Chain Spell Mastery

Post » Mon Nov 28, 2011 12:58 pm

Having spent many years playing this fabulous game, I`ve come up with my own personnal list of Chain Spells in that time.In order to make the most basic Chain Spell you need - Destruction,Restoration and Illusion all at 50.Two examples of the first basic ones are = Chain Heal, fortify magicka 100 pts for 2-4 sec on self and restore health 20 points for 1 sec on self.Second spell = Chain Shocker, shock damage 10 points for 1 sec on target,weakness to shock 100% for 2 sec on target,weakness to magicka 100% for 2 sec on target,invisibility for 4 sec on self,fortify magicka 100 points for 2 sec on self.The key to using Chain Spells is you have to keep pressing the magic button, as long as you do then you will remain invisible during Chain Shock while your opponent stands there getting zapped.
In order to make your Chain spells more powerful you have to invest heavily into Destruction,Restoration and Illusion, getting them all up to first 75 then 100.Once you do that then you can go to town basically and have lots of fun creating various different spells for all occasions.Here are a few more for you :hubbahubba: Chain Soul Catcher = soul trap 4 sec on target,fire/shock damage 30 points for 1 sec on target,invisibility for 4 sec on self, fortify magicka 100 points for 2/3 sec on self.
Chain Flee = fortify magicka 100 points for 2/3 sec on self, demoralise 25 points for 1 sec on target, shock damage 30 points for 1 sec on target, invisibility for 4 sec on self.
Cave Explorer = light 30ft for 20 sec on self, invisibility for 20 sec on self, detect life 30ft for 20 sec on self.
A strong Back = fortify strength 100 points for 15 sec on self, feather 100 points for 15 sec on self.
Chain Of Death ( my personnal favourite ) = fortify magicka 100 points for 4 sec on self, drain health 100 points for 2 sec on target, weakness to magicka 100% for 5 sec on target, invisibilty for 4 sec on self..( you may have to put fortify magicka at the end of this, depends on what your character is etc )
A sitting target = fortify magicka 100 points for 2 sec on self, damage fatigue 75 points for 1 sec on target, weakness to magicka 100% for 5 sec on target, invisibility for 5 sec on self ( this is ideal for warrior types as they can finish their victims off at leisure )
Once you get the hang of creating spells its fairly easy from then, and the good thing about Chain Spells is even an Orc warrior can use them.The main thing you have to remember is when you`re on the podium creating your spell, you have to pay attention to the thunder bolt icon in the bottom left corner!!! Next to the icon is a number, this number HAS to remain between 45 an 49 in order for any chain spell to work.A chain spell is a spell that sends an endless barrage of spells towards your opponent, fortify magicka allows you to do that.Your magic bar will deplete by 80% very quickly, this is when fortify magicka kicks in, it will maintain that final 20% on a pernament basis for as long as you press the magic button =) Earlier today my new friend CHIMPY created one of my chain spells and got it to work perfectly on his PC, so there you go folks, its now official, they do indeed work. Even the Gatekeeper in the Shivering Isles can`t withstand my chain spells, so feel free to try them for yourselves.
Got a slightly different version of the Chain of Death spell here, your destruction needs to be 75/100 for this due its power:
fortify magicka 100 pts for 2 sec on self, damage health 34 pts for 1 sec on target, invisibility 3 sec on self, weakness to magic 100% for 4 sec on target..( this is a powerful spell that will kill any human or elf opponent in 3-5 blasts of magic.Its basically the weakness to magicka that makes this spell work, so the more you can extend it - the better, around 4-6 secs is perfect,enjoy)
If you do decide to give Chain Spells a go then remember you may have to alter the numbers slightly to make the spell work,as no two characters are the same, and keep the total Magicka cost within 45-49 =)
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Princess Johnson
 
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Post » Tue Nov 29, 2011 12:33 am

Thanks a lot. I'm sure everybody will appreciate... Though I don't usually use destruction spells, I might try some of your chain spells. Will see... I don't think I'll add invisibility. :wink_smile:
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John Moore
 
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Post » Tue Nov 29, 2011 2:11 am

Thanks a lot. I'm sure everybody will appreciate... Though I don't usually use destruction spells, I might try some of your chain spells. Will see... I don't think I'll add invisibility. :wink_smile:

