User:ZirePhoenix/Sandbox
Chain spells[edit]
Spell chaining is a the creation a spell that provide its own magicka. Once you cast it the first time, you will always have enough magicka to cast it again as long as the temporary magicka are still available. This works by taking advantage of the temporary magicka you get via Fortify Magicka and Fortify Intelligence, and also Oblivion's internal coding that does not allow Magicka to go below 0. The explanation is a bit lengthy, so it will be covered in its own section.
Because the spell is re-casted so often, you no do not need to design the spell with duration longer than the duration of your temporary magicka. Unsheathed spell casting on self is slightly less than 3 seconds per cast.
Do note that if your temporary magicka wears off, you will end up with close to 0 magicka, so the resulting spell must be something that you will re-cast a lot to kill/escape, or make sure the temporary magicka has long enough duration for you to do something else in between.
Two important factors will determine whether this works or not:
- The order of your Fortify Intelligence/Magicka spell effects (Fortify Magicka must be after Fortify Intelligence)
- The maximum cost of your spell is 1/2 of the temporary Magicka you are receiving, after adjusting for spell effectiveness
The first point is easy to remember. If you need to use Fortify Intelligence, you need to have that spell effect before the Fortify Magicka. Why this is will be explained in the mechanics.
With regards to the second point, the maximum magicka cost of the spell is half of your temporary magicka. Since there is minimum benefit of lowering the temporary magicka magnitude below 100, this value is usually either 50 (Fortify Magicka alone), or 150 (Fortify Intelligence with Fortify Magicka). Fortify Intelligence alone will not work. Spell effectiveness will lower the final value.
In general, chain spells leave no room to cast other spells, so it is recommended to have some healing/escape effect as part of the spell.
Example Spells[edit]
Test Spell:
- Fortify Magicka 100 pts for X seconds.
Raise X so that the spell cost is slightly lower than half of your spell effectiveness, then cast this spell repeatedly until you notice that your Magicka pool is not dropping. Congratulations. Your first (useless) chain spell.
Endless Chameleon:
- Chameleon 100% for 6 secs on Self
- Fortify Magicka 100 pts for 6 secs on Self
- Restore Health 6 pts for 1 sec on Self
34 magicka cost at Master Illusion
The 6 seconds of 100% duration allows a character to do a lot before the spell needs to be re-casted. The only thing to keep in mind is to make sure you re-cast the spell before the spell ends. Increasing the Fortify Magicka duration 2-3 seconds longer than the Chameleon will provide you with a visual cue (Chameleon wears off). The Chameleon duration can be lowered if the magicka cost is too high. Lower the magnitude of Chameleon if you have other constant Chameleon effects. Healing is in it because this is a useful spell for combat, either for Backstabbing or running away.
Kill Everything:
- Fortify Intelligence 100 pts for 3 secs on Self
- Fortify Magicka 100 pts for 3 secs on Self
- Absorb Health X pts in 10 ft for 1 secs on Touch
- Absorb Fatigue X pts in 10 ft for 1 secs on Touch
- Weakness to Magicka 100% in 10 ft for 3 secs on Touch
Adjust X values until the spell costs 150 Magicka. Lower if you do not have 100% spell effectiveness.
Relatively boring spell. Kills a bit slow, but it will kill everything in a radius, heal you at the same time, and keep them down. Paralyze is much riskier than Absorb Fatigue because of spell reflection, so Paralyze is not recommended. Defensive effects for 3 seconds are also available options, like Resist Magicka 100% for 3 seconds to prevent Silence and Paralyze spells.
The duration of the Fortify Spells needs to be longer if you expect to be staggered while casting.
Run Forever:
- Fortify Magicka 100 pts for 4 secs on Self
- Fortify Speed for 100 pts for 3 secs on Self
- Fortify Athletics for 100 pts for 3 secs on Self
- Restore Health 3 pts for 1 secs on Self
You cast the spell, run around, cast spell, etc. Restore Health can be raised if you get hurt a lot while running around. Invisibility is also an option, but that does not stop non-combat damage like falling, traps, etc.