Vorstellung Empowered Magic

Wozee

Reisender
Hallo wollte den Magiern unter euch mal diese feine Mod vorstellen, die ich selbst schon seit einiger Zeit benutze und sehr zufrieden damit bin.
Also die Mod an sich verbessert das Magiesystem von Skyrim. Es werden alle Magieschulen geändert, die Stärke/Dauer der Zauber skalieren mit eurem Skillwert...
Einige Perks wurden verändert ebenso wie auch einige Zauber.

Leider ist der Mod noch auf Englisch aber ich denke es wird sich sicher jemand finden, der die Mod übersetzt.

Hier mal die Original-Beschreibung:

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.

GENERAL CHANGES
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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 of most spells.

- Magicka regen in combat = 50% (from 33%).
- Dual cast power = 2.5 (from 2.2).
- Dual cast cost = 2.0 (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
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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 25% of the time 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 strong debuff which 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 much more damage and be knocked down.


RESTORATION CHANGES
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Now the healing, protection, damage 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 55 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 destroy weaker undead.
- Bane of the Undead: Now deals more fire damage and destroys weaker undead.


ILLUSION CHANGES
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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, hence lasting 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
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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, and also a second Frost Atronach.
- Dark Influence (ex Dark Souls): Reanimations work on stronger targets.
- Everlasting Transfusion (ex Twin Souls): Conjured atronach and reanimated undead will constantly regenerate health, even during combat. Thralls benefit from this effect on top of their natural regeneration.

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. 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 (still can't be improved and enchanted). Bound arrows will also scale with level.
- Unstable Reanimation (ex Raise Zombie): Reanimates body as 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.
- Dremora Lord: Now is tougher, 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.
- Soul Trap: Now also deals some damage over time while in effect.
- Mass Soul Trap (ex Expel Daedra): Applies Soul Trap to all enemies in area.


ALTERATION CHANGES
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Now the armor given by some 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, yet in the end you'll still get more armor than usual because of the skill level scaling.
- 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, Lights, Waterbreathing: Now last 5 minutes by default (from 60 secs), but cost more magicka.
- Dragonhide: Now gives 90% damage reduction (from 80%).
- 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.


Und hier noch der Download-Link:

Empowered Magic

Mit freundlichen Grüßen

Wozee
 
Zuletzt bearbeitet:
So sry hatte vergessen das der Author die Begriffe in gelb aufgelistet hatte... Sollte jetzt zu lesen sein.
 
Klingt ja interessant.
Anprobiern kann mans ja.
Nur würd ich gern wissen: Wie verträgt es sich mit Midas Magic und Phenderix Magic Evolved?
 
Bei Midas Magic bin ich gerade dabei es zu testen.... bis jetzt keine Probleme aufgetreten... Phenderix Mod hab ich noch nicht probiert.
 
Nettes Ding, ich warte aber auf den Test wie sich die MOD mit Phenderix Mod versteht und auf die Übersetztung...;)