[Relz] Less Annoying Magic Experience

Post » Fri Mar 18, 2011 2:30 pm

When choosing my starting spells, if I choose the path of the peaceful orders (Illusion), I get a pacification spell that can affect humanoid up to level 26 for 20 sec and a command humanoid spell that NPC up to level 20 for 15 sec. Are those numbers correct ? I know buff and debuff got improved but I wasn't expecting this, it seems really powerful for a level 1 character.

That's what I get as well. Good, isn't it? :hubbahubba:

Actually, I'm not sure if those numbers are from LAME or from Supreme Magicka. Are you using both?

Eloise
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Justin
 
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Post » Fri Mar 18, 2011 4:01 pm

Yes, I am indeed using SM and LAME, however, I'm loading LAME last. And good is an understatement here lol. Those spells saved me many times on my FCOM character. However, it just seems TOO good, especially since the author of the mod seems so concerned about balance.
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Carlos Vazquez
 
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Post » Sat Mar 19, 2011 12:15 am

It's certainly quite powerfull, and I remember I was surprised by these spelllines initially too - but keep in mind there will be magic resistances, spell absorption and such at play. I don't remember if those count towards the spells durations or intensities, right now... But with FCOM's strong ennemies, it can render these quite a bit less efficient. Plus, you'll soon see level 20+ ennemies, who won't obey your 'command' at all anymore ;)
That said, yes, Illusion is powerfull with LAME .
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x a million...
 
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Post » Fri Mar 18, 2011 10:05 pm

I have another question. Is there a way to verify if the paperchase quest is functioning correctly ? I've used startquest paperchase, and chose "update my character to start the paperchase quest" however it doesn't seems to do anything, and I have yet to see anything related to the paper chase, am I just supposed to stumble randomly on one of those piece of papers ?
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WTW
 
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Post » Fri Mar 18, 2011 5:17 pm

I haven't found this mentioned anywhere so I'm gonna ask here. Is it compatible with http://www.tesnexus.com/downloads/file.php?id=14799? The author of that mod mentioned that his mod is incompatible with Any plug-in that changes "raw" magic effects.
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Kat Stewart
 
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Post » Sat Mar 19, 2011 1:58 am

I haven't found this mentioned anywhere so I'm gonna ask here. Is it compatible with http://www.tesnexus.com/downloads/file.php?id=14799? The author of that mod mentioned that his mod is incompatible with Any plug-in that changes "raw" magic effects.


I've used them both without a problem--yet. It's been about two months. That said, I had enormous problems when I tried using the second ESP in his archive, found in AgarVariedSpellSounds_SupremeMagicka.zip, with SM. So stick with the vanilla one. I loaded the AgarVaried etc early in my list, and LAME much later. My suggestion is to try out one or two spells of every school you've got after enabling the ESP, to see if problems appear.
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michael flanigan
 
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Post » Fri Mar 18, 2011 10:40 pm

I haven't found this mentioned anywhere so I'm gonna ask here. Is it compatible with http://www.tesnexus.com/downloads/file.php?id=14799? The author of that mod mentioned that his mod is incompatible with Any plug-in that changes "raw" magic effects.


Like fable2, I use both of these without any issue. Both mods are part of my standard collection of mods, and I've used them on my last 3 installs, and I've never had any magic or casting related instability or weirdness.

I actually use the http://www.tesnexus.com/downloads/file.php?id=15563 mod too, but I can't see how that could affect this. For that matter, I can't really understand how there could be a conflict here in the first place, but I did see the same thing you did in his readme.
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stephanie eastwood
 
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Post » Fri Mar 18, 2011 11:28 pm

Load it early and use the Bashed Patch "Import Sounds" feature. I added the appropriate tag to the masterlist ages ago. Voila: incompatibility-free!

Vac
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Reven Lord
 
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Post » Fri Mar 18, 2011 7:34 pm

Why might http://i227.photobucket.com/albums/dd171/misterPEB/ScreenShot48.jpg be happening to my weapons?