Hey no problem friend :hubbahubba: well some people may consider adding invisibilty overkill but its down to the individual themselves to decide.The two main components in chain spells are - fortify magicka and weakness to magicka.Sometimes fortify magicka goes first, sometimes you have to place it last, it really depends on the character your using and the type of spell your creating really.I always save my game before I create a spell, then go outside an try it out on the target board.Chain of death is an excellant spell that works best on human based opponents, and will kill them in 3-5 blasts of magic - though to make it your destruction needs to be 75.A sitting target is brilliant for warrior/sword type characters, as it leaves your opponent in a crumpled heap on the ground before you, then you finish them off with your sword increasing 2 of your skills every time.In the end I created around 36 different spells for different situations, even got one to stop opponents running away which is a good one =)
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Michelle davies
 
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Post » Tue Nov 29, 2011 12:55 am

To stop Necromancers running away seems a good one :smile: What it is?
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JaNnatul Naimah
 
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Post » Mon Nov 28, 2011 12:40 pm

Forgive me... but I'm not seeing any "Chain Spells" here.

I think we are at a disagreement here, as to what "Chain Spells" actually are and how they differ from a regular "Custom Spell". A Chain Spell was originally designed, to allow the caster to continuously cast a Custom Spell indefinitely. This is not the case, as stated above.

What you have listed, are several "Custom Spells". Thus what is the benefit of having Fortify Magicka? What is that doing? Wouldn't just a custom spell, without FM, have the same end results at a lesser cost?

It's been a LONG time sense I dabbled with Chain Spellss. I admit, I didn't fully understand it then. The concept, along with all of the examples, was removed from the wiki, about a year ago. Due to the fact, that from a patch, the magic mechanics were altered to prevent this from being done anymore.

This subject has sparked my interest, as my current character is roleplaying, with the absolute min Magicka Pool. This type of character will benefit greatly form actual "Chain Spells".

IIRC, the final layout of the tested chaining. The Fortify Magicka was there to ensure the Magicka Pool was large enough for the next spell. Even then, they had Drain Magicka on self added, to ensure the casters Magicka Pool, did NOT drop into the negative, at the end of the chain.

I will be looking into this further, when my newly started level 2 character, gets to a point where he can create an actual "Chain Spell". I have a level 39 Mage, but she is an Alt / App. I'm not sure of the effects, that a built-in WTM will have.
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Alycia Leann grace
 
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Post » Mon Nov 28, 2011 12:43 pm

Oh yes, please do so as I don't understand much of the spells creation. As i said before I scarcely use spells on touch or target (except to heal, cure or protect friends, or recently with a H2H char., Paralize and Absorb Health or Energy. My destruction ability is always so low. But as in Skyrim it looks more appropriate to use weapon with spells I wish to know more about it. Seems a bit late to start a new game with a Magician what I never did before...
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Kelly Tomlinson
 
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Post » Mon Nov 28, 2011 4:12 pm

Oh yes, please do so as I don't understand much of the spells creation. As i said before I scarcely use spells on touch or target (except to heal, cure or protect friends, or recently with a H2H char., Paralize and Absorb Health or Energy. My destruction ability is always so low. But as in Skyrim it looks more appropriate to use weapon with spells I wish to know more about it. Seems a bit late to start a new game with a Magician what I never did before...

I know this subject has been discussed in detail, many time over. I'm not sure if it has been, since the lats patch or the patch that supposedly changed the mechanics. I tried searching for some particular post, to no avail. The way I see it...The trems are as so...

Custom Spell - Self explanatory ( you make them yourself )
Chain Spell - Custom Spells created to be cast infinitely, until the 'chain" is broken. ie... Fail to cast the next spell within the time limit.
Spell Stacking - Custom spells created with a Weakness to Magic effect. Thus, increasing the damage done by each consecutive spell cast.
Chained Spell Stacking - Custom spells created with the effects of both.
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Maria Garcia
 
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Post » Mon Nov 28, 2011 1:10 pm

Hmmmm, I`ve just checked the UESP/WIKI site for the first time in nearly 3 years lol, the chain spells they used to have on it seem to have been removed, so I`m guessing the PC version of Oblivion is now totally different.I play Oblivion on the xbox 360 and I can safely assure you that the original chain spells do indeed still work as I have used them for the last 3 years no problem at all.Fortify Magicka is included to keep the flow of magic coming basically, for as soon as you stop pressing the magic button all your pool of magicka will be totally drained otherwise.Chain Spells are spells that allow you to send an endless barrage of spells towards your opponent.Like I said, on the xbox 360 version, they still work , they may no longer work on PC though.
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cosmo valerga
 
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Post » Mon Nov 28, 2011 8:35 pm

OP, thanks for providing some of you favorite spells.

