About this mod
Mod that changes Races and Birthsigns to be more fun and immersive.
- Permissions and credits
Notice and Credits
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This mod takes immense inspiration and many ideas from both Races/Birthsigns Are More Fun and Sensible Races and Birthsigns so please do check those mods out as well, my main problem with them is that R/BAMF is quite old and Sensible Races and Birthsigns is not compatible with Vanilla Morrowind being exclusive to OpenMW, so I decided to make my own take on each mod, that being said I recommend checking out these mods, especially Sensible Races and Birthsigns if you do happen to use OpenMW it's really great and I owe a lot of credit to it for this mod.
Sensible Races and Birthsigns: https://www.nexusmods.com/morrowind/mods/47115
Races Are More Fun: https://www.nexusmods.com/morrowind/mods/21875
Birthsigns Are More Fun: https://www.nexusmods.com/morrowind/mods/17888
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Description
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This mod makes several changes to every race from name changes, ability score changes, skill changes, and even entirely new abilities and powers. This mod has several goals, the first is to change the name of existing abilities and powers to fit more in the game instead of "Magic Resistance +50%" for example for this same reason Races have also seen name changes like "Wood Elf" now being "Bosmer", the second is to ensure that each race has at least 1 skill with 15 points and one skill with 10 points as well as 7 skills that they have points in to begin with, the third goal is to make the difference between the sexes slightly bigger, the fourth goal is to make some of the weaker racial options slightly more enticing, the final goal is to give each race some sort of offensive power akin to Berserk and Adrenaline Rush, but obviously not as strong as to not take away from their kit. To accomplish these goals I have added 5 to all races total skill and ability scores for a total of 50 Skill and 315 Ability score as opposed to 45 and 310 respectively. I will try to give explanation for each change. All races should be overall stronger, and I also refrained from any nerfs in general. This mod isn't perfect and I am open to changes as well so feel free to suggest.
This mod also makes several changes to several of the Birthsigns to be more powerful, several are also untouched as I feel they are well balanced and interesting, the mod has a couple goals the first is to make weak Birthsigns such as the Tower, Thief, Ritual, Warrior, and Serpent much stronger, the second is to provide some way to get Attribute increases to each Primary Statistic on one of the Birthsigns like Luck, Intelligence, Willpower, and Strength for example, there is maybe another goal but I can't think of it but, that's pretty much it. What this mod doesn't do is make any Birthsign outright weaker.
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Race Details
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All Races have been changed to have 50 Total Skill bonuses and 315 total Ability Total as opposed to base games 45 and 315.
Power: Use once a day
Ability: Always active
Spell: Use multiple times a day with a magicka cost
* : Something that's been changed
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Altmer
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Alchemy 5*
Alteration 5
Conjuration 5
Destruction 15*
Enchant 10
Illusion 5
Speechcraft 5*
Atr. M | F
STR 35 | 30*
INT 50 | 50
WIL 40 | 40
AGI 40 | 45*
SPD 30 | 40
END 40 | 30
PER 40 | 40
LUC 40 | 40
(Ability) Magicka Sensitivy: Fortify Maximum Magicka 1.5x INT, Weakness to Magicka 50%, Weakness to Fire 25%*, Weakness to Frost 25%, Weakness to Shock 25%.
(Ability) Sublime Physique: Resist Common Disease 75%
(Power) Highborn: 1-2 Restore Magicka for 60 Seconds.*
High Elf has been changed to Altmer, their Alchemy has been reduced from 10 to 5, Destruction increased from 10 to 15, and have gained 5 Speechcraft. Altmer background in Morrowind states "The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions." So I figured a small bonus to Speechcraft would be fitting and would provide another race with stat in the skill besides Imperial, as for Destruction I figure that as a 15 skill for them would help them the most early out. As for the Sex attributes differences the Males have 10 more Endurance and 5 Strength while the Females have 5 more Agility and 10 Speed. The magic weaknesses as well as the Magicka Multiplier for Altmer has been merged into "Magicka Sesitivity" and the Fire Weakness has been reduced from 50% to 25% as their is no reason why they would be atypically weak to Fire in this game when no such additional weakness exists in the other games, The Resist Common Disease has been changed to "Sublime Physique" which is a nod to the line in the background. Finally they have received a Daily Power in "Highborn" which restores 1 to 2 Magicka every sec for 60 seconds, this is pretty much lifted from Skyrim.
