BETA Release 12a
A spellcaster's proficiency with Magicka increases as they advance in the various schools of magic. Maximum Magicka increases as more skill is invested in the various schools of magic (up to x3), and spells become cheaper to cast as a spellcaster advances in the school of magic that governs the primary effects of the spell (up to 50% cheaper).
Magicka regenerates at a modest rate governed by one's Willpower and maximum Magicka. Those under the sign of the Atronach, or stunted Magicka effect cannot regenerate Magicka. Casting spells will stop magicka regeneration, adding a cast recovery for magicka regeneration.
Casting spells now cost Fatigue as well as Magicka. Fatigue costs are a constant cost regardless of the Magicka cost. Powers do not cost fatigue if they do not cost Magicka.
Armor now affects spellcasting; Magicka regeneration rates and casting fatigue is affected by equipped armor. Proficiency in the armor skills offsets the penalty, however unarmored will always prove the most effective. Bound armor is unique in that it is not affected at all by these restrictions.
Investing in unarmored will provide a dodging bonus, along with further reducing the effects of fatigue on spellcasting and cast recovery while unarmored. Acrobatics also provides a dodging bonus while unarmored and in light armor, but does not provide any spellcasting bonuses. Unarmored and Acrobatics bonuses will stack, though capped at 30% dodge bonus.
If using MCP's casting feature, a character's stance effects spell casting. Casting with a weapon in hand will increase casting fatigue and cast recovery delay, while using the casting stance will decrease both. This adds a nice feature to this option.
Download at Morrowind Nexus: http://morrowind.nexusmods.com/mods/42269
Requires Morrowind, Tribunal, and Bloodmoon.
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The goal is to make spell casting a more dynamic and immersive experience. Maybe I succeeded, or maybe not. Either way, let me know!