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AliTheLord

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About this mod

A complete balanced and lore-friendly overhaul of Skyrim\'s Magic system in a similar vein to that of LAME for Oblivion. New spells, powerful Destruction spells, magic perk overhaul and generally more useful spells.

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Overview:

German Translation

This mod aims to improve and overhaul Skyrim's Magic system, in a similar vein to that of LAME for Oblivion.
  • More Spells
  • Balanced Magic
  • Spells that scale with the player
  • Magic Skills perk overhaul
  • Scroll version of all spells
  • Seemless integration with Vanilla spells via leveled lists (i.e. spells bought from vendors/found in dungeons etc.)




Note that new spells can be found distributed through the world, and can be found in dungeons or at the magic vedors.
All the spells are added to appropriate leveled lists, so you'll have to wait a few days before they appear, and they
won't all appear at once, so keep your eye out!


Details:

Dual Casting:
Dual Casting now 2.6x more powerful for 2.4x cost.

New Spells:

Alteration:
  • Feather
  • Mark & Recall [Thanks to QOWY for letting me include his awesome Mark & Recall mod]
  • Unlock (Thanks to Shana for this one)

Conjuration:
  • Summon Skeletons (Archer/Berserker/Sword + Shield etc)
  • Summon Draugr (Next release)
  • Summon Corrupted Shade
  • Multiple Summon Spells:
  • Summon Familiar Pack (3x Familiar)
  • Summon Large Familiar Pack (5x Familiar)
  • Summon Skeleton Horde (3x Various Skeletons)
  • Summon Skeleton Army (7x various Skeletons)
  • Summon Draugr Horde
  • Elemental Mastery - Summons a Flame, Frost & Strom Atronach

Destruction:
  • Absorb Health
  • Absorb Magicka
  • Absorb Stamina

Illusion:
  • Night Eye
  • Silence

Restoration:
  • Cure Disease
  • Cure Poison
  • Fortify Alchemy
  • Fortify Alteration
  • Fortify Barter
  • Fortify Block
  • Fortify Conjuration
  • Fortify Enchanting
  • Fortify Health Regen
  • Fortify Health
  • Fortify Heavy Armour
  • Fortify Illusion
  • Fortify Light Armor
  • Fortify Lockpicking
  • Fortify Magicka Regen
  • Fortify Magicka
  • Fortify Marksman
  • Fortify One Handed
  • Fortify Persuasion
  • Fortify Pickpocket
  • Fortify Restoration
  • Fortify Smithing
  • Fortify Sneak
  • Fortify Stamina
  • Fortify Stamina Regen
  • Fortify Two Handed

Perks:

Conjuration/Illusion:

  • Novice Conjuration/Illusion - Novice spells last twice as long and cost 50% less to cas
  • Apprentice Conjuration/Illusion - Apprentice spells last twice as long and cost 50% less to cast. Novice spells last a further 10% longer.
  • Adept Conjuration/Illusion - Adept spells last twice as long and cost 50% less to cast. Apprentice and Novice spells last a further 10% longer.
  • Expert Conjuration/Illusion - Expert spells last twice as long and cost 50% less to cast. Adept, Apprentice and Novice last a further 10% longer.
  • Master Conjuration/Illusion - Master spells last twice as long and cost 50% less to cast. Expert, Adept, Apprentice and Novice spells last a further 10% longer.

So this means with the Master Conjuration perk Novice spells are as follows:
  • Novice - last 140% longer.
  • Apprentice - last 143% longer.
  • Adept - last 120% longer.
  • Expert - last 110% longer.
  • Master - last 100% longer.


Conjuration:

Necromancy perk changed as follows:
  • Necromancy Perk rank 1 (Conjuration level 40 requirement) - Summon up to 2 undead.
  • Necromancy Perk rank 2 (Conjuration level 50 requirement) - Summon up to 3 undead.
  • Necromancy Perk rank 3 (Conjuration level 60 requirement) - Summon up to 4 undead.
  • Necromancy Perk rank 4 (Conjuration level 70 requirement) - Summon up to 5 undead.
  • Necromancy Perk rank 5 (Conjuration level 80 requirement) - Summon up to 6 undead.
  • Necromancy Perk rank 6 (Conjuration level 90 requirement) - Summon up to 7 undead.
  • Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.

Elemental potency perk changed as follows:
  • Elemental potency rank 1 (Conjuration level 80 requirement) - Conjured Atronachs are 50% more powerful.
  • Elemental potency rank 2 (Conjuration level 90 requirement) - Summon up to 2 Atronachs.
  • Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.

Twin Souls changed as follows:
  • Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
  • Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.

