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Path of Sorcery - Magic Perk Overhaul (WIP)


steelfeathers

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Path of Sorcery - Magic Perk Overhaul

 

Now available! Download here: http://www.nexusmods.com/skyrim/mods/68587/?


What

A while ago, while I was up to my elbows in the CK working on my spell package mod Lost Grimoire, I came to a realization:

Vanilla magic perks suck. Hard.


I've never really been able to find a magic perk mod that I liked. So about 8 months ago, I started working on my own magic perk overhaul.

I'm posting this project to the forums to get feedback on balance and functionality, and to hopefully get some ideas that I can use, so that when this beast is finally released it will be bug free, well-balanced, and awesome. There's a lot done so far, but a lot that still needs to be done, and I'd love to get community input.


Goals for this project

    • Fit with vanilla while making magic perks more fun :smile:
    • Limit perks sinks and passive boosts. Passive boosts have their place, but 5 ranks of "X is more powerful" is boring - perks should DO things, or add new functionality
    • Be lore-friendly and as balanced as reasonably possible - avoid OP and useless perks at all costs
    • No compatibility patches needed - all spell mods should work out-of-the-box with this overhaul
    • Implement some of the functionality from Better Magic, to make your spells grow in power as you advance in each skill
    • Edit existing perks where possible, allowing you to play with existing characters
    • Fix vanilla bugs, and upgrade dorky vanilla functionality


Disclaimer
"But PerMa/Skyre/Requiem also has a perk that does x!"
I don't care. I think my take on doing x is much better. If you disagree, go download PerMa/Skyre/Requiem and stop bothering me.


Current Status
-Alteration: 100%
-Conjuration: 100%
-Destruction: 100%
-Enchanting: 100%
-Illusion: 95%
-Restoration: 95%


Perk Trees


Alteration
http://i.imgur.com/TtTJryX.png


  • Student: Alteration (0/35) > All Alteration spells last 0.5/0.75% longer per Alteration level. All Alteration spells consume less magicka per Alteration level. Cost reduction caps at 50/70%.
  • Alteration Dual Casting (20) > Dual casting an Alteration spell overcharges the effects into an even more powerful version.
  • Mind Over Matter (20/45) > Increases the duration of Protection spells like Stoneflesh by 2/3% per your Alteration level.
  • Mage Armor (30/50/70) > If not wearing armor, gain 5/10/15% chance to take no damage from attacks and armor spells are 2/2.5/3x as strong.
  • Synergy (40/70) > While affected by a flesh spell, all spells you cast are 15/30% stronger.
  • Magic Resistance (40/70) > While affected by a flesh spell, your magic resistance is increased by 25/50%.
  • Bastion (70) > While affected by a flesh spell, if your health falls below 15% you are protected by an impenetrable shield for 5 seconds. 30 second recharge time.
  • Well Of Endurance (40) > (Toggle) Stamina is drained to keep your magicka pool replenished.
  • Blood To Power (60/90) > (Toggle) When active, every spell costs 50/75% less magicka to cast and has 50/75% greater magnitude and duration, but you lose health equal to 10/5% of the base cost on casting.
  • Strength In Reserve (70) > Choose a stat: Magicka , Health, or Stamina. When combat starts, the chosen stat is damaged by 10 points. Afterwards, if you lose more than 90% of that stat while still in combat, the stat is fully restored. Only occurs once per battle.
  • Careful Preparation (25) > Grants the lesser power "Careful Preparation". When used, the next self-applied spell you cast will be re-cast at no cost the next time you enter combat. Lasts for 1 hour.
  • Intrinsic Knowledge (50) > Choose a magic school. Spells from that school cost 25% less magicka to cast.
  • Atronach (60/90) > 60/95% chance to absorb the magicka of any spell that hits you, taking no damage. Base magicka regeneration is reduced by 90/70%
  • Spell Eater (80) > If Atronach is active, each spell you absorb restores your health by 10% of its base cost.
  • Transmutate (75) > Transform your own flesh, gaining one permanent ability: Water-breathing, night-vision, or feather-falling. *Night-vision adjusts dynamically based on light level and time of day.
  • Midas Touch (90) > Once a day, activate an opponent with less than 50% health to transform them into a pile of gold. The gold pile grows by 10 Septims for each point of health remaining. *The target drops all their items, including quest items, so nothing is lost - only the flesh is transformed*
  • Spell Mastery (100) > The next spell you cast is infused into your very soul, transforming it into a lesser power that can be cast instantly for no magicka. (10 second cooldown between casts).




