Path of Sorcery - Magic Perk Overhaul (WIP)

Post » Fri Aug 14, 2015 7:24 pm

Path of Sorcery - Magic Perk Overhaul



What

A while ago, while I was up to my elbows in the CK working on my spell package mod Lost Grimoire, I came to a realization:





Vanilla magic perks svck. Hard.

I've never really been able to find a magic perk mod that I liked. So about 8 months ago, I started working on my own magic perk overhaul.

I'm posting this project to the forums to get feedback on balance and functionality, and to hopefully get some ideas that I can use, so that when this beast is finally released it will be bug free, well-balanced, and awesome. There's a lot done so far, but a lot that still needs to be done, and I'd love to get community input.


Goals for this project

  • Fit with vanilla while making magic perks more fun
  • Limit perks sinks and passive boosts. Passive boosts have their place, but 5 ranks of "X is more powerful" is boring - perks should DO things, or add new functionality
  • Be lore-friendly and as balanced as reasonably possible - avoid OP and useless perks at all costs
  • No compatibility patches needed - all spell mods should work out-of-the-box with this overhaul
  • Implement some of the functionality from Better Magic, to make your spells grow in power as you advance in each skill
  • Edit existing perks where possible, allowing you to play with existing characters
  • Fix vanilla bugs, and upgrade dorky vanilla functionality

Disclaimer
"But PerMa/Skyre/Requiem also has a perk that does x!"
I don't care. I think my take on doing x is much better. If you disagree, go download PerMa/Skyre/Requiem and stop bothering me.


Current Status
-Alteration: 50%
-Conjuration: 80%
-Destruction: 0%
-Enchanting: 100%
-Illusion: 80%
-Restoration: 90%


Perk Trees
**NOTE: Not all perk trees have been completed! The perks listed represent what is finished, NOT the final product.

Alteration

  • Mind Over Matter (20/45) > Increases the duration of shapeshifting spells (such as flesh spells and Waterbreathing) by 1/2% per your Alteration level.
  • Effortless Transformation (40) > Shapeshifting spells cost 50% less to cast.
  • Inner Harmony (50/75) > Health, magicka and stamina regenerate 20/40% faster while affected by a shapeshifting spell.
  • Bastion (70) > While affected by a flesh spell, if your health falls below 15% you are protected by an impenetrable shield that breaks after the next hit. 15 second recharge time.
  • Blood To Power (40/60) > (Toggle) When active, every spell costs 25/35% less magicka to cast and has 25/35% greater magnitude and duration, but you lose health equal to 10/5% of the base cost on casting.
  • Atronach (60/90) > 60/90% chance to absorb the magicka of any spell that hits you, taking no damage. Magicka regeneration is reduced by 90%/does not regenerate.
  • Spell Eater (80) > If Atronach is active, each spell you absorb restores your health by 10% of its base cost.

Destruction
-Nothing yet!


Enchanting

  • Enchanter (0) > New enchantments are 0.5% stronger per Enchanting skill level.
  • Enchanter (35) > New enchantments are 0.75% stronger per Enchanting skill level.
  • Soul Squeezer (20) > Soul gems provide 50% extra magicka for recharging.
  • Soul Siphon (40) > Death blows to creatures and people trap 10% of the victim's soul, recharging the weapon.
  • Soul Artificer (60) > Enchanted weapons you create have 50% more charges.
  • Enchanter's Ritual (40) > Grants the Ritual enchantment. While wearing robes or armor imbued with this enchantment, any item enchanted during the witching hour (12-1am) is 20% more powerful. If the full moon is shining during the ritual, created enchantments are 40% more powerful.
  • Attuned To Shor (35) > Enchantments placed on weapons and armor made of metal or stony materials - such as iron, dwarven, glass, and ebony - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)
  • Attuned To Kyne (35) > Enchantments placed on weapons and armor made of natural materials - such as leather, chitin, dragon, and stalhrim - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)
  • Delicate Touch (50) > Can learn enchantments without destroying the base item.
  • Quality Materials (50) > Enchantments placed on valuable clothing are 20% more powerful.
  • Twin Moons (75) > Can put two enchantments on one item.
  • Forbidden Knowledge (100) > Grants the power "Forbidden Knowledge". You can learn any unique enchantment, including those from aedric amulets and daedric artifacts, by casting "Forbidden Knowledge" while wearing or wielding an enchanted artifact.
  • Sigils Of Power (30) > Elemental enchantments on weapons and armor are 20% stronger. *Was Fire Enchanter
  • Resonance (45) > Elemental enchantments on equipped weapons or staves boost your elemental resistance by 10%; elemental enchantments on armor boost your elemental spell damage by 10%. *Was Frost Enchanter
  • Elemental Might (70) > Elemental enchantments on weapons have a 30% chance to deal twice as much damage to resistant targets; elemental enchantments on armor have a 30% chance to shield you from elemental damage if you health is below 15%. *Was Storm Enchanter
  • Sigils of Skills (40) > Skill enchantments on armor are 20% more powerful and level skills 10% faster when worn. *Was Insightful Enchanter
  • Exemplar (60) > Skill enchantments on armor increase your skill level by 30 for 5 seconds if your health falls below 20%. 15 second cool-down.
  • Sigils of Life (50) > Health, magicka, and stamina enchantments on armor are 20% stronger. *Was Corpus Enchanter
  • Overflow (70) > Health, magicka, and stamina enchantments on armor have a 10% chance to restore 5% of your maximum health, magicka, or stamina every second during combat.
  • Draconic Infusion (100) > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and you gain the ability to enchant weapons and armor with Dragon's Power or Dragon's Soul for 10 seconds. The effect ends after an item is enchanted.
    • Dragon's Power: 30 fire damage, 30 frost damage, -50 armor, fear for 30 seconds, 20 extra damage to dragons
    • Dragon's Soul: 50% magic resist, +100 armor, shouts are 30% more powerful, 20% less damage from dragons. *Can only be placed on chest-slot armor or clothing

