The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Category: Magic
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24 Mar, 2012 @ 12:06pm
2 Aug, 2012 @ 9:22pm
5 Change Notes ( view )

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Improved Spell Mastery

Description
Expanding on the functionality of the mastery perks for the individual schools of magic, I bring you "Improved Spell Mastery."

Spell costs are reduced for all lower tiered spells when you gain the appropriate mastery perks. (See image)

In addition, the magnitude of Destruction and Restoration spells, and the duration of Alteration, Conjuration, and Illusion spells, scales with current magicka using a multiplier equal to (Current Magicka / 100). For example, if you have 200 Magicka, and cast a 60 Magicka spell, leaving you with 140 Magicka, you will have a 1.4 multiplier, or +40%.

**Special Note -- Magnitude and Duration now only scale if current Magicka is above 100**

Now scales Bound Weapon damage if you have the Mystic Binding perk! Due to the nature of bound weapons, this will only scale weapons that have a "MagicBoundWeapon" keyword attached to the item.
9 Comments
NiSiSuinegEht  [author] 5 Aug, 2012 @ 3:30pm 
@ Alysia I'm not entirely sure what you mean, but the damage bonus for high mana is tied to the individual mastery perks. For example, "Flames" does not scale if you don't have the "Destruction Novice" perk, just as "Fire Bolt" does not scale without the "Destruction Apprentice" perk. The way I balanced this mod reflects study of a particular school and level of spells, rather than a blanket magic amplification for a large mana pool. Free casting is a possibility with enough spell cost reduction only because the engine won't allow non-integer spell costs. It would be impossible to account for all the other magic rebalancing mods available, and is outside the scope of my vision for this mod. I really intended this as an alternative to the others, rather than something to be used in addition.
Shade 3 Aug, 2012 @ 8:58pm 
Another suggestion: You might wanna remove the changes to the perks but only retain the mana/damage ratios, as it would make this compatible with other magic-fixing mods, such as "Magic Rebalance", which allows you to buff earlier-ranked spells damage in a simular method to your lowering lower-ranks mana cost. Or perhaps just make your mod make it do bonus damage, cause as is, additional less mana cost is redundent after 50%/perks with the amount of mana your putting in with your mod, not to mention the mana regen you get. 0 mana cost, 18 damage flames spell with 50 destruction vs. a 25ish+ damage flames spell for like 5 mana/second with 200+ mana? I think anyone would take that over free cast.
Kazms 3 Aug, 2012 @ 3:33am 
Hmmm... I'll have to regrab this one, then.

Maybe it'll fix my Sword'n'Board Resto issues.
NiSiSuinegEht  [author] 2 Aug, 2012 @ 9:27pm 
I though I had uploaded the fixes to this mod a while back, but apparently I did not. Magnitude and duration will no longer scale if your current Magicka falls below 100, so the minimum will always be the spell's default values. I've updated the description to reflect this as well.
Shade 30 Jul, 2012 @ 8:32pm 
Extra: Aslo yes im aware that the perks reduce the mana costs/etc, but you have to take in account the first like.. 10-15 levels of the game (if playing somewhat legitally), and the dualcasting bonus cost, before you can enchant a reduction set of gear or get up in the perks, so you will almost ALWAYS run oom in a sustained fight, making your spells like firebolt deal, literally, 0-1 damage under 10% mana... Also the fact the 0-cost gear would make your mana-as-bonus-damage system overpowered as heck.
Shade 30 Jul, 2012 @ 8:28pm 
I dislike this mod for 1 major reason; if your mana ever goes down to around 60% or less, your spells virtually become useless - in addition, even if your at FULL mana, and you start your assault with a dualcast nuke? All the mana you put into the spell lowers the damage before your spell is even released. So effectively, this mod has massively nerfed spellcasting unless you can get a significant set of bonus magicka items to fortify your base mana to keep it above 60% at all times, or further encourages the need for people to make -100% mana cost enchantments. : ( I like the idea that more mana = more damage, low mana = less damage, but could you kinda rein in the min/max %'s a bit?
Kazms 24 Jul, 2012 @ 2:29pm 
This one seems like a good mod is theory, but I just noticed one *giant* flaw with it.

It's completely destroying the amount of healing my Restoration spells do on my Sword'n'Board characters. Like, the channeled Healing spell heals me for 2 points, rather than 15.

The odd thing is, it only seems to affect characters created before grabbing this Mod. Characters made after getting this Mod are fine. Hopefully this'll get looked at soon, 'cause I really like this mod.
AMYAR 29 Apr, 2012 @ 6:12am 
Genus!
Venge 24 Mar, 2012 @ 7:41pm