The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Better Magic
 
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Category: Gameplay, Magic
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0.043 MB
Mar 25, 2012 @ 11:52pm
Jul 21, 2012 @ 4:03pm
11 Change Notes ( view )

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Better Magic

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Description
Better Magic improves the magic system with the goal of helping to balance the game experience of magic compared to other archetypes.

The list of changes this mod makes is below.
For a more detailed list of changes, modular functionality, and multi-lingual support, please visit the Nexus page. The change log for each version is available on the Nexus page by clicking the blue version number.
http://www.nexusmods.com/skyrim/mods/4374/?


*BETTER SPELL MASTERY*
- Each mastery perk (novice, apprentice, adept, expert, master) within all five spell schools now has a secondary effect that improves all spells in that school. For alteration, conjuration, and illusion, each perk increases the duration of spells in that school by 15%. For destruction and restoration, each perk increases the magnitude of spells in that school by 15%.

- The Augmented Element perks now only add 15% damage per rank (down from 25%). To maintain their utility, they also add 15% resistance to that element with each rank.

- Augment Element perks no longer affect weapon enchantments.

- Cloak spells had their base range dropped to 8 feet (from 10), but they now grow in both size and damage with mastery and augmented element perks.

- Paralyze and Mass Paralysis have reduced durations, from 10 and 15 to 7 and 10.

- Dual casting was unlocked for Mass Paralysis.

- Aspect of Terror no longer incorrectly increases the damage of fire spells.

- Necromage no longer increases the power of spells you cast on your vampire character.

- Rune spells now benefit from Augmented Element perks.

- Chain Lightning, Fireball, and Ice Storm hit methods were improved.



*BETTER MAGE ARMOR*
- Mage Armor now multiplies the duration of all armor spells in addition to multiplying
their magnitude. You need to be wearing no light or heavy armor at the time of casting
the spell to see this benefit.

- Each rank of Mage Armor provides a passive +50 armor (6% damage mitigation), up to +150
at rank 3. This disappears immediately if you wear any piece of light or heavy armor.

- Dragonhide is now a normal armor spell. It provides +150 armor for 60 seconds.



*BETTER DUAL CASTING*
- Dual casting no longer reduces efficiency. It is now x2.5 cost for x2.5
magntitude/duration.

- Impact's stagger only happens 1/3 of the time.



*BETTER SPELL FINISHERS*
- Intense Flames and Deep Freeze now provide a 20% chance to trigger once the target is
under 50% health.

- Disintegrate now provides a 15% chance to trigger once the target is under 50% health.

- The novice destruction spells (Flames, Frostbite, and Sparks), cloak spells, and wall
spells can no longer trigger finisher effects.

- Blizzard and Fire Storm have a 100% chance to cause these effects, rather than 20%.
Lightning Storm has a 40% chance that rapidly repeats like the novice, cloak, and wall
spells would if I allowed them. A bugfix was added so Lightning Storm no longer
disintegrates without the perk and won't disintegrate things immune, like dragons.



*BETTER MASTER SPELLS*
- The master destruction spells can now be dual cast if you hold both hand buttons and
happen to possess a huge magicka pool. When dual cast, Lightning Storm can benefit from
Impact.

- Fire Storm and Blizzard have had their costs lowered somewhat.

- Fire Storm now ignores line of sight. Use it through enemies, cover, and even walls.

- Blizzard's duration is increased from 10 seconds to 15 seconds.

- All Illusion master spells (Call to Arms, Harmony, Hysteria, Mayhem) can now be dual cast.

- Call to Arms now rallies affected targets.

- Dead Thrall works on targets up to level 99. It still only affects NPCs.
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167 Comments
BullBars1 Nov 9 @ 2:44pm 
I guess I'm not understanding what you did with fire storm. Is it still cast on self or is it point and cast without burning minions. Without burning minions would absolutely awesome.
SushiSquid  [author] Nov 3 @ 7:20pm 
I'm still waiting on SKSE being released for Special Edition, which could take months for all I know. Lucky for me I'm busy with work and going back to college, so I have almost no free time anyway. Haaha... wait. Oh.
Ecthelion Nov 3 @ 3:57pm 
Thank you so much. I actually didn't want to start a new game till I had that mod
SushiSquid  [author] Nov 3 @ 3:10pm 
This is now available for the Special Edition on PC, Xbox One, and PS4. Here is the PC link:
https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3028384
SushiSquid  [author] Oct 30 @ 11:02am 
That mods list is separate because it's done through Bethesda instead of Steam. I would have to upload it to that site as well. You can just download this and move it into your data folder manually, though.

I'm busy, but I will try to get this and a few other popular mods of mine posted to the Bethesda site soon. For now, those that do not include scripts should already work with SSE, and they're all available from Skyrim Nexus.
Ecthelion Oct 30 @ 8:46am 
ah ok. I just haven't seen it in the mod list over there. Or am I missing something?
SushiSquid  [author] Oct 30 @ 8:44am 
From what I've heard, mods only need to be updated if they contain scripts. I made this years ago, but from memory, I don't think this has any scripts. I would assume it should just work right away.
Ecthelion Oct 30 @ 8:38am 
Is there any chance for this to appear in the special edition soonish?
Sak_Ujo Jan 7 @ 8:05am 
As far as I can tell they are compatible.
Kyrian Salvar Jan 2 @ 1:13pm 
is this compatible with invested magic?