...
Custom Spell - Self explanatory ( you make them yourself )
Chain Spell - Custom Spells created to be cast infinitely, until the 'chain" is broken. ie... Fail to cast the next spell within the time limit.
Spell Stacking - Custom spells created with a Weakness to Magic effect. Thus, increasing the damage done by each consecutive spell cast.
Chained Spell Stacking - Custom spells created with the effects of both.


That is my understanding as well.

Chaining would involve magic fortification then some effect. Some of the OP spells include some magic fortification but it's not clear if that is sufficient to allow chaining. And that would be dependent on the skill level. Typically in this game chaining is difficult.
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Melissa De Thomasis
 
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Post » Mon Nov 28, 2011 8:28 pm

Having spent many years playing this fabulous game, I`ve come up with my own personnal list of Chain Spells in that time.In order to make the most basic Chain Spell you need - Destruction,Restoration and Illusion all at 50.Two examples of the first basic ones are = Chain Heal, fortify magicka 100 pts for 2-4 sec on self and restore health 20 points for 1 sec on self.Second spell = Chain Shocker, shock damage 10 points for 1 sec on target,weakness to shock 100% for 2 sec on target,weakness to magicka 100% for 2 sec on target,invisibility for 4 sec on self,fortify magicka 100 points for 2 sec on self.The key to using Chain Spells is you have to keep pressing the magic button, as long as you do then you will remain invisible during Chain Shock while your opponent stands there getting zapped.
In order to make your Chain spells more powerful you have to invest heavily into Destruction,Restoration and Illusion, getting them all up to first 75 then 100.Once you do that then you can go to town basically and have lots of fun creating various different spells for all occasions.Here are a few more for you :hubbahubba: Chain Soul Catcher = soul trap 4 sec on target,fire/shock damage 30 points for 1 sec on target,invisibility for 4 sec on self, fortify magicka 100 points for 2/3 sec on self.
Chain Flee = fortify magicka 100 points for 2/3 sec on self, demoralise 25 points for 1 sec on target, shock damage 30 points for 1 sec on target, invisibility for 4 sec on self.
Cave Explorer = light 30ft for 20 sec on self, invisibility for 20 sec on self, detect life 30ft for 20 sec on self.
A strong Back = fortify strength 100 points for 15 sec on self, feather 100 points for 15 sec on self.
Chain Of Death ( my personnal favourite ) = fortify magicka 100 points for 4 sec on self, drain health 100 points for 2 sec on target, weakness to magicka 100% for 5 sec on target, invisibilty for 4 sec on self..( you may have to put fortify magicka at the end of this, depends on what your character is etc )
A sitting target = fortify magicka 100 points for 2 sec on self, damage fatigue 75 points for 1 sec on target, weakness to magicka 100% for 5 sec on target, invisibility for 5 sec on self ( this is ideal for warrior types as they can finish their victims off at leisure )
Once you get the hang of creating spells its fairly easy from then, and the good thing about Chain Spells is even an Orc warrior can use them.The main thing you have to remember is when you`re on the podium creating your spell, you have to pay attention to the thunder bolt icon in the bottom left corner!!! Next to the icon is a number, this number HAS to remain between 45 an 49 in order for any chain spell to work.Okay folks, I`ll finish off by saying that I play Oblivion on xbox 360, and chain spells work perfectly.I first discovered them on the UESP/WIKI site over 3 years ago, so PC version of Oblivion may differ or have been changed in some way, so bear this in mind.

