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# Supreme Magicka

## Description
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.

You can create your own circle spells by pressing X (default) during spell making and a message will appear. You can toggle this off by pressing the button again.
This only has an effect if you create a touch spell.

### 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.

### Sneaking and Magic (Configurable)
Casting magic is now noisy as intended and you will be slightly easier to detect from stealth while casting any spell.
Casting a heal spell while stealthed in the dark corner of a room may give yourself away now. You need to make sure you use all the tools (distance, darkness, chameleon, light boots) or be very skilled at sneak to offset this penalty.

If you do manage to cast a spell without notice at a target and that damages the enemy health you will do bonus damage.
Note this only applies to the initial impact damage (or first second). Additional damage over time will not be affected.

By default you do 1.5x damage at apprentice skill, and 0.5x damage at novice skill due to how difficult it is to stealthily cast spells and its not as precise as a dagger or arrow to hit a critical spot.

### 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.

### Attribute Bonuses (Configurable)
Your personality attribute provides a bonus to the level your illusion based spells can affect (+10 levels at 100). Only occurs once spell is equipped.

Your willpower attribute increases the speed all spell projectiles travel at (+50% at 100)

Your intelligence attribute increases the duration of your conjuration, illusion, mysticism and alteration spells (+40 seconds at 100). Only occurs once spell is equipped.

### Skill XP Progression (Configurable)
Casting spells of a lower skill mastery will now reduce the total amount of skill XP you gain.
This reduction is based on the current cost of the spell so a higher costing spell will have less penalty than a lower cost spell.
This new version of the mechanic is balanced much more to vanilla progression, and casting a spell of your current skill mastery will still give you the full XP gain regardless of its magicka cost.
This helps to balance skill progression such that you are rewarded for casting spells of the appropriate skill level but its still less efficient to spam the lowest level healing spell.

Additionally casting spells outside of combat will now add a small penalty to skill XP gain (25% by default). You can still level your magic skills outside of combat but it will be less efficient.

## Conjuration
### Summon Improvements
All summons now have a glow which distinguishes them from normal enemies (Can be disabled)
Summons will also sneak and run when the player does.

### Multi Summon
A master conjurer will now be able to summon 2 different summons 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 leveled 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.
Summon Spriggan is an expert skill summon who can summon her own bears to fight for you.
Shivering Isle levelled mid skill summons now available from the isles main vendor which includes Gnarls, Elytras, Skinned Hounds, Skalons, Baliwogs, Grummites.
Both mania and dementia versions have a chance to spawn.
Summon Skinned Hounds will also appear at tamriel conjuration vendors while Gnarl and Elytra spell tomes can be found randomly in tamriel.

### 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. Longer range spells move faster and further.
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 alight and stagger around for a few seconds.
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.

### Counter Effects
Fixed an issue such that AI respond to fire, frost, shock and poison effects and attempt to use healing effects to counter act them.

### Spell Leveling (can be disabled)
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 seamless apart from the increased magicka cost.

### Disintegrate Duration
Disintegrate armor and weapon spells with a duration will now work. The additional damage over time is much much smaller than the spells magnitude to not be overpowered.

### 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 (configurable)
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.

### Weapon/Armor protection
At master skill your basic shield magic effects will protect your weapons and armor from damage based on the strength of the shield.
At 100% effect your weapons and armor will take no damage.

### 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 (configurable)
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 traps, 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.

### 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.

### Wild Enchanter
Enabling this option will allow you to go crazy and create spells and enchantments for effects you are normally not allowed to use e.g a restore health enchantment, levitation and poison enchantments
You can also create touch open spells and and ranged absorb spells.

### 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.

### Custom Enchantment Boost
You can boost the number of charges for all custom enchantments using this option such that weapons last longer before needing a recharge.

### Spells AOE Boost
To make playing in third person easier, you can configure an AOE effect to all pre-made ranged and touch spells.
Additionally all touch spells will be given the ability to cast without a target.
Custom spells will not be affected, you need to make yours have the same if required.

### Game Settings
You can use the additional game settings ini file as a way to change any official oblivion game setting if you so choose to.
Some obvious options are included as examples but are initially disabled.

### 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 place the ini files in the "Ini" folder rather than the "Data" oblivion directory if you wish. But ini files in the Data directory will win and override ini location.

You can optionally install the "Raised Enchanting and Spellmaking" which allows higher enchanting and spell making limits.

### Prerequisites
xOBSE - While you can use a version lower than the minimum version requested, after the warning popup in game there is no guarantee it will work or be stable.

### 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.

If using alternate detect life shaders, they must load after supreme magicka and the detect life ini setting must be disabled.

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.

