File information

Last updated

Original upload

Created by

guillerkus

Uploaded by

guillerus

Virus scan

Safe to use

Tags for this mod

About this mod

A rebalancing of birthsigns that empowers less-used signs to make them unique, fun and worth-picking. Gets rids of "Power" spells that you use once per day in favour of actual spells that are balanced and rerlevant throughout your whole playthrough. No longer will all your characters pick the three same meta-defined birthsigns with this mod!

Requirements
Permissions and credits
Changelogs
Evened Birthsigns - Powers made Spells V1.0

This mod rebalances birthsigns by improving those that you never picked, making them fun and disctinctive from one another, and placing them all on the same level as the obvious choices.

OF SIGNIFICANCE, powers are removed - meaning no more "once per day" things, they are substituted by rebalanced spells that can be cast as long as you have the magicka to do so. Yes, they now cost magicka BUT they always have 100% chance of success so you don't need to be a mage to use your birthsigns (this also means they don't level you up).
The reason to remove POWERS is that you either never use just in case, or abuse them by waiting 24 hours after every use. (this is a problem that Bethesda still hasn't solved by the time of Skyrim)

The three MAGE-related birthsigns are made no longer dependent on your intelligence, but give a flat amount of extra magicka forever making them more interesting for playstiles other than mage. HOWEVER, I recommend installing a separate mod that allows everyone to increase their magicka to fix the base game problem of being FORCED to pick an Altmer or Breton plus one of those birthsigns in order to be a proper mage.
For example this one: https://www.nexusmods.com/morrowind/mods/44835/

MAIN TAKEAWAY: All birthsigns (except mage) are now interesting and character defining. No longer either relevant only in the first hour or must-pick. They are a powerful tool in your adventure through Vvardenfell and beyond, that you can plan a playthrough over and have fun theorycrafting ways to build a character around.

The Birthsigns:
Many are self-explanatory changes that enhance the fantasy of each birthsign while sometimes giving drawbacks that add to the roleplay potential of chosing that sign according to the in-game book The Firmament.
For Reference: Ability is a passive effect you will always have.
Spoiler:  
Show

  • Apprentice
Ability:
Elfborn - fortify magicka 100p, weakness to magicka 50%

  • Atronach
Ability:
Wombburn - fortify magicka 150p, spell absorption 50p, stunted magicka

  • Lady *UNTOUCHED
(Abilities that give 25 personality and 25 endurance)

  • Lord
Ability:
Trollkin - Weakness to Fire 100% and posion 50%, constant regen 0-1 health per second (average 0.5)
Spoiler:  
Show

A vey fun sign to play with now. It gives you clear weaknesses to be wary of but also a great buff especially early game. It is the clearest example of building a character around a birthsign in this mod.


  • Lover
Ability:
Mooncalf - Fortify Agility 25 pts
Spell:
Lover's Kiss - Paralyze 20 secs on Target, Damage Fatigue 100-250 pts on Self, cost 15

  • Mage
Ability:
Fay: fortify magicka 50p

  • Ritual
Spells:
Blessed Word - Turn Undead 100 pts for 30 secs on target, cost 15
Mara's Gift - Restore Health 100 pts on Self, cost 25
Julianos' Gaze - Blind 50% for 10s on target, Silence for 10s on target, cost 30
Spoiler:  
Show

Transformed this birthsign into one that gives you very powerful spells to start with. It allows a character to play with magicka while not investing in it. The drawback is not having any passive abilities. Perfect for someone that wants a head-start without permanently altering your character.


  • Serpent
Spell:
Star Curse - soultrap 10s on touch, damage health 3p for 10s on touch, drain fatigue 2p for 10s on touch, damage health 1p for 30s on self, cost 15
Spoiler:  
Show

According to the lore, the serpent wants to devour all other birthsigns. It is violent and self destructive in its quest to kill. Not getting any innate bonuses plus a powerfull spell that damages the user seems fitting.


  • Shadow
Spell:
Moonshadow - Invisibility for 30 secs chameleon 10% for 30, cost 10

  • Steed
Ability:
Charioteer - Fortify Speed 25p, feather 10p

  • Thief
Ability:
Akaviri Danger-sense - sanctuary 30p, weakness to normal weapons 10%
Spoiler:  
Show

The firmament states that a thief is a very high-risk, high-reward type of person. 30 sanctuary means avoiding 30% of attacks from the start of the game before factoring in agility or luck. It is powerfull and allows a late-game character to get to 100% sanctuary easily. However, whenever you are hit you will really feel it.


  • Tower
Ability:
Beggar's Nose - Detect Key for 200ft
Spell:
Tower Key - Open 50 pts on Touch, detect enchantment for 50ft and 10s, cost 15
Spoiler:  
Show

People with this sign will always be able to spot keys wherever they go, making for a fun playthrough where you can discover secrets you wouldn't normally notice. If that fails, their ability to open medium locks and detect magic items makes them great at infiltrations and treasure hunting.


  • Warrior
Ability:
Warwyrd - Fortify Attack 25 points
Spoiler:  
Show

Someone that has the warrior birthsign should feel comfortable with all kinds of weapons even without training. A true warrior achieves mastery of their arms that surpases 100% chance to hit.



Any suggestions regarding balance are welcome. Feel free to edit the mod to your liking.
Have fun!

Compatibility
Compatible with everything, even other mods that change or add birthsigns are fine. Keep in mind that the last mod in your load order will be the one overwriting the others. If, for example, you have another mod you like better that only changes The Atronach birthsign , simply load that one after this one to get the things you want from both.