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The Elder Scrolls V: Skyrim
Balanced Magic v2.00 (Beta)
by mysty
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Purpose
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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
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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 are reduced with skill (see spreadsheet for details)
- Wearing armor affects casting cost for all schools of magic. Each piece of light armor worn increases cost by 6%, and each piece of heavy armor increases cost by 9%.
Alteration
- Paralyze has been reduced to 6 seconds (was 10)
- Mass Paralysis has been reduced to 10 seconds (was 15)
- Protection "Flesh" spells have been replaced with Shield spells from previous TES games (with scaling, higher level protection spells were redundant. The basic "Shield" spell has the same effect. Elemental Shield spells also provide some elemental resistances.)
- Casting a shield spell will dispel the armor from a previous shield spell
- Dragonhide stacks with the Shield spells
- Changed Mage Armor Perks: Rank 1 - Shield spells become more effective the fewer pieces of armor you wear. Rank 2 - Shield spells become permanent, but decrease your available magicka while active. Rank 3 - Reduce the magicka penalty for maintaining Shield spells.
- The second Mage Armor perk also adds the spell "Dispel Shield" which allows you to remove any shield spell to restore your magicka pool.
- Permanent Shield spells provide experience (based on alteration skill) each time the player is hit with physical damage
- The Novice and Apprentice Perks allow the Shield spells to scale up
Destruction
- The Novice, Apprentice, Adept, Expert, and Master Destruction perks allow the corresponding spells to scale in damage based on skill
- Each perk reduces the magicka cost by 50% (as in vanilla) but the cost scales up gradually to adjust for increased power
- The Impact perk causes stagger to occur only 50% of the time (was 100%)
- Master Destruction spell charge time reduced to 1.5 seconds (was 3 seconds)
Illusion
- The Aspect of Terror Perk no longer increases the damage of Destruction Fire spells
Restoration
- Wards charge more quickly and provide experience each time they successfully protect the caster. They are free to maintain but drain magicka when hit.
- The Novice, Apprentice, Adept, and Expert Restoration perks allow the corresponding spells to scale in magnitude based on skill
- Each perk reduces the magicka cost by 50% (as in vanilla) but the cost scales up gradually to adjust for increased power
- Since wards, turn undead, healing (both self and other), and repel undead now scale, duplicate spells were replaced with: Cure Disease, Cure Poison, Spell Absorption, Fortify Stamina, Fortify Health, and Fortify Magicka
- Replaced Regeneration Perk with "Holy Fire" - Casting healing spells on the undead causes them to take fire damage. Affected spells are: Healing Hands, Heal Other, and Grand Healing
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Thank you for checking out my mod! Feel free to leave comments, suggestions, or endorse this mod at http://skyrim.nexusmods.com/downloads/file.php?id=2275