LINK support built it so you can modify ini settings in-game. You must copy the .cfg file into your data folder for LINK to detect it.

Supports SupreMe Overhaul

Diverse Effect Icons OBSE - For what I now consider to be better icons use this mod. Do not use the non-OBSE version as that is too old and not compatible.
The icons are also the only hard coded magical effect changes in the mod so most things can safely override now.

Harvest flora the night eye detection effect for flora will be visible through walls when using this mod, if you don't they will use the less useful shader which cannot be seen through walls.

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

Unique Scroll Greater Powers which turns the 4 unique scrolls that are single use into greater powers.

### 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. 

Gosh Sound Overhaul is recommended for impactful spell sounding effects

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.  

## Credits
* FlyFlightFlea The original creator of Supreme Magicka who brought many ideas to life
* The OBSE team (Stephen Abel and Ian Patterson) for being so dedicated to this game.
* Scruggs for his Divine Magicka scripts and for all he's done for the community.
* TheFlyingBuddha for allowing us to implement the Telekinesis ideas into the mod.
* Forsaken32 for his magic effect icons.
* Damar Stiehl for his Mighty Magick mod which was the inspiration for this mod.
* Bloodbob for his excellent Raised Spellmaking and Enchantment Limits.
* Comit for allowing us to use his sigil torch mesh from his Torch Compendium.
* xilverbulet and Rellek for helping with some nif problems.
* SaidenStorm whose Akatosh mod gave me the inspiration for the levitation spells.
* DragoonWraith for being the official mod lore checker.
* Marty81 and a few others for helping with CTD bugs.
* PJYelton for his Spell Compendium mod which had ideas for certain spells.
* Heaven's Door for organizing the spell documentation.
* tejon for releasing the first magicka based spell progression mod.
* TheWolfGirl (Setemkia Fallingtree) - huge thanks for finding the solution to the CTD issue.
* Najaknevrec for fixing some of the few bugged icons
* Deathless Aphrodite for his interesting new idea to mark/recall spells.
* Isatin and Haama for inclusion of ideas from Finders Keepers: http://www.tesnexus.com/downloads/file.php?id=14316
* Kyoma for continued aid and help finding/ fixing multiple issues
* Migck for initial COBL plugin, and OBSE tweaks and many bug reports and fixes
* Thanks to Citterman and Colin_Man for their "Telekinesis Damage" mod and allowing implementation of the functionality
* Opaj and his enchanting skill mod that gave some ideas for implementation of progressive enchanting

Thanks to all the people who have contributed ideas/reported bugs.

