Resurrecting the Wonders of Lost Magic

By admin

Forgotten Magic Redone: Unleashing the Power Within Magic, an ancient art once flourishing in every corner of the world, has become a distant memory for many. Tales of sorcery and wizardry have been relegated to mere fantasies, confined within the pages of books and the realms of imagination. But now, a revival is underway, as forgotten magic is being rediscovered and brought back to life. In times long past, magic was an intrinsic part of everyday life. It was woven into the very fabric of society, used for healing, protection, and even entertainment. However, as the world advanced and science took the reins, magic was pushed aside, relegated to the realm of superstition and belief.



Forgotten Magic Redone

Forgotten Magic Redone brings you some of the most comprehensive and intriguing spells for Skyrim to date! All new set of spells gain experience through use, and allow you to upgrade them in unique and exciting ways.

Requirements

Nexus requirements

Mod name Notes
SkyUI

Off-site requirements

Mod name Notes
SKSE

Mods requiring this file

Mod name Notes
Enderal - Forgotten Magic Redone Patch
MaintainableSpells - Patches
Permissions and credits

Credits and distribution permission

  • Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
  • Upload permission You are not allowed to upload this file to other sites under any circumstances
  • Modification permission You must get permission from me before you are allowed to modify my files to improve it
  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
  • Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets

Author notes

This author has not provided any additional notes regarding file permissions

File credits

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  • Spanish
  • German
  • French

Translations available on the Nexus

Language Name
Spanish Author: pjgr234 Forgotten Magic Redone 1.6.5 Spanish
German Author: 3JIou DV von Stefanu Forgotten Magic Redone Deutsch
French Author: 3JIou and sward66 - traduction par hawkeen Forgotten Magic Redone - French Translation
Changelogs

Version 1.6.5

  • Bug and balance fixes, including:

* Fixed Stormstrike: Refraction to prevent OnHit effects from stacking on continuous attacks.
* Fixed Frost Armor for the same reason.
* Fixed Divine Armor for the same reason.
* Fixed Storm Armor for the same reason.
* Fixed Healing Touch: Overgrowth for the same reason.
* Changed Blight Curse: Corrosion to cast once (on hit) rather than repeatedly.
* Fixed Spectral Missiles so that the target will not be alerted until 1st missile actually launched.
* Fixed some race conditions in Storm Armor that could lead to stuck buffs.
* Cut the Alteration experience for Storm Armor by 60% for balance.
* Fixed a race condition in Ancient Lich that could lead to stuck destruction buff.
* Fixed Phoenix Strike to ignore dead targets (to help avoid stuck visual effects).
* Fixed string caching bug that caused capitalization problems with translation variables (I hope).

And for bonus content, a new ring:

Version 1.6.4

  • Bug and balance fixes, including:

Version 1.6.3

  • Bug and balance fixes including:

Version 1.6.2

  • Balance fixes:

Version 1.6.1

  • Fix a bug in the MCM for Pyromancer spells.

Version 1.6.0

  • Balance fixes:

* Healing Touch: base healing decreased to 5/sec, duration increased to 15 sec.
* Healing Touch: Nature's Touch amount decreased to 30-40, now affected by the Regeneration perk.
* Healing Touch: Cleansing now works on each tick.
* Wild Mushroom: base delay between explosions decreased to 3 sec.
* Veil of Nature: base effect decreased from 50% to 33%.
* Veil of Nature: Poison Sting now deals 6-9pt/sec. (+10% per spell level).
* Divine Armor: increased protection by 3% per affinity rank (up to 30% max)

Blessed Weapon (Conjuration Adept)

Summons an axe imbued with divine energy to fight for you for 60 sec.

* Purifying Flames: Each Blessed Weapon's attack sets the target on fire for 3 sec.
* Burn the Heresy: Human enemies take additional mana and stamina damage.
* Power of Faith: Blessed Weapon deals additional magic damage to unholy creatures equal to ten times your Divine Affinity.
* Light's Touch: Restores 2% of your maximum health per sec while Blessed Weapon is active.
* Sigil of Faith: Increases Blessed Weapon's damage by 1% per caster's level.
* Devoted Weapon: The Mystic Binding perk also increases Blessed Weapon damage by 50%.
* Blessing of the Nine: Each Blessed Weapon's attack has a chance to increase your Holy Bolt effectiveness by 50% for 10 sec.
* Triumph: Each Blessed Weapon's attack has a chance to decrease the target's armor by 100 for 10 sec.
* Avenging Wrath: Each Blessed Weapon's attack has a chance to apply Avenging Wrath effect for 10 sec. While this effect is active, increases your chance to score a critical strike by 15%.
* Light's Domination: If Blessed Weapon's target attacks you, knocks the target down. 10 sec cooldown.