Conjuration
http://imgur.com/Npstg4O.png

Student: Conjuration (0/35) > All Conjuration spells last 0.5/0.75% longer per Conjuration level. All Conjuration spells consume less magicka per Conjuration level. Cost reduction caps at 50/70%.Conjuration Dual Casting (20) > Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.Acolyte (20) > Bones can be harvested from humanoid corpses while sneaking; the dead can be reanimated 3 times before turning to ash.Necromancy (30) > Raised or summoned undead have doubled duration; duration is increased by another 50% for fresh corpses.Feel No Pain (40) > Reanimated undead gain 100 armor and 25% magic resistance.Plague Carrier (50) > Reanimated undead will cause disease damage to opponents within melee range; when killed, vicious vermin spawn from the undead corpse, as long as it has not turned to ash.The Relentless (60) > Reanimated undead deal 50% more damage in combat and move and attack 15% faster.Dark Souls (70) > Reanimated undead have their health increased by 2 per your Conjuration level and can be raised an infinite number of times.King Of Worms (100) > You can have two summoned or reanimated undead. At night, you can have up to 3 undead servants. (Cannot have both King Of Worms and Oblivion Walker).Bonecraft (25/45) > Can assemble skeletons/more powerful skeletons from harvested bones and filled soul gems. *Second rank enables creation of a ridable skeletal horse.Ossuary (40) > Harvesting bones from a corpse results in more usable bones. Deconstructing a skeleton returns more bones, with a chance to return a filled soul gem.Ancient Tongues (50) > Created skeletons can be given simple commands and called to your location.Crypt Lore (55/70) > Created skeletons can be given Fire Salts, Frost Salts, or Void Salts/for a second time. Doing so increases their magicka pool by 100/by a further 100 and grants them access to a powerful/devastating spell of that type.Chosen Disciple (75) > Can gift a created skeleton with your mark of power, boosting their health by 100 and protecting them from fatal harm. You can only have 1 disciple at a time; making another skeleton your disciple will remove the mark of power from your previous disciple. Lord Of Bones (90) > Can create powerful skeletal dragons from collected bones.Summoner (30/70) > Can summon Atronachs, Daedra, and Familiars twice/three times as far away. When your health is low, Atronachs, Daedra, and Familiars require 70/90% less magicka to summon but have 50/70% duration.Gatekeeper (35/60) > Activate a friendly summoned daedra, atronach, or familiar to send it back to Oblivion, regaining 50/100 magicka. *Second ranks allows any daedra, friendly or hostile, summoned or not, to be banishedAtromancy (40) > While active, summoned atronachs increase your fire, frost, or shock resistance by 15% and boost the power of your fire, frost, or shock spells by 15%.Witch's Familiar (50) > Grants the spell "Chose Familiar". Your chosen atronach, daedra, or familiar will have 2x duration, and while active it will boost the power of your spells by 15% and your magicka regeneration rate by 50%.Gift Of The Master (70) > Can give 10% of your maximum health and magicka to a friendly summoned daedra, atronach, or familiar, boosting its health and magicka by 10x the amount sacrificed. The borrowed health and magicka is returned when it dies.Elemental Potency (80) > Conjured Atronachs are more powerful and have access to higher level spells.Oblivion Walker (100) > You can have two daedra, atronachs, or familiars. If a Witch's Familiar is active, your summoning limit is increased to 3. (Cannot have both Oblivion Walker and King Of Worms).Mystic Weapon (20) > Bound weapons do more damage.Soul Stealer (30) > Bound weapons cast Soul Trap on targets.Thirsty Blade (35/50/70) > Bound weapons absorb 10 magicka/and stamina/and health on every hit.Oblivion Binding (50) > Bound weapons will banish summoned creatures and turn raised ones.Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.Arcane Strike (80) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger.
[


