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Daggerfall:Spell Maker

2,943 bytes added, 22:25, 28 February 2016
Chance of effect is simply unavailable in Destruction-related Damage effects. Saving throws in this case are likely to be calculated absolutely differently. Continuous health damage does not work. Tried to clarify Spell/Magicka resistance. Spell spheres.
**''Water Breathing'' and ''Water Walking'' are usually needed in conjunction with one another.
**''Invisibility (True)'', ''Fly'' and ''Silence'' creates a near approximation of a ghostly form.
**''Damage'' and ''Continual Damage'' in the '''Area Around Caster''' can solve the problem of creatures being "underfoot" when jumping, swimming or levitating down.
**''Spell Reflection'', ''Shield'' and ''Regeneration'' provide an easily scalable basic defense package.
*Chance of effect should not be neglected with attack spells. Even the most powerful ''continuous damageparalyze'' spell will be of little help if powerful targets routinely make their save throws against them.
**A very high-chance ''continual damage'' spell with a long duration will often be more effective than a lower-chance spell with a higher per-round damage potential.
**Some spell effects; notably ''paralysis'' and ''soul trap'', are all-or-nothing. Chance for these spells should have precedence over duration in most cases.
*For Destruction-based Damage Health effect one can choose an appropriate elemental sphere: not only the default Magicka, but also Fire, Frost, Shock and Poison are available. Take the sphere into consideration to make a Destruction spell that corresponds well to certain enemies' elemental weaknesses and resistances.
**Most of the game's spells of schools other than Destruction (including offensive, defensive and utility spells) have Magicka as their base sphere. This creates a lot of confusion because sometimes the Magicka sphere is called simply 'Magic'. It is important to distinguish between '''Spell resistance''' which is an effect of resisting ANY offensive spell aimed at you - no matter what sphere it is bound to, and which is basically at work when you make a saving throw against enemy magic thanks to your Willpower (the game calls its modifier 'Magical resistance') or spell effect called 'Spell Resistance', and '''Elemental Magicka resistance''' which is an effect of resisting a Magicka-based offensive spell by nullifying or halving its damage. This second effect can be gained by creating and casting a custom protective spell with the eponymous effect or by choosing Magic Resistance/Immunity advantage during character generation. This is why this advantage won't really save you against your first imp's Wizard's Fire or Toxic Cloud attack. Only your willpower and/or '''corresponding''' elemental resistance/immunity will (probably) protect you from these fire and poison based spells! However, it should be of use against enemy spells like Silence, since those are pure Magicka-based. So don't bother trying to 'exploit' the system by taking Magic Immunity and then picking up Fire/Frost/Shock weaknesses for that difficulty dagger. Once again, this immunity is for separate sphere only, and will not override these weaknesses. Magic immunity/resistance/weakness/criticall weakness even don't have a kind of influence on your difficulty dagger that would differ from those the corresponding advantages/disadvantages related to the fire, shock, frost or poison have, which hints at this effect's non-universal impact. However, Magic Immunity is still a very good choice, because, as it was mentioned earlier, many offensive (mostly non-Destruction) spells are indeed Magicka-based. Further research is needed on the relations between Paralysis effect and Magicka sphere in terms of resistance/immunity - does the supposed override work in this case?
**The game normally does not allow you to specify the sphere of your spell if it does not contain Damage Health effect, always forcing you to create a Magicka-based spell. However, this can be overcome (mostly for an aesthetic effect of changing the casting animation) by adding Damage Health effect after your main spell effect(s), setting the desired sphere and then deleting the Damage effect. The sphere will remain as long as you don't add any other effects after this procedure. You can safely set the direction 'on yourself' and create something like a Fire-based Light spell, it will look like you conjure the flames to light a magical candle before you... Unfortunately, while this trick works for the spells with single and double effects, it won't work with the spells with a triple effect - there's simply no place to 'put and delete' the sphere-changing Damage Health effect in this case.
 
== Useful Custom Spells ==
*Shield spells: These spells absorb physical damage. Custom versions are very easy to scale according to character level/attributes/skills.
*Combination spells that provide complimentary effects can be highly desirable. A spell with the shield effect, which defends against physical attacks, and either spell-reflection or spell-absorption is one good example. Factors such as duration and magnitude have a great effect on the spell cost and, more importantly, the casting cost. What works for one character may have too high a cost for another, and those types of equations vary over the course of individual character's development as well.
 
*An attack combination spell could include the effects of paralysis and continuous damage (health). If the victim fails both saves, and the effects are both harsh enough and of sufficient duration, this becomes a fire-and-forget killer.
 
*Identify is an effect that lends itself to customization in particular. A high chance of success usually carries a high casting cost. A low chance of success has limited utility outside of mysticism practice. Having two spells with this effect, one high- and the other low-chance offers flexibility. If a spell with this effect is cast inside the Mages' Guild, the character will still be charged as if the Guild is identifying it.
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