» Thu Jan 27, 2011 11:48 am
Thanks for the mod, Teclis. I have a couple of suggestions.
First, it doesn't scale very well. Low level characters are unlikely to be able to compensate for miscasts [read: they're toast], and more likely to miscast spells.
Second, it would be more fun if more stuff could happen, not all of it was bad, and some of it was good.
I have no idea how to do any of that, but perhaps you could modify the chance of a miscast with the cost of the failed spell; pull a random number, add the magick cost to it, and check if it exceeds a third value. If it does, a miscast happens. If not, it's just a failed spell. The third number would have to be some happy compromise between low-level mages never suffering miscasts and high-level mages suffering miscasts every time their spells fail.
You could do something similar with the effect of the miscast. Assign the more limited miscast effects a low value and the more extreme effects a high value, then make the script pick based on a random number plus the cost of the failed spell.
Or if you decide to include neutral and benign miscast effects, you could break the former into two checks instead of one. First a check modified by the cost of the failed spell that determines how severe the miscast effect is, then a second check modified the level or skill of the caster to pick the actual effects (low=negative, average=neutral, high=positive).
If you need ideas for effects, just apply a spell from the relevant school to either all actors, all enemies, or the caster and allies within an area, or apply the spell effect on a massive scale or in an unexpected way. You don't have to be obvious about it either.
Imagine the following, just for example:
A certain Wizzard is standing on a battlement in Ebonheart, trying to get into his Luggage. Alas, when he failed his first try at a Jump spell to get up on to the battlement, he accidentally locked every lockable object in the cell, Luggage included.
Now being a good Wizzard (rather than a capable wizard), he miscasts his first attempt at unlocking the oddly locked Luggage, unknowingly giving himself Jump 1000 for ten minutes in the process. So when he's confronted by oddly locked doors at either end of the battlement, he naturally decides to jump down.. And flies off into the sky.
But again, being a Wizzard, there's a remedy for that sort of thing. So he miscasts Slowfall on the way down and end up giving himself 50% weakness to physical damage for 60 seconds - just enough to hit the ground.
You can do a lot of subtle, surprising and spectacular stuff if you take the standard spell effects and apply them on an unusual scale without telling anyone. And not all of it has to be the death of the Wizzard. You could have a Restoration miscast heal every disease in 100ft, for example. Or have a Mysticism miscast transfer 50% of the health of one random actor to another random actor, possibly the player. Or a more annoying Mysticism effect: cast Mark at 8 random coordinates (that would really svck).
Especially conjuration could do a lot of neat things; imagine for example conjuring weapons or armour from an actor instead of conjuring it out of thing air. The classic would be to bind your own robe on an enemy fighter. Though it is of course hindered some by the inability of NPCs to laugh their asses off in surprise.
- I couldn't script to save my life and I have no idea what's possible and impossible with TES scripting, so you'll have to excuse me if the above is silly. I'm just trying to give you ideas.