Destruction
http://i.imgur.com/r3vbsCL.png

Student: Destruction (0/35) > All Destruction spells are 0.5/0.75% stronger per Destruction level. All Destruction spells consume less magicka per Destruction level. Cost reduction caps at 50/70%.Destruction Dual Casting (20) > Dual casting a Destruction spell overcharges the effects into an even more powerful version. (Dual cast spells cost 50% more to cast and are 25% stronger)Impact (40) > Dual-cast Destruction spells have a 33% chance to stagger the target.Elementalist (40) > Your elemental spells become 5% more powerful every time you use a destruction spell with a different element than the previous spell used. Effect stacks if another elemental destruction spell is cast within 10 seconds. Boost caps at 30%.Force Of Nature (60) > Unlocks spell chaining. Elemental spells cast in different combinations on the same target will cause various secondary effects. (Fire/Ice: "Brittle", reduces armor rating; Ice/Shock: "Electroconductive",reduces shock resist; Electric/Fire: "Flash-Point", causes a magical explosion)Augmented Flames (25/55) > Fire spells do 15/30% more damage and you gain 15/30% fire resistance.Searing Pain (35) > Fire spells inflict grievous burns that prevent regeneration and lower attack damage for 10 seconds.Intense Flames (50) > Fire damage causes targets to flee if their health is low.Wildfire (80) > Fire spells cause opponents who are low on health to burst into flame, spreading fire wherever they go.Phoenix Rising (100) > Once a day, if your health falls below 15%, you emit a fiery explosion that damages nearby opponents. For 30 seconds afterwards, you rapidly regenerate health and your fire spells are 50% stronger. (Can only choose 1 elemental mastery)Augmented Frost (25/55) > Frost spells do 15/30% more damage and you gain 15/30% frost resistance.Chilled To The Bone (35) > Opponents who have run out of stamina are 50% weaker to frost for 5 seconds. 15 second cooldown per target.Deep Freeze (50) > Frost damage paralyzes targets if their health is low.Frostborn (80) > Your mastery over winter evokes the legends of old, which say that sailors who froze to death on a Sea of Ghosts became ice wraiths. Targets frozen by Deep Freeze will die when hit by your frost magic, and their spirits will transform into hungry ice wraiths.Winter's Fury (100) > Once a day, if your health falls below 15%, you emit a wave of sub-zero cold that freezes all nearby opponents for 4 seconds. For 30 seconds afterward, you are protected by a shield of ice that deflects 80% of incoming damage, and your frost spells are 50% stronger. (Can only choose 1 elemental mastery)Augmented Shock (25/55) > Shock spells do 15/30% more damage and you gain 15/30% shock resistance.Static Drain (35) > Shock spells absorb a small random amount of magicka from the target.Disintegrate (50) > Shock damage disintegrates targets if their health is low.Power Surge (80) > Shock spells have a 10% chance to deal twice as much damage, and a 1% chance to deal 5 times as much damage.Stormlord (100) > Once a day, if your health falls below 15%, all nearby opponents are struck with a bolt of electricity that deals massive damage and absorbs 100 points of magicka. For 30 seconds afterwards, your shock spells are 50% stronger. (Can only choose 1 elemental mastery)Apprentice Rune mage (20) > Can place up to 2 runes twice as far away.Subtle Magic (30) > Rune casting spells are silent.Master Rune Mage (60) > Can place up to 5 runes 3.5 times as far away.Ambush (80) > Runes deal twice as much damage if the target is unaware that anything is amiss.Ward Breaker (60) > Elemental spells are 50% more effective against resistant targets and 200% more effective against targets casting ward spells.


Enchanting
http://i.imgur.com/t1LakwE.png

Enchanter (0/35) > New enchantments are 0.5/0.75% stronger per Enchanting skill level.Soul Squeezer (20) > Soul gems provide 50% extra magicka for recharging.Soul Siphon (40) > Death blows to creatures and people trap 10% of the victim's soul, recharging the weapon.Soul Artificer (60) > Enchanted weapons you create have 50% more charges.Enchanter's Ritual (40) > Grants the Ritual enchantment. While wearing robes or armor imbued with this enchantment, any item enchanted during the witching hour (12-1am) is 20% more powerful. If the full moon is shining during the ritual, created enchantments are 40% more powerful.Attuned To Shor (35) > Enchantments placed on weapons and armor made of metal or stony materials - such as iron, dwarven, glass, and ebony - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)Attuned To Kyne (35) > Enchantments placed on weapons and armor made of natural materials - such as leather, chitin, dragon, and stalhrim - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)Delicate Touch (50) > Can learn enchantments without destroying the base item.Quality Materials (50) > Enchantments placed on valuable clothing are 20% more powerful.Twin Moons (75) > Can put two enchantments on one item.Forbidden Knowledge (100) > Grants the power "Forbidden Knowledge". You can learn any unique enchantment, including those from aedric amulets and daedric artifacts, by casting "Forbidden Knowledge" while wearing or wielding an enchanted artifact.Sigils Of Power (30) > Elemental enchantments on weapons and armor are 20% stronger. *Was Fire EnchanterResonance (45) > Elemental enchantments on equipped weapons or staves boost your elemental resistance by 10%; elemental enchantments on armor boost your elemental spell damage by 10%. *Was Frost EnchanterElemental Might (70) > Elemental enchantments on weapons have a 30% chance to deal twice as much damage to resistant targets; elemental enchantments on armor have a 30% chance to shield you from elemental damage if you health is below 15%. *Was Storm EnchanterSigils of Skill (40) > Skill enchantments on armor are 20% more powerful and level skills 10% faster when worn. *Was Insightful EnchanterExemplar (60) > Skill enchantments on armor increase your skill level by 30 for 5 seconds if your health falls below 20%. 15 second cool-down.Sigils of Life (50) > Health, magicka, and stamina enchantments on armor are 20% stronger. *Was Corpus EnchanterOverflow (70) > Health, magicka, and stamina enchantments on armor have a 10% chance to restore 5% of your maximum health, magicka, or stamina every second during combat.Draconic Infusion (100) > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and you gain the ability to enchant weapons and armor with Dragon's Power or Dragon's Soul for 10 seconds. The effect ends after an item is enchanted.
Dragon's Power: 30 fire damage, 30 frost damage, -50 armor, 20 extra damage to dragons.
Dragon's Soul: 50% magic resist, +100 armor, shouts are 30% more powerful, 25% less damage from dragons. *Can only be placed on chest-slot armor or clothing.



