About this mod
This mod revamps Oblivion's magic system to be more balanced, varied and enjoyable by fixing bugs, enhancing spellcasting, and staying true to the game's original balance and lore.
- Permissions and credits
- Changelogs
- Donations
This classic mod is currently **BEING PORTED** from Oblivion but had to be re-implemented. We are fairly close now to feature parity.
The main page lists the features that have been successfully ported. For an overview of what is still missing or in the original mod page see https://www.nexusmods.com/oblivion/mods/12466.
### Circle Spells
A selection of new Expert Circle spells has been added. These touch spells (which require no specific target) affect all nearby enemies:
- Surrounded? Cast one of the elemental damage circles to blast away your foes.
- Use a Light Circle to both blind enemies and grant you temporary invisibility.
- The Restore Health Circle heals you and nearby allies.
- The Burning Soul Trap Circle applies soul trap while inflicting burning damage.
- The Turn Undead Circle scares off all undead in your vicinity.
### New Pre-made Spells
New spells have been added to shops that mimic those you can create yourself—saving you time and effort:
- **Holy Fire (Destruction):** Deals both light and fire damage, ideal for vampire hunters.
- **Masterful Bound Armor (Conjuration):** Equips you with a full set of summoned armor in one go.
- **Riot (Illusion):** Simultaneously casts frenzy and rally effects to create mayhem.
- **Upsurge (Restoration):** Grants a high jump boost for 3 seconds.
- **Zenithar’s Hammer (Restoration):** Prevents your repair hammers from ever breaking.
- **Rock Skin (Restoration):** Enhances your resistance to physical and elemental attacks.
- **Shield of Thorns (Mysticism):** Reflects damage back to your attackers.
- **Drain Spells (Mysticism):** Sap the strength, magic, or mobility from your foes.
- **Sickness (Destruction/Restoration)** Apply weakness to disease and a small damage health effect to apply a disease.
- **Sanctuary (Illusion/Restoration)** Resists normal weapons.
- **True Sight (Illusion)** Master level night eye.
- **Superior/Legendary Dispel Other (Mysticism)** Dispel magic from other allies or enemies.
### Shivering Isle Powers
- The **Manipulate Weather** power can now be cast in Tamriel; however, due to lore reasons it only triggers the Oblivion Gate thunderstorm as this is forbidden and grants a temporary fire shield.
- **Sheogorath’s Protection Spell** has been extended for use in Tamriel, on near death will transport you to sheogoraths daedric shrine, and Haskill will show up and offer to return you back to original location.
### Level based spells
- All level based spells now scale up to level 60 if you are in armor (max lvl in remaster is 80 so this needs to be higher). Note mages without armor casting these spells for lvl 25 or higher still affect any enemy regardless of level.
### Magic Sneak Attacks
You can now cast spells when sneaking and undetected to add a bonus to the spells effectiveness.
Casting magic is known to be noisy so the bonus is smaller than standard weapons. Its only a 25% bonus at novice sneak to the spells effect, and 75% bonus for apprentice sneak and above. Note if the target is already in combat the bonus will not apply. Additionally you must stay sneaking when the spells hit for the bonus to apply.
This bonus will not apply if an enemy is at 100% magic resistant.
Note the bonus improves all effects of the spell so they also last longer as well as the bonus damage, also adds a bonus to friendly spells if you can stealthily cast those on allies.
(Optional) There is a Ue4ss plugin available that helps enable UI notifications when magic stealth attacks are successful. Without this you will not be notified when a sneak attack was successful.
## Destruction
### Elemental Effects
To improve the effectiveness of standard frost and spark spells/scrolls (not custom spells) they now include additional effects for all apprentice and above level spells.
- Frost spells cause an additional fatigue damage, getting an enemies fatigue to 0 will trigger the now built into remastered paralysis effect.
- Shock spells cause an additional magicka damage, to help against mages.
- Beware these effects can affect you too from enemies.
- A journeyman of destruction will cause fire, frost and shock spells with a duration to blast enemies with low health away. Shock is the strongest, frost is the weakest.
Wizards Fury and Finger of the Mountain spells are the most powerful of these effects, cheaper than making your own, as well as having the way too high magicka costs fixed and the higher level spells actually castable without birthsigns and/or fortify effects.
- lvl20 finger spell will use half magicka at 100 intelligence.
