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This page was last updated on 14 March 2023, 5:09PM
- Changelogs
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Version 1.15c
- - Readded missing feature where your bound armor will be light or heavy based on your highest armor skill.
- - Fixed a case where a "magical token" message could appear for disintegrate spells cast on the player.
- - Fixed an issue where circle spells would affect the player if cast with the mystic hands spell.
- - Included fix by Firegar for detect life shaders not working in high fps systems, all shader particle lifetimes reduced to 0.5 from 1.
- - Fixed an issue where non-empty containers were still being incorrectly highlighted by night eye.
- - Nighteye starts its effect 1 hour earlier at dusk as various circumstances can make it dark already.
- - Paralyze now gets 1/10th the amount of attribute bonus compared to other spells for balance reasons.
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Version 1.15b
- - Attribute bonus no longer applies to any scripted spell effects as cannot tell if other mod effects are good or bad.
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Version 1.15
- - 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.
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Version 1.14
- - 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.
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Version 1.13
- - 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.
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Version 1.12
- - 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.
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Version 1.11.1
- - 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.
- - (1.11.1) Fixed a compatibility issue with SMO Essential Player that would cause you to still die if killed by supreme magicka effects.
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Version 1.10.1
- (1.10.1) - Fixed an issue where custom made spells would persist duration/lvl buffs indefinitely when you reloaded your game.
- - Willpower now provides a boost to players projectile speed (configurable)
- - Personality now provides a boost to the level illusion spells can affect (configurable)
- - Fixed an issue where feather jump bonus was doubling up when loading games without restarting.
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Version 1.9.3
- (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.
- - 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.
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Version 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.
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Version 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.
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Version 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.
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Version 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.
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Version 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 levelled and will summon stronger familiars. At highest level it will summon a flaming familiar.
- - Summon Wraith spell is now levelled 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 levelling 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.
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Version 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 neighbouring 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.
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Version 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.
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Version 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.
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Version 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.
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Version 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.
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Version 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
- 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.
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- Author's activity
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March 2023
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14 Mar 2023, 5:09PM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.15c]'
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14 Mar 2023, 5:08PM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.15c'
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14 Mar 2023, 5:08PM | Action by: SMUnlimited
Attribute change
'Description changed.
Mod version changed to 1.15c.'
March 2022
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15 Mar 2022, 6:45PM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.15b'
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15 Mar 2022, 6:44PM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.15b]'
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15 Mar 2022, 6:44PM | Action by: SMUnlimited
Attribute change
'Mod version changed to 1.15b.'
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09 Mar 2022, 5:03PM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.15]'
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09 Mar 2022, 5:02PM | Action by: SMUnlimited
Readme file added
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09 Mar 2022, 5:02PM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.15'
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09 Mar 2022, 5:01PM | Action by: SMUnlimited
Attribute change
'Mod version changed to 1.15.'
November 2021
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26 Nov 2021, 7:30AM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.14]'
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26 Nov 2021, 7:29AM | Action by: SMUnlimited
Permission change
'Author changed their file credits.'
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26 Nov 2021, 7:29AM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.14'
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26 Nov 2021, 7:28AM | Action by: SMUnlimited
Attribute change
'Description changed.
Mod version changed to 1.14.'
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12 Nov 2021, 8:09PM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.13]'
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12 Nov 2021, 8:08PM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.13'
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12 Nov 2021, 8:08PM | Action by: SMUnlimited
Attribute change
'Description changed.
Mod version changed to 1.13.'
October 2021
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31 Oct 2021, 3:16PM | Action by: SMUnlimited
File added
'Supreme Magicka [version 1.12]'
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31 Oct 2021, 3:16PM | Action by: SMUnlimited
Attribute change
'Description changed.'
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31 Oct 2021, 3:15PM | Action by: SMUnlimited
Changelog added
'Change log added for version 1.12'
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- Mod page activity
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May 2025
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15 May 2025, 4:04PM | Action by: dunderdanne
Untracked
'Supreme Magicka Update'
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13 May 2025, 1:08PM | Action by: tinyvent
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'Supreme Magicka Update'
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12 May 2025, 7:16PM | Action by: kvaegvej
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'Supreme Magicka Update'
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11 May 2025, 1:59PM | Action by: movi
Endorsed
'Supreme Magicka Update'
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11 May 2025, 6:05AM | Action by: NicolaRedmond
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08 May 2025, 7:08PM | Action by: ch33rfulf0x
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08 May 2025, 4:04AM | Action by: wefalltomorrow
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07 May 2025, 2:49PM | Action by: Trapjao
Tracked
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06 May 2025, 6:22PM | Action by: loverogue
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'Supreme Magicka Update'
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05 May 2025, 4:27PM | Action by: PanPomidor
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05 May 2025, 4:11PM | Action by: rencux
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04 May 2025, 10:11PM | Action by: Igrofeel
Tracked
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04 May 2025, 7:14PM | Action by: emperorrojo
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'Supreme Magicka Update'
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04 May 2025, 12:18PM | Action by: OrzhovEnforcer
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04 May 2025, 7:01AM | Action by: Crampu
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03 May 2025, 4:09AM | Action by: qudwns007
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02 May 2025, 9:49PM | Action by: ocelot9000
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'Supreme Magicka Update'
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02 May 2025, 4:21PM | Action by: Mitth90
Endorsed
'Supreme Magicka Update'
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01 May 2025, 6:48AM | Action by: Paspartan1
Tracked
'Supreme Magicka Update'
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01 May 2025, 6:47AM | Action by: Paspartan1
Untracked
'Supreme Magicka Update'
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