NOW BEING MAINTAINED AT http://www.mwmythicmods.com/Gluby/Gluby_Magicka_and_Spell_Effect_Mods.htm (Sep. 2, 2009)
Status Update: This guide is now hosted at MW Mythic Mods, and I won't be updating it here at the thread anymore. Please check it out there. For now, I'd very much appreciate feedback as to layout and so forth, as I'm experimenting with that.
Magic Skill Gain Mods
Morrowind's skill system is intuitive and well-designed in many ways. However, because of what many consider an oversight in how skill gain is implemented for spellcasting, the unmodified game requires a great deal of tedious "practice spellcasting" of small, useless spells to improve magic skills. The problem is worse for some skills than others; it is easier to increase, say, Destruction by virtue of the repeated castings that will come naturally in combat, but skills like Conjuration are notoriously difficult.
The problem, which many to be a rather serious flaw in the game system, is that game's method of recording skill progress does not differentiate between a spell that costs, say, 5 Magicka and much-more-powerful one that costs 50 or 200. It simply incremements the skill progress counter by one every time a spell, any spell, of that magic school is cast.
This means that developing one's magic skills will tend to involve casting low-power spells repeatedly, and often for no other purpose than the practice, or simply buying training. I personally remember using travel time to repeatedly cast Bound Dagger and spells like it while auto-running in order to develop Conjuration, and it is not uncommon for people to make a custom spell that costs 1 Magicka just for the purpose of training the skill. While the need for practice is certainly realistic, the game loses out in both realism and playability when success at difficult castings to provide no more progress than success at the most trivial. In the end, as in the skill system overall, the game encourages exploiting its quirks, while punishing smooth, natural play.
The mods in this subcategory try to change that by making the game system recognize the Magicka cost (and therefore the difficulty) of the spells cast in order to translate higher-power spells successfully-cast into accordingly more skill gain. It is, apparently, not at all an easy thing to pull off technically, as Azrael explains in his readme for Magicka Based Spell Advancement:
Thus, all the mods in this subcategory are workarounds.
Azrael's Magicka Based Spell Advancedment, is, perhaps, the most successful, as it circumvents the limitations of Morrowind's scripting engine by using Aerelorn's http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=8 (which must, obviously, be installed and run with Morrowind for it to work), allowing the game's leveling mechanism to recognize magic skill gains normally. The other two mods, HotFusion's Magicka Based Spell Progression and PirateLord's Improved Skilled Magicka, accomplish the goal by simply overriding the game's base skill progression system for spellcasting skills; the former works around the leveling problem by using the game's built-in skill gain mechanism for skillbooks to achieve game-recognizable increases in magic skills, while the latter works in tandem with Galsiah's Character Development as a complete replacement for the games's leveling and attribute gain system altogether.
Though each has some drawbacks, many who have tried them find the improvement in quality of game experience well worth it, and some simply will not play without them.
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585 [Azrael]: The most full-featured mod of its type, MBSA provides both (1) skill progress based on spellcasting cost, and (2) spellcasting cost reduction for high magic skill level.
It achieves the first by using the advanced functionality provided by Morrowind Enhanced to measure the amount of Magicka used in casting a spell and then apply an appropriate bonus for high cost/difficulty directly to the skill progress counter for the appropriate magic skill. Thus, the mod is able to work within the game's built-in skill progress system, instead of having to circumvent and replace it.
For the second, the author incorporated Horatio's Casting2 v1.2 (no longer available, except perhaps via the http://www.archive.org/) into the mod in such a way that the two mods, formerly incompatible, are merged into the same script and allow for the player to have both functions.
The mod has three difficulty settings, allowing for more or less skill progress progression from Magicka spent. [Dec. 2005.]
http://www.pirates.retreat.btinternet.co.uk/Other.htm [PirateLord]: Replaces the game's built-in skill progress system for magic skills with its own system that increases skill gain for spells based on difficulty and cost, making it so one does not have to cast hundreds of little spells to improve casting skills. The mod is designed to work alongside Galsiah's Character Development, which allows magic skill progress under this mod to count for leveling and attribute gain purposes. It can be used without GCD, but this is not at all recommended because magic skill gains will not count for purposes of leveling and attribute gain multipliers. [Aug. 2005. Compatible with Magicka regeneration mods, though sometimes they will cause slight decreases in amount of progress made from a casting.]
