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OperatorJack and Gavrilo93

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About this mod

Adds a new power named 'Call Incarnate' which summons a Failed Incarnate of the Nerevarine to fight alongside you. The mod also overhauls the Failed Incarnate NPCs in the Cavern of Incarnate.

Permissions and credits


- Morrowind, Tribunal, Bloodmoon
MWSE 2.1+ or MGE XE
Magicka Expanded

This mod requires the most recent nightly build of MWSE. Please be sure to run the mwse-update.exe before playing this mod.


The aim of this mod is two-fold:

First of all, it overhauls the NPCs of the failed incarnates in the Cavern of the Incarnate. No longer they would be mages, standing around in robes/common clothes. They are all given a new class, new stats, and new equipment based on their backstory.

- Ane Teria: Crusader in Indoril armor and with a mace
- Conoon Chodala: (Ashlander) Champion in chitin armor, wielding an axe
- Erur-Dan: Warrior in bonemold armor, wielding a spear
- Hort-Ledd: Mage in a robe (he was a thinker, not a doer...)
- Idrenie Nerothan: Thief, with a chitin cuirass and a chitin dagger
- Peakstar: Mage, but her common clothes are changed to Ashlander clothes, and she is also given a chitin dagger

Secondly, it also includes a new power, based on the Magicka Expanded framework: After you receive the Moon and Star from Azura, Peakstar will tell you that she would have a second gift for you, once you've talked with all the other Incarnates. When you have talked with all six of them, and received their gifts, talk with Peakstar again, and she would teach you how to call one of the Failed Incarnates if you're in trouble, to aid you in combat. As it's a power, it can be only used once a day. The six Failed Incarnates have an equal chance of being the ones who are summoned, if you're lucky you might get the badass (possibly Ordinator in life?) Ane Teria, if you're unlucky, you'll have to do with Peakstar, who was just a little girl.

The power does not work inside the Cavern of the Incarnate, and if you summon an Incarnate outside and then enter the cave by any means (teleportation, or just going through the door) the effect would be disabled. No exploits under our watch!

Possible bug:

It might happen sometimes that a summoned Incarnate persists after the effect had worn off, but it can be easily fixed. Allow me to explain: The vanilla summon IDs are hardcoded in the engine. Just like with any other mods in the Magicka Expanded series that add custom bound items or summonable creatures, if you save with a custom bound item/summon active, it might get unlinked from the spell when you reload the save game. There is no way currently to fix this from the part of the developers. If this happens, just open the console, click to the summoned Incarnate and type "disable." Easy peasy lemon squeezy!


This mod IS NOT compatible with OpenMW, at least until support for MWSE mods is added. Everything else should be fine, unless they modify Peakstar's dialogue in which she gives you her gifts. My "Main Quest Overhaul" mod has been tested, and it is compatible with this one, in spite of it adding new dialogue for some of the Failed Incarnates.


OperatorJack: Call Incarnate spell, scripting, Magicka Expanded framework.

Gavrilo93: Dialogue, journal entries, overhaul of the Failed Incarnate NPCs.

RedFurryDemon: Magicka Expanded icons.

NullCascadeGreatness7 and Merlord - development of MWSE.


This mod may be utilised for any purpose for Morrowind, as long as you credit us as the original authors. It may not be used for other games.