Spell Absorption Rework - absorb all spells (not just telekinesis)

⭐ — (5 endorsements) 📥 157 downloads 📌 v1.0 📅 6/11/2025
🟠 Updated over a year ago

By bimsaa · Magic

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/11/2025 📅 Created: 6/11/2025

🔍 Analysis

  • 🏆 #31 of 68 Magic mods in this game by downloads

📋 About This Mod

Allows spell absorption to work with all schools and types of magic, not just telekinesis. Stop adding telekinesis to every custom spell!

Description

Information from UESP how spell absorption and telekinesis work.

  • []If your Mysticism skill is 33 or higher, casting Telekinesis spells will increase your Magicka reserves if the spell is absorbed. At 100 Mysticism, your Magicka is increased by five times the cost for you to cast the spell. For example, Remote Manipulation at Mysticism 100 costs 5 Magicka to cast, but you absorb 25 points of Magicka.

    []You cannot use this exploit to fully recharge your Magicka, however, presumably because you actually absorb the spell before expending your Magicka. In other words, if you have 450 total Magicka, casting Remote Manipulation at 100 Mysticism will never increase your Magicka past 445 (450-5).

    []It can be used in custom spells to negate their magicka cost. At 100 Mysticism and 100% Absorption you can add 25% on top of the spell's magicka cost as Telekinesis to make the spell "free" to cast. However, when used in custom spells the Telekinesis effect is always cast first - when casting the spell it will regenerate 125% of the spell cost, consume 25% for the telekinesis, as per the above point, and consume the remaining 100% of the spell cost. So the spell will be "free" only if you're already missing these 125% from your magicka pool. Meaning, for the spell to be "free" this way, you need to be able to cast it twice - the 125% costs needs to be no more than half of your maximum magicka.

    This mod simulates this behavior for all spells. Now mana will be restored from ALL spells that you cast, according to the formula:

    restored_mana = spell_cost (skill_value / 100) * (absorb_chance / 100)

    skill_value / 100

    skill_value - the value of your mainSkill (see the settings section)

    100 - the value of you skillThreshold (see the settings section)

    absorb_chance / 100

    this part is not taken into account if absorbChanceMode is set to 1 (see the settings section)

    Settings

    I've added a few settings. To change them, use console:

    set SAR.setting_name to value

    (eg: set SAR.absorbChanceMode to 1)List of settings:

    absorbChanceMode (default = 0)

    0 - instead of a chance to absorb mana based on your spell absorption value, you will absorb a percentage of the spell cost equal to your absorption value (eg: your spell absorption value is 75

📊 Mod Details

Game
Oblivionremastered Mods
Author
bimsaa
Version
1.0
Downloads
157
Endorsements
5
Category
Magic
Created
6/11/2025
Updated
6/11/2025

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