The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Destruction Magic Redesigned
File Size
0.051 MB
Feb 8, 2013 @ 10:27am
Jan 9, 2014 @ 3:55am
10 Change Notes ( view )

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Destruction Magic Redesigned

The latest version of this mod is now here[] on Nexus. This remains as a completely functional legacy version.

This mod differs from other Magic Mods by:
-basing all designs on Vanilla effects in an effort to improve instead of change (where possible)
-making each element feel unique yet useful
-declaring balance paramount: Lots of playtesting and fine-tuning, Stagger-Locking was removed and Dual Casting was NOT made magicka efficient
-adding no new spells but making all existing spells useful

=The Elements=
In the Vanilla game frost and shock had secondary effects yet their impact on enemies was meaningless. This resulted in fire being simply the superior choice by being the most efficient and the most damaging. Frost had a slow effect assigned that didn't work 90% of the time due to how the engine checks the Speed value.

Frost Redesigned:
-reliable slow that no longer stacks
-lowest damage, least cost
-halts Stamina regeneration for a few seconds

Fire Redesigned:
-increased damage-over-time portion
-medium damage, medium cost

Shock Redesigned:
-highest damage, highest cost
-halts magicka regeneration for a few seconds
-hits instantly (vanilla)

=The Spells=
Frost Rune: Cast on a nearby surface, it explodes for 25 points of severely slowing frost damage when enemies come near.

Fire Rune: Unchanged

Shock Rune: Cast on a nearby surface, it silences for 3 seconds when enemies come near.

The Wall of [Element] spells do not work as described. I'm assuming Bethesda did not have time to finish these as their actual wall damage is nowhere near the proclaimed value.
They were rebalanced to work as upgraded Flames/Frostbite/Sparks.

Icy Spear, Incinerate and Thunderbolt were all incredibly inefficient spells that were only feasible when exploiting Enchanting. They now are very efficient, have each unique effects but a prolonged casting time.

Icy Spear: A slowly cast spear of ice that does 35 points of severely slowing frost damage and halts Stamina regeneration for 6 seconds.

Incinerate: A slowly cast blast of fire that does 13 points for 10 seconds.

Thunderbolt: A slowly cast Thunderbolt that does 85 points of shock damage and halts Magicka regeneration for 6 seconds.

=The Perks=
Specialization is a good thing but not when it results in making combat less interesting by limiting the player's options. All the Augmented [Element] perks were merged into Convergence (0/4) which increases damage by 20% per rank. This also means that damage scaling will be more natural and long-term.
Destruction Dual Casting and Impact were removed and turned into element-specific dual casting perks. Destruction Dual Casting WAS A TRAP! because it actually is disadvantageous until you gain Impact. With Impact however all the challenge in combat was lost and it became solely about magicka reserves.

Sub-Zero: Allows Dual Casting for frost spells which absorbs Stamina.

Wildfire: Allows Dual Casting for fire spells which additionally increases the damage by transferring Stamina to the enemy.

Overload: Allows Dual Casting for shock spells which shortly silences enemies.

Intense Flames and Deep Freeze had very limited use because they only worked once the enemy was almost dead with humanoids they only had a 10% range of health where they did anything. Disintegrate on the other hand was potent but boring. All those perks are now chance based and have a bigger health range.

Rune Master also makes casting runes silent.

If you use Skyrim 1.8 or higher you will have the option of regaining all spent perk points for the perks that were changed by this mod so that no perk point will be lost. If uninstalled all perk points will transfer over because I only used existing perk IDs for my new perks.
Every mod that changes the vanilla destruction spells or most of the perks will be overwritten by this mod or vice versa (depending on what is loaded last). Mods that change the default movement speed (SpeedMult) will disable my slow effect script.

=Complementary Mods=
Restoration Redesigned: Unique & Useful Wards, Dual Casting overhauled, Healing spell cost rebalanced
Mage Armor Fix: Mage Armor spells scale in duration, Mage Armor (Rank 3) doubles Dragon Hide duration.

Perk Respec script adapted from LukeH's[] script.
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MorpheusFT Jul 9, 2014 @ 9:11pm 
Could you add the knockback effects again while dualcasting? I like the changes except for that part.
Legion of Pladypodes Apr 19, 2014 @ 1:12am 
nice! and, if it isn't to much work, could you make it so the frost resistanses become smaller? havent found a singel mod in workshop that does it and that is the reson not so many uses frost. so please?
Gord0n  [author] Jun 15, 2013 @ 10:05am 
Thanks :)
Tuxu ..JeepC.. Jun 15, 2013 @ 7:27am 
nice work, mate. :)
Gord0n  [author] Jun 14, 2013 @ 10:52pm 
Yes but because I based everything off of the vanilla balance the change isn't that noticeable. Shock mages will now be slightly more dangerous, Frost will be easier if you are ranged and more difficult as a melee due to the fixed slow effect. Also the change to stopping stamina/magicka regen with frost/shock imo makes fighting mages more enjoyable/fair. Fire mages will essentially be the same.
Tuxu ..JeepC.. Jun 14, 2013 @ 12:28pm 
Does this also effect NPC spell casting?
Gord0n  [author] Apr 15, 2013 @ 4:15pm 
I didn't change the values that directly alter leveling of the skill in either mod, it says on the wiki that the base magicka cost determines the XP gain, the only spells where that noticeably differs from the vanilla game would be the Expert line as they do more damage but cost less.

Were you using the Expert spells when you noticed a slowdown with Destruction? Because I didn't notice anything like that with the mage I specifically created for playtesting but I stopped at skill 63 (I already had a high level mage).

With regards to Restoration Redesigned I have no idea why that would be. Which restoration spells are you primarily using? I doubt it though that it is because of my mod.
rodnoron Apr 12, 2013 @ 2:59am 
i like this mod quite a lot! however, i wanted to ask; is there some way this could be affecting leveling rate? i have both tthis and restoration redesigned, and it feels like it's taking forever to skill up either of them -- alteration's ahead of both and i only use it to cast stoneflesh between fights...
Gord0n  [author] Feb 18, 2013 @ 10:18am 
Thanks! Yes I see what you are saying about the delay, initially I wanted to do a lot more with differing casting speeds but quickly noticed that it felt terrible the reason I'm using them on the Expert spells is because I designed them to be used like openers or when you have access to cover. My goal was to not have just a better version of Firebolt but a powerfull spell that adds new options.
Corrik Feb 18, 2013 @ 10:12am 
So far I'm a big fan, destruction magic feels so much more useful. At first the time delays were a bit offputting, but I quickly adjusted and became a fan. With the better stats the delay really makes magic have some weight and effect, it feels like you are actually doing something now. Haven't had much time to give it a full review so I'll keep at it. Just wanted to give my initial impressions.