all spells do 5x more damage to everyone making spellcasters very dangerous in the world.

Staffs are extensions of your hands and make it easier to cast spells. To symbolize this staffs will take longer to become uncharged the higher your skill is in the magic school the staff is aligned to (The first magic effect in staffs is used to determine the staffs alignment). Ini options available to modify this change and to add skill gain for using staffs.

In combat, magicka regeneration is now slowed. The Mage birthsign can increase this regeneration rate while in combat.

The default two starting spells are disabled on new games unless you have a major skill in restoration or destruction. Once again the ini can modify these changes or disable them all together.

* Enchanting, Spellmaking, and Alchemy:

Enchanting has been changed so that you can make more powerful enchantments. Soul gems have higher enchantment values than before and weapon enchantment limits have been raised. The ini also has the option to enable a progressive enchanting feature where your mysticism skill determines how effectivly you can enchant.

Constant effect enchantments are no longer ridiculously underpowered. Certain effects (such as reflect damage) can now be enchanted upon items at the enchantment altar. But they have been balanced so as not to be overpowering.

A few effects can no longer be made at spellmaking and enchanting so as to retain balance. Charm spells, for example, can no longer be made into new spells so as to prevent the player from making 100pts for 3 seconds spells and to retain some use in persuasion.

Alchemy now governs how many potions you can drink as well. At novice level you can only drink 3 potions while master level has the additional perk of being able to drink 5 potions at once. The ini allows manipulation of these values if needed.


* Conjuration:

Conjuration has been changed so that the number of creatures you can summon depends on your mastery of Conjuration so that you can summon only one creature at novice/apprentice, two at journeyman/expert and 3 at master. Note this includes being able to summon the same creature multiple times. I have also added some spells that summon multiple creatures at once. Be aware your enemies are now able to summon multiple creatures based on their skills. You can change the number of creatures you or the AI can summon in the ini file.

Because of the ease of having alot more summoned creatures the enemy AI has been improved. If the enemy is smart they will rather focus their attacks on you rather than your summons.

All summoned creatures now have a small particle glow to distinguish summons from real creatures in a battle. You can change what this glow looks like in the ini or turn it off completly. Also summons will sneak and run when you do.

Bound item spells have also been improved. Since you're binding Daedra into the form of armour, you should be able to tell it what form the armour should take. Now, you can! Bound Armour will now become light or heavy armour depending on which skill is higher and they shall have appropriate stats to match. Bound bow also summons an infinite supply of arrows for you although each arrow you fire burns a small amount of your magicka. All bound armour and weapons have useful enchantments as well that increase in potency as your conjuration level rises. Bound weapons and armour spells are now levelled in there stats so that at a low conjuration they are much weaker weapons but at higher conjuration they are stronger. The ini allows disabling of these new features if required.

Conjurers can light up those dark dungeons just as well as illusionists. There's a new bound torch spell for apprentices and a will-o-the-wisp summoning spell for journeymen which calls forth a will-o-the-wisp that follows you around, lighting up your surroundings. The will-o-the-wisp does not fight at all and doesn't count towards your summoning limit.

There are also optional settings in the ini that allow you to enable sustainable summons where summons stay out forever but the summon cost of magicka stays used up. You can also make bound items or summons have fixed duration no matter what the spell or have fixed particular durations based on the spells level (novice,master etc). These settings only apply to brought spells and not self made spells.


* Mysticism:

Absorb spells have been moved to Mysticism like they were in Morrowind so that Mysticism is no longer a useless skill. An ini option is included to return it back to Restoration if you so choose.

Telekinesis spells have been completely overhauled! Now they are very useful utility spells that can open chests, open doors, pickpocket, and pick up items. You can also use them during combat to push enemies back or pull them close by pressing the left or right mouse key right after casting. Watch out for mentally strong enemies as they are more likely to be unaffected by your telekinesis. Another useful functionality is that items you have under telekinesis when hurled into enemies cause damage based on how fast the object moves, how heavy the object is and what sort of object it is. Weapons and armor by default do more damage than other objects. A little tip, its best to use this against ranged foes because it is difficult to get speed behind the item before hitting someone right on top of you.

Now you can destroy summoned creatures by casting dispel spells onto them. These spells deal massive damage to all summoned creatures so you can vanquish them in a few hits. How effective dispel is on summons can be modified in the ini.

Mystics now have the ability to defeat other mages easily with the Spellfire spells. These spells when cast on an enemy mage will damage the mage's health whenever he loses magicka. They are most harmful when used on pure mages who cast a lot of spells or when used in combination with Damage or Drain Magicka.

