* Some spells had a low magicka cost set for testing, which was not reverted. The 1.7 update corrects this.
This mod is intended to support mage characters by matching arcane effectiveness with that of archery and melee combat. The new spells range from low-intermediate up to very high levels. Many of them cost mucho dinero and require tons of magicka.
Some may wonder "how can I even use them?" Of course, there are ways to make this happen:
Obviously, you can ramp up your magicka levels.
You can level up in a school and take the half cost perks.
There are potions that will fortify magicka for a time.
Armour can do the same, perpetually.
Don't forget about armours that fortify specific schools, especially those you craft yourself.
By increasing your magicka, and decreasing spell cost, all of the magic added here is possible and potentially tons of fun. That's kind of the point of gaming, isn't it?
I encountered an issue either with this or with 'bread n butter' with my latest character. I use the combat overhaul that allows for two handed weapons to be equipped one handed. This allowed me to use a quarterstaff from immersive weapons as a magi.
When changing spells I would freeze mid animation and be unable to cast or use the staff. Im currently resetting my mod list w/o the other spell mod to see if that was the issue or not.
Hey there. It looks like this is a solid mod for making magic remain effective as you continue to gain levels, but with proper balancing and cost so that it doesn't just trivialize the games difficulty. Have I got that right? Because that's exactly what I'm looking for. =P
That is the intention, Wilveren. With some of the spells, the price is very high, and you may not even have the ability to use them. They can eat up magicka in a flash. Of course, any weak opponents will always be just that. You still maintain control by selecting spells and items carefully, as well as your perks, armours (if any), the quests you take on and game difficulty specification. As with anything, you could potentially make yourself overpowered, or completely avoid that, entirely by choice. ~GMF~
6 comments
This mod is intended to support mage characters by matching arcane effectiveness with that of archery and melee combat.
The new spells range from low-intermediate up to very high levels. Many of them cost mucho dinero and require tons of magicka.
Some may wonder "how can I even use them?" Of course, there are ways to make this happen:
By increasing your magicka, and decreasing spell cost, all of the magic added here is possible and potentially tons of fun.
That's kind of the point of gaming, isn't it?
Hope you all enjoy yourselves to the MAX.
~GMF~
When changing spells I would freeze mid animation and be unable to cast or use the staff. Im currently resetting my mod list w/o the other spell mod to see if that was the issue or not.
It looks like this is a solid mod for making magic remain effective as you continue to gain levels, but with proper balancing and cost so that it doesn't just trivialize the games difficulty. Have I got that right? Because that's exactly what I'm looking for. =P
With some of the spells, the price is very high, and you may not even have the ability to use them. They can eat up magicka in a flash.
Of course, any weak opponents will always be just that. You still maintain control by selecting spells and items carefully, as well as your perks, armours (if any), the quests you take on and game difficulty specification.
As with anything, you could potentially make yourself overpowered, or completely avoid that, entirely by choice.
~GMF~
Thanks for sharing this!