The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Reduced Dual Casting Spell Costs
59 Comments
illmatic101 5 Jan, 2014 @ 11:01pm 
Will this work with the apocolypse spell mod?
Sleepy 29 Dec, 2013 @ 11:57am 
For something like this could you post a Magicka bar Before and After pic?
Ninedown 7 Sep, 2013 @ 12:18pm 
didn't think of that, thanks :D
Sidian  [author] 7 Sep, 2013 @ 1:46am 
You can use this mod to overwrite the change of the other by adjusting the load order.
That can be done by using a mod manager. Be sure this mod is loaded after the better magic mod (so the dual casting cost changes from better magic is overwritten by this mod).
Ninedown 6 Sep, 2013 @ 9:01pm 
it does, but I like ur change over more, wish ur's could just over write lol
Sidian  [author] 6 Sep, 2013 @ 2:08pm 
I don't know what "better magic" changes, but if it changed the dual casting cost, it would conflict, otherwise not.
Ninedown 6 Sep, 2013 @ 11:06am 
would this conflict with other mods? as some one said before, with better magic?
-SoL-Justice 5 Mar, 2013 @ 9:42pm 
I always though that duelcasting was a waist of magica unless you wanted to use it for stagger but now it will be worth it all the time. I love your mod
Balthasar☆ 27 Feb, 2013 @ 9:04pm 
I'm curious if this one is Compatible with Better Magic.
Sidian  [author] 19 Feb, 2013 @ 8:51pm 
Perhaps an other of your mods is changing that, too? It's 200% with this mod for sure.
Cleric 19 Feb, 2013 @ 1:09pm 
I think you've succeeded in making it cost less, but not quite a perfect 200%, i think you are still at 220-240%, not sure though...
Aardvark Lord 17 Feb, 2013 @ 6:36pm 
I could kiss you for making this--this is just perfect
Cleric 16 Feb, 2013 @ 10:02pm 
It was never a bug, just an ill-thought douwnside.
Dual casting makes spells 240% more effective (100 damage spell + dual cast = 240 damage), but the downside is 280% cost. so you wast 40% magicka to get a stronger spell... makes dual casting highly inefficient (aside from illusion magic affecting higher levelled opponents and destruction magic's impact perk)
Warsun 16 Feb, 2013 @ 6:09pm 
So wait.Is this a bug fix?
TankTopsRule 6 Nov, 2012 @ 3:57am 
Simple and effective, but not overpowered. Thanks a lot.
Magnus 30 Aug, 2012 @ 8:59am 
Awesome mod!
thebiznass 12 Aug, 2012 @ 7:23pm 
With Dawnguard I think they might have fixed this problem. Tested Firebolt w/out using this mod on a fresh save and it certainly didn't cost 280% to dual cast it.
alastair 25 Jul, 2012 @ 1:16am 
You can make all your spells cost absolutely NOTHING. ZERO. Even your Master spells can cost NOTHING anyway. Get enchanting to 100 and get the enchantment FORTIFY (MAGIC SCHOOL) then enchant your head, chest, amulet and ring with that one enchantment. You will need 5 points in the first Enchanting perk and a point in the second one. If your enchanting is at 100, enchanting your head, chest, amulet and ring will be 25% reduce cost of your magic school each. So enchanting all four pieces of gear would be 100% reduction.

Having the extra effect perk will also allow you to do this for two schools of magic. Is a little OP but it's a vanilla method.
Archiesque 14 Jul, 2012 @ 12:26am 
Little silly with Impact, but still good.
Lutin de Dieu 12 May, 2012 @ 5:35pm 
Same lol! Dual casting is so great!
sebrf 3 May, 2012 @ 1:20pm 
Now I dual cast all the time.
Agriphal Albion 23 Mar, 2012 @ 6:21pm 
I liked your mod so much that I added it as a favourite and I also added it to my Steam collection to help spread the word of your work: “Agriphal’s Collection #3: Improvements”
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=17251
Sworcus 8 Mar, 2012 @ 6:17pm 
Was really excited about this mod, too bad it doesnt work.
Teh Monke 7 Mar, 2012 @ 2:04pm 
It's always the small, simple things that matter most. I'll agree that this most likely fixes the magic system far better than the other massively complicated mods. Subscribed!
Lerchs 19 Feb, 2012 @ 10:17am 
thank you
Pablocampy 19 Feb, 2012 @ 7:43am 
So far this has fixed destro for me. Thanks!
MagicSwap 12 Feb, 2012 @ 10:15am 
Goes great with Midas Magic. Thanks!
Forgivenbyblood 11 Feb, 2012 @ 9:09pm 
Love this one thanks man
WakaFlockaFlam2 11 Feb, 2012 @ 1:35pm 
@PsychoXP just hit the subscribe button
PsychoXP 11 Feb, 2012 @ 8:01am 
Where can i download this?
AnorZaken 9 Feb, 2012 @ 7:04pm 
A version of this that reduces cost for all schools except destruction would be perfect imo. Favorited.
Nocturnal 9 Feb, 2012 @ 4:35pm 
Good concept though I personally don't see the point when you can eventually make most casts practically (if not) free of mana cost.
Soulgraph 9 Feb, 2012 @ 4:06pm 
Nice, now I can playthrough with a high lvl magic user without getting my butt handed to me in a spellcasting fight!
Raphael Ambrosius Costeau 9 Feb, 2012 @ 12:01pm 
I love this new Steam Mod Thing. Really good work Bethesda and Valve!
DLAhh 9 Feb, 2012 @ 11:18am 
Haha that's a good point, most of the other schools don't really benefit from dual casting. I mean I always thought of dual cast alteration spells (such as mage armor) as a long duration spell that you cast before a fight so that your magicka can regenerate fast before you begin, and so that you don't have to worry about re-casting it during the fight. But you really shouldn't have to use extra magicka for that, especially considering you need to spend a perk to get the ability to double cast in the first place.

