The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Balanced New Spells v3.0
40 Comments
2_Modray 14 Jan, 2016 @ 5:16am 
If that thumbnail tells me anything, it tells me "balanced".
Freyzor  [author] 19 Mar, 2013 @ 9:56pm 
Same place as every other spell in the mod. Go to the College of Winterhold and find the relevant vendor (Faralda in that case). I recommend that you get v4.0 though, as it has some extra spells.
misadventurer 19 Mar, 2013 @ 12:47pm 
where do i get deadly fireball at? xD
Freyzor  [author] 4 Feb, 2013 @ 8:18pm 
This mod version is feature-complete. However, I have just released version 4.0 of this mod. The new version adds new spells for alteration and illusion. I have also expanded the miscellaneous new spell into a full, unmarked quest. Get it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=124679651
Freyzor  [author] 23 Dec, 2012 @ 8:30pm 
Looks like the costs were a little high for that particular spell. I lowered it a bit, as you suggested.
Jothax 23 Dec, 2012 @ 1:44am 
Just a suggestion, the improved channel spells in the destruction tree (improved sparks etc) don't seem to be affected by the destruction perk to reduce adept level spells mana costs by half. They have a rather high mana cost. Either that or they have a really high mana cost without the perk.
Duff 23 Nov, 2012 @ 7:49am 
Add an Alteration Expert Sleep spell and I am so all over this. Range:Touch, Duration:Targets Stamina. I really think this is missing amongst others.
VoxViatoris 21 Nov, 2012 @ 1:36am 
Great ideas! Love the Boom Atronach, Decoy, and Spirit Mage! Amazing mod, best of luck in your progress!
Freyzor  [author] 19 Nov, 2012 @ 8:36pm 
Your character sounds like he is pretty high level with 100 in destruction. The Spirit Mage requires only 50 skill in conjuration. Just wait until the Lesser Dragon Priest at 90 skill. It uses expert-level spells and is considerably more powerful. :)
Ideo 19 Nov, 2012 @ 8:24pm 
hey yo!

so daemon black thx for the links i checked those mods out. at reading they seems to be far too much changes for me, and the overall balance wouldn't quite be respected while balance is achieved in specific matters ^^ so i won't use em for now. the 33% on stagger is great but isn't coming alone too bad, there is way too much overpowered changes in the 'better magic' mod ^^ now for that swapping enchant / alchemy... yes the spells will cost heavy magicka now but hell you imagine 300% dmg enchanted gear? can't ^^ i'll stick with the reduc cost and stay at 80% max a self nerf i chose cause magic resist and physical dmg resist are capped around that value in the original game ^^
Ideo 19 Nov, 2012 @ 8:24pm 
Now to you my good Freyzor! i'm happy to announce you have balance destruction spells! gratz on all the work it took, you achieved it nicely ^^ now under a destru potion my fireball does 77 dmg while improved flames does 57dmg/s, and deadly fireball 113 dmg. now any mage will have a set of damage dealing spells in the situations we met all leveling. gz mate ^^

