| Attachment | Size |
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| mob_magic_v02.7z | 15 KB |
Let's be honest: Morroblivion is awesome, but its magic system is a trainwreck. Spell variables were ported unchanged from Morrowind and often have inappropriate values for the Oblivion magic system (starting spell Hearth Heal as a Journeyman spell that requires 50 skill in Restoration, etc) or are simply near useless (Burden of 20 pounds for 10 seconds; drain spells with durations of 1 and 3 seconds, etc). Some manual corrections have been made, but it remains a mess. So...
I've manually adapted all buyable, non-scripted Alteration, Destruction, and Restoration spells to the Oblivion system (excepting spells involving disease and spells causing poison, which are addressed by specialty mods and so skipped here). I've also adapted many of the spells used by NPCs or present as resources but not offered for sale by spell merchants.
I intend to adapt the other schools of magic, too, but I will be taking a break before continuing. This is mind-numbingly tedious work: Hundreds of spells have to be manually checked and rebalanced.
Because it would be a shame to have edited so many spells but leave most of them unaccessible during normal gameplay, I've added several Spell Series Tomes to Galbedir (books added to her merchant chest; no edits to the NPC or the cell). The Spell Tomes DLC is NOT required.
Absorb effects are not revised in this version and will be fixed when I adapt Mysticism (their proper category).
I've included a design document in the archive detailing every changed spell. It can be used as a guide for players or a resource for modders (to aid in deciding which spells to give to NPCs).
A very small number of spells have not been changed but are included in the esp to insure against undesirable changes in future versions of the master or other mods, and to make it easy for me to see in the Construction Set which spells I have already reviewed. These are not dirty references. I used TES4Edit to snip some junk the CK added to the esp, and the file should be clean.
Last edited by iamnone on 24 Sep 2014 - 22:59.

Wow, nice work. But why did
Wow, nice work. But why did you not only change the spell cost but also their magnitude and duration? You buffed quite a lot of spells from their original strength.