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GR1n

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About this mod

This mod adds a new type of spells into the game- Mage Armor, which fully negates damage from any source of attacks (magic, weapon, Tu'um, ect) of any magnitude for a defined amount of hits.

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This mod adds a new type of spells into the game- Mage Armor, which fully negates damage from any source of attacks (magic, weapon, Tu'um, ect) of any magnitude for a defined amount of hits. Effect shader is colored and layered, so you will be able to visually detect, how much hits you have left for the Mage Armor to disappear (see screenshots).


Spells:

Apprentice Mage Armor: 5 hits;  

Adept Mage Armor: 10 hits;        

Expert Mage Armor: 25 hits;

Master Mage Armor: 50 hits.

Balanced Version*:

Apprentice Mage Armor: 5 hits;  Cast time 3 sec, mana cost about 300**, cooldown 5 min;

Adept Mage Armor: 10 hits;  Cast time 6 sec, mana cost about 500**, cooldown 5 min;

Expert Mage Armor: 25 hits;  Cast time 9 sec, mana cost about 700**, cooldown 5 min;

Master Mage Armor: 50 hits. Cast time 10 sec, mana cost about 800**, cooldown 5 min;

*Added new Balanced version in the download section, which dramatically increases spell costs and cast times, also adding a 5-min recharge timer.
**Base spell costs, without Alteration cost-reducing perks.

You can aquire the spells with different magnitude from your Alteration spells vendors, like Tolfdir. They will sell you the spells appropriate for your current Alteration skill level, like all vanilla spells. Master spell will appear once you will complete Ritual Alteration quest.

Note that you will not be able to restore your health by any sources, like potions and spells, while you are under a Mage Armor, except for your natural health regeneration.


Installation: 

1) Extract archive into your Skyrim root folder manually or via NMM. 2) Activate MagicShield.esp via any launcher. 3) Have fun!

Uninstallation:

1) Get rid of Mage Armor magic effect, save the game. 2) Disable esp, uninstall .bsa and .esp files of the mod (MagicShield).