since i don't have any point in 'one handed' perks, i can't really judge of bound sword, it seems good enough to me compared to merhunes' razor non tempered. so i think it's a gz too! ^^
Ideo 19 Nov, 2012 @ 8:23pm 
about that cloak spell anim, like always it's your choice, and i know from using it, it could be a blast to have such a long anim cast on it. but i was merely pointing out that all master level spells use that animation which make your intense cloak the only master level spells in the game not using it ^^ so not for balance but for esthetic, it may be better to give it anyway, just to not break the master lvl rule? damages are fine and benefits from dual casting, but i'm afraid it doesn't benefit from the destruction potion boost, need further testing to be sure.
Ideo 19 Nov, 2012 @ 8:23pm 
i'll test further the conjured mage too, thing is when i tested it, i felt like it didn't worth the magicka for the damages he did. i think my first impression was that he fires to slowly making 2 hits per target in the time i killed em. but even with the enhanced high level gameplay mod and master difficulty i kill em pretty fast. it will be a nice dmg output on boss and dragon fight i think i need to test it in these situations ^^
Ideo 19 Nov, 2012 @ 8:23pm 
concerning the multi elem spell, well to be balanced it should be an expert level only cause you need hard work to get pluri element to be cast at the same time. and it should be non scaling average damages. maybe the walls are not the good idea cause they last for long, making the benefits of the secondary effects too op. what about mixing two adept level spells (fireball and chainlightning for exemple) with the exact base damages they have and increase the magicka cost for exactly the actual cost of having fireball in one hand and chainlightning in the other and casting em at the same time? but they'll benefit from dual casting and impact so. it's like having masterize the two spell making em one, same damages, same cost but staggering opponents from using em together. what you think?
Freyzor  [author] 19 Nov, 2012 @ 6:00pm 
Yeah, but it would be tough to balance that against the regular version of the spells. It would be too powerful. Oblivion was different because there was no way to have 0 cost spells and because there were no secondary effects there were attached to each element.
richardharvey200 19 Nov, 2012 @ 5:59pm 
Like Invisability & Detect LIfe together , your enemy can't see you but you know right where they are even through a door .
richardharvey200 19 Nov, 2012 @ 5:56pm 
Ajust the dam output to where each one goes to the next lvl of its particular school.
richardharvey200 19 Nov, 2012 @ 5:54pm 
Ok , but I'm actually takling about putting fire , frost & spark in one spell like I could do in Oblivion & then make a slightly stronger one for apprentice & so on , do you see what I'm saying now ?
DaemonBlack 19 Nov, 2012 @ 5:40pm 
I think those numbers look good and balanced. Still really looking forward to trying them out! (need some damn free time). I think you are right about the master level cloak. The casting time would get very annoying very quickly for a regular cloak user.
Freyzor  [author] 19 Nov, 2012 @ 4:57pm 
I took your advice, and Improved sparks/frostbite/flames are now adept-level (50 skill) and adept-level damage (30 dps without perks). This is slightly more dps than fireball (26.666 dps without perks), but fireball is AOE and also has the impact perk. I think that's balanced, but let me know you guys' opinions.
Freyzor  [author] 19 Nov, 2012 @ 4:28pm 
Spirit mage uses apprentice-level spells and is an adept-level summon, but it fires relatively fast and does more damage per second than the frost atronarch. On the other hand, it has a lot less health. Overall, I think it is balanced, as both are useful in different situations. Master animation is used for damage spells because it mades it more difficult for the caster to use it in combat. For a cloak, it is unnecessary because it is usually going to be used outside of combat. I think, if anything, trap spells would make the best multi-element spell. You could even throw in some other spells too for a trap, like maglight sticking to the enemy. However, making it balanced would be difficult, so I'll think about it.
DaemonBlack 19 Nov, 2012 @ 4:15pm 
As for the mod, I still haven't had a chance to get a char high enough level to test it out. But if s33k3r's figures on 75/80/s for the improved spells are correct, that might be a little high. Like he mentioned, it can function as AOE, so you don't want it to do more damage then the single target spells. Off hand I think 25ish damge would be a good base damage. Makes it about 3x stronger than the novice version, and makes it scale well for people who (like me) would use mods like the ones below that increase spell damage over vanilla.
DaemonBlack 19 Nov, 2012 @ 4:13pm 
@s33k3r If you think 100 reduced magic cost is breaking the game for you, (it is) I might recommend this mod http://skyrim.nexusmods.com/mods/2585 .

It changes the reduced spell cost enchantments with +% damage/duration. It is a very simple mod that I find adds much more depth to magic combat and keeps you from having to self-nerf to make the game interesting for a spell caster.

Also, if you are worried about impact being too OP (it is) I would suggest this mod http://skyrim.nexusmods.com/mods/4374 . It makes smart magic changes to make it more satisfying overall, one notible feature is nerfing impact to 33% effectiveness. Which feels right.
Ideo 19 Nov, 2012 @ 3:59pm 
errata! each time you read 'apprentice level' understand 'adept level' sorry ^^ so the level just under expert ^^
Ideo 19 Nov, 2012 @ 3:41pm 
here you go, happy reading mate ^^
Ideo 19 Nov, 2012 @ 3:40pm 
Hey again! Happy to see your 3.0 version! so congratz on the good job and the tenacity ^^

ah and thx for the thx part i didn't need it but it's kinda... rewarding? feels good hehe.