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Argonian
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Alchemy 5
Athletics 5*
Illusion 5
Mysticism 5
Security 5*
Spear 10*
Unarmored 15*
Atr. M | F
STR 45 | 30*
INT 30 | 55*
WIL 30 | 50*
AGI 50 | 40
SPD 50 | 40
END 40 | 30*
PER 30 | 30
LUC 40 | 40
(Ability) Swampwise: Water Breathing and Swift Swim 50Pts constant.*
(Ability) Natural Immunity: Poison Resist 100% and Resist Common Disease 75%.
(Ability) Natural Armor: Resist Common Weapons 15%.*
(Power) Histskin: Fortify Hit Points 50Pts, Fortify Unarmored 25pts, and Restore Hit Points 1-2 Points per sec for 60 Seconds.*
Argonian has had their athletics reduced from 15 to 5 as I'm not entirely convinced them being good runners is their main allure, the Spear has been increased from 5 to 10 so they have a good early weapon and their Unarmored has been increased from 5 to 15 to represent their natural scales and durability, for this same reason Medium Armor has been changed to Sneak as two armor skills can be annoying if you don't use one of them and the description says "The more aggressive male phase has the traits of the hunter: stealth, speed, and agility." implying that the Male Argonian Phase are naturally sneaky. As for the Male and Female phases they have been changed to make the Physical and Magical differences between them more apparent Female Argonains have lost 10 Strength and have gained 10 Willpower and 5 Intelligence while Male Argonians have lost 10 Intelligence and gained 10 Endurance and 5 Strength I feel like this makes the Phases more distinct and lets them play into the roles that the description describes better. "The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility." The first change to the Abilities and Powers is their Water Breathing, it's no longer a Spell and is now a Constant Ability, on top of this they also Swim Faster than any other race, their Disease and Poison resistances have been merged into one Ability called "Natural Immunity" and they have gained 15% Common Weapons resistance in "Natural Armor" since they are covered in scales and also to make up for no closed helms or boots, finally they have gained their "Histskin" Power from Skyrim which increases their Hit Points and unarmored and Restores their HP slowly once a day.
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Bosmer
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Acrobatics 5
Alchemy 5
Athletics 5*
Conjuration 5*
Light Armor 5*
Marksman 15
Sneak 10
Atr. M | F
STR 35 | 30*
INT 40 | 40
WIL 30 | 30
AGI 50 | 55*
SPD 50 | 50
END 40 | 30
PER 30 | 40*
LUC 40 | 40
(Ability) Yffre's Melody: Poison and Common Disease Resist 50%.*
(Ability) Elven Lineage: Fortify Maximum Magicka 0.2X INT, Resist Magicka 10%.*
(Power) Beast Tongue: Command Level 25 Creature for 600 Seconds.*
(Power) Hunter's Stance: Fortify Agility, Strength, and Marksman 25, Chameleon 10%, Drain Speed 50, Athletic 10, for 60 seconds.
