About this mod
Adds "Heal Other", "Heal Group" and "Heal Other (Undead)" variations of almost all healing spells. Revisited version of Magic Together mod and adapted to current Skyrim Together version.
- Requirements
- Permissions and credits
Healing (Novice) - renamed to Heal Self, added Heal Other (weaker version, replaces vanilla Healing Hands), Heal Group and Heal Other (Undead) (replaces Necromantic Healing)
Fast Healing (Apprentice) - renamed to Fast Healing Self, added Fast Healing Other, Fast Healing Group and Fast Healing Other (Undead) (replaces Heal Undead)
Close Wounds (Adept) - renamed to Close Wounds Self, added Close Wounds Other (replaces vanilla Heal Other), Close Wounds Group and Close Wounds Other (Undead)
Added Purify Self (Expert) - removes Diseases
Grand Healing (Expert) - increased radius
Added Invisibility Other (Master) - makes target invisible
Removed weird personalized changes from original mod:
Candlelight Other - I guess, the author wanted to troll his friends in multiplayer? Candlelight requirements are low enough for everyone to use them, so not needed. For roleplay purposes you can also use a torch.
Reduced Candlelight duration since the latest Skyrim Together already highlights party members (F4 key).
Reduced Waterbreathing duration back to 1 minute (original author changed it to 5 minutes) - game pause during lockpicking most likely wasn't the reason to set Waterbreathing duration at 1 minute, they just did so because many other spells use 1 minute as a base duration. And if one minute is not enough to open an underwater lockpick, then cast the spell again if you have a lot of magicka/regeneration, or drink magicka potions to do it.
Restored damage/duration of various shouts - the original author made them stronger, probably due to his personal preferences, not to improve balance.
Removed unused Bound Weapon Other spells, everyone has their own weapons in multiplayer and there is no need to troll them by forcing weapon choice on them.
Removed unused Magic Cloak Other spells, as (in some case) they can damage neutral and allied characters, causing NPC aggression if used in wrong place. It's better not to decide for someone else, whether they want to hurt non-enemy characters.
Credits go to:
Mastersunways for Magic Together