[EDIT] I know that's not at all a lot of information, sorry :( It usually happens a little bit (a few seconds to a few minutes) after I draw my weapon. Until then, it appears as normal :shrug:
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Chloe Lou
 
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Post » Sat Mar 19, 2011 3:06 am

I'm on the hunt for J'Shiv's scrolls - I'm going to find them all this time. :D One question: Is it compatible with Open and/or Better Cities, and the ULs? I mean, will having one or of those hinder my finding any paperchase scrolls?
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Danger Mouse
 
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Post » Fri Mar 18, 2011 8:32 pm

There used to be a conflict between LAME and Willful Resistance. Is that still an issue? I'm not talking about icons, but more sinister script conflicts that led to crashes.
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Milagros Osorio
 
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Post » Fri Mar 18, 2011 4:02 pm

And, while this thread is near the top, does anyone have any ideas about the weapon shaders as in my above post?
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Samantha Mitchell
 
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Post » Fri Mar 18, 2011 9:22 pm

Why might http://i227.photobucket.com/albums/dd171/misterPEB/ScreenShot48.jpg be happening to my weapons?

[EDIT] I know that's not at all a lot of information, sorry :( It usually happens a little bit (a few seconds to a few minutes) after I draw my weapon. Until then, it appears as normal :shrug:

I've seen that too, sometimes, with my Arcane Archery arrows (it's a bunch of spells that create magical energy arrows); sometimes, when they hit a living target, I see a flash of light just like yours shoot off into the sky/ceiling. I haven't seen it lately, though, so I probably fixed the problem somewhere along the way. Sorry I can't be more help. :(

There used to be a conflict between LAME and Willful Resistance. Is that still an issue? I'm not talking about icons, but more sinister script conflicts that led to crashes.

There was? I never heard of that... I'm using both of them too.
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Queen Bitch
 
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Post » Fri Mar 18, 2011 7:23 pm

Edit: I thought about this some more and decided MBSP mechanics based on cost vs. skill aren't going to work well at all with LAME, so I'll just go without MBSP and trust bg on this one.

Hi,

I'm switching from SM to LAME for a new character and I'm adding in ProgressMBSP for magicka-based skill progression, since LAME doesn't seem to include that. I'm not sure how I should edit the INI file to reflect LAME's magicka costs. This is the relevant part of the INI file, for those not familiar with the mechanics:

; Normally, casting any spell grants the exact amount of experience listed in
; the Skill Use Rates section of Progress.ini. With this option, the Magicka
; cost of each spell affects how much experience you gain when you cast it.
; When the cost of a spell is equal to your skill in the spell's school you
; will gain the "standard" experience for it, but more or less expensive spells
; grant faster or slower advancement.

; - Exponent -
; To determine the experience gain from a spell, its cost is divided by your
; skill in the relevant skill, and the result is then raised to this exponent.
; An exponent of 1.0 is neutral. An exponent between 0 and 1 will soften the
; extremes, keeping advancement closer to the default value. An exponent above
; 1.0 has the opposite effect, making cheap spells give little or no experience
; while expensive ones grant very large amounts.

set ProgressMBSP.fExponent to 0.75


I'm thinking I should lower it to 0.5. Does that sound right?
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noa zarfati
 
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Post » Fri Mar 18, 2011 5:53 pm

I'm setting up my Oblivion to use LAME, Midas, and Supreme Magicka. I am loading SM after LAME and am wondering about some of the optional balancing components from LAME and if I should use them.