- lvl25 finger spell will use your entire magic pool at 100 intelligence.
- All standard Damage stat spells have a chance to inflict a random disease on targets including yourself, making these spells a bit more worth the additional cost while also making diseases spreadable to enemies. Disease resistance will naturally affect disease chance on enemies and yourself, chance is 50% higher than natural spread.
- Additionally there is a 3% chance to contract a severe form of blight disease (from morrowind). These cause a larger change to stats and cannot be removed with the standard cure disease spell. You must use the new "Cure Blight Disease" spell (Master level Restoration) or scrolls.
### Disintegrate Duration Fix
Custom made disintegrate armor and weapon spells with a duration will now work. The additional damage over time is unaffected by spell magnitude but takes about 30 seconds to fully destroy a single items health.
### Poison Spells
These journeyman and expert spells modify all subsequent spells cast at the target during the effect to be classed as a poison. This means weakness to poison/resist poison now effect the spells cast so you can bypass resistance to magic effects on enemies.
Undead, Redguards and Argonians have strong poison resistance naturally so it is best to avoid using on those npcs as your spells may lose effectiveness instead.
- New summons in this mod support being cast as a second summon when you have 100 Conjuration.
- For standard summons see mod recommendation - Dynamic multiple summons use the master perk allows 2 summons.
### Spell Improvements
- All summons (Yours or enemies) now have a graphical effect to make it clear these are summons and not standard enemies.
- The **Bound Bow** now summons an unlimited supply of arrows for the spell’s duration. You can switch to standard arrows if needed; however, enchanted or modded arrows are not supported (they will automatically revert to the summoned arrows due to port limitations, although a console command is available to disable this effect).
- Added a reanimate spell you can buy from a shady source.
- Fixed the remasters reanimation effect on npcs not working, and still maintaining the visual effect.
- Reanimation effects from standard sources and this mod (not custom spells) additionally work on dead creatures not just npcs.
- Summon Faded Wraith is now a leveled spell and will summon a normal wraith at higher levels, summon existed but was unused in vanilla oblivion (Does not support custom spells)
### New summons
Conjuration is the art of summoning Daedra so it makes sense various shivering isle creatures can be summoned as they all daedric creations of Sheogorath.
- Summon Familiar (Novice) summon - The only novice summon in the game, but this summons a daedra spirit in the shape of a wolf.
- Skinned Hounds (Apprentice) summon - This summon scales with player level to level 10 and is no longer SI specific being its just an undead body with a daedra spirit.
- Skalon (Journeyman) summon
- Gnarl and Elytra (Expert) summons
- Grummite (Master) summon - Summons a random archer, mage or standard warrior. These summons scale with the player level forever.
- All summons have a chance to summon the mania or dementia version of them.
- Note all new summon spells will not replace existing standard summons when cast. They can only be cast when other summons expire. They can be cast to replace themselves though.
### Longer Lasting spells
Conjuration spells never last very long (Many at 15 seconds) so I have tweaked magic effects directly to at least last to be of use.
- In general all standard journeyman or higher summons and bound item spells now last 60 seconds.
- Novice and apprentice spells last a minimum of 30 seconds.
- Note magic effect costs also affect custom spells, but generally for journeyman or higher style spells will be in the region of 60-120 seconds and so better than stock spells.
- Scrolls being one time usages last longer more towards 90s. Rufios ghost now lasts 240 seconds.
### Telekinesis
Telekinesis spells (not custom spells) have been overhauled into really useful utility spells.
- They can loot chests, open doors, loot dead bodies and pick up items.
- (Assassins Rush) If you cast telekinesis on an alive npc or creature you will quickly position yourself behind their back which is great for pickpocketing or sneak attacks.
- Includes vanilla bug fix to make telekinesis scrolls actually work
### Siphon Pain / Absorb Damage
New Siphon Pain spell similar to spell absorption effects has a chance to absorb damage and refill your magicka.
### Soul Trap
Soul trap is a bit tedious to use. So now on every hit of the spell, a little bit of your enemies soul 5% will be saved while you have empty soul gems. Once enough soul energy has been saved this will fill a soul gem for you. This will only fill the soul gem entirely and not partly fill one with a lesser soul. As your mysticism mastery level increases you will save more soul energy allowing you to more quickly fill soul gems. Same rules apply only creatures can fill normal soul gems, while black soul gem can also use npcs.