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2270 [HotFusion]: Like PirateLord's mod, MBSP replaces the game's built-in skill progress system for magic skills, but it uses the functionality specific to skill books (books which grant a skill increase when read) to provide the skill gains from spellcasting. And like Azrael's mod, it incorporates Horatio's spellcasting cost reduction for high magic skill level.
The mod is very specifically designed to adhere to the skill gain pacing of vanilla Morrowind, using the same formula Bethesda uses. Under HotFusion's system, 15-point spells are the default measure of one casting. A spell that costs 30 Magicka will provide twice the skill gain progress for one spellcasting in the default system, but a 10-point spell will provide less: 66.66%. Thus, the player has a specific incentive not only to cast higher-powered spells, but to avoid the use of the lower-powered ones.
Because of the skillbook skill-increase methodology used by the mod, it is unable to raise magic skills above 100, and therefore will not cooperate well with mods that remove skill caps. [Jan. 2006.]
Magicka Regeneration Mods
By default, the character's reserve of magic power, Magicka (known as spell points or mana in other games), does not regenerate. Magicka is only recovered by resting, drinking Restore Magicka potions, and Absorption spells.
Given that many players find mages already woefully underpowered in vanilla Morrowind when compared to warrior-type characters, this made playing a magic-focused character somewhat frustrating for many. Consequently, a number of mods were released that made it so Magicka regenerates over time. While some have said that they consider it cheating, the preponderance of opinion seems to be that, rather than imbalance the game, Magicka regeneration redresses an already-existing imbalance in the vanilla game, and makes magic-focused characters far more playable.
Either way, Bethesda has indirectly weighed in on the issue in its release of TES IV: Oblivion, which incorporated Magicka regeneration into the game in a way very similar to that of several of the Morrowind mods. Since Oblivion's release, a several mods were released that incorporate its specific Magicka regeneration system into Morrowind.
There seem to be two major subcategories of Magicka regeneration mods: (1) those that Magicka regenerate at a relatively fast rate (a matter of game minutes, and (2) those that regenerate it at a relatively slow rate (a matter of game hours). Most fall into the former category, but a few fall into the latter. I try to give some indication of the general speed that can be expected in the descriptions of each mod.
Compatibility Note: Depending on how they go about determining regeneration rate, these mods may not detect adjustments added the player's default Magicka bonus value brought about by custom races, custom birthsigns or mods such as Wakim's Game Improvements (Game Settings portion), though they will work fine in all other respects. GlassBoy's Fair Magicka Regen falls into this category. (Thanks for this bit to http://btb2.free.fr/morrowind.html.)
Note on Atronach Characters: It should be noted that, unless indicated otherwise, these mods do not differentiate between Atronach and non-Atronach birthsign characters, and thus are imbalancing in favor of Atronach characters when used with them.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1105 [__c4.ep and LanceVorgin, fixed by Fukuro]: The original Magicka regeneration mod, Mana Regen runs a simple global script that regenerates Magicka at a rate determined by the character's Willpower, amounting to between one to ten seconds per point of Magicka recovered (and no recovery if Willpower is below 10). [Aug. 2002.]
http://www.xs4all.nl/~dleijen/morrowind.html [Aragon]: Based on Fukuro's Mana Regen but rewritten from scratch, Aragon's mod uses a simple global script that regenerates Magicka by one point every 1-10 seconds, depending on Willpower and Intelligence. The mod checks for Atronach characters, who do not receive the benefit of Magicka regeneration. [Mar. 2003.]
http://www.freewebs.com/glassboy/adjustments.htm [GlassBoy]: Formerly known as Fair Magicka Regen. A development of Fukuro's Mana Regen, GlassBoy's variant seeks to make Magicka regeneration more smooth and fair. Under the mod, Magicka is restored by a percentage (determined by Willpower) of 1% of its its maximum value every second. So if the player's maximum Magicka is 100, and the player's Willpower is 50, the amount recovered will be 50% of 1% of 100, or 0.5 mana per second, and it wil take 200 seconds to regenerate from 0 to maximum. In addition to the base version, three other versions with slower regeneration rates are provided, allowing for lower base percentages (0.5%, 0.25%, or 0.10%) that result in full recovery taking 400, 800 or 2,000 seconds (again, with 50 Willpower), if preferred. [Aug. 2003. PES hosts the older version, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=888, but this mod obsoletes it.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3969 [Smoke]: An update of GlassBoy's mod that allows it to work with any addon race, birth sign, Magicka fortification effect, or mod that changes the Magicka multiplier by checking base Magicka against current Magicka to give accurate regen rates. [Feb. 2006.]
http://(broken%20link) [Duncan]: A Magicka regeneration mod aimed at a much slower rate of regeneration (hours instead of minutes). It features a more complex Magicka regeneration script under which Magicka regenerates, every 60 seconds, at rate that dynamically changes as a function of Intelligence, Willpower, Restoration skill, Mysticism skill, maximum Magicka, Magicka ratio, Fatigue ratio, and Health ratio.