Illusion
http://i.imgur.com/1rBwMXC.png

Student: Illusion (0/35) > All Illusion spells are 0.5/0.75% stronger per Illusion level. All Illusion spells consume less magicka per Illusion level. Cost reduction caps at 50/70%.Illusion Dual Casting (20) > Dual casting an Illusion spell overcharges the effects into an even more powerful version. (Dual cast spells cost 50% more to cast and are 25% stronger)Quiet Casting (40) > All spells you cast from any school of magic are silent to others.Second Wind (30) > Courage spells boost magicka and stamina regeneration by 100%.Last Stand (50) > Courage spells boost magic resistance by 50% and armor rating by 200.Arise (70) > Courage spells double the amount of damage dealt with weapons and magic for 15 seconds. 60 second cooldown per target.Mesmerize (30) > Calm spells cause the target to drop their guard - armor rating is reduced by 100, and they will ignore crimes against their allies. Calm spells now work on higher level opponents.Geas (50) > Activate a calmed target to turn them into an ally for 10 minutes. You can only have one enthralled ally at a time. The geas will break if you attack the target. Peaceful targets have a chance to become hostile after the geas ends. Calm spells now work on higher level opponents.Lasting Peace (70) > Calm spells have tripled duration and permanently raise the target's relationship with the player by 1 level (does not stack). Calm spells now work on higher level opponents.Panic (30) > Fear spells cause the target to drop their weapon. Fear spells work on higher level opponents.Paralyzing Terror (50) > Fear spells have a 30% chance the paralyze the target for 5 seconds. Fear spells work on higher level opponents.Scared To Death (70) > Fear spells instantly kill weaker opponents who are low on health. Fear spells work on higher level opponents.Consuming Rage (30) > Frenzy spells drain 1% of the target's health per second while the target is not actively engaged in combat. Frenzy spells work on higher level opponents.Fratricide (50) > Frenzied targets deal 50% more damage to other members of their race and 50% more damage to faction allies. Effect stacks. Frenzy spells work on higher level opponents.Mayhem (70) > Those affected by a frenzy spell have a chance to spread their rage to other nearby opponents. Frenzy spells work on higher level opponents.Bestial Minds (20) > Illusion spells last 50% longer when used on animals and creatures. Mind-altering spells affect higher level animals and creatures.Humanoid Minds (40) > Illusion spells last 50% longer when used on people. Mind-altering spells affect higher level people.Foreign Minds (60) > Illusion spells work on undead, daedra and automatons.Telepathy (40) > Grants the lesser power "Telepathy", which allows you to see through the eyes of another. Magicka is consumed to maintain the telepathic link. Foreign Minds allows you to see through the eyes of undead, daedra, and automatons.Puppeteer (80) > Grants the lesser power "Mind Control", which allows you to take control of the mind and body of another. Magicka is rapidly consumed to maintain the telepathic link. Foreign Minds allows you to take control of undead, daedra, and automatons.Shadow Weaver (40) > While undetected, activate a target to transform their shadow into a hostile mirror phantom for 30 seconds. Low level targets may flee in terror.Decoy (80) > After successfully creating a shadow phantom, you gain invisibility for 10 seconds.Master Of The Mind (100) > Specialize in a type of Illusion magic: Calm, Fear, Frenzy, Courage, Telepathy, or Shadow. Your chosen specialization receives a powerful bonus.
Calm = Those enthralled by Geas will now be enthralled forever; attacking a calmed target will result in a critical strike that does 2x damage.
Fear = You now absorb magicka and stamina from those afflicted by fear. Scared To Death restores 50 health to you when it claims a victim.
Frenzy = WIP
Courage = Arise will now last for 30 seconds and has no cooldown; Courage spells grant boosted health regeneration.
Telepathy = Telepathy is now effortless; when controlling a mind, you now siphon off the victim's to maintain the connection before using your own.
Shadow = Shadow phantoms are now much stronger, and will linger beyond the death of the one casting the shadow.