### Dispel
Standard target Dispel effects and enchantments (not custom spells) now cause high damage to summons. Useful if the dispel is not powerful enough to dispel the summon spell itself from an enemy caster.
### Longer lasting spells
Soul trap spells now last a bit longer to be a minimum of 30 seconds, but you may still want to recast more often to get the latent soul energy.
### Extrication / Emergency Teleport
Teleportation spells were a staple in Morrowind but became less critical with fast travel. The new **Extrication** spell lets you teleport to your last known safe outdoor location:
- Quickly return to dungeon entrances or escape from combat (works both indoors and outdoors).
- The spell has a casting delay during which you’re vulnerable as you are paralyzed.
- It cannot be used in certain locations (e.g., jail, arena, or designated quest areas).
### Mark/Recall (Teleport) (Optional Wild Spell)
The classic Morrowind Mark and Recall spells have been added to vendors for teleporting to custom locations. These spells include a brief casting
delay similar to Extrication:
- Once you mark a location, it leaves a wisp at the location and remains active until you travel to the Shivering Isles (or vice versa) or are taken to jail. In such cases, you’ll need to cast a new mark. This functionality is especially useful when fast travel is disabled via mods.
- Exercise caution: Remember that recalling into an area with no exit may break your game.
### Create/Enchant spell (Optional Wild Spell)
- Spell Weave (Mysticism): Allow to create a spell outside the University and without a spell making altar.
- Spell Forge (Mysticism): Allow enchanting of items without an enchanting altar.
### Spellfire (Optional Wild Spell)
- Mystics now have the ability to defeat other mages easily with the Spellfire spells. These damage enemies whenever they cast a spell. Entire guilds of mages can wipe themselves out with ease. There is a single target spell and a very powerful area effect spell.
### Magic effect Weakness Spell Schools (Optional Plugin)
Weakness to magic - is now under the mysticism skill which fits lore that mysticism is around modifying magic.
### Absorb Mysticism School (Optional Plugin)
Mysticism typically lacks offensive spells, which makes leveling it challenging. This changes that back to just like it was in morrowind.
### Mystic Hands
I recommend this mod Punch Mage as a replacement for mystic hands spell
### Force Spells
This provides more offensive capabilities to alteration mages while still fitting the theme of supporting magic as these cannot kill people unless gravity is involved. The spells alter the air to create a force of wind to blow enemies away.
Added an expert disorientating force on touch circle spell that knocks enemies down.
Added a master unrelating force touch circle spell that throws enemies away.
There is a small chance for enemies to be unaffected based on your willpower and luck skills.
### Blink
Based on similar techniques to morrowinds levitation, this simpler spell instead makes you travel a distance forwards in a small amount of time. Just look in direction you want to go and cast spell.
### Spell Improvements
- Burden spells are pretty much useless for the player. Now when burden spells (not custom spells) are cast on an enemy it will root them to the spot for a few seconds while they deal with the sudden weight increase. It ranges from 1-5 seconds based on alteration skill. This provides slight offensive capability until you can use the force spells.
- Feather effects now protect you against fall damage. Note that this protection is negated if burden effects are active.
- Waterbreathing effects provide a small boost to swimming speed during its effect.
- Elemental shield graphic effect in remastered only showed on cast, i've improved the effect so its obvious shield is active on both yourself and enemies.
- Elemental shield effects including custom spells now cause small amounts of AOE damage per second in melee combat. This affects both yourself and enemies. This damage scales with your resistance to element and alteration skill, although there is a hard cap of 10 per second to avoid it being overpowered.
### Levitation
Levitation currently proving tricky to port, but this recommended mod is best alternative for the moment.
### Magic effect Weakness Spell Schools (Optional Plugin)
Weakness to normal weapons is now under the alteration skill which fits lore you can weaken armor. Also provides more offensive capability to the school.
### Spell Improvements
- Invisibility effects now take a toll to maintain and will prevent magicka regen during its effect. This is to prevent abusing very low cost invisibility spells. Buy the higher cost and run away.
- Re-balanced charm custom spells so that magnitude is main driver of cost. So 100 magnitude spells are now classed as master level. Standard spells are the same vanilla price, so much much cheaper but also still fairly useless compared to custom charm spells. You can still bypass speechcraft when your a master, but you can't bypass as a lowly novice anymore.
