The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

138 ratings
Skyrim Improved Magic System
   
Award
Favorite
Favorited
Unfavorite
Category: Magic
File Size
Posted
Updated
221.356 KB
Feb 8, 2012 @ 12:29pm
Oct 24, 2012 @ 9:56am
16 Change Notes ( view )

Subscribe to download
Skyrim Improved Magic System

Description
Overview:

This mod aims to improve and overhaul Skyrim's Magic system, in a similar vein to that of LAME for Oblivion.
- More Spells
- Balanced Magic
- Spells that scale with the player
- Magic Skills perk overhaul
- Selection of staring spells

Note that new spells can be found distributed through the world, and can be found in dungeons or at the magic vedors.
All the spells are added to appropriate leveled lists, so you'll have to wait a few days before they appear, and they
won't all appear at once, so keep your eye out!


Details:

Dual casting spells: Dual casting costs 2.4x as much and and 2.6x as much damage.

New Spells:

Alteration:
- Feather
- Mark & Recall [Thanks to QOWY for letting me include his awesome Mark & Recall mod]
- Water walking [WIP]
- Unlock [Thanks to Shana for this one]

Conjuration:
- Summon Skeleton
- Summon Skeleton Archer
- Summon Skeleton Berserker
- Summon Skeleton Horde
- Summon Skeleton Army
- Summon Corrupted Shade
- Summon Familiar Pack (3 Familiars)
- Summon Large Familiar Pack (5 Familiars)
- Elemental Mastery (Summons a Frost, Flame & Storm Atronach)

Destruction:
- Absorb Health
- Absorb Magicka
- Absorb Stamina

Illusion:
- Night Eye
- Silence

Restoration:
- Cure Disease
- Cure Poison
- Fortify Alchemy
- Fortify Alteration
- Fortify Barter
- Fortify Block
- Fortify Conjuration
- Fortify Enchanting
- Fortify Health Regen
- Fortify Health
- Fortify Heavy Armour
- Fortify Illusion
- Fortify Light Armor
- Fortify Lockpicking
- Fortify Magicka Regen
- Fortify Magicka
- Fortify Marksman
- Fortify One Handed
- Fortify Persuasion
- Fortify Pickpocket
- Fortify Restoration
- Fortify Smithing
- Fortify Sneak
- Fortify Stamina
- Fortify Stamina Regen
- Fortify Two Handed

=======
Perks:
=======

Conjuration & Illusion:
- Novice Conjuration/Illusion - Novice spells last twice as long and cost 50% less to cast.
- Apprentice Conjuration/Illusion - Apprentice spells last twice as long and cost 50% less to cast. Novice spells last a further 10% longer.
- Adept Conjuration/Illusion - Adept spells last twice as long and cost 50% less to cast. Apprentice and Novice spells last a further 10% longer.
- Expert Conjuration/Illusion - Expert spells last twice as long and cost 50% less to cast. Adept, Apprentice and Novice last a further 10% longer.
- Master Conjuration/Illusion - Master spells last twice as long and cost 50% less to cast. Expert, Adept, Apprentice and Novice spells last a further 10% longer.

So this means with the Master Conjuration perk Novice spells are as follows:
- Novice - last 140% longer.
- Apprentice - last 130% longer.
- Adept - last 120% longer.
- Expert - last 110% longer.
- Master - last 100% longer.


Necromancy perk changed as follows:
- Necromancy Perk rank 1 (Conjuration level 40 requirement) - Summon up to 2 undead.
- Necromancy Perk rank 2 (Conjuration level 50 requirement) - Summon up to 3 undead.
- Necromancy Perk rank 3 (Conjuration level 60 requirement) - Summon up to 4 undead.
- Necromancy Perk rank 4 (Conjuration level 70 requirement) - Summon up to 5 undead.
- Necromancy Perk rank 5 (Conjuration level 80 requirement) - Summon up to 6 undead.
- Necromancy Perk rank 6 (Conjuration level 90 requirement) - Summon up to 7 undead.
- Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.