IT WORKS. :celebration: Congratulations Lain :foodndrink:

I did it as you said, after increasing my Destruction from 37 to 75 (all Attributes at 100 so no problem increasing so much at once). I took care to stay in between 45-49 and made the "anti Necro" Spell. But the next I'll call it Lain's spell... I went to Vilverin to cast the spell and really I could cast the spell non-stop!! A real chain spell. I love it. Thanks again. Even on PC it works. Lets try tomorrow the other ones. Here is my gift :trophy:
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Christie Mitchell
 
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Post » Mon Nov 28, 2011 11:23 am

IT WORKS. :celebration: Congratulations Lain :foodndrink:

I did it as you said, after increasing my Destruction from 37 to 75 (all Attributes at 100 so no problem increasing so much at once). I took care to stay in between 45-49 and made the "anti Necro" Spell. But the next I'll call it Lain's spell... I went to Vilverin to cast the spell and really I could cast the spell non-stop!! A real chain spell. I love it. Thanks again. Even on PC it works. Lets try tomorrow the other ones. Here is my gift :trophy:

All right! That's good to know! :celebration:

What kind of character do you have?
What Race and Birthsign is your character?
How large is your Magicka pool?
Do you wear Armor? ie What is your "Spell Effectiveness" %, showing on your inventory screen?
How much does your newly created spell cost to cast?

Sorry, Chimp. I don't want you to feel as if you're on trial. I'm just curious. :grad:

--------------------------------------------------------------------------

@ lain: I too am on the 360, and will be looking forward to exploring the use of the technique. :hehe:

I wonder why it was removed, from the wiki? Also, what was the issue about the use/need of Drain Magicka on self? Unless...Drain magicka must be in place, when Fortify Intel is added to the spell. Then again, if a spell works fine without it, why have/need the addition of Fortify Intel and/or Drain Magicka to start with?
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Louise Dennis
 
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Post » Mon Nov 28, 2011 10:41 pm

All right! That's good to know! :celebration:

What kind of character do you have?
What Race and Birthsign is your character?
How large is your Magicka pool?
Do you wear Armor? ie What is your "Spell Effectiveness" %, showing on your inventory screen?
How much does your newly created spell cost to cast?

Sorry, Chimp. I don't want you to feel as if you're on trial. I'm just curious. :grad:

--------------------------------------------------------------------------

@ lain: I too am on the 360, and will be looking forward to exploring the use of the technique. :hehe:

I wonder why it was removed, from the wiki? Also, what was the issue about the use/need of Drain Magicka on self? Unless...Drain magicka must be in place, when Fortify Intel is added to the spell. Then again, if a spell works fine without it, why have/need the addition of Fortify Intel and/or Drain Magicka to start with?

I would firstly like to thank you CHIMPY for being brave enough to create my spell and finally confirm what I`ve said all along :hubbahubba: for I was begining to wonder if it was me that was going mad lol for having to explain myself so much.My first ever character was a Blue Argonian assassin type, its a real pain messing around with the skin colour but worth it in the end, you can even have a Blue Orc if you feel the need =) My current and probably last character for some time is a level 50 Orc.I turned him upside down basically by putting his normal major skills like blade,block into minor skills.His 7 major skills are:
Heavy armour-conjuration-destruction-illusion-restoration-marksman-sneak.
All my characters are custom built with endurance and luck, my Orc has - the thief as his starsign.He has the highest grade madness ore armour with:
feather 125pts on his chest, escutcheon of chorrol shield, fortify magicka on his boots and gloves, resist magicka on his helmet and greaves, with the necklace of swords and mundane ring.I`ve changed it a few times but that`s what I`ve got now.So that`s fortify magicka 150, resist magic 75, feather 125, reflect damage 65.
Well had a quick check there and Chain Heal is 22 to cast and Chain of Death is 46.Here`s two more for you to try CHIMPY:
Chain Shock Bomb = fortify magicka 100 pts for 2 sec on self, shock damage 15 pts in 30 feet for 1 sec on target, weakness to magicka 100% for 5 sec on target, invisibilty for 5 sec on self....this spell is purely for fun, it creates an electrical bomb that scatters everything in site all over the place lol, go into a guild an try it an watch everything on the shelves flying around all over the place =)
Chain Disintappear = fortify magicka 100 pts for 2 sec on self, disintegrate armour 17 pts in 20 feet for 1 sec on target, disintegrate weapon 17 pts in 20 feet for 1 sec on target, invisibilty for 5 sec on self...both these spells need destruction at 75 to work.Chain Disintappear is a perfect way to level up your ARMOURER skill quickly, you could even throw in shock damage as well if need be.
As for drain magicka on self, I must have just made a mistake lol,.
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meg knight
 
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Post » Tue Nov 29, 2011 3:07 am

@ Lain: Thanks a lot. I'll try them soon. Also for you my following informations..
@ Senior Cinco: No problem at all. I'm glad to help with these info. as I'm on PC... If you need more just ask.