- Shadow spell reduced chameleon effect but added the rare resist normal weapons effect just like morrowind.
- Paralyse spells are very powerful, so now they have an additional % chance to fail on all enemies based on your illusion skill and luck. At level 1 without mods its 25% resistance, then about 0% at/over 100 skill.
### Chameleon God Mode Fix
Chameleon is pretty broken at 100% effect as no one will interact with you in combat so the effect is now capped at 99% to disable god mode.
- As an alternative if you crouch enemies will completely lose you (similar to 100%) and will eventually end combat.
- Note this only lasts for 10-15 seconds based on sneak skill.
- If you uncrouch effect will be lost.
- After effect has expired there is a number of seconds must pass (based on sneak) and you must be uncrouched. Then you can crouch and use the same tactic again
- You will see messages when its possible to crouch or the effect has ended.
### Night Eye
Higher level night eye spells/potions (spells with long durations) dynamically detect daylight and disable the night eye effect until your back in an area which needs it. This reduces the annoyance of the effect. Additionally you are given a"Night eye control" power to manually turn the night eye effect on and off while spell is active. Note when the location lighting changes again this will override your manual toggle.
This does not affect/apply to lower skill night eye ,custom spells and enchantments where night eye is always maintained.
Night eye now makes it easier to find items compared to previously and will illuminate corpses.
### Magic effect Weakness Spell Schools (Optional Plugin)
Resist normal weapons - This magic effect is now under the illusion skill like in morrowinds (sanctuary) rather than restoration, and its commonly present on ghosts which are not anywhere near the restoration spell school.
Weakness to poison - is now under the illusion skill which fits lore that by confusing the mind or hiding the poisons presence its easier to distribute the poison for maximum effect.
### Absorb Spells
- Absorb spells range limit is now twice as long, especially as remaster has no visual effect to show this limitation.
- Standard absorb magicka spells include a fortify magicka on the opponent, as unlike other absorb spells this ends or never starts if there is no magicka to absorb which made them useless. They are already very difficult to use as early game they cost more than what you absorb.
### Turn Undead Restoration School (Optional Plugin)
Ever noticed that Turn Undead spells are sold by priests yet classified under Conjuration? This changes that and now provides more offensive capability to this school and also fits its theme better.
### Magic effect Weakness Spell Schools (Optional Plugin)
Weakness to disease is under the restoration skill as modifying the health of someone you could exploit to make them prone to disease. This provides more offensive capability which you can pair with the new disease effect from damage health.
Activate additional ESPs to enable optional changes. These settings are gamebreaking/unbalanced and are not included in the core ESP.
### Turn Undead Restoration School
Ever noticed that Turn Undead spells are sold by priests yet classified under Conjuration? Enable **SM_TurnUndeadRestoration.esp** to shift Turn Undead spells to the Restoration school.
### Absorb Mysticism School
Mysticism typically lacks offensive spells, which makes leveling it challenging. **SM_absorbMysticism.esp** reassigns absorb spells to the Mysticism school as in Morrowind.
### Weakness Spell Schools
Leveling up destruction spells gives you alot of powerful spells, this plugin **SM_WeaknessSchools.esp** when enabled this will better distribute weakness to magic effects to different spell schools. It also makes it harder to exploit weakness to magic by just leveling destruction.
Activating **SM_EnableWildEnchanter.esp** allows you to craft spells and enchantments for effects normally restricted (e.g., Restore Health enchantments, Invisibility, Paralyze, Damage Magicka, Spell Absorption, Stunted Magicka, Reanimate, Calm, Charm, etc.).
### Wild Spells
Activating **SM_WildSpells.esp** enables buying spells that are deemed too unpredictable or gamebreaking, or didn’t fit the lore:
- Spell Weave .
- Spell Forge .
