随着技能的扩大。这只是超出了我的修改能力，即使我可以，仅仅通过添加合理的量级缩放，使得法术（主要是破坏法术）与在后期游戏中使用铁匠和诡计漏洞的武器一样强大是远远不够的。你将需要新的结界模式，如Summermyst - 天际的附魔。
Simple Magic Tweaks
This mod slightly makes magic more viable by:
Improve dual cast power/cost.
Enable dual casting master spells except conjuration school since IMO they are already powerful enough .
Buff some master spells by either reducing their cost or increasing their magnitude.
Balance magicka cost scale between player and NPC. Player now costs less while NPCs Cost more to cast spells.
Slightly boost in and out of combat magicka and health regen rate of player as well as some NPCs to keep consistency.
Now the damage of Blizzard is correctly shown in its description when you have augmented frost perk.(I don't guarantee the actual damage Blizzard deals is in line with the description since I didn't do any scripting work related to its damage calculation which is said to be affected by players' magic and frost resistance )
For detailed changes, please see the changelogs.
What I don't change:
The charge time and that "stay still" cast style of master spells. Some of you may think that charge time is too long. Well, here is my thought: Master spells are very powerful ritual spells that should take time and concentration to cast. Master spells in vanilla game are not quite viable because they cost too much and they don't benefit from magnitude/duration increase from dual casting since most of them can't be dual cast. Since this mod "fix" the both issues there is no need to further reduce their charge time. And you can always change charge time in CK as you want.
The magnitude scaling with skills. This just exceeds my modding capacity and even if I can, it is far from enough to make spells(mainly destruction spells) as strong as weapons with smithing and echanting exploits in late game simply by adding reasonable magnitude scaling. You will need new enchantment mods like Summermyst - Enchantments of Skyrim.