- Fixed a tiny bug and added a Spell Tome to the vendor which will teach you the Power Fortify Magicks. This Power will temporary increase all magic school 1 mastery level allowing you to cast slightly higher level spells for a brief time. This has 2 advantages:
1. If you find a spell tome (A DLC,MOO or other mod added tome) while adventuring you will be able to use it earlier than normal. Remember though that since the power granted can only be used once per day you cannot keep casting the spell. This is balanced to me. 2. I use the mod Guild Advancement which requires certain mastery levels of magic to proceed through the Mages Guild Quest-line however I often play as a mage who only specializes in just a few schools which makes it very difficult if not impossible to advance through the quest-line. With this Power the base value of the magic schools are increased making it temporary possible to advance without having to play as a non-specialized mage which that mod requires you to do.
Old info just FYI:
Ritual: Rituals are essentially just scrolls. They are however very potent. I've made them to fill a gap that I notice at higher levels when I face many tough enemies at once and it is almost impossible to fight my way forward. Rituals I imagine (since I don't have the skills to implement it precisely as I want) take longer to cast then a normal scroll. You have to stand still and read from the book and concentrate and once the Ritual is finished the effect executes and it is obviously a very powerful effect. A Ritual is a book, weighs 1 and is very pricey. Buy them at Rindir's. He only has a few available. If using the Loot Version of this mod you can also find these as loot when out on adventure.
Codex: A codex is spell book which teaches a very special Power. They fill the same gap as described above but in a different way. The Power attained from a Codex has a cool-down period after each spell use. The casting cost of the spell is however very low compared to the very strong effect. I find the codices to be extreme powerful and perhaps too powerful for some type of characters since they can be used over and over again. Use at your own discretion. Only available from Rindir's shop.
Codices available: Codex of Barrier Codex of Elemental Quiver
It's in the mod description. Just equip and unequip a scepter.
Bugs/issues: - Scepters are classified as weapons which means they can be poisoned. Don't do this. The poison will never disappear since you cannot attack. - Scripts check for when you equip/unequip/sheath and unsheathe a scepter. If however you have a scepter unsheathed and go into the menu to change weapon, the abilities granted by the scepter will remain. To avoid this simply use hotkeys for weapons or unsheathe your scepter before changing it through the inventory menu. I have added a penalty Ability to prevent this exploit.
If you are like me and you downloaded a collection of mods because it is your first time using mods. Then you happened to just organically come across these scepters and equipped them to just mess around then happened to sell them and got stuck with the penalties as well as the buffs I was able to remove them by using the command player.removespell aura1 and player.removespell antiabusescepterdrains. Took me awhile to figure it out. I hope this helps someone.
I'm glad you got that little problem fixed. Another way to fix it to buy any scepter then equip and unequip it. The abilities gets removed and you can sell the scepter back.
A few issues, the first might be an incompatibility, but I'm not sure. I use the loot version.
When I equip a scepter, I gain combat skills not lose them, at least according to the stats page, and this persists even after I unequip the scepter. The magical effect that does the draining does too. E:I forgot about the hotkey requirement. That fixes the unequip problem. However I still get a boost in my combat stats rather than a penalty. E.g., my Blunt goes up to 113 from 57, when I equip a scepter.
Second, this is probably an unintended consequence of how you added the scepters to leveled lists in the loot version, but I got a bunch of scepters from Henantier after completing the Through A Nightmare, Darkly quest. Usually you just get few scrolls, which are worth quite a bit less than scepters.
The boost effect is odd. I haven't heard anyone experience this and I wonder if there's a mod conflict. I have reduced the Drain in the new version (1.9) it might help. Thanks for letting me know about the Through A Nightmare, Darkly problem. I've changed the levelled list in the new version.
Could you help me Mercer how long does it take for the drained attributes to go away? I'm running a melee character and it dropped my blade from 100 to zero while it says it also decreased my hand2hand by 5 it actually increased it by 200.
Only until you unsheath or unequip a scepter but remember the issue I described in the mod description:
- Scripts check for when you equip/unequip/sheath and unsheathe a scepter. If however you have a scepter unsheathed and go into the menu to change weapon, the abilities granted by the scepter will remain. To avoid this simply use hotkeys for weapons or unsheathe your scepter before changing it through the inventory menu. I have added a penalty Ability to prevent this exploit.
So it is safer to use hotkeys when changing weapons. You should be able to apply and remove the penalty like that. If that doesn't work I don't really know what has happened. You might have to remove the mod to get rid of the "Penalty" but then you have to buy your scepter again.
Since there are 2 of you who have this odd issue I will update the mod and reduce the penalties by 50%. I think sometimes Oblivion doesn't like it if too large attributes numbers get reduced or added. Hopefully this will mitigate this problem. I had a few more minor updates anyway I need to get out. Stay tuned.