## Version History
### v1.15
- Fixed dreaded will o wisp crash caused when reflecting absorb magicka spells.
- Fixed various issues caused by reloading games without first exiting causing strange behaviors.
- Fixed various issues with custom spells and spell duration bonuses increasing or decreasing cost and mastery level of spell. Note this will not fix already broken custom spells.
- Fixed an issue where duration bonus from perks were not being correctly removed if you didn't have the perk.
### v1.14
- The mod apocalypse keeps happening in skyrim, how about another oblivion mod update.
- Disintegrate spell durations now have a small additional effect so its not useless.
- Wild enchanter mode will now enable more custom range types:
Your absorb spells can be created as target spells (but range limit will still be in place unless you configure the fAbsorbDistanceReachMult in the settings.ini)
Your open spells can be created as touch spells.
- Added missing/inconsistent counter effects to poison, fire, frost and shock effects so AI's can react appropriately.
- At master level of alteration the standard shield magic effects will now absorb damage to your weapons and armor. 100% will effectively prevent any damage to your weapons and armor.
- Attribute bonus feature expanded to cover intelligence attribute so as it increases it adds a small bonus duration to alteration, illusion, conjuration and mysticism spells.
- Fire effects no longer cause a flee effect as chasing them down was annoying. Instead the enemy will stagger around alight on fire.
### v1.13
- Its the skyrim anniversary so obviously you need a small oblivion mod update instead ;)
- Added lots of new leveled Summons to Earil in the Shivering Isles including Gnarls, Elytras, Skinned Hounds, Skalons, Baliwogs, Grummites and new spell tomes to tamriel.
- Both mania and dementia versions of the creatures have a chance to be summoned.
- Added Summon Spriggan to same vendor as summon wisp spell.
- Rebalanced Feather effects on jump height so they are only 1/4 as effective so you do not jump to unrealistic heights easily. Additionally is now a configurable setting.
### v1.12
- Reimplemented the option to set an AOE effect for all pre-made spells to make spells more useful in third person gameplay.
- Fixed game settings added to the ini not being applied when using LINK by moving them its own SupremeMagickaLiteGameSettings.ini file.
- Added bunch of example settings that are often modified by magic mods and previous versions of supreme magicka to the game setting ini file. You cannot modify these via LINK.
- Added optional configuration to disable the detect life shaders for compatibility with other detect life shader mods. These mods must load after supreme magicka.
- Fixed issue where mastery calculations of some spells did not take account of abilities e.g vampirism correctly.
- Another slight tweak to telekinesis blink effect so novice spells are not matching the distance and speed of higher level telekinesis spells.
- Optional support added for placing the ini files in the "Ini" folder.
### v1.11.1
- Fixed a compatibility issue with SMO Essential Player that would cause you to still die if killed by supreme magicka effects.
### 1.11
- Added configuration option to disable telekinesis blink effect.
- Buffed the low level telekinesis spell blink so they travel a bit further than almost no where.
- Fixed issue where projectiles would not fire in a straight line, but all projectiles have increased speed as your willpower increases.
### 1.10.1
- Fixed an issue where custom made spells would persist duration/lvl buffs indefinitely when you reloaded your game.
### 1.10
- Willpower now provides a boost to players projectile speed.
- Personality now provides a boost to the level illusion spells can affect.
- Fixed an issue where feather jump bonus was doubling up when loading games without restarting.
### 1.9.3
- Fixed an issue where spell duration perks did not apply correctly when restoring saved games.
### 1.9.2
- Fixed a crash that occurs when the arch mage immolates himself.
### 1.9.1
- Fixed a rare issue where summons could be raised (maybe other npcs/creatures too) and immediately die.
- Fixed an issue where sneak attack messages could appear when casting self spells.
- Fixed an issue where elemental shields on enemies did not affect the player.
- If you using an older version of xOBSE the message will now only show once allowing you to continue playing with that older version at your own risk.
### 1.9
- Minimum version of xOBSE required raised to 22.1
- Completely overhauled and re-introduced the magic skill progression mechanic. High cost spells don't raise xp above expected gains and low cost spells only affected if require a lower skill mastery level to cast. No longer a bonus to skill gain if you are in combat but penalty out of combat is kept and configurable.
- The slightly reduced brightness to the summon effect is now active, had not saved correctly.
- New configuration option to disable the summon effect.
- New configuration option to configure summon limit for the master perk.
- New optional setting to enable the spellmaking and enchanting options for most magic effects that are usually not available.
### 1.8
- Re-implemented magic sneak attacks but spells now give off noise in stealth mechanics which can make it difficult to pull off. This is configurable if you want it to be how it used to be.
- Slightly reduced brightness of summon graphical effect.
- Further stability tweaks.
### 1.7
- You can now create your own circle spells if you hold down key (default x) during spell creation.
- Fixed a possible source of crashes with mystic hands and other spells.
- Fixed issue where Mystic Hands and Rapidfire could cast spells above your skill level.
- Fixed issue with summon echo sometimes copying other spells or even enchantments.
- Fixed issue with feather effect completely overriding the jump game setting if another mod modifies it.
