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Daggerfall:Spell Maker

1,950 bytes added, 20:17, 22 October 2008
adding content deleted from Daggerfall:Magic and Spells (may need some merging with other content on page, but not all of the info is covered already)
*Having two spells with identical effects, but with differing parameters, can be helpful: the short-duration levitation spell one uses to circumnavigate typical dungeon obstacles may need a longer-duration counterpart in the Mantella Crux, for example.
*Spells based entirely on the Destruction skill can easily be practiced for free, thereby resulting in a rapid rise in that skill. This can alter the casting cost of such a spell greatly in short amount of time.
**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.
== Useful Custom Spells ==
*Create Item spell: This creates items that are salable, but are usually of limited utility to your character in game.
*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.
*Any spell with the 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.
*Invisible (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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