The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Balanced Magic
100 Comments
(Z) Austerion79 10 Jan, 2023 @ 11:03pm 
FINALLY someone does a good wark system god i love you :aunope::cchearts:
Khairi 14 Jul, 2021 @ 6:52pm 
Does this work on SE?
HN_s4mur41 5 Mar, 2021 @ 5:38pm 
@JohnJSal that just means that spell hits will both drain and recharge your magicka. In other words, you're countering the hit with your magicka and absorbing the spell, which offsets the cost to mantain the ward up (but not all of it). If you don't take the Atronach perk, they'll just drain without recharging..
JohnJSal 4 Sep, 2020 @ 8:06pm 
How does the Ward Absorb perk work with the way that wards have been changed in this mod? It doesn't make sense that wards would both drain (from this mod) and restore (from the perk) your magicka when they are hit.
JohnJSal 1 Sep, 2020 @ 6:49pm 
"You can no longer enchant away spell costs completely. Soft cap is 50%, hard cap is 72% (depending on strength of enchantments and order in which you equip items.)"

Can anyone explain what this means? What's the difference between the soft and hard cap? And why does it matter in what order you equip the items? What order should it be? How can you tell you are getting the full effect of your enchantments?

This isn't clear at all.
JohnJSal 27 Aug, 2020 @ 11:20am 
Great mod. It makes magic not just viable but powerful.

The only downside is the nerf to enchanting. Why was this even done? That should be an option for those who want to do it, and others can simply choose not to. It's ridiculous to force that limitation on everyone.
JohnJSal 12 Aug, 2020 @ 7:44pm 
Also, does Mage Armor affect the elemental resistances from the *skin spells, or just the physical armor?
JohnJSal 11 Aug, 2020 @ 7:38pm 
Does this mod change the amount that Mage Armor affects the skin spells (i.e. 2x/2.5x/3x)?
Reyals 23 Feb, 2020 @ 1:36pm 
its great other than the enchanting nerf :) that's the entirety of the reason i dont use this mod
NØX_ETERNAL 6 Jan, 2019 @ 1:31pm 
it broked for some reason after endgame; it was fine before, but im guessing its either my mods or the mod itself idk
Zebz_Fish 19 Jul, 2017 @ 8:49am 
Are the *skin spells buyable and intergrated into the loot system or are they just dropped somewhere to pick up?
Banana-Drop 3 Jun, 2017 @ 3:31am 
Thanks to this mod, I felt safe trying to play Skyrim Magic only, and i have to say that it really has made it so much more viable.
Some small things:
-The wards look kinda bugged up, maybe it was your intention but, just look at it
-I think you might aswell do the elemental ward-thingy like you did with the flesh spells, or just make lesser ward, steadfast ward, and greater ward have just a little bit more variety between so you have to pick more
-Some audio and visual bugs have the tendecny to appear around the elemental skin effects, like fireskin audio still playing through menus, and casting fireskin causes some visual defragmentation or something.
TL;DR i like this mod, hope you can bring us more :D
OtterExplosion 25 Dec, 2016 @ 12:04pm 
This mod seems pretty useful, but I noticed one bug. I have 100% reduced destruction cost on my armor, buttt it only reduces the cost of destruction spells by what looks like 30-ish percent. I tried this with illution magic as well, and same bug. I feel like this would be an easy fix, as I suspect skyrim is just calculating the spell cost reduction based off vanilla skyrim (when the spells were weaker, but cost less) It would be awesome if you could fix this! Thanks and keep up the hard work :)
SugarBoneJohnson 18 Oct, 2016 @ 2:27am 
best magic mod ever, but rune master doesn't seem to allow more runes...
Kargoth 24 Aug, 2016 @ 10:52am 
Yes, i rarely give recomentations or rating, but this mode is really amazing, can make u really enjoy the mage gameplay! Gratzzz mate thats was a really great job!!!
I completely recoment this mod if u like mages!!! :steamhappy:
Alohanad 24 Aug, 2016 @ 12:42am 
Dude, this mod is PERFECT ! I love it, really. It makes the magic like it was supposed to be : powerful, dangereous, but balanced. It is lore friendly, it improves the gameplay...