Stormgate (Alteration Adept)

Creates a mystical portal at the caster's location for 60 sec. Upon pressing the hotkey (default: G), teleports the caster to the portal. There is a 10 sec. cooldown between translocations.

Version 1.5.5

  • Several bug fixes, including:

Version 1.5.4

  • Fixes for several spells, including:

Version 1.5.3

  • Added three new spells by 3jiou, two in Mystic and one in Electromancer:

* Phantom Armor
* Spectral Missile
* Electric Charge

Also changed Cursed Rune upgrade Exhaustion to Mirror Curse (casts Doppelganger on the target).

Version 1.5.2

  • Several fixes for game balance and ease of use:

Version 1.5.1

  • Several bug fixes:

Version 1.5.0

  • Significant changes to the loot system, so that spell books are more likely to show up on certain opponents than on others. The default drop rate for spell books has been cut to compensate.

* Spriggans and Hagravens: 5x chances of Druid spells
* Dwemer Centurions: 5x chances of Electromancer spells
* Daedra: 5x chances of ALL spells
* Vampires: 5x chances of Warlock spells
* Wisp Mothers: 5x chances of Arcane spells
* Dragon Priests: 5x chances of Paladin spells
* Fire Dragons: 5x chances of Pyromancer spells
* Frost Dragons: 5x chances of Cryomancer spells

Added a new wandering spell vendor, Lokun, who can commonly be found at caravan camps at Whiterun or Markarth, or wandering in between. He sells a handful of randomly selected leveled spells. Between the new vendor and the changes to the loot system, it is easier to steer your character development in the direction you wish to go, but chance still plays a role.

Winter Woe: Destruction Expert, a weaker version of Blizzard but with a range of useful upgrades.

Glacial Fortress: Alteration Expert (lesser power); turns the caster into a block of invulnerable (and immobile) ice for 10 sec., to allow a break from combat while slow-acting spells or conjured creatures have a chance to wear down your opponents.

* Salamander Touch: Ignition no longer triggered by projectiles.
* Salamander Touch now has a sound effect to indicate when it wears off.
* Soul Reaper is no longer triggered by Bond of Corruption's secondary curse.
* Changed Earthbound Weapon: Poison Bite to stack on repeated hits, like ordinary poison.
* Made another attempt at fixing an intermittent bug with Wolf Pack not shutting down cleanly.

Version 1.4.2

  • Added a level limit slider to the settings tab.

Changed the Nether Rift: Marrow Suffering effect to deal stamina and magicka damage, not health.

Version 1.4.1

  • Fixed a bug with Wolf Pack where it would continue trying to cast some area-of-effect buffs after the player had left the area (e.g. by fast travel). This was spamming Papyrus errors.

Version 1.4.0

  • Several minor bug fixes, and 3 new spells by 3jiou, one for Pyromancers and two for Warlocks.

Phoenix Strike: Charge at your opponent like a flaming Phoenix, knocking them off their feet.

Deathly Pall: Increase the effectiveness of your Warlock spells.

Version 1.3.3

  • Balance fixes to Soul Reaper: duration reduced to 10 min., only works on targets level 5 and above, and stacks a maximum of 3 times.

Added support for the Dark Souls Conjuratoin perk to Deathguard and Ancient Lich. Only takes effect if they have the health upgrades (Grim Fortitude or Bound Soul).

Fixed an off-by-one array reference bug in a couple of scripts.