### 1.6
- Night eye now also has the ability to detect traps.
- Books with skill bonus are distinguished from normal books during night eye effect.
- Added optional setting to increase number of charges for newly enchanted items.
- Added configuration options for night eye and spell leveling as are the most likely features to conflict with other mods.
- Some minor bug fixes for intialisation and sheogoraths protection scripts.
### 1.5
- New summon effect that manipulates real magic effects to avoid all the issues with scripting summons and does not override existing used magic effects.
- Summon Will O Wisp reimplemented using new Summon effects that additionally lights up the surroundings.
- Summon Familiar spell is a low level spell but is leveled and will summon stronger familiars. At highest level it will summon a flaming familiar.
- Summon Wraith spell is now leveled and summons a Faded Wraith at lower levels and a Wraith at higher levels.
- Re-implemented multi summons via a new summon echo spell that will re-cast your last summon spell, useful for multi-summoning the same creature without having to create spell copies and much safer.
- Water breathing spell applies a speed boost during swimming.
- Mystic hands correctly triggers spell leveling of FOTM and wizards fury.
- Tweak to allow more spell visual effects to happen on the environment (containers and corpses).
- Shivering Isles manipulate weather can now be used in tamriel but only causes a single weather effect the oblivion thunderstorm which provides a fire shield.
- Sheogoraths protection spell now fixed to prevent it failing and now works in tamriel sending you back to sheogoraths shrine. Has no power in oblivion realms or magical worlds.
- Performance optimizations and stability improvements.
### 1.4
- xOBSE start check to ensure everything installed correctly.
- Fixed typo with absorb damage spell.
- Fixed some effects e.g detect life not applying to actors in a neighboring cell.
- Mark and recall optional setting, which is implemented as a very simple effect as in morrowind, but recommended for players who do not use fast travel.
- New mystic hands spell that allows hand to hand punches to cast touch and target spells so you don't have to.
- Reimplemented Rapidfire and is now a wild spell. Fixed a number of issues with its original effect. Additionally works on touch effects if in range as well as target effects.
- New touch of fate option that will provide a lesser power that will make essential npcs mortal.
### 1.3
- Fixed issue where you can use telekinesis and some other effects even when you are unable to cast the spell.
- Fixed vanilla bug with telekinesis scrolls to work correctly when cast on items.
- Reimplemented Dispel effects which will damage summons but not instant kill them unless a very powerful dispel.
- Reimplemented Extrication spell to teleport to a safe outdoor location after a few seconds.
- Reimplemented pre-made drain spells for targeted situations.
- Detect life level message will now only show for friendly targets as enemies have the shaders to indicate this information.
- Soul Trap will feedback the level of a soul currently under your crosshair when cast.
- New optional setting that will enable unbalanced/lore breaking spells including:
- Spell making and spell enchanting spells.
- Spellfire spells.
- Had to build my own kill script to protect against crashes as calling the simple vanilla command "kill" in rare but repeatable situations could crash the game.
### 1.2
- Further fixes to night eye effect not enabling correctly in some situations.
- Re-implemented optional setting to move absorb spells to mysticism.
- New mysticism spells for reflecting/absorbing/resisting damage.
- New spell that makes a repair hammer unable to be destroyed.
- Fixed a bug with night eye effect on flora if you do not use the harvest flora mod. Instead it will revert to an effect that cannot be seen through walls.
- Harvested flora will no longer be illuminated with night eye.
- Non magical items and empty soul gems will now be highlighted during night eye effects but will not be visible through walls.
- Night eye effect will also rescind if using a torch or affected by a light spell.
- FOTM and Wizards Fury Spell will now evolve in strength over time.
- Rindirs Staffs now sells unenchanted staffs which can additionally be enchanted by signil stones and calculates number of uses correctly.
- Absorb Magicka effects now add a stunted magicka effect.
### 1.1.1
- Added a number of premade spells both old and new to shops (configurable)
- Fixed crashes when starting a new game and on death (xOBSE bug)
- Fixed an issue where spells would generally fail to cast when night eye is running.
### 1.1
- Added LINK support so you can modify ini settings in game, name of ini file has had to change to support this.
- Smoother levitation lift off during initial cast of spell.
- Fixed an edge case where detect life detected friendly followers as enemies.
- Telekinesis assassins rush effect now correctly holds enemy in place during the effect.
*1.0 - 15 years later I have rebuilt supreme magicka from the ground up and taken great care to implement all the effects in a simpler, balanced, 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. See main description for more info
*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. 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 they now always apply, Fixed a bug where invisibility was being dispelled outside the arena and not in the fight, Fixed a bug where player couldn't be harmed when using light spells on himself as a vampire, Fixed a bug causing conflicts with lost spire boss, Fixed an issue that allowed teleport/escape spells to be used in certain places you shouldn't, Fixed master list for the SM_OOO plugin, Fixed a bug where divine intervention would send you to the position of a bruma guard instead of the chapel. File Updates: Main esp, SM_OOO.esp