Character Spec. class "MONK" (H2H): Armorer/Athl./Block/Alch./Alter./Acrob./Light Arm.
Race: Redguard (Male)
Birthsign: Mage
Level: 44
Magic pool: 250
Cost cast: 49

Mage Cap: Fire shield 25%
Black Shirt: Fort. Health 30%
Gauntlets: Fort. Health 30%
Black Pants: Fort. Health 30%
Black Shoes: Fire or Frost Shield 25% Total protection (armor) 54.

After getting rid of the bandits I put on:
Glass cuirass/Elf Gauntlets/Mithril Shield/Elf Boots (armor 30). I casted the spell almost 50 times non-stop. There is no diff... Same with armor on!! :thumbsup:
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Matthew Aaron Evans
 
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Post » Mon Nov 28, 2011 11:31 am

Thanks Chimp.

I went info hunting and found http://www.uesp.net/wiki/User:Wizy/Chain_Spells

This user is a true master, in the application and understanding, of the mechanics of Chain Spells. ( Cliking on the user name, in the top left corner, reveals a very impressive build and equipment loadout for a mage.) This page was created, after the original page was removed from the wiki. That in itself, remains a mystery.

It seems that the addition of Drain Magicka on self, allows you to create a spell with the total spell cost in excess of 50, bringing it to 100. With the addition of Fortify Intel and Drain Magicka, the total allowable spell cost, for a Chain Spell becomes 300. Thus allowing for a more creative spell creation. That's a very very powerful combination.

On a side note: Taken from Wizy's user page...."A large Magicka pool and 100% absorb allows unlimited cast of powerful spells with 100% effectiveness, adding Telekinesis to them." This prompted me to look a little closer at Telekinesis. Using this technique, with a character having the Atronarch birthsign, is a viable way to maintain their magicka pool.

EDIT : Oh, and last night, I realized that obtaining the Fort Mag spell, from the Mage Stone and having the Wizard's Tower DLC, grants you the ability to create basic Chain Spells, WITHOUT having a Restoration skill of 50. Thus, the only thing holding back a level 1 character, is raising the funds for the purchase of the Magetallow Candles.

EDIT 2 : I forgot about the races and birhtsigns. Having one that fortifies Magicka, grants the ability to craft them out of the sewers. Thus, not needing the Mage Stone.
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Killer McCracken
 
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Post » Mon Nov 28, 2011 11:19 pm

Thanks for sharing and discussing this information. Interesting variations of custom spells I was already using, and techniques I was trying to experiment with in my wizards tower. Custom spells are one of my favorite aspects of Oblivion, and I will miss the feature in Skyrim. Although I am looking forward to 11/11 for many reasons, cavorting through the environment with 80 or so store bought spells doesn't seem as appealing and will probably keep my characters in Oblivion for some time into the future. Thanks again for sharing this information.
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Jesus Lopez
 
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Post » Tue Nov 29, 2011 1:09 am

Thanks for sharing and discussing this information. Interesting variations of custom spells I was already using, and techniques I was trying to experiment with in my wizards tower. Custom spells are one of my favorite aspects of Oblivion, and I will miss the feature in Skyrim. Although I am looking forward to 11/11 for many reasons, cavorting through the environment with 80 or so store bought spells doesn't seem as appealing and will probably keep my characters in Oblivion for some time into the future. Thanks again for sharing this information.

As was I. I have always enjoyed, playing with different spell creations, as much as playing the game itself. I just never explored the Chain Spell technique, in any depth before. Usually my mages have an enormous magicka pool, that regained rather quickly. So, things worked out ok. I am capping my current char, at the min, 60 Magicka. Exploring the effects of Chain Spells will be interesting.

