Skyrim

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Karmaworks

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Karmaworks

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About this mod

Karma Reworks - Magic is part of a bundle of modules focused into rebalancing the default (vanilla) game, without adding, removing or editing too much of it. The main focus of this module is removing gamebreaking mechanics like the mana cost and lack of scaling of magic, while also making tweaks to make it balanced.

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Before installing any of the Karma Reworks mods, please read the whole description. The mods may break your game if you don't read the recommendations. Hard backup of save data is also recommended, to make sure you can revert to your unmodded save if anything goes wrong or if you don't want the mods.

About Karma Reworks
Karma Reworks, as the pun in the name suggests, is a bundle of mods made by me, Karmaworks, aiming to fix, change and rebalance Skyrim mechanics, without adding/removing/editing too much of the game.

The goal of these mods are to make the game balanced for all kinds of characters, while retaining most of Skyrim default mechanics. If you want a mod that changes thing completely, this mod may not be for you.

For now, I've split the Karma Reworks mods into 2 modules: Magic and Weapon & Armors. Each of them were made to fix and balance certain aspects of the game.

Compatibility & Recommendations
This mod requires both the last Official Skyrim Patch made by Bethesda and the last Unofficial Skyrim Patch made by the Unofficial Patch Project Team. Both add fixes to the game, and I wouldn't want to break their fixes.

Karma Reworks – Magic should work with any mod that doesn't change the Magic Effects, Enchantments and Potions that this module modifies. Just make sure to load this AFTER your mods. However, balancing is not guaranteed. This mod was designed to work together with the other modules of Karma Reworks for the best results, so I highly suggest to use them as well.

Karma Reworks – Magic
WARNING: Before installing this mod, make a hard Save backup of your game and make sure the save you will load has the character COMPLETELY STRIPPED OF EQUIPMENT (armors, clothing, necklaces, rings, everything). If you wear an item that had the old Fortify School enchantment, for example, your character will be glitched forever with passive Magicka Cost reduction. You have been warned.

This module focus in changing Enchantments and Potions related to Magic. It basically swaps Enchantment effect of Reduced Magicka Cost with Amplify effects, while also making Potions reduce Mana Cost (maximum reduction is approximately 40%). It also changes the Robes Fortify School & Magicka Regen enchantments to a 50% fixed magnitude of Magicka Regen (compared to vendor/loot enchantments).

With these changes, there is no way to get 100% magicka cost reduction anymore, even if you have many stacking Magicka Cost Reduction sources (Enchantments, Perks, temporary effects, etc). Some changes to magnitude of potions and enchantments were also made to improve balance, since the magic scaling is usually bad in Skyrim.

To change these issues, I've done changes both to the Enchanting and Alchemy system regarding Magic, as detailed below.

Changes to Alchemy

Magic School Potions
• Effect changed to reduce Magicka Cost of the related magic school. Instead of making the spells X% stronger or make they last X% longer, they now reduce the Magicka Cost for the school by X%.
• Base Magnitude changed to 1.5 from 4. That means that potions are 5/8 weaker (37,5% of original magnitudes).
• The maximum value of Magnitude for brewed potions is at 100 Alchemy skill is 40% Magicka cost reduction.
• The fixed Magnitude of the 4 potion Tiers (Potion, Draught, Philter and Elixir) are now 14%, 21%, 28%, 35%. They were previously 25%, 50%, 75%, 100%. Price formula remain unchanged.

Changes to Enchanting

Spell School enchantments
• Effect renamed to Amplify <school>, to distinguish it from the other Fortify Enchantment and the Potion effect of the same name, that reduces Magicka Cost.<br>• Effect changed to amplify spells of the related school, making them X% stronger or last X% longer, instead of giving X% mana cost reduction. <br>• Base Magnitude changed to 6% from 8%. That means that these enchantments are 1/4 weaker (75% of original magnitudes).<br>• The maximum value of Magnitude for crafted Enchantments, at 100 Alchemy skill with all Perks that increase the effect, without Fortify Enchanting potion is around 20%. With Fortify Enchanting potion, the value increases to around 25%.<br>• The fixed Magnitude of the 6 enchantment Tiers (Minor School, School, Major School, Eminent School, Extreme School, Peerless School) are now 10%, 12%, 14%, 16%, 18%, 20%. They were previously 12%, 15%, 17%, 20%, 22%, 25%. Price formula remain unchanged.<br><br><strong>Fortify School &amp; Magicka Regen enchantments</strong><br>• The fixed magnitude of the Magicka Regen effect is now 50%, instead of 10%. It's now compared to the vendor/loot Robes.<br>• The Fortify part of the enchantment wasn't altered.<br>• <u>NOTE</u>: College Robes weren't altered and they still have the scaling Mana Regen, but a slightly weaker Fortify effect (mana cost reduction).</school>