*0.86a - Fixed a bug where summon greater powers could be cast more than once a day and removed a dirty script change. File Updates: Main esp
*0.86 - Various fixes from Soltaris to do with the SI and the OOO optional plugins, Fixed a bug where turning off SMSpellLeveling dosn't return your spell absorptions to there correct levels if you are the atronach, Added an initialisation message to the console, Fixed a bug with healing spells and undead with natural healing abilities, The entire summon system has been reworked so that no script effects need to be added, no longer do two summoning clouds appear, when summoning over the summon limit your old summon will be dispeled and not your new one, Added a new ini so that you can limit the AI to never be able to summon more than what you are currently able to, Invisibility spells no longer work in the imperial city arena, A new rock shield spell providing degrading protection with damage, Compatability fixes for new Spell Renamer and improvements to deadly reflex compatabily, OMOD script improvements to prevent certain plugins activating without the requirements enabled, Various readme improvements. File Updates: Most plugins and ini
*0.85a - Fixes some odd quirks with the bound bow (thanks gabba), Fix to fMagicDamage Setting not turning off correctly on player, Sneak magic attacks only occur with hostile spells, Small improvement to the OMOD script when installing the raised enchanting limits, Improvements to SM_DeadlyReflex fixing the script effect icon, fixing essential npcs having DR criticals, and a bug fix in my implementation that made powerful spells criticals occur over the DR percentage chance. File Updates: Main esp, SM_DeadlyReflex
*0.85 - Fixed crashes with npc elemental shields, Ensured starting spells of schools are all fair, Fixed bugs in elemental effects resistance, Enchanted weapons now no longer get set to a duration but still apply SM effects, Toned down the summon aura and provided extra config options in the ini, Forgot to increment version number in scripts so 0.83 spells were not being added to merchants correctlys, Added a new resist paralysis spell Blessed Mobility, OBSE sometimes returns activeeffect magnitudes as negative so added protection against this, New compatability plugin for deadly reflex 5.0 to support its magic critical effects on duration spells. File Updates: Main esp, SI, ini, VanillaSpells
*0.84 - Script effects are no longer applied to most spells so that enchanted items also now cause supreme magickas elemental or other effects. High level spider daedra or elytra have a chance to use supreme magickas poison damage effect. Added the missing summon aura to the flesh atronachs. Changing race or birthsign with SMSpellLevelling enabled will cause it to recalcuate correctly as well as fixed the atronach birthsign so that it now correctly levels (Active spell list does not make the change known to you though). New Spell Skill Progression mode that makes you get 150% more experience in combat for using spells but 75% of the experience if you are not in combat if you enable it. File Updates: Main esp, SI, Scrolls
*0.83 - Summons now have a visual aura around them to distinguish from normal creatures, Fixed a bug where dremora could not be dispelled, Kills caused by certain spells now correctly get recorded as kills be the player, Improved the repair armor spells and added some low level repair armor spells, Balance tweaks to absorb spells, Enemy npcs with detect life active will cause any invisibility or chameleon effects to be nullified, Added prevention for a crash from the will O wisp spell when exiting the arena, New optional esps for balancing scrolls and signil stones, New ini setting for progressive enchanting skill and setting for the minimum enchantment when using constant enchanting. Files Updates: Main esp, ini
*0.82b - Fixed near immortal player when jumping from high heights, Some small readme tweaks, Merged in the fixed MMM optional plugin fix. File Updates: Main esp, MMM
*0.82 - Frost spells now use unused sounds, Fixed the broken dispel system and the MMM optional plugin has been returned, A compatability fix with mods that support mounted spell casting to prevent crashes with the summons, Debug mode 3 now reverts summon system correctly to vanilla, Divine and daedric spells now work again in SI, Fixed telekinesis preventing doors from being used again and an issue where sometimes objects could not be picked up, Fixed bug with summon zombie using an offset level, Re-implemented fire pushing/staggering enemies. Added ini setting to set how much experience you get each second when using sustained summons. File Updates: Main esp, ini, MMM, SI, COBL
*0.81 - Added new ini setting that allows you to scale the damage of all magical spells if you would like magic to have a more powerful feel than the default. I've now disabled the graphic from elemental shields while in first person mode. Circle spell visual effects to containers. Fixed major issues with spell costs when using consistent or variable ini options. Fixed issue where resistance to elements was not taken into account for the elemental spell special effects. Fixed rounding issues with spellfire spells. Improved upgrade fix for the old FOTM or WF levelling. Implemented Fixed OBMM script for installing COBL plugin.
