Page 1 of 1

Spell creations & item enchantments

Posted: Fri Jun 03, 2005 1:22 pm
by Lowkei
hay i just been playin round with spells and stuff and got some good things come up.

Jump spell (100 magnitude, 2second duration). Works like a weak ickerian flight, worth making along with a slowfall spell (20 magnitude, 12 second duration).

Light spell on self (60 magnitude, 60 second duration). very useful for seeing in the dark.

Enchant a exquisite amulet with a levitate spell on self (50 magnitude, 15 second duration). useful for making quick escapes when in trouble.

Any one else come up with any good spells or enchantments

Posted: Fri Jun 03, 2005 2:19 pm
by Magrus
Enchant a bow with an "on use" damage spell. I've modified the equipment in my game to accept A LOT better enchantments so I'm not sure what it's capable anymore with standard bows. Still, it's fun. :)

I think you can cast two spells on yourself, one to give an immunity to fire, and another to do fire damage in an area centered on you. I made a helmet and boot combo that did each as a constant effect. I was like a walking fireball. If you just have the two to cast though, it's useful for doing continuous damage when you get surrounded by a swarm of enemies. It doesn't need to be high damage increments either, it just ends up eating away at their health while you defend yourself.

For those times you feel like just beating someone with your hands? A spell that boosts your hand to hand skill is wonderful.

Posted: Fri Jun 03, 2005 2:55 pm
by fable
[QUOTE=Magrus]I think you can cast two spells on yourself, one to give an immunity to fire, and another to do fire damage in an area centered on you.
[/QUOTE]

You can, although if I recall correctly, any area damage spell you cause will *not* cause damage to you. On the other hand, if I have any companions along, I usually have an Absorb Magicka spell going and a damage spell triggered by weapon use. That way, I don't catch my companion in the fallout from the weapon, but if the idi...companion casts an area spell that catches me, I stand a good chance of turning it to my advantage. The real target is just out of luck.

Posted: Fri Jun 03, 2005 3:18 pm
by Magrus
Well, I know I've enchanted a sword with an area effect damage on-hit spell and that would effect me. I'm not sure if that happens to work differently than normal spells, but whenever I swung that sword it would seriously cut down on my health. I ended up needing to enchant a ring to give me resists to counter that.

Posted: Fri Jun 03, 2005 5:01 pm
by fable
Weird--I've been repeatedly told about the rule I mentioned, above. I wonder if the area damage enchantment being on the sword, means it perceives you as "other?" I take it you cast the enchantment as from self?

Posted: Fri Jun 03, 2005 5:11 pm
by Magrus
Actually I don't think so, I believe I may have done "target" since I was making it to hit enemies with my sword. That's probably the problem. Now I can fix that. :D

Posted: Fri Jun 03, 2005 8:38 pm
by Genetic
CE fire damege on target = flamethrower.

Posted: Fri Jun 03, 2005 8:55 pm
by fable
[QUOTE=Magrus]Actually I don't think so, I believe I may have done "target" since I was making it to hit enemies with my sword. That's probably the problem. Now I can fix that. :D [/QUOTE]

Wondered if that might be it. ;)

Posted: Fri Jun 03, 2005 9:58 pm
by Genetic
Is it possible to create "Recall on Target" or "Alsamni Intervention on Target" spell?

Posted: Sat Jun 04, 2005 6:58 am
by fable
No, afraid not. You always Recall to a Mark you've previously set, and the Mark is on a location. The Intervention spell is always to a temple.

Posted: Sat Jun 04, 2005 9:32 am
by Genetic
So I wouldn't be able to recall someone else to my mark or teleport someone else to a temple?

Darn :(

Posted: Sat Jun 04, 2005 3:23 pm
by fable
There are ways of doing it by scripting, as some of the companion mods do; but not in a simple spell, no.