The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Exalted Magic - Infinite Buffs
166 Comments
Amber 5 Aug, 2022 @ 7:43pm 
magelight isn't in the list, i'm guessing you meant candle light?

Just feedback: using hte elemntalist cloaks has a very fun reaction towards npcs, especially dunmer for some reason. If i try to be as far as i can while still starting convo, i usually set them on fire... which they dont' care for. I could onyl remove the spells (besides time) by removing all buffs via consol.
Creperator 4 Dec, 2021 @ 12:24pm 
I found a bug, magelight is unnable to be disabled, casting it again instead causes the spell (and by extension it's magiga debuff) to stack.
Kdansky  [author] 28 Jul, 2020 @ 11:02am 
No. The lack of regular recasting does indeed give you a lot less exp than in the base ruleset.
Jaded353 27 Jul, 2020 @ 6:33pm 
question; if i understood it right, normally you get xp for casting mage armor but not for damage it blocks (whereas light and heavy armor grants xp for damage blocked) do mage armor spells now grant xp for blocking damage for this? or did they already and i simply didn't notice?
[ĽÊGΣŇÐÆŔҰ]™ Nemo 6 Jul, 2018 @ 4:13pm 
loving the mod. kinda wish it was on nexus though =D
Germ Man 16 Apr, 2018 @ 9:55am 
Nice mod, but getting no Illusion experience from Muffle
[ĽÊGΣŇÐÆŔҰ]™ Nemo 29 Jan, 2017 @ 5:51pm 
Clairvoyance plz? x.x tired of recasting it
Poor King Haggard 16 Jan, 2017 @ 7:23pm 
Finally! Buffs that make sense. I've been looking for something like this in several games, and you nailed the idea.
xenousarts 25 Nov, 2015 @ 8:47pm 
Indeed I did not found "Release" anymore, so thanks for you help. Thank you for fixing the stacking issue. I am about to make the Alteration Mastery.
Hinter Knight 22 Mar, 2015 @ 7:50pm 
auto fast heal would be handy.
BullBars1 28 Sep, 2014 @ 10:54am 
It might be cool to have a Ward Spell incorperated to allow battle for 2H sword players. I might even try a 2H sword then.
I really like the on/off feature on the spells.
Legionary Naevius 5 Jul, 2014 @ 5:18pm 
If you have dawnguard, how about Stendarr's Aura? that is a cloak spell.
neilbert1 3 Jul, 2014 @ 4:48pm 
This works great - I love it! This mod now makes the Dragonhide Spell a viable option (the short 30 seconds it usually lasts in vanilla make it almost useless). If you do ever add anything else, please do add the waterbreathing!:solitude::solitude:

