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About this mod

This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system, making spell casting stronger but not overpowered.
At the time Mighty Magick was the popular spell mod but that made magic much too powerful. This mod tries to find that perfect balance.

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Supreme Magicka

This mod overhauls the magic system of Oblivion to create a more balanced, diverse, and fun system, making spell casting stronger but not overpowered.
At the time Mighty Magick was the popular spell mod but that made magic much too powerful. This mod tries to find that perfect balance.

15 years later supreme magicka had many awesome ideas but had become bloated, complicated and in some cases unstable that could cause crashes as well as incompatibility with other mods.

I have rebuilt supreme magicka from the ground up and taken great care to implement all the effects in a simpler, balanced, stable and much more faithful interpretation to oblivions original design. Not everything in the original supreme magicka has been re-implemented in exactly the same way.

## General Changes

Where possible all new gameplay elements attempt to affect all spell effects from any source (player, enemy, enchantment)

### Circle Spells (Can be disabled) 
A number of new expert circle spells added (touch spell without a target required) that affect all enemies around you in an area.
  • Surrounded? No problem! Cast one of the elemental damage circles and blast all your problems away.
  • Cast a light circle on enemies to blind them and become invisible for a few seconds.
  • Restore health circle that heals yourself and others around you.
  • Burning Soul Trap Circle that casts soul trap and burns those it hits.
  • Turn Undead circle to damage and scare off undead in the area.

### New pre-made spells (Can be disabled) 
New pre-made spells added to shops that are designed to be similar to what you can find/make yourself saving you time or effort.
  • Holy fire (Destruction) spell casts a light and fire damage against enemies, great for vampire hunters.
  • Masterful Bound Armor (Conjuration) that allows you to equip a full set of summoned armor instead of casting each piece 1 by 1.
  • Riot spell (Illusion) that casts frenzy and rally in an area to cause total mayhem.
  • Upsurge spell (Restoration) that allows you to jump very high for the next 3 seconds.
  • Zenithars Hammer (Restoration) will make your repair hammers never break.
  • Rock Skin (Restoration) will add resistance to normal weapons and the elements.
  • Shield of Thorns (Mysticism) will reflect damage back to attackers.
  • Drain spells (Mysticism) to sap warriors, mages or mobility of enemies.

### Shivering Isle Powers
  • Manipulate Weather power can now be cast in Tamriel but due to the protections in place this only causes the oblivion gate thunderstorm and provides a fire shield effect.
  • Sheogoraths Protection Spell also now extended to work in Tamriel but will transport the player to Sheogoraths shrine rather than the castle. 
  •         Also improved the logic with OBSE such that its less likely to leave you dead or in a broken state.

### New Effect Icons

A number of new icons are provided to better distinguish different spells that did not use unique icons. This is a smaller subset than what was in the original supreme magicka version to only include ones that fit closer in theme to the standard icons. Note a better alternative to icons is now recommended in the compatibility section.

### Staff Enchanting
Rindirs Staffs now sell unenchanted staffs so you can enchant staffs with your own effects when a member of the mages guild.
Enchanted staffs may say touch or onstrike in the enchanting menu in some circumstances, but will be corrected once it has been enchanted.

## Conjuration

### Summon Improvements

  • All summons now have a glow which distinguishes them from normal enemies.
  • Summons will also sneak and run when the player does.

### Multi Summon
  • A master conjurer will now be able to summon 2 different summon spells at once.
  • Summon Echo is a convenience spell which allows you to recast your last summon spell. This is so you can summon the same minion as your second minion without having to re-create every summon spell at the spellmaking altar. (Can be disabled)

### Spell Improvements
  • Bound bow now summons an infinite supply of arrows for the duration of the spell. But you do not have to use these arrows if you don't want to.
  • Turn undead spells will now additionally damage undead based on its magnitude. This occurs regardless of the enemies level making them useful in any situation.
  • Reanimation effects from all sources additionally work on dead creatures not just npcs.
  • The necromancy secret to reanimate a corpse can also be found in a spell tome that can appear randomly in loot at higher levels. (can be disabled )
  • Summon Faded Wraith is now a levelled spell and will summon a wraith at higher levels and just a faded wraith at lower levels.