- Spellfire
- Mark/Recall (Teleport)
### Console Commands
You can type into the oblivion console using the ` key then type one of the following:
obvConsole set SMQuest.disableBowEquip to 1
To disable auto equipping the summoned arrows in game because you do have your own special arrowsobvConsole set SMQuest.bEnableWildSpells to 1
To enable and disable wildspells in game without using the ESP. Note if esp is in use it can override this especially when first activated.obvConsole set bSMOEncumbered to 1
To disable feather effects preventing fall damageobvConsole set SMQuest.bDebugSpells to 1
Gives player most of the new spells and or spells with new effects. Used for debugging.obvConsole set SMQuest.bDebugItems to 1
Gives player various items to test spell effects. Used for debugging.obvConsole set SMQuest.bDisableInvisibilityNoMana to 1
Disables mana not regenerating under invisibility effect.obvConsole set SMQuest.bCureBlight to 1
Cheat to cure any blight diseases immediatelyobvConsole set SMQuest.bDisableNightEyeAuto to 1
To disable automatically turning off the powerful nighteye spells during the daylightobvConsole set SMQuest.bDisableParalysisResist to 1
To disable the innate paralysis resistance on enemiesobvConsole set SMQuest.fMagicDamagePercent to 100
To set a general weakness/resistance to magic effect on all enemies. Positive values are a weakness 100=100%, negative values are resistance but note at -100 enemies will be completely immune to magicobvConsole set SMQuest.bDisableBlightDisease to 1
Disable blight disease mechanic entirely, only normal diseases spread through damage health effectsobvConsole set SMQuest.bDisableSneakAttacks to 1
Disable magic sneak attack mechanicobvConsole set SMQuest.bDisableTokens to 1
Disable item token to workaround bugs or to aid in uninstalling the mod. This will prevent a large number of spell effects from working once enabled.
List of vendors for the new spells and scrolls:
AdrienneBerene01.AddSpell SMPoisonJourneyman
RaminusPolusRef.AddSpell SMPoisonExpert
RaminusPolusRef.AddSpell StandardFireDamageCircle4Expert
RaminusPolusRef.AddSpell StandardFrostDamageCircle4Expert
RaminusPolusRef.AddSpell StandardShockDamageCircle4Expert
ItaRienusRef.AddSpell StandardLightCircle4Expert
IsaRamanRef.AddSpell StandardRestoreHealthCircle4Expert
RaminusPolusRef.AddSpell StandardSoulTrapCircle4Expert
IsaRamanRef.AddSpell StandardTurnUndeadCircle4Expert
BorisseanRef.AddSpell StandardBoundArmorMaster
GasparStegineRef.AddSpell SMHolyFire
BorisseanRef.AddSpell SMStandardFortifyJump
ItaRienusRef.AddSpell SMRiot
BorisseanRef.AddSpell SMStandardFortifyArmorer
BorisseanRef.AddSpell SMStandardReflectDamage
GasparStegineRef.AddSpell SMStandardResistDamage
BorisseanRef.AddSpell SMStandardAbsorbDamage
CalindilRef.AddSpell SMExtricate
EdgarVautrineRef.AddSpell SMExtricate
ItaRienusRef.AddSpell SMExtricate
AdrienneBerene01.AddSpell SMDrainMobility
AdrienneBerene01.AddSpell SMDrainWarrior
GasparStegineRef.AddSpell SMDrainWizardry
OrinturRef.AddSpell SMBlink
OrinturRef.AddSpell SMForceMaster
OrinturRef.AddSpell SMForceExpert
RaminusPolusRef.AddSpell SMForceExpert
MraajDaarRef.AddSpell SMReanimateMaster
OhtesseRef.AddSpell SMWeaknessDisease
AvrusAdasRef.AddSpell SMWeaknessDisease
OragGraBargolRef01.AddSpell SMWeaknessDisease
TrevaiaRef.AddSpell SMWeaknessDisease
TumindilRef.AddSpell SMWeaknessDisease
UravasaOthrelasRef.AddSpell SMWeaknessDisease
IsaRamanRef.AddSpell SMCureBlight
TumindilRef.AddSpell SMCureBlight
CalindilRef.addItem SMScrollCureBlight 3
CalindilRef.AddSpell SMSummonSkHound
AlvesUvenimRef.AddSpell SMSummonSkHound
DrujaRef.AddSpell SMSummonSkHound
AlbericLitteRef.AddSpell SMSummonSkHound
TrayvondtheRedguardRef.AddSpell SMSummonSkHound
SelenaOraniaRef.AddSpell SMSummonSkHound
UngarionRef.AddSpell SMSummonSkHound
ThaurronRef.AddSpell SMSummonSkHound
SEEarilRef.AddSpell SMSummonSkHound
SEEarilRef.AddSpell SMSummonElytra
SEEarilRef.AddSpell SMSummonGnarl
SEEarilRef.AddSpell SMSummonGrummite
SEEarilRef.AddSpell SMSummonScalon
CalindilRef.AddSpell SMSummonFamiliar
AlvesUvenimRef.AddSpell SMSummonFamiliar