Here, "ratio" means how depleted the stat is (i.e. current stat as compared to maximum stat); characters with current Health that is 50% of maximum Health will have take twice as long to regenerate Magicka as fast as if they were completely healthy, and likewise for the other stats. This also means that Magicka regenerates significantly slower if it is completely depleted.
Thus, under the mod, regeneration in useful amounts is still more likely to take place while resting (the examples given taking around 4 to 5 hours of rest time), but the mod does replace the game's normal Magicka restoration mechanic during resting.
Atronach characters and characters under the effect of the Wombburn spell are excepted and do not regenerate Magick. [Apr. 2003.]
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=433 [Duncan, ed. Greevar]: Adds a new leveled bonus to Duncan's regeneration script, but otherwise as version 2.0 above. [Oct. 2004. Dirty GMSTs present in non-Tribunal ESP file and must be cleaned before use.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1222 [Duncan]: Adds an amulet to the game that gives the same effect as in Duncan's Dynamic Magicka Regeneration when worn. [Sep. 2002.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1391 [Jasper Jongmans]: Another of the earlier Magicka regeneration script mods that seeks to make mages more competitive and magic more useful in the higher levels by making it so characters with a Willpower attribute of 50 or higher will regenerate Mana, thus giving developed mages a bit more of an edge. Regeneration occurs at a variable rate going from 0.1 per second at 60 Willpower, on up to 0.5 per second at 100 Willpower. [Oct. 2002.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6332 [kiasyd]: A more recent Magicka regeneration mod that employs the same http://www.uesp.net/wiki/Oblivion:Willpower (which is, in turn, is strikingly similar to that used in the line of Magicka regeneration mods based on Fukura's Mana Regen).
The mod uses Willpower to determine what fraction of 1% of Magicka is recovered per second, resulting in a set time to recover 100% Magicka; a character with 100 Magicka and 100 Willpower will recover 2.75 Magicka per second, while a character with 50 Magicka and 50 Willpower will recover at a rate of 0.875 per second. If slower rates are preferred, the mod includes a control panel, accessible in-game, that allows the player to choose different base rates of regeneration. Atronach characters do not regenerate Magicka.
[Apr. 2008. Written to be compatible with mods that increase maximum Magicka.]
http://www.tesnexus.com/downloads/file.php?id=8537 [giu1]: A simple Magicka regeneration mod intended to make Magicka regenerate at a rate "slower than in Oblivion, but more realistic." Regeneration occurs at a per-second rate dependent on Willpower and Intelligence. [Jan. 2007. Naked ESP download (not in a ZIP or other archive file). No readme included.]
http://www.tesnexus.com/downloads/file.php?id=14955 [andylam222]: Another mod that incorporates Oblivion's Magicka regeneration system into Morrowind. [Jul. 2009. Naked ESP download (not in a ZIP or other archive file). No readme included.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2665 [LennartSchultz12]: A two-part mod does two things: (1) it makes it so Magicka increases with Health, and (2) it optionally allows for Magicka regeneration, tied mainly to the Intelligence attribute, at a configurable rate ranging from one minute for full Magicka recovery to 120 minutes, with many options inbetween (1, 2, 4, 8, 12, 15, 30, 45, 60, 90 and 120; the author recommends 15). There is also a selection for "Infinite Magicka," which, of course, amounts to a cheat, but is only one option among many. (This mod is also listed under the Magicka Attribute Leveling Mods section.) [Apr. 2005.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4473 [Wildman]: Not strictly a "Magicka regeneration" mod in same sense as the other mods in this category, this mod, in part, offers something akin to it. The mod has two separate plugins. The first, Regional Mana, makes it so some geographical regions have their own level of ambient magic; in high-magic areas make spellcasting is easier, the player's Magicka is increased, and spells are more difficult to resist. Low-magic areas have the opposite effect in each case. Some areas, and all interiors, are normal, having the effects of neither high- nor low-magic. The second plugin, Regional Mana Regen, makes it so the character's Magicka regenerates (or drains) according to the region's ambient magic level, and the weather (rain, snow and thunderstorms increase the rate, while ash storms, blight storms and blizzards drain Magicka drain Magicka). [Jul. 2006.]