Wood Elf has been changed to Bosmer, their Light Armor has been changed from 10 to 5 to allow for an extra skill mainly because their Description lists their Stealth and Marksman as their primary skills, they have gained Athletics 5 since the description states "These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit.", and they have gained 5 Conjuration as some sort of way into Magick and because Conjuration governs command creature skills which would tie into Wood Elves connection to nature, forests, and animals. In terms of Attributes Males have lost Personality since they are notably annoying and short, but they are quite stocky in comparison to the females so they have 10 extra Endurance and 5 Strength, meanwhile the Females are less annoying so they retain their 10 Personality and have gained 5 Agility since the longer arms and legs probably mean they can move faster and reach further. In terms of Abilities and Powers the Resist Common Disease has been changed to Yffre's Melody referencing their Deities but the Resist common disease has been lowered by 25% in return for 50% poison resistance. They have gained the Elven Lineage ability which gives them a small Magicka multiplier and magicka resistance. Beast Tongue has had it's Command Level increased to 25 since it's usage was often hard to find since many creatures it could be helpful to charm are a higher level. Hunter's Stance has been added as an offensive power, you trade Speed and Athletics for Marksmen Ability and Stealth.
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Breton
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Alchemy 5
Alteration 5
Conjuration 15*
Destruction 5*
Illusion 5
Mysticism 10
Restoration 5*
Atr. M | F
STR 40 | 30
INT 50 | 50
WIL 50 | 50
AGI 30 | 40*
SPD 30 | 35*
END 35 | 30*
PER 40 | 40
LUC 40 | 40
(Ability) Meric Ancestry: Fortify Maximum Magicka 0.7X INT.*
(Ability) Weaned on Magicka: Resist Magicka 50%.
(Power) Dragonskin: Shield 50Pts, Spell Absorption 25Pts, Reflect 25Pts for 60 seconds.*
Bretons have had their Restoration reduced by 5 to allow for another skill, Destruction has been added as another 5 point skill, Conjuration has been increased to 15 since by Skyrim it's their Primary skill, Mysticism has remained 10 since it's probably more useful to have skill in than Restoration. In terms of Sexes Males have 5 Extra Endurance and Strength whereas Females now have their 10 point bonus in Agility instead of Speed since it's probably more generally useful and instead now only have a 5 point lead in speed, my interpretation of the original stat differences is that Males were supposed to be physically stronger whereas Female Bretons are more agile and quicker. The Maximum Magicka Multiplier has been renamed to Meric Ancestry to nod at their Heritage, it has also been increased to account for more races having a Magicka modifier. Resist Magicka 50% has had it's name changed to "Weaned on Magicka" as a nod to their Arena Description "It is said that Bretons are weaned on magic, for it seems to suffuse their very being." Dragonskin has had a Spell Absorption and Reflect Magicka effect added to it to make it more unique from a generic Shield spell and to differentiate it from the Nord's "Woad" Power it also fits into them being like Magicka Lightning Rods and mirrors the effect of Dragonskin in Skyrim where it absorbs Magicka.
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Dunmer
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Block 5*
Destruction 10
Light Armor 5
Long Blade 5
Marksman 5
Mysticism 5
Short Blade 15*
Atr. M | F
STR 45 | 40*
INT 45 | 45*
WIL 30 | 40
AGI 45 | 50*
SPD 40 | 40*
END 40 | 30
PER 30 | 30
LUC 40 | 40
(Ability) Singed at Birth: 70% Fire Resistance.*
(Ability) Azura's Blessed: Maximum Magicka 0.5X INT.*
(Power) Ancestor's Wrath: 50 Sanctuary and 30 Fire Shield for 60 seconds.*
(Power) Ancestral Guardians: Summon 2 Ancestor's Ghosts for 15 Seconds.*
Dark Elf has been changed to Dunmer, Athletics has been changed to Block since Athletics is kind of overdone and some descriptions in games mentions they are skilled with shields such as in Arena "They are adept in any art involving the blade and shield combined with the arcane arts." Short Blade has been increased to 15 as it seems that is supposed to be the thing they excel the most at and because two races having Destruction 15 would be odd. Both Male and Females have received a 10 point reduction to Speed from 50 to 40 and a 5 Point increase to Agility and Intelligence as this makes little sense that they'd be faster or as fast as Khajiit, Argonians, and Bosmer and directly conflicts with their description "The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers." Males now have 5 Strength over Females and Females 5 Agility over Males on top of their Willpower and Endurance differences. In terms of Abilities and Powers, their Fire Resistance has had it's name changed to Singed at Birth to reference their adaptation to their temperate environment but it's been reduced from 75% to 70% so it's weaker overall but can still be made up for with their new power and Artifacts such as "Denstagmer's Ring", they have also received a Maximum Magicka multiplier in Azura's Blessed since it's odd that they are both Elven and stated to be adept in Magicka in multiple places but have no bonus to Magicka. Ancestral Guardian has been renamed to Ancestor's Wrath and it has gained a Fire Shield akin to how it functions in Skyrim which also temporarily makes them invulnerable to Fire, finally they have received the Ancestral Guardians power that they had in Obivion, I figured just one ghost would be too weak so I gave it 2, keep in mind if you have the option in Morrowind Code Patch that enables Races to prioritize using their Racial Powers then you will have to fight like 2000 Ancestral Ghosts over the course of the main story, I made the duration of the ability really short to make up for this though I'm still torn on the implementation so I might just remove the Power entirely.
