Oblivion

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marcusklaas

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MOD HISTORY 1.1 Added some tweaks for none combat spells, such as the light spell, to last longer, so less spam. Magnitude was unchanged. Also the frost spells now slow with a multiplier, instead of just draining speed. The animation and icon should be fixed for those spells now too. Charmeleon change, I felt Charmeleon was too powerfull.

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MOD HISTORY

1.1 Added some tweaks for none combat spells, such
as the light spell, to last longer, so less spam.
Magnitude was unchanged. Also the frost spells now
slow with a multiplier, instead of just draining
speed. The animation and icon should be fixed
for those spells now too. Charmeleon change, I
felt Charmeleon was too powerfull. It'd give you
75% charmeleon (most npc's and creatures won't see
you, even if you hit them) for 30 seconds. What I
did: I made it cost about 50% more mana, and
reduced the magnitude a bit. The master charmeleon
spell now has a magnitude of 60, instead of 75.
Also, the 'Imolating Blast' spell now has a lower
initial damage, but now does a strong damage over
time. Your target will burn. Overall damaged
increased.
1.01 Current version. Fixed some spells that
were behaving odly because auto calculate would
set them in 'apprentice' instead of novice for
example. Should be fixed with all spells now.
1 Initial Release


DESCRIPTION

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 too low. So the magicka cost might need
some tweaking.

- Changes some non-combat spells, such as light,
night-eye and detect life.
Longer durations, same magnitude. Should be
balanced.

- 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.