Skyrim Special Edition
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Revenant0713

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revenant0713

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About this mod

My attempt at improving Skyrim's magic system. Staves now amplify all magic, and further empower their respective school. The specific spell listed in the staff's name will gain an even greater boost.

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From the maker of Souls Do Things 2...

Magic Does Things
A Magic System Mod

Requirements


  • Skyrim Special Edition
  • SKSE


Details
I've always had a few issues with Skyrim's magic system, particularly when it came to staves and scrolls. To put it simply, what is the purpose of alternate methods of casting spells when you eventually get to the point you never run out of Magicka? Some people would answer that they are useful for non-magic builds since they have no Magicka to spare, but then why would a non-magic build use a staff?

Well, as I enjoy the challenge of expanding on existing systems, I decided to take on the challenge of improving use cases for these underwhelming aspects of Skyrim's magic system.

With this mod, staves are no longer the equivalent of firearms in Skyrim. They will no longer serve as a means to cast magic you do not know. Instead, staves serve as tools to enhance and empower what magic you have. My design philosophy remains consistent with this mod as with Souls Do Things 2. That is, I want to improve mechanics and utility to the greatest extent I can without turning other aspects of the game obsolete. I plan to continue supporting this mod and expanding its features for the foreseeable future. True, many are fine with vanilla staves, but if you share my vision of a Skyrim where every mechanic is important and none are forgotten, then I hope you enjoy this mod as much as I enjoy making it.

Note: This mod is being developed as part of a modlist, and I am uploading the initial release to gather feedback. Please let me know where I can improve.


Features
Staff System Overhaul

As of v1.0, this mod overhauls staves to function differently from their vanilla versions. No longer will a Staff of Paralysis be a cheese tool you throw away late game. Forget using a Staff of Chain Lightning on your warrior. Staves will now augment magical abilities you already have rather than give you the ability to cast spells you don't.


Note: Not all spells have the additional VFX when amplified. That shit takes a lot of work for aesthetics. If and when all the important tasks are done, I'll see what other spells I can add extra VFX to.

  • Staves passively improve all magic schools by 20%.
  • When channeled, staves grant an additional 20% bonus to spells from the same school as the staff (eg Staff of Fireballs will grant a bonus for Destruction spells).
  • Channeling staves grants a third amp effect if you cast the spell in their name (eg Staff of the Flame Atronach will allow you to summon a second Flame Atronach).
  • Staves will grant a mild warding effect while their magic is being channeled, as well as a brief window of invulnerability.
  • Unique staves such as Wabbajack and the Skull of Corruption grant you their spell to use instead.*

Assume a staff of Fireball. Holding this will amplify all magic you cast by 20%, so casting, say, healing will heal you for 20% more. It will also improve all Destruction magic by another 20%, stacking multiplicatively. So a spell such as Flames will have a 44% boost. Finally, a 20% amplification is applied to the appropriate spell. So casting Fireball itself will net a 72.8% damage increase for no additional mana cost.

Channeling the staff also grants a small window of invulnerability, much like a timed block mechanic, and raises a ward as long as it is held down. This allows you to safely get your magic out, which would be slightly more difficult with dual casting.

Numbers are tentative and will be adjusted based on feedback. The goal is to get to a point where staves are not as powerful as Dual Casting, but will be available as a defensive and more Magicka-efficient option.
*Wabbajack will not grant the reworked effect while inside Pelagius' mind in order not to interfere with the quest.


Spellblade Functionality

As of v2.0, all staves will now grant a bonus effect to other weapons you wield depending on the staff enchantment. For example...




  • Fire, frost, and shock staves will cause your weapons to burn, slow, and electrocute their targets respectively.
  • Confidence illusion staves will occasionally fear targets.
  • Aggression illusion staves will frenzy targets.

These staff-based weapon empowerments are applied in addition to any enchantments already on your weapon. All basic staves have been modded with this functionality. Unique staves such as the staff of Magnus will be receiving their spellblade enchants by 2.1.


Multi-use Scrolls

As of v3.0, scrolls have been reworked.