DrujaRef.AddSpell SMSummonFamiliar
AlbericLitteRef.AddSpell SMSummonFamiliar
TrayvondtheRedguardRef.AddSpell SMSummonFamiliar
SelenaOraniaRef.AddSpell SMSummonFamiliar
UngarionRef.AddSpell SMSummonFamiliar
ThaurronRef.AddSpell SMSummonFamiliar
AvrusAdasRef.AddSpell SMResistNormalJourneyman
IsaRamanRef.AddSpell SMResistNormalJourneyman
OhtesseRef.AddSpell SMResistNormalJourneyman
OragGraBargolRef01.AddSpell SMResistNormalJourneyman
TrevaiaRef.AddSpell SMResistNormalJourneyman
TumindilRef.AddSpell SMResistNormalJourneyman
UravasaOthrelasRef.AddSpell SMResistNormalJourneyman
GasparStegineRef.addSpell SMNightEye5Master
RaminusPolusRef.AddSpell StandardDispelTarget4Expert
BorisseanRef.AddSpell StandardDispelTarget5Master
; WILD SPELLS
RaminusPolusRef.AddSpell SMEnchantingWild
RaminusPolusRef.AddSpell SMSpellMakingWild
VolanaroRef.AddSpell SMSpellfireWild
TrayvondtheRedguardRef.AddSpell SMSpellfireWild
AgataRef.AddSpell SMSpellfireWild
BorisseanRef.AddSpell SMSpellfireMasterWild
CalindilRef.AddSpell SMMark
CalindilRef.AddSpell SMRecall
EdgarVautrineRef.AddSpell SMMark
EdgarVautrineRef.AddSpell SMRecall
ItaRienusRef.AddSpell SMMark
ItaRienusRef.AddSpell SMRecall
AlvesUvenimRef.AddSpell SMMark
AlvesUvenimRef.AddSpell SMRecall
Place the ESP in your Oblivion Remastered directory:
G:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
(as usual) and add it to your Plugins.txt file as the last entry.
The SM_***.esp files are optional—if you choose to load them, be sure to add these at the end of Plugins.txt.
There is an optional ue4ss plugin to show UI notifications for stealth magic attacks similar to sargeryong's logic in SpellSneak
It also includes an ini for use with the Silent Notification Framework to hide some internal messages to support custom effects. Add to "OblivionRemastered\Binaries\Win64\SkipMessages\suprememagicka.ini"
The new spells are currently added ad hoc to vendors to minimize conflicts with other mods.
This mod includes changes to stock spells/scrolls/magic effects which will conflict with other mods that modify such. Load this after mods in Plugins.txt to avoid losing changes. ( Wrye Bash experts already know what to do ;) )
This mod does make some edits to summons so will conflict with other mods that also change those. Note this is just so standard summons have the summon graphic.
Occasionally you may see "Magical Token" added to your inventory. These are harmless and related to some of the new effects, interestingly there is no way to hide these messages anymore. The hack to call Message twice in a row no longer suppresses them in the new engine.
Originally, this mod was focused on high compatibility with other modifications. Future updates may adjust this focus depending on the progress of OBSE and whether I revert to traditional modding methods.
I always strive to include fixes from the Unofficial Patch where appropriate, so that these improvements aren’t lost with later changes.
I also recommend using Game Settings Loader to fine-tune your game settings—such as lowering the summon limit to 1 or higher.
I recommend Better Difficulty - OBSE as it lets you specify how difficulty levels affect summon strength.
Dynamic multiple summons has solved the problem of specifying different summons per mastery level of conjuration, using unreal engine things.
Levitation currently proving tricky, but this recommended mod is best alternative for now.
Mad Spell Pack Most ue4ss style mods like this are fully compatible. This implements closest similarities to Mystic Hands and Rapidfire spells from original oblivion supreme magicka.
Ascension is very popular but also modifies spells, so either use Descension instead or make sure Supreme Magicka loads after Ascension.
If you want a spell sorter, its technical but look into wrye bash as its still the best way. Its not remastered compatible but you just need the run its "bashed patch -> Tweak Names" to sort magic, then copy the bashed patch to remastered. Magical Item and Spell Sorter also works for standard spells but not for this mods added spells.