[REL] Empowered Magic - expanded to all magic schools

Post » Sat May 26, 2012 9:26 am

I just expanded my Empowered Magic mod to all magic schools.

http://skyrim.nexusmods.com/downloads/file.php?id=11139

Take a look at the extensive changes below.


Empowered Magic – Skyrim Mod
=========================================================================================
This mod changes some mechanics related to general spell casting as well as perks and spells from all schools of magic, making them scale with level and also more balanced. The goal here is to give the player more options and variation to choose from, encouraging the use of all available spells instead of just sticking to the obvious best choices.

- Destruction: Tries to make low level spells more usable end-game and higher level spells really powerful, yet expensive.
- Restoration: Tries to give much more spell variation to confront undead, instead of simply turning them.
- Illusion: Tries to make mind influences more interesting and work on undead sooner, but also allows targets to resist their effects.
- Conjuration: Tries to balance minions in relation to each other, meaning that twin Dremora Lords are not the obvious choice for everyone anymore.
- Alteration: Tries to make buffs last longer by default, thus becoming less boring to rebuff.

* See details for each school below.

General changes
==========================================================================================
These general changes try to make spell casting more dynamic, with increased magicka regeneration in combat and more cost-effective dual cast. You should also be paying more than usual for spells, but When combined with the other changes this increased cost is more than offset by the level scaling.

? Magicka regen in combat = 50% (from 33%).
? Dual cast power = 2.0 (from 2.2).
? Dual cast cost = 1.7 (from 2.8).
? Magic skills now give -15% to spell costs at level 100 (from around -41%).
? Dragon masks now have no armor type associated, so that mages using them can keep the benefits of not wearing armor.

Destruction changes
=========================================================================================
Now the damage of Destruction spells will scale according to your skill level. Fortify Destruction potions still increase damage further.

Perks:

? Novice Destruction: Now also triggers the skill level scaling for Destruction.
? Impact: Now only causes stagger sometimes when dual casting, and stronger spells will knockdown instead.
? Augments: Each of these perks now has an additional rank, giving +75% damage to the associated element.
? Disintegrate, Intense Flames, Deep Freeze: Now have a chance to occur in every hit, yet stronger enemies may have to be weakened first. Stronger spells have a higher chance to trigger. Disintegrate occurs less often than the other two. Intense Flames now applies a pretty strong debuff that makes targets to take more damage for a few seconds. Deep Freeze now really freezes targets in place.

Spells:

? Runes: Now correctly benefit from augment perks. Also are silent and have a longer range by default, but have a longer casting time.
? Cloaks: Now cost less magicka, and enemies affected become more vulnerable to the associated element for a short time.
? Walls: Now sometimes will stagger enemies crossing the wall.
? Incinerate, Icy Spear, Thunderbolt: Now deal 85 base damage (from 60) and can knockdown when dual casting with Impact. Also are the best triggers for Deep Freeze, Intense Flames and Disintegrate.
? Lightning Storm: Now deals 50 base damage per second (from 75), but can cause stagger while channeling.
? Blizzard: Now deals 25 base damage (from 20), and causes severe slowdown. Also, the caster becomes ethereal for the spell duration or until executing another action, so that he can choose to leave the tornado to shoot from afar or just safely stand there watching the fun.
? Fire Storm: Enemies closer to the caster will now take up to triple damage and be knocked down.

Restoration changes
=========================================================================================
Now the healing, protection and level cap of Restoration spells will scale according to your skill level. Fortify Restoration potions increase the damage and healing of some spells, as well as the duration of other ones.

Perks:

? Novice Restoration: Now also triggers the skill level scaling for Restoration.
? Regeneration: Now has two ranks, each with +25% healing power.

Spells:

? Repel Undead (ex Turn Lesser Undead): Target weaker undead is severely knocked down and damaged by the impact.
? Turn Undead (ex Repel Lesser Undead): Undead in area flee for a few seconds. Target level cap scales now, and the turn duration is much shorter than usual.
? Halt Undead (ex Turn Undead): Target undead is immobilized for several seconds, or until damaged. Stronger targets may have to be weakened first.
? Constrain Undead (ex Turn Greater Undead): Undead in area are immobilized for a few seconds and take damage over time while being constricted.
? Sunburst (ex Repel Undead): A burst of holy light that deals 70 points of damage to all undead in area. Vampires can be disintegrated by the effect.
? Circle of Potection: Now causes damage to undead inside the ring, repels weaker ones, and also heals allies inside.
? Guardian Circle: Now a much stronger version of Circle of Protection that can instantly destroy weaker undead.
? Bane of the Undead: Now deals more fire damage and destroys weaker undead.

