MORROWIND
Spells Recalculated by FiegmundL
Morrowind » Gameplay Effects and Changes
Added: 30/08/2013 - 09:26PM
Updated: 29/10/2013 - 09:50PM

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1.1 Latest version

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Uploaded by FiegmundL

Description

Last updated at 21:50, 29 Oct 2013 Uploaded at 21:26, 30 Aug 2013

TES III - Morrowind : "Spells Recalculated" v 1.1 by FiegmundL
Created on MovingTarget's mod : "EBJ Spell Organizer".

Hi. This is my very first mod.

Be sure to read the requirements and warnings, because there are requirements and
drawbacks. And be sure to read the installation process as well because there is
something you must make sure of.

You may use the ".esp" the way you like, share it anywhere you want, merge it with
any other mod, modify it to create your own mod, just don't forget to give credits.

This ESP was cleaned with ESPCleaner.

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I. PURPOSE OF THIS MOD
II. REQUIREMENTS
III. WARNING
IV. INSTALLATION & UNINSTALLATION
V. LIST OF CHANGES
VI. VERSION CHANGES
VII. SUGGESTIONS & BUG REPORTS

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I. PURPOSE OF THIS MOD

It is a mix of several mods that enhance the magical gameplay of the game, for magic
classes as well as classes that use magic as miscellanous skills. It reduces the cost
of magicka for spells I've listed in part V. You'll see you never use these spells,
not a lot, at least, or you use enchanting instead. And this mod also sorts your spells
by school, with the help of "EBJ Spell Organizer" by MovingTarget.

I've also changed useless spells to make every spell you can purchase in the game be useful in
a unique way at some point in the game or with different charater builds. They are more
Oblivion-like but I've taken the Morrowind gameplay into account. I also had to increase
the cost of "bound" and "lock" type spells to do some balancing.

See the list of changes in part V.



II. REQUIREMENTS

Morrowind.esm , Tribunal.esm, Bloodmoon.esm
Morrowind Overhaul - Sounds and Graphics (MGSO) - Ornitocopter Team

OR

Morrowind.esm , Tribunal.esm, Bloodmoon.esm
FIMs Better Spell Effects - F.I.M.
Excellent Magic Sounds - Asirion



III. WARNING

I couldn't make it a standalone mod, because mods I'm using for my own gameplay are in
conflict. So, basically you'll require animation and sound mods, which I've listed above.
If you don't have those, you might not hear any sound while spellcasting, or get no animation.

This also means that you won't be able to use this mod with any other mods that modify
spells, spell sounds or spell animations, unless you can configure it by remaking the mod
with the TES construction set.



IV. INSTALLATION & UNINSTALLATION

Extract the ".esp" file into your Data Folder. Then check it, and make sure it comes after
"Excellent Magic Sounds" in your mod load order, or just uncheck "Excellent Magic Sounds".
Make sure this mod comes as the last mod that modifies spells on your mod load order.
To uninstall, just uncheck the mod, and recheck any mod you unchecked to install this mod.



V. LIST OF CHANGES

The numbers I give is the multiplier I've applied to the original magicka cost. For example,
a Burden spell now costs 5 times less magicka for the same effect. A "#" means spells you can
purchase are useless, but you may get good effects at good magicka cost at the spellmaker.
I intend to make another ".esp" file in the future to add a remake these "#" spells you can
purchase.

If you ever wonder why some values seem insane, just look at the description of the spell in
some wiki, and you'll probably understand.

ALTERATION
Burden : 1/10
Feather : 1/5
Element Shield : 1/5
Lock : 3
Jump : 1/3
Levitate : 2/3
Shield : 2/5
Slowfall : 1/4
Swift Swim : 1/5

CONJURATION
Bound : 2
Command : 1/2
Turn Undead : 1/2

DESTRUCTION
Damage Attribute : 3/2
Damage Magicka : 1/2
Disintegrate Armor : 1/24
Disintegrate Weapon : 1/6
Drain Attribute : 1/6
Drain Fatigue : 1/30 (Still useless no matter what)
Drain Health : 3/4
Drain Magicka : 1/20
Drain Skill : 1/4
Poison Damage : Same cost as Shock Damage.
Weakness to Common Disease : 1/5
Weakness to Element : 1/6
Weakness to Magicka : 1/5

ILLUSION
Blind : 1/3
Calm & Demoralize & Frenzy : 1/2
Light : 1/2
Sanctuary : 1/2
Silence : 1/2
Sound : 1/10

MYSTICISM
Absorb Attribute : 1/2
Detect Animal : 1/10
Detect Key : 1/2
Detect Enchantment : 1/2
Reflect : 1/5
Spell Absorption : 1/5
Telekinesis : 1/2

RESTORATION
Fortify Attack : 1/2
Fortify Attribute : 1/2
Fortify Fatigue : 1/10 (Still useless no matter what)
Fortify Health : 1/2
Fortify Magicka : Changed into "Fortify Maximum Magicka"
Fortify Skill : 3/4
Resist Disease : 1/10
Resist Element : 1/4
Resist Magicka : 3/10
Resist Paralysis : Cost reduced to 15, which is what you get from the spellmaker.
Restore Attribute : 30
Restore Health : I've halved the cost of "Regen" type spells, but you can't make any at the spellmaker.


VI. VERSION CHANGES

v1.1 :
- Went through all purchasable spells and changed their duration, magnitude, to make them worth casting.
- Changed some of the base values to get things more balanced.
- Made some spells available to the spellmaker and enchanter
(summon centurion sphere, call bear, call wolf, summon bonewolf, summon fabricant)



VII. SUGGESTIONS & BUG REPORTS

One spell, "Enfeeble", couldn't be found in the database, so it couldn't be renamed as
"*D* Enfeeble".

If you have any good ideas of changes I could make, or if you see something in your game that
is not what I've announced in the list of changes above, just tell me by sending an e-mail
to : ilikeleesooyoung@yahoo.fr.

Again, if by using this mod, some spells are still useless to you because of their cost or
because you could use another spell or potions or enchanting instead, just let me know.
On the contrary, if you find some spells become over-abusive, just tell me.