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Imperial
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Block 5*
Destruction 5*
Long Blade 5*
Heavy Armor 5*
Mercantile 10
Restoration 5*
Speechcraft 15*
Atr. M | F
STR 40 | 30*
INT 40 | 40
WIL 30 | 40
AGI 30 | 40*
SPD 35 | 35*
END 40 | 30*
PER 50 | 50
LUC 50 | 50*
(Ability) Colovian Training: Fortify Attack 5.*
(Ability) Nibenese Influence: Fortify Maximum Magicka 0.1X INT.*
(Power) Voice of the Emperor: Charm 25-50 Points and Calm Humanoid Level 25 on Target for 60 Seconds.*
(Power) Star of the West: Fortify Attack 30 Points and Frost Resist 50% for 60 Seconds.*
(Power) Star of the East: Fortify Intelligence, Willpower, Personality 10 Points and Spell Absorption 25Pts for 60 seconds.*
Imperial has received the most changes out of any race mostly because I wanted them to be more of a jack of all trades or versatile race like I assume they are supposed to be and they are in later games because of this many of their Skill and Ability scores have been changed. Blunt weapons have been changed for Block since their Training implies to me sword and shield like you see many of them using in Morrowind similarly Light Armor has been changed for Heavy Armor since as clearly shown in Morrowind Light Armor is not their thing, Long Blade has been reduced by 5 to accommodate the Restoration and Destruction they received for that same reason they also lost their 5 Hand to Hand bonus as I haven't particularly seen any Imperial Brawlers in any of the games. In terms of Attributes Imperials now have 50 Luck instead of the normal 40 to represent the Luck they have in the newer games, Females now also have 10 less Endurance but 10 more Agility and both Sexes now also have the same speed as to why Strength and Endurance have been reduced the description in game states "Though physically less imposing than the other races". As for Abilities and Powers "Colovian Training" has been added to make up for the Weapon skills they lost and to represent the training that their background describes. "Nibensese Influence" has been added to let them play as a Hybrid a little easier and to represent those more in tune with Magick in The Niben. Voice of the Emperor has been changed to also Calm Humanoids like in later games and to last longer so it's more useful. Star of the West has been changed to no longer absorb Fatigue but increases Attack and Frost Resistance to represent the Colovians in the Imperial West. Similarly, Star of the East has been added which increases Intelligence, Willpower, and Personality by 10 points and gives 25pts of Spell Absorption for 60 seconds to represent the Nibenese in the Imperial East.
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Khajiit
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Acrobatics 15
Athletics 5
Hand-to-Hand 10*
Light Armor 5
Security 5
Short Blade 5
Sneak 5
Atr. M | F
STR 35 | 30*
INT 35 | 35*
WIL 30 | 30
AGI 50 | 50
SPD 55 | 55*
END 30 | 35*
PER 40 | 40
LUC 40 | 40
(Ability) Natural Reflexes: Sanctuary 10Pts and Jump 2Pts Constant.*
(Spell) Eye of Night: Night Eye 50pts for 30 Seconds.
