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Tweaked Magic Mod
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Category: Gameplay, Magic
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0.015 MB
Feb 11, 2012 @ 7:58pm
Mar 10, 2012 @ 12:01pm
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Tweaked Magic Mod

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Description
This mod adjusts the mastery perks for all schools so that, in addition to lowering magicka costs by 50% per level, they add 50% each to the effectiveness of the school's spells. Cloak spells now benefit from perks, and Rune spells receive an extra boost. Most Master level spells now have decreased cast times; the only exceptions are the Conjuration spells, which do not suffer from their current casting times as the other schools' spells do.
9 Comments
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Drinking with Skeletons  [author] Feb 17, 2012 @ 4:51pm 
@GulfCoastGangsta:

Thanks for the feedback. I can't help but feel that you are right, but I also can't shake the feeling that having to work around their long casting times is bad design; what's the point of having access to a high-end spell if just casting it successfully requires the player to exploit other systems?

I'm not sure if it can be done, but what about adding decreased casting time for master-level spells as a perk which requires the current master-level perk before being available? It would still be (potentially) overpowered, but would require a precious perk point (and probably a point that took a long time to get, with such high prerequisites).
Eagle Warrior Feb 16, 2012 @ 9:25pm 
I'm probably in the minority here but the master level spell casting speed seems a bit fast. There are ways in vanilla to negate the casting time of master level spells, like using Become Ethereal Shout, so I'm not really sure the casting time is the problem. Just enhancing the damage of the master level destruction spells is probably enough.

I do like everything else about this mod. I too found conjuration to be pretty strong as is, however the level cap on Dead Thrall should be upped from 40 to 50. Not sure if that is something you would do.
Drinking with Skeletons  [author] Feb 13, 2012 @ 6:03pm 
@RaptoR:

I'm glad to hear that! On the other hand, are they TOO powerful? My concern is that they may now be overpowering (especially Lightning Storm, which has such a nice range).
RaptoR Feb 12, 2012 @ 8:36pm 
Oh the speeds work much better before. I can actually cast them before my squishy mage gets pwned.
Drinking with Skeletons  [author] Feb 12, 2012 @ 7:06am 
@RaptoR:

Yes, I would like to adjust that, but I don't know how to do so. If I can figure it out, I will absolutely include that!

Right now, my big concern is making sure that the master-level spells are actually useful. How are they working for you?
RaptoR Feb 11, 2012 @ 10:46pm 
It would be great if the animation for the master level spells was sped up, rather than just cut off and arriving at the ready state. Not sure if you can do that but it would be nice to see.
Drinking with Skeletons  [author] Feb 11, 2012 @ 8:16pm 
Yes, I've seen a few other mods that attempt to do the same thing. I took the time to make a detailed description, but apparently it didn't transfer or something. My logic was that, given the way that magicka costs scale, mages basically have to get the mastery perks. The simplest way I could think of to offset the relative weakness of magic without completely altering Bethesda's original design was to give those basically mandatory perks a bit more oomph so that players feel less obliged--or at least more rewarded--for picking them. If nothing else, I think it's nice to have a variety of approaches to the same problem so that individuals can pick the option that best suits them.

I didn't tweak Conjuration because, in my experience, it's quite powerful already. A summoned dremora is plenty for my level 47 mage, and I don't have all of the perks for the tree. If there's some glaring flaw in the school that I'm not seeing, please let me know and I'll look into it!
Relrion Feb 11, 2012 @ 8:05pm 
nc, but this is alot like Magic scaling except it doesnt increase magic regen and lowers time on sum spells
AstronautCreeper Feb 11, 2012 @ 8:00pm 
cool mod. FIRST DOWNLOAD!