Oblivion

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marcusklaas

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I really thought in Oblivion, some spells were most useless and a lot of spells needed to be spammed. I mean, what\'s the point of having a 15 point burden spell that lasts for 15 seconds? Mighty Magicka changes this type of things, and therefore I was really excited about testing it and all. But I quickly found that it was imbalancin

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I really thought in Oblivion, some spells were
most useless and a lot of spells needed to be
spammed. I mean, what's the point of having a 15
point burden spell that lasts for 15 seconds?
Mighty Magicka changes this type of things, and
therefore I was really excited about testing it
and all. But I quickly found that it was
imbalancing the game. And still didn't have a real
use for spells like burden. So I thought to start
my own little spellchanging mod.

What this mod does:

- Changes some damage spells, so that they do more
damage but cost more too. This does not imbalance
the game, atleast it shouldn't.

- Changes some frost spells to do less damage than
their fire equivalents but do some slowing for a
short period of time as well. I couldn't let
Oblivion auto-calculate this one, for the cost
would be way too high. So the magicka cost might
need some tweaking.

- I overhauled the burden spells, they are now way
more powerfull, but they will only last for 6-12
seconds now. Why? So you don't have to be running
backwards all the time, spamming fireballs. You
can now instead cast a burden, take a little
distance and then shoot your fireball. So burden
actually has a use in combat now. Couldn't let
Oblivion auto-calculate this either, so again
this might need some tweaking.

- I changed some restoration spells to do a little
more healing but than over time, so you don't have
to spam minor heals. Auto-calculation on this one,
so it should be quite balanced.

- I left most spells unchanged, like the summoning
spells and sort of thing because I think they're
balanced and fun to use as they are.