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NineInchNall - Checometer - ferret

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About this mod

This mod has been given a large overhaul, and is now a much better representation of the original.

This is a re-make (Re-re-make now) of NineInchNall's Invested Magic mod, with spells from both Dawnguard and Dragonborn, as well as several new changes.

Also includes a patch for SPERG and a lazier patch for Ordinator.

Permissions and credits
This mod has been given a large overhaul, and is now a much better representation of the original.

This is a re-make of NineInchNall's mod Invested Magic - A Better Magic Paradigm.
Most of the credit goes to NineInchNall for making the scripts and of course the original mod

If you are updating from version 3 to 3.0...01, the BSA file might NOT be renamed automatically, either uninstall v3 beforehand, or go to DATA and rename the BSA file to match the ESP.


Playing a mage in Skyrim can often be a source of irritation. Every two minutes or so you have to refresh all your buffs, and the mage armor spells are the most annoying example of this. So here's a way to eliminate that in what I hope is a balanced way.

  • All affected spells now cost 5 magicka to cast - but hold on!
  • While active, affected spells require an investment of magicka to maintain them, reducing your maximum magicka by an amount proportional to the spell's power.
  • This "investment" cost can be halved by the appropriate perks (Novice, Apprentice, etc.)
  • Most affected spells now last a full day, most necromantic spells last a whole week, and thrall spells last about 3 years.
  • Casting a mage armor, cloak or utility (Muffle, Candlelight, etc.) spell while that spell is active will dispel the spell. Essentially toggles.
  • When your magicka reaches 0, all current "investments" will have a chance to be dispelled. Certain perks can stop this. (Stability for armor and other Alt utilities, and Master of Souls (Twin Souls) for summons. I might put ones for other schools like I had originally, though it might ruin an aspect of it.)
  • Armor spells will grant experience when damage is taken, as well as many spells granting experience for being in combat.
  • Cloak spells (Frost/Flame/Shock/Whirlwind cloak and Stendarr's Aura) can now all stack with each other! (Might be OP, please feel free to leave feedback)
  • Adds dispel spells that allow you to "unsummon" conjured daedra and risen undead, as well as a "self" and "other" spell allowing you to dispel your own, or a targets buffs/debuffs. ("dispel - other" can be purchased from vendors)

Changes included from/in the original mod, that weren't documented originally;
  • Night eye is a toggle
  • Clairvoyance costs nothing to cast
  • Mage light lasts 3600 seconds
  • Dual casting Mage armor buffs magnitude, rather than duration
  • Destruction wall spells' damage increased from 8 to 50 (Honestly not sure if I want to keep this)
  • Buffs the Storm Atronach's skills, gives it three new attacks, and makes it 20% larger for some reason.
  • Most summons scale with your level, aside from the non-potent atronachs (DLC summons not done yet)
  • Flaming Familiar scales to player level and is a direct upgrade to the normal familiar (I didn't quite like this, since it gave it a lot more health (102 up from 12 and scale-able) which took away from the mad suicide bombing wolf it was originally, so I didn't fully implement it)(There might also be a bug with it where it either won't explode, or it will explode in the normal 6 seconds no matter what)
  • Augmented destruction perks only work when the corresponding "half-cost" perk (Novice, Apprentice, etc.) is owned (Scrapped)

Affected Spells:
  • Oakflesh 50/25
  • Stoneflesh 100/50
  • Ironflesh 150/75
  • Ebonyflesh 200/100
  • Dragonhide 250/150 (Now provides 120 armor, can be dualcast, and is affected by the Mage Armor perk.)
  • Candlelight 30/15
  • Muffle 80/40
  • Waterbreathing 60/30
  • Invisibility 100/50
  • Flame Cloak 80/40
  • Frost Cloak 80/40
  • Lightning Cloak 80/40
  • Conjure Familiar 50/25
  • Conjure Flaming Familiar 100/50
  • Conjure Flame Atronach 100/50
  • Conjure Frost Atronach 150/75
  • Conjure Storm Atronach 200/100
  • Flame Thrall 250/150
  • Frost Thrall 250/150
  • Storm Thrall 250/150
  • Raise Zombie 50/25
  • Reanimate Corpse 100/50
  • Revenant 150/75
  • Dread Zombie 200/100
  • Dead Thrall 250/125
  • Bound Sword 40/20
  • Mystic Sword 50/25 (Mystic Binding perk)
  • Bound Battleaxe 50/25
  • Mystic Axe 60/30 (Mystic Binding perk)
  • Bound Bow 60/30
  • Mystic Bow 70/35 (Mystic Binding perk)
  • Conjure Dremora Lord 200/100

  • Conjure Boneman 100/50
  • Conjure Mistman 150/75
  • Conjure Wrathman 200/100
  • Summon Arvak 100/50 (Might be a bad choice)
  • Stendarr's Aura 80/40
  • Conjure Gargoyle 150/75
  • Raise Dead 0/0 (Does not invest magicka, though does still have the one day duration, I will probably add the investments later)

  • Conjure Ash Spawn 90/45
  • Conjure Seeker 150/75
  • Bound Dagger 30/15
  • Mystic Dagger 40/20 (Mystic Binding perk)
  • Whirlwind Cloak 80/40
  • Ash Guardian 200/100 (Doesn't invest if used without heart stone)
/========Perk Trees=========/

Some perks no longer make any sense within this system. Duration increases are just pointless, as are most cost reductions. So we need to make a few changes to keep the perk trees worth the effort and character resource expenditure.

