With the release of Combat Gameplay Overhaul making Skyrim's combat engaging, though still somewhat clunky and Enemy (R)Evolution of Skyrimdistributing spells from a large variety of spell mods to the games NPCs the game is far more interesting. One thing that was bothering me however, is with these new and powerful spells darting across the screen the game can give off a sense of being unfair. What good is CGO's new dodge mechanic if there are things that simply can't be dodged? There is a mod called (SGC) Dodgeable Arrows Spells and Shouts that fixes this for the vanilla spells and dragon shouts. Upon looking at how that mod handled the vanilla spells I thought I'd make similar adjustments to the spell mods I was using.
Apocalypse - Magic of Skyrim
Mysticism - A Magic Overhaul
Shadow Spell Package
Elemental Destruction Magic Redux
*I may add more to this list but they MUST also be supported by Enemy (R)Evolution of Skyrim
Technical Notes: I simply reduced the speed of the projectiles by a factor of 3. Some spells may not work in the same way they do by default. I will fix errors as I find them throughout my playthrough and as they are reported by users. The files included here act as patches to the parent mod. So the original mod is unaltered, simply uninstall my files if they are unsatisfactory. The esps are also marked as esls.