Restoration
http://imgur.com/oyhL9Dk.png



  • Student: Restoration (0/35) > All Restoration spells are 0.5/0.75% stronger per Restoration level. All Restoration spells consume less magicka per Restoration level. Cost reduction caps at 50/70%.
  • Restoration Dual Casting (20) > Dual casting a Restoration spell overcharges the effects into an even more powerful version.
  • Respite (35) > Healing spells also restore Stamina.
  • Invigorate (55) > When at full health, healing spells boost maximum health by 40 for 60 seconds.
  • Regeneration (20) > Healing spells randomly restore between 0 and 50 additional health.
  • Healer (40/60) > Healing spells grant healing-over-time for 4/10 seconds.
  • Urgency (70) > Healing spells restore 50% more if the target is below 15% health; healing spells restore 100% more if the target is below 5% health.
  • Life Link (30/50) > Healing spells create a Life Link between you and the target for 15/30 seconds. When the target takes damage, 15/7 stamina per second is drained from you to restore 10 health per second to the target.
  • Blessing (30) > Healing spells boost magic resistance by 10% for 10 seconds. During that time, the target is immune to disease and takes half damage from poison.
  • Aura Of Light (40/60) > Allies within 25/50 feet heal 5/7 points of health per second.
  • Bolster The Ranks (55) > Those affected by Aura of Light deal 10% more damage.
  • Strength In Numbers (65) > Regain 2% of your maximum magicka and stamina per second for every person affected by Aura Of Light. Stacks up to 10 times.
  • Saving Grace (75) > Those affected by Aura Of Light have a 10% chance to survive a fatal blow, regaining 100 health. 60 second cool-down.
  • Miracle (90) > Saving Grace has a 90% chance of saving those affected by Blessing, restoring 200 health. 60 second cool-down.
  • Patron God (25/55) > Praying at a shrine grants you the divine's favor for 3/7 in-game days, magnifying the blessing from the shrine by 25/50%. Can only have 1 patron at a time. Patronage can be lost by acting against the divine's teachings.
  • Favored Child (35/70) > While you have the favor of your chosen patron, you are gifted with an incredible power that can be used once/three times a day.
  • Words And Deeds (60) > Can leave an offering at your patron's shrine to increase the power of Favored Child.
  • Guardian (50/75) > Once/three times a day, if you have a divine's favor, an ethereal guardian will appear at your side.
  • Dark Supplicant (80) > Can have a Daedric Prince as a patron. Choosing a daedra alienates the divines, and they will refuse to grant you their favor for 3 days after your current patronage ends.
  • Divine Avenger (30/50) > Your weapon strikes cause undead to burn with holy fire, taking 3/7 sun damage per second for 5/12 seconds.
  • Fear The Dawn (45/65) > Fire, sun, and turning spells are 30/50% more powerful against undead
  • Dust To Dust (80) > Undead below 50% health turn to ash when hit by a fire, sun, or turn spell.
  • Recovery (30/50) > Magicka regenerates 70/100% faster with less than 25% magicka remaining, 40/60% faster with less than 50%, and 20/30% faster with less than 100%.
  • Avoid Death (90) > Once a day, heals 250 points automatically if you fall below 10% health.
  • Mage Ward (40/60/80) > Wards are 2/2.5/3x stronger and cost 20/35/50% less magicka to cast if not wearing any armor.
  • Ward Absorb (60) > Wards recharge your magicka by 75% of the cost of incoming spells.



