Skyrim Special Edition

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RegorSmash

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RegorSmash

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About this mod

This mod changes all vanilla "Fortify " enchantments to boost the magnitude or duration of the spells in that skill rather than reduce their cost.

Requirements
Permissions and credits
IMPORTANT:
Before installing this mod, make sure you are not wearing anything with any of the modified enchantments!
Skyrim only checks enchantments when items are equipped or unequipped so it will never remove any previous cost enchantments while also removing your new magnitude enchantments from your 100% baseline without adding anything first if the items are unequipped. The net result will be that your spells will permanently cost X% less (where X is the total effect of your enchantments) but will also permanently be X% less powerful. If you choose to uninstall this mod for any reason the same will apply in reverse if you have any of the modified enchantments on upon uninstillation, so make sure you are not wearing any then either.

This mod changes all the vanilla “Fortify [Magic Skill]” enchantments to increase the magnitude of destruction, illusion, and restoration spells and the duration of alteration and conjuration spells, instead of reducing the cost of those spells. It basically changes the enchantments to match their respective alchemy effects. This was done both to encourage mages to actually focus on their magicka, rather than just enchanting costs away, and to provide a needed power boost to spells. The strength of these enchantments has been made the same as the strength of the enchantments that increase weapon damage, i.e. “Fortify Archery”.
It also adjusts all “Fortify [Magic Skill] & Magicka Regen” enchantments so that not only do they boost magnitude or duration (although at a slightly lower strength), but the magicka regen will scale with the player’s enchantment skill on player made enchantments, which didn’t happen in vanilla. Due to the weirdness of Creation Kit it has to display magicka regen % for the scaling player enchantments as “2 x [skill fortification]%”, so it would display as “Destruction spells are 20% stronger and magicka regenerates 2 x 20% faster” instead of “Destruction spells are 20% stronger and magicka regenerates 40% faster” which is the actual effect.

Enchantments that this mod changes:
  • Fortify Alteration
  • Fortify Alteration & Magicka Regen
  • Fortify Destruction
  • Fortify Destruction & Magicka Regen
  • Fortify Conjuration
  • Fortify Conjuration & Magicka Regen
  • Fortify Illusion
  • Fortify Illusion & Magicka Regen
  • Fortify Restoration
  • Fortify Restoration & Magicka Regen

The cost reduction enchantments on some of the unique armor and jewelry pieces have also been modified to keep them as cost reductions to still allow some avenue of spell cost reduction:
  • Archmage Robes (15% cost reduction to all spells)
  • Diadem of the Savant (5% cost reduction to all spells)
  • Nahkriin  (20% cost reduction to destruction and restoration spells)
  • Vokun (20% cost reduction to alteration, conjuration, and illusion spells)
Saarthal Amulet has been left unedited, but does still reduce spell cost as it uses a unique enchantment.

Bugs:

I don’t know of any issues or bugs in this mod yet but if you find a bug or other issue with the enchantments please post them in the Bugs section.

Installation:

Either use a mod manager or manually put the esp file into your Skyrim SE data folder.
As stated above please make sure you are not wearing any of the vanilla enchantments that this mod modifies when you install it or when you uninstall it.

Compatibility:

This mod edits the enchantments and magic effects for all enchantments listed above as well as the enchantments for Nightingale Hood, Shrouded Robes, and Nightweaver’s Band and will most likely conflict with other mods that also modify these enchantments or effects. Be mindful when installing other mods that use the vanilla “Fortify [Magic Skill]” enchantments that the enchantments will still be changed by this mod.
If there are any mods with known conflicts I will try to keep a list here and if you find a mod with conflicts please let me know in either the Posts or Bugs section.

Artificer edits some of the same item enchantments that this mod does so the latest mod of the two in load order will take effect. Loading this mod before Artificer will change most of it's spell cost effects to the magnitude effects (changes everything in the cost reduction list above, probably similar conflicts on more items). Possible Artificer patch coming soon.