The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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

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Better Magic

Better Magic improves the magic system with the goal of helping the 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.

- 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.

- 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.

- Dual casting no longer reduces efficiency. It is now x2.5 cost for x2.5

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

- 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.

- 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

- 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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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?
lateE Dec 28, 2015 @ 12:23am 
i got it working xD i did some weird shit and now it works lol
SushiSquid  [author] Dec 27, 2015 @ 10:11am 
Common issue with several games that use Steam Workshop, especially if you've got a very large number of mods. Sometimes it simply doesn't download the mod. There's nothing I can do. You'll have to figure out how to get Steam Workshop to download.

Alternatively, it's possible you have a mod lower in your load order that is overriding this, but downloading this through Steam Workshop will put it right at the bottom, so that wouldn't be the issue unless you personally moved it.
lateE Dec 27, 2015 @ 5:23am 
how do i activate this mode like so that i can use it in game i subscribed tot he mod but its not working?
SushiSquid  [author] Oct 24, 2015 @ 9:30pm 
Every other effect that empowers Illusion boosts its magnitude, which makes the spells eventually have ridiculous magnitudes such that they work on anything. Increasing that further wasn't necessary or useful. On the other hand, Illusion didn't have means to increase duration, so that's actually a useful effect for the master perks to have.

@Zephyr gamer
Thank you. That's actually the point. I don't want to touch the magic system very much, just balance it so it's fair to invest in versus combat.
Genital Family Oct 10, 2015 @ 3:00pm 
therciohenrique Aug 17, 2015 @ 6:44pm 
do you think you could make the improvments on chain lightning, fireball and ice storm separate from the "better spell mastery"? I wanted to instal it but I can't because it comflicts with some of my mods
basic Jun 11, 2015 @ 7:17pm 
did you increase the mana recharge rate in combat
Doctor Teo May 7, 2015 @ 8:03pm 
Just installed this mod because I kept hearing about it.

Great mod. It doesn't set the magic at an absurd level (like legendary daedric bows with full enchanted apparel), but it does place it at a level where magic feels like it's doing a reasonable amount of damage and scales decently well enough.

I may have liked something that amps up the early channeled spells like Sparks, Flames, and Frostbite a little more since the game scales out of them quickly, but the fact that I can use things like Fireball and Incinerate without feeling crippled or lowering the difficulty from Master is great.

A very simple mod that is very enjoyable. +1