Cast failure Overhaul (MWSE)
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #273 of 348 Gameplay mods in this game by downloads
📋 About This Mod
Adds a dynamic magicka refund for failed casts, with the amount calculated based on character stats, specialization and even birthsign!
Description
This mod returns part of a spell’s magicka cost when the cast fails. Because the refund is calculated dynamically rather than as a flat amount, the mod uses a layered math model with non-linear scaling. Specifically, several factors determine how much magicka you get back: Intelligence, Willpower, Endurance, the school level you’re casting from, and - your current Fatigue. That one weight btw is slightly scaled down by 5%, so even at 0 Fatigue you still get some magicka back.
So, each attribute carries a different weight too. For example, your school skill carries double the weight of Willpower, while Willpower and Intelligence are just over a third more influential than Endurance.
On top of that, a hidden debuff is applied after a failed cast. This one adds a percentage point offset (more on those below, since they are the basis of the system), which are subsequently subtracted from the base formula. Its base strength depends on Willpower, Endurance, Luck, and the skill level tied to the failed spell (it affects the character as a whole, not just one school). Also, its duration and strength depend on your specialization. Following the logic of my other mod, Mages get the most favorable treatment, Warriors the least, and Thieves land somewhere in between, a bit closer to Mages.
There are a few other minor but important layers as well:
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[]Multi-effect spells: if they all belong to the same school, everything works as normal. But if a spell includes effects from different schools, an offset is applied based on the disparity between your skill levels, and is applied to the percentage points. The system factors in this developmental gap and recalculates the refund accordingly.[/]
[]Atronach Sign: there is also a debuff for characters under the Atronach sign, capping their refund at 3/5 of the potential percentage points.[/]
Speaking of percentage points:
Under the hood, the system operates on percentage points rather than raw magicka values. I chose that one specifically to handle the non-linear scaling without the math getting filthy. Calculating this via raw magicka values would have just fragmented the logic between the base formula and the offsets.
As for the max refund, you can squeeze out 60%. To reach that ceiling, you’re looking at a perfect storm: 100 in the relevant skill, maxed aforementioned attributes, and a completely full Fatigue bar. Anything less, and the curve starts to bite.
You can find the exact formulas and graphs in the mod images, and also by links here:
[]Base formula and graph curve[/]
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Olya
- Version
- 1.0.1
- Downloads
- 46
- Endorsements
- 4
- Category
- Gameplay
- Created
- 4/29/2026
- Updated
- 4/29/2026
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