Whatever you do, though, DO NOT include Conjuration spells with this mod. There's a mod called invested magic that works similar to this one, but it includes Conjuration Spells, and the Conjuration spells end up messing up your magicka pool, causing permament drains to the pool even after spells are cancelled. I used Invested magic, and it messed up one of my characters (who I was able to MOSTLY fix using the console). I think the problem occurs because Conjuration is slightly glitchy and broken, but this is usually not noticable when using summoned creatures with limited summon/raise durations, although you do sometimes notice some weirdness occuring when using Thralls - they have a tendency to get lost.
Claervo 5 Feb, 2014 @ 5:44pm 
I have noticed some issues with Alteration not leveling up. It will fill the current levels bar, but never actually tick up. I've had to go to one of the Alteration trainers to increase the level.
xenousarts 30 Dec, 2013 @ 10:49pm 
I have just 70 Magicka and several instances of Candlelight. Release is not there, but thanks to your explanation I now know how to fix this. However I might be in a position to report you which of my mods is responsible. I used your mod before and had no such problems.
Spatzist 30 Dec, 2013 @ 7:18pm 
I was looking for a mod like this. How does experience gain work with these toggled spells, though?
Elfreida 25 Dec, 2013 @ 4:51pm 
Dos wot it sez it dos. Brilliant idea and very simple. Increases the efficiancy of gameplay, particularly for a mage character or other light armour users. Very nice!
ShoutsWillEcho 21 Dec, 2013 @ 7:51pm 
Well, Im sick of having to keep a hotkey for all the defence Alteration spells so im gonna try this out even though I usually stay away from mods that alter spells and perks.
Mikazuki 6 Oct, 2013 @ 12:46pm 
sotenfleash seams to have reverted to the original but all the ohter spells are ok
TowerTox 12 Sep, 2013 @ 5:09am 
I dont have the release spell =/ some way to add it?
Aleryn 1 Sep, 2013 @ 6:10pm 
Thanks for the mod!
mersk 9 Aug, 2013 @ 12:15pm 
I noticed some inconsistencies with this mod as well as not seeing effects from some of the perks for alteration. These issues may be related to other mods I have installed but based on the previous comments I uninstalled and switched to a different mod for alteration spells that is more frequently updated. Thanks for the awesome mod, was fun and I can't blame you for not updating/testing more than you did.
santiago10951 13 Jul, 2013 @ 1:07am 
How about not 24 hours but until your magic is just gone ..way better
Ninvus Oogoar 29 May, 2013 @ 10:31am 
i have an idea for an update for you, you should make this mod have spells that not only make your mage armor last 24 hours but add new spells that give your target the same thing, so say you have a follower ( i like to have my followers be able to die, you tend to not throw them into harms way with a giant fireball ) a follower lets say your follower is erik the slayer ( from rorikstead sorry if i misspelled the city name) you can throw mage armor on him and it will last 24 hours on him also you should add ward spells for this too both for target and self that last 24 hours with the remove effect spell (this also target or self)
xXx 1 Mar, 2013 @ 8:19am 
okies - thanks for clearing it up. :)
Kdansky  [author] 28 Feb, 2013 @ 10:41am 
I played a mage for many dozen hours, and thought of the mod then, but only wrote it shortly before I lost that save-game (and my interest in Skyrim). That is the reason why I didn't test it extensively, as in: "played with it for fourty hours". I of course tested it. I tried my best to make it compatible (by not interfering with any other spells, perks or mechanics) and easy to integrate (by means of spawning an extra book). The values I chose are at least as correct as most other values chosen by the original Skyrim Devs (which I'm pretty sure were using dice to begin with), but I really can't say if Ebonflesh should be 10 higher or 5 lower. It's in the right ball-park.
xXx 28 Feb, 2013 @ 3:01am 
msg 2/2

Erm...the purpose of your mod - I think? - Is to increase playability & balance for mage buffs, but you haven't balanced or tested the changes, because you lack a mage character to play with yourself?

Apart from lack of testing, I'm kinda wondering why you bothered taking the time to develop a Mod entirely based around magery, when you're not actually playing a magery - related character, or even be able to get your hands on one for testing purposes ? ;-)

Sorry for being kinda upset, but having been a sofware executive for almost 20 years it sometimes pushes me over the edge when my own programmers don't take their proper time considering, planning and testing their changes, because those 10 minutes of saved time ultimately always come back biting them in the rear end.

Otherwise, nicely done - in regards to suggestions I always just have these three:

... make it fully stable,
...make it fully compatible,
...make it fully customizable.

:-)

Kind Regards,
Elorian
xXx 28 Feb, 2013 @ 2:59am 
@Kdansky

Thank you for the mod, I like the concept behind it and was just about to go hunting for a mod which would allow me to finally extend durations for the often-needed "Magelight" and "Candlelight" spells - both of which, in my case, need to be cast over and over again, pretty much every 60 seconds during every single night and every single dungeon in the game.

It doesn't get much more annoying than that.

I do have an issue with what you wrote however, this kinda kept me from downloading your Mod...

It's the following comment you've made..

