Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

Turns magicka into a rage/ fury like mechanic (No Regeneration instead you Gain Magicka on Weapon Hits). Also, tries to improve the character progression of spell-sword style characters. Complete with a MCM to tweak and/ or disable many features.

Permissions and credits
It’s highly recommended to use this mod with a mod that makes your normal attacks cost Stamina and high in combat stamina regeneration!!

I recommend Wildcat - Combat of Skyrim:

More recommendations for mods that work well with this in the Quick Examples section!

Oldrim Version Link: Spellfury Oldrim

Lastest version of both:

What do?:
Spellfury does a few things:
  • Primarily it turns magicka into a rage/ fury like mechanic from many other games (ex. World of Warcraft). For those who are unaware. You have no magicka regeneration, instead you hit stuff to get magicka. Additionally, your magicka depletes out of combat. Simple.
  • The amount magicka you gain on hit scales with both your maximum base magicka and your (right hand) weapon
  • Applies a buff to Destruction magic that scales with your (right hand) weapon when you equip it. Not only does this make your weapon feel more important It also makes spending your "rage" (magicka) feel better.(Can Disable)
  • Adds a few new spells suited to Spellfury’s play-style that you earn by leveling up. (Can Disable)
  • Provides a MCM to tweak/ disable things that you may not want. Like re-enabling magicka regen to cheat :) 

Why do?:
    Firstly, I know that there is another mod on the nexus which is similar to this (Furious - Barbarian Gameplay) and probably more. I just wanted to see if I can make a Skyrim mod for fun, so I tried to put my own spin on the idea.
    It’s no secret that spell-swords in Skryim have some problems. Two things always bothered me when playing as one.

  • Your weapon only affects half of your power and has no impact on how strong your spells are. For me, this led to me not caring so much when I got a new weapon which is not how you are supposed to feel in a RPG.
  • Later in the game mages get to dual-cast AND have 2 hands to cast tons of spells AND have loads of mana regeneration to never run out of magicka. On the other hand, a spell-sword has 1 free hand (usually), can’t dual cast, has to slowly switch between spells a lot if they use more than one, they can’t block (without mods), and If you enchant your gear with Magicka Regen, it comes at the cost of other enchants you might want like fortify 1h/ 2h, Health, Stamina, etc. 

    All of this led to me wanting to show a little love to my favorite play-style and create Spellfury to, hopefully, improve spell-sword gameplay. I may be a bit late to the modding game, but better late than never I guess.

Quick Gameplay examples:


Combat Mods used in these videos, Highly recommended!:
Just keep in mind that I don't play SSE, so I haven't used the SSE versions of these mods together before.

Critical Hit - Backstab and Parry in Skyrim for the dark souls like parry, Wildcat - Combat of Skyrim for enemy AI and normal attack stamina costs, Apocalypse - Magic of Skyrim and Lost Grimoire of Skyrim (No SSE version), for spells, Skytweak (No SSE version) to reduce the stamina recharge delay and buff the stamina rate (set to 1.2s delay and 450% StaminaRateMult), as well as many more but those are the big ones.

Quick Demo(I fixed the Typo in the Spellfury active effect lol)

Sorry for the amazingly bad quality.

High level example with NO MAGICKA DECAY out of combat

Again, really sorry for the quality on this next one.

Low level example WITH MAGICKA DECAY out of combat

--> Things to Know: <--

  • I wanted to promote good resource management between magicka and stamina so, by default, magicka on hit only happens while ABOVE 10% stamina. You can disable this in the MCM.
  • Spellfury is a perk that uses a combat hit spell entry point. This means that it could cause a perk in a perk overhaul mod to stop working. I was playing with SPERG and everything seemed fine, but if you encounter an issue let me know. In the future I would like to make different versions/ patches for popular perk overhauls
  • It felt boring to always start combat off with a melee in order to cast something. So in order to allow combat to start off with a spell, as you level up you gain can gain higher ranks of the Fading Fury ability to retain some magicka out of combat. You can set your rank/ disable this in the MCM.
  • Works with ranged weapons as well.
Install normally with NMM


Extract contents of the mod archive into the .../Skyrim/Data folder (readme not required)

Load up the game

If you are loading an existing save WAIT FOR THE MCM TO LOAD. It can take a long time.
For me it can sometimes take almost up to 5 mins.

Add the perk with the MCM by checking the perk box.

(Alternatively you can add the perk with the console you'll just need to re-equip you weapon to calculate your magicka gain on hit.)

Go hit stuff.
MCM Options:
    Through testing I realized that the mod needs to scale differently depending on a few factors. I have provided some presets in the MCM for

  • Vanilla
  • 5 attribute points per level
  • Vanilla with Normal attack stamina costs
  • 5 attribute points per level & Normal attack stamina costs
  • Custom, for setting your own variables

I made this mod while in a play-through where I got 5 attribute points per level instead of 10 and where one handed normal attacks cost 25 stamina. The high level example video was with the character from that play-through. The presets are guesses at what I think they should be, but I only tested preset 4 extensively. 

Spell Names:

  • Arcane Conversion: Converts stamina to magicka. Follows the 10% stamina rule unless disabled. Lvl 5
  • Arcane Conversion rank II: improved version of Arcane Conversion with a better stamina to magicka ratio and converts more stamina and
    magicka per second. Follows the 10% stamina rule unless disabled. lvl 45
  • Concurrent invocation: Power. Converts little stamina to a lot of magicka for a short time. Lvl 10
  • Potential Unleashed: Power. Increases the damage of destruction spells for a short time. Lvl 20
  • Quick Firebolt: Firebolt but no charge time. Lvl 25
  • Improved Incinerate: incinerate but the damage to magicka cost ratio isn’t as bad. In the base game Fireball is just a better spell
    than incinerate in every way unless you were worried about friendly fire. Lvl 35
  • Perfect Incinerate: No charge time and better damage to magicka ratio. Lvl 50
  • Fading Fury: Drains magicka out of combat.
  • Fading Fury rank II/ III/ IV: Fading Fury, but lets you retain 35%/50%/75% magicka out of combat. If you can set any or rank of Fading Fury or none with the MCM

Armor/ Weapon in Screen Shots:

For anyone that was curious. Just keep in mind that I don't play SSE, so I haven't used the SSE versions of these mods together before.

If you want any of these spells without using the level up system type this into the console 

Help “{Name of spell here}”

Then look for the SPEL id (looks like a string of numbers and letters) and type.

Player.addspell {spell id here}

And in case you need it the name of the spellfury perk is simply Spellfury.