I will truly miss this aspect in Skyrim. Todd said Mages will have a special surprise, to offset the lack of spell creations. That had better be one hell of a surprise.
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Jennifer Munroe
 
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Post » Tue Nov 29, 2011 2:41 am

Senior Cinco, first I want to say that I really like your new avatar. Then I want to thank you for trying to resolve this chain spell "mystery". You worked hard, as it seems, to bring us the results of your investigations in a short time... I really look forward with interest to read more about it. In meantimes I'll continue to create and test all the chain spells that LAIN kindly wrote for us. I repeat, I am on PC and it might differ. Like the Chain Shocker was created easily whilst the Chain of Death needed a few adjustment: 70/75 instead of 100 (not feasible). I'll also continue to give my results... Once again thanks to LAIN to kindly divulgue us his secrets and thanks to you for helping in understanding more about chain spells. :goodjob:
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Timara White
 
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Post » Tue Nov 29, 2011 1:42 am

Senior Cinco, first I want to say that I really like your new avatar. Then I want to thank you for trying to resolve this chain spell "mystery". You worked hard, as it seems, to bring us the results of your investigations in a short time... I really look forward with interest to read more about it. In meantimes I'll continue to create and test all the chain spells that LAIN kindly wrote for us. I repeat, I am on PC and it might differ. Like the Chain Shocker was created easily whilst the Chain of Death needed a few adjustment: 70/75 instead of 100 (not feasible). I'll also continue to give my results... Once again thanks to LAIN to kindly divulgue us his secrets and thanks to you for helping in understanding more about chain spells. :goodjob:

Thank you Chimpy, I was 25 years old in the photo.

As far as the info. you are very welcome. I just stumbled upon it, after searching for a few minutes. I read similar information about a year ago, when it was posted in the wiki itself. I remember then, several debates about certain aspects of it working or not. I never really studied it that much until now. The user stuck that in his user page. The way that they have it described, make it easy to understand. Apparently, he/she was one of the supporters. Using the basic Fort Mag works fine, I have yet to confirm the functionality of the Intel and Drain additions. I will post something on my progress.

BTW, I was only kidding about the pic....I was 30. :hehe:
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Ebony Lawson
 
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Post » Mon Nov 28, 2011 5:37 pm

I went info hunting and found http://www.uesp.net/wiki/User:Wizy/Chain_Spells


:sorcerer: Cinco :goodjob:
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sunny lovett
 
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Post » Mon Nov 28, 2011 11:48 pm

Thanks Chimp.

I went info hunting and found http://www.uesp.net/wiki/User:Wizy/Chain_Spells

This user is a true master, in the application and understanding, of the mechanics of Chain Spells. ( Cliking on the user name, in the top left corner, reveals a very impressive build and equipment loadout for a mage.) This page was created, after the original page was removed from the wiki. That in itself, remains a mystery.

It seems that the addition of Drain Magicka on self, allows you to create a spell with the total spell cost in excess of 50, bringing it to 100. With the addition of Fortify Intel and Drain Magicka, the total allowable spell cost, for a Chain Spell becomes 300. Thus allowing for a more creative spell creation. That's a very very powerful combination.

On a side note: Taken from Wizy's user page...."A large Magicka pool and 100% absorb allows unlimited cast of powerful spells with 100% effectiveness, adding Telekinesis to them." This prompted me to look a little closer at Telekinesis. Using this technique, with a character having the Atronarch birthsign, is a viable way to maintain their magicka pool.

EDIT : Oh, and last night, I realized that obtaining the Fort Mag spell, from the Mage Stone and having the Wizard's Tower DLC, grants you the ability to create basic Chain Spells, WITHOUT having a Restoration skill of 50. Thus, the only thing holding back a level 1 character, is raising the funds for the purchase of the Magetallow Candles.

EDIT 2 : I forgot about the races and birhtsigns. Having one that fortifies Magicka, grants the ability to craft them out of the sewers. Thus, not needing the Mage Stone.

Thank you very much for looking into this topic =) It certainly makes my own Chain Spells look rather tame, I will try these new ones for myself later on today to see how they compare to mine, but they do look very good, and this person seems to have mastered them better.I`ve been working on some new spells yesterday,but will try this new method instead, thanks again, and good luck to everyone in trying out Chain Spells.
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BEl J
 
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Post » Mon Nov 28, 2011 3:48 pm

Thank you very much for looking into this topic =) It certainly makes my own Chain Spells look rather tame, I will try these new ones for myself later on today to see how they compare to mine, but they do look very good, and this person seems to have mastered them better.I`ve been working on some new spells yesterday,but will try this new method instead, thanks again, and good luck to everyone in trying out Chain Spells.

I'm using your Chain Shock Bomb. :rofl: I'm still laughing! HILARIOUS... I cast it in Thoronir shop: Ha ha. Everything flying in the air and after this "mess" he told me "Good to see you again" :lol: For me, Skyrim can wait. I have a new game here. I'm going to try this chain spell everywhere specially among the necromancers and evokers.

