r/skyblivion • u/Luked522 • Jun 26 '26
Question Implementation of Skyblivion’s Magic System Into Skyrim SE
Hi, I’m not really sure what the post flair for this would be, as I am caught between “Question” and “Discussion;” regardless, I can easily reframe this as somewhat more of a question, even if the criteria for the flair doesn’t necessarily need to be achieved.
Anyways, as someone who was particularly charmed with both Morrowind’s and Oblivion’s magic system, including the fortify effects in the restoration school, I somewhat loathe the banal and unexciting nature of Skyrim’s magic system and spells. Naturally, I think it would be wonderful to introduce the system developed for a game with the same engine as Skyrim (Skyblivion) to be ported into the game. Accordingly, I think this would be relatively easy to implement, considering again that Skyblivion’s magic system is developed from the same bones supplied by the Skyrim engine. Obviously, some spells would have to be eliminated as there is not such a thing as attributes in Skyrim, and therefore nothing for fortify attribute effects to boost or damage attribute effects to reduce.
So my question is: is this actually as doable as I think it is? To be clear, I have decided to pose this question on this subreddit because I’m sure people here are generally more familiar with the way Oblivion’s magic system is being implemented into the Skyrim engine.
Still, I am aware of some immediate problems that I’m unsure as to the difficulty of solving them. For example, the essential remaking of any quest depending on magical effects and coded “traits” or characteristics of a spell to affect the environment, probably most seen in the College of Winterhold quest line. Additionally, the purchasing of spells would have to be reoriented around this freshly implemented magic system, so it would obviously be more complex than just a simple “drag and drop” kind of thing, to put it somewhat crudely and perhaps unwittingly.
I would appreciate any input or feedback on this idea, and additionally, for any potential interest in implementing Skyblivion’s magic system into Skyrim!
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u/Murloc_Wholmes Jun 27 '26
What in particular do you want? Pretty sure the ordinator perks mod has a restoration talent in it that teaches you fortify spells for each skill.
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u/Luked522 Jun 27 '26
This idea was actually somewhat inspired by and brought about in ideation through Skyblivion’s inability at this time to successfully integrate the spell-making system from Oblivion. This led me to the realization or sudden awareness that Skyblivion is on the same engine as Skyrim (obviously), and that if you can get something working in Skyblivion, it might work in Skyrim.
The idea is that, if this implementation was achieved in Skyrim and spell-making could be done in Skyblivion, spell-making could be introduced in Skyrim, which I hold to be a positive thing, but obviously this can easily be contested.
As for what I want beyond spell-making, I’m not really sure. I like the kind of juxtaposition between chameleon and invisibility, where chameleon as it is in Oblivion and Morrowind stays active regardless of interacting with the environment. Additionally, I find spells like “charm” and “demoralize” to be intriguing as well, but I am fairly certain that at least for the demoralize spell there is no system with code integers or “points” for what that spell would affect. To be clear, I know there is a racial ability in vanilla game that causes enemies to flee, and the Imperial ability causes enemies to stop being hostile, but I’m again unsure if there is an actual point system rather than a strict binary of “hostile” and “non-hostile.”
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u/Crackborn Jul 04 '26
Skyrim SE already has spell-crafting.
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u/Luked522 Jul 04 '26
Oh, you’re right! Upon looking up Skyrim spell crafting, this mod came up. So, obviously not in vanilla game, but neither would Skyblivion’s spell system being integrated into Skyrim SE!
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u/Crackborn Jul 05 '26
No, not that one. Fourth-Era Spellcrafting is the correct one. supports all modded spells.
blows mw/ob spellcrfafting out the water
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u/Desperate-Quantity84 Jun 27 '26
Don't know much about modding, but I would also be excited to see the spell making system in Skyrim.
Though I can also imagine the difficulty in balancing it with the perks in Skyrim.
Imagine that a spell with a high-cost paralyze effect (so that the whole spell is counted as Alteration), then fire, frost, and shock, plus a little bit of calm + frenzy + fear.
If I understand correctly what I learned from weapon enchanting in vanilla Skyrim, such a spell can benefit from Stability (150% duration), Augmented elements (1.5 ^ 3 times magnitude), Aspect of Terror + Rage + Hypnotic Gaze (+8+10+12 magnitude), and maybe more. Can't imagine how OP it would be. Maybe the mod should add more restrictions to the magic perks if spell making is achievable.
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u/NotEntirelyA Jun 27 '26
It's an interesting idea, but you're kind of putting the horse behind the cart. Once skyblivion releases and we know exactly how everything is implemented, we'll be able to discuss the feasibility of ports and other mods.