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mchrdz

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mchrdz

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Staves and Scrolls benefit from perks and are as powerful as the vanilla Spells, makes minor tweaks to vanilla spells and powers and fixes many bugs that I found in the process (in the three categories). I also added a few new spells; optional.

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This is a collection of tweaks plus bugfixes to spells, staves and scrolls,  wherever I found something that could be improved. No drastic changes, as I don't want to break the balance of the game, I want to keep a vanilla feel.

Every staff and scroll matches now the power of the base spell (that means most of them are now way more potent) and benefits from perks. This increase will not result in fewer charges for Staves, I made sure they were left identical, without editing the staves themselves.

NPC-only spells also are now affected by cost-reduction spells and some bugs in their spells have been squashed (like Fast Healing restoring Stamina to everyone around them instead of restoring themselves).

Also added some a variety of new spells too, but there's also a version without the spells, only the fixes and tweaks.


TWEAKS AND FIXES



Alteration


Flesh Spells (Dragonhide not included)

Scroll: The scroll versions are simply, utterly ridiculous. 35 is the armor Ebonyflesh gives you. Seriously, wth? Now you can benefit from Mage Armor perks, if you have 'em, and the armor it grants you is the same as the spell counterpart.


Detect Life

Scroll: Duration increased to 30 seconds, 15 seems a bit too low for one scroll.


Mass Paralysis

Scroll: Duration increased to that of the spell counterpart, 15 seconds (was 10).


Candlelight

Spell: You can turn it off for free and without making a sound. Excellent utility if you are a stealthy Dragonborn.


Conjuration



Summon Atronach/Reanimation Spells

Spell: Storm Thralls get Chain Lightning back, a spell that they lost in the process of becoming thralls, it seems. Flame Atronachs do 40 points of fire damage upon death, instead of 10, which at most would singe your beard. Oh, and the potent Frost Atronachs get the Ancient skin from the Dawnguard DLC.

Staves & Scrolls: The power of all reanimation spells was increased to match the spell counterparts (seriously, the Dead Thrall scroll had a level cap of 15 wtf). All scrolls and staves of Summon Atronach benefit from Elemental Potency, so if you have it, you will get a Potent Atronach.


Banish/Expel Daedra


Staff & Scroll: Levels caps increased to match spell counterparts, also added the Damage Daedra effect that was missing in all of them (why, just... why..?).


Summon Boneman/Mistman/Wrathman

I believe they are a bit underpowered because their power cannot be increased with vanilla perks, and very slightly with Ordinator. The good thing about them is that you can heal them with necromantic healing, but that applies to reanimated corpses, so, it's not that special.

Also increased the range of the spells by 150% (+36 feet) because for god knows what reason, Ordinator does not benefit undead summons with Planemeld either.

Boneman:

  • New level: 16 (was 6)
  • Health increased from 140 to 180.
  • Stamina increased from 205 to 255.
  • Has perk Overdraw (Rank 1)
  • Will use Supple Ancient Nord Bow and Nordic arrows.
  • Now it will engage in melee combat if needed with a Honed Draugr Sword

Flame Atronachs did more damage anyway, because they are much more aggressive and have a higher rate of fire. Now hopefully the arrows will make up for it.


Mistman:

  • New level: 18 (was 12)
  • Health increased from 490 to 500 (was pretty good anyway)
  • Magicka Increased from 210 to 280
  • Moves 50% faster (the intention is to make him more mobile while he casts spells, like a frost version of the Flame Atronach)
  • Has the Deep Freeze and Augmented Frost (Rank 1) perk


Wrathman

  • New level: 40 (was 30)
  • Will do more damage, as now it has 100 skill in two-handed weapons.
  • Health increased from 800 to 860
  • Added a perk that reduces incoming stagger by 40% and increases stagger it can cause by 30%
  • Added Deep Wounds, Limbsplitter, Skullcrusher. All Rank 2.
  • Increased stamina from 475 to 525


Compared to the Dremora Lord, the Wrathman has much more Health (more than double), but he is easily overwhelmed because it is far less aggressive and its attacks are less punishing. Now it does a bit more damage and it is much less likely to have his attacks interrupted and more likely to interrupt others.

