magic becomes useful
Apply generous scaling effects to all spells, allowing you to feel like a true master at higher levels. No more bandits throwing weapons at 30 fireballs.
Screenshots 4 screenshots
About this mod Machine translation
Apply generous scaling effects to all spells, allowing you to feel like a true master at higher levels. No more bandits throwing weapons at 30 fireballs.
Changelog: 1.1
Master level spells are greatly improved. Many of them moved to smaller power categories (still costing magicka). Lord Dramora is no longer a secondary power. Master level spells can no longer completely remove their magic cost through skill alone. This is to offset how useful they are now. Expert level spells can still reach the zero magic threshold. The damage of Mystical Binding Weapons has been greatly increased. It might be overwhelming at first, but I don't want to add scaling conditions to it.
Black Soul Gem crafting is now possible at the Smelter. When mining mines in Blackreach, you can now convert empty gems into black gems. The decimal number of each gem is 5, the decimal number is 4, the ordinary number is 3, the large number is 2, and the large number is 1. Recipes won't show up unless you have ingredients that help prevent messes.
Changelog: 1.2
Balance Pass to gain access to major spell perks. Now reduced by 80%. The intention is to allow for one or two fights without the need to fortify school enchanted gear. Now, with this perk, the price of a master spell is in the 200 magicka range.
Changelog: 1.3
Restored level 100 free spellcasting for master level spells, but greatly reduced overall destructive power. Damage is now doubled instead of quadrupled. Lord Dramora is restored to lower power, but this time at the cost of mana.
Bound weapons are now equivalent to equivalent weapons. The mystical perk gives them a legendary quality, but nothing more. So enjoy revitalization as if you were a level 100 blacksmith with no fortified equipment. Their swing speed is 20% faster, but their bow speed is already faster.
-------------------------------------------------- ------------
Minimalist mod core. Changed 2 perks per magic tree (summoning 3) to make spell costs, duration and strength fully scaled for novice level perks. Perk is what scaling requires. These are 5 privileges. At level 100, the magnitude and duration will be 4 times greater than at level 1, and they don't cost any magicka. As far as I'm concerned, magic isn't balanced if you need a full set of enchanted magic gear just to throw in a few sets of Incinerators. At level 100 you will become a master. You will command the magic school.
change:
Transformation:
Extensions are available to newcomers to all schools.
Dragonhide duration increased to six minutes.
Mass Paralysis now has less power.
Transposition:
Same with the changes to Twin Souls to allow unlimited summons (30 actually), Dark Souls to regenerate 200 health instead of 100, they are zombies, they shouldn't die in one hit. Or even regular old bandits. Undead Escape has been changed to a one-handed throw to aid aiming. Death Thrall will now also resurrect creatures and Drago. The stupid thing is that they don't allow it. Please Draugr Death Servant.
destroy:
Thunderstorms can be thrown with two hands. The gray removal effect script is a matter of personal taste.
Firestorm is less powerful.
Blizzard's damage is doubled and its strength is reduced.
illusion:
Weapon summons remain the same and the duration lasts for a while, so no changes are needed to the spell itself.
Hysteria, chaos and harmony are now secondary forces.
recover:
Circle of Guardians and Bane of the Undead are both secondary powers.
A note on balance: Spells cannot be poisoned. Spells cannot be made more powerful directly through enchantment. Spells do not benefit from the Alchemy->Enchantment->Alchemy cycle. Spells cannot be used for sneak attacks. Simply put, spells should have the highest raw damage in the game. They are also very loud. Even the most popular perk mode really doesn't flesh out the magic, or even equate to having a sturdy forged enchanted ebony sword in one hand. I remember bowing to 700 injuries. Use x3 sneak attack, which is ridiculous da …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.