Spell Magnitude in This Mod: How Willpower and Resistances Work

You've might noticed most of this mods features actually nerf magic, so why is it called 'Mighty'? It's because of the Saving Throw module!

⚠️ Note: This system only affects spells with magnitude. Spells like Banish Daedra or Disintegrate  are not affected!
Resistances and Weaknesses

Every character — including you and your enemies — has innate resistances and vulnerabilities that affect how much damage they take from magical attacks. These come from your race, class, biography or even from spells.
Here's how it works:
  • Resistance or Tolerance to an element reduces incoming spell magnitude by 50%.
  • Weakness or Phobia increases the magnitude by 50%.
  • Critical Weakness increases it by 100% — meaning double damage.
  • Immunity gives 100% reduction - making you immune to that effect.
  • These effects stack together. For example:
    • If you have a Resistance and a Weakness to the same element, they cancel out.
    • If an enemy has Critical Weakness and Resistance, they will take 50% more damage (100% - 50%).
The system adds up all your resistances and weaknesses to determine the final modifier.
Willpower Multiplier

Once resistances are taken into account, the spell’s strength is further adjusted based on Willpower — both yours and your target's.
  • 50 Willpower is the neutral baseline for both caster and target.
  • If your Willpower is higher than 50, your spells get stronger.
  • If your target’s Willpower is higher than 50, they resist the spell more effectively.
  • The difference between caster and target Willpower acts as a percentage multiplier to the spell’s final magnitude.
For example:
  • A caster with 100 Willpower casting on a target with 50 gets a +50% bonus to spell strength.
  • If the caster has 50 and the target has 100, the spell is reduced by 50%.
  • These bonuses and penalties are linear and balanced — so a 20-point difference gives a 20% modifier.
Final Calculation

The total magnitude of a spell is calculated like this:

Final Magnitude = Base Spell Magnitude 
× (100 - Total Resistance)%
× Willpower Multiplier%


Example:
  • You cast a Fireball with base 30 damage.
  • The enemy has a Critical Weakness to Fire (+100%) and Resistance to Fire (-50%) → net +50%.
  • You have 80 Willpower, they have 40 → a +40% bonus from Willpower.
The math:

Final Damage = 30 × 150% × 140% = ~63 damage

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kiskoller

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