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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).
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)
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.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=17251
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.
Well done!
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).
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.
Seriousely its not
Tasty Mod.
@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.