Thanks a lot I have an idea of what may have caused it I was following dispensations guide and installed them but I never read the actual description. So I used 'PSB' to give me all spells before ever getting a scepter so even if I unequipped them I still got the penalty because I've already got the spell. Either way if it doesn't work I have a save I can revert too and thanks for the quick response. Edit: and another good thing is I won't have to buy them again because I stole them the first time lol.
Unfortunately I've had this issue too. With the Disintegration sceptre, my combat stats are boosted +200 or so, even after the weapon has been dropped from the inventory.
* Read below before you update the mod. Do not have any scepters equipped when updating.
- Changed 1 scepter completely (Scepter of Withering) and tweaked 5 others. - Resized some of the scepters. - Changed the levelled list in the loot version to a better one. - Added 2 Rituals and 2 Codices. Explained below.
Scepter of Withering has been changed to Scepter: Disintegration This new scepter delivers a strong elemental blast and encourages the wielder not to spam its use. Scepter of Order: Turn Undead has been changed to Scepter: Holy Fire Now deals Fire Damage in a small radius instead of healing the user. Scepter of Light: Preservation has been changed to Scepter: Righteous Radiance Additionally shines Light when used. Scepter: Battlemage Increased damage for balance to better function at higher levels. It does make it a little too powerful at lower levels though. Scepter of Light: Imbibe Increased damage and Absorb Magicka. Scepter: Summon Bear Added Shield 10 for the same duration as the summoned bear.
Ritual: Rituals are essentially just scrolls. They are however very potent. I've made them to fill a gap that I notice at higher levels when I face many tough enemies at once and it is almost impossible to fight my way forward. Rituals I imagine (since I don't have the skills to implement it precisely as I want) take longer to cast then a normal scroll. You have to stand still and read from the book and concentrate and once the Ritual is finished the effect executes and it is obviously a very powerful effect. A Ritual is a book, weighs 1 and is very pricey. Buy them at Rindir's. He only has a few available. If using the Loot Version of this mod you can also find these as loot when out on adventure.
Codex: A codex is spell book which teaches a very special Power. They fill the same gap as described above but in a different way. The Power attained from a Codex has a cool-down period after each spell use. The casting cost of the spell is however very low compared to the very strong effect. I find the codices to be extreme powerful and perhaps too powerful for some type of characters since they can be used over and over again. Use at own your discretion. Only available from Rindir's shop.
Codices available: Codex of Barrier Codex of Elemental Quiver
- Balance adjustments to 6 of the scepters. Take a look at the new screenshots to see which.
- Added a note next to the book in Rindir's shop which can be taken freely. It gives a short description of the scepters (and at which level they become available) since I can never remember this my self.
- Reduced the penalty for having a scepter unsheathed in an attempt to fix rare bug.
- The Rituals and Codecs were too powerful. I've adjusted them and added drawbacks to using them to simulate the user having to concentrate for a moment before the spell unleashes. This drawback is delayed 30 seconds so you won't be crippled during a fight (unless you take to long to finish it ).
- Added a new codex only attainable at level 24 called Codex of Elemental Discharge. This one is an even stronger ranged version of the Codex of Elemental Quiver and will damage your Attributes when used (to keep it balanced) so be careful. It is a Power not a Lesser Power.
- I've made an alternative plugin to allow the scepters to be found as loot by request. This is the only change from v 1.8. They are very rare finds and appear from level 6 and onwards.
This new plugin can be found in the Optional Files.
Check spoiler below if you wish to know in which types of chests they can be found:
Spoiler:
Show
Mainly in conjurer boss chests but also some mythic boss chests.
65 comments
Version 2.1:
- Fixed a tiny bug and added a Spell Tome to the vendor which will teach you the Power Fortify Magicks. This Power will temporary increase all magic school 1 mastery level allowing you to cast slightly higher level spells for a brief time. This has 2 advantages:
1. If you find a spell tome (A DLC,MOO or other mod added tome) while adventuring you will be able to use it earlier than normal. Remember though that since the power granted can only be used once per day you cannot keep casting the spell. This is balanced to me.
2. I use the mod Guild Advancement which requires certain mastery levels of magic to proceed through the Mages Guild Quest-line however I often play as a mage who only specializes in just a few schools which makes it very difficult if not impossible to advance through the quest-line.
With this Power the base value of the magic schools are increased making it temporary possible to advance without having to play as a non-specialized mage which that mod requires you to do.
Old info just FYI:
Ritual:
Rituals are essentially just scrolls. They are however very potent. I've made them to fill a gap that I notice at higher levels when I face many tough enemies at once and it is almost impossible to fight my way forward.
Rituals I imagine (since I don't have the skills to implement it precisely as I want) take longer to cast then a normal scroll. You have to stand still and read from the book and concentrate and once the Ritual is finished the effect executes and it is obviously a very powerful effect.
A Ritual is a book, weighs 1 and is very pricey. Buy them at Rindir's. He only has a few available.
If using the Loot Version of this mod you can also find these as loot when out on adventure.
Rituals available:
Ritual: Elemental Blast
Ritual: Bulwark
Codex:
A codex is spell book which teaches a very special Power. They fill the same gap as described above but in a different way.
