In my opinion 70 dmg is just right. You don't wanna make spells too overpowered. Alot of people tend to download the leveling mods where NPC's don't level up with your character although you can run into powerful NPC's still But that's occassionally so I think 70 dmg is adequete.
Love the idea but I don't understand how everyone is finding use out of spells that only do 30-70 damage. Due to the variety of mods and the way people have set up their games, you could make a weak, normal, and strong version of the file maybe?
To be specific, for one reason or another a lot of enemy NPC's in mine have over 1000hp.
ive always wanted to see the absorb spells become mysticism again like they were in morrowind if its possible to change what college of magic they are then it would be an easy mod that would improve mysticism more and i agree the stock mysticism spells definitely dissapointed me thanks for the mod. It would be great if you could make telekinesis work on creatures too but that might be a little to over powering (force push over a cliff anyone) but anyways thanks again
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To be specific, for one reason or another a lot of enemy NPC's in mine have over 1000hp.
But still, that's a minor niggle in what looks to be a fine way of fleshing out the Mysticism tree and making it actually useful.
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