Seriously, awesome job you did there. Thank you for sharing it.
Mewtooo 16 Feb, 2016 @ 7:22pm 
@sukho204
read the description. The author states that wards don't cost magicka to cast. They only cost magicka when they block a spell.
sweetroll204 25 Jan, 2016 @ 4:58am 
i used wards and it didn't cost any magicka. is this normal?
LordGandalf5 20 Jan, 2016 @ 7:29pm 
I dont usually give praise, but this mod definitely deserves it. It fixes and rebalances many of the problems i had with magic. The only problem i have is that i feel that incinerate, icy spear, and thunderbolt are a tad overpowered, even outclassing lightning storm in single target damage.
twoomni 8 Jan, 2016 @ 10:20am 
I really use to enjoy this mod. It definitely made being a mage the most balancing. Unfortunately with some of my new mods (the unofficial skyrim legendary patch I'm guessing) it no longer works without the game crashing when in combat. Maybe it would have always crashed for me once I got to a certain level, but I can no longer use it.
Kill the Wabbit 25 Nov, 2015 @ 8:09am 
Does anyone know if this works with other spell mods that add spells to the game
uWot 11 Aug, 2015 @ 8:47am 
Awesome Mod. Makes life as a Mag (#Forever!) much easier,yet,it's still as challenging as before. This Mod does what Bet wasn't able to,giving 'Pure Mages' a chance at higher content and especially on M/-Legendary Difficulty.
GartredZW 9 Aug, 2015 @ 10:28pm 
how did it take so long for some one as awesome as you to come along. you are my savior
major kimbie 18 May, 2015 @ 1:09pm 
yeahhhhhhhhh
I love this mod (boring with 0 mana cost)
Pr.Jitterskull - best bug fixer 9 Oct, 2014 @ 3:26pm 
Can you please teach me how you did this?
Ivan Patrascu 23 Aug, 2014 @ 4:57am 
I cant seem to find the stormskin spell on any vendors in or out of the mages college, is there an item code for the spell book or some triack to getting it? My skill in alteration is currently 50.
Lil King Trash-Mouth 31 Jul, 2014 @ 3:57pm 
Where can I buy Adept and above level Alteration spells? All Tolfdir and Farengar have are stone skin and flame skin (both novice). I can't find frost skin and storm skin and it's annoying trying to level up alteration with only novice spells.
OldMemes.biz 30 Jul, 2014 @ 8:00pm 
Also wards have the distorted effect but lost their glow. Only a minor gripe.
OldMemes.biz 30 Jul, 2014 @ 8:00pm 
Lesser Ward is only draining when hit by magical attacks; it doesn't drain at all through physical attacks.

Intentional? Seems a little OP, but not much.
Taxicab 28 Jul, 2014 @ 11:27pm 
If you want to play a mage, subscribe to this mod.

The Greats:
-At first I didn't like it, but now I get why you included the enchanting cap. It really helps balance everything out, and still lets you feel incredibly powerful, but you still need to be smart about what you're doing.
-Wards. I had almost never used a ward before (outside of my first ever experimentation with them and then when Tolfdir makes you use them in the college intro), but wow are they great in this mod. I made heavy use of them this time around, and they were excellent. Approaching overpowered, but still very good.
-Dual Casting. Simple and elegant solution
-The best for last: Spell scaling. Excellent job with this

9.5/10, would (and will) recommend to anyone and everyone.
Cap'n Slippery 1 Jul, 2014 @ 11:22pm 
I like all the balance changes you made, but I don't like the cap you placed on enchanting away mana costs. Are free spells broken and stupidly over powered? Sure, but I grinded enchanting to 100 specifically for that reason. I knew what I was doing.
Itexu 22 May, 2014 @ 8:01am 
Als can you tell me what you mean whith the soft/hard cap on enchanting? I ssoftcap like maximum in single and hard total? Also how does the cost reduction perks affect this? Still loving this mod :)
Itexu 21 May, 2014 @ 10:07am 
Love this mod. My only problem is a smull bug with the kill cam. It seems to trigger even when the attack that is going to be used isn't going to kill the enemy. I had it trigger only for the enmiy to continue to attack many times. If you could fix this this mod would be perfect :)
Marrethiel 25 Feb, 2014 @ 2:47am 
One thing I would really really love is to have a small mod that just modifies Wards like you have done; in particular I love the zero mana cost to hold them up and quicker charging.
It means that dual casting detro spells isn't the most OP thing any more... which is great!
Reiglyn 13 Jan, 2014 @ 3:21pm 
So for how does the damage output of Destruction and Bound weapons calculate out to as a percentage of their initial damage before and after vanilla perks? And how do the bound weapons compare to fully upgraded dragonbone and daedric counterparts? Also, would I be able to mod this mod to work with another mod that added some of the "missing" bound weapons? DB Support?
Ham 10 Jan, 2014 @ 12:30pm 
@Friday the Thirteenth I don't use impact and I keel things just fine.