Illusion

  • Novice Illusion (0) > Cast Novice level Illusion spells for half magicka. All Illusion spells are 15% stronger.
  • Apprentice Illusion (25) > Cast Apprentice level Illusion spells for half magicka. All Illusion spells are 15% stronger.
  • Adept Illusion (50) > Cast Adept level Illusion spells for half magicka. All Illusion spells are 15% stronger.
  • Expert Illusion (75) > Cast Expert level Illusion spells for half magicka. All Illusion spells are 15% stronger.
  • Master Illusion (100) > Cast Master level Illusion spells for half magicka. All Illusion spells are 15% stronger.
  • Second Wind (25) > Courage spells boost magicka and stamina regeneration.
  • Last Stand (60) > Courage spells boost magic resistance by 50% and armor rating by 200.
  • Panic (40) > Fear spells cause the target to drop their weapon. All fear spells work on higher level opponents.
  • Scared To Death (70) > Fear spells instantly kill weaker opponents who are low on health. All fear spells work on higher level opponents.
  • Consuming Rage (30) > Frenzy spells damage the target's health over time. All frenzy spells work on higher level opponents.
  • Fratricide (70) > Frenzied targets deal twice as much damage to other member of their race. All frenzy spells work on higher level opponents.
  • Hypnotic Gaze (30) > Calm spells reduce weapon and armor skills by 25% and cause the target to ignore crimes against allies. All calm spells now work on higher level opponents.
  • Lasting Peace (70) > Calm spells permanently raise the target's relationship with the player by 1 level. All calm spells now work on higher level opponents.
  • Animage (20) > Illusion spells now work on higher level animals and creatures.
  • Kindred Mage (40) > All Illusion spells work on higher level people.
  • Quiet Casting (40) > All spells you cast from any school of magic are silent to others.
  • Master Of the Mind (60) > Illusion spells work on undead, daedra and automatons.
  • Illusion Dual Casting (20) > Dual casting an Illusion spell overcharges the effects into an even more powerful version.