Mystics also gain the ability to teleport to different places. New, long distance teleportation spells include Circumvention, Sanctuary/Displacement, Divine Intervention, and Daedric Intervention. Extrication allows you to teleport to your last exterior location so you can easily return to the entrance of a dungeon after clearing it. Mark Sanctuary/Recall Sanctuary allows you to place a marker at your current location and teleport to that mark any time you wish. There are separate markers for Tamriel and the Shivering Isles. Also when you use recall, using it again afterwards will take you back to your original location you first used it. It has a time limit though so after some time you won’t be able to teleport back to your previous location. Your mysticism skill increases the length of time your original location is remembered. Divine Intervention teleports you to the nearest chapel and Daedric Intervention takes you to the nearest Daedric Shrine at the cost of some health points. The Nine will not help criminals on the run from the law; the Daedra do not care whom they help as long as you pay the price in blood. Besides the long range teleportation spells, there are also a few short ranged ones. Assassin's Rush will quickly move you behind an enemy's back. Blink teleports you a short distance in the direction you're looking. Swap allows you to switch places with a target NPC or creature, alive or dead.

Those highly skilled in Mysticism can now access the Spellmaking and Enchanting Altars of the Arcane University no matter where they are through special spells crafted for just this purpose. The Mages Guild encourage this practice in hopes of greater profits but intentionally made these spells hard to cast in order to reserve its services only for those deserving of them. These spells are sold by Raminus Polus at the Arcane University.

I've also added some spells that allow you to use part of your soul to recharge your weapon but such an act will temporarily damage your soul. These recharge spells will expend 25% of your maximum health each cast that will only recover after 10 minutes. One cast is enough to recharge your weapon to the highest charge that spell can achieve. The novice spell can only recharge up to 30%, apprentice up to 40%, journeyman up to 50%, expert up to 60%, and master up to 75%. Be aware that waiting or resting does not speed up the time you have to wait. None of these spells are able to recharge a weapon fully so soul gems will still retain their usefulness. Ini allows you to modify the time you have to wait before you recover.

Detect life spells have been re-balanced. By default all detect life spells no longer detect the undead or vampires. Only by being a vampire yourself will you be able to detect them. Also daedra will now be shaded orange while the undead will be shaded white/blue for your convenience. You can control the shaders used for detect life effects in the ini.

Any enemies with detect life will now cause your invisibility and chameleon spells to be nullified while in the range of there detect life effect. Also be aware the imperial city arena has created a wide ranger detect life enchantment so no invisibility effects will work at the arena.

They are also two new types of detection spells that seek out the magical essences of objects. Detect Ingredients will detect all flora and alchemy ingredients in the area for you. Detect Magic Items will detect all enchanted items and soul gems in the area as well as detect containers that contain any of these items.

Absorb damage spells will convert physical damage you take and turn it into magicka. While you are affected you will not regenerate any magicka.

* Destruction:

Elemental spells now have unique effects on enemies. Fire spells have a chance of staggering enemies, or getting so intense that the target flees in terror, or the explosion can blast the enemy away. Frost spells can freeze them solid for a duration or slow them down. Shock spells have a chance to cause the target to spasm and in some cases the target will be thrown away with great force. These effects work for any fire/frost/shock spells even if they are from other mods or made at the spellmaking altar. These effects also work on the player so beware when you're fighting against enemy mages. Fire spells cannot scare you so instead the flame will become more intense making it more difficult to see. You can adjust the chances of these effects occurring though the configuration file.

Finger of the mountain and wizards fury now improve in power for you as your skill in destruction and levels improve. This can be turned off in the ini.

Damage Health effects also have an added ability. Now, Damage Health spells will nullify any restored health on a target for up to 8 times its magnitude. For example, if an enemy casts a Restore Health 20 pts spell while affected with a Damage Health 5 pts for 10 seconds, all restored points will be nullified. But if the spell heals 50 pts instead, only 40 restored points will be nullified and he'll still restore 10 pts of health. This effect is especially deadly when used with Drain Health spells. Vampires are not affected by the effect. Since Damage Health spells removes life force and undead are the opposite of life, they will regain health from such spells instead.

This mod features a brand new spell effect, Poison Damage! These spells takes several seconds to go into full effect. The damage starts out low at first but increases quickly to cause extreme damage to even the toughest foes. These spells cost more than elemental spells but enemies are generally less resistant to it (notable exceptions are Redguards and Argonians). They also have the potential to damage enemies' attributes. This effect can be used at the spellmaking altar to create custom spells.

Drain spells are actually useful now! Drain Fatigue completely knocks an enemy out for a short period if their fatigue is low enough. Drain Health can be used to instantly kill an enemy whose health is below a certain limit. Drain Health has been removed from spellmaking to prevent explotation of this effect with Drain Health 300pts on Touch custom spells.