*0.80 - Updates for OBSE 15. Rebalanced many spells. Working magic sneak attack notifications. Elemental effects of fire and shock have been changed (see readme). Many new ini settings for modifing AI conjurer boon, healing spells and activating sustainable summons. Teleport spells will no longer work in the arena. Fixed enchantment costs with the enablerestoreenchanting plugin. Fixed spellfire shader issue and a potential crash issue. Fixed AreaAOE ini option setting spells to 0 cost. Spell recharge penalty duration has been reduced and a visual indicator in the active spell list tab has been added. Summon spells with other misc spells on self (usually in mods) are now applied to the player. Dispel now works on all custom summons even from mods. Some new checks to help ensure the player has set up the ini correctly. Added new SM_COBL plugin by migck that allows creation of levitation and poison potions. Fixed issue with the enchant staff plugin that prevented enchanting from being saved correctly on the staff. Fixed issue where ignoring certain settings in the ini would fail to work. Removed the missile shield spell in preparation for a Midas plugin. Bound Weapons and armour are now levelled such that at a low level of conjuration it has stats of steel weapons but at a high level of conjuration it uses the stats of daedric weapons. Added a repair armour spell. Enemy elemental shields now also behave as in morrowind if you have that setting enabled. The MMM compatibility plugin is no longer needed.
*0.79b- Fixed a bug with the resist paralysis and other base abilities. Will automatically fix for those who had the stat messed up in game.
*0.79a- Fixed variable bound weapon/armour ini settings to work. Also fixed the abuse to use consistent summons on 1 sec custom summons to up there duration as that was never intended.
*0.79 - Restore health spells now more accurately damage undead. Resist paralysis effect now takes effect under the hood so no more message spam about it. Also fixed bug where resist paralysis wasn't using the ini value. Added multiple ini options including magnitude of light damage on vampires and dispel strength on summons. Also includes a optional duration scaling system for summons/boundarmor/weapon where sets all summons to certain durations depending on your skill level in conjuration. Fixed bug with shock spells not damaging anyone when jumping. Fixed issue with recall spell not able to recall you back to your previous location when at sanctuary point. Fixed compatibility bugs with consistent summons and areaAOE. Bound weapons/armour now determine stats automatically no matter what item stats mod your using so the MOBS optional plugin is no longer needed. Fixed all non-elemental script effects to display the correct duration/area in multi effect spells. Light spells finally moved off legacy code and use the sun damage shader on vampires. Corrected magnitude of expert spellfire. Improved friendly ai response to rapidfire spells. All summons now ignore friendly hits in combat.
*0.78 - Wrapped up all the remaining conjuration crash flaws. Elemental shield graphic effects are greatly toned down to make it easier to see in first person combat and fixed some other related graphic bugs. Implemented optional racial and birthsign levelling so powers improve as you increase in level. Improved the questspelllevelling code to ensure safer uninstalls. Hopefully fixed bug with enchanting a staff from optional plugin losing its enchantment. Prevented issues of spell effects causing engine bugs on casting on npcs riding horses. Damage magicka spells now all stunt magicka on opponent at the same time. Better information from repair spell to know how powerful the repair is. Reduced delay for detect life to initialize and provided support to change from low brightness to high brightness. Fixed flaws with damage health/ poison spells and damage calculations. Some later summon spells now level up with player (including enemies) up to level 30-35. SM_EnableCharmChameleon optional plugin now also enables the drain health effect for spell making again. Added a resistance to paralysis based on your willpower that’s configurable in the ini. Some spell balancing to jump and detect life spells.
*0.77f - Fixed a critical save game corruption flaw on saving with summons out. Also fixed a bug with fire spells not applying effects correctly. (Thanks kyoma)
*0.77e - Fixed a general mod compatibility flaw although most notable within midas magic.    (thanks Galthromir1)
*0.77d - Fixed a major crash flaw with conjuration as well, Fixed the double summoning effect from non undead spells. The effect was noticeably reduced for undead spells but it still is there and unavoidable due to hardcoded design of the undead spells.
*0.77c - Fixed a logic flaw in telekinesis which would prevent it working correctly.
*0.77b - Fixed a flaw in the magicka progression script causing no magic skills to get experience, Feather definitely working this time, Removed a debug message.
*0.77 - Hundreds of scripting optimizations, bug fixes, potential crash fixes and OBSE 14 updates. Many new game settings are now customizable as well as the ability to have supreme magicka ignore changing those game settings if you know another mod will control it. Numerous other config options and improvements. Improved uninstall systems. Telekinesis will no longer mess up load doors and will have the correct range. A fundamental gameplay change in conjuration where if you’re at the summon limit you will not be able to summon a new one till one of those summons finish or die. Also the conjurers boons systems are now done naturally and the enemy npcs will be seen casting each of their summons in succession. The chameleon invisibility time out is now levelled based on your sneak skill. Recharge spells will now cause temporary health reduction for some time period which will stack if you use the spell too many times before you have recovered. Elemental Shields now works like morrowind damaging enemies nearby and resistance to that element. New absorb damage and swim spells from flyflightflea. And most importantly the readme is back in rtf format.
*0.76b - Fixed some minor issues with the quest spell levelling and a double scripting issue.
*0.76 - Added Quest Spell Levelling system where finger of the mountain and wizards fury spells will improve as you level up. Note your destruction skill will also limit these improvements so you can always cast these spells at your current skill. As always you can turn this feature off in the ini in required. Detect Attitude spell added to Ita Rienus and Athragar. Added some cheap apprentice resist element spells to some vendors. Added an optional plugin that enables enchanting of restoration and magicka effects (Not Recommended). A non gameplay change to allow shivering isles manipulate weather power to work in tamriel, with the exception that none of the bonuses you would normally get will work.
