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Dynamic magic spell magnitude. Possible?


aaroc

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I've searched through the magic mods and haven't found quite what I'm looking for, and I can't quite figure out how to do this on my own, just by looking through the Creation Kit.

 

I want to make the player's magic spells to scale directly with player level and/or player's school of magic skill.

 

My goal is to make it so that each spell is useful, but with it's time of use being dictated by strategy involved.

 

For example, I want Fire Ball, Fire Bolt, and Flames to all do roughly the same amount of damage for different amounts of magic, but each spell to be useful for different situations. For example, Flames would be your "close combat" spell, Fire Bolt would be your ranged option against a single enemy, and Fire Ball would be more useful against a group of enemies.

 

Basically, I want to take the player spells and change their magnitude from being a static number into a formula. Is this even possible?

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