This mod is compatible with almost all other magic mods because it does not change content, it only adds new content. The only time compatibility could be an issue is when another mod: - deletes or seriously changes existing magic effects my spells also use (which no modder should do in the first place). - Changes the arcaneum in such a way that Frand dissappears - Minor incompatibility when the mod affects the leveled item list so the new spelltomes, scrolls and staffs won't appear randomly in Skyrim.
Incompatibilies can be checked with TESVEdit, I recommend using it when you're not sure.
I never truly felt satisfied with the strength of my spells. It always felt like I was playing as a peasants dabbling in the dark arts, rather than a master wizard. Because of this, playing a wizard never felt as fun as playing a warrior or thief. Even with powerful conjuration and destruction spells, it still felt pitiful compared to what I envision a master wizard would be capable of. Thanks to your mod, I finally feel complete.
Kneel before me mortal, for I can conjure bees.
Skyrim needs more beemancer mods. Actually, every game needs more beemancer mods.
Blood Curse and Galdur's Might are so OP lol. As soon as you have enough Magicka to use them properly, they are basically a guaranteed kill on pretty much anything. To warn other players; getting these spells early on may break the balance of your game. Galdur's Might erases ANYTHING IT HITS in about two seconds flat, while Blood Curse slaughters basically everything else.
Also I notice an issue where I can use these spells from any skill level; the only restriction is the magicka cost.
That said, the handiest spell has to be the cure disease one hands down. Such a handy spell, it's such a pain curing diseases without it.
Very nice mod but there appears to be a bug with the "Teleport Other" spell. When this spell is used on a dead body the body is teleported to your new location with a new set of loot.
This deletes any loot left in the body prior to moving as well as sets a new set of loot which could allow for infinite items and gold.
Really cool , when I saw the slime spell mentioned at first I had hoped it was a corrosive type of spell that like melted your enemies into goo or something but all the spells are still very nice and I like your creativity.
92 comments
- deletes or seriously changes existing magic effects my spells also use (which no modder should do in the first place).
- Changes the arcaneum in such a way that Frand dissappears
- Minor incompatibility when the mod affects the leveled item list so the new spelltomes, scrolls and staffs won't appear randomly in Skyrim.
Incompatibilies can be checked with TESVEdit, I recommend using it when you're not sure.
I never truly felt satisfied with the strength of my spells. It always felt like I was playing as a peasants dabbling in the dark arts, rather than a master wizard. Because of this, playing a wizard never felt as fun as playing a warrior or thief. Even with powerful conjuration and destruction spells, it still felt pitiful compared to what I envision a master wizard would be capable of. Thanks to your mod, I finally feel complete.
Kneel before me mortal, for I can conjure bees.
Skyrim needs more beemancer mods. Actually, every game needs more beemancer mods.
Also I notice an issue where I can use these spells from any skill level; the only restriction is the magicka cost.
That said, the handiest spell has to be the cure disease one hands down. Such a handy spell, it's such a pain curing diseases without it.
Gonna try the mod right now.
This deletes any loot left in the body prior to moving as well as sets a new set of loot which could allow for infinite items and gold.