Elemental potency perk changed as follows:

- Elemental potency rank 1 (Conjuration level 80 requirement) - Conjured Atronachs are 50% more powerful.
- Elemental potency rank 2 (Conjuration level 90 requirement) - Summon up to 2 Atronachs.
- Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.

Twin Souls changed as follows:
- Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
- Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.

Destruction/Alteration/Restoration [Spells]:

- Novice [Spells] - Novice [Spells] spells are 5% more powerful and cost 50% less to cast.
- Apprentice [Spells] - Apprentice [Spells] spells are 10% more powerful and cost 50% less to cast. Novice [Spells] spells are a further 10% more powerful.
- Adept [Spells] - Adept [Spells] spells are 15% more powerful and cost 50% less to cast. Apprentice and Novice [Spells] spells are a further 15% more powerful.
- Expert [Spells] - Expert [Spells] spells are 20% more powerful and cost 50% less to cast. Adept, Apprentice and Novice [Spells] spells are a further 20% more powerful.
- Master [Spells] - Master [Spells] spells are 25% more powerful and cost 50% less to cast. Expert, Adept, Apprentice and Novice [Spells] spells are a further 25% more powerful.

So this means with the Master [Spells] perk Novice spells are as follows:
- Novice - 75% more powerful.
- Apprentice - 70% more powerful.
- Adept - 55% more powerful.
- Expert - 35% more powerful.
- Master - 25% more powerful.
- Master - 25% more powerful.


Alchemy:

SIMS:
- Alchemist: This perk now increases potion and poison strength by increments of 10% (Max = 50)
- Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 50%.
- Poisoner: Poisons you mix are now 50% more effective.
- Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful.

Enchanting:

- Enchanter: This perk increases enchantment strength by increments of 10% (Max = 50%)
- Fire Enchanter: Fire enchantments are now 50% stronger.
- Frost Enchanter: Frost enchantments are now 50% stronger.
- Storm Enchanter: Shock enchantments are now 50% stronger.
- Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 50%
- Corpus Enchanter: Health, magicka, and stamina enchantments are now 50% stronger.

Misc Changes:

Skill related enchantments now effect power instead of spell cost.
100 Comments
Sonniger Tau Feb 7, 2020 @ 2:17am 
Mod is perfect, wonderful and gorgeous.
thanks for this mod.:r3heart:
Notperfect Feb 8, 2017 @ 9:14pm 
This mod will delete all "spell cost xx % less Magicka" items and enchants and replace them for damage.
No infinty Casting but the conjuration spells are cool
Private.L Apr 18, 2016 @ 1:32pm 
i like the mod.the conjuration is great.the distruction is ok once you get used to it.i can clear rooms with icestorm.
thankusir Oct 30, 2015 @ 7:24pm 
When i undownloaded this mod to test some of my other mods out it completely detroyed my game. Most of my spells had a massive damage reduction on them. Incinerate only did about 20 points of health, sparks did 4, fire storm did about 50 even with augmented perks. I love everything about this mod except for that and the way u tried to scall the spells by giving bigger bonuses to the lesser spells. Couldve simply had them scale with the skill ranks. I like the fact that you could have more undead than atronachs though. Kinda makes them relevant in a way.
jordan99.evans Jul 23, 2015 @ 9:47am 
you should make a magic mod based off of this http://fairytail.wikia.com/wiki/Heavenly_Body_Magic
Johnny Whoa Feb 16, 2015 @ 5:55pm 
I'm having a lot of trouble using "Unlock," I just get a message saying "there are no locks nearby!" when I use it right in front of a locked door or something. Anyone have a solution?
Gallant Jan 23, 2015 @ 5:59pm 
I'm having trouble finding places to buy all the spells. Where can i find them?
Zennin WAR DOG Jan 14, 2015 @ 5:34pm 
how do youse creation kit to summon multipal?
Ausar0 Jan 4, 2015 @ 12:18pm 
I swear this mod used to give you scrolls at the start to start with more spells right? for some reason those don't show up for me anymore?
Ninjareaper357 Nov 9, 2014 @ 11:28pm 
dlc doesnt bother me because i have all of it
im going to try this mod out right now...hope its good