I like the idea for this mod--it puts a nice band-aid over part of the problems with the Magic system in this game--but I think the problems run deeper than dual casting. Hopefully someone will soon just overhaul the magic system... until then this will definitely help.
LordStuff 9 Feb, 2012 @ 4:12am 
KAMEHAME HAAAA
Insanity Claus 8 Feb, 2012 @ 8:56pm 
That pic is just... lol

Well done!
Nmaster64 8 Feb, 2012 @ 7:17pm 
I think tgeitz and Sidian bring up fantastic points. Might I propose that a more optimal albeit somewhat more complex solution would be -- if the Impact trait is taken -- to have spell cost for only spells w/ Impact increase by say 25% or the original 40%?
Sidian  [author] 8 Feb, 2012 @ 9:43am 
The increased sneak attack damage perks (e.g. 15x damage with a dagger and 30x with the perk and a special item) are also very good and there're much more good perks and no other perks than the dual casting ones have disadvantages. And the disadvantages of dual casting make the perks themselves in most cases senseless and broken.
Sidian  [author] 8 Feb, 2012 @ 9:42am 
Impact is a very good trait, indeed. But it also costs 2 perk points (dual casting and impact). In addition, destruction and illusion are the only magic schools where dual casting make sense (illusion for the higher level targets). Conjuration, alteration and restoration don't profit from dual casting; in case, the perks have a negative impact on the spells of those magic schools.

Dual casting conjuration and alteration spells only increase the duration, so with dual casting a summoning could last 120 seconds for 280 magicka, without you can easily resummon to get the same duration for 200 magicka. Dual Casting? Useless.
Restoration spells heal LESS overall with dual casting and without unlimited magicka or no spell costs (enchanting).
DLAhh 8 Feb, 2012 @ 8:06am 
I agree that dual casting is a bit underpowered relative to melee/archery... their reasoning for making dual casting cost so much, however, is that dual casts have Impact. You get to choose between throwing two small fireballs (which is more mana efficient), or throwing a big fireball (which is less mana efficient, but it stuns and also does a bit more DPS overall).

With this mod, it basically makes throwing two fireballs obsolete, and your best option by far is spamming dual casts. Some people may prefer this, but I like having the choice between rapid fire for mana efficiency, and dual casting for when I need a stun or a big chunk of damage. What some people don't realize is that Impact is a really really good perk--hell it even stuns Dragons--and combat would be kinda boring IMO if you could just stun lock every enemy in the game for the entire fight.
octopu5 8 Feb, 2012 @ 1:22am 
enchanted helmet, armor, ring, and necklace bring my destruction cost to zero :D
ЦPЯIZЗ 7 Feb, 2012 @ 11:59pm 
doesnt matter to me, as my destruction spells all cost 0 thanks to enchanting :D
Urthor 7 Feb, 2012 @ 9:25pm 
Magic, OP, Skyrim? Naaaaaaaaa

Seriousely its not
Plays Terrible Games 7 Feb, 2012 @ 9:23pm 
...but it wasn't already ridiculously overpowered as it was?
baratoman4u 7 Feb, 2012 @ 7:36pm 
Sidian, just what the Doctor ordered. So what city are you in, so i can go make an offering of a bucket of KFC. So whatever your God leaves behind, I will eat the rest.

Tasty Mod.
Stubo 7 Feb, 2012 @ 4:18pm 
This is a fantastic change. Destruction mages always got a bit shafted with dual casting. It should be a flat out improvement for a perk.
@Sidian, exactly right! Not only do melee and archers get huge damage boosts. They also have the option to hugely improve the weapons they use with blacksmithing and enchanting.
Nonchalant Maniac 7 Feb, 2012 @ 3:21pm 
It only seems logial for dual casting to be more efficent than single if you spent a perk point on it.
Sidian  [author] 7 Feb, 2012 @ 2:08pm 
The damage is not reduced. Is a 10% increase without a disadvantage really OP while a 20% increase without a disadvantage (e.g. all weapon perks) is balanced (not mentioned the additional increased weapon damage provided by smithing while spell damage remains static)?
The Legendary Dark Knight 7 Feb, 2012 @ 2:01pm 
It helps alot for battlemages like me, Thanks!!