Illusion changes
=========================================================================================
Now the enemy level cap and rally bonuses of Illusion spells will scale according to your skill level. Fortify Illusion potions decrease the chance of spells being resisted.

Perks:

? Novice Illusion: Now also triggers the skill level scaling for Illusion.
? Arcane Control (ex Animage): Allows Illusion spells to work on Undead, Daedra and Automatons.
? Incantation (ex Kindred Mage): Illusion spells work on stronger targets.
? Nightmare (ex Hypnotic Gaze): Enemies affected by Illusion spells will loose health over time.
? Dream Feeder (ex Aspect of Terror): The caster gains magicka whenever an enemy loses health from Nightmare.
? Phantasmal Killer (ex Rage): Health losses from Nightmare may cause the target to die.
? Master of the Mind: Illusion spells are harder to resist after being successfully applied, being able to last longer.

Spells:

? Fear, Frenzy, Calm: Targets affected by these spells now can try to resist the effect when the spell is cast, and also every several seconds afterwards. This means that a landed spell can last for its entire duration or just some seconds, depending on the level of the target and the power of the spell. Dual casting highly increases success chances.
? Clairvoyance: Now has decreased cost.
? Muffle: Now lasts 5 minutes (from 3 mins), but costs more magicka. Also, gives just partial noise reduction instead of completely removing it.

Conjuration changes
=========================================================================================
Now the level cap for reanimations, banish and command, as well as the damage of bound weapons, scale according to your skill level. Fortify Conjuration potions increase the duration of most spells and the magnitude of a few others.

Perks:

? Novice Conjuration: Now also triggers the skill level scaling for Conjuration.
? Mystic Binding: Now doubles the duration of bound weapons instead of adding damage.
? Summoner: Now has three ranks. First rank doubles the range of summons and reanimations. Second rank allows the caster to have a second Flame Atronach summoned simultaneously. Third rank allows a third Flame Atronach, as well as a second Frost Atronach.
? Dark Influence (ex Dark Souls): Reanimations work on stronger targets.
? Everlasting Transfusion (ex Twin Souls): Minions will quickly regenerate health, even during combat, and also can transfer health to the caster when needed. This last effect only starts triggering when the minion is already summoned for several seconds.

Spells:

? Conjurations, Reanimations: All these spells now have a base duration of 2.5 minutes (from 60 seconds), except for Conjure Familiar that lasts 10 minutes, but will hinder spell casting while active by making spells more costly. Also, summons do not fail anymore if the caster has magic absorption, and are not dispelled when casting Destruction cloaks.
? Bound Weapons: Now have a base duration of 5 minutes (from 2 minutes) and scale with skill level, but cost more magicka. At low levels they are equivalent to steel, and at top they will surpass daedric (yet still can't be enchanted and improved). Bound arrows will also scale with level.
? Unstable Reanimation (ex Raise Zombie): Reanimates body as a weak undead, but the effect is unstable and has a chance to fail the longer the body stays reanimated.
? Lesser Reanimation (ex Reanimate Corpse): Reanimates body as undead, weaker than it was in life.
? Reanimation (ex Revenant): Reanimates body as undead, exactly as it was in life.
? Greater Reanimation (ex Dread Zombie): Reanimates body as undead, stronger than it was in life.
? Haunt (ex Expel Daedra): Summons a spirit to haunt and damage a living target, which then returns to heal the caster.
? Dremora Lord: Now is toughter, but unstable. It will try to resist the conjuration the longer it stays summoned.
? Thralls: Now these minions are exactly the same as their temporary versions, but renegerate health when out of combat. Costs were recalculated according to the minion power.

Alteration changes
=========================================================================================
Now the armor rating given by Alteration spells will scale according to your skill level. Fortify Alteration potions still increase duration of some spells.

Perks:

? Novice Alteration: Now also triggers the skill level scaling for Alteration.
? Mage Armor: Now increases protection of armor spells by 50% per rank.
? Stability: Instead of increasing duration, it now decreases the cost of spells from all schools by 15%, but only if not wearing armor.

