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biltjan

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About this mod

Reduce costs of various magic effects that have better counterpart in Vanilla (such as Feather vs Fortify Strength), or if the effects are not too useful.

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Overview

Feather effect has a base cost of 1, which is as expensive as Fortify Strength. However, Fortify Strength increases Encumbrance by 5/pts along with increased damage. This makes Feather not only as expensive as Fortify Strength, it's also 5 times weaker. This mod aims to address spell effects with costs that are much higher than what they should be.

All affected spell effects will be cheaper than their vanilla counterpart. Generally, the effects are not very good in vanilla due to their high cost, or a strictly better option being available. However, the buffs will not be overpowered, or exceed the strength of the strictly better option.

All auto-calculated spells vanilla or otherwise should have their magicka costs adjusted.

I'm working on another version of the spell effects rebalanced that contains both buffs and nerfs to spell effects. However, this mod will still updated and contains only buffs to make all spells viable instead of a mage just using "the usual" (Fortify Strength, Drain Health, Shock Damage, etc).

Spell Effects Affected
Spell Effect Default magicka cost per unit -> New magicka cost per unit
Alteration
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Burden 1 -> 0.1
Burden is now twice as effective as Drain Strength in terms of encumbering enemies without the damage reduction of Drain Strength.

Feather 1 -> 0.1
Feather is now twice as effective as Fortify Strength in increasing encumbrance without the benefits from raising strength such
as increased damage. Due to its low cost, Feather is a very useful effect for enchanting low capacity items.

Fire Shield 3 -> 2
Frost Shield 3 -> 2
Lightning Shield 3 -> 2
Make the cost to be similar to Resist Element + Elemental Damage with Lightning Shield being slightly cheaper.

Jump 3 -> 1.5
Jump used to have the same base cost as Levitate. It's now half the cost since it is harder to use, and much less precise compared to levitate.

Swift Swim 2 -> 0.5
Twice as effective as Fortify Speed, but only works under water.

Slowfall 3 -> 0.66
In vanilla, Slowfall 1 is enough to handle all fall damage. I reduced the cost to have a more balanced experience when using MCP slowfall overhaul (not required). If you don't use the Slowfall overhaul, it doesn't really change the experience since it's very cheap anyway.



Destruction

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Damage Fatigue 4 -> 3.2
A slight buff to align the value with damage health. Now on average, when damage health would kill, damage fatigue would topple the enemy down. This spell is better against strong enemies, since they usually have more health than fatigue.

Disintegrate Armor
6 -> 1.6
Disintegrate Weapon 6 -> 1.6
Most equipments have a rather high durability than most NPCs HP. With the new cost you can now reliably disarm enemies with disintegrate spells in a reasonable amount of magicka.

Poison 9 -> 5
Make poison as cheap as Fire/Frost Damage. Similar to Fire, and Frost, Poison has a lot of enemies that resist it. Shock damage is more expensive but has much fewer enemies that resist it.


Weaknesss to Blight Disease
4 -> 0.1
Weakness to Common Disease 2 -> 0.1
Weakness to Corprus Disease 4 -> 0.1
They are all useless apart from catching diseases if you have permanent resist diseases.

Damage Magicka 8 -> 4
Drain Magicka 4 -> 2
Damage, and drain magicka's costs are now equal to damage, and drain fatigue respectively. The vanilla cost is the same as Health. With damage Health you can instantly kill an enemy, while damaging Magicka is more or less the same as silence/sound. Damage Magicka is slightly more expensive than Sound, while Drain Magicka is slightly cheaper.

Drain Attribute 1 -> 0.4
Reduce the cost to 1/20 of Damage Attribute, this means if the fight lasts less than 20 seconds, this will be your preferred option. A Damage Strength 20 on Touch will have the same cost as Drain Strength 20 for 20 seconds on Touch.

Drain Skill 1 -> 0.8
Adjust the cost to be the same as the new Blind cost, based on my most common use of this effect, to debuff an enemy attack. However, it still offers more flexibility, so I kept the cost rather close to vanilla.

Weakness to Fire 2 -> 0.35
Weakness to Frost 2 -> 0.35
Weakness to Poison 2 -> 0.35
Weakness to Shock 2 -> 0.35
Weakness to Magicka 2 -> 0.35
Decrease the cost significantly since you need to have a decent duration for these effects. Now it's a good idea for Destruction mages to debuff the enemies before spamming damage spells. The trade-off is just you need an extra cast, but over the long run you would get more DPS for the same amount of magicka.



Illusion

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Blind 1 -> 0.8
Sanctuary costs the same as vanilla Blind. But it works better against multiple enemies. Technically Blind would be beneficial if it's a single big enemy with AoE vs multiple party members. But since there are no physical AoE in Morrowind, I decided to reduce the cost a little bit.

Charm
5 -> 2
Align the value so it is as effective as Fortify Personality. So you can get the same efficiency as Illusion or Restoration mage.

Demoralize Humanoid
Changed the school to Illusion.

Sound 3 -> 0.3
To align the cost to be as effective as Silence (Sound 100). The difference is Sound could be resisted by Resist Magicka, while Silence could be resisted by Willpower.



Mysticism

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Absorb Attribute 2 -> 1.33
Reduce the cost since it needs a decent duration.

Dispel
5 -> 4
Rarely used but very useful when it's used. Minor cost adjustment so higher chance of dispel is cheaper.

Detect Animal 0.75 -> 0.13
Detect Enchantment 1 -> 0.2
Detect Key 1 -> 0.2
Detects are now cheaper so its duration can be longer. They are also very useful as constant effect enchantments.

Reflect 10 -> 1.66
Spell Absorption 10 -> 1.66
A huge discount from vanilla. Now you can craft a decent enchantment with those effects. On top of that, now it's a viable option to cast a short/medium duration reflect/absorb when you are fighting mages. Previously, only high level characters could cast it, and by that time you would probably prefer spamming powerful destruction spells to kill enemies instantly.



Restoration
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Resist Fire 2 -> 0.53
Resist Frost 2 -> 0.53
Resist Shock 2 -> 0.53
Resist Poison 2 -> 0.53
Resist Magicka 2 -> 0. 53
Resist Paralysis 2 -> 0.53
The cost is now comparable to the discounted reflect/spell absorption. They are the cheaper options, but you need specific spells to counter each type of magic.

Resist Common Disease 2 -> 0.13
Resist Blight Disease 5 -> 0.26
I never bothered using these spells before. Now it's a neat alternative to the Cure version since they are much cheaper. An ounce of prevention is worth a pound of cure! Not the other way around! I kept Resist Corprus Disease to its vanilla value since it's a scam spell anyway.



Extra Feature
There is an additional version that also halves the cost of custom constant effect enchantments. The rationale for this is usually you can have constant effect of an effect with magnitude of say 0 - 50, then repeatedly equip until you get 50. It's just a convenience change so you can get the theoretical full value of vanilla enchantments without the janky re-equipping mechanic (constant effect 50-50). Of course this would allow you to make an even stronger enchantment as well (i.e. 0 - 100). Use whichever version you prefer. Newer versions are cleaned with Morrowind Enchanted editor (no more dirty GMSTs).

Future Plans
Reduce cost of more effects, adjust values if needed. Do leave a suggestion preferably a buff to a spell effect instead of a nerf.
I'm also working on a magic costs overhaul. That mod will have both nerfs and buffs. While this mod will be strictly buffing weaker spell effects.