Skyrim Special Edition
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Migck - Skepmanmods

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miguick

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Changes the spell absorb effects to work as their description states they supposedly do, instead of completely negating incoming spells and adding their full magicka cost to your pool when it happens.

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Spell Absorption as Described


Requires SKSE!


The various variants of Spell Absorption in the game work by raising the "AbsorbChance" actor value, and the way this works vs. what these effects describe is quite at odds.
Take the Atronach perk from the Alteration tree: "Absorb 30% of the magicka of any spells that hit you." I don't know you, but to me this should mean 30% of the spell's magicka cost gets transferred to your magicka pool, restoring it if possible, but the spell still gets through as usual. Ok, maybe a reduction in the effects' power would be nice, but unfortunately I don't think that's possible to script (oops, spoilers!). Besides, that's the job of the resistance effects.

But this actor value works pretty much the same as it did back in Oblivion and even Morrowind. The magnitude of "AbsorbChance" you have is the percentage chance that an incoming spell will be completely negated, and its full magicka cost transferred to your magicka pool. It's like Resist Magic on steroids, acting like a kinda freakish power from high level D&D spellcasters. Diseases, dragon shouts, anything can be swept up by it.

This mod redirects the spell absorb magic effects to use an scripted implementation that matches a bit more closely their description. When struck by hostile spells while having spell absorption effects active, your magicka pool will be replenished by the corresponding percentage of the spell's magicka cost. That is to say:

Magicka Restored on spell hit == all your spell absorption effects' magnitudes * the calculated magicka cost of the spell / 100

Presumably this will be diminished when the spell is cast by high skill spellcasters, as the magicka costs go down with their skill and perks. Spell effects will still get through and damage you normally, so this is a big nerf to the effect but I would think it's just less misleading now. I also reworked a bit the effect description from Miraak's clothes enchantments.

Due to scripting limitations (or maybe my ignorance), the flag for "No Absorb/Reflect" on spells will not do anything now when encountering these absorb effects, but the main use of that flag would be to ensure the effect always gets through so it's not much of an issue. From Skepmanmods' advice, spell absorption will not work while a ward is up, since it's not reliable to try detecting whether spell hits incur in damage then, and the Ward Absorb perk is supposed to take over there.

Also I've just patched the few effects from the vanilla game, so it won't affect new spell absorption effects like those from the Curios ingredients from the CC. Well, the script can just be pasted over in a pinch if you're interested.

To be exact, here's what is patched by this mod:
  • The Atronach Alteration perk.
  • The Atronach Standing Stone ability.
  • Miraak's Robes, Gauntlets and Boots effects.
... yeah, not much I guess, huh?
A patch is included for Tomebound's Spellsip and Spelldrink effects. Thanks Elizinator!
If you know of more instances of spell absorption (that is, magic effects raising the "AbsorbChance" actor value), tell me in the comments and I may get around to patching them to my system.

I have, however, opted to leave the effect from the Bretons' Dragonskin power working as default, using AbsorbChance. It's a greater power usable for only 1 minute once a day, so I think them being able to completely negate spells in that short window is a nice buff.


If you've read all of this and yet passionately disagree with this change, I commend you for your... something, I dunno.