About this mod Skill in the magic schools boost Magicka proficiency, along with a variety of features. Requirements This mod does not have any known dependencies other than the base game. Permissions and credits Credits and distribution permission Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permission You are not allowed to upload this file to other sites under any circumstances

Modification permission You must get permission from me before you are allowed to modify my files to improve it

Conversion permission You are not allowed to convert this file to work on other games under any circumstances

Asset use permission You must get permission from me before you are allowed to use any of the assets in this file

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets Author notes This author has not provided any additional notes regarding file permissions File credits This author has not credited anyone else in this file Donation Points system This mod is not opted-in to receive Donation Points Changelogs Version BetaA16a *Adds new optional module for the Atronach sign - the absorption power is dependent on the player's current magicka pool ratio. The higher the ratio, the less effective the absorption.

Below 2/3's maximum magicka, absorption is the full bonus of 50%

Above 2/3's maximum magicka, absorption is half effective at 25%

At maximum magicka, the player cannot absorb magicka. This in theory balances out the powerful 50% absorption which is essentially 50% resist any magic.



*Fatigue use now has a timer affecting magicka regeneration - after spending fatigue, there is a pause before magicka regeneration resumes. Default is 5 seconds.

Version BetaA16 Default settings now allows choice of prebuilt regeneration rates:

Quick - magicka base rate is 2 hours (25% max magicka per real-time minute/1% in 2.4 seconds); rest bonus is x2; willpower bonus is x2

Moderate - magicka base rate is 7 hours (7.2% max magicka per real-time minute/1% in 8.3 seconds); rest bonus is x2; willpower bonus is x2

Slow - magicka base rate is 16 hours (3.1% max magicka per real-time minute/1% in 19.6 seconds); rest bonus is x2; willpower bonus is x1.5

Vanilla-esque - slow settings, but magicka only regenerates with rest, and no willpower bonus. Close to vanilla settings but regenerates a ratio of max magicka instead of just 15% of intelligence.

Version BetaA15 *removed the game setting change to frestmagicmultiplier and moved it to a separate plug-in (removes the rest until healed option as it is no longer accurate)

*updated config menu to message the choice after clicking the button

*added the option to only allow magicka regeneration by resting, which allows greater control of customization of magicka regeneration

*added a global to control resting multiplier to magicka regeneration



Version BetaA14a *Optimized scripts some more, removing redundant portions.

*Corrected a cast fatigue issue that was a result of a missing space in front of a parenthesis

*Corrected a floating point issue with calculating maximum magicka due to using a short variable instead of float

*Removed the fire, poison, and elemental shield sounds from the main file, and included separate plug-in to add them.

*Added option to enable/disable fatigue affecting magicka regeneration

*Added global to define maximum evasion bonus

*Supports up to x4 magicka skill bonus, default is x3

*Supports up to 33% evasion bonus, default is 30%

*Config script now more functional with multiple changes in a row

Version BetaA14 Now fully configurable through variables, see readme for details

Version BetaA13 *Armor penalties to magicka regeneration reduces Willpower bonus - light and medium armor are half effective, and heavy armor nullifies willpower bonus.

*Spell cost reduction and armor casting penalties changed to a linear formula to be more apparent with skill gain

*Armor fatigue penalties and spell cast fatigute reduced from the test values, should be less punishing

*Magicka only regenerates at maximum fatigue.

*Magicka regeneration has less of a delay after casting.

*Magicka regenerates to maximum in two game hours - and fully in one hour from resting.

*Hand to Hand now treated as a normal stance instead of a weapon stance for less spell fatigue.

*Formulas reworked to allow for configurable menu in next release

*Cleaned up scripts

Version BetaA12a *Fixes the divide by zero error when intelligence is drained to zero.

*Evasion updated! Acrobatics now applies a bonus to evasion in addition to unarmored. The acrobatics bonus applies while unarmored and while wearing light armor.

*Fixed casting fatigue to work as intended

*A few scripting tweaks for performance.

Version BetaA11 *Tweaked script to detect swapping between scripted and non-scripted weapons via hotkeys, etc.

*Simplified magicka regeneration module, added global variable support for end user modification

MM_MagicikaRegen scales how fast/slow magicka regenerates overall - default is 1.0 - increase to regen faster, decrease to slow. 0 will turn off magicka regen, and negative numbers aren't advised...

MM_MagickaConstant determines the base regeneration regardless of willpower - default is 9000; which is how many seconds it takes to regenerate magicka to 100%. This value is divided by the timescale variable (default 30) so default is two and a half hours to regenerate 100% magicka at zero willpower.

