The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Spells Scale With Level
37 Comments
Walsingham 26 Feb, 2024 @ 8:39am 
Definitely giving this one a try. I wonder if there's any way to tweak the percentage per level at our end? I would like a small boost, but not so much I have to hide every time some oke in a dress wanders by.
FoldgersInUrCup 2 May, 2017 @ 7:59am 
this mod is really cool:steamhappy:
Adent 48 7 Osard 10 Aug, 2016 @ 6:02pm 
but does this mod boost other mods that add new spells? cause i like to do pure restoration since i found a mod that adds damaging restoration spells
Adent 48 7 Osard 10 Aug, 2016 @ 5:59pm 
Xi_DarkneZz its really easy to get rid of mana costs as long as you have a high enchanting stat and have the whole skill tree maxed out. just put fortify destruction with a grand soul gem with max enchanting and every perk slot filled and it (should) give 25% and 25 x 4 is 100% so just add it on 4 pieces of armor and get free sparks, or anything else you want
Percival Battlefield 9 Jan, 2016 @ 9:33am 
I'd home you'd remove the mana cost, I only want to use this for sparks cause it's my favorite
The Bape of Nanking 8 Jan, 2016 @ 5:36pm 
does it word with other magic mods that give you nnew spells?
Sayori 5 Jan, 2016 @ 4:30am 
okay, thanks :)
Sayori 4 Jan, 2016 @ 5:52am 
forgive my lack of knowlige but how do i actually download and use the mod?
The Bape of Nanking 4 Jan, 2016 @ 2:20am 
so you mean when i hit level 11 i get plus 10% damage and another 10 after 11? so if its like this i guess its fine
Dee Detare 20 Nov, 2015 @ 6:17pm 
awsome idea:steamhappy:
Chipsolle  [author] 18 Nov, 2015 @ 9:07pm 
One thing i'm sure off is that duration will never increase, not for any spell. . .
Chipsolle  [author] 18 Nov, 2015 @ 9:06pm 
Your guess is as good as mine, i think it increase all there is by 5% for a summoned creature. And thanks for you opinion regarding the mana cost, have been thinking about that alot. I might remove the mana cost, not sure yet. Thats also why i haven't updated Alteration,Conjuration & Illusion yet.
Stheno [Ironclad13] 18 Nov, 2015 @ 12:20am 
So how does this mod affect schools of magic that don't have direct damage/healing values? For example I think I read somewhere that conjuration summons are 5% stronger; does that mean they have 5% more health? Do 5% more damage? Both?

I'd also like to know what your plans are for illusion and alteration.

Also, just as a suggestion, I'm not sure you need to justify the power increase with an increase in mana cost. Fighters/Archers/etc all get increasing damage from their skills/perks in the vanilla game but don't suffer any extra stamina costs for it. When they run out of stamina from power attacks, etc they can fight happily on with regular attachs but when a mage is out of mana, he's finished. Which I think is already a pretty significant drawback.
Chipsolle  [author] 10 Nov, 2015 @ 6:12pm 
As soon you get the "novice perk" you will gain a 5% increase per "player level" for all your spells. your first increase will happen at level 11. The novice perk also works as it used to. Novice Destruction only affect destruction spells & Novice Restoration only affects Restoration spells.
jss1138 10 Nov, 2015 @ 5:42pm 
I'm not sure I understand.

Will ALL Destruction spells increase in magnitude once you have the Novice perk, or only Novice Destruction spells?

Does it increase 5% per level atfer 10, so that if we're level 50 in Destruction, that's a 200% increase?
Chipsolle  [author] 30 Oct, 2015 @ 8:33pm 
Will look into that Justinward38.
Bird Up! 29 Oct, 2015 @ 12:17pm 
doesnt work with expert level spraying spells :( great mod otherwise though.
ZachZee 27 Oct, 2015 @ 5:21am 
Please please please Make this work with vampiric drains. Imagine walking into a town and just life draining everyone around you >:D But really. This actually makes me feel like im getting more powerful as i play through the game. Really awesome mod!
Overlord Cruaver 21 Oct, 2015 @ 9:23pm 
Great, because the latest scaling mod I found boosts everything even perk stats from SkyRE (it causes speed issues and time spells to scale improperly.)
Chipsolle  [author] 20 Oct, 2015 @ 10:38am 
Sorry Cruaver, acidently removed your comment :P Nope, castable spells only. does not affect vampiric drains.
Chipsolle  [author] 20 Oct, 2015 @ 10:24am 
i'll consider it when i feel it's more complete.
Overlord Cruaver 20 Oct, 2015 @ 10:21am 
I'd really like to see this mod on Nexus: http://www.nexusmods.com/skyrim/?

Hence I repeat, please add this to nexus. It'll expand the audience of people that can view your work.
Chipsolle  [author] 20 Oct, 2015 @ 5:27am 
Destruction updated today as well.
Chipsolle  [author] 20 Oct, 2015 @ 4:10am 
It becomes stronger, duration will never change.
res_black_death 19 Oct, 2015 @ 9:18pm 
About conjuration, do the summons become stronger or just last longer?
Loving this with distruction so far. Keeps earlier spells from becoming useless later on.
Chipsolle  [author] 19 Oct, 2015 @ 8:18am 
Updated Restoration today so the mana cost would scale 5% per lvl aswell, will fix the others later on.
Chipsolle  [author] 19 Oct, 2015 @ 4:22am 
yea, the mod will stay like this for now tho. but there will be some updates in a near future.
Metalfencer 19 Oct, 2015 @ 4:10am 
148 PV to be right
Chipsolle  [author] 19 Oct, 2015 @ 4:02am 
@Metalfencer - all spells will increase by 100% every 20 levels beyond lvl 10, so (fast healing) would heal 150 at lvl 50. I have not yet played at higher levels, but i maybe have to add an 5% increase per lvl to the mana cost aswell. or smthing like that.
Chipsolle  [author] 19 Oct, 2015 @ 3:49am 
Probably not, i'm not an expert. But if my mod alters the novice perks & "Ordinator - Perks of Skyrim" doesn't have these perks at all (not by name), i don't see how it could work. Correct me if i'm wrong.
Metalfencer 19 Oct, 2015 @ 3:47am 
I like the idea, just worry about that I can heal my self with 150 PV at cost of 29 Mana (fast healing).
I think 1% per level could be more balanced.
Chipsolle  [author] 17 Oct, 2015 @ 1:20pm 
This mod affect all spells that are associated with the novice, apprentice, adept, expert & master perks.
Stetson 17 Oct, 2015 @ 10:27am 
Love the idea of this mod. Does it also work with Dawngaurd / other mod spell effects? Specifically I'm interested in the Sunfire and Vampire's Bane spells for my paladin character.
trash beast 14 Oct, 2015 @ 5:52pm 
T'is a good idea.

Will tri.
Chipsolle  [author] 13 Oct, 2015 @ 4:36pm 
i don't think this mod would cause any issues with other mods. worst thing that would happen is this mod not working. I have only added some numbers into an already existing perk in the game. So as long the novice perks exists in your other spell mods, i believe that it would work.
The [Friendly]™ Derakor 13 Oct, 2015 @ 5:52am 
this mod seems like a pretty great idea. though many people have mods already that affect the perk trees, so i most likely think this would not play nice with most of those ones. though i hope you keep adding to this one, add enough and it might be worth replacing some other mods
The Raccoon Frontiersman 13 Oct, 2015 @ 5:51am 
Does this Mod work with Ordinator - Perks of Skyrim or does it only look at the skill level itself and it won't matter?