This does not mean it would defeat a Dremora Lord in a 1vs1 combat. Actually, 8/10 times the Dremora will win because it blocks attacks and uses power attacks constantly. Still, you can heal this one, a lot. It's an excellent summon if you can heal it.


If you feel they are too powerful or whatever, tell me.


Summon Flaming Familiar

- Added invisible 12 feet Flame Cloak on him.
- Immune to Fire.
- It moves 100% faster so it reaches enemies faster to explode in their faces.


I do not understand yet how the damage from the explosion is calculated to be honest. If I ever figure out how that's calculated, I might tweak that as well.


Summon Dremora Lord

Now he uses a Dremora Daedric Helmet as well. Kinda fitting since he is a "Lord". This means of course his armor rating will be a bit higher.

Summon Seeker

Now you can summon a Seeker Aspirant if you have the Elemental Potency Perk. To compensate, it is more expensive than before.

Spectral Arrow

Only applicable if you have a mod that adds the spell as it is to the game, like Cutting Room Floor. I made the spell benefit from Conjuration perks so you can cast it more cheaply. Plus, it ignores resistances and spell absorption.


Destruction


For all versions: Wall spells have been slightly enhanced. The direct damage they do is 8/s, similar to Flames/Frostbite/Sparks. I felt that an Expert spell should do a bit more damage, even if direct damage is a secondary thing of the spell (the main point is to spawn hazards for enemies to step on), so  I increased direct damage slightly to 12/s, like a 50% more powerful concentration novice spell. Enough to make a small difference, but nothing OP.

Scrolls & Staves: Matched the power of them all to the spell counterparts. Also, all of them benefit from Intense Flames, Deep Freeze or Disintegrate, where appropriate. 

Also did you know that the Scroll version of Ice Spike and the Staff version of Chain Lightning have a stagger effect? 




Illusion 



Fury/Frenzy, Calm/Pacify,  Fear/Rout

Staff & Scroll: All of them are as powerful as the spell version and benefit from Master of the Mind.


Harmony, Mayhem and Hysteria

Scroll: Matched the power to the spell counterparts, they benefit from Master of the Mind. Added "ignore line of sight" (spell ignores obstacles) flag for Harmony and Hysteria, like the spell counterparts and the scroll of Mayhem. I've no idea why they left the scroll counterparts of those two spells without that benefit, guess it was an oversight by the USSEP team. 


Courage

Scroll: Kinda baffled this is not fixed yet. It is nowhere near the power of the spell counterpart, and it doesn't even give Health & Stamina benefits at all. Corrected that, and also added benefits for those that have the Master of the Mind perk.


Rally & Call to Arms

For all versions: I wanted to make the power gap between them and Courage bigger so now Rally grants 50 points of Health and Stamina, and Call to Arms grants 100. I think that makes them much more valuable spells, particularly because they stack with each other. Also, Call to Arms ignores LOS, that way you can make sure every ally in the vicinity will be affected.

Fixed effects added by USSEP to the scroll version of Call to Arms not having any area of effect at all (therefore useless).


Restoration


Heal Undead & Necromantic Healing

BUGGED!

They are supposed to Restore Stamina to the Undead if you have the Respite Perk, but they don't, because the effect they use is the same that is applied to regular Healing spells, that can only be applied to the living. 
That means that you can restore stamina to the living with it, but not to the undead. Fixed that by duplicating the effect and adding conditions to ensure only undead may benefit from it.

Also added a copy of Heal Undead to the Soul Cairn. You'll find one near Valerica. (Only in the main version)


Fast Healing & Close Wounds

Scroll: Now it benefits from the Respite perk if you have it, and healing increased to match the spell counterpart.


Grand Healing

Spell & Scroll: Added the Ignore Line of Sight flag, to maximize the chances of healing your allies, because the behaviour of the spell is a little wonky and you might not heal someone that is standing literally two inches from your face. Also, they didn't restore the Stamina of the people around you if you had Respite effect because it was checking if the targets of the spell had the perk, instead of the caster, so that's fixed.


