Kab's Unleveled Spells

⭐ ⭐ (285 endorsements) 📥 14,211 downloads 📌 v1.0.2 📅 8/11/2021
⚪ Last updated 2024

By kaboissonneault · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/13/2024 📅 Created: 8/11/2021

🔍 Analysis

  • 👍 2.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #59 of 200 Gameplay mods in this game by downloads

📋 About This Mod

Kab's Unleveled Spells

Removes level-scaling from spells, in addition to some other magic overhauls.

Now on UESP! See https://en.uesp.net/wiki/DFU_Mod:Kab%27s_Unleveled_Spells

  • []No level-scaling on spells. Fireball does the same thing at level 1 and at level 20.

    []Affects player spells, enemy spells (no more 20 rounds long paralyzis effects), and magic items - but not potions

    []Spell effect costs overhauled. The classic values were too expensive to leave intact without the crazy level scaling to abuse

    []Spell descriptions reworked to remove the "scaling" elements from the text, as well as other legacy mismatches between description and actual effect

    []Spell icons have been redone to have more diversity, and to more easily identify the element of an offensive spell (red=fire, yellow=shock, etc...)

    []Enemies have been given unique spells in order to keep the same power as classic, in most cases

  • Compatible with your existing playthrough, if you're okay with wiping your entire spellbook and filling it up again

    Balancing spell power and cost has been in my sights since I released Skilled Spells, but the scaling part of spells ended up being not very interesting in the way it's implemented in Daggerfall. The difference in cost between a "+1" or a "+1 per level" is always going to have a tipping point where one is more "value-cost efficient" for your level, so low-level characters will take the former and high-level characters the latter. There's no point in mixing them, like you'd expect from a AD&D spell.

    So, this mod just removes the level scaling from spells, like the later Elder Scrolls games did. With this, I can just give the effect itself a cost: 50 damage is always worth 50 damage, 35% chance is always worth 35% chance. I couldn't just keep the classic values for spell effect costs - some spells would have just been completely unviable for what they do. So I redid lots of it to make expensive effects cheaper (I didn't make strong effects like Free Action more expensive yet, we'll see about that).

    But redoing all the spells to have a fixed strength also affects enemies. When I first tested my mod, the level 2 imps in Privateer's Hold would consistently one-shot me with Toxic Cloud, which now has its level 8 strength at all times. So, I've had to give all spellcasting enemies custom spells too: they should have the same average strength as classic, with the same range and element, except with maybe a bit less variance (ie: min damage higher, max damage lower). Class enemies (ex: Mages, Healers, Sorcerers, ...) all use the same spells as the player gets from the spell vendor, no cheating there.

    Since I was in the process of editing all the spells in the game, I also fixed icons and descriptions

🤖 AI-enhanced — based on mod data

Kab's Unleveled Spells removes level scaling from spells, making early spells stronger and late-game spells more reasonable. It includes numerous minor improvements for spellcasters. This gameplay overhaul is for players who want a more balanced, less level-dependent magic system.

✨ Key Features

Spells no longer scale with character level.
Early game spells are stronger, while late game spells are more reasonable.
Includes tons of minor improvements for spellcasters.

📊 Pros & Cons

✅ Pros

  • Community-trusted with 285 endorsements and over 14k downloads.
  • Fixes a common complaint about magic scaling by making early spells viable.
  • Bundles multiple caster tweaks into one mod, saving load order slots.

⚠️ Cons

  • May unbalance encounters if you're used to level-scaled magic.
  • Could conflict with other gameplay overhauls that adjust spell scaling.
  • Last updated in early 2024, so it might not be compatible with the latest game patches.
🎯 Is This For You?
For mage players who hate how spells become useless early and godlike late. Also for modders who want a solid foundation for caster balance. Skip if you prefer vanilla progression or use other magic overhauls that already adjust scaling.
📦 Install:Easy· Under 1 minute

💡 Beginner Tips

  • If you're playing Skyrim, make sure to place this mod after other gameplay overhauls in your load order to avoid conflicts.
  • Test early game spells on a new character to feel the difference before committing to a long playthrough.
  • Pair with a perk overhaul to get the full caster experience.

📊 Mod Details

Game
Daggerfallunity Mods
Author
kaboissonneault
Version
1.0.2
Downloads
14,211
Endorsements
285
Category
Gameplay
Created
8/11/2021
Updated
2/13/2024

🔧 How to Install Daggerfall Unity Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for Daggerfall Unity →

Visit the official mod page for specific installation instructions for this mod.

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