Quote: "[...] I am not sure if the values are balanced, because I have not playtested much for balance, as I lack a mage-character right now [...]"
Kdansky  [author] 1 Jan, 2013 @ 4:52am 
@Cybren: Read the description above for a fix if that issue persists.
Cybren 31 Dec, 2012 @ 1:15pm 
It seems that the magicka debuff can persist even after i've dispelled the effect with release. Not totally sure what happened but my magica was somewhere around 200 and now it's at 125 and permanently red. :\
Rageliss 27 Dec, 2012 @ 9:03am 
Great mod, thanks!
Crit Magnet 21 Dec, 2012 @ 1:15am 
I don't have any item altering mods. It's just something I've noticed was happening. I didn't mean to come across insulting. I figured you might not know why it was happening or how to go about fixing it. I know I wouldn't.
Kdansky  [author] 20 Dec, 2012 @ 12:16am 
That is most certainly not directly related to this mod, but either an incompatibility, or some other mod's fault entirely. My work does not change any items.
Crit Magnet 19 Dec, 2012 @ 7:57pm 
2 days later I've found an ugly bug. When I use dragonhide it works on my character but it sets all armors in the game to a rating of 0. I could not figure out why my follower kept getting one-shotted by every stupid thing from skeevers to spider dwemers lol. I use ebonyflesh with good effect. I really like this mod, probably my favorite...please fix the issues if you have the knowledge to do so :)
Crit Magnet 17 Dec, 2012 @ 8:50pm 
I love this mod, period. I can't recommend it enough
Meanwhile 19 Nov, 2012 @ 4:37am 
@tininuke - These are not toggle spells. You remove them by casting the Release spell.
Speziax 14 Oct, 2012 @ 1:36pm 
Stoneflesh, however, seems to work just fine regardless of my rearranging of load-orders or anything else. Sorry for the triple post.
Speziax 14 Oct, 2012 @ 1:33pm 
Specifically, with the flame cloak. It works when I unsubscribe and re-subscribe, but only for that instance.
Speziax 14 Oct, 2012 @ 10:50am 
I've been having a problem getting release to work.
Hugs N Kisses 2 Oct, 2012 @ 12:47am 
spells don't seem to togglef for me, instead they end up perma on, I hated it, couldn't get rid of candlelight spell and was reducing total mana. casting again just refreshed it, didn't toggle it as described. To remove, had to use console comands to remove the spell effects. Now I try not to buff myself at all to avoid the permadrop in total mana that won't toggle off.
jconsort 16 Jul, 2012 @ 4:20pm 
POSSIBLE BUG: Frost shield shows the 24 hour duration but does not show any mana reserved (though it shows frost shield in active effects and the swirling animation <which I hate> ) LOVE the mod however, going to see if load order has any effect...it did, the release removes the shield BUT there is still no reserved mana cost (unless this is intentional) (loaded this mod last)
Kromulis 25 Jun, 2012 @ 5:01pm 
wasn't working for me with 1.6 beta
tungsten 21 Jun, 2012 @ 2:35am 
please include invisibility asap
Beny 5 Jun, 2012 @ 1:13pm 
i like this mode but I have one thing to fix i think. When i start new character i do not have the relese book in my inventory. i have to remove this mode save the game and add this mod again so i would get it in my inventory. Hope its posible to put it for example in the barrel when you have to take potions just on the start of the game?. Thanks in advance :)
Havoc-Blast 28 May, 2012 @ 8:08am 
I'm using your cheap wards mod already and I agree many things in Skyrim are pathetically useless (restrictions on magic and anchanting above all). Personally, I would have made this mod without the magicka ammount drawback, but I see your point in prolonging the otherwise useless spells duration. Hope you'll be making more, possibly less extreme mods based on this thinking I overall share.
VoidInsanity 26 May, 2012 @ 2:09pm 
Nice mod . The Apoc spell package has toggled buffs that actually do last forever (Venomus Arrows and Energy Shield for example). Reckon you could look at how that was done and apply it to the buffs here? Great mod btw.

A suggestion for another mod btw since you also seem to agree wards suck - Why not make them a "Shield" spell like theese buffs are? So a Ward you cast once, lasts X ammount of time based on your restoration level to leave both your hands free todo other things with the ward active.
Slug "borl" Johnny 24 May, 2012 @ 11:49am 
@mad_abhorsen, the Release spell is provided (in the form of a spell tome I think) that cancels all committed magicka spells.
Beny 24 May, 2012 @ 4:35am 
Is there any way to cancel a spell? i have problems wirh candellight i currently have 3 stacked it takes my mana away and i would just like to turn it off sometimes not have light all the time when in dungeon or out in the open. If anyone know how to cancell a spell please let me know.
Slug "borl" Johnny 4 May, 2012 @ 5:11pm 
Looks like a really nice design decision - I never used buffs much, the chore of setting them up and the worry they'd go away mid-fight turned me off. But now they're definitely worth a shot.
Davwyn 22 Apr, 2012 @ 4:14pm 
This is a great mod, but high demand for a way to continue to train alteration. Could you please work out some sort of solution for this? This mod is greatly wanted by the community including me.