Oblivion

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Created by

Furious George

Uploaded by

kawligia

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About this mod

Lets you toggle some spells on and off. They will cost magick per second.

Permissions and credits
From the ReadMe:

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About the mod
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The Mighty Magick mod was originally created by Damar Stiehl. I loved the idea of the toggled spells but wanted to keep the overall balance of OOO. So I removed everything except what was necessary to make the toggling function work and balanced those spells with OOO.

Most of this is not my original creation, but Damar Stiehl's. I have made plenty of changes to his work but created little of my own.

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What it does
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All summon and bound armor/weapon spells are now toggleable as well as many higher level spells from other schools. Spells that can be toggled will have "(M)" at the end of their names. Once you have that spell, some merchants will have books for sale that you can read. Read those books, and any spells you have in your inventory will be turned into the toggled version. THe untoggled spells will be available for purchase from NPCs but there is no need to repurchase them if you want the non-toggled spell back. The last book (Book VII) will revert ALL toggled spells back to their original form. Phintias in the First Edition and Caladil in the Mystic Emporium have copies available.

A toggled spell will cost about 1/4 of what the normal version would cost for the non-toggleable spell and it will cost a small amount of magicka each second it is active. You can deactivate it by casting the spell again, or it will cancel itself if you run out of magicka or fatigue. How much magicka it drains per second is determined by the mastery level required for the spell. 2 for journeyman, 3 for expert, 4 and maybe 5 for master. Some spells that are more or less convenience spells (like light and night eye for example) may cost less than other toggled spells of that mastery level.

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Other changes
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You do not have to cast bound armor spells individually. There are now only 2. Bound Armor (Core) which is a journeyman spell and gives you a bound cuirass and a bound shield. Bound Armor (Full) gives you a full set of Daedric armor. This is considered light armor and is enchanted with decent, but not overpowering enchantments.

The bound axe has been changed to bound warhammer. There was a 1h blade and a 2h blade, so it only made sense to me to have a 1h blunt and a 2h blunt weapon to choose from. NOTE: You will not be able to deactivate the bound weapons by toggling them...you have to sheath them to cancel the spell. It was either that or give it the script effect icon which was already on the armor.

There are a couple new spells added but not many. One will restore ALL attributes and heal diseases just like a chapel alter, but its master level and very expensive.

Another is a mysticism spell that will allow you to recharge an enchanted weapon or stave. It's also a master spell and is very expensive. You cannot enchant new items with it.

This mod also adds a "Meditation" lesser power which will root you in place and cost you fatigue, but will greatly increase your magicka regeneration rate while it is active. It will cancel when you toggle it off or when you run out of fatigue. The level of the spell is determined by your willpower, intelligence, and average level of mastery of all magic schools. The higher the meditation level, the faster magicka will regenerate. Higher levels also grant a boost to magicka while active.

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See the ReadMe for more.

Enjoy!!!

-Furious