Is there a chance that you can make a mod that allows you to increase the magnitude of spells at creating them aswell? just making it x10 so that you are not capped at 100 dmg instead at 1000. and duration at 120 instead at 1200 for buffs. Without the cost reduction so we can dl this mod to then combine it how we please.
Just a Heads up. This mod also Buffs your potions potency as well, so be aware of that. Also makes gettings to Master Skill level an absolute chore, because the Skill ups are based on magicka used. At x2, its not too ridiculous, but the higher mods make potions OP AF We're talking 25 Fire damage a second for 300 seconds, and Restore Magicka 250/sec
I would stick to the 1.5 and X2, unless you wanna break your game for shits and giggles. I actually quite like 1.5 because it makes Master Alchemy with the full Master Chemistry set have mostly even numbers, while maintaining game balance, and moderate skill ups and a realistic Mana drain.
To fully clarify this mod because I see a lot of confusion on how it works (or doesn't). The value that it edits is not quite the right one to change to achieve just a magicka cost reduction. The value affected by this mod is the exponential scaling for magnitude in the calculation of the base cost for each spell.
Changing only this value brings multiple issues.
First, simply dividing an exponential by two does not mean all costs are divide by two. Dividing the exponential means the cost is reduced exponentially the higher the magnitude of the spell is. For example, with the x2 (50% version) the spell cost of a magnitude 50 spell would be reduced by ~91% but a spell of magnitude 10 would be reduced by ~77%, however a spell of magnitude 3 would indeed be reduced by ~50% (with rounding).
Second, an exponential means nothing to a value of 1, meaning that, as many people noticed, spells that have a theoretical magnitude of 1 or none (summoning spells, some illlusion spells, light etc...) have their values completely unaffected, the exponent could be 0, 1 to any power is still 1.
Third, some spells don't actually obey this calculation, leveled spells such as finger of the mountain have an already fixed base spell cost, hence, this mod doesn't apply to them at all.
And last, this magnitude exponent is also used in enchanting and for certain types of effects potionmaking. So it indirectly also affects other mechanics without telling you.
I've seen a lot of comments reporting that this is lowering spell casting cost more than intended and I think I figured out why. After dropping the mana cost of spells using the global spell cost reduction modifier, the game is then doing an auto-calculation which sometimes lowers the Spell Level (from Expert to Journeyman for instance). Lowering the Spell Level in turn causes more mana cost reduction based on the characters skill level in that school. I don't know all of the math but this seems to be something like this. I figured this out because I saw that I was able to use expert level spells even though my skill in that school was not high enough.
Something odd was happening for me as well. It seems to be reducing the magicka cost far more than advertised. I just wanted the half cost option and it lowered many of my spells to 1 magicka.
42 comments
player.setav Magicka 1000000
player.setav Intelligence 1000
player.setav Willpower 1000
Free Spells, without the need for mods
At x2, its not too ridiculous, but the higher mods make potions OP AF
We're talking 25 Fire damage a second for 300 seconds, and Restore Magicka 250/sec
I would stick to the 1.5 and X2, unless you wanna break your game for shits and giggles. I actually quite like 1.5 because it makes Master Alchemy with the full Master Chemistry set have mostly even numbers, while maintaining game balance, and moderate skill ups and a realistic Mana drain.
1.5 is the best value here, to be honest.
Changing only this value brings multiple issues.
First, simply dividing an exponential by two does not mean all costs are divide by two. Dividing the exponential means the cost is reduced exponentially the higher the magnitude of the spell is. For example, with the x2 (50% version) the spell cost of a magnitude 50 spell would be reduced by ~91% but a spell of magnitude 10 would be reduced by ~77%, however a spell of magnitude 3 would indeed be reduced by ~50% (with rounding).
Second, an exponential means nothing to a value of 1, meaning that, as many people noticed, spells that have a theoretical magnitude of 1 or none (summoning spells, some illlusion spells, light etc...) have their values completely unaffected, the exponent could be 0, 1 to any power is still 1.
Third, some spells don't actually obey this calculation, leveled spells such as finger of the mountain have an already fixed base spell cost, hence, this mod doesn't apply to them at all.
And last, this magnitude exponent is also used in enchanting and for certain types of effects potionmaking. So it indirectly also affects other mechanics without telling you.
Sources used for this research :
UESP Oblivion:Spell_Making
UESP FMagicCostScale
UESP Oblivion:Leveled_Spells
x1.5 does x2
x2 does x3
x3 does x4
...