(Power) Eye of Fear: Demoralize Humanoid 30pts for 30 seconds.
(Power) Feline Ambush!: Fortify Agility, Speed, Hand-to-Hand, Acrobatics, Athletics, Unarmored 25pts for 60 seconds.*
Khajiit have received 5 extra to their Hand-to-Hand "Many Khajiit disdain weapons in favor of their natural claws.", no changes besides that their skills are pretty good. Khajiit have lost Points from their Str, Int, and Endurance depending on the Sex and it has been added to their Speed, they were previously slower than Dunmer and Argonians which I found strange no wonder they were captured and put in chains they are like Dodos I could say why I changed this but the description goes on multiple times how they are agile and fast so now they are both "The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile". To represent their Speed, Reflexes, and Agility they now have a Passive 10 Sanctuary and Passive 2pts Jump "They make excellent thieves due to their natural agility and unmatched acrobatics ability." Now they are truly unmatched in acrobatics, aside that Eye of Night/Fear I think are pretty good. Finally "Feline Ambush!" was added, the name is taken from one of their Elder Scrolls Online abilities it makes them temporarily very agile and fast as well as provides a boost to Unarmed and Unarmored to represent their better Unarmed damage in later games and to give them an Offensive power like the other races.
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Nord
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Armorer 5*
Axe 15*
Blunt Weapon 5*
Heavy Armor 5
Light Armor 10*
Long Blade 5
Mercantile 5*
Atr. M | F
STR 50 | 45*
INT 30 | 40*
WIL 40 | 50
AGI 40 | 35*
SPD 35 | 35*
END 50 | 40
PER 30 | 30
LUC 40 | 40
(Ability) Nord Resiliance: Frost Resistance 100%.
(Ability) Child of the Sky: Shock Resistance 50%.
(Power) Woad: Shield 30Pts, Resist Normal Weapon 15%, Spell Absorption 15Pts for 60 Seconds.*
(Power) Thunder Fist: Shock Damage 5 Pts over 5 Seconds, Paralysis 5 Seconds on touch, Lightning Shield 30 Points for 60 Seconds on self.*
(Power) Nordic Frost: Frost Damage 5 Pts over 10 Seconds in 5 Feet on Target, Drain Strength 100 points for 10 seconds on Target(Not AOE), Frost Shield 50 Pts for 60 seconds on self.
Nord's background states "The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration." So I figured that Armorer and Mercantile skills would represent that aspect of their background. Blunt Weapon has been reduced and Axe has gained 5 points of Skill, Light Armor has replaced Medium armor since most of their Armors are Light and Heavy. Nord males and Females have been tweaked so that Females are slightly weaker physically but better at Magick maybe Clever Trick or the Voice in this case though. Their Frost and Shock Resistances are unchanged but have received more fitting names. Woad has received Resist Normal Weapon and Spell Absorption to make it more useful than a generic shield spell. Thunder Fist now Paralyses and grants a Lightning Shield for 60 seconds but it's damage is now over 5 seconds instead of immediate. Nordic Frost from Oblivion has been added as a Ranged Power which does 5 Points of Frost damage over 10 seconds and Drains the Strength by 100 point for 10 seconds on the Target, also grants a Frost Shield for 50Pts for 60 seconds.
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Orsimer
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Armorer 10
Athletics 5*
Axe 5
Block 5*
Blunt Weapon 5*
Heavy Armor 15
Medium Armor 5*
Atr. M | F
STR 60 | 50*
INT 30 | 35*
WIL 35 | 40*
AGI 30 | 35*
SPD 30 | 35*
END 60 | 50*
PER 30 | 30
LUC 40 | 40
(Ability) Malacath's Wrath: Resist Magicka 25%, Resist Fire 5%, Resist Frost 5%, Resist Shock 5%, Spell Absorption 10Pts, Spell Reflect 10Pts.*
(Power) Trinimac's Might: Fortify Strength 50Pts for 60 Seconds.*
(Power) Berserk: Unchanged.
