OVERHAUL OF MOST OF THE MAGIC PERKS TO RE-BALANCE MAGIC IN SKYRIM
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jUST ASK GUYS, SHOULDN'T BE A PROBLEM. I'D LIKE TO HEAR WHAT YOUR THINKING
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*WARNING* THIS MOD IS DESIGNED FOR HARDCORE GAMING- FOR THOSE THAT PLAY WITH MODS THAT INCREASE ENEMIES AND DIFFICULTY.
When I'm a top level mage I want my abilities to reflect this, I want to wield the elements!! You hear of some pretty powerful mages in all the lore so I dont belive you can be over-powered in magic, but we are looking for a balance here.
To reward you for your studies in the schools of Magic you will now find your perks to give you greater boosts to allow you to reach your full potential as a Master of the Schools of Magic!
There are changes made to most of the schools of magic as listed below.
LATEST UPDATE V1.0 COMPLETE BETA!
ILLUSION CHANGES All I changed for illusion was:
Master/Expert/Adept/Apprentice/Novice Illusion.
ENCHANTING CHANGES
Extra effect perk now allows you to put three enchantments on an item compared to the vanilla two.
But if you have mastered every school of magic you can put four effects onto an item!
CONJURATION CHANGES I found it to be pretty well balanced already but of course there s a few tweaks
Master/Novice/Adept/Apprentice Conjuration: all reduce magicka costs in conjuration by a third.
Summoner: Tripled summoning distance whereas vanilla only doubled
Atromancy: Tripled Atronach summoned duration
Necromancy: Increased the duration of undead
Dark Souls: Doubled the vanilla boost to undead health points.
Twin Souls: You should now be able to summon four atronachs or four undead at a time.
RESTORATION CHANGES
Perks Novice Restoration throgh to Master restoration reduce restoration spells by a third instead of a half.
Regeneration: Vanillla healing spells 50% more effective. Barndog's are 100% more.
Recovery: Doubled the vanilla multiplier to magicka regneration.
Avoid Death: Vanilla heals you 250 points when below 10% health Barndogs heals you 500 points.
Necromage: Spell effects against undead our doubled.
DUAL CASTING DOUBLE DAMAGE. As long as you have the spells perk e.g. PERK Master Alteration for a master level spell, you'll get dual-casting double damage in all magic classes.
ALTERATION CHANGES
Same Improvements to master, expert, adept, apprentice & novice level spell perks as destruction.
Mage Armor: Protection spells like Stoneflesh are twice as strong if not wearing armor. (3 ranks) This seems the same as vanilla but in fact the base effects are almost twice as powerful as are these perks.
Stability: Now makes alteration effects last even longer
Atronach: Vanilla absorbs 30% magicka from spells cast at you, barndogs you absorb 75% - will tweak what spells actuall effect you here as it would be hard to absorb magicka under the torrent of some destruction spells.
DESTRUCTION CHANGES
Novice Destruction 30% cost for novice destruction spells. 25% more power for novice destruction spells.
Apprentice Destruction 30% cost for apprentice destruction spells. 30% more power for novice and apprentice destruction.
Adept Destruction 30% cost for adept destruction spells. 35% more power for novice, apprentice and adept destruction spells.
Expert Destruction 30% cost for expert destruction spells. 66% more power for novice,apprentice, adept and expert destruction spells.
Master Destruction 25% cost for master destruction spells. 100% more power for all destruction spells!
Note the increases in the previous levels power are not stacked here.
Augmented Flames/Frost/Shock Have been increased:
First Level Vanilla: 25% increases First Leved Barndog: 50% increases
Second Level Vanila: 50% increases Second Level Barndog: 75% increases
Have Slighlty increased damage from dual casting and slightly increased chances of paralysis, fear and disintegration from the deep freeze, disintegration and intense flames perks.
This mod is just the beginning of my complete magic overhaul so stay tuned and check out my tweaked Skull of Corruption if you need a cool mage accessory.