Removes the charge time on most of the vanilla spells to make them instant fire. Includes patches for other mods that add spells.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Translations
No translation available on the Nexus
Changelogs
Version 7
Adds a patch for Shadow Spell Package. Removes the patch for Advanced Thu'um Magic (my other mod) it has the patch on its mod page.
Version 6
Adds a patch for Colorful Magic. Updated patch for Elemental Destruction Magic.
Version 5
Added patch for Advanced Thu'um Magic.
Version 4
Added patch for Tomebound.
Version 3
Adds a new patch for Apocalypse - Magic of Skyrim. It changes the spells to have 0 charge time.
I didn't change the following spells because it was too op or I thought it could cause problems: Ocato's Recital, Spell Twine, Knowledge is Power, Tumble Magnet, Conjure Dremora Mentor, Inferno, Compelling Whispers, Enslave the Weak, Mind Control, Vanish, Blood Boil, Nature's Balance and all the master spells.
Version 2
New FOMOD installer and two patches for Elemental Destruction Magic and Stendarr's Light - Cleric Gear and Equipment
The zephyr wind spell added by Elemental Destruction Magic caused ctd when its charge time was 0 so I didn't include it in the update.
Version 1
Most of the spells had their charge time changed to 0.
Description
This is a simple mod with no scripts. All I did was make the charge time 0 for almost all the vanilla spells so they instant fire. There are also patches for other spell mods (see patch section below). Now you can click to fire instead of hold for 0.5 seconds or longer.
I made this mod because I was annoyed with charge time, it just makes magic combat feel slow. This is gonna make your combat feel faster and more exciting. You may want to raise your difficulty because your gonna be killing enemies fast, although you will have to be careful with your magicka, if you quickfire carelessly you may miss a lot and deplete it. Spell casting enemies are able to quickfire, they will be more difficult. If your melee only with this mod magic enemies will be very difficult to kill.
No longer will you slowly cast spells while getting pummeled by a group of enemies, you will counter instantly releasing a barrage of spells annihilating them. This is my second mod and I'm still learning all the mod tools. Please comment if you have any questions, problems, or suggestions. Hope you enjoy the mod.
Patches
I have patches for the following mods to change their spells to 0 charge time.