### New Summons (Can be disabled)
Developed a safer approach for custom summons that simulates real summon spells without overriding existing magic effects, using addons, or being entirely scripted.
  • Summon Will O Wisp is a mid skill summon that will also light up your surroundings for you.
  • Summon Familiar is a low skill summon but is a levelled spell to summon stronger familiars with a flaming familiar being the strongest that burns enemies that attack it.

### Longer Lasting Spells (configurable)
At journeyman skill the duration of conjuration spells will be doubled so that you don't have to constantly recast during battle.
(This only occurs after spell is equipped)

## Mysticism

### Telekinesis

Telekinesis spells have been overhauled into really useful utility spells.
  • They can loot chests, open doors, loot dead bodies and pick up items.
  • Additionally if you use without a target you can move yourself forward in the direction you are looking.
  • If you cast on an npc or creature you will quickly move yourself behind their back which is great for pickpocketing or sneak attacks.
  • Includes bug fix to make telekinesis scrolls work correctly.

### Detect Life
Detect life is a very useful tool in detecting enemies and provides a bit more information on the dangers around you.
  • Orange an enemy character that is stronger than you
  • Purple an enemy character that is similar in strength to you
  • Blue an enemy character that is weaker than you
  • Green the character appears to be friendly
  • The undead are not actually alive so the effect will be weaker and harder to see on them.
  • During the effect if you place your crosshair over any friendly character it will indicate how strong they are.

### Soul Trap
  • Soul trap is a bit tedious to use. So to help reduce the tedium every time you cast soul trap on an enemy it will recharge the current weapon by 1%.
  • When the enemy dies under the effect whether you have a soul gem or not it will recharge your current weapon by 5%. 
  • Soul trap when first cast on an enemy will feedback the level of the soul under your crosshair.

### Dispel
To allow mysticism to be used more offensively, dispel will damage summons you hit if you cannot hit the caster or your dispel effect is not strong enough.
Note this will affect friendly summons too so don't cast dispel too much on them.

### Siphon Pain / Absorb Damage (Can be disabled)
New Siphon Pain spell similar to spell absorption effects has a chance to absorb damage and refill your magicka.

### Extrication / Emergency Teleport  (Can be disabled)
 Teleport spells used to be big in morrowind but became less useful with fast travel.
  • Now the new Extrication spell allows you to teleport to your last known safe outdoor location.
  • This allows you to quickly return to the entrance of dungeons or to escape from a combat encounter outdoors or indoors. 
  • The spell takes a number of seconds to cast and will leave you vulnerable during the effect.
  • Some locations this will be unable to be used like jail, the arena or magical quest areas.

### Mystic Hands / Punches cast spells (Can be disabled)
  • Mystic Hands allows hand to hand attacks to cast your touch and target spells if you have the magicka instead of being a separate action.
  • As you cannot enchant your hands this is the closest to providing a similar effect.
  • This spell also helps roleplay as a mystic or gives you an excuse to become an expert in hand to hand combat. 

## Destruction

### Elemental Effects

Elemental spells have new graphical effects when you hit containers and dead bodies, and now also have unique effects on enemies.
  • Fire spells can cause a very small additional burning damage. 
  • Frost spells cause a small additional fatigue drain. 
  • Shock spells cause a small additional magicka drain.
  • At journeyman destruction skill 
  • Low health enemies hit with fire will run away in terror.
  • Low health enemies hit with frost are frozen for a few seconds.
  • Low health enemies hit with shock will cause them to be blasted into the air.
  • Beware these effects can affect you too. 