now back to business like over achievers we are ^^
Ideo 19 Nov, 2012 @ 3:40pm 
so first, one last little thing to say about improved and deadly spells. deadly are around 90 per cast, cast of 1s, with impact benefit. The same damages as non aoe ones with longer cast time make it really balanced and that's good job. But since improved are what around 75-80 /s it's a bit too powerful, with no cast time, even without the impact benefit, since they are 'aoe' already in a way, you can spread it like crazy ^^ the magicka cost was the counter part right, draining magicka fast if you over used em but... once you reach a 100% reduc cost? and now i really had no problem burning down whole dungeon with demi god draugr inside with improved flames while no magicka cost balanced the damages output ^^
Ideo 19 Nov, 2012 @ 3:40pm 
imo the best way to deal with is to downgrade improved versions to the under lvl which would be if i'm not mistaken apprentice. firstly to keep the level difference between the original sparks and co and fireball and co. they had one level difference, i feel they should keep it. then reaching apprentice level you won't use the novice flames and co since you have now fireball with more dmg and aoe, and ability to stagger an opponent.
Ideo 19 Nov, 2012 @ 3:40pm 
BUT if improved versions are coming at this same level, now you have 2 weapons in 2 situations type for the improved versions will do as much damages but drain magicka without staggering opponents! meaning you open fight with some fireballs from safe distance, then when come the half or lower hp ennemies, switch to improved flames and finish the job with the rest of your magicka. saving maybe a bit for a heal if you get a shot or two. secondly, matching the damages to fireball and co, with an honest magicka cost at apprentice level will make it a fine choice for expert too when we have 'walls of' elements to do the same job. they leave a dot ok, but they doesn't scale and base damages are lower.
Ideo 19 Nov, 2012 @ 3:39pm 
let's say a fireball is 60 dmg (with the 2 points in boost, i think it is right) the walls, coming one level after, are 50/s spead on surface. if the improved versions were to scale too, and do around 60 dmg/s it should be a better choice than 'walls' expert level in some situation (fast dying ennemies) and walls would be for longer fight, vs bosses and so, where you spread it around the boss and keep him in while fireball impact stagger. see what i mean? walls expert level won't make improved versions useless, while improved versions won't make walls useless either! ^^
Ideo 19 Nov, 2012 @ 3:39pm 
and when you reach the -100% cost and master level spells, you'll certainly stop using these anyway, cause lightning storm is a lot like it but with the dmg output and longer cast time. but you'll still use the deadly versions. like in the original game it was intended to stop using the novice versions when you have fireball, and then keep using fireball apprentice level while reaching expert cause incinerate has no aoe and walls don't deal enough ^^ or so i think! as i said it's perfectly fine as it is, it's just a feeling about it.
Ideo 19 Nov, 2012 @ 3:39pm 
now the cloaks! working fine, but i still think they need the master animation since they are master level. every master spells have the special animation long but beautiful, it's only right the cloaks get the same. since they have a long duration we would rarely cast it while already in fight so it's ok ^^
Ideo 19 Nov, 2012 @ 3:39pm 
i tried the conjurated spirit mage, which i think doesn't deal enough to be 'frost atronach' levelled. maybe the spells he cast should be expert level? incinerate and co, maybe one or two deadly randomly. he's one shot if in our aoe range, so better make it more damaging i think. while the priest should use only deadly versions hehe ^^
Ideo 19 Nov, 2012 @ 3:38pm 
didn't tried yet the bound blade but good thought on that! the bound sword is the first we get, it's really not good as we hit higher level and higher levelled ennemies. even if we get points in one hand combat (which i don't on this mage archetype) the bound sword was too weak to be used over a daedric dagger tempered ^^ i'll try it right away!
Ideo 19 Nov, 2012 @ 3:38pm 
finally on the pluri element subject, well the only spell i can think of with any combination of 2 elem mixed (making 3 spells in fact) would be the walls. yes they'll benefit from the 2 secondary effects, which is quite op but as it's unscaled, you can make 25 dmg from each elem. and the walls are used on certain situations as i said before, meaning without scaling, nor impact, they still be used in these situations.
Ideo 19 Nov, 2012 @ 3:38pm 
25 dmg from each elem would made 50 like the originals, but the magicka cost should be 25% more at least, cause of the secondary effects, which is why we would use 2 elem walls in the first place. and when you reach the mastery and 100% reduc cost, you don't use walls anymore, it's faster to kill with real dmg spells like the deadly versions and the master spells the original game give. so that approach should make non op dual elem unique spell don't you think? 3 walls spells, with each 2 elem combination, same level as the originals, same damages, unscaling too, but costing more for it's harder to focus on 2 elem at the same time. just an idea here ^^
Freyzor  [author] 19 Nov, 2012 @ 10:52am 
It's possible to make a spell that does both fire and frost at the same time, for example. But, I can't think of a way to balance that, as you would get the secondary effects of both fire and frost at the same time - making it overpowered.
richardharvey200 19 Nov, 2012 @ 8:45am 
I'm wondering why someone hasn't made a mod for combining spells together ( ie. a fire&frost&spark ) to cast at one time ?
Freyzor  [author] 18 Nov, 2012 @ 10:06am 
Thanks! Yeah, I worked very hard to insure that none are overpowered, and we playtested everything extensively. My goal is simply to add diversity to the game and make things more fun. Also, the developers left some holes in the spell-list that I feel needed to be addressed. For instance, there was an adept level bound bow, but no adept-level bound sword or battleaxe. Therefore, for people not going archery, they had less use for bound spells later in the game.
DaemonBlack 18 Nov, 2012 @ 7:53am 
I've been looking for a mod like this for some time. One that adds diversity at higher levels without throwing 100+ spells at me, many of which are overpowered. Excited to try it out.