*0.75b - Added Ini options to turn off supreme magickas detect life system if using another detect life shader mod or enable detect life to always pick up undead. Also dulled down the standard detect life effect so npcs are not a purple glob and helps match the deadra and undead sets.
* 0.75 - Added OOO compatibility plugin that makes sure enchanted item prices match those of OOO. Detect life spells no longer detect undead/vampires unless you are a vampire and now colours daedra orange and undead/vampires a lightish blue. All enemy fire, shock and frost should now apply elemental effects onto the player correctly. Fixed a bug where you could summon an apprentice number of summons at novice skill. Consistent summons and AOE target spell ini options are now working correctly. Detect Ingredient and Detect magic item spells are now available at the arcane university and Agata. Shock spells over a duration will now see if there effects will be applied every second unlike frost and fire spells which only check the on the moment of hit.
*0.74b - Fixed a critical bug where no spells on self over 1 second long would work.
*0.74 - REQUIRES OBSE 13a. Finally all effects are fully individual from each fixing numerous issues with spells and totally supporting instant cast spells. This is a stepping stone to improve effects on the player. Fire, frost and shock elemental effects percentages are now based on the spells skill level so for example a master fire spell has a 20% stagger compared to a novice that only does 5% stagger (default values). Fixed many bugs with the conjuration system, The multiple summon spells can no longer be used to create an army of summons over the summon limits, they will instead summon less creatures and none if you already are at the summon limit meaning those particular spells are suited only to the start of a battle when you haven't summoned any summons, also enemies can now summon multiple summons just like you so be careful out there. Improved Shock Spell reliability in bouncing and also added a chance of the shock pushing or pulling the enemy. Updated magicka progression and hopefully fixes all problems while still providing automatic compatibility with mods that change skill rates. Stealth magic attacks have been re-implemented and don’t use the crashy area spell methods either. *0.73 - Readme and description fixes. Fixed compatibility issues with multiple summons and mods that change the perk skill limits. A calculation error fix to burden spells sometimes increasing the opponents speed instead of decreasing and burden spells now slow by 1 pt per 1.5 burden magnitude pts on enemy npcs. Corrected maximum slow limit of burden spells. Decreased chance of default frost effects from 40% to its correct 25% and increased chance of recovery from frozen paralysis to 33% from 20%.
*0.72 - Supreme magicka effects are now correctly applied to all spells including scrolls and spells from other mods which use those magic effects, Assassins rush is no longer a hostile spell, Mark and recall spells changed to sanctuary and displacement (thanks deathless aphrodite), added some additional detection to prevent custom healing spells being detected as hostile, Burden spells will now slow your opponent based on the spells magnitude (note if you are affected you are slowed based on the percentage of encumbrance you are using), Fixed issue of summon sometimes instantly dispelling on cast, Some other misc scripting optimizations.
*0.71 - Fixed all other known issues with summon will o wisp, New jump spells that make you do a onetime super jump, the original jump spells are now fortify jump spells for the school of restoration, More balancing to the telekinesis push effects to use mysticism and intelligence levels to determine push chance, lower level telekinesis spells have less chances of success to push the enemy, and fixed abuse with quick duration custom made telekinesis spell, rapidfire spells now slowly drain your magicka and no rapidbolt is fired if low on magicka, higher level rapidfire will drain magicka faster as it fires more bolts in a second, Added a master spell to alteration (missile shield) that protects you from fired missile projectiles (based on Midas magic spell) available from Orintur in Cheydinhal, Updated MMM compatibility plugin for 3.1 RC, Attempted to make pushed telekinesis targets continue to fall instead of popping back at their original position.
*0.70 - Fixed the missing icons for the cure disease, paralysis and poison spells, Fix the detect life spells as they are not consistent in there magnitudes and durations, For gameplay issues the casting projectile of telekinesis has been returned, The Telekinesis effects are now applied to custom telekinesis spells, Telekinesis will now simply have no effect on mounted npcs to avoid paralyzing them, Telekinesis no longer 100% pushes an actor, it has a chance based on the actors and players spell skills, this is configurable in the ini to always be able to push again, Removed "possible (not definite)" bloating with summon will o wisp spell, fixed issue where it would not always follow the player into a new cell, and attempted to reduce chance of allies entering combat with a will o the wisp, Included fix for the ini file not registering correctly and added troubleshooting global "set ResetIni to 1" to force the ini to re-initialize in game, Added optional plugin to use vanilla spell stats but with all supreme magicka features, You can now cast multiple summons of the same spell once again. I have preventing the player from being able to multiple summon the spells that summon multiple creatures at once as otherwise it's easy to abuse number of creatures you can go beyond, Greatly reduced the potency of earlier jump spells and also corrected the number of points boosted on the spell info. Rapidfire spells no longer continue firing when you are knocked down, Fixed issue where friendly spells were marked as hostile so using on an ally made them attack you, Fixed a bug with the magicka progression system and spells with multiple script effects, Summon Skeleton horde only summons the best 3 skeletons. The default conjuration summon limit in ini also reduced to 1,1,2,2,3.