Spells:

? Armors: Now last 5 minutes by default (from 60 secs) and will scale with level, but some magicka will be drained whenever the caster is physically hit in combat. Stronger spells will drain more magicka.
? Dragonhide: Now reduces incoming damage by 50% and also gives some health regeneration for 1 minute. It will stack with armor rating, meaning that any physical damage taken is first reduced by half, and then reduced further by armor.
? Lights: Now last 5 minutes (from 60 seconds). Candlelight will be automatically dispelled when the caster starts sneaking.
? Detects, Telekinesis: Now cost less magicka.
? Paralyze: Now has a base duration of 5 seconds (still highly increased by dual casting).
? Mass Paralysis: Now has a duration of 10 seconds.



.
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MR.BIGG
 
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Post » Sat May 26, 2012 6:35 am

ah good work!
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Quick Draw III
 
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Post » Fri May 25, 2012 8:29 pm

This looks great! Only problem is having to decide between all the good magic overhauls.. : P
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Nadia Nad
 
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Post » Sat May 26, 2012 5:43 am

This looks great! Only problem is having to decide between all the good magic overhauls.. : P

Yes, but that is a good problem.
Thanks.
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Katie Samuel
 
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Post » Sat May 26, 2012 7:44 am

This looks good, very very good! I was eager to find a magic overhaul that focussed on turning the default perks into something much more rewarding and gameplay-changing than "x spells deals more damage/lasts longer". Now I can picture myself having trouble on which perks to choose! I also like very much how you added synergies between perks (the illusion tree being the clearest example) and how you increased the viability of certain builds (paladins will low the restoration tree).

Still on the topic of perk-enhancing, I have a couple of suggestions if you don't mind:

I would modify the 'rune master' perk to allow for setting up several runes simultaneously (2-3?)
A perk that allowed cloak spells to provide magic resistance against their opposite element would be both useful and logical (if I'm surrounded by fire, shoudn't frost spells damage me less?)
A perk that allowed ward spells to block arrows and melee swings (at the cost of deplenish your magicka of course) would be great for paladins.
Casting spells when undetected results in critical damage

What do you think mmaposter?
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Nicholas
 
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Post » Sat May 26, 2012 9:47 am

Sounds interesting. :) Do enemy spellcasters get the spells as well, and do they know when to use them?
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kasia
 
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Post » Sat May 26, 2012 2:59 am

just a quick question concerning conflicts, will this work alongside the Midas magic mod ? I think all Midas really does is add new spells etc, not really change perks etc like this does.
I have not really delved too deep into game changes etc since it has come out and has been a great while since I was doing any modding etc myself .
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Veronica Martinez
 
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Post » Sat May 26, 2012 5:26 am

@http://www.gamesas.com/user/662854-tiny-lampe/
I tried playing with a few simultaneous runes, but in the end casting more than one silent staggering rune turned out to be pretty overpowered. I liked your suggestion of making cloaks giving resistance for the opposed element. But which element opposes to shock? :smile:


@http://www.gamesas.com/user/32226-fable2/
Yes, mobs also get the changes. In fact, enemy mages are now more powerful than before.


@http://www.gamesas.com/user/44639-wolvie615/
Midas just add new spells, but I don't know if those spells release new magic effects created in the mod or use the effects already in game (which I have changed). So, the answer is: I don't know if Midas will cause conflits.. Make a try! :smile:
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courtnay
 
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Post » Fri May 25, 2012 8:49 pm

tell ya what, I'll run em both together without bashing em together and see how they work and will let you know :)
I was iffy making a mage class as the spells and everything seemed rather weak towards my idea of a caster class.. this mod should help that heaps so thanks and I'll let ya know how the two mods play together :P
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Amy Smith
 
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Post » Sat May 26, 2012 3:45 am

I have been edging on making a mage type character since Skyrim came out. I really like the look of this mod and may very well try it out to see how things work out. seems as though you get tougher as you progress in level which is what i want. thanks for this mod you made my mage stronger for it. keep up the excellent work and hope to see more mods like this come out.
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Joey Bel
 
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Post » Fri May 25, 2012 8:48 pm

I'd say shock is the opposite to shock, as in positive and negative charges, sort of thing. Besides, you didn't think they'd have all that electricity floating around if they weren't properly insulated, right? ...right?
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REVLUTIN
 
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Post » Sat May 26, 2012 11:28 am

Thoroughly impressed by the ideas for illusion and undead control in restoration, good stuff here. I changed spells like fear, turning and fury to have much shorter durations but your idea seems much better. Also like the element weakness effect on cloaks.
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Alessandra Botham
 
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Post » Fri May 25, 2012 10:35 pm

Also like the element weakness effect on cloaks.