Orc has been changed to Orsimer, whether you think Orsimer means Orc or Pariah Folk is up to you to decide. Athletics has been added since trudging around in Heavy Armor all the time probably makes you a lot more fit, Blunt Weapon has been added as I think Mace is fitting for the Orc as well as Axe, Heavy Armor was chosen as their primary Skill since the Background states "Orc warriors in heavy armor are among the finest front-line troops in the Empire." Armorer remained at 10 as they are shown to be pretty skilled at smithing in other games and even make their own Orcish Armor which is Heavy, Medium for the same reason was lowered from 10 to 5 since having two armor skills is redundant and for two reason Heavy Armor is both shown in text and in game to be their armor of choice. As for their Ability scores they are now the strongest in terms of Strength and Endurance as I found it odd that Nords were physically as tough or stronger than them so now both Male and Female Orcs are the Strongest and most Enduring with Females being Faster and Smarter of the two. In terms of abilities Orc's Magicka Resist was renamed to Malacath's Wrath and it now provides more general Magic protection to make up for their lower Willpower and it ties into their worship of Malacath. Trinimac's Might was added as an alternative Power for Orcs to use to gain a boost in Combat without the downsides of Berserk.
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Redguard
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Athletics 10*
Heavy Armor 5
Light Armor 5*
Long Blade 15
Marksman 5*
Medium Armor 5
Short Blade 5
Atr. M | F
STR 50 | 40
INT 30 | 35*
WIL 35 | 30*
AGI 40 | 50*
SPD 40 | 40
END 45 | 45*
PER 35 | 35*
LUC 40 | 40
(Ability) Hardy Constitution: Resist Poison, Common Disease, Paralysis 75%.*
(Power) Adrenaline Rush: Unchanged.
(Power) Summon Shehai: Conjure Bound Longsword and Forify Long Blade skill 15Pts for 15 Seconds.*
Redguards have had their Athletics increased by 5 Points since their description states "Redguards are also physically blessed with hardy constitutions and quickness of foot." I take that as them being quick on their feet or fast so they have more Athletics, Axe and Blunt weapon have been removed as they are known for neither of those things, Light Armor and Marksman has been added since their background states "independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles," I take this to mean they are pretty skilled in any armor and different sword techniques, Skirmishers also historically have a ranged weapon of some sort be it a gun, a sling, a javelin, a bow, etc. So Marksman was chosen as it compliments their Short and Long Blade as a secondary weapon option. In terms of their Ability scores their Endurance was lowered a little and put into Personality since I don't want them to be as naturally hardy as Argonians, Orcs, and Nords, that's why they have Adrenaline Rush, both Male and Females now have the same Personality, Males now have more Strength and Will and Females have more Agility and Intelligence. Redguard's Resist Poison and Disease have been merged into Hardy Constitution and they have been granted a resist Paralysis since I figured it'd fit their character and their Adrenaline Rush power, Summon Shehai has been added as a Second Power to reference Sword Singing in Redguard culture where some followers of it are able to summon Magical Swords from their being I figured it wouldn't be too strong since it's a 15 second effect and you can do something similar with the Demon Sword early anyway in Balmora.
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Birthsign Details
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Power: Use once a day
Ability: Always active
Toggle: Turn on and off whenever you like
Spell: Use multiple times a day with a magicka cost
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The Warrior
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(Ability) Great Strength: Fortify Strength 25pts.
(Ability) Warwyrd: Fortify Attack 10pts.
Same change as Sensible Races and Birthsigns, just gives the Warrior 25Pts of Strength as it's previous effect was quite useless in comparison to other signs like The Lady or Lover.
