Skyrim Special Edition
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Dave1029

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dave1029

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About this mod

Applies a generous scaling effect to all spells to make you feel like a true master at higher levels. No more bandits tanking 30 fireballs.

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Changelog:1.1
Master spells greatly improved. Many of which moved to the lesser power category (still costs magicka). Dremora lord is no longer a lesser power. Master spells can no longer have their magicka costs completely eliminated through skill alone. This is to offset how much more useful they are now. Expert level spells can still reach the zero magicka cost threshold. Mystic bound weapon damage dramatically improved. Might be overpowered in the beginning but I don't want to add a scaling condition to it.

Black soul gem crafting is available at the smelter now. Mine geodes in blackreach and you can now convert the empty gems to black gems. Petty is 5 per gem, lesser is 4, common 3, greater 2, and grand 1. Recipes will not show unless you have ingredients to help prevent clutter.

Changelog:1.2
Balance pass for master spell perks. Reduction is now 80%. The goal is to allow casting once or twice a fight without needing fortify school enchanting gear. Master spells cost in the 200 magicka range now upon taking that perk.

Changelog:1.3
Reinstated free casting for master spells at level 100 but drastically reduced destruction damage across the board. It's now a doubling of damage as opposed to a quadrupling. Dremora lord back to lesser power but costs magicka this time like it should.
Bound weapons now equal their daedric counterparts. The mystic perk makes them legendary quality but no more. So taking the perk would be as if you're level 100 smithing with no fortify gear. They also all swing 20% faster except for the bow which was already faster.

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A minimalist perk mod at heart. Changes 2 perks per magic tree (3 for conjuration) that enables full scaling of spell cost, duration, and magnitude at the novice level perk. Taking the perk is required for the scaling. It's 5 perks. At level 100, magnitude and duration will be 4x what they would be at level 1, and they will cost no magicka. As far as I'm concerned, magic isn't balanced if you need full enchanted magic gear just to throw a couple of incinerates. At level 100, you will be a master. You will command that school of magic.

Changes:

Alteration:
All schools novice perk enables scaling.
Dragonhide duration increased to six minutes.
Mass paralysis now a lesser power.

Conjuration:
Same as alteration, with changes to twin souls to allow unlimited summons (really it's actually 30), dark souls gives reanimated 200 health rather than 100, they're zombies, they shouldn't die in one hit. Even the regular old bandits. Dead thrall has been changed to single hand cast to help with aiming. Dead thrall also will now reanimate creatures and draugr. Stupid that they didn't allow that to begin with. Draugr deathlord minion please.

Destruction:
Lightningstorm can be cast in either hand. Ash effect script removed out of personal taste.
Fire storm is a lesser power.
Blizzard damage doubled and made a lesser power.

Illusion:
Call to arms remains the same, with the duration buff it lasts for a good while so no changes needed to the spell itself.
Hysteria, Mayhem, and Harmony are all lesser powers now.

Restoration:
Guardian circle and bane of the undead are both lesser powers.

Statements regarding balance: Spells can't be poisoned. Spells can't be directly made more powerful through enchanting. Spells can't benefit from the alchemy->enchanting->alchemy loop. Spells can't be utilized for sneak attacks. Simply put, spells should have the highest raw damage of any offense in the game. They're loud too. Even the most popular perk mods really don't flesh out magic to be any better or even equal to a smithed up enchanted ebony sword with fortify one handed. I remember getting a bow to like 700 damage once. With a x3 sneak attack that's absurd damage. Spells can't even get close. If I remember correctly, using this mod, an incinerate with augmented flames will do around 400 damage. Which is about right. It's a high level spell, combined with a proficiency perk plus a lvl 100 destruction mage.

I made this mod for personal use and decided to upload it to save a copy and share with you guys. It is compatible with other perk mods as long as they don't create new form id's. Just load this after.

PS: I added a scaling effect to the concentrated poison skill in the alchemy tree that applies an extra dose per 10 levels so it's probably the same formula as other perk mods.

IF YOU USE ORDINATOR PLEASE READ:
A true compatibility patch is pointless due to the sheer number of form id's that the author completely rewrote for his mod. Ordinator overwrites nearly every change I made. So I made a standalone patch for it that changes the second rank of each school's mastery perk to give the same benefits of this mod. The changes to specific spells and the alchemy change have been omitted. Ordinator seemed to have some errors in its own scaling- in that his formula came out to scale at a multiplier of zero- meaning it wouldn't affect power. Anyways, if using ordinator just use the optional file only. DO NOT USE BOTH. I cannot guarantee any semblance of balance but I can guarantee at rank 100 your spells will be 4x as powerful and cost zero magicka, just like this mod on a vanilla perk tree.