Daggerfall:Spell Maker

319 bytes removed, 00:17, 14 December 2019
Various formatting edits/page link deletions/spell name and effect name corrections in preparation for overhaul of magic-related pages in line with Daggerfall Redesign Project.
The '''Spell Maker''' (sometimes styled '''SpellMaker''') is a powerful tool for magic-using ''Daggerfall'' characters. Use of the Spell Maker is the first benefit you gain when joining the [[Daggerfall:Mages Guild|Mages Guild]], and also available at the [[Daggerfall:Temple of Kynareth|Temple of Kynareth]] for members of at least rank 6. With the Spell Maker, characters can create customized spells with a wide variety of effects. For purposes of some quests, custom spells cannot substitute for [[Daggerfall:Magic and Spells|circinateCircinate]] ("canned") spells.
==Spell Maker Basics==
* When creating spells, variable costs can be manipulated in one specific way to increase spell power in a subtle, yet powerful, way. A variable of 1-1 has the same casting cost as a variable of 1-2. A variable of 3-3 has the same casting cost as 3-4. This pattern continues with each increase of pairs of integers, as long as the first integer is an odd number. At mid- to high levels, these small increments can become significant.
* While any three effects can be combined in a given spell, it is easier to combine complementary effects in most cases. Having their durations set the same can also simplify matters. Examples include:
** ''[[Daggerfall:'Water Breathing|Water Breathing]]''' and ''[[Daggerfall:'Water Walking|Water Walking]]''' are usually needed in conjunction with one another.
** ''[[Daggerfall:Invisibility|'Invisibility (True)]]''', ''[[Daggerfall:'Levitate|Fly]]''' and ''[[Daggerfall:'Silence|Silence]]''' creates a near approximation of a ghostly form.
** A spell that does damage in the '''Area Around Caster''' can solve the problem of creatures being "underfoot" when jumping, swimming or levitating down.
** ''[[Daggerfall:'Spell Reflection|Spell Reflection]]''', ''[[Daggerfall:Shield|'Shield]]''' and ''[[Daggerfall:Troll's Blood|Regeneration|]]Regenerate''' provide an easily scalable basic defense package.
* Chance of effect should not be neglected with attack spells. Even the most powerful ''[[Daggerfall:Paralysis|paralyze]]''Paralyze spell will be of little help if powerful targets routinely make their saving throws against them.
** Some spell effects, notably ''paralysis'Paralyze''' and ''[[Daggerfall:'Soul Trap|soul trap]]''', are all-or-nothing. Chance for these spells should have precedence over Duration in most cases.
* For a [[Daggerfall:Destruction|Destruction]]-based Damage Health effect, you 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 and make a Destruction spell that corresponds well to certain enemies' elemental weaknesses and resistances.
** Most spells in 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 resistanceResistance''' and '''Elemental Magicka resistanceResistance''':
*** '''Spell Resistance''' is an effect which resists ''any'' offensive spell 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 [[Daggerfall:Attributes#Willpower|Willpower]] (the game calls its modifier 'Magical resistance') or spell effect called 'Spell Resistance'.
*** '''Elemental Magicka Resistance''' is an effect which resists 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 either the [[Daggerfall:Resistance|Magic Resistance]] or [[Daggerfall:Immunity|Immunity]] special advantage during character generation.
: This is why this advantage won't really save you against your first imp's [[Daggerfall:'''Wizard's Fire|Wizard's Fire]]'' or [[Daggerfall:'''Toxic Cloud|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. Therefore, don't bother trying to exploit the system by taking Magic Immunity and then picking up Fire/Frost/Shock weaknesses to lower the difficulty dagger. Once again, this immunity is for the separate sphere only, and will not override these weaknesses. Magic immunity/resistance/weakness/critical weakness even don't have a kind of influence on your difficulty dagger that would differ from the 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.
* '''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 [[Daggerfall:Mysticism|Mysticism]] practice. Having two spells with this effect, one high- and the other low-chance offers flexibility. If you cast a spell with this effect inside the Mages Guild, you will still be charged as if the Guild is identifying it.
* Any spell with the '''[[Daggerfall:Open|Open]]''' effect will open any exterior door in any town, city, or village, no matter how low the chance is set. This is very useful for completing in-town quests, and it makes for a wonderful training spell for Mysticism.
* '''InvisibleInvisiblity (True)''' effects allow one to battle multiple opponents singly, while continuously gaining surprise against individual opponents in large groups. Some opponents, especially undead, are rarely fooled by any invisibility effect.
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