Ilisyrian on 25/10/2002 at 21:56
I'm confused. I understand the basic idea of creating my own spells. But when does one become comfortable enough in the game to be able to create their own spells? Perhaps I'm just making this way too difficult, but this is my first Elder Scrolls game. I've searched high and low for a guide on the magic system and there appears to be none.
I've probably played 10-15 hours at this point, playing slowly and avoiding what appears to be the main quest path completely.
Right now any decent effect spells appear quite expensive (the highest my wealth has been to this point is just over 1000). I'm sure that will change. But regardless, I find the spell system poorly explained considering a player can play around with the system as quickly as their first trip to Balmora.
Perhaps I'm making this too difficult. But here's a question: How does the apparent point system in the magic system work? For example in Vivec I was at the shrine that lets you levitate and I was granted levitation for quite a while -- the "point" total was 100 pts. Is that supposed to symbolize a length of time? If so, how long? It's not as if there's any timer counting down the minutes remaining. On top of that, when playing around with creating my own spells, I haven't seen a point system used at all in creating my own spells. That just doesn't make any sense to me.
Additionally, why have I bought (or is this normal?) a spell that lasts one second or five seconds? I would guess these are just beginner spells, but it's a point of exasperation exacerbated by my ignorance of the whole process.
I also don't like the idea of naming my own spells. Reason being, I don't know how many spells I'll make (of any given type) or how strong they will become. I don't want to make an "Ulimate Fireball of Death" only to find I can make a stronger fire-based spell down the roading.
Anyone care to point me toward a comprehensive guide or post comments? Anything is greatly appreciated. Thanks.
Ilisyrian
Forsythe on 25/10/2002 at 23:58
Well, let me start off with the basics... every spell effect, once cast (and regardless of how it's cast), has a fixed strength (aka 'points') and a duration (aka 'sec'). When you design a spell via a spellcrafter or enchanter, you specify its min and max strength, and (usually) its duration. When you then cast that spell, its strength is randomly chosen between its min and max; if you set the min and max to the same, it's always of the same strength.
Strength of a spell has different meanings, depending on the spell's type. Combat spells' strength dictates how much damage they can do, and by extension, heal and restore spells indicate how much they heal or restore. Others aren't so simple though; the nightvision spell uses its strength to indicate how much your view should be brightened by, and the levitation spell uses it to indicate how fast its target can move. In most cases, spell effects 'stack' or add up; for example, 3 levitation spells of strength 5 20 and 30 will have a cumulative effect of 55 points as long as they're all active.
Spells you are affected by do not show their duration; I wish it were otherwise, but they don't. Some spells do not need to be longer than a second or five, as they're combat or utility spells; they do what they're supposed to and then quit. Others, such as levitation, need to last a trifle longer, so they do... and some spells, such as cure or mark/restore spells, have no real use for duration. And of course, it's possible to enchant an item with a spell that has a constant effect; search on here for details of that though, it's a whole other topic.
As you've discovered, player-designed spells cost more the more strength or duration they have; that's only to be expected, of course. Some spells don't follow that rule, however; they have a fixed, very low cost, and they have a huuuge effect. Those spells were created as exempt by the developers, and they're 'special' spells which serve as a reward for exploration and the like (or that's my guess, at any rate).
HTH
Ilisyrian on 26/10/2002 at 00:55
Okay, so the Levitation spell I experienced at 100 pts. allowed me to move at a 100 pt. speed. And only certain spells have point totals. Most would have durations or strengths. And similar effect and/or same effect spells stack.
You mention that some spells have a low cost and huge effect. Would Hearth Heal be that type of spell? To me, it's not a major spell, but seeing as how it heals me completely and with no limited duration, I wonder if that's what you mean. Of course, a question like that will be answered sooner or later in the game.
And it is an amazing, amazing game. I hope they don't stop at their expansion and go on to make a true sequel.
Thanks for your response. It definitely helps. Now I'm off to watch John Doe! Great show. But not very Morrowindish of me, is it?
Ilisyrian
MagicMerlin on 26/10/2002 at 07:30
Forsyths answer was as good as always, but perhaps a bit confusing for the starter.
Id dont think that you - at your current level - will be capable to cast a levitate with 100pts speed.
