The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Mad Man's Spell Book
   
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Feb 16, 2013 @ 11:28am
Jan 14, 2015 @ 7:36am
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Mad Man's Spell Book

Description
=====REQUIRES DAWNGUARD and DRAGONBORN=====

This Mod adds 13 new master level Spells as well as Perks to make playing a mage character much more rewarding and enjoyable especially at higher levels and especially destruction mages.

A Mad Man Vendor has been added to whiterun (behind Ysolda's house) from whom you can buy the new master level spells.


Feedback is always appritiated about balancing issues, bugs or even new spell ideas, so please leave a comment and let me know what you think.


***Perks

Added a Magicka Regen perk to each school of magic, as well as a master perk to the far right of the destruction tree (which requires that you have 50 skill in all 5 schools of magic). if you grab all of the regen perks you will regen magicka at 10x the normal speed. This is meant as an alternative to enchanting and will most likely become a waste of perks if you decide to invest in enchanting.

Added a perk to the destruction tree called Focused Mind, which gives you a lesser power to slow down time.

Also changed the Destruction perks to add 15% damage increase each. When you get to master level destruction you should be doing 2x damage with destruction spells. I did this to have destruction damage scale with weapon damage that benefits from enchanting and smithing. Reduced the damage increase from the augment perks to 15% and 30%

I've made both dual casting cost and magnitude equal 250%, where as in vanilla the cost was increased to 280% and magnitude was only increased to 220%, making dual casting an ineffective choice at times.

You are now able to place 3 runes instead of just 1

Bound Weapons now use the Conuration skill and if you grab the mystic binding perk, their damage will scale with your conjuration.skill

***Spells:


---Destruction
*Mad Man's Death Beam - A long range Beam that does Fire,Frost and Shock damage but none of the secondary effects, the force of this beam slows most targets down.(This spell is enchanced by all the augment perks, but cannot be dual cast.)
*Mad Man's Charged Death Beam - A Beam that does Fire,Frost and Shock damage but none of the secondary effects. Powerful enough to knock most enemies off their feet (This spell is enchanced by all the augment perks, but takes 1.5 seconds to charge.)
*Mad Man's Ultimate Destruction - An elemental explosion that does Fire, Frost and Shock damage but none of the secondary effects. Powerful enough to knock most enemies off their feet. (This spell is enchanced by all the augment perks, but takes 1.5 seconds to charge)
*Mad Man's Elemental Rune - A Rune spell that does elemental damage and knocks back foes. (takes 3 seconds to charge)
*Mad Man's Death Cloak - A master level Cloak spell that does elemental damage.

---Illusion
*Mad Man's Mass Illusion - Creates 9 illusionary followers to fight for you.
*Mad Man's Magic Trick - Anytime you are attacked in melee you blink away.

---Restoration
*Mad Man's Regeneration - Sacrifice 200% magicka regen in exchange for constant healing.
*Mad Man's Cure Disease - Cures diseases

---Conjuration
*Mad Man Summoning - Summon a Mad Man Mage to fight for you.
*Mad Man's Soul Charge - Charge any equipped Weapon or Staff

---Alteration
*Mad Man's Mage Armor - Turns Dragonhide into a toggle spell.
*Mad Man's Death Grip - Grab your target and burn them from the inside out before tossing them aside.


---Justification---

The damage of spells don't scale, which at higher levels means that you will be doing about 1/3 the damage of a warrior with legendary daedric or dragonbone weapons not to mention when they are in fully enchanted gear, sure you can make your spells cost nothing but that's hardly going to make up for the fact that you have to fling a rediculous amount of spells at your foes to kill them, while the warrior swings once or twice. And to be honest I never liked the idea of spells costing no magicka, but some might and I'll let that be your choice, however I will provide an alternative to enchanting in the form of Magicka regeneration perks,

And finally... I was dissapointed with the master level spells. They were not at all useful nor very powerful, So I've added some master level spells to each school and will likely add more if I get a good idea for one.

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UPDATE: Added a new Cloak spell

UPDATE: Major changes to how Bound Weapons work. they now rely on your conjuration skill for their damage. And Death Beam now slows down targets. Also this mod now requires Dragonborn to work.

UPDATE: Added a new Spell and changes the number of runes you are allowed to place to 3.

UPDATE: Increased Death Beams damage to fit the casting time, it should now do about the same amount of damage as the expert level spells if you take the casting time into account. Also made Soul Eater consume 3 souls per perk point instead of just 1

UPDATE: Death Grip's Cost and Damage was adjusted to a more balanced level

UPDATE: Balanced the damage increase of destruction perks to fit with weapon damage.

UPDATE: Added a New Spell called Mad Man's Soul Charge, and two new Staffs at the vendor.

UPDATE: Added the Focused Mind perk that gives you a lesser power.

UPDATE: Added a new Rune spell and adjusted the damage the illusions were doing to a more balanced level

UPDATE: You can now get an alternative version of this mod without any modifications to perks or weapons allowing it to work with most any other mod
71 Comments
Ballcifer Mar 7, 2018 @ 1:27am 
merci pour votre livre jaim
123 Nov 18, 2017 @ 5:58am 
dud fucking insane mod expet you cant dubel cast
Bimo Dec 17, 2016 @ 2:31am 
can u make a chargeable spell?
BirdMan Nov 24, 2016 @ 1:41pm 
i would do this myself but i have no modding experience
BirdMan Nov 24, 2016 @ 1:41pm 
here is an idea a that gives the target all skyrim vanilla diseases it would be cool and they and they they take 1000 poison damage but it also takes 1000 seconds to do the full damage
The Bape of Nanking Jul 2, 2016 @ 6:26pm 
my only problem is the name of the spells always have mad man's
jordan99.evans Jul 23, 2015 @ 9:48am 
you should make a magic mod based off of this http://fairytail.wikia.com/wiki/Heavenly_Body_Magic
ArcticFox126 Jul 6, 2015 @ 8:54pm 
Someone needs to add Shadow Damage destruction spells. I would do it myself if i knew anything about modding
Phyan Jun 4, 2015 @ 9:13pm 
I can still only cast one rune on the ground? Any idea why it won't let me cast the 3?
ForgottenLore May 9, 2015 @ 4:38pm 
Do you have to complete Sheogorath's quest before buying the madman's spells?