Adds toggleable aura spells, which provide constant effects for yourself and/or nearby allies/enemies. All auras reduce your maximum magicka by a specific amount while active (upkeep cost).
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Changelogs
Version 0.2
modified aura script to check your max magicka everytime your gear changes; if max magicka goes below zero, all auras are dispelled automatically
scripts keep track of the number of active auras now and you can't have more auras active than the defined maximum (configured in MCM, default = 3; Aura - Light does not contribute to this)
added "Aura - Turn Undead": nearby undead up to level 13 flee
Version 0.1a
fixed a bug with the healing aura that kept the player from sprinting and jumping
Version 0.1
initial release
Demonstration Video:
Requirements
- requires SkyUI (for MCM) - has built-in support for Spell Research
Installation
Install via your preferred mod manager.
To add the new spells to vendors, use the provided option in MCM.
Updating
You should always make a save game with no auras active before updating the mod.
If you use spell research and an Aura update introduces new spells, please reimport the spells via the Spell Research MCM.
Spells
Currently all spells are found in the restoration school. That might change in the future.
Aura - Armor Increases armor
Aura - Burn Undead Does sun damage to nearby undead