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The Elder Scrolls V: Skyrim
Balanced Magic v1.30
by mysty
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Included Files
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Balanced_Destruction.esp - allows all destruction spells to scale
Balanced_Alteration.esp - changes the alteration perk tree and how the protection spells work
Balanced_Conjuration.esp
Balanced_Illusion.esp
Balanced_Restoration.esp
(Choose only one of the below - optional if you prefer vanilla settings or other mods which adjust these values)
Balanced_Magic_Novice.esp - 75% combat magicka regen, 3x dual cast damage, 2.2x dual cast cost, -55% spell cost at skill level 100
Balanced_Magic_Adept.esp - 60% combat magicka regen, 2.6x dual cast damage, 2.4x dual cast cost, -51% spell cost at skill level 100
Balanced_Magic_Master.esp - 45% combat magicka regen, 2.2x dual cast damage, 2.6x dual cast cost, -46% spell cost at skill level 100
Vanilla Settings (for comparison) - 33% combat regen, 2.2x dual cast damage, 2.8x dual cast cost, -40% spell cost at skill level 100
I've also attached an excel spreadsheet with data on specific numbers used. You may enter a skill level in the yellow box to see updated multipliers for skill based magicka cost.
Installation
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1- Extract the desired .esp files to your "Skyrim/Data" folder
2- Launch Skyrim
*Note: If you have a previous version of this mod installed, be sure to uncheck it in your Data Files, and that only the .esp files listed above are running!
Purpose
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This mod is intended to make pure mages a force to be reckoned with in battle. While melee fighters get increased damage as they improve their primary offensive skill, mages simply get reduced casting cost. When you consider the options to improve weapons via smithing, enchanting, and poisons - heavily armored warriors are far outclassing squishy mages in damage. Dual wielding melee fighters with power attacks and rogues with sneak attacks have a major offensive advantage. Additionally, pure mages must use their magicka for both offensive and defensive skills, meaning that many of the master level spells can be prohibitively expensive without enchanting all gear for reduced magicka cost. Since pure mages don't have enchantable weapons, there is less gear to enchant, and I believe the player should be able to diversify their enchantments without losing the ability to deal reasonable high end damage.
This mod attempts to address these issues without making Mages overpowered; magical damage already ignores armor, and offers area of effect damage, and damage over time that stacks with other damage - even at maximum level, the best spells should not necessarily do as much damage as well smithed, enchanted, and poisoned weapons would. If you want to be incredibly overpowered, this may not be the mod for you!
Change Log
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v1.30
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- The Impact perk from the Destruction tree now causes stagger to occur only 50% of the time
- Paralyze has been reduced to 6 seconds (was 10)
- Mass Paralysis has been reduced to 10 seconds (was 15)
- Protection spells were restored to original base values (40/60/80/100) and Dragonhide was given a base value of 120
- Consequently, you can now cast Dragonhide and override lesser protection spells.
- Protection spells gain bonus armor if you are not wearing armor on your body, hands, or feet. This means you can still get a partial bonus if you are wearing only 1 or 2 pieces of armor. Dragon masks (and helmets) do not affect the bonus armor.
- Wearing armor now affects casting cost for all schools of magic. Each piece of light armor worn increases cost by 4%, and each piece of heavy armor increases cost by 6%. (Additive, not multiplicative.)
- Alteration perks (novice - master) each increase the duration of alteration spells by 25% of the original duration. Protection spells, for instance, begin at 60 seconds, but will last 135 seconds once you reach Master Alteration (without the Stability perk).
- The stability perk was reduced to 2x (from 2.5x)
- Three new perks replace the obsolete Mage Armor perks - they are called "Less Is More"
- The first rank decreases casting cost of all schools of magic by 10%
- The second rank increases either magnitude or duration of most spells by 5% (this will be adjusted as I look more closely at other schools to see what the best approach is, and how I could make all spells "more effective")
- The third rank decreases casting cost of all schools by another 5% and increases effectiveness by another 5%
v1.20
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- BUG FIX! Destruction staves now level concurrenty with spells.
- Master destruction spells now have a 1 second delay before casting (hopefully a nice compromise)
- Now modular. Each school of magic has its own .esp, and there are 3 difficulty settings for balance preferences.
v1.10
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- BUG FIX! This mod no longer scales effects from enchantments or alchemy. Only the spells will level. Spell damage can still be increased with potions. I have left the Augmented perks alone for now, so those still affect enchanted items as they do in vanilla.
- Master destruction spells no longer have the preparation time before casting (by numerous requests)
- Corrected the name of the Lightning Rune spell
- Clarified the description of the Novice Destruction Perk to indicate magicka costs of all destruction spells are initially lowered.
- Magic Resistence perks in Alteration were restored to their original values after confirming NPCs use their own leveled spells and are unaffected by this mod.
v1.01
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- By Popular request, I added a seperate .esp that contains only the leveled destruction spells for players using other mods that affect dual casting and magicka regeneration.
v1.00
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Overall improvements to magicka use
- Magicka regen in combat increased to 75% of normal (was 33%)
- Spell costs are now reduced by 40% of your skill in the corresponding school of magic (was 25%)
Improvements to dual casting (it's now a perk worth taking)
- Dual casting effectiveness increased to 3x damage (was 2.2x)
- Dual casting cost reduced to 2.2x magicka (was 2.8x)
Leveled Destruction Spells. All spells improve as you fill your perk tree - Master spells will still be the most powerful, and novice spells will still be the weakest, however, the novice spells will have improved significantly enough to still be useful as low cost damage even against high level opponents.
- All destruction spells have been adjusted to new "base" levels of damage. THIS GREATLY REDUCES THE MAGNITUDE OF HIGH LEVEL SPELLS WITHOUT PERKS!
- All destruction spells now scale in both magnitude and cost with perks for novice, apprentice, adept, expert, and master destruction. Specifically, damage is increased by 50% of the base magnitude with each perk. Cost is adjusted to correspond to half the cost it would have been at the original magnitude then scaled to the current magnitude.
Improvements to Alteration
- Magic Resistence Perks in Alteration have been increased to 15/30/45% to account for stronger destruction magic
- Protection spells like Stoneflesh now provide 25% less armor, but last twice as long (so players don't have to switch equipped spells to recast as often in combat)
- The Novice Alteration Perk now additionally reduces magicka cost so protection spells are close to original cost (even with the decreased armor, the spells were a bit too expensive. Novice spells still get a 50% greater reduction to align it with the perk as intended, and later perks are unchanged.)
- The Mage Armor perks now cause protection spells like Stoneflesh to be 3, 4, and 5 times as strong (this is to balance the weaker armor of the spells themselves. Protection spells become a little less useful for armored players, and a little more useful for unarmored players with the perks.)
- Stability now increases the duration of Alteration spells by 150% (protection spells will last 300 seconds)
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Thank you for checking out my mod! Feel free to leave comments, suggestions, or endorse this mod http://skyrimnexus.com/downloads/file.php?id=2275.