Destruction/Alteration/Restoration [Spells]:
  • Novice [Spells] - Novice [Spells] spells are 5% more powerful and cost 50% less to cast.
  • Apprentice [Spells] - Apprentice [Spells] spells are 10% more powerful and cost 50% less to cast. Novice [Spells] spells are a further 10% more powerful.
  • Adept [Spells] - Adept [Spells] spells are 15% more powerful and cost 50% less to cast. Apprentice and Novice [Spells] spells are a further 15% more powerful.
  • Expert [Spells] - Expert [Spells] spells are 20% more powerful and cost 50% less to cast. Adept, Apprentice and Novice [Spells] spells are a further 20% more powerful.
  • Master [Spells] - Master [Spells] spells are 25% more powerful and cost 50% less to cast. Expert, Adept, Apprentice and Novice [Spells] spells are a further 25% more powerful.

So this means with the Master [Spells] perk Novice spells are as follows:
  • Novice - 75% more powerful.
  • Apprentice - 70% more powerful.
  • Adept - 55% more powerful.
  • Expert - 35% more powerful.
  • Master - 25% more powerful.
  • Master - 25% more powerful.

Alchemy:

SIMS:
  • Alchemist: This perk now increases potion and poison strength by increments of 10% (Max = 50)
  • Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 50%.
  • Poisoner: Poisons you mix are now 50% more effective.
  • Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful.

Vanilla Alchemy:
  • Alchemist: Increases potion and poison strength in increments of 20% (Max = 100)
  • Benefactor: Potions you mix with beneficial effects have an additional 25% greater magnitude.
  • Poisoner: Poisons you mix are 25% more effective.
  • Physician: Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.

Enchanting:

SIMS:
  • Enchanter: This perk increases enchantment strength by increments of 10% (Max = 50%)
  • Fire Enchanter: Fire enchantments are now 50% stronger.
  • Frost Enchanter: Frost enchantments are now 50% stronger.
  • Storm Enchanter: Shock enchantments are now 50% stronger.
  • Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 50%
  • Corpus Enchanter: Health, magicka, and stamina enchantments are now 50% stronger.

Vanilla
  • Enchanter: Increases enchantment strength by increments of 20% (Max = 100%)
  • Fire Enchanter: Fire enchantments are now 25% stronger.
  • Frost Enchanter: Frost enchantments are now 25 stronger.
  • Storm Enchanter: Shock enchantments are now 25% stronger.
  • Insightful Enchanter: Skill enchantments are 25% stronger
  • Corpus Enchanter: Health, magicka, and stamina enchantments are now 25% stronger.

Misc Changes:

Skill related enchantments now effect power instead of spell cost.

Starting spell selection:

Removes the Healing & Flames spells from the player, as well as any race specific spells. And then allows the player to choose one novice spell (or none) from each Magic school.

The player will be given 5 Scrolls, which when cast will let the player choose their starting spells.

Alteration:
  • Candlelight
  • Oakflesh
  • Feather
  • Nothing

Conjuration:
  • Conjure Familiar
  • Raise Zombie
  • Conjure Skeleton
  • Summon Bound Sword
  • Nothing

Destruction:
  • Flames
  • Frostbite
  • Sparks
  • Nothing

Illusion:
  • Clairvoyance
  • Courage
  • Fury
  • Nothing

Restoration:
  • Healing
  • Lesser Ward
  • Nothing

Changelog:

Spoiler:  
Show
22/03/2012 v0.97 - Major changes to Conjuration.
- Novice Conjuration - Master Conjuration perks increase duration of respective spells and add some duration scaling too.
Necromancy perk changed to seven rank perk:
- Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.
Elemental potency perk changed to three rank perk:
- Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.
Twin Souls changed as follows:
- Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
- Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.
21/03/2012 v0.96 - Fixed some issues with multiple summons & the twin summon perk. Fixed missing script for Mark & Recall.
15/03/2012 v0.95 - Added Unlock spells, tidied up some descriptions, and added Absorb Stamina and Magicka spells. Scrolls and more summon spells will be next.
19/02/2012 v0.9 - Big jump in version number. Happy with scaling (for now). Starting spell selection. Extra spells added; Drain Life, Summon Skeleton Army, probably more I'm forgetting.
13/02/2012 v0.2 - Restoration Scaling, Fortify Skills Spells, Elemental Mastery Spell
12/02/2012 v0.1.3 - Alteration Scaling introduced.
10/02/2012 v0.1.25 - Destruction Spell Scaling rebalance.
10/02/2012 v0.1.2 - Destruction Spell Scaling introduced.
09/02/2012 - Skyrim Nexus release