Skyrim Special Edition

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VirtualViolet

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About this mod

Adds new enchantments to amplify the potency of magic.

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  • Mandarin
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With AmpME, I aim to make magic a little more on par with weaponry at higher levels without a complete overhaul. No new or altered spells and no new or altered perks or powers. (Okay, I fudged a little on the perk part by using invisible perks to implement a couple of things.) Basically, I just wanted something simple that didn't change the feel of the vanilla game too much.

Currently includes 5 new "Amplify" enchantments (one for each school of magic), along with leveled circlets and rings for each added to leveled item lists. The circlets are also available for purchase from the five head mages at the College of Winterhold (Tolfdir, Phinis, Faralda, Drevis and Colette) once you reach level 50 in their respective schools. These mages will also sell dual Amplify/Magicka Regeneration enchanted Master Robes to those intrepid mages who complete their respective ritual quests. This enchant can be learned but does not appear anywhere else in the game, and both values scale with your Enchanting skill! (Works with the Extra Effect perk, too, for a total of 3 possible effects on one set of robes.)

New enchantments:

Amplify Alteration: Alteration spells last X% longer.
Amplify Conjuration: Conjuration spells last X% longer, and bound weapons deal X additional damage.*
Amplify Destruction: Destruction spells are X% stronger. (Cloak spells also last X% longer - not reflected in the description**)
Amplify Illusion: Illusion spells are X% stronger.
Amplify Restoration: Restoration spells are X% stronger.
Amplify <Magic School> and Magicka Regen: <Magic School> spells are X% stronger/longer. Magicka regenerates 3*X% faster.

*This also affects Fortify Conjuration potions, so they, too, provide bonus damage (not reflected in the description). Only applies to vanilla and DLC bound weapons. Other mods' bound weapons may be supported in a future update.
**Also applies to Fortify Destruction potions.

There shouldn't be conflicts with other mods (unless they delete something from the vanilla game that is used by this one).

If you find any other conflicts, bugs, typos, etc. let me know, and I'll do my best to fix them. As always, your feedback (positive or negative) is greatly appreciated! I will continue to leave the old versions available as long as I can (except the first few), so you can use them if you don't like any changes I make as I develop AmpME further.

My other mods:
Transmute Iron First
Rest in Potions