  • Using a scroll no longer directly casts the spell. Instead, scrolls grant temporary knowledge of the spell for 10 minutes, or a set number of casts, with zero Magicka cost.
  • Scroll charges are based on tier. Novice scrolls can be used 5 times before they expire. Apprentice scrolls have 4 charges. Adept scrolls have 3,  Expert scrolls have 2, and Master scrolls have 1.
  • Using a scroll while you already have its associated spell learned will empower that spell in addition to giving it zero Magicka cost.
  • Unlearnable spell scrolls are untouched.


Synthesis Patcher

Thanks to theSkyS, there is now a Synthesis patcher available for Magic Does Things.

How to use:

  • Load the patcher in Synthesis.
  • Select the esp files you would like to patch. DO NOT PATCH THE BASE GAME FILES OR MYSTICISM. USE THE PATCH FROM THE FOMOD INSTALLER.
  • Click Run.

The patcher is currently still in development, and we're trying to iron out any kinks. But it has been tested with Apocalypse and Odin with good results.

You MAY need to manually add the patcher to Synthesis if the program doesn't automatically find the Github repository. Don't hesitate to ask questions.
The Synthesis patcher allows compatibility with almost every mod out there. That said...Synthesis is an automation tool. Some mods will have staves/scrolls with effects too arbitrary, complex, or far from vanilla to automate. As such, and for the purpose of Spellblades functionality, the patcher will assign a default weapon effect based on school when it runs into such a staff/scroll

Upcoming Features?

Note: These are mostly theoretical. Whether or not they make it in depends on how much time I have IRL. Nonetheless, drop a request or suggestion and I'll see what I can do.

  • Patch for major magic mods (Mysticism Patch complete as of 1.2)
  • SPID support to allow full NPC use of reworked staves (Complete as of 1.1b)
  • Keep working on Spellblade systems (Make spell/staff/scroll+weapon more interactive)
  • Expand on the scroll system. Potential built-in scroll crafting?

Compatibilities and Performance
  • No running scripts, no periodic checks
  • Requires a patch for mod-added staves. Knowledge of either Creation Kit or xEdit is necessary to create patches.
  • SYNTHESIS PATCHER AVAILABLE!* Go send theSkySE some love for making this possible.
  • Load AFTER any mods that alter vanilla staves.
  • MDT patch esp files must be loaded AFTER any other patches that alter vanilla staves (e.g. Mysticism Vokrii Patch)

*Note that Synthesis is an automation tool. Some mods will have staves/scrolls with effects too arbitrary, complex, or far from vanilla to automate. As such, and for the purpose of Spellblades functionality, the patcher will assign a default weapon effect based on school when it runs into such a staff/scroll.

Installation


MO/Vortex

  • Download Main File
  • Install

Manual

  • Download Main File
  • Extract contents to Skyrim/Data folder

Uninstallation
  • Ensure you are not in the middle of channeling a staff
  • Save game
  • Uninstall
  • Use a save cleaner to be sure.

IF UPDATING FROM 2.x to 3.x MID-PLAYTHROUGH (Not recommended, but if you want to risk it, this is as safe as I can make it for you.)

YOU MAY LOSE SOME ACTIVE EFFECTS ADDED BY THE MOD DURING THIS PROCESS, SO ENSURE YOU ARE NOT USING ANY OF THE FEATURES BEFORE UPDATING.

  • Note the position of MagicDoesThings.esp and patches in your load order.
  • Load your game and save in an interior cell.
  • Uninstall Magic Does Things and patches.
  • Load your game and save.
  • Install v3.x and patches in the same positions as before.
  • Re-do any patchers (like bashed patch) that included changes from the original Magic Does Things v1.x to 2.x
  • Load your game and save.
FAQ
  • What is the point of using a staff when you can dual cast a spell?
Staves in this mod offer a power boost to magic without expending mana, while also providing a degree of defense. Every staff will raise a ward when channeled. If you want raw power, dual cast. If you want utility and defense, run a staff.
  • 10% is too low for a bonus; can you make it X%?
Yes. That is the point of feedback. I released at 10% amplification per condition met so I can inch myself closer to a balanced value over time.

Other Mods
Souls Do Things 2