I'm specifically looking at Alchemy.esp, ItemSigil.esp, and Bonus.esp. I'm wondering if these balance tweaks are already handled by another mod such as OOO+MMM, RBP, or SM. If that's already taken care of in other mods, I think I'll just leave them off from this one. For example, I know that PotionNumberSoulGemValue.esp is already addressed in SM so I don't need it. Is the rest already taken care of in OOO or SM, or should I use these files too? I really hope my question makes sense. >.<

Here is my mod list for reference:
Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.9]02  All Natural Base.esm  [Version 0.9.9]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]06  TamrielTravellers.esm  [Version 1.39c]07  Better Cities Resources.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.05]0E  Better Cities .esp0F  LoadingScreens.esp10  _darker_nights.esp11  EnhancedWeather.esp  [Version 1.3.5]12  All Natural - Real Lights.esp  [Version 0.9.9]13  All Natural.esp  [Version 0.9.9]14  All Natural - SI.esp  [Version 0.9.9]15  All Natural - EW + NW + AWS.esp  [Version Final]16  Enhanced Water v2.0 HD.esp17  WindowLightingSystem.esp18  Book Jackets Oblivion.esp19  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1A  CM_Better Wine_SI.esp1B  ImprovedSigns.esp1C  Enhanced Economy.esp  [Version 3.4.3]1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]20  DLCOrrery.esp21  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]22  SM Plugin Refurbish - Orrery.esp  [Version 1.11]23  DLCVileLair.esp24  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]25  SM Plugin Refurbish - VileLair.esp  [Version 1.21]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]29  DLCSpellTomes.esp2A  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp2B  DLCThievesDen.esp2C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]2F  OOO-Water_Weeds.esp  [Version 1.33]30  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]31  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]37  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]3D  TamrielTravellers4OOO.esp  [Version 1.39c]3E  ShiveringIsleTravellers.esp  [Version 1.39c]3F  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]40  Diverse Effect Icons for OOO.esp41  VaultsofCyrodiil.esp42  VaultsofCyrodiilBC.esp43  DLCBattlehornCastle.esp44  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]45  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]46  DLCFrostcrag.esp47  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]48  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]49  Knights.esp4A  Knights - Unofficial Patch.esp  [Version 1.0.9]4B  SM Plugin Refurbish - Knights.esp  [Version 1.06]4C  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]4D  The Lost Spires.esp4E  MannimarcoRevisited.esp4F  MannimarcoRevisitedOOO.esp  [Version 0.1]50  xuldarkforest.esp  [Version 1.0.4]51  LostSpires-DarkForest patch.esp52  xulStendarrValley.esp  [Version 1.2.2]53  xulTheHeath.esp54  MMMMWL-TheHeath patch.esp55  XulEntiusGorge.esp56  xulFallenleafEverglade.esp  [Version 1.3.1]57  LostSpires-Everglade patch.esp  [Version 1.2]58  xulColovianHighlands_EV.esp  [Version 1.2.1]59  xulChorrolHinterland.esp  [Version 1.2.2]5A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5B  xulBravilBarrowfields.esp  [Version 1.3.2]5C  xulLushWoodlands.esp  [Version 1.3]5D  xulAncientYews.esp  [Version 1.4.2]5E  xulAncientRedwoods.esp  [Version 1.6]5F  xulCloudtopMountains.esp  [Version 1.0.3]60  xulArriusCreek.esp  [Version 1.1.3]61  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]62  xulRollingHills_EV.esp  [Version 1.3.2]63  MMMMWL-RollingHills patch.esp64  xulPantherRiver.esp65  xulRiverEthe.esp  [Version 1.0.2]66  xulBrenaRiverRavine.esp  [Version 1.0.2]67  xulImperialIsle.esp  [Version 1.6.3]68  xulBlackwoodForest.esp69  xulCheydinhalFalls.esp  [Version 1.0.1]6A  xulAspenWood.esp  [Version 1.0.1]6B  xulSkingradOutskirts.esp6C  Better Cities - House price patch.esp  [Version 1.0]6D  Harvest [Flora].esp  [Version 3.0.0]6E  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]6F  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]70  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]71  Dousing The Flames.esp  [Version 1.10]72  Dungeon Actors Have Torches 1.6 CT.esp73  Exterior Actors Have Torches 1.3 CT.esp74  Kyoma's Journal Mod.esp  [Version 3.2.1]75  Enhanced Vegetation [110%].esp76  bgMagicEV.esp  [Version 1.7EV]77  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]78  bgMagicItemSigil.esp  [Version 1.68EV]79  bgMagicEVStartspells.esp  [Version 1.68EV]7A  bgMagicBonus.esp  [Version 1.7EV]7B  bgMagicEVAddEnVar.esp  [Version 1.68EV]7C  bgMagicEVPaperChase.esp  [Version 1.68EV]7D  SupremeMagicka.esp  [Version 0.90]7E  SM_ShiveringIsles.esp  [Version 0.86]7F  SM_DLCSpellTome.esp  [Version 0.80]80  SM_OOO.esp  [Version 0.89]81  SM_MMM.esp  [Version 0.89]82  SM_EnchantStaff.esp  [Version 0.80]83  SM_UnlockSpells.esp  [Version 0.70]84  SM_Scrolls.esp  [Version 0.84]85  SM_SigilStone.esp  [Version 0.83]86  Diverse Effect Icons for SM.esp87  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]88  MidasSpells.esp89  Diverse Effect Icons.esp8A  RenGuardOverhaul.esp8B  RenGuardOverhaulShiveringIsles.esp8C  Denock Arrows.esp8D  RealisticLeveling.esp**  _darker_dungeons.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]8E  bgBalancingEVCore.esp  [Version 10.52EV-D]8F  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]90  bgBalancingEVOptionalMoreEyes.esp  [Version 10]91  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]92  Better Cities - Full City Defences.esp93  Better Cities Full.esp94  BCBravilFULL-Barrowfields patch.esp95  BCChorrol-ChorrolHinterland fix.esp96  Better Cities - Unique Landscape Chorrol Hinterland.esp97  BCCheydinhalFULL-CheydinhalFalls patch.esp98  BCSkingrad-SkingradOutskirts patch.esp99  Better Cities - VWD of the IC.esp9A  Better Imperial City.esp9B  _burning_kvatch.esp9C  bgMagicEVShader.esp  [Version 1.7EV]9D  bgMagicLightningbolt.esp**  Real Lava 1.3.esp9E  Shining Creatures.esp9F  Shining Creatures_DLCFrostcrag.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]A0  Bashed Patch, 0.esp----> MISSING MASTER: bgShaderStandAloneEV.esp