That aside now all I need is a mod to make normal zombie spells and powers don't fizzel corpses when they die. Also, I've spoted what might be a bug with the Dragonborn DLC, skin spells seem to dispel the Dragon Aspect gear and buffs.
Friday the Thirteenth 9 Dec, 2013 @ 2:27pm 
I like it, but I DON'T like your changes to "impact". That skill is CRUCIAL, you fool.
Ithronyar 6 Dec, 2013 @ 4:47pm 
Great mod, but ward visuals seem broken. The heat-like distortion is there, but there are no glowing edges.
[Oms!]Divine* 21 Sep, 2013 @ 5:57am 
Is there a way to make this work with SPERG? Sperg seems to not let Balanced Magic changes work :L
Rob the Great 8 Sep, 2013 @ 12:06pm 
Is it possible to make it so that leveled illusion spells (the ones that affect enemies up to a certain level) can affect enemies higher than that level but at a reduced duration?

For example, an illusion spell affects enemies up to level 10 for 30 seconds - a level 20 enemy would be affected for 15 seconds and a level 5 enemy would be affected for 60 seconds.

This could also apply to leveled potions.
Chill_Hill 14 Aug, 2013 @ 3:46pm 
I've noticed that with this mod, Conjuration does not seem to work like it should. I cannot raise dead bodies, and neither can any other NPC or followers. I don'thave any other mods that would conflict with this mod, only houses and Bandoliers. Any idea of what would cause this?
Coffee 26 Jul, 2013 @ 1:38pm 
Wards are broke for me they cost no mana and never break is this happening to anyone else
Otherwise great mod
Red Slime At Morning 21 Jul, 2013 @ 4:42am 
Will these effects work on spells added by other mods? I can never tell, some magic mods are compatible some aren't... I'll give it a try either way.
obama 24 Jun, 2013 @ 5:23am 
I wish stand alone mod, that increases conjuration, illusion, alteration and some regeneration spell (level they act)
Like dead trall can summon XXX level dead man.
Decay 27 May, 2013 @ 3:26pm 
This is an excellent mod! There is just one thing that is bugging me. Given how magicka cost/armor works, it makes Diadem of the Servant take a huge dip in terms of usefulness; I did expect that you would hold this item outside the equation of cost/armor since the mod is supposed to give mages more freedom. I hope you consider changing this in the future, I shall continue to play with this mod regardless :)
Inflamed Berserker 23 Apr, 2013 @ 5:06am 
Great Mod No Problems at all for me. :)
Ryo One Shoe 25 Mar, 2013 @ 8:37pm 
While it solved the problem i had with illusions, it created a problem with conjuration, i cant summon anything. the animation is there, but as soon as its summoned, it goes away.
Ryo One Shoe 25 Mar, 2013 @ 8:03pm 
Finally, this is just what i needed. I play as an assassin, and i like useing illusion spells, but they were so weak, i could barely use them at all, even with many perks and buffs i have. My fury only worked on level 6 animals and creatures, now it can be used agianst level 19, with this i can have more freedom with the way i deal with enemies. Thanks a ton
SavageTwinky 17 Feb, 2013 @ 8:58am 
does this mod add any new perk id's?
🦈Lily🦈 6 Feb, 2013 @ 10:54pm 
I appear to be running into an issue - As of the new update my Stormskin has reverted to Ebonyflesh, but it has kept the shock resistance, the paralysis spells have returned to the old duration, and my Conjuration mastery perks work like vanilla Skyrim.