Alteration Perk Tree:
  • Stability increases stagger resistance and prevents your mage armor spells from being released when you run out of magicka. Still boosts the duration of other alteration spells.

Conjuration Perk Tree
  • Summoner increases the number of creatures you can control. (2 at rank 1, 4 at rank 2)
  • Twin Souls prevents your summons from being released when you run out of magicka. (Will most likely buff in future)
  • Dark Souls actually does what it says.
  • Necromancy gives your undead rapid healing.
  • Elemental Potency lets atronachs scale with your level.
  • Atromancy grants you resistance to the element of the atronach(s) you summon. 25% for a regular summon, 50% for thralls. (Untested)

Destruction Perk Tree:
  • The main perks (Novice, Apprentice, etc.) now allow damage scaling based on skill level. The twist here is that the scaling takes into account the skill levels of all five schools of magic, so the mage who masters all five will do more damage than one who only masters Destruction.
  • Impact affects Novice level spells (at a reduced rate).
  • Intense Flames, Deep Freeze, and Disintegrate now affect enemies at 50% health, but they now have a chance to resist. These perks were originally worthless "win more" abilities, because once you get an enemy down to 20% health, you've pretty much already won anyway.

Illusion Perk Tree:
  • The perks Animage, Kindred mage and Aspect of Terror are based on Illusion level. (20%, so up to +20 levels) (This was included in the original mod, but not displayed in the description)

/=====Frequent Questions=====/

Q: Is this compatible with Ordinator/Path of Sorcery/Forgotten Magic/Apocalypse/Phenderix magic/etc.
A: No, of course not.

Q: Is there a way to patch it myself?
A: Yes, I made an article on how to add the scripts to other mods spells, and it works similarly for perk overhauls, just that you would be editing what perks the spells use for the half costs and dispel canceling.

Q: Sometimes the incorrect amount of magicka is invested/returned.
A: Do NOT cast two different investment spells at the same time, it WILL muddle the scripts and leave you with the wrong amount of magicka.
    This can also be caused by certain spells being dispelled strangely, namely Banish Daedra being used by NPC's, though extremely rare.


Please feel free to leave feedback on anything about the mod, whether it is about the costs, the perk or spell changes, an issue you have found, or a patch you may want, I will appreciate it and take any suggestions into consideration.


This mod adds a single spell to 2 leveled lists, so make sure to use Wrye Bash if you want "Dispel - Other" to show up.

You can still use this mod with perk overhauls, though the spell investments will not be able to be halved, and they may overwrite changes to the mystic version of bound weapon spells (Mystic Binding perk) or other spells, making them non-investable and overwriting their durations.

Mods like Cutting Room Floor that change the look of spells on your character, like Stoneflesh looking like stone, will most likely overwrite any changes from this mod.

/========SPERG Patch=======/

The half cost perks are the corresponding "auto" perks.

The "Stability" perk for conjuration is still Twin Souls, though for alteration it has become Efficiency Expert, given that it fits so well, there are no stability perks for other trees, just like the base mod.

Apprentice and expert conjuration perks give you one extra max summon, as well as Twin Souls giving two extra rather than just 1.

Bound weapon costs scale with how many perks you have that adjust them, an extra fifth for every perk, of which there are three. (I should've did this for other things, just for consistency, but I got lazy near the end, sorry. I'll add it eventually.)

A couple of small fixes that aren't in the main mod yet, though they are mostly just typos and a few duration boxes unticked, there might still be a few animations that might be buggy from when I made ritual spells one handed.

I can't remember anything else, but I'll add if I do.

/=======Ordinator Patch======/

The half cost perks a just simply the Mastery rank 1 and 2 perks, which makes it very imbalanced.
There's three stability perks, Quiet casting for illusion, Geomancer for Alteration and Edge of Oblivion for Conjuration.
Atromancy is not replaced like the original, so it's still useless.
I didn't feel like doing it, which is why it took a long time to release it, so I ended up just pumping this out as fast as possible, sorry.
I might update it to not be trash, but who knows?

/=======Known Issues=======/

Do NOT cast two different investment spells at the same time, it WILL muddle the scripts and leave you with a strange amount of magicka.
Under certain circumstances the scripts may not work correctly and can give you back the wrong amount of magicka, most commonly with summons.
There is most likely spells that have slightly off descriptions, feel free to bring it to my attention.
Some spells display a "/s" next to the spell cost, this is purely cosmetic and the spell will still work normally, though please feel free to bring it to my attention.
Ritual spells that can be cast one handed still show their large glowing effects, even when casting a different spell in the other hand.
The resistances from the atromancy perk do not get dispelled when the atronach does.


You don't. Please.

Joking aside, make sure EVERY spell that has an investment cost is gone before you do, otherwise your magicka will not go back to it's original value.