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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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Description
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.
http://skyrim.nexusmods.com/downloads/file.php?id=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.
126 Comments
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Katano Apr 15 @ 9:45pm 
this mod is great for all classes suprizingly!
TheGreyWatchman Feb 25 @ 11:10pm 
@Nailoon lol same here weird
Nailoon Jan 29 @ 9:57am 
always when i summon a boudn sword my game crashes ?
paulwoodland Jan 11 @ 5:49am 
cool mod
Marrethiel Dec 27, 2013 @ 11:48pm 
Hi All,
Love this mod but I have a question before I start my new character.

"Augment Element perks no longer affect weapon enchantments"

Is this a net enchanting nerf? Is there something to balance this out? Ie does the Better Spell Mastery increase enchanted sword damage too?

Cheers
SushiSquid  [author] Dec 7, 2013 @ 9:19pm 
@lamentofthelost
Then the author of that mod made a mistake. Something about the magic effect that spell uses must not be set correctly.
lamentofthelost Dec 6, 2013 @ 11:36pm 
It appears that taking the first perk in my magic skills does not half the cost of my novice spells... at least not a particular added spell. It's Knock, and it has its own page on the Workshop. I don't know how to link it or I would.
munchybubbles Dec 5, 2013 @ 8:01am 
Nevermind, I just found the problem. Sorry about that...
Great mod by the way!
munchybubbles Dec 5, 2013 @ 7:55am 
By any chance is there a bug in this mod that causes various spells to not have visuals?
I used to see the the jet from 'flames' but after taking the dual cast perk, I can't see any of my spells...

This also has affected other addon spells (which may mean compatibility issues) such as the Midas spells (I'll be searching there next for possible bugs)
Helbringr Nov 25, 2013 @ 11:13pm 
ok thanks for the reply, will see if another modder has made/could make it :)