Morrowind
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puyopuyohero

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puyopuyohero

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About this mod

Changes the casting cost of spell effects that are "strictly" more
expensive/cheaper than other spell effects with the same practical benefits
E.G. Feather vs. Fortify Attribute.

Also fixes Demoralize Humanoid to be the intended school of Illusion.

Permissions and credits
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BACKGROUND:
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I mostly play Mage class characters, I.E skilled in all six magical schools.
As such, I find that some spells are just too expensive for what they do (or
in the case of Absorb Health, too cheap), compared to similar effects in other
schools. I know other classes have a martial focus, with just one or two spell
schools available, and thus just *have* to use Feather over Fortify Strength,
or what have you. But these classes also tend to have a lower magicka total,
so why not give them a boost, too!
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MISC CHANGES:
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Demoralize Humanoid
Cost:    Unchanged
Other:    School changed from Mysticism to the correct one, Illusion
Comment:
For OpenMW users. This bug is otherwise fixed in vanilla by the MCP.
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BASE COST CHANGES:
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ALTERATION
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Shield
Cost:    2.00 > 1.00
Comment:
Shield feels bad to use at both low and high levels, first because of how
little damage it reduces, then because it gets outclassed by Fortify (armor)
skill (1.00). This change benefits Mage characters at low to mid levels, until
the exponential scaling of Unarmored skill kicks in.

Feather
Cost:    1.00 > 0.16
Comment:
Feather was overcosted compared to Fortify Strength (1.00), since you get 5
units of carry weight for every point of STR. Plus, STR gives other benefits.
Since Feather is more specific, it is should be more cost-effective. At BC
0.16 it is now 25% more cost-effective than Fort Strength for the purpose of
carry weight (gives 6.25 points extra weight for the same cost as 1 STR = 5
points)

Burden
Cost:    1.00 > 0.16
Comment:
Same as Feather, but related to Drain Strength (1.00)

Swift Swim
Cost:    2.00 > 0.80
Comment:
Overcosted compared to Fortify Speed (1.00) which has the same effect on
movement speed, at the same magnitudes, but in more situations. Since Swift
Swim has the narrower use case, it is buffed to be 25% more cost efficient
than Fortify Speed.
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DESTRUCTION
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Shock Damage    7.00 > 5.00
Damage Health    8.00 > 7.00
Poison        9.00 > 7.00
Comment:
Shock brought down to same cost as Fire and Frost. Damage Health and Poison
brought down to be more useful, but still slightly less cost-effective than
the three main elements.
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ILLUSION
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Silence
Cost:    40.00 > 32.00
Comment:
Same base cost as Paralyze makes this spell just outclassed by default. Now
25% more cost-effective.

Sound
Cost:    3.00 > 1.60
At 3.00, Sound costs more than Silence at just 11% magnitude (14% before my
cost reduction on Silence), which IMO is too much even considering the
advantages and disadvantages of Sound. At 1.60, it instead breaks even with
(modified) Silence at 20% magnitude.
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MYSTICISM
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Absorb Health
Cost: 8.00 > 12.00
Comment:
Absorb Health and Damage Health both cost 8.00 by default. At 12.00, it now
costs the same as a combined Damage Health (7.00) + Restore Health (5.00)
spell of equal magnitudes.
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RESTORATION
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Fortify Magicka
Cost:    1.00 > 0.80
Comment:
This spell is strictly worse than Fortify INT (1.00), especially for
characters with magicka boosting racial and birthsign bonuses. Hard to put a
number on but it's 25% better now IDK. Now it at least makes sense to use this
over Fortify INT, unless you're a Breton, High Elf, Apprentice, Atronach or
Mage (birthsign).