Healing Hands & Heal Other

Staff: Now they benefit from the Respite perk if you have it, and healing was increased to match the spell counterpart.
Scroll (Heal other): Matches the spell counterpart and benefits from the Respite perk if you have it. 


Turn Lesser/(Regular)/Great Undead


Scroll: The stagger effect in the medium and great version makes sense, 75 and 100 points respectively. But for whatever reason the Lesser version has a value of 100, even in the Unofficial Patch, so I reduced that to 50, because it doesn't make sense otherwise. Increased the power up to the spell counterparts.
Staff: Increased the power up to the spell counterparts.


Repeal (Lesser) Undead

For all versions: It makes zero sense to me that an AoE spell that can turn multiple undead targets at once always staggers as much as the most powerful Turn Undead spell. The ability to turn multiple targets at once should be what compensates the fact that the spell staggers with less potency. So now the Lesser version has a stagger value of 30; the regular version, 50.

Scroll & Staff: Matched the power to the spell counterpart.


Circle of Protection

Scroll: Matched power to spell counterpart.


Guardian Circle

Scroll: Matched duration to the spell counterpart.




NEW SPELLS

(Only in main file)



RESTORATION


Heal Undead Minions

This is basically a version of Grand Healing that does not heal you, but heals any undead ally in the vicinity (20 feet). Ignores line of sight, and is affected by Respite. Excellent if you play as a necromancer.

You'll find the spell in the Soul Cairn, behind a chest. Explore.


Sun Rune

Basically like other runes but it does 50 points of Solar (i.e. magic) damage that only affects Undead.
Credits for this goes to Elianora, as I used her resources to include it in the mod.

Sold by Florentius in Dawnguard HQ


Purge Poison

Adept level Restoration spell that does what it looks like. A bit expensive. Purchase from some vendors.


Purge Disease

Master level Restoration spell that does what it looks like. Not too expensive for a Master spell. I considered curing your diseases shouldn't be a walk in the park, hence the reason for the high levels. Purchase from Colette.


Wrath of the Gods

Yes, you guessed it, it was inspired by Dark Souls 3. Basically a 15 feet solar explosion centered on you with the following effects:

- 20 solar damage to everything around you. 50 if undead.
- Staggers everything within its radius.

Not too expensive for an Expert spell, but it takes 1.7 seconds to charge it.
Purchased in the College of Winterhold.


Cure Paralysis

It does what it looks like. Adept level. Restoration.



Superior Ward


100 points of protection against spells, and 100 armor. Expert level. Found somewhere in Shalidor's Maze.


Regeneration spells

From novice to expert, I added regeneration spells (cast on self) that regenerates a fixed amount of healt and Stamina if you have Respite perk: 2.5/s, 4/s,  5.5/s and 7/s. They don't stack with themselves (casting them again will reset the timer) but stronger versions will replace the previous one. Base duration is 30 seconds. 

Added a Master Spell called MASS VITALITY: The caster and every friendly around them in a 100 feet area (excluding summons, undead, daedra and automatons) will regenerate 13 points of Health and Stamina (no need for Respite perk) per second for two minutes. It stacks with other regeneration spells, but not with itself, if recast, it will reset its timer.




ALTERATION



Xflesh Other


You can grant armor to others in the same degree the original spells can, but they won't benefit from Mage Armor perks, so it is more suited for followers that don't fight like mages or that don't use armor spells, or to make your summons tougher.

You can find these in various vendors and NPCs.


Waterwalking

Does what it looks like. Expert level, lasts for 30 seconds. Purchase from Toldfir.


Feather Spells

Added Alteration spells from Apprentice to Master to increase your Carry Weight: +25, +50, +75, +150.


Cushioned Fall


Adept level Alteration spell that reduces fall damage by 50%.


Pull

Expert level Alteration spell that pulls living things towards you and you can toss them around, kill them with fall damage, etc (just like the Vampire Lord does). Only works on targets that are susceptible to paralysis. Very expensive, base cost is 240/s (Telekinesis is 170/s).



ILLUSION


Muffle Other

Muffles the target for 180 seconds.



CONJURATION


Summon Soul Cairn Keeper

Master level spell that summons a Keeper from the Soul Cairn (the version with the shield and mace). It levels with you and the damage it deals also increases with level. Lasts for 45 seconds. Found in the Soul Cairn somewhere.