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The Mage
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(Ability) Willful: Fortify Willpower 25pts
(Ability) Fay: Fortify Maximum Magicka 0.5X INT
Same change as Sensible Races and Birthsigns, fairly weak in comparison to the Atronach or Apprentice so it was given Fortify Willpower to make it more useful.
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The Theif
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(Ability) Akaviri Danger-sense: Sanctuary 10Pts.
(Ability) Lucky: Fortify Luck 25Pts.
Same change as Sensible Races and Birthsigns, Sanctuary 10Pts is not bad as a passive, but in comparison to other signs this one is just unimpressive so Fortify luck fits for this.
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The Tower
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(Ability) Key to Knowledge: Fortify Intelligence 25Pts.
(Power) Beggar's Nose: Unchanged.
(Power) Open lock 50Pts and Fortify Security for 50Pts for 60 seconds.
Similar change to that in Sensible Races and Birthsigns, but it now also grants 25 points of Intelligence.
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The Lord
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Healing Spell removed.
(Ability) Weakness to Fire 100%, Restore 2 HP Constant effect.
The Healing Power was next to useless for a weakness to the Majority of Magick effects you'll be against in Morrowind, most spells you'll face are fire so a weakness to it sucks, the spell was less useful than the most basic of healing spells, now the Ability constantly restores 2 Hit Points which is quite strong, but other stones are also really strong so I don't think it's too much, definitely incredibly powerful early on though and cuts down on healing micro management and could potentially save you many times from a hit that would normally kill you.
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The Serpent
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(Ability) Serpent's Strike: Fortify Hand-To-Hand 25Pts.
(Power) Star Curse: Paralyze for 10 Secs and Poison 4 for 25 seconds on touch, but deal 5 poison damage on self for 10 seconds.
Similar changes to Sensible Races and Birthsigns, the Poison was quite weak and detrimental and had nothing else really going for it besides the Power, now gives Hand-To-Hand skill as a passive, the Power now also Paralyses and does slightly more damage both to the enemy and the player, could be an interesting choice for Redguards, Argonians, and Bosmer now since they have Poison Resistances and they could potentially benefit from Hand to Hand as a secondary weapon or even by the Khajit to take better advantage of their own Hand-to-Hand bonuses.
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The Ritual
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(Ability) Mara's Blessing: Resist Blight, Corpus, Common disease 25%.
(Power) Mara's Gift: Unchanged
(Power) Blessed Touch: Turn undead 100Pts for 60 seconds on touch, Fire Damage 25Pts for 4 seconds.
(Power) Blessed Word: Turn undead 100Pts for 30 seconds in 5 feet, Fire Damage 4Pts for 25 seconds in 5 feet.
Now gives passive disease resistances in it's ability, Blessed Touch and Word have been changed to Powers but are now more powerful, now deal damage and are a little more effective at dealing with multiple undead.
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The Shadow
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(Power) Moonshadow: Unchanged.
(Power) Elusive: Chameleon 15% for 60 seconds.
(Power) Shadowkin: Fortify skill Acrobatics, Alchemy, Athletics, Illusion, Light Armor, Marksman, Sneak, Short Blade 10 Points for 60 seconds.
Similar changes to Sensible Races and Birthsigns they now have a Chameleon power on top of the invisibility Power so they have more they can use over the course of the day, I also thought that fortifying several skills at night time was kind of overkill so it's a once a day power in this mod.
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The Steed
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(Ability) Charioteer: Fortify Speed 25Pts.
(Ability) Strong Back: Feather 100Pts.
The speed was nice but compared to other signs it's affect was quite lackluster, it now gives a constant feather effect, should be a nice sign for heavy armor characters or thieves that need to grab everything in sight.
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The Atronach
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Entirely Unchanged, good sign.
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The Apprentice
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Entirely Unchanged, good sign.
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The Lady
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Entirely Unchanged, good sign.
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The Lover
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Entirely Unchanged, good sign.
That's pretty much it, I'm always open to feedback, and thank you for trying out this mod.