Other Tweaks

  • All fixes from USKP have been carried over.
  • Atronachs now level with you, to a certain extent. This means that they will be useful for longer.
  • Rebalanced exp gain for a few spells - conjuring atronachs, casting Courage, etc will now actually level the associated skill, and Bound Sword won't provide an instant level-up.
  • Non-NPC zombies will now follow you through load doors.
  • All zombies will now retain their renaimation abilities (including the Dark Souls bonus) through reloads.
  • Dead Thrall now works on most things, like it always should have.

Edited by steelfeathers
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I'm all for this - really - and I'll give some feedback in a moment. But have you checked out Ordinator? Asking because it's rather new.

 

I saw it on the hot files, but I only gave it a cursory glance. I'm using PerMa at the moment, and it would be a pain to try something else out.

But seeing it pop up did prompt me to go "maybe I should post a thread for my perk mod...".

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From what I saw so far, looks pretty good to me. They're all interesting, not at all boring, without being over the top or "this is cool but why would I ever use this".

 

Noticed Regeneration in Restoration has no description atm.

 

Also....

 

Skeletal Dragons? :O

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From what I saw so far, looks pretty good to me. They're all interesting, not at all boring, without being over the top or "this is cool but why would I ever use this".

 

Noticed Regeneration in Restoration has no description atm.

 

Also....

 

Skeletal Dragons? :O

 

Whoops. Fixed that. Regeneration is one of the perks I haven't touched, although I'm considering it.

 

And yes, skeletal dragons. > :D

They're like ash guardians, in that they stay and protect the area where they are conjured.

 

EDIT: Also, do you have any suggestions for Destruction? I haven't even gotten started on that tree.

Edited by steelfeathers
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Created a new conjuration perk: Daedric Contract (50)

 

"Grants the spell 'Daedric Contract'. When cast, you will enter into a contract with the Daedra, atronach, or familiar summoned by the spell in your other hand. The contract reduces your maximum health by 10% as a tithe; in return, your chosen fiend will appear to defend you if you are in mortal peril."

 

 

As a side note, I really wish there was something like "Apply Reanimation Spell" for summoned creatures....would open up so many more options for non-undead. :\

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Conjuration is well under way!

 

-Instead of having Novice/apprentice/adept/exert/master perks, I've decided to try to incorporate those skill buffs in a more dynamic way. This will apply to all skill trees in the future, but right now it's only implemented for Conjuration.

-Lots of goodies for blade-binders

-New features to make reanimating dead bodies actually worthwhile, rather than just popping off an atronach

 

GENERAL:

Conjurer (0/35) > All conjuration spells last 0.5/0.75% longer per Conjuration level.

Rend The Veil (25/50) > All Conjuration spells except Master level spells consume less magicka. Cost reduction caps at 50/70%. (Per Conjuration level: Novice = 1.75%, Apprentice = 1.5%, Adept = 1.25%, Expert = 1.0%)

Oblivion Walker (100) > Master level conjuration spells consume 50% less magicka. While your magicka is above 90%, Novice and Apprentice Conjuration spells cost nothing to cast.

 

BLADE BINDER:

Thirsty Blade (30/50/70) > Bound weapons absorb 10 magicka/ magicka and stamina/ magicka, stamina, and health on every hit.

Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.

Arcane Strike (70) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger. **Having difficulties with this one. OnAnimationEvent() triggering is weird. :(

 

NECROMANCY:

Necromancy (40) > Raised or summoned undead have doubled duration; duration is tripled if the spell is dual cast.

Crypt Lore (50) > Skeletons and reanimated undead gain 30% magic resistance and 100 magicka.

The Relentless (60) > Skeletons and reanimated undead deal 50% more damage in combat and move and attack 15% faster.

Hunger of the Dead (80) > Skeletons and reanimated undead will feast upon the flesh of those they slay, regaining health equal to 10% of the corpse's maximum health. Cannot feast upon ghosts, daedra, or automatons.

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These magic mods are always so tempting to try out, eventhough every magic related playthrough ends up me stopping because my ass always gets handed to me.

I got more ideas on spells than perks but i'm wondering if this could work as a destruction perk:

 

Elementalist: Elemental Spell gets increased by xx amount when used in the correct weather/location condition. Others get decreased by XX amount.

 

What I'm pointing at is basically your enviorment plays a role on how powerfull said elemental spell is. When it's raining Frost and Lightning spells would become stronger: water causes you to freeze over quicker and is a good conduit for lightning. Kind of seems of logical to me, that casting a fire during a snow or rainstorm will take more effort than the other Frost and Lightning.

 

No idea if its remotely possible, just tossing it out there. I got a few more but, they relate more to actual spells than perks.

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