Daggerfall:Spell Maker

2 bytes added, 22:30, 28 February 2016
**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 thosethe one 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.
Anonymous user