The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Karina May 17, 2022 @ 9:11pm
I need a mod
That rebalances spell costs. Especially alteration spells. Pretty much every single alteration spell effect is either not worth casting (feather, burden, shields) or you can get by just fine by using minimal duration and power (lock, swift swim, slowfall, waterbreathing, waterwalking, levitation). Only 2 spells that are somewhat of exception are Jump and Open.
Last edited by Karina; May 17, 2022 @ 9:12pm
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Showing 1-8 of 8 comments
Dallas S May 17, 2022 @ 11:33pm 
You can just manually change those settings in the gitgud.ini file.
Central May 18, 2022 @ 7:12am 
would it not be easier to install a magicka regen mod?
WingedKagouti May 18, 2022 @ 7:56am 
Originally posted by Esteban Failsmore:
That rebalances spell costs. Especially alteration spells. Pretty much every single alteration spell effect is either not worth casting (feather, burden, shields) or you can get by just fine by using minimal duration and power (lock, swift swim, slowfall, waterbreathing, waterwalking, levitation). Only 2 spells that are somewhat of exception are Jump and Open.
Magnitude is fairly important for Swift Swim, at least if you want a real difference. Still, the effect itself is rarely relevant enough to spend Magicka on.

Slowfall is more useful at low magnitude than high and with a short duration, since even 1 point means you're immune to fall damage (unless you're using a mod/patch that changes the behaviour). All higher magnitudes does is make you fall slower, delaying when you actually land and can move around normally. 1 magnitude/5 seconds is probably the most optimal Slowfall spell you can make.

Waterwalking has a similar "issue" in that long a duration can force you to wait around for a long time before you can dive for quests and dungeons which need underwater travel. 30-60 seconds duration should be more than enough and will cost you 5-9 Magicka, which should be affordable by any character.

Levitation once again also wants a duration that doesn't drag out for similar reasons. But the magnitude affects your flying speed, so it's quite useful. Yes, you can get around using magnitude 1 Levitation, but you should be able to notice a difference between that and a magnitude 10 Levitation effect.

30 seconds of Waterbreathing, which costs 5 Magicka to cast, should see you through any underwater travel.

1 point of Lock is as good as you'll ever need it to be due to NPCs being incapable of unlocking doors or picking them.

Feather vs Forify Strength is an interesting case. Despite having the same cost Feather is absolutely better for travel if you can get enough to reduce your carried weight to 0, as your movement speed is based on the ratio of carried weight vs max carry weight. But if you also engage in weapon-based combat Fortify Strength is far better.

As a counterpoint, Burden is almost certainly going to remain pointless unless you reduce the cost by a factor of 1000 or more. It basically has no effect on NPCs unless the magnitude can make them overburdened.

Shield will never be as good as Sanctuary, not getting hit is better than taking less damage when hit. The retaliation damage from the Elemental Shield spells is generally not going to be worth adding any cost on top of the equivalent Resistance spell (100 magnitude Elemental Shield deals 10 retaliation damage). And if they're made as cheap as (or cheaper than) the Resistance spells, they're making those spells obsolete.
Karina May 18, 2022 @ 2:23pm 
Originally posted by Central:
would it not be easier to install a magicka regen mod?
Magicka regen brakes the game.

Originally posted by WingedKagouti:
Originally posted by Esteban Failsmore:
That rebalances spell costs. Especially alteration spells. Pretty much every single alteration spell effect is either not worth casting (feather, burden, shields) or you can get by just fine by using minimal duration and power (lock, swift swim, slowfall, waterbreathing, waterwalking, levitation). Only 2 spells that are somewhat of exception are Jump and Open.


Slowfall is more useful at low magnitude than high and with a short duration, since even 1 point means you're immune to fall damage (unless you're using a mod/patch that changes the behaviour). All higher magnitudes does is make you fall slower, delaying when you actually land and can move around normally. 1 magnitude/5 seconds is probably the most optimal Slowfall spell you can make.


Levitation once again also wants a duration that doesn't drag out for similar reasons. But the magnitude affects your flying speed, so it's quite useful. Yes, you can get around using magnitude 1 Levitation, but you should be able to notice a difference between that and a magnitude 10 Levitation effect.
You dont need slowfall of magnitutude more then 1 to get fall damage immunity.

Its much cheaper to increase speed attribute to get faster flying then to increase levitate magnitude,
Logorouge May 18, 2022 @ 3:06pm 
I'd recommend grabbing the Spell module of the BTB's Game Improvements mod and modify it to your tastes. The mod comes with detailed documentation too so it's easy to know what was changed.

It's an oldie so we have to travel back in time to get to it (toward the middle of the list):
https://web.archive.org/web/20150424040145/http://btb2.free.fr:80/morrowind.html
Central May 19, 2022 @ 1:02am 
Originally posted by Esteban Failsmore:
Originally posted by Central:
would it not be easier to install a magicka regen mod?
Magicka regen brakes the game.
so would the mod your asking for.
WingedKagouti May 19, 2022 @ 6:11am 
Originally posted by Esteban Failsmore:
Originally posted by WingedKagouti:


Slowfall is more useful at low magnitude than high and with a short duration, since even 1 point means you're immune to fall damage (unless you're using a mod/patch that changes the behaviour). All higher magnitudes does is make you fall slower, delaying when you actually land and can move around normally. 1 magnitude/5 seconds is probably the most optimal Slowfall spell you can make.


Levitation once again also wants a duration that doesn't drag out for similar reasons. But the magnitude affects your flying speed, so it's quite useful. Yes, you can get around using magnitude 1 Levitation, but you should be able to notice a difference between that and a magnitude 10 Levitation effect.
You dont need slowfall of magnitutude more then 1 to get fall damage immunity.
Which is exactly what I said.

The issue with the bad Alteration spells is not their cost, it's their effect being less useful than the alternatives. And in the case of Slowfall and Lock there's a balance argument to be made for removing the ability to scale their magnitude above 1 and increasing the cost of the effects.
theo (Banned) May 19, 2022 @ 6:43am 
I hate when RPG design is built around balance and usefulness rather than immersion.
I like when effects and values are kinda random and intentionally unfair in a complex system and it expects you to solve it yourself
Last edited by theo; May 19, 2022 @ 6:49am
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Date Posted: May 17, 2022 @ 9:11pm
Posts: 8