My idea of adding vulnerability to enemies touching the cloaks is to reward risks. As a mage, you are supposed to be powerful at range, but can be even more deadly if you risk yourself going into melee to debuff your foes.
Hope this work nicely..
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Tikarma Vodicka-McPherson
 
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Post » Sat May 26, 2012 3:22 am

My idea of adding vulnerability to enemies touching the cloaks is to reward risks. As a mage, you are supposed to be powerful at range, but can be even more deadly if you risk yourself going into melee to debuff your foes.
Hope this work nicely..

I predict it will be used and abused by battlemages with enchanted weapons though :wink: (fire cloack + fire sword anyone?)

On several runes being overpowered, I don't know...looking at what is possible to achieve with conjuration a couple of runes don't seem so overpowered anymore...

Finally, what do you think about giving spells a sneak attack bonus? While I acknoledge that most destruction spells are far from being an example of finesse, it's also true that some of them fit the idea of stealth quite well (ice spike and icy spear for instance). So...perhaps giving the crit bonus to the ice line of spells?
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Lloyd Muldowney
 
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Post » Fri May 25, 2012 10:45 pm

Is this ok to use with the skill uncapper (100+ skill)?
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Elizabeth Falvey
 
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Post » Fri May 25, 2012 11:19 pm

Is this ok to use with the skill uncapper (100+ skill)?

Yes, no problem at all.

Having a skill above 100 will just make it scale further. Your Destruction spells will be doing more damage, your illusions will be working on higher level mobs, and son on.
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kyle pinchen
 
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Post » Sat May 26, 2012 12:00 am

so I gave this a small run through last night, with this and Midas installed. So far so good!
I only grabbed about 4 or so levels but have not found any problems so far with both mods playing together nicely, if I do find anything to report beyond this I will do so.
I have to say this mod works rather nicely and you can feel the power difference even at the early levels!
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Luis Reyma
 
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Post » Sat May 26, 2012 5:34 am

I just uploaded version 2.2 to Nexus.

- Intense Flames now applies a pretty strong DoT instead of fear, which seems much more related to fire (fear was defensive, and defense is what you expect from frost, not fire).
- I made Illusion spells easier to land sooner by changing the effect of the lvl 40 perk Incantation, so you can start facing stronger targets sooner with the safety of mind influences.
- Changed some animations for the mind influencing spells. Now I'm pretty satisfied with those perk lines in Illusion and their visual effects.
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NeverStopThe
 
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Post » Fri May 25, 2012 8:55 pm

I am trying this with Phenderix's 205 spell mod. I'll let you know how it goes.
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Madeleine Rose Walsh
 
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Post » Sat May 26, 2012 4:08 am

http://www.gamesas.com/user/748462-mmaposter/,

Is there a way you can lock in enchantments? Currently, enchantments on items increase with spell skill level. This is great for spells but I would like to see enchanted items hold to the value they were enchanted with.
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Dona BlackHeart
 
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Post » Sat May 26, 2012 11:07 am

Is there a way you can lock in enchantments? Currently, enchantments on items increase with spell skill level. This is great for spells but I would like to see enchanted items hold to the alue they were enchanted with.

Yes. If this is happening, it's obviously an unadvertised side effect. I'll try to fix that without having to touch enchantments though.
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Russell Davies
 
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Post » Sat May 26, 2012 12:13 am

Currently, enchantments on items increase with spell skill level. This is great for spells but I would like to see enchanted items hold to the value they were enchanted with.

I just fixed this issue on version 2.3, uploaded to Nexus already.

If you find any other enchantment being affected by skill scale please let me know.
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Tiffany Holmes
 
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Post » Sat May 26, 2012 8:11 am

Thanks mmaposter!!
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Nymph
 
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Post » Sat May 26, 2012 2:19 am

Has anybody tried this with uncapped perks? (goes with community uncapper)

I think some perk alterations by both mods (ie destruction's augmented flames etc) might end up in a conflicting case...
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Shannon Marie Jones
 
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Post » Sat May 26, 2012 1:37 am

Great work on this mod. I've been wanting to start a new mage character and I'm using this from the get-go. I'm pretty pleased with what I've found so far.

Also, I believe you forgot to rename spell books to match the new spell names.
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Bonnie Clyde
 
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