The Power attained from a Codex has a cool-down period after each spell use. The casting cost of the spell is however very low compared to the
very strong effect. I find the codices to be extreme powerful and perhaps too powerful for some type of characters since they can be used
over and over again. Use at your own discretion. Only available from Rindir's shop.
Codices available:
Codex of Barrier
Codex of Elemental Quiver
Enjoy!
When I equip a scepter, I gain combat skills not lose them, at least according to the stats page, and this persists even after I unequip the scepter. The magical effect that does the draining does too. E:I forgot about the hotkey requirement. That fixes the unequip problem. However I still get a boost in my combat stats rather than a penalty. E.g., my Blunt goes up to 113 from 57, when I equip a scepter.
Second, this is probably an unintended consequence of how you added the scepters to leveled lists in the loot version, but I got a bunch of scepters from Henantier after completing the Through A Nightmare, Darkly quest. Usually you just get few scrolls, which are worth quite a bit less than scepters.
Thanks for letting me know about the Through A Nightmare, Darkly problem. I've changed the levelled list in the new version.
If that doesn't work I don't really know what has happened. You might have to remove the mod to get rid of the "Penalty" but then you have to buy your scepter again.
I had a few more minor updates anyway I need to get out. Stay tuned.
Edit: and another good thing is I won't have to buy them again because I stole them the first time lol.
Do you gain any skill XP (e.g in magic) for using a scepter? And if so, would Ultimate Leveling (UL) register the XP rewards?
You don't gain xp when using scepters since the spells they provide are Lesser Powers.
Edit: Thanks for maintaining this mod with update v1.8
Since the scepters are technically blunt weapons, doesn't that mean with usage they will increase your blunt skill?
Version 1.9:
* Read below before you update the mod. Do not have any scepters equipped when updating.
- Changed 1 scepter completely (Scepter of Withering) and tweaked 5 others.
- Resized some of the scepters.
- Changed the levelled list in the loot version to a better one.
- Added 2 Rituals and 2 Codices. Explained below.
Scepter of Withering has been changed to Scepter: Disintegration
This new scepter delivers a strong elemental blast and encourages the wielder not to spam its use.
Scepter of Order: Turn Undead has been changed to Scepter: Holy Fire
Now deals Fire Damage in a small radius instead of healing the user.
Scepter of Light: Preservation has been changed to Scepter: Righteous Radiance
Additionally shines Light when used.
Scepter: Battlemage
Increased damage for balance to better function at higher levels. It does make it a little too powerful at lower levels though.
Scepter of Light: Imbibe
Increased damage and Absorb Magicka.
Scepter: Summon Bear
Added Shield 10 for the same duration as the summoned bear.
Ritual:
Rituals are essentially just scrolls. They are however very potent. I've made them to fill a gap that I notice at higher levels when I face many tough enemies at once and it is almost impossible to fight my way forward. Rituals I imagine (since I don't have the skills to implement it precisely as I want) take longer to cast then a normal scroll. You have to stand still and read from the book and concentrate and once the Ritual is finished the effect executes and it is obviously a very powerful effect. A Ritual is a book, weighs 1 and is very pricey. Buy them at Rindir's. He only has a few available. If using the Loot Version of this mod you can also find these as loot when out on adventure.
Rituals available:
Ritual: Elemental Blast
Ritual: Bulwark
Codex:
A codex is spell book which teaches a very special Power. They fill the same gap as described above but in a different way.
The Power attained from a Codex has a cool-down period after each spell use. The casting cost of the spell is however very low compared to the very strong effect. I find the codices to be extreme powerful and perhaps too powerful for some type of characters since they can be used over and over again. Use at own your discretion. Only available from Rindir's shop.
Codices available:
Codex of Barrier
Codex of Elemental Quiver
Enjoy!
would your mod be compatible with Better Cities [Imperial City or Market District]... as in, you can still buy scepters from Rindir.
Version 2.0:
- Balance adjustments to 6 of the scepters. Take a look at the new screenshots to see which.
- Added a note next to the book in Rindir's shop which can be taken freely. It gives a short description of the scepters (and at which level they become available) since I can never remember this my self.
- Reduced the penalty for having a scepter unsheathed in an attempt to fix rare bug.
- The Rituals and Codecs were too powerful. I've adjusted them and added drawbacks to using them to simulate the user having to concentrate for a
moment before the spell unleashes. This drawback is delayed 30 seconds so you won't be crippled during a fight (unless you take to long to finish it
- Added a new codex only attainable at level 24 called Codex of Elemental Discharge. This one is an even stronger ranged version of the
Codex of Elemental Quiver and will damage your Attributes when used (to keep it balanced) so be careful. It is a Power not a Lesser Power.
Enjoy!
- I've made an alternative plugin to allow the scepters to be found as loot by request. This is the only change from v 1.8.
They are very rare finds and appear from level 6 and onwards.
This new plugin can be found in the Optional Files.
Check spoiler below if you wish to know in which types of chests they can be found:
Enjoy!