### Spell Levelling
Wizards Fury and Finger of the mountain spells are quest rewards given to you based on your level which makes them feel worthless at higher levels.
Now these spells evolve in strength when cast if you are a high enough level and have enough magicka and skill to cast the next level of the spell.
This effect is seemless apart from the increased magicka cost.

### Poison Effects (Can be disabled)
Poison Damage! These are AOE spells that do random amounts of damage per second up to the magnitude.
  • These spells cost more than elemental spells but enemies generally have less resist poison effects (notable exceptions are Undead, Redguards and Argonians).
  • Poison is curable by cure poison spells, and are immune to magic reflect and spell absorption.
  • Touch spells will poison the area with no target directly needed.
  • Poison is available for spell making but custom spells will not have the "ignore magic reflect/spell absorb" properties due to mixing them with real spells.
  • At journeyman skill low health enemies will end up collapsing from poisoning.
  • Poison spells may be equipped by your enemies as well.
  • These spells can be bought from magic vendors or found by magic spell tomes in loot.

## Alteration

### Spell Improvements

  • Burden spells in addition to adding additional weight now do what they are supposed to by having a chance to crush enemies and you to the ground for a short amount of time. The initial cast has a higher chance than subsequent casts of the spell.
  • Feather spells now protect against fall damage and can make you jump slightly higher.
  • Burden and feather spells cancel out these effects of each other.
  • Elemental shields now cause small amounts of damage to enemies that attack you with melee weapons. 
  • Water breathing spells now cause you to swim faster during the effect.

### Levitation (Can be disabled)
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. This alteration spell allows you to take the battle to the skies and fire at enemies down below.
  • This is a master level spell and not available for spell making due to its rarity (and potentially game breaking)
  • Now has collision detection so will correctly work when inside and not make you float outside the game areas.
  • If you don't move at all you will gently float up and down. 
  • Look up/down while moving to rise upwards and down faster.
  • Enemies will freak out when you are levitating and cannot reach you making it difficult to snipe enemies off.
  • Levitation can only be bought from the most skilled magic vendor or found by magic spell tomes in loot.

### Longer Lasting Spells (configurable)
At journeyman skill the duration of alteration spells will be doubled (configurable) so that you don't have to constantly recast during battle.
(This only occurs after spell is equipped)

## Illusion

### Higher level magnitudes

At journeyman skill level-based spells will go up to level 35 rather than 25 so they are more useful at higher levels.
After which you need 100% magic effectiveness for the level 35 spell to affect the higher level enemies as normal.
(This only occurs after spell is equipped)

### Chameleon God Mode Fix
Chameleon (if you haven't disabled the refraction effect via other mods) will no longer get increasingly harder to see your own body.
  • Regardless Chameleon is pretty broken at 100% effect as no one will interact with you in combat so the effect is now capped at 99% to disable god mode.
  • As an alternative if you suddenly crouch and do not move enemies will completely lose you (similar to 100%) and will eventually end combat.
  • Note this only lasts for about 30 seconds after which enemies could stumble upon you again. 
  • If you move or do a stealth attack this effect will be lost.
  • After effect has expired there is a number of seconds cooldown before you can use the same tactic again.

### Night Eye
When outside during the day or using a torch or light spell, the night eyes shader effects will automatically turn off so you no longer have to worry about unequipping the effect in the bright sunlight.
Night eye now makes it easier to find items compared to previously and will illuminate non-harvested flora, alchemy ingredients, magical items and non-empty containers/corpses.
Items with magical properties can be detected through walls, while non magical items or empty soul gems will only be highlighted so they are easier to spot.

### Longer lasting spells (configurable)
At journeyman skill the duration of illusion spells will be doubled so that you don't have to constantly recast during battle.
(This only occurs after spell is equipped)

## Restoration

### Fortify Fixes
  • Fortify attribute spells have had the bug fixed which could mean your health, magicka and stamina would end up less than 0 when they ended.
  • Fortify health, magicka and fatigue spells are no longer delayed suicide spells. They act as a shield preventing damage to your original stats.
e.g Vanilla: 100hp, fortify health 50hp, take 50hp damage, on spell end you were left with 50hp.
SM: 100hp, fortify health 50hp, take 50hp damage, on spell end you are left with 100hp.

