Simple extension to the effective range on the two in-game spells and a change in their schools to match lore better.
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Given the sheer amount of derbis, undergrowth and cover in this game, combat can get really hectic, even with the compass. Especially since a lot of ranged enemies like to stay just beyond the range of your Detection spells, making the spells essentially useless in combat. So I whipped up this real quick, effectively doubling the range of both the Life and Undead variants to 200 feet, ensuring that you can use them in combat to find those pesky archers hiding in the bushes or the corpses of those idiots who you blasted off a cliff just now.
Also changed the schools the spells belong to, as in the Vyn system of magic, Mentalism—which deals with telekinesis and control of force—has no connection to detecting living and dead creatures. So Detect Undead has been moved into the school of Entropy and Detect Life into the school of Psionics. I would have put the latter into Light Magic myself, but the Scroll of Detect Life was already classed as Psionics, so I figured that I should follow suit there and it's not entirely unreasonable either. They are also now affected by their respective school's Adept perk, like they were normally by Alteration/Mentalism's, so that should still work just fine.
Does not modify how the spells function or how much they cost beyond that, as they were pretty reasonable already otherwise. Definitely very useful in combat in short bursts now, especially for players who disable the compass like I do.