Dusk Spells - teleportation of NPCs and player (OpenMW)

⭐ — (9 endorsements) 📥 126 downloads 📌 v1.0.1 📅 2/7/2026
🟡 Updated this year

By Severus3107 · Magic

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/26/2026 📅 Created: 2/7/2026
⚠️ Install Order · 2 steps
1🛠️ MWSE — Morrowind Script Extender Download ↗
2🔧 MCP — Morrowind Code Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #4 of 45 Magic mods in this game by downloads

📋 About This Mod

EN

Dusk Spells v1. 0 (OpenMW)

Author: Severus3107

Description

This mod adds new spells to the game, with which you can teleport yourself and other creatures. To get the spells, you should go to the lair of the Aundae vampire clan, the Ashmelech tomb. Inside you will find the book "Dusk Spells", but in order to understand the magic formulas in this book and learn the spells from it, your character's Intelligence parameter must be at least 80. There are three spells in total: Dusk Mark, Dusk Recall, and Dusk Caller. The Dusk Mark marks the point in space to which you will return by casting the Dusk Recall spell. And the Dusk Caller allows you to teleport to this point any creature on which you cast this spell. Dusk Mark and Dusk Recall are independent of the standard versions of these spells, which allows you to have two marks. The base cost of the Dusk Mark and Dusk Recall is 35 magicka, and the Dusk Caller is 50 magicka. But in addition to this, there is a dynamic cost, more on this will be written below. If you cast a Dusk Caller spell on a target, it will become hostile. To teleport a hostile target, you will have to bypass its mental resistance, which means that your level and your Willpower must be higher than the level and Willpower of the target. Bypassing the target's resistance uses additional magical energy (included in the dynamic cost), so it's much easier to teleport a peaceful target. To do this, you can use the topic "-Dusk Caller" if you are dealing with NPCs. If the disposition is 95 or higher, the NPC will agree to teleportation. If for some reason you cannot achieve this level of disposition or are dealing with a creature, you can use spells of Calm (Illusion) or Command (Conjuration). A calm or subdued target will not resist you.

If you have deleted one of the spells, you can re-read the book and it will appear on your list again.

If you want to check the spells from this mod, you can use the "StartScript duskSpells_test" command. This command will give you all three spells, as well as add the "Dusk Spells" book to your inventory.

Dynamic cost

The dynamic cost of the spell depends on the target's parameters and is adjusted in the mod settings menu using the appropriate modifier (by default, the modifier value is 1). You can completely disable the dynamic cost if you set the modifier to 0. The basic dynamic cost of a spell is calculated using the following formula:

(combat + targetEncumbrance / 1. 5) modifier

[]combat - if the teleportation target is hostile = targetLevel / 1. 5 + targetWillpower / 1. 5, otherwise = 0[/]

[]targetEncumbrance - the weight of all items in the target's inventory[/]

[]modifier - dynamic teleportation

📊 Mod Details

Game
Morrowind Mods
Author
Severus3107
Version
1.0.1
Downloads
126
Endorsements
9
Category
Magic
Created
2/7/2026
Updated
3/26/2026

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