Thanks in advance!
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Guy Pearce
 
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Post » Fri Mar 18, 2011 4:25 pm

Well, Alchemy edits not only how much home made potions are worth(possibly by editing how effective they are, I haven't used it).

ItemSigil edits many vanilla enchantments, such as anything with chameleon effects(which can stack to 100+% really fast) or fortify alchemy or repair(which do nothing), and every vanilla sigil stone. That's right, EVERY ONE. Not a single one untouched, and they are all made to be less insane compared to vanilla player enchantment(seriously, 33% chameleon stones? And we can enchant 30% max?). They were better then anything the player could make(short of mods), and many outright svcked(night eye 30 seconds constant duration? You've got to be joking... ), so it was needed.

Bonus, however, is intended to be used only when you use ItemSigil. It turns several useless bonuses into, well, useful bonuses. For example: Ever earned the Grey Prince's Training? Nearly screamed when it turned out to be +3 blade, block, and athletics? Well, no more! Now it's +3% Resist Normal Weapons! Night Mother's Blessing got you down by how crap-tastic it is? This svcker makes it into a togglable 5% chameleon effect! Great for when you need that little bit more insurance, instead of a couple minutes worth of training jammed down your throat.
How about pretty much EVERY one of those rune stones out there?(save for the summoning ones) Some rock so hard it isn't funny(Serpent comes to mind), and others, well, they rarely make a difference. Now ALL of them are useful, not just Serpent. How about the non-existent Nirn Stone, eh? Ever wanted to be able to say you have 10 different stones granting you great powers? And didn't want to bring up the birthsign stones? Well, now you can! Because the Nirn Stone is in game. Good luck finding it! You might need it, considering the fact that it's hidden well.
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Khamaji Taylor
 