MM_WillpowerMod determines how much willpower affects magicka regeneration - default is 25; this is divided by willpower to form the multiplier to the constant.

Version BetaA10 *Includes casting stance feature. If using MCP's casting feature, a character's stance effects spell casting. Casting with a weapon in hand will increase casting fatigue and magicka recovery delay, while using the casting stance will decrease both.

*Weapons and armor can be scripted to not affect spell casting. See the included MM_MagicArtifacts.esp for examples.(Bloodworm helm, Staff of Magnus, etc.)

*Includes MM_Spellfix.esp which includes the fixes to the magic effect entries to work correctly with this project. The MPP already fixes these, but mods that change spell sound id's will break spell detection -- so this'll fix that when loaded afterwards.

*Script further optimized, etc.

Version Beta9.9 *Fixes remove script to reset main script variables for updates.



Version Beta9.5 *Changes defense bonus to use sanctuary effect rather than *DefendBonus. This allows the player to see the actual bonus value and see how armor and skill augments the total.

*Script can now track hour changes in menumode better to accommodate magicka regeneration.

*Improved scripting a bit more.

Version Beta9 *Investing in unarmored will provide a dodging bonus, along with further reducing the effects of fatigue on spell casting while unarmored.

*Unarmored provides a more noticeable advantage with magicka regeneration, casting reduction, and casting fatigue.

*Magicka regeneration is scaled to the TimeScale global.

*Magicka regeneration is now scaled with current fatigue levels; the more strained a character, the less magicka they can regenerate.

*Further script improvements and cohesion, etc.

*Assigned the unused fire and poison sound effects to the fire and poison effects for variety. The script will also correctly detect these sounds.

Version Beta8 *Vastly improves scripting even some more.



*Cleaned up variables, functions, etc.



*Now works with Morrowind Code Patch swift casting feature



*Powers that don't cost magicka do not cost fatigue.



*Bound Armor does not trigger Armor penalties.



*disabled script during character generation.



*includes a removal script to clean the character for mod removal.



*spell cost reduction included, spellcasters can syphon up to 50% of the spell cost back as magicka. Single school spells are most effective, multiple school spells syphon less magicka back.



*maximum magicka bonus reduced to x3.0, as a result of spell cost reduction

Version Beta7 *MCP quick casting is supported.



*Powers with zero cost will no longer affect fatigue or magicka regeneration. Powers that cost magicka will be treated as spells.



*Bound armor does not affect casting or magicka regeneration (only supports the original bound armors)

Version Beta6 -casting spells cost fatigue



-fatigue cost per spell is a constant; low magicka spells will use as much fatigue as high magicka spells



-fatigue loss is capped so that the player won't pass out from spell casting



-Armor affects magicka regeneration and spell casting



-Armor weight and associated skill play into the penalties, higher skill scales down the penalty



-Currently any armor type will decrease magicka regeneration by up to 50%, and increases spellcasting fatigue by up to 50%.



--Armor skill will decrease the penalties with the associated pieces equipped. Unarmored however will always provide the best magicka regeneration rates.

Version Beta5 Bonuses now tied to global variables for customization

Version Beta4 script optimizations

Version Beta3 Casting spells now delays magicka regeneration briefly, giving a role to potions

Version Beta2 Magicka Regeneration based on Maximum Magicka included

Version Beta1 Magic Skills increase Maximum Magicka



A spellcaster's proficiency with Magicka increases as they advance in the various schools of magic. Maximum Magicka increases as more skill is invested in the various schools of magic (up to x3), and spells become cheaper to cast as a spellcaster advances in the school of magic that governs the primary effects of the spell (up to 50% cheaper).

Magicka regenerates at a modest rate governed by one's Willpower, maximum Magicka, and fatigue. Casting spells briefly pauses Magicka regeneration. Those under the sign of the Atronach, or stunted Magicka effect cannot regenerate Magicka.

Casting spells now cost Fatigue as well as Magicka. Fatigue costs are a constant cost regardless of the Magicka cost. Powers do not cost fatigue if they do not cost Magicka.

Armor now affects spellcasting; Magicka regeneration rates and casting fatigue is affected by equipped armor. Proficiency in the armor skills offsets the penalty, however unarmored will always prove the most effective. Bound armor is unique in that it is not affected at all by these restrictions.

Investing in unarmored will provide a dodging bonus, along with further reducing the effects of fatigue on spell casting while unarmored.

If enabling the casting feature of MPP, now stances effect spellcasting. Casting with a weapon in hand increases casting fatigue and magicka recovery delay, while using the casting stance will decrease both.

Now fully configurable. Please read the readme.txt for details.

Requires Morrowind, Tribunal, and Bloodmoon.