Added a new pyromancer cloak spell:

Version 1.3.2

  • Two new Druid spells by 3JIou:

Veil of Nature (Alteration Adept): Reduces poison resistance of nearby targets by 50%
* Poison Sting: Deals 20-30 poison damage/sec to targets with negative poison resistance.
* Destructive Seed: Decreases casting cost of Seed of Life 70% while active.
* Wither: Drains up to 10 stamina from targets with negative poison resistance
* Living Energy: Restores 4-6 health/sec. for each affected target
* Heart of Nature: Increases caster poison resistance by 50, decreases Conjuration and Restoration casting costs by 25%
* Hibernate: Hostile animals with the area of effect fall asleep for 10 sec. 30 sec. cooldown
* Soporific Poison: Targets with negative poison resistance are paralyzed for 5 sec. 30 sec. cooldown
* Hypnotic Gaze: When hit by a power attack, paralyzes the attacker for 3 sec. 15 sec. cooldown
* Nature's Fury: Increases unarmed damage by 1 per caster level, and movement speed by 30%
* Bestial Wrath: Increases physical damage by 50% for 10 sec. if your health drops below 50%

Wolf Pack (Conjuration Expert): Summons 3 wolves
* Maul: The wolves rend enemy flesh, causing bleeding damage over 5 sec.
* Taste of Blood: Each bite deals additional 15-20pt to bleeding targets
* Rip: Each bite has a chance to instantly kill target with less than 40% health.
* Thick Leather: Increases armor rating of wolves by 5 per caster level.
* Mending: While Alpha Wolf is alive, all allies within 30 ft regenerate 5 health/sec.
* Strength of the Pack: While Alpha Wolf is alive, all allies within 30 ft deal 25% more damage.
* Intimidating Roar: Whenever one of the wolves takes damage, there is a chance to panic the attacker for 5 sec.
* Eye for an Eye: Whenever the health of your wolves drops below 50%, increases their damage by 33%
* Chase the Prey: Permanently increases the movement speed of your wolves by 33%
* Ghost Hounds: The wolves become invisible while out of combat. Attacking your enemies while invisible increases their damage by 50% for 10 sec.

These new spells have had only minimal testing, so please let us know if you encounter any problems.

Version 1.3.1

  • Healing Touch
    * Bloom: increases duration by 100% and magicka cost by 50%.
    * Healing Stream: each tick restores extra health equal to 5% of your base magicka.
    * Accelerated Growth: each tick restores stamina equal to 5% of your base magicka.

Earthbound Weapon
* Revitalize: increase stamina regeneration by 100%.
* Strength of Stone: increase Alteration spell duration by 100%.
* Plaguebringer: deals extra disease damage on each hit. (now scales with spell level)
* Poison Bite: poisons the target on each hit. (now scales with spell level)
* Wild Growth: whenever you get hit, applies Healing Touch to you. 30 sec. cooldown.

Ice Lance
* Ice Shear: deals triple damage to frozen targets.

Version 1.3.0

  • Fix race condition bugs in armor spells, experience counting.
  • Add MCM settings for armor spell duration, uncapping Mystic fear/frenzy effects.
  • Add three new rings (Ring of Confusion, Ring of Virulence, Storm Caller)
  • Added support for the Destruction finishing perks (e.g. Intense Flame) to the Adept-level spells.
  • Balance tweaks for casting cost of Fire Blast, Ice Lance, Blight Curse, and Void Bolt

Version 1.2.10

  • Fixed a bug in MCM tracking for Cursed Rune
  • Fixed refund toggle for Conflagrate and Meteor Shower
  • Attempted fix for race conditions causing effects to become 'stuck'
  • Added new ring, Band of Devouring, which increases siphon effects from Blight Curse and Necrosis
  • Included new Russian translation from 3jiou

Version 1.2.8

  • Arcane Weapon and Hammer of Justice no longer affected by spell absorption.

Arcane Weapon Tanglefoot effect changed from Frost to Magic resistance. More effective on Draugr.

Cursed Rune illusion experience decreased for balance. Fixed Curse of Weakness/Curse of Pain.

Raised level caps or damage effects for several Cursed Rune and Discord effects, for balance.

Version 1.2.7

  • Fixed Arcane Weapon conjuration experience (only dagger was gaining conjuration experience).
    Fixed Arcane Weapon weight (dagger and greatsword had weight, unlike every other bound weapon).

