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kiskoller

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kiskoller

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About this mod

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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🔹 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).
  • Includes settings to adjust magicka pool size and spell costs, to balance the game around mods like Basic Mana Regen or Kab's Unleveled Spells.

🔸 Armored Spellcasting

  • Armor, shields, and weapons now affect spellcasting:
    • Leather and Chain: Mild impact.
    • Plate armor, shields, weapons: Heavily penalize casting.
    • Staves: Do not penalize spell cost.
  • To optimize casting, wear robes and use staves.

🔸 Variable Magicka Regeneration (DnD-style)

  • Normal: 24 hours for full regen.
  • Taverns: 8 hours for full regen.
  • Dungeons: 100 hours for full regen.

🔸 Magic Resistance System Overhaul

  • 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 Wills before 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


Uninstallation

Simply remove both files.

💾 Save Compatibility

Mod works with existing saves.