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How to calculate magicka costs for new spells?


ShadeTailUS

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I've been playing around with new spells and altering existing ones. Using this mod as an example:

 

https://www.nexusmods.com/skyrimspecialedition/mods/16535

 

How do you calculate the base magicka cost of a spell? Clearly you have to base it on what the spell does and what level it is (Novice, Apprentice, etc.), at the very least. The mod above, for example, adds a new Cure Disease spell to the Restoration school. By default, it's a Novice level spell and has a base magicka cost of 79. How is that cost calculated? And if I wanted to increase the level to Apprentice or higher, how would I calculate the increased cost?

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  • 4 weeks later...

This is only opinion based on no spell mods, and several playthroughs as a pure caster:

 

There is no actual calculation if what you are asking is similar to how the spell creation worked in Oblivion (which was also very inconsistent). Take a look at the type of spells you have and their Base Magicka Cost (before items and perks) and and list them out. Categorize by (I don't like saying level, but...) level AND type.

 

The only other variable I can think of off the top of my head is slight balancing. For some reason Bethesda thinks Fireball should cost more than others (if I recall correctly...) I think it used to knock everyone and everything around like rag dolls (been a long time since I played pre-DLC's exist, or even pre-Update: when some dragons wouldn't land, and so then couldn't die).

For example: Novice - Buff / Novice - Damage (May want to split into direct/over time/both) / Novice - Debuff/Crowd Control (Fear/Calm/Etc...)

Generally (it seems) buff/debuff types are stupid high costs. Usually most of the magicka pool without perks/items.

I can't speak well for Adept higher damage types, because cost reduction is typically high by then, but without perks they tend to be near impossible to cast more than 2 or 3x... (I play on Master only, however... So, my HP is at 150-200 by this point). Without perks, conjuration types and buff types seem to be impossible to cast Adept and higher, or all my magicka.

 

So, again: List in categories by type, level, "balance", and compare..... :\ And make your best judgment. Keep in mind: eventually, all spells can cost nothing with proper gear.

 

#1 Cheat: Level 100 Enchanting :D

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  • 3 years later...

I'm in the same boat and as best as I can figure it's <cost mult>*(<magnitude>*<duration>*0.1)^1.1

 

<Cost Mult> is the Base Cost field in the Magic Effect. Magnitude and Duration default to 10 if not specified (like with summon spells).

For example: Flames has a base cost of 1.5 and a magnitude of 8, but no duration so 1.5*(8*10*0.1)^1.1=14.77---

The decimal gets chopped off by the UI but you can see this in action if your Magicka regeneration rate is low enough.

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