There are also a few new Rapidfire spells that once casted enable you to spew out multiple spell projectiles every time you cast a spell. Each extra projectile will drain some magicka so make sure your reserves are high. This only works for target spells (touch, self, or scripted spells are not affected)

* Alteration:

Burden spells can now do what they're supposed to do: hold an enemy in place for some duration. They can now root an enemy to the ground for a short amount of time if the enemy is weak enough. If that's not enough then the burden spells will also slow down your enemies movements if they are low on fatigue allowing you to make a speedy getaway if necessary.

All feather spells now prevent those affected from taking fall damage if their encumbrance is at least 100 points below the limit. Burden spells can be used to nullify that effect.

New repair spells with four levels allow mages skilled in Alteration to restore the durability of their weapons. Less skilled mages can only repair mundane weapons and only to a certain point while the experts in the field can repair any weapon and masters can repair any weapons to full condition.

Levitation comes to Oblivion! A group of mages from Morrowind brought it with them to Cyrodiil and have taught their secret to a few select members of the mages guild. These amazing spells allow you to take the battle to the skies and fire at enemies down below. Comes with full collision and can be used during spellmaking. There is an optional levitation penalty adjustable in the configuration file that stunts your magicka and/or silences you while levitating.

Levitation's not the only things those mages brought with them. Now the new Jumping spells allows you to leap higher than you've ever gone before! In some cases watch out from using the high level spells without enough acrobatics skill or it will really hurt when you land.

Swift swim spells allow you to swim faster while swimming as well as being exceptional at holding your breath.

Elemental Shields now no longer provide extra armor protection. They still provide the extra resistance to a particular element but they damage enemies that surround you when enemies attack you with melee weapons. You may need to keep out of melee distance with foes using such spells. You can use the ini to turn off this effect and return to its normal usage.

One of the mages at cheydinhal has mastered a spell that makes your skin turn into rock providing solid resistance to all damage. As you take damage the rock protection weakens and provides less protection.

* Restoration

Now roleplaying a cleric or paladin is as easy as selecting Restoration as a major skill. Since Restore Health restores life energy and undead are the opposite of life, they will take damage from these spells instead. As such, all Restore Health spells (including custom and modded) can now damage the undead. The ini allows you to modify how effective they are in damaging the undead.

New fortify Jump Spells that allow you to jump higher than you've ever gone before. Unlike alterations one time jump these allow you to jump as much as you want over the duration but the maximum attained jump is smaller than alterations.

Fortify Health, magicka, and fatigue spells are no longer delayed suicide spells. This new behaviour is best shown with an example:
All cases use a Player with 100 current health
Casts Fortify 50. Takes 75 damage. Spell ends player left with 75 health.
Casts Fortify 50. Takes 55 damage. Spell ends player left with 95 health.
Casts Fortify 50. Takes 25 damage. Spell ends player left with 100 health
Casts Fortify 50. Player Heals 20 hp. Spell ends player left with 120 health.


Also fortify endurance spells will no longer cause situations where the players health ends up less than 0 (which could happen and you would still be alive). Your health will be set to a minimum of 1 in this case.

* Illusion:

Level-based spells (Calm, Frenzy, etc) are now twice as potent and go up to level 50 rather than 25 so illusion is actually useful at higher levels. You can adjust this value in the configuration file to make illusion spells stronger or weaker according to your personal tastes.

Vampire hunters's rejoice! Now concentrated light spells (cast on touch or target) can be used to deal damage to vampires proportionate to the concentration of light. How effective it is can be modifyed in the ini.

Chameleon now has a max benefit of 95%. Over 100% you will instead get a permanent invisibility with a twist. If you do an action people will notice you and for 15 seconds will be able to know where you are. After that they will lose you and you will be permanently invisible again. This now makes 100% chameleon less of a god mode. You can adjust these values or disable in the configuration file.

You can now buy a detect attitude spell that shades your enemies in orange, neutral in green and guild mates/allies(disposition over 85) in blue.