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Post » Fri Mar 18, 2011 10:47 pm

Thanks for the info! Will it be okay to use LAME's bonus esp with SM's sigil stone esp? I still have LAME's sigil stone esp loading, but it's before SM's.
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Alex [AK]
 
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Post » Fri Mar 18, 2011 7:43 pm

Well, there is no harm in it. It might let you be kind of overpowered in places, but it's still okay. Heck, one can use the bonus esp without any enchantment rebalancing without any real problems, but the possibility of becoming overpowered is greater(such as resist magic 100%, or chameleon 100%, and the like).
I haven't used SM, so I don't know if it changes normal equipment enchantments, such as rings and amulets, so I'd recommend loading both Bonuses(later then SM so that it's edits to the powers apply), and ItemSigil(before the SM Sigil Stone esp, so that the edits to useless enchantments is applied).
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Chris Guerin
 
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Post » Sat Mar 19, 2011 7:47 am

Thanks a bunch! :)
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Laura Elizabeth
 
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Post » Sat Mar 19, 2011 1:05 am

Hey!

I was wondering if http://www.tesnexus.com/downloads/file.php?id=14799 is compatible with LAME. It has a Supreme Magicka patch, but it's quite old so I'm not sure either way.

Thanks!

cc
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James Wilson
 
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Post » Fri Mar 18, 2011 11:57 pm

Hey!

I was wondering if http://www.tesnexus.com/downloads/file.php?id=14799 is compatible with LAME. It has a Supreme Magicka patch, but it's quite old so I'm not sure either way.

Thanks!

cc

You could check it out in TES4Edit and create a patch if necessary. If it only changes spell sound, the patch should not be a complicated one. It is sort of like a texture replacer, simple.
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kirsty joanne hines
 
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Post » Sat Mar 19, 2011 3:58 am

Hey!

I was wondering if http://www.tesnexus.com/downloads/file.php?id=14799 is compatible with LAME. It has a Supreme Magicka patch, but it's quite old so I'm not sure either way.

Thanks!

cc

This was answered just a little further up this very page...?
Answer once again: order it early, disable it and import sounds into the Bashed Patch.

Vac
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RUby DIaz
 
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Post » Sat Mar 19, 2011 4:19 am

This was answered just a little further up this very page...?
Answer once again: order it early, disable it and import sounds into the Bashed Patch.

Vac


Ah... sorry about that. :blush:

cc
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Claire Mclaughlin
 
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Post » Sat Mar 19, 2011 12:28 am

I'm sorry if this has been asked ad nauseum. I'm having a hard time finding an answer.

LAME has a spell called SDR2: Resist Weapon with 10% Resist Normal Weapons and 50% Weakness to Magic. I have no idea what that prefix is supposed to mean, but Bash renames it to (R1) Resist Weapon so I guess it's supposed to be a Restoration spell. The problem is that it requires 25 Destruction to cast. I'm guessing that's because the weakness effect is Destruction and it's stronger.

What school is this spell supposed to belong to, what skill level is supposed to be required, and is there anything I can do to fix this?

Thanks
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Alister Scott
 
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Post » Sat Mar 19, 2011 12:16 am

You've got the "Rational Names" box in the bashed patch checked. Uncheck it, and it'll revert to the LAME name.

It's an Apprentice-level Destruction spell, so it requires 25 Destruction. From what I can see, the CS assigns the school according to the effect with the largest magicka cost. For example, SDR 1: Resist poison gives you resist poison 20 and resist shock 20; since the first effect costs 55 and the second 44, it's a Restoration spell, not Destruction.

I'm going to make up a list of all the spells in LAME sooner or later - spell name (sorted by school), effects, and requirements. I can probably churn it out this weekend, actually.
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Joe Alvarado
 
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