### Absorb Magicka Improvement
Absorb magicka has been enhanced so that its a bit more useful such that it leaves magicka of the enemy npc unable to regenerate for the duration of the spell and a few seconds afterwards.
Useful as an alternative silence so that a mage uses up all there magicka (or you absorb it all) and then is unable to cast any more spells.

## Customizations

The new effects and spells enabled by default as are considered to be balanced but can be disabled in the .ini (or via LINK) if you want strict vanilla gameplay.

You can disable the new spells poison and levitation and new summons independently to the addition of other new spells.

## Optional Settings
All these settings are off by default as they are game breaking/unbalanced but can be enabled via the .ini (or via LINK) you place in your "Data" folder.
Compared to older versions the settings available have been greatly streamlined.

You can use the ini file as a way to change any official oblivion game setting if you so choose to.

### Turn Undead Restoration School
Do you find it weird that turn undead spells are sold by priests but come under the conjuration school? In the ini you can configure turn undead spells to come under the restoration school. As they now damage the undead this may be useful when roleplaying as a cleric or paladin.

### Absorb Mysticism School
Mysticism has very little offensive spells making levelling it difficult so there is an option to configure the absorb spells to come under the school of mysticism as it was in morrowind.

### Wild Spells
Some spells are just too crazy or gamebreaking or not lore friendly. You can choose to enable these wild spells allowing you to buy the following in shops.
  • Spell Weave (Mysticism) that allows you to create spells outside the university
  • Spell Forge (Mysticism) that allows you to enchant items outside the university
  • Mystics now have the ability to defeat other mages easily with the Spellfire spells. These damage enemies whenever they cast a spell equal to the cost of the spell.
Entire guilds of mages can wipe themselves out with ease. There is a single target spell and a very powerful area effect spell.
  • Rapid Fire (Mysticism) allow you to spew up to 10 additional casts of the spell you have just cast as long as you have the magicka. The spells are much cheaper with this effect active. This only works for target and touch effects.

### Touch of Fate (Essential Killer)
Touch of Fate option gives you a lesser power that can temporarily strip an npc of his essential status allowing them to be killed. This can break quests if you abuse this power.

### Mark/Recall (Teleport)
There is a setting that will enable the morrowind mark and recall spells from shops. It includes the same few seconds delay as extrication before recall will teleport you.
  • Note your mark will be maintained until you cross to the shivering isles or back or you go to jail, at which point you will need to cast a new mark.
  • Your mark will leave a small flickering flame to help visibly remind you where you placed it.
  • Enabling these spells are most useful when you have mods to disable fast travel. 
  • And if you have a major skill in mysticism you will start with these spells from the get go. 
  • Be careful as the spells are powerful but can break your game if you recall into a place where there is no way to get out.

### Magic Damage Boost
If you really find damage spells to still be too weak, use the magic damage setting to increase the power of spells.
  • Be careful as enemy spells will also be more dangerous to you.
  • Or alternatively you can weaken spells or even make everyone immune to spells.
  • Note: god mode can prevent the magic damage effect being applied to your character when modifying setting in game with LINK. To fix undo god mode and change the value again.

### Raised Enchanting/Spellmaking Limits (Not Ini Setting)
You can choose to install this additional folder within the mod which will raise the limits of spells and enchantments you can make.

## Install

The mod is in wrye bashes BAIN format.
Copy the files within the 00 Core to the Data folder.
You can optionally install the "Raised Enchanting and Spellmaking" which allows higher enchanting and spell making limits.

