ShadeTailUS Posted August 11, 2019 Share Posted August 11, 2019 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? Link to comment Share on other sites More sharing options...
ShadeTailUS Posted September 9, 2019 Author Share Posted September 9, 2019 Can anyone help me with this? I'd really like to know how to calculate the base cost of a spell. I've tried searching on Google, but my searches never bring up anything relevant. Link to comment Share on other sites More sharing options...
K4gek4ze Posted September 12, 2019 Share Posted September 12, 2019 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 Link to comment Share on other sites More sharing options...
Oermtuhz Posted November 18, 2022 Share Posted November 18, 2022 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. Link to comment Share on other sites More sharing options...
Dashyburn Posted November 18, 2022 Share Posted November 18, 2022 Look at the spells properties in the creation kit, down the bottom is a checkbox titled 'autocalc' check that and the game calculates it for you, or you can type your desired cost in there if you wish. Link to comment Share on other sites More sharing options...
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