The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Balanced Magic Scaling
   
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Category: Gameplay, Magic
File Size
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26.713 KB
12 Sep, 2012 @ 11:34am
1 Change Note ( view )

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Balanced Magic Scaling

Description
This mod is created for magic scaling that is balanced and not overpowered. Each spell increases in power with every 50% reduced cost perk taken based on the school their in as well as their level. High level spells are increased in power with even low level perks (unless specified that they do not). Detect life, Detect Dead, Telekinesis, and Clairvoyance are no longer effected by the perks but have had their cost halved initially due to the issue where they would not work in game otherwise. Also master level Alteration and Conjuration are also unchanged for the reasons below, but the other ranks are still effected by the master level perk.

Mods that this is not compatible with are those that change the 50% cost reduction perks or the spells detect life, detect dead, telekinesis, or clairvoyance. Also I will be playtesting this mod with a new playthrough so things are bound to change and be tweeked. If there are any issues, concerns, questions, or comments please post them below as well as any ideas you would like to see implemented.

I have done mods elsewhere but this is my first mod for skyrim so if you like it please rate and comment. It makes me feel all warm and fuzzy!


Alteration Spell Level
Novice: +2 Magnitude, +6 seconds Duration..........(max +10 Magnitude and +30 seconds)
Appre: +3 Magnitude, +6 seconds Duration..........(max +15 Magnitude and +30 seconds)
Adept: +4 Magnitude, +6 seconds Duration..........(max +20 Magnitude and +30 seconds)
Expert: +5 Magnitude, +6 seconds Duration..........(max +25 Magnitude and +30 seconds)
Master: Unchanged: Master level spells are stong enough as is.

Conjuration
Novice: +12 seconds Duration..........(max +60 seconds)
Appre: +12 seconds Duration..........(max +60 seconds)
Adept: +12 seconds Duration..........(max +60 seconds)
Expert: +12 seconds Duration..........(max +60 seconds)
Master: Unchanged: Master level spells in Conjuration would not benifit from increased duration.

Destruction
Novice: +3 Magnitude..........(max +15 Magnitude)
Appre: +6 Magnitude..........(max +30 Magnitude)
Adept: +9 Magnitude..........(max +45 Magnitude)
Expert: +12 Magnitude..........(max +60 Magnitude)
Master: +15 Magnitude..........(max +75 Magnitude)

Illusion
Novice: +6 seconds Duration..........(max +30 seconds)
Appre: +6 seconds Duration..........(max +30 seconds)
Adept: +6 seconds Duration..........(max +30 seconds)
Expert: +6 seconds Duration..........(max +30 seconds)
Master: +6 seconds Duration..........(max +30 seconds)

Restoration
Novice: +3 Magnitude..........(max +15 Magnitude)
Appre: +6 Magnitude..........(max +30 Magnitude)
Adept: +9 Magnitude..........(max +45 Magnitude)
Expert: +12 Magnitude..........(max +60 Magnitude)
Master: +15 Magnitude..........(max +75 Magnitude)
16 Comments
Bag Kahuna 16 Aug, 2018 @ 4:32am 
Do I need to start my character over before adding this or will it work with an existing character?
Bomjus 31 Oct, 2016 @ 8:32pm 
does this work with the other apocalypse spells? i know king of xenon below me says it breaks the longstride spell but im more curios if it works with the healing/destruction spells.
Dark Lord Xenon 1 Sep, 2016 @ 12:31pm 
When you perk Alteration tree
Dark Lord Xenon 1 Sep, 2016 @ 12:30pm 
This mod breaks Longstride in the Apocalypse spell mod, it causes it to no longer boost player movespeed or carry weight limit when casted
Pr.Jitterskull - best bug fixer 9 Oct, 2014 @ 3:25pm 
Can you please teach me how to do this?
neilbert1 29 Jun, 2014 @ 9:05am 
I do think that the Dragonhide spell (the Master Alteration spell) could benefit from an increased duration, as the standard 30 seconds it has for duration make it almost unusuable in a practical way.
Cleric 19 Feb, 2013 @ 1:17pm 
The only thing I would request is the conjuration perks adding more controllable minions at each perk level, and twin souls being a multiplier. I would like to request to do this (for my own personal use).
neilbert1 28 Sep, 2012 @ 12:42pm 
Well, the fact that I also had the Restoration magic Necromage perk didn't hurt either. That being said, your mod was definitely what pushed it over the top!! :)
Patriarch  [author] 28 Sep, 2012 @ 10:49am 
@neilbert1: lol, thats pretty awesome. Double damage from my mod at that level + weakness to fire for Harkon being a vampire = vampire dust.
neilbert1 27 Sep, 2012 @ 8:29am 
Your mod is really powerful at the highest levels - my character has a 100 in destruction magic and novice through master in destruction perks as well - she took out Lord Harkon in one (dual-handed) incineration blast and crashed the game - COOL!!! :) (not bad for a NORD wzard - well Skuld is the arch-mage after all). Don't worry - I reloaded the game and she beat Harkon with fire bolts instead (I guess you have to let him use the red force-field globe and use Ariel's bow to bring it down at least once before you kill him, or it crashes the game!) No more wimpy magic here!