It was a complicated little thing all about phase spaces and technical jargon.
And I never found a cheat that increased my intelligence on Oblivion. Mind you I am not the kind of person who looks for those kinds of things and until 2 weeks ago I did not know one could raise alteration by casting an open spell at an open door.
Quite simple with the maths, 2 spells with 2 variations = 2^2=4
3 spells with 3 variations 3^3 = 9, add in another variable 3^3^3=27
all you have to do is limit certain variables within the equation so you don't get unrealistic spells (like limit time on spells to 10, Keep Magnitude at 100, set Radius to 50 and so on)
so, a variable spell-making equation, Presuming you had 1 effect per spell, touch or ranged, time limit between 1 and 10, Magnitude between 1 and 100 and Radius Between 1 and 50 it would look like 85^2^10^100^50 (by limiting it to 1 effect and having the ten second cap on spells keeps it within plausible number of spells without consuming hundreds of mana per cast)
Looking over at Skyrim Style, with the general assumption that there are 18 perks per tree and over 150 spells in the game, and you can't really define time, only damage, which we'll presume uses the standard 1-100 as it increases as we level, and spell size we'll assume the same aswell. 3 effects per spell as thats all you got, dual wielding, 18 perks per tree, 1-100 damage and different radiuses (even if it didn't have that many radiuses, bouncing of walls increases the area a spell can hit),
150^18^100^50^3^2 compared to the
85^2^10^100^50 even if we added a secondary effect and cheated our magicka pool
85^85^2^10^100^50 they are still fairly similar in terms of total number of spells that can be achieved in game, the only difference is that you didn't name them.