I wanted to let you know that I've updated Balanced Magic and it is now available on http://steamcommunity.com/sharedfiles/filedetails/?id=116303182!
(I also put an update on http://skyrim.nexusmods.com/mods/2275 including readme and a spreadsheet that calculates scaled spell values)
Here are the build notes:
Purpose
====================================================================
This mod is intended to provide greater flexibility when playing as a mage. Instead of relying on a few overpowered gimmicks, mages should be able to experiment with different techniques in different situations, and still have a reasonable chance of overcoming their opponent. I have attempted to make each school of magic uniquely powerful while staying pure to Elder Scrolls lore; these were the consideratons I made when addressing each school of magic:
Alteration is the school of magic which deals with altering the physical world. Alteration mages can bend the laws of nature, changing the world around them. Many alteration spells are utilitarian - they allow the caster to access hard to reach areas, to lighten a burden, to breathe water as though it were air, etc., but alteration also has a place in combat. Alteration mages can change the composition of their own bodies, making them less susceptible to certain types of damage, or exhaust an opponent by making their own weapons and armor much heavier to carry.
Conjuration mages are able to telepathically commune with Daedra and the undead, and bend them to their will – for a time, at least. As the conjuror becomes more skilled, he may control more powerful servants for a greater length of time. Conjuration mages may also call forth mighty weapons from Oblivion, or bind the souls of the slain.
Destruction mages wield the destructive force of the elements to wreak havok in battle. Their magic can ignore armor or take out an entire room full of enemies. With a full arsenal of spells at their command, there are few who can stand against a powerful destruction mage.
With the power to manipulate the mind, mages who study the school of Illusion can change what one perceives – for good or ill. While not able to deal much damage directly, a single Illusionist can turn the tide of a battle, causing enemies to fight amongst themselves or giving allies the confidence to surge forward. A skilled Illusionist is subtle, veiled in silence and cloaked in invisibility, often undetected by those she manipulates.
Those who practice restoration are not only excellent healers, they can also channel the powers of magicka to protect, strengthen, and enhance. Many restoration mages choose to serve as priests and healers, and are welcomed even by those who are generally suspicious of magic users. Their powerful bond to life causes undead to recoil in fear.
Enchanters, while not exactly spellcasters, are nevertheless intrigued by the magical arts, and are able to imbue physical objects with magical properties. Masters of enchantment can turn quality equipment into powerful artifacts, nearly as great as those of legend.
What It Does
====================================================================
Magicka Management
- Magicka regenerates faster in combat (60% instead of 33%)
- Dual Casting costs less (2.4x instead of 2.8x) and is more effective (2.6x instead of 2.2x)
- Spell costs have been calculated so that they no longer decrease as your skill improves; instead your spells will get more powerful as skill increases.
- Neither light nor heavy armor increase spell costs, however, costs are reduced if armor is removed since movements are less restricted, making it easier to cast spells. Each slot (head, body, hands, and feet) that is unarmored will reduce casting cost by 8%.
Alteration
- Alteration spells with a magnitude become more powerful as your skill increases (automatically)
- The Novice, Apprentice, Adept, Expert, and Master Alteration perks increase the duration of corresponding level spells based on your skill. At skill level 100, duration will have doubled.
- Each perk reduces the magicka cost by 25% instead of 50%
- Paralyze has been reduced to 6 seconds (was 10)
- Mass Paralysis has been reduced to 10 seconds (was 15)
- With scaling, higher level protection spells became redundant, so I have altered them so that each is the embodiment of a particular element. Stoneskin increases your armor (much as the original *flesh spells did), and Flameskin, Frostskin, and Stormskin provide less bonus armor, but also offer some resistance to the associated elemental damage.
- Casting a *skin spell will dispel any other active *skin spell so you can switch at will
- Dragonhide stacks with the *skin spells
- Mage Armor Perk Rank 1: *skin spells provide additional armor if you are not wearing physical armor (calculated for each armor slot)
- Mage Armor Perk Rank 2: *skin spells are 50% stronger
- Mage Armor Perk Rank 3: Increases the duration of *skin spells and Dragonhide by 50%
- Reduced casting time for Ritual Spells to 2 seconds
Conjuration
- Spell duration increases with skill (automatically). Spells may be a few seconds shorter initially, but will increase to 150% of vanilla duration by the time you max your skill.
- The Novice, Apprentice, Adept, Expert, and Master Destruction perks increase damage of bound weapons (sword, battleaxe, and bow) and allow necromancers to reanimate higher level corpses
- Each perk reduces the magicka cost by 25% instead of 50%
- The base damage of the bound bow was reduced, and the base damage of the bound battleaxe was increased
- Fixed "Storm Thrall" spell so that it actually summons a Storm Thrall instead of Storm Atronach. It is now a ritual spell as well.
- Reduced casting time for Ritual Spells to 2 seconds
Destruction
- Destruction spells become more powerful as your skill increases (automatically)
- The Novice, Apprentice, Adept, Expert, and Master Destruction perks increase damage of corresponding level AND ALL LOWER LEVEL spells by 10% in addition to reducing spell costs
- Each perk reduces the magicka cost by 25% instead of 50%
- The Impact perk causes stagger to occur only 50% of the time (was 100%)
- The Rune Master perk now allows the placement of multiple runes NOTE: I haven't found out how to limit the number of runes allowed once unlocked, so for now, it is up to the player to use reasonably
- Reduced casting time for Ritual Spells to 2 seconds
Enchanting
- Capped Fortify enchantments for Alchemy, Alteration, Conjuration, Destruction, Illusion, Restoration, and Smithing. You can no longer enchant away spell costs completely.
Illusion
- Illusion spells influence higher level creatures based on skill (automatically)
- The Aspect of Terror Perk no longer increases the damage of Destruction Fire spells
- Each perk reduces the magicka cost by 25% instead of 50%
- Reduced casting time for Ritual Spells to 2 seconds
Restoration
- Restoration spells become more powerful as your skill increases (automatically)
- Wards charge instantly and cost less to maintain. I think the way they were handled in the previous version was more elegant, but I don't know how to accomplish it without scripts, and I am unsure about using scripts with Steam Workshop
- Each perk reduces the magicka cost by 25% instead of 50%
- Reduced casting time for Ritual Spells to 2 seconds