By the way I had to reduce again a bit but it works perfectly.
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herrade
 
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Post » Mon Nov 28, 2011 10:00 pm

I'm using your Chain Shock Bomb. :rofl: I'm still laughing! HILARIOUS... I cast it in Thoronir shop: Ha ha. Everything flying in the air and after this "mess" he told me "Good to see you again" :lol: For me, Skyrim can wait. I have a new game here. I'm going to try this chain spell everywhere specially among the necromancers and evokers.

By the way I had to reduce again a bit but it works perfectly.

Hi there CHIMPY :hubbahubba: Thanks Ha Ha I like that Chain Shock Bomb spell myself.I also cannot wait for Skyrim, only 16 days to go now, its the only game I can think about at the moment Ha Ha...I love playing around with Chain Spells as they`re a lot of fun and very powerful too.Glad you`re enjoying them though, but bare in mind that some spells will require you to have Destruction up at 100 to use them correctly, but otherwise keep having fun friend =)
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Ashley Clifft
 
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Post » Mon Nov 28, 2011 6:00 pm

Thank you Chimpy, I was 25 years old in the photo.

As far as the info. you are very welcome. I just stumbled upon it, after searching for a few minutes. I read similar information about a year ago, when it was posted in the wiki itself. I remember then, several debates about certain aspects of it working or not. I never really studied it that much until now. The user stuck that in his user page. The way that they have it described, make it easy to understand. Apparently, he/she was one of the supporters. Using the basic Fort Mag works fine, I have yet to confirm the functionality of the Intel and Drain additions. I will post something on my progress.

BTW, I was only kidding about the pic....I was 30. :hehe:

Hi There Senior Cinco =) Many thanks again for finding this new information on Chain Spells, this guy certainly is a true master as his Formula for Chain Spells is more improved than mine, as my Chain Spells are of the old method where they have to be kept within 45-49 total magicka.Just to let you know that I have successfully tried and tested User Wizy`s 300 magicka chain spell on my current orc warrior and it woks a dream =)) here is what I come up with:
Fortify intelligence 100 pts for 3 sec on self, fortify Magicka 100 pts for 3 sec on self, drain magicka 3 pts for 3 sec on self, shock damage 100 pts for 1 sec on target, weakness to magic 100 pts for 3 sec on target.
This spell is mega powerful, much more than mine, as with using my older method I could only have shock damage at 30-40, where as now with using this guy`s new method I can pump it up to 100 pts for 1 sec on target =)) Anyhow the drain magicka and fortify intelligence formula does indeed work =)) Oh by the way, you will need Destruction at 100 to use this spell and the total Magic cost to use the spell is 104....
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Hella Beast
 
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Post » Tue Nov 29, 2011 2:18 am

Glad to hear they work, Guys. If that confirms the function of them, it still puzzles me WHY that section was deleted from the wiki. It makes no sense. The important thing is they work. Although it seems that they need to be tweeked, pending the character.

@ Chimpy : I'm wondering, what numbers are you backing off of? Is it the total magicka cost, or the max power of the individual spell added to the Chain?

Almost every playthrough, I make a Custom Fire Spell and/or enchanted Bow, that does 3 damage in 100 ft, as a novelty. Shoot that thing off in a cave...and good luck finding any special loot. It's fun to go out at night, with your Detect Life gear on, stating your total range to around 1400 ft, and see how far out you can take out the little pink dots.

EDIT : My warrior is level 3, with a Destruction of 6 and a Restoration of 27. I was able to make a training Chain Spell of...

Fort Mag - 8 pts for 3 sec on self
Fire Dmg - 3 pts for 1 sec on touch
Casting Cost - 4

For some reason, when the spell is cast, the character assumes the animation of taking fire damage, which makes it very hard to see the target, but actually takes NO damage. The spell still inflicts damage to the enemy. Obviously, a glitch with the mechanics of the Fort Mag.

Here's the thing...It will continue to raise the Destruction Skill, even when no contact is made with the enemy. Thus, one can train Destruction without having to do damage. This can be done anytime, much like training the other magic skills, in total isolation, or just walking around. He went from 6 - 25, in Destruction, in less than 5 min, with No enemy present.
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Cool Man Sam
 
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Post » Mon Nov 28, 2011 11:01 pm

/double post...
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Laura Mclean
 
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