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5. VERSION HISTORY
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*0.90b – Emergency fix for corrupted magic effects, corrected some ini settings, Journeyman poison spell is now journeyman rather than expert.
*0.90 – Now Requires OBSE 19, Sustainable spells now work differently by holding onto the spell cost preventing your magicka from regenerating to the maximum (too many sustained spells will cause you to have little spare magicka for other spells). Magicka regeneration in combat is greatly reduced. Being born under mage birthsign will increase these regen rates in combat. Added option to gain magic skill usage from staffs, also staffs will take longer to become uncharged if you are skilled the magic the staff casts. Added undead and deadra name detection to flag more mod added undead/daedric creatures correctly and flag SI actors more appropriately. Fixed paralysis issues from frost effects applying to base actor. Updated DR compatibility plugin for DR6 (DR5 plugin can be found in the deprecated plugins folder) DR critical effects only use the damage of the first 5 seconds of the spell to determine chance of effect. The two default starting spells are now disabled on starting a new game and are only obtained if you major in a destruction or restoration (Can be disabled), Fixed a frame rate drop that occurs in certain mod setups, Fixed incorrect ini gameplay settings for magic regeneration, Spell Levelling has been ported into a separate mod and no longer exists in Supreme Magicka, All summons from any mod are now fully supported, UnlockSpells merged into the core esp and can be activated in the ini, Enchant Staff plugin now works and unenchanted staffs can no longer be used as weapons, AI will now more likely target you rather than your summons (based on enemies intelligence), Fear effects of fire reduced by high endurance and willpower skill, More powerful configuration in ini for detect life shaders, Summons now sneak when you sneak and run when you run, Lots of general Bug Fixing.
*0.89b - Fixed the No Poison levitation effect ini settings. Hopefully fixed a script error, ini options added for turning on or off invisibility detection by enemy npcs, arena npcs and vampires. Spell Magicka progression will auto detect Oblivion XP and configure itself for compatability automatically.
*0.89 - Now requires OBSE 17, SM Spell Levelling feature has been expanded to affect abilities and added info on this feature above, SM_AbsorbRestoration, SM_EnableCharmChameleon, SM_EnableRestoreEnchanting, SM_NoPoisonLevitationEffects are redundent and merged in that are turned on and off using the ini, Variable summons option provides a smoother progression per point of conjuration, Levelled summons option added that uses both your conjuration skill and the magic effects internal cost to determine the duration of the summon. Fixed shader bug with SM_MMM plugin, Fixed issues with sustainable summoning and magicka loss rate, Levitation console spam fixed, Fixed custom script icons (by kyoma), Gameplay settings are now directly referenced in the ini, Improved damage health and restore health scripts (the constant issues of the past will no longer occur), Reverted SM_OOO prices back so that OOO enchanted items are the correct prices and self enchanted items will be the same or weaker than standard OOO (most people didn't like them being even more expensive), Added support so that other modders have a way to auto cast summon spells, Fortify Health magicka and fatigue spells are no longer delayed suicide spells, Fixed some issues with spell costs when using AOE ini option or consistent bound options, Built in support for my own mod DPCS, Fixed a bug where if you where silenced you could still cast summons and the spell school restriction wasn't being enforced, Added new feature for staffs so as your skill in a magic school improves staffs of that school will use less charge (i.e last longer).
*0.88d - Fixed detect life issues with undead, Improved undead detection for third party mods, Fixed an issue so that abilities are ignored when applying supreme magicka effects, Fixed bug with instant restore health effects not harming undead, Restore spells do damage to undead based on the total restore magnitude active on the target (Similar was applied to light spells), Improved ease in reducing your altitude when levitating, Added a new penalty mode for levitation that when enabled you will not be able to attack with weapons or cast spells at all but it is a little easier to gain or lose height (Similar to midas magics flying spell). File Updates: Main esp, INI
*0.88c - Fixed issue where upgrading to version 0.88 with elemental shield spells active would mess up the players armor rating (This is only for those not yet upgraded). Also added to the ini a debug setting to manually force this fix if needed for those that have already been affected by this issue. File Updates: Main esp, Ini
*0.88b - Fixed another bug with elemental shields, Ini setting for recharge spells added, Implemented new functionality and ini settings based on Telekinesis Damage by critterman and colin_man that allows you to throw items into npcs to do damage, Fixed a bug with levitation penalties never ending. File Updates: Main esp, Ini
*0.88 - Friendly npcs with detect life effects will no longer dispel your invisibility, fixed bugs with elemental shields, Various Script Optimizations, Fixed correct application of spell resistances to special spell effects, Rapidfire spells now rapidfire whatever target spell you choose to cast, Improved ini settings for detect life controls and new rapidfire settings, Added new ini settings to control the magic sneak attack multipliers, Added some CTD prevention to the stealth token script. File Updates: Main esp, Ini
*0.87c - Really fixed the consistent and variable summon ini settings.
*0.87b - Fixed a bug where frost spells would never end the paralyse effect (if this affects your game use the console command 'setav paralysis 0' on the actors affected to fix), Made changes to telekinisis so that scripted objects are never interacted with, improved the feedback to player why telekinsis has failed, all the hidden game settings supreme magicka modified are now included in the ini for full configurational control. File Updates: Main esp, Ini
*0.87 - Added support for BAIN installation, Some poison spells added to enemy spell levelled lists, Enemy npcs will now also get arrows when they use the bound bow spell, Fixed consistent and variable summon ini settings so the