Magic Overhaul and Rebalance (MOaR)
🟠 Updated over a year ago⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #41 of 43 Magic mods in this game by downloads
📋 About This Mod
My attempt at making Morrowind's magic system a little less broken. Changes the base cost of most spell effects, adds new spells that let you unlock their effects (easier) for spellmaking and/or enchanting, rebalances the enchanting formula
Disclaimer
Yes, I am very much aware that balance is an entirely optional feature in Morrowind and there's literally no way to actually make its magic system not broken, but this mod isn't really trying to do any of that - It's simply a series of minor tweaks made for my own personal use meant to make things more enjoyable for me that I simply wanted to share with the community.Features
The mod includes a multitude of various plugins and is meant to be as modular as possible, meaning you can pick just a single one (any one), all of them (you shouldn't really do that since some overwrite others), or anything in between.Here's a list of available plugins with a brief description (check the Articles tab for more information):
[]MOaR_SpellEffects. ESP - Adjusts the base cost of most spell effects in the game. Effects that were way too useful/broken/cheap got had their costs increased, while the ones that were kinda useless got their costs lowered, hopefully giving players a reason to actually use them now.
[]MOaR_MagickaMult_x**. ESP - Changes the Game Settings fPCbaseMagickaMult from the vanilla value of 1 to values ranging from 1. 5 to 3. This means that your base magicka will be equal to your Intelligence multiplied by this value.
[]MOaR_BetterEnchant_x**. ESP - Rebalances the Enchanting formula in a way that makes it possible to actually reach 100% chance to enchant an item with the biggest capacity (Daedric Tower Shield at 225 capacity) when your relevant stats (Enchant, Intelligence and Luck) are all at 100, removing the need to buff them to some crazy values. Includes versions that increase the enchanting capacity of all items by x1. 5, x2 and x2. 5, adjusting the formula accordingly.
[]MOaR_FortifyMaxMagicka. ESP - Adds a spell called Hidden Potential to several vanilla spell merchants, which is kinda useless but lets you unlock the Fortify Maximum Magicka effect (for enchanting only). I tried balancing the effect around CE enchanting and 1 point of magnitude (x0. 1 multiplier) will cost 25 points.
[]MOaR_FortifyAttack. ESP - Makes Fortify Attack a perfectly normal effect you can unlock right away by adding several spells using it to merchants.
[]MOaR_Equilibrium. ESP - Unlocks Restore Magicka effect for Enchanting and adds 3 spells to merchants inspired by Skyrim's Equilibrium, which consume your health and fatigue to restore your magicka, but also gives you long lasting debuffs (Weakness to all elements, poison and magicka of varying magnitudes for 5 minutes). A single point of CE Restore Magicka will cost 120 points, which is the capacity of Exquisite Rings and Amulets, meaning that at most you'll be able to regenerate 4-5 points of magicka per
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Ulti
- Version
- 1.0.2
- Downloads
- 146
- Endorsements
- 6
- Category
- Magic
- Created
- 6/15/2025
- Updated
- 8/4/2025
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