Skyrim Special Edition
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Achloryn

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Achloryn

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Instant casting for most Destruction spells, as well as some restoration, conjuration, and alteration.

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I saw a mod on the Oldrim nexus a few days ago that was for instant casting Destruction spells - removing the half a second charging time for all of the projectile spells. I was inspired, so I upgraded it to run with SSE, and gave it a try. 

It was pretty interesting, but the localization is dated and my anti-virus program didn't care for the link that was included. So, my instant cast spells were showing up with a lot of non-english characters. But the idea stuck with me. I decided to expand on it a bit. So here's what I have covered in this mod:

Destruction - All projectile and cloak spells are now instant.
Conjuration - All bound weapon spells are now instant.
Alteration - All flesh spells are now instant.
Restoration - All of the Turn/Repel undead spells, as well as the Sun projectile spells added in Dawnguard, and Stendarr's Aura (because it's basically a cloak) are now instant.

I didn't include any illusion spells, or summon/raise spells, but I could maybe be convinced to add them in at a later time if there's any interest. I also didn't include the master level spells in this list. Those are meant to be top tier spells, and having them fire with no warm-up would just make them ridiculously overpowered.

The purpose of this mod was to make combat a bit faster and more fluid. At lower difficulty levels, this can seem pretty overpowered, but keep in mind, the enemies have instant cast spells too. They just don't usually have the AI to spam the spells in your direction. 

You can still hold a spell as a charge, so holding the button down will not just unleash a stream of fireballs at the enemy. And they can't be released as fast as you can click, there is a sort of internal cooldown that i'm not sure can be bypassed, but if you're 2-handing spells, you can unleash a stream of pain quickly if you've got the magicka to maintain it. 

I am willing to consider adding in some of the base spells, but compatibility patches will be pretty difficult, because there are SO many magic mods that I couldn't even begin to cover them all. If you have suggestions, let me know!

The original mod for Oldrim can be found here,  but I did not steal any assets, or use any of their content for this mod. They were merely the inspiration for what I did here, so credit for that goes to ContessaCaca.