Summon High Seeker


Expert level spell that summons a High Seeker for 60 seconds. Found in Apocrypha near a Black Book.




POWERS



Summon Spectral Assassin

The only thing that made this special, combat-wise, is that he has a ton of health, because 1) his max level is 100 (which leaves his health at about 1250) and 2) like every ghost NPC, he receives half damage from all sources. That is a lot of potential health. 

But his attacks were so weak and never staggered enemies, which made him an easy prey. So I made the following changes...

- Now he dual-wields two weapons, which cannot be disarmed and have
infinite charges. His combat style will be identical to Forsworn Berserkers.

  • In his right hand, he uses a Ghostblade that deals 8 insubstantial extra
  • damage (ignores armor), 15 points of Frost Damage that can slow targets down, and will terrify NPCs of level 10 or less.
  • In his left hand, he uses an Ebony Dagger that deals 8 insubstantial extra
  • damage (ignores armor), 35 points of Stamina damage, and will terrify NPCs of level 10 or less.

- Incoming stagger is reduced by 50% due to his spectral nature, which means he is less likely to be interrupted in combat.

- Added the following perks:

  • Fighting Stance
  • Light Foot (won't trigger pressure plates or enemy runes)
  • Muffled Movement (so he'll be less likely to disrupt your sneaking)
  • Silence
  • Dual Flurry (Rank 2) -> He'll attack very aggressively.

Reduced max level to 80 to make him less OP.

Also I changed his name to "Lucien Lachance's Ghost."


Secret Servant

For whatever reason this NPC had a 50 carry weight units penalty. Removed that. So now he'll carry a bit more for you.


Ancient Knowledge

It will also boost the damage you deal with Dwarven Weapons by 25%. Pretty damn cool if you want to stick with Dwarven gear for roleplaying reasons, for the looks, or whatever.


Mora's Boon

Simply multiplied by 10 the amount it restores you, so it will restore you completely even if you're OP as hell.


Mora's Agony

It was already nice because it staggers the hell out of anything that gets near it (very good if you drop it in bottlenecks), with the exception of children, ghosts and dragons. But for a Greater Power (only usable once per day) it is a bit underwhelming, so I made the following changes.

-  Increased the damage it deals to 30 per second for 3 seconds (which can be re-applied in very rapid succession, so it can be quite powerful).
-  Now it lasts for a full minute instead of simply 30 seconds (like regular Wall spells).
- Increases stagger value by .25


Waters of Life

This is simply a copy of Grand Healing, so... meh, for a greater power, that is. So now...

The area of effect was increased to 30 (was 15), and the power ignores LOS (so it will travel though obstacles).

- Healing increased to 300.

- It restores 300 stamina to you and your allies, as if you had the Respite perk.

- It cures you of any poison or illness you may be suffering from.

- It will also heal Daedra and Undead allies.



North Wind

- Increased damage to 25 (250 in total)

- May paralyze victims below 40% of Health for 5 seconds, like a stronger version of Deep Freeze.



Sun Flare

Just a copy of Firestorm. It's alright I guess, but I thought it needed some special quality.

- About 3/4 of the damage will be Fire Damage. The rest will be Sun damage (i.e damage only reduced by Magic Resistance). This makes it marginally more powerful against anything resistant to Fire.

- Undead take 100 points of extra Sun damage.

- May demoralize living targets below 30% Health if they are burning (like a more unforgiving version of the Intense Flames perk).

So against Undead (assuming no weaknesses), the maximum damage it can deal is 325, but it is especially destructive against vampires, as they receive 50% or more extra Fire Damage.



Nightingale Subterfuge

It was powerful for an Illusion effect (level cap is 100), but I made it less likely to be a waste by increasing area of effect and duration.

New duration: 45 seconds
Area of Effect: 50 (it was 15, like a Fireball)


Nightingale Strife

A instantaneous 100 health absorption is pretty good, but I added the "Ignore Resistance" flag so it is equally effective no matter what. Lots of NPCs have the Magic Resistance perk.



That's all. For now.

Feedback and suggestions are welcome.
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