It does this by exposing a set of functions through MWSE-Lua that allow modders to quickly and easily develop new magic effects. These magic effects work the same was as vanilla magic effects do and can be used for enchanting, spellmaking, scripting, or any other purpose.
#Morrowind spell making guide mod
Look back through the forum, I saw that thread not too long ago.Magicka Expanded is a mod and framework for The Elder Scrolls III: Morrowind (Morrowind), that uses the Morrowind Script Extender (MWSE) to create new, fully functional magic effects. Morrowind players are delightfully vicious. I've seen other threads where people list their "kill Vivec" or "protect from everything" spells. I never thought of a "1 point in all schools" spell, I'm going to have to try that. I have a Practice Detect for Mysticism, and I had a Resist Magic 1 point for 1 second that I used until I got my Restoration high enough for regular spells (why not just play a Crusader or Spellsword, you may ask? I actually wish I had, so I'm converting her into one). 5 points for 1 second, just cast it over and over. I was given a Restore Strength spell as a quest reward, so then I could have a custom Restore All spell made for the other attributes. 25 was high enough for a 55 percent chance, which actually works most of the time. I did use the gold she'd gotten from dungeon exploring to buy some Alteration training. And it works fine for getting over hills or around Vivec. I forget the casting cost, I think it was around 19.
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But I made one I called Levitate Slow, 2 points for 30 seconds. Standard Levitate cost too much, for example. I have a Nord Barbarian, intelligence/Magicka 30, so she's very limited in what spells she can cast. Spellmaking is great for non-magic oriented characters too. Samantha Jane Adams Posts: 3433 Joined: Mon 4:00 pm As with my ancestral ghost for instance, at 18 (or 15) seconds it will cost one more point of magicka, so it's better to stop at 17 (or 14). Where do I get the most bang for the buck. When it comes to spellmaking i always look closely to the magicka cost. The opponent has either died long before that or your summon have. 60 seconds for the conjuration spells? Way, way, way to much. Most (almost all) of the purchased spells are quite badly made, especially when it comes to duration. The thing to think of about spells is the duration and points about the spells and therefore how much magicka they cost. Fire and frost are the only elemental spells needed, but you will have to learn which creatures/races that resists one of them.Ī couple of different open lock spells, often 25, 50, 75, 100 points both touch and range so that I can stand around a corner and open a lock without anyone seeing me. Other than that, If I play a mage I always make a bunch of different fire/frost spells of different strengths for different enemies. 17(14) seconds is the perfect length since it is cheap and he has time to cast two attack spells at you but disapears before he goes at you with his fists.Ī 100 point, 1 second resist magicka spell is a classic for everyone who uses the boots of blinding speed. After you have summoned it, punch it 2 or 3 times and he will attack you, filling up your magicka without harming you. If you are playing as the atronach sign (as I see it, the best sign for every character, even more so for mages), a 17 second (I think it's 17, could be 14 also.) spell of summon ancestral ghost is great. No point having a stronger spell since there is no drawback in casting it several times. When I have run into a bonewalker or something that have damaged my attributes, I just have to cast that spell a bunch of times and then I'm good to go again. It's actually good since then it also trains my restoration.Ī second restoration spell I always make is the restore 1 point agility, strength, endurance. I make it that small since I never take restoration as a minor/major, and a small spell like that is easy to cast for everyone and since I cast it between fights it doesn't matter that I have to cast it 10 times or something. Very practical if you wan't an all rounder.Ī spell I pretty much always make is a 1 magicka (yes, 1 magicka, not 1 point of health) restore health spell. The fun thing with combined spells is that they always use the weakest spell school as the "master", so in this case it always trained the school I had the lowest skill in. One spell with an extremely small and harmless effect from each school, small enough that it only cost 1 magicka to cast.
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Sometimes way back in the past I made a magic training spell (or if I had to make 2 perhaps).