Restoration

  • Novice Restoration (0) > Cast Novice level Restoration spells for half magicka. All Restoration spells are 15% stronger.
  • Apprentice Restoration (25) > Cast Apprentice level Restoration spells for half magicka. All Restoration spells are 15% stronger.
  • Adept Restoration (50) > Cast Adept level Restoration spells for half magicka. All Restoration spells are 15% stronger.
  • Expert Restoration (75) > Cast Expert level Restoration spells for half magicka. All Restoration spells are 15% stronger.
  • Master Restoration (100) > Cast Master level Restoration spells for half magicka. All Restoration spells are 15% stronger.
  • Restoration Dual Casting (20) > Dual casting a Restoration spell overcharges the effects into an even more powerful version.
  • Respite (35) > Healing spells also restore Stamina.
  • Invigorate (55) > When at full health, healing spells boost maximum health by 40 for 180 seconds.
  • Regeneration (20) > Healing spells cure 50% more.
  • Healer (40/60) > Healing spells apply healing-over-time for 4/10 seconds.
  • Urgency (70) > Healing spell magnitude is randomly increased by 10 to 100 if the target is below 15% health.
  • Life Link (35/50) > Healing spells create a Life Link between you and the target for 7/15 seconds. When the target takes damage, 15/7 stamina per second is drained from you to restore 10 health per second to the target.
  • Aura Of Light (40/60) > Allies within 50/100 feet heal 2/5 points of health per second.
  • Bolster The Ranks (55) > Those affected by Aura of Light deal 10% more damage.
  • Strength In Numbers (65) > Regain 2% of your maximum magicka and stamina per second for every person affected by Aura Of Light. Stacks up to 10 times.
  • Saving Grace (75) > Those affected by Aura Of Light have a 10% chance to survive a fatal blow, regaining 100 health. 60 second cool-down.
  • Miracle (90) > Saving Grace has a 90% chance of saving those affected by Life Link, restoring 200 health. 60 second cool-down.
  • Divine Avenger (30/50) > Your weapon strikes cause undead to burn with holy fire, taking 3/7 sun damage per second for 5/12 seconds.
  • Fear The Dawn (45/65) > Fire, sun, and turning spells are 30/50% more powerful against undead.
  • Dust To Dust (80) > Undead below 50% health turn to ash when hit by a fire, sun, or turn spell.
  • Mage Ward (40/60/80) > Wards are 2/2.5/3x stronger and cost 20/35/50% less magicka to cast if not wearing any armor.
  • Ward Absorb (60) > Wards recharge your magicka when hit with spells.
  • Recovery (30/50) > Magicka regenerates 70/100% faster with less than 25% magicka remaining, 40/60% faster with less than 50%, and 20/30% faster with less than 100%.
  • Avoid Death (90) > Once a day, heals 250 points automatically if you fall below 10% health.

Conjuration

  • Conjurer (0/35) > All conjuration spells last 0.5/0.75% longer per Conjuration level.
  • Rend The Veil (25/50) > All Conjuration spells except Master level spells consume less magicka. Cost reduction caps at 50/70%. (Per Conjuration level: Novice = 1.75%, Apprentice = 1.5%, Adept = 1.25%, Expert = 1.0%)
  • Oblivion Walker (100) > Master level conjuration spells consume 50% less magicka. While your magicka is above 90%, Novice and Apprentice Conjuration spells cost nothing to cast.
  • Mystic Weapon (20) > Bound weapons do more damage.
  • Soul Stealer (30) > Bound weapons cast Soul Trap on targets.
  • Thirsty Blade (30/50/70) > Bound weapons absorb 10 magicka/ magicka and stamina/ magicka, stamina, and health on every hit.
  • Oblivion Binding (50) > Bound weapons have tripled duration, and will banish summoned creatures and turn raised ones.
  • Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.
  • Arcane Strike (70) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger.
  • Acolyte (20) > Bones can be harvested from humanoid corpses while sneaking; the dead can be reanimated 3 times before turning to ash.
  • Necromancy (40) > Raised or summoned undead have doubled duration; duration is tripled if the spell is dual cast.
  • Crypt Lore (50) > Skeletons and reanimated undead gain 30% magic resistance and 100 magicka.
  • The Relentless (60) > Skeletons and reanimated undead deal 50% more damage in combat and move and attack 15% faster.
  • Dark Souls (70) > Reanimated undead have their health increased by 2 per your Conjuration level and can be raised an infinite number of times.
  • Bonecraft (25/45) > Can assemble skeletons/skeleton wights and skeletal horses from harvested bones and filled soul gems.
  • Ossuary (40) > Harvesting bones from a corpse results in more usable bones. Deconstructing a skeleton returns more bones, with a chance to return a filled soul gem.
  • Ancient Tongues (55) > Created skeletons can be given simple commands and called to your location.
  • Lord Of Bones (90) > Can create powerful skeletal dragons from collected bones.
  • Summoner (30/70) > Can summon Atronachs, Daedra, and Familiars twice as far away. When your health is low, Atronachs, Daedra, and Familiars require 70/90% less magicka to summon but have 50/70% duration.
  • Atromancy (40) > While active, summoned atronachs increase your fire, frost, or shock resistance by 15% and boost the power of your fire, frost, or shock spells by 15%.
  • Daedric Contract (50) > Activate a summoned daedra, atronach, or familiar to form or break a contract. When a contract is formed, 10% of your maximum health is taken as a tithe; in return, your chosen fiend will appear to aid you when you are in mortal peril, at no cost. Master level summons cannot be bound.
  • Elemental Potency (80) > Conjured Atronachs are more powerful.
  • Twin Souls (100) > You can have two daedra, atronachs, familiars, or reanimated undead.

Tweak and Edits

  • All reanimated zombies will now follow you through load doors (in vanilla, animals get left behind)
  • Dead Thrall now works on almost everything (this should have been default, IMO)
  • The Necromancer's Amulet has been improved, and is now worth doing a quest for
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