Version 1.2.6

  • Add remaining Mystic spells: Cursed Rune, Discord, and Phantom Shroud
  • Bug fixes and balance tweaks

Version 1.2.4

  • bug fixes
  • added Arcane Weapon to the Mystic school, this is the only one spell in that shool at the moment, no need to report that you have "$MYS2up" in the MCM
  • added Russian translation

Version 1.2.3

  • Seed of Life fixed
  • Ice Lance: Replenish improved
  • Lightning Strike: some upgrades were nerfed
  • Changed the experience formula for Doppelganger, Blight Curse, Necrosis and Healing Touch

Version 1.2.2

  • Removed 'only in a dungeon" restriction. Really.
  • Fire Blast: Hot Streak now decreases mana cost by 70% for 8 sec.
  • Fire Blast: Backlash - chance to trigger decreased to 15% (was 25%).
  • "Magic Affinity" tab added
  • Blight Curse & Necrosis damage increased by ~25%, the experience gaining changed to "+xp on cast"

Version 1.2.1

  • Fire Blast: Intense Flames fixed
  • Skyfall: Lightning Burst fixed
  • removed "only in a dungeon" restriction for spellbooks

Version 1.2.0

  • Electromancer spells introduced: Stormstrike, Lightning Strike, Storm Armor, Skyfall
  • Frost Armor has been repaired: Arctic Chill & Ice Blow talents fixed
  • Level up message improved
  • Minor improvements for the experience formula for alteration/conjuration spells

Version 1.1.0

  • Summon Deathguard & Ancient Lich fixed
  • Hammer of Justice fixed
  • Hammer of Justice: Devout Strike nerfed
  • changed the experience formula for alteration/conjuration spells, now they gain xp each 5 sec while active
  • "Track this spell" option changed, now it displays progress towards the next level in %
Donations

Straight donations accepted

Forgotten Magic Redone brings you some of the most comprehensive and intriguing spells for Skyrim to date! Following on from the Forgotten Magic mod, the arcane arts have now been mastered.

While other magic mods oftentimes introduce hundreds of different spells (which can be a bit overwhelming) this mod takes a different approach. Forgotten Magic Redone provides a smaller set of spells, that partially complement each other, and tries to keep them balanced and immersive.

What makes this mod special is that the spells you use will level up with you and enable you to unlock some of the mysteries hidden within their scripts, bestowing new effects upon them as they grow stronger and stronger.
Those who want to use as many different spells as possible can use this mod alongside other popular magic mods without any problems.

Forgotten Magic Redone goes a long way towards achieving true complementary spell casting, by giving you the opportunity to master a set of spells that will cover your style of play, in your schools of magic, while unleashing a wealth of combined effects that will dazzle even the Archmage.


FEATURES

Forgotten Magic Redone adds 39 new spells to your game, each with 10 possible improvements to the spell, 390 improvements in total. The level of the spells is capped at 5. Spells gain experience as you use them, which allows you to unlock a new effect each time they level up. These improvements, as well as the spells themselves can be combined for potentially greater effects; it’s up to you to decide where your true power and nature lie.

In the MCM menu, under Forgotten Magic tab, you can view your spell experience, remaining points, and the talents available for that particular spell. Also, once you've used a spell enough for it to reach the next level, you will receive a small notification saying "Your spell has leveled up!" on the top left corner of your screen.

Spells gain experience each time you successfully cast them. For every level you gain within your spell, the required experience is increased by 1.5 (or by 2, for certain spells). Only the most dedicated will master their craft. The Dovahkiin possesses a certain advantage over the normal fair of mages and can spend a dragon soul to refund all talent points spent on a spell.

REVIEW
Thanks to Brodual and insane0hflex.
WHAT ARE THE SPELLS?

For more detailed description, see the Articles tab.

Mystic spells: Arcane Weapon, Cursed Rune, Discord, Phantom Shroud, Spectral Missiles, Phantom Armor
Paladin spells: Divine Light, Holy Bolt, Divine Armor, Hammer of Justice
Warlock spells: Blight Curse, Necrosis, Void Bolt, Summon Deathguard, Deathly Pall, Nether Rift
Pyromancer spells: Fire Blast, Conflagrate, Meteor Shower, Doppelganger, Salamander Touch, Phoenix Strike
Cryomancer spells: Ice Lance, Frost Bomb, Ancient Lich, Frost Armor, Winter Woe, Glacial Fortress
Druid spells: Healing Touch, Seed of Life, Earthbound Weapon, Wild Mushroom, Veil of Nature, Wolf Pack
Electromancer spells: Stormstrike, Lightning Strike, Storm Armor, Skyfall, Electric Charge

IMPORTANT : The "Impact"-perk of the destruction-tree doesn't affect spells of this mod. This is intentional, because, quite frankly, the "Impact"-perk is overpowered.