Other Mods Affecting Magicka Availability
As noted above, many find the game frustratingly difficult to play as a mage, given that the amount of Magicka required for the simplest of magic combats can drain most or all of one's reserves, requiring either excessively-frequent resting or constant use of Magicka potions. It can be crippling and limiting, as the player often has no choice but to return to town far sooner than planned.
While the mods in the Magicka Regeneration category seek to redress the balance by making Magicka recovery quicker, the mods in this category seek to do so by other means, such as granting spellcasters increasing reductions in spellcasting cost as their skill in the relevant magic skills improve, or simply making Magicka potions more available.
The use of these mods along with a Magicka regeneration mod simultaneously is quite possible without imbalancing or spoiling the challenge of the game, by many accounts, but such a combination should probably not be done with one of the faster-regenerating mods (or, if using one of the adjustable mods, at their faster settings).
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1849 [hessi9]: A relatively simple mod that makes it so the character's maximum Magicka increases by 4% every level, making mages more playable at higher levels. [Sep. 2003. No readme file included.]
http://www.xs4all.nl/~dleijen/morrowind.html [Aragon]: Reduces the casting cost of spells based on skill level in the corresponding magic school, a la Bethesda's TES2: Daggerfall, in order to better allow playing pure mages, which in the unmodified game considered overly difficult and imbalanced. Cost can be reduced up to 50%, and reduction begins at skill level 20. Based on Horatio's Horatio Casting2 v1.2 mod (no longer available, except perhaps via the http://www.archive.org/), but is a complete rewrite that corrects bugs in Horatio's scripts. [Mar. 2004.]
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7489 [Nymeria]: Adds magicka potions to most Mages Guilds, apothecaries and alchemists, to redress the low availability of such potions for mage characters, who are, after all, dependent upon heavy magic-use. [May 2004. As always with mods that modify merchants, watch for possible conflicts with mods that modify those same merchants.]
Other Mods Affecting Spell Use and Spell Effects
This is the catch-all category for the rest of the more game-impacting mods affecting spell use and spell effects. Not all such mods are listed herein, as there are many such mods, many of which are of niche appeal. I focus here on mods that tend to be of more general interest.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5223 [PetrusOctavianus]: A fairly radical change that eliminates all casting by NPCs of spells not in their spell inventory. The mod does this by changing all spells to not Auto-Calc. "Auto-Calc" is a feature that, if flagged for a given spell, allows all NPCs in the game to cast that spell, regardless of profession, skill or the type of spell, as long as they have enough Magicka. In the unmodified game, this often leads to bizarre experiences, like a guard casting Paralyze on the player, or killing a bystander with a powerful area-effect spell. And, indeed, it led to the famous Brittlewind bug, which caused the rather powerful Destruction spell Brittlewind to be highly-prioritized by the Auto-Calc AI, and therefore preferentially cast by NPCs of all types. It tended to result in a considerably shorter player life-expectancy. Pointing to these sorts of situations and logical inconsistencies, some have argued that the auto-calc feature is of questionable merit altogether. This mod eliminates it entirely.
Under the mod, with all spells set to not AutoCalc, NPCs can only cast spells that are in their own selection. This makes more sense, logically, but it does have the overall impact of making the game somewhat easier, as guards and fighters no longer can cast spells. Thus, for game balance and challenge, this mod should probably be used with one of the various mods that increases the challenge of the game, either at the character level (Galsiah's Character Development, for example) or at the opponent level (a major creature mod like WormGod's Morrowind Advanced, for example).
The mod is available in a standard version and a version designed to work with Wakim's Game Improvements (WGI).
Compatibility Note: Spell Fix conflicts with other mods that change any of the stock Morrowind spells, though the conflict is easily resolvable by either (1) merging the two mods, or (2) using the CS (or another editor such as MWEdit) to uncheck Auto-Calc for the spell's entry in the conflicting mod. Mods that add new spells are compatible, though if the modder set the spell to Auto-Calc, it will be available to all NPCs unless the spell entry is edited to uncheck Auto-Calc.
[Mar. 2007.]
--- [---]: . [---. 200.]
INDIVIDUAL MAGIC EFFECT MODIFICATIONS
--- [---]: . [---. 200.]
--- [---]: . [---. 200.]
Version History
- Version 0.6 (Aug. 25, 2009): Filled out section on Magic Skill Gain Mods.
- Version 0.5 (Aug. 24, 2009): WIP first release.