This mod overhauls the magic experience. The idea is to give meaningful progression to mage characters, fix all exploits and make magic work without them. The mod is highly customizable and compatible with most mods out there.
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Changelogs
Version 0.14
Added magicka-usaged based skill progression. Use more magicka in a spell and gain more skil XP.
Version 0.13
New feature: Armored spellcasting costs more magicka. Each equipped armor, shield and weapon increases the cost of spells. Wear clothes and use staves to avoid the penalty.
Added a new option "Anducar's Grimoire". It adds a lot of new vendor spells which are min-maxed around low spell-costs and scaling magic
Disabled the 'cheaper' shield option because it wasn't working
Fixed typos in mod settings
Added optionn to remove the "Press button to cast spell." UI message spam.
Version 0.12
Added config to start with a number of magicka potions when making a new character.
Added the Detect Quest spell, from the Clairvoyance mod.
Added a brand new Mage Armor spell. Works similar to later TES game shield spells
Added new circinate (vendor-bought) spells
Added the option to hide the magic candle from the Light spell.
Added magnitude to the Jumping spell. Higher magnitude means bigger jump.
Added magnitude to the Levitate spell. Higher magnitude means faster movement.
Potentially fixed the "divided by zero" bug found in the Levitate Redone mod.
Version 0.11
Added a few more "Multiplier" settings for magicka pool, spell cost, saving throw module.
Replaced the way Harmony is injected with a simpler and safer way. However thhis means the whole mod requires harmony now, even if you don't use related modules.
Version 0.10
Fixed an issue with SpellCost limitation.
Added flag to limit buying expensive spells if you lack the skill.
Added flag to limit spell making effects to already known ones, like Oblivion.
Version 0.9
Change SpellAbsorb implementation to rely on Harmony. This approach is compatible with DFU version 1.2.0-Test1 and DFU 1.1.1.
Added Harmony to optional files
Version 0.8
SpellCostProgression module added: You can't cast spells if your skill is lower than the cost of the spell. Configurable, advanced module, requires Harmony.
Version 0.7
Willpower is added to saving throw calculation.
Article that explains the saving throw mechanics
Version 0.6.2
Experimental update to the SavingThrow module: Racials, Resistances from Bio and Weaknesses are all calculated and added together
Experimental module added to balance SpellAbsorbtion. This demands changes to the main DFU gamecode, so this won't be supported unttil version DFU 1.3
Version 0.5
Massive overhaul to the mod. Functionality is slighty changed, but a mod settings page is added. The mod is written with compatibility and customization in mind. Each module can be disabled
Added more variables to the magicka pool formula. You can either set a % of magicka bonus you get each level, or a flat bonus, or both
Added variables to govern the strength of power potions. Either set a flat value of how much magicka you gain by drinking, or set the % of your magicka bar that is restored. 100% restores full magicka bar.
Added settings for the magicka regen. Each value sets how many hours it takes to regen your magicka fully
Added settings for enchant power. Vanilla magnitude is 75, I prefer to nerf it, so the mod defaults to 35.
Version 0.4.2
Variable Magicka Regen rate introduced: It takes a full day to regen your magicka normally, only 8 hours in taverns and 100 hours in a dungeon.
Version 0.4.0
Changed the spell resist mechanic to be reduction-based instead of being chance-based. Instead of a chance for your spell to be resisted, it will always land, just do less damage (unless enemy is completely immune)
Version 0.2.5
Lowered magicka boost from enchanting from 75 to 35
Version 0.2.1
Each levelup raises magicka by 10% compared to the max magicka in the previous level. So if you had 100 magicka and level up, you'll have 110 spell points after leveling up.
Magicka gained from resting is halved
Version 0.1.4
Restore Power restores full magicka bar.
Magic Skill over 100 lowers spell cost gradually instead of making every spell cost 5 points.
🔹 Primary Focus
A full rebalance of magic combat—especially for destruction-based, pure caster gameplay.
🔹 Design Philosophy
Mages in Daggerfall can be:
Overpowered at endgame or when using exploits.
Underwhelming at low levels or without exploits
This mod:
Reworks nearly every aspect of the magic system.
Introduces new mechanics to support immersive, rewarding mage gameplay.
Removes exploits while strengthening standard gameplay.
Makes pure mage builds challenging, but satisfying.
✅ Every feature is toggleable via the mod settings menu, allowing for full customization and compatibility. Enable only the exploit fixes or completely overhaul everything, it's up to you.
⚙️ Major Features
🔸 Magicka Management Overhaul
Larger base magicka pool that increases with each level-up.
Weaker extra spell point enchantments – magicka comes from your character, not gear.
Magicka potions are stronger.
Magicka regeneration is slower in dungeons.
Spell cost exploits fixed (e.g., skill values over 100).
Spells always land (as in Oblivion/Skyrim), but may deal reduced damage.
New resistance mechanics:
Immunity = 100% resistance (no damage)
Tolerance = 50% resistance (half damage)
Phobia = 50% weakness (1.5x damage)
Critical Weakness = 100% weakness (double damage)
Resistance values are affected by:
Race
Class
Character biography
Magical effects
🔸 Spell Absorption System (Advanced Module)
You cannot absorb your own spells.
Spellpoints gained depend on the caster’s skill, not yours.
Can absorb all spell types, not just destruction.
Resistances and weaknesses affect absorb chance:
Critical Weakness: 100% negation of absorb
Phobia: 50% reduction in absorb chance
Result: Still powerful, but no longer exploitable.
🔸 Spell Progression System
You can only cast spells if their cost is less than your skill value.
No more level 1 Recall or Cure Disease!
Each spell effect is checked independently for multi-effect spells.
Configurable multiplier in settings to adjust difficulty of progression
🔸 New & Reworked Spells / Effects
Detect Spell Now the mod includes this Thaumaturgy spell effect from the Clairvoyance mod.
Levitation supports magnitude (similar to Levitate Redone).
Jump spell supports magnitude for increased jump height.
Mage Armor spell added (functions like Shield in later TES games).
New vendor spells:
Anducar's Grimoire offers a lot of min-maxed, low cost spells for vanilla spell scaling behaviour.
Option to add a few spells designed with Kabs Unleveled Spells in mind.
🔸 UI Feature
"Press button to cast spell" spam can be disabled. With mods like Hotkey and Readied Spellcasting Hands this is not needed anymore.
🔄 Compatibility
Generally compatible with other mods that don’t overlap functionality.
✅ Known Compatible / Overlapping Mods:Kab’s Unleveled Spells
Ships with its own spell cost formula.
Action: Either Disable Mighty Magick’s Spell Cost module or let it overwrite Kab's formula. MM offers vanilla costs, while Kab's formula offers much cheaper spells.
Tip: If using Kab’s, tweak Magicka Pool or Spell Progression settings for better balance.
SphincterVision’s Battle of Wills
Modifies “save or suck” mechanics.
Compatible – MM's module changes the behaviour of spells with magnitude.
Tip: Load Battle of Willsbefore this mod.
Races Redone
Fully compatible.
Breton/Altmer magicka bonuses are integrated into Mighty Magick’s system.
✅ All mods above are officially endorsed!
📦 Installation Instructions
Copy the .dfmod file into your Mods folder: .../StreamingAssets/Mods/mightymagick.dfmod
Copy 0Harmony.dll into the Managed folder: .../DaggerfallUnity_Data/Managed/0Harmony.dll