WHERE ARE THEY?


Whenever you kill an enemy, there's a chance to find random spell book. A few of the easier spells can be purchased from a mage staying at the Bannered Mare in White Run; others can be bought from his associate wandering the roads between White Run and Markarth.

COMPATIBILITY


Should be compatible with everything. If you have found a mod that is not compatible, please let me know.

SKYUI and Forgotten Magic Redone = No illusion dual casting

I've been working on this for the last week or so. Basically, I've discovered that if you're using Forgotten Magic Redone (FMR) and SKYUI together (I'm actually not sure if FMR can be used without SKYUI ), for some reason it will cause the dual casting of illusion spells such as fury not to work at the magnitude they're supposed to. Instead of the effect being amplified (I believe it's supposed to effect creatures 2.1 levels higher than the base single cast), it just does the same thing as the single cast for more than double the mana.

I have talked to the mod author Sward66 about this and he's replicated the bug in his game. After a lot of testing done with the fury spell, my findings are as follows:

  • Just SKYUI : Double casting fury works 100% of the time.
  • Just FMR: Double casting fury works 100% of the time.
  • Just SKYUI and FMR: Double casting fury works roughly 5% of the time. When it does work, it works only once that play session and then never again.
  • SKUI and the rest of my load order (a lot of MCM mods in here) EXCEPT FMR: Double casting fury works 50% - 75% of the time.
  • SKYUI and my entire load order, including FMR: Same results as described above for Just SKYUI and FMR.

The message I get when the spell doesn't work is always something along the lines of "That enemy is too powerful to be affected by this spell." This problem does not affect self-cast mods like invisibility, just illusion mods that affect npcs . Dual casting for other schools of magic seems to work fine (tested it with destruction so far).

Sward66 believes this is some kind of timing error caused by the spell having to run through all the extra behind-the-scenes perks FMR adds once the fury spell hits its target to see if it needs to apply some kind of effect to that target. I should point out that I've looked at my papyrus logs, and I can't find anything for scripts being run on the NPCs I'm testing this with in there. However, I'd like to test the theory. Does anyone know any way to modify the Papyrus or SKYUI settings to open up the window of time that the spell has to run through the possible effects it's checking for? I've seen a lot of Papyrus tweaks on here but I'm not sure which of them apply in my situation.

Also want to again note that even without FMR installed, using fury spells with SKYUI and the rest of my load order installed is not a sure thing. It seems like there's something happening where some of the other MCM using mods I've installed are having the same effect as FMR, but on a much lesser scale. With just SKYUI installed, everything works fine. With SKYUI and the rest of my load order, getting a dual cast fury to have the intended effect on a target within the proper level range is a bit of a crapshoot. With SKYUI , the rest of my mods installed, and FMR, it's a losing bet almost every time. However, removing everything else from my load order doesn't solve the problem between FMR and SKYUI .

I've tried reinstalling SKSE and SKYUI . I have tried downgrading SKSE to the last stable version (was using the alpha). I have tried downgrading through a couple versions of FMR. I have reinstalled Skyrim multiple times on two different SSD drives. I have turned off overclocking on my PC. I can consistently reproduce this with just Skyrim, SKYUI , SKSE and FMR.

The only other thing I have to add is that whether or not it worked seemed to partially depend on what cells I had passed through. If I used Alternate Start - Live Another Life and the "New Member of a guild" Companions starting option, I could have FMR and SKYUI installed and effectively dual-cast fury on Skjor in Jorrvaskr 50% - 75% of the time. He was a good npc to test on, as he starts at level 10. The base effect for single-casting fury is up to level 6 npcs , and the double-casting level cap should be around 12-14. However, if I used the "Camping in the Woods" option with live another life and ran to Jorrvaskr, double-casting fury would barely ever work on him (roughly 5% of the time, same as the situations I listed above). If I started the game normally in the cart to Helgen, it would also barely ever work.

