The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Mazor's Intuitive Magic
   
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27 Nov, 2016 @ 8:28am
2 Dec, 2016 @ 10:41pm
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Mazor's Intuitive Magic

Description
The magic system in Skyrim can be somewhat, unintuitive. You learn a spell, and that spell always has the same effect no matter how skilled a mage you are. It would make more sense if spells scaled WITH your character, rather than becoming obselete at higher levels, or unusable at low levels.

That's what this mod fixes. It changes every spell in the game to be usable and viable at every level. You want to use Flames at level 81? It'll cost more magicka, and deal more damage, scaling with your character. You want to you Lightning Storm at level 1? If you somehow managed to get your hands on that tome at level 1, then go for it. It wont do the amount of damage that it's intended to at that level, but it'll still be both a usable and viable option.

How does it do it?

-First, I rebalanced every spell so that in vanilla, without this mod, those spells would be viable. You could use Flames at level 1, but it wasn't really worth it. All the spells were unbalanced and either very weak, unusable, or overpowered. I fixed that.
-Next, I used that balanced system and scaled it down so that every spell costs low mana, with their effects being scaled accordingly.
-Finally, I changed it so as you level up a school of magicka, the magnitude, duration, and cost are increased by 10% each.

-Ultimately, every spell has their ups and downs, and they're all viable no matter what point of the game you're at, without being overpowered in every situation.

-I've added a few things to certain spells to make them and their perks more viable as well. Namely, the Mage Armor spells as well as their related perks are now better, and as a mage, it's worth it to opt for not wearing any armor in favor of the Mage Armor spells, without the Mage Armor being overpowered OR underpowered for non-mages that just want a small buff from it.

-Conjurations last a shorter time at low levels, but last very long at high levels. The Bound Weapons are now useful throughout the entire game, and with the appropriate perks, they are just as good as highly improved weapons via smithing (as long as no exploits were used).

This mod is now compatible with the DLC! Also, mods that add spells shouldn't be as much of a problem anymore, but I will work on compatibility for requested mods.

If you notice anything off about it, please let me know so that I can fix it. Thanks!

[12/03/16]UPDATE: Mod should now be DLC compatible! More balance changes, things should feel more fluid and balanaced now. Also, I changed some of the methods I used, so it should be more compatible with ALL other spell mods, but possibly not completely compatible with them. Will look into specific mods by request. Will now begin working on full compatibility with the following mods: AliTheGod's "Improved Magic system", Ordinator, Apcalypse Spells, and the Forbidden Magic Series. I also am now working on some bugs, namely one where shouts are effected by magic skill level, one where certain specific enchanted items are overpowered, and one where destruction enchanting doesn't work. Next update will be 12/9/16 at the latest.

[12/01/16]UPDATE: Lots of balance issues should be fixed. Bug where enchantments were crazy overpowered should be fixed. DLC Compatibility will be here by the end of the week. Special thanks to DaveM215 for telling me how to fix the enchantment bug, probably saved me at least half an hour trying to figure it out.

UPDATE: By the end of this week, the balance issues should be fixed, and the mod should be compatible with all DLC. If you would like me to make it compatible with any other mods, please let me know. Thanks!
110 Comments
kilyle 28 Jun, 2023 @ 6:30am 
The base idea sounded neat -- providing higher-level versions of spells as you increase in level -- but the execution sounds like a penalty for leveling. I got enough grief from finding spells like Fire Cloak that I couldn't cast without speccing heavily into Magicka or wearing items that increased my pool (at the cost of armor and other perks -- and using up all my mana so I couldn't easily use a second spell during the same timeframe), and this mod would spells more expensive as you got better at magic??

I'd prefer the ability to change how much I charged a spell, rather like Shouts, so that I could cast at one of three basic levels, achieving the higher-level one when I happened to get enough mana to cast it, but still having access to the lower-level ones should I not want to use that much mana or not need to charge it that thoroughly.
キオ 24 May, 2022 @ 12:13pm 
Not really any hope at all, no. Creator stopped supporting it sometime early 2017, possibly after his December 2016 update.

Spells increase in cost quite quickly, and with no cost reduction, that's just the fate of this mod. The only hope is to have a new mod made that is inspired by this one but fixes the problems this one has.
Imp Regnius 23 May, 2022 @ 6:06am 
I do like the concept of this mod, even though spell cost reduction enchantments no longer seem to work. Is there any hope for fixing that?
pppplesiak 4 Aug, 2021 @ 4:23am 
Spells was great but any item which change cost of the spells won't work :(
Tschudy 30 Oct, 2020 @ 8:05pm 
To be fair, it also feels like cheating when a single ice spike from a forsworn puts down the dragonborn.
Skyliner 30 Oct, 2020 @ 5:24pm 
Like wow. Single Firebolt dragon kills. Was fun for a while but felt like cheating
CaptainFoxx 5 Jan, 2019 @ 1:12pm 
ExilerZero 17 Oct, 2018 @ 9:25am 
had to uninstall since it limits my enchanting bugs
Tschudy 30 Sep, 2018 @ 10:38am 
@Cecedi: Stack Magic resistance.
Cecedi 28 Sep, 2018 @ 10:52pm 
Impossible to fight mages.