Beside a spell there are two numbers (when you already bought him and look intoyour magic menu). The first number is the amount of magic it needs to be cast. The second one is the chance you will succed in casting it. So number of e.g. 10/100 means, it will cost you 10 points of magic and you have 100% success.
Ok, now to the spellmaker:
* cast on self/touch/target/used is selfexplanatory.
* magnitude: the points (range of points if both are not equal) the spells hurts (e.g. damage spells), heals, or (general) has power. (e.g. levitate = speed)
* duration: the spells lasts. if levitate -> the time you stay in air. if damage -> the amount of time it is damaging
area: selfexplanatory
so levitate on self with 10-15 points for 60 sec means you can travel with a speed of 10 - 15 points (you never know WHAT it will be bevor you cast it) for 60sec.
HEARTH HEAL: not GOOD. ok, when you do have only a few hitpoints in the beginning, it WILL heal all of them. but in fact it heals only e.g. 50points of health. so if you have 200 points and only 3 are left, you wont have more than 53 after casting it.
hope everything is a little clearer now.
Naartjie on 27/10/2002 at 18:03
Quote:
"Ultimate Fireball of Death"
ROFL!!
I'm at your stage as well...confused about magic and all (thanks Forsythe and MagicMerlin). At least now I can take joy in making my own "Ice Bolt of Frozen Doom" :)
Forsythe on 28/10/2002 at 20:09
Ilisyrian: Actually, all spell effects (potions, player-cast spells, NPC-cast spells, enchantment-cast spells, shrine-cast spells, etc) all have both strength (or 'points') and a duration in seconds (or 'sec'). The 100 pt Levitate you were able to trigger was (of course) cast by that one shrine in Vivec ("Bring down the moon", or something like that). Re: special spells, I was actually referring to such as "Vivec's Kiss" (loooong water-breathing spell for minimal mana cost), "Vivec's Touch" (Cure Blight on other for low mana), and a few others (Aryon has one, for instance, but I forget its name or effects).
MagicMerlin: Yeah, I get that reaction rather alot :p (ie: good explanation, but confusing)
MagicMerlin on 29/10/2002 at 06:55
Dont mind. You always did a good job on helping me.
But i thought it must be said, that HearthHeal is not the ultimate superduperhealing for always and ever.
Ilisyrian on 30/10/2002 at 04:15
Ok, I see what you're saying about the point system and various decent ready-made spells that are out there. I still like Hearth Heal though :-p.
But as far as making my own spells, maybe I'm making this too difficult (rebelling a bit at the freedom this game provides), but if I take a fire-based element and move all the sliders to the right is that the most powerful fire spell there is? Or... can I combine Fire and Frost (or more) elements together for more unique and/or stronger spells? And call me crazy, but really, what would I name it?
How do people develop their own naming systems? Or is that what people even do? MyFire 1, MyFire 2, FrostFire 1, etc. I don't trust myself to be very organized or creative. Oh well. The manual example calls a newly made spell Beppe's Revenge. Yeah right, like I would think to call a spell that. Perhaps more experience in the game will give me a better handle on what could be considered appropriate spell names. Any thoughts?
My problem is that I play games to supplement my own lack of creativity. This game is asking too much!
Ilisyrian
Kilana on 30/10/2002 at 05:09
You would never be able to afford the spell(magicka or money wise) if you moved all the sliders to the right. Area and duration use up alot of magicka. But if you did do that, yes that would be the most powerful spell in the game, but not efficient.
As for naming, I usually go by names Ive seen from other games... I used to play everquest, and I ended up mimicing some of those spells and made similar effects...
Dazzle(calm humanoid 10-30pts. 15sec. calm creature 10-30pts. 15sec.)
Rune V(fortify health 100pts. 30sec.)
Dictate(command humanoid 20-40pts. 20sec.)
Spirit of Wolf(fortify speed 10-35pts 30sec. restore fatigue 2pts. 30sec.)
Tashania(weakness to magicka 30-50pts. 20sec.)
I rarely use spells though, I prefer a longbow or crossbow, :cool:.
<img src=http://codect.com/images/103595440522.jpg ></img>
MagicMerlin on 30/10/2002 at 06:53
Whoooohooooo
What a nice looking elve you are. Ever wanted to meet a nice, old Dunmer that knows a trick or two ?
--
Sorry, couldnt withstand :angel: