» Wed Sep 01, 2010 8:56 pm
http://www.tesnexus.com/downloads/file.php?id=20000 !!!
It came out roughly at the time when TheTalkieToaster released Spell Failure Chance - so I had to choose between the two, because both basically do something very similar: If a spell is too difficult, they give you some sort of penalty. In Spell Failure Chance, it is the chance of failure - you won't be able to cast the spell sometimes, and by chance that'll be often when you'd most need it. However in Sorcery's Toll, you'll always be able to cast the spell - you just don't know what it's going to do to you!
Back then I was ashamed to admit that I find the Morrowind-style system of Spell Failure Chance less intriguing than Sorcery's Toll. Not only is Sorcery's Toll better balanced, it also adds something very new to the game which makes it interesting for people who like the RPG aspect of the game: The choice of being a mad, power-hungry, self-destructive sorcerer, or a thoughtful, wise wizard. The chance of actually being Goethe's (or Disney's) Sorcerer's Apprentice who summons demons he can't control. You can actually feel how dangerous magic is - ever died from exhaustion because you tried to cast an overpowered spell in vanilla Oblivion? Now you can! Ever wondered what Martin was talking about when he said that daedric magic was dangerous and "friends died"? Well, he probably summoned some Atronach to his bidding and the thing turned the scene into a massacre - in Sorcery's Toll, that can actually happen. Ever came back from a dungeon and your mind was so badly affected by your arcane foolishness that you started leaking magicka... becoming transparent in the process?
I could go on. For me, the mod is one of the most interesting out there. Everytime I use it, I discover some new magical disease or some new effect that I get because I tried to save my ass using too powerful spells.