### Prerequisites
  • xOBSE

### Upgrade
v1.0 is not upgradeable from old version of supreme magicka, its better to use on new games, but if you must try the following:
  • Uninstall old versions of supreme magicka.
  • Load and save the game without supreme magicka active.
  • Then load supreme magicka.

## Compatibility

  • Includes latest Unofficial Patch fixes but the mod is always recommended.
  • Note the 2021 version is a major upgrade and alot of compatibility patches from other mods may not work, or more accurately may no longer be needed.
But the legacy 0.90b version will still be available for download for those cases.

  • In built support for LINK to modify ini settings in game. You must copy the .cfg file into your data folder for LINK to detect it.

  • The only hard coded changes are to magic effects for the in built icons so other mods can safely load after supreme magicka to override magic effects.

Do not use the non-OBSE version as that is too old and not compatible.

  • If you use harvest flora the detection effect for flora will be a little bit better than without the mod.

  • Teleport spells will correctly detect COBL and use that to detect areas you are not allowed to teleport from.

  • ### Spell Prefixes
There are two other mods available if you want spells to be sorted or ordered.
  • Spell Renamer - A real-time method of calculating the prefix's for your spells
  • Wyre Bash - Really a modding tool but you can add a prefix to your spells using its bashed patch feature.  

  • Very old mods may have issues with levitation or poison effects enabled which will cause green or purple clouds to be cast everywhere. 
Either stop using those mods or disable levitation and poison effects with the ini.  

Tested Mod List
00  Oblivion.esm
01  GOSH.esp
02  GOSH Region Ambiance.esp
03  Unofficial Oblivion Patch.esp  [Version 3.5.6b]
04  Knights.esp
05  DLCBattlehornCastle.esp
06  DLCMehrunesRazor.esp
07  DLCSpellTomes.esp
08  DLCShiveringIsles.esp
09  DLCHorseArmor.esp
0A  DLCFrostcrag.esp
0B  DLCOrrery.esp
0C  DLCVileLair.esp
0D  DLCThievesDen.esp
0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
0F  Oblivion Citadel Door Fix.esp
10  DLCOrrery - Unofficial Patch.esp  [Version 1.0.7]
11  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.12]
12  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
13  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.7]
14  DLCVileLair - Unofficial Patch.esp  [Version 1.0.11]
15  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
16  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
17  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.9]
18  Knights - Unofficial Patch.esp  [Version 1.1.8]
19  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.10]
1A  Unofficial Shivering Isles Patch.esp  [Version 1.5.9a]
1B  Oblivion_Character_Overhaul.esp  [Version 2.0]
1C  OCO DLC Faces.esp
1D  Enemy Weapons dont drop.esp
1E  Bashed Patch, 0.esp
1F  Harvest [Flora].esp  [Version 3.0.0]
20  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
21  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
22  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
23  Harvest[Containers].esp
24  DropLitTorchOBSE.esp  [Version 2.4]
25  AllLeveledLists.esp
26  AttributeProgressionRedesign.esp
27  Creature Spawn Chance Fix.esp
28  P1DkeyChain.esp  [Version 5.00]
29  Knights Infamy.esp
2A  Mercantile Fix.esp
2B  Pickpocket Sleeping NPC.esp
2C  Practical Training.esp
2D  Retroactive Health.esp
2E  Unique Scroll Greater Powers.esp
2F  SM Combat Hide.esp  [Version 1.2]
30  No More Wild Goose Chases.esp  [Version 1.0]
31  DLCThievesDen - BarterForUpgrd.esp  [Version 1.0]
32  Leveled List Fixes.esp
33  Diverse Effect Icons OBSE.esp
34  LINK.esp  [Version 1.4]
35  BetterSaves.esp
36  Map Marker Overhaul.esp  [Version 3.9.3]
37  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]
38  SM Plugin Refurbish Lite.esp
39  SM Plugin Refurbish Lite OBSE.esp
3A  SM Plugin Refurbish Lite Knights Infamy.esp
3B  SupremeMagickaLite.esp

*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).