If anyone has any thoughts on this, I'd appreciate hearing them.

Edited June 28, 2014 by zombiecurse

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However, as the world advanced and science took the reins, magic was pushed aside, relegated to the realm of superstition and belief. Its secrets were lost, its power forgotten. But the human thirst for knowledge and curiosity has always been insatiable.

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This repository has been archived by the owner on Jul 30, 2022. It is now read-only.

Forgotten Magic Redone SE spell Veil of Nature destroys current raised undead minions when cast #413

DrTedNelson opened this issue Jul 16, 2021 · 2 comments

Forgotten Magic Redone SE spell Veil of Nature destroys current raised undead minions when cast #413

DrTedNelson opened this issue Jul 16, 2021 · 2 comments Labels Minor Bug A bug that should be fixed but is low priority Projects Milestone
Forgotten magic redone

And so, in recent years, there has been a growing movement to unravel the mysteries of forgotten magic and bring it back into the world. Scholars and enthusiasts alike have dedicated themselves to resurrecting ancient texts, deciphering cryptic symbols, and exploring long-abandoned rituals. The resurgence of forgotten magic has not only brought back the awe and wonder of the mystical arts but has also provided a renewed sense of connection to our ancestral past. This journey of rediscovery has allowed us to tap into our own inner power, unearthing dormant abilities we never knew we possessed. One of the most exciting aspects of forgotten magic is its versatility. From spells and enchantments to divination and alchemy, there is a vast array of magical practices waiting to be explored. The once-lost knowledge of manipulating energy, shaping reality, and tapping into unseen forces has the potential to transform our lives in profound ways. However, along with the revival of forgotten magic comes a responsibility to use this power wisely and ethically. History has shown us the dangers of unchecked magic, when wielded for nefarious purposes. It is crucial that we approach the study of forgotten magic with respect and a sense of responsibility, using our newfound abilities for the betterment of ourselves and the world around us. As forgotten magic is redone, it merges ancient wisdom with the advancements of the modern world. Through the integration of technology, we can combine the old and the new, creating a harmonious blend that honors the past while embracing the future. This synergy allows for the development of innovative magical practices and the exploration of uncharted territories in the realm of the mystical. So, as forgotten magic is redone, we find ourselves on the cusp of a new era, where the realms of science and magic intertwine, and the limitations of what we once considered possible are shattered. It is a time of great potential and profound transformation, where we have the opportunity to rediscover ourselves and unleash the power that lies dormant within. Let us embark on this journey with open hearts and open minds, embracing the mystery and wonder of forgotten magic. May it inspire us, guide us, and illuminate our path as we uncover the hidden truths and infinite possibilities that await us in this enchanted world..

Reviews for "Embracing the Supernatural: Reviving Forgotten Magic"

1. Amanda - 2/5 stars - I was really disappointed with "Forgotten Magic Redone". The mod promised to add a variety of new spells, but I found that most of them were underwhelming and unbalanced. Some spells were so overpowered that they made combat feel cheap and easy, while others were so weak that they were practically useless. Additionally, I encountered several bugs and glitches while using the mod, which made it even more frustrating to play. Overall, I felt that "Forgotten Magic Redone" didn't live up to its promise and I would not recommend it.
2. John - 1/5 stars - I found "Forgotten Magic Redone" to be a complete waste of time. The mod claimed to overhaul the magic system in Skyrim, but I didn't notice any significant changes or improvements. The new spells were lackluster and didn't add much depth to the gameplay. Furthermore, the mod caused frequent crashes and conflicts with other mods in my game, making it nearly unplayable. I regret downloading "Forgotten Magic Redone" and would not recommend it to anyone.
3. Sarah - 2/5 stars - I had high hopes for "Forgotten Magic Redone", but unfortunately, it fell short of my expectations. While the mod did introduce some interesting new spells, I found that they were poorly balanced and often unbalanced the game. Some spells were far too powerful, while others were weak and ineffective. Additionally, I encountered several compatibility issues with other mods, which made it difficult to enjoy the full experience of "Forgotten Magic Redone". Overall, I was disappointed with this mod and would not recommend it.

Unlocking the Mysteries of Forgotten Magic

Reimagining Forgotten Spells: Breathing New Life into Old Magic