* 0.69 - Fixed unexpensive enchanted items with water walking, water breathing and night eye enchantments, Due to changes and nerfs to chameleon i have enabled enchanting chameleon again by default, Many stat changes fixing inconsistency errors and some balancing problems, Levitation is a much more expensive spell as otherwise it's much too easy to abuse the spell at lower skill levels to complete certain tasks, Fixed the missing restore magicka from spellmaking menu for consistency reasons, Fixed another overlarge magic item affecting the drain attribute spells, Fixed a issue with current selected spells becoming a spell school higher and not able to cast it, Added new UninstallMode variable that when set to 1 should disable near everything of the mod as possible to aid not being able to remove it from your save.
* 0.68 - Fixed a spell progression system implementation bug messing up the levelling rates when using spells, Changed how chameleon works over 100%, you are affected as if you had casted an invisibility spell, so doing an action you can be detected only for 15 seconds but after that you will return invisible again automatically, Removed restoration as an enchantable spell as is overpowered even with just 2hp a second constant effect.
* 0.67 - Major spell effect re-write to finally be rid of the major CTD's, due to these major changes, magicka stealth attacks are currently not working and now requires OBSE version 12, Updated Magicka progression system to version 2.0, Fixed some overlarged and buggy spell icons, Spell Prefix's have been removed, Removed some bloating from conjuration scripts but we lose functionality to summon the same spell multiple times. We can still summon different spells multiple times. (Side effect of this change has fixed the two conjuration rings appearing), Some tweaks to spell stats, and default ini values as well as fixing some stat errors in the optional plugins and some fixes to bound items, Fixed some bugged percentages where it was more likely that you would push actor away then stagger them, Fixed the issue where shock attacks could end up being sent into the sky, Added SM_DLCSpellTome optional plugin that balances the official spell tome plugin spells, Added MOBS and MMM compatability plugins, Improved debugging tools available in the ini for those who experience any new problems or crashes, Included the fixed NoPoisonLevitationEffects plugin which fixes broken poison and levitation spells.
* 0.66 - Made it so only one Rapidfire can be active at a time, made shock circle effects work better indoors, added even more safeguards against CTD, fixed OMOD script
* 0.65 - Tweaks and fixes, implemented levelled bound armour enchantments, weakened spellfire, strengthened Restore Health, added recharge spells, made casting Restore Health on undead cause them to attack you, rebalanced enchantments yet again and added back in restore health and magicka to enchanting, made Daedric Intervention be added to you when you finish a Daedric quest, added a book to DB sanctuary quarters when you become Listener which teaches you Assassin's Rush, improved collision detection on Blink, added configuration file with loads of new features, cleaned up readme, added EnchantStaff, NoPoisonLevitationEffects, NoSpellLights, and UnlockSpells plugins, and really fixed the CTD bug
* 0.60 - Rebalanced enchantments even more, a lot of fixes and tweaks, made damage spells a little stronger, made shock circle effect look better, increased telekinesis ranges, Restore Health and Restore Magicka are no longer enchantable, balanced Drain Health spells, implemented recastable summons, removed Conjurer's Boon, added SI support, consistent summons for SI, consistent bound, and NoEnchWeapon plugins, lowered chances of fire spells knocking away an enemy, added cooler shaders for frozen enemies, added Blink, Swap, and Assassin's Rush, added Enchanting and Spellmaking spells, reduced CTD on save bug
* 0.54 - Fixed a bug with the undead damage removal plugin not working, added Rapidfire spells, fixed a bug with the startup quest not starting, added Spellfire line, rebalanced enchanting, made dispel damage summoned creatures instead of killing them instantly, added Jump spells, added Mark/Recall, added Divine Intervention and Daedric Intervention, added Extrication spell, included a list of all spells added by this mod and where to find them
* 0.53 - Moved Bound Torch to apprentice, added summon Will-o-the-Wisp for light, added levitation spells, added EnableCharmChameleon plugin, added Damage Health effects, made Damage Health heal undead
* 0.52 - Fixed cut off icon bug, added bound torch, upgraded for OBSE v10, added no Restore Health undead damage option, added repair spells, made spell projectiles even faster, made summons last longer, made fire and frost special effects also harm player, fixed a bug that made all npcs wear rings, made summon spells slightly longer, added Conjurer's Boon and added ability to dispel summoned creatures directly, added consistent summons plugin
* 0.51 - Rebalanced most spells, positive buffs now last longer, added AbsorbRestoration plugin, bundled Raised Enchantment Limits, balanced light spells on vampires even more, added magic sneak attacks, fixed a few bugs, added feather slowfall encumbrance limit, apparently fixed a crash bug on quicksaving
* 0.50 - Beta Release