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Spell Absorption

Posted: Wed Sep 27, 2006 8:05 pm
by deceptivegenius
I had an idea for those of us with the Atronach birthsign, but at this point it's purely theoretical, so let me know what you think.

The character would need to have:

Access to the Arcane University (or any place they can create their own spells)
The spell Minor Wound
100% Spell Absorption

Simply create a self cast wound spell that does damage over time to keep the cost of the spell down. I don't have any exact numbers because I haven't completed the recommendation quests yet, so maybe a veteran could provide actual numbers.

But, if the cost was low enough and the damage high enough over a certain period of time, it stands to reason that you could cast the spell on yourself to replenish large portions of your magicka. You may have to cast the spell several times, but it would effectively limit your need for restore magicka potions to in-battle situations only.

Also, this may be possible with different spells, like elemental damage or something else. Let me know if it's even possible, and if so, what you think would work best.

Posted: Wed Sep 27, 2006 8:20 pm
by AnimaMortis
doesnt spell absorption absorb the cost of the spell, and nullify the effect, instead of just giving you magicka points equal to the points of damage?
cuz that last sounds stupid to me.
If so, then casting spells on yourself NEVER works. you drain your own magicka, only to get no effect and all the magicka you spent back. Woohoo, no change.

Posted: Wed Sep 27, 2006 8:39 pm
by deceptivegenius
I was under the impression that spell absorption absorbed damage, but perhaps I was wrong.

Anyways, thanks for the input.....sarcasm noted.

Posted: Wed Sep 27, 2006 8:51 pm
by Vook
Nope. Spell absorbtion absorbs magicka from spells from external sources. A spell "on self" won't work, but summon a ghost, punch it and make it attack you with spells and it will work.
I think it's capped at 85% but I'm not sure.

Posted: Wed Sep 27, 2006 9:17 pm
by Jeff
Having the Atronach Birthsign, grants 50% Spell Absorption, and you can still cast spell on yourself, like heal, chameleon, ect...
Spell Absorption is an M% chance to convert all of the energy from a hostile spell into your Magicka points and avoid its potentially damaging effect.
Having an Atronach Birth Sign, would only require a Spell Absorption of 50% for you to have Spell Absorption 100%.

Not sure on your reasoning for wanting the Minor Wound?

Is it to cause damage to yourself, to restore Magica?

I've never done this. Not sure if it would be considered a "Hostile Spell", since you are casting it on yourself. Since you are using Spell Absorption (Mysticism), and Damage Health (Destruction), in the same spell, it may class it as Mysticisim.

I did make a Fire Damage Spell (target), with a Restore Health (self). It classed it as Destruction. I notice increase in Destruction, but no increase in Restoration.

I have heard of people that said they cast a damage spell (self) Destruction, then cast a Heal (self) Restoration, to improve those Skills.

Since you do already have 50% Spell Absorption, maybe just try casing a Damage Health (self), and see if it absorbs it. ...or you could cast a Spell Absorption 50%, then cast the Damage Health Spell. Although, I would suggest a Drain Health Spell, as it is only temporary.
Drain vs Damage vs Absorb
Each of these spells reduces the points of a target's statistic. Most commonly, the statistic is Health, but Fatigue, Magicka, Attributes and Skills can also be targeted. These spells differ in that Damage is a long-term effect, whereas Drain is a short-term effect.

As a long-term effect, the points lost to Damage remain lost indefinitely, until reversed with a Restore spell. Drain effects only last for the duration of the spell; they are then automatically reversed. To reverse the Drain effect more quickly, Dispel can be used.

As a result Drain X pts for Y secs and Damage X pts for Y secs have different magnitudes. The Drain spell will have a constant effect of X pts reduction during the duration of the spell. A Damage spell will cause another X points of reduction each Y secs. So after Y seconds, the total damage will be X*Y points, which then lasts indefinitely.

Absorb spells transfer points of the given statistic from the target to yourself. For Absorb Fatigue, Absorb Health, and Absorb Magicka spells the effect on the target is the same as a Damage spell. For Absorb Attribute and Absorb Skill spells, the effect on the target is the same as a Drain spell.

Drain spells are much cheaper than Damage spells. For Attributes, Absorb spells are only slightly more expensive than Drain spells. For Fatigue, Health, and Magicka, Absorb spells are even more expensive than Damage spells.

Posted: Wed Sep 27, 2006 9:46 pm
by Jeff
On anothe note:
Restore vs Fortify vs Absorb
Each of these spells increases the value of a statistic, such as Health, Fatigue, Magicka, Attributes and Skills. Restore will only increase statistics back to their usual values (i.e., healing earlier damage). Fortify increases statistics past their usual values.

Restore is a permanent increase (at least, until you get injured again!), wherease Fortify effects only last for a limited period of time.

Restore will not always repair damaged statistics, even if they are shown in red in your journal. Restore will not repair decreases due to Drain effects (use Dispel instead), nor will it repair decreases caused by Diseases (use Cure Disease instead).

Absorb transfers points of a statistic from the target to the spellcaster. The effect upon the spellcaster varies. For Absorb Health, Absorb Magicka, and Absorb Fatigue the effect is the same as a Restore spell, i.e., values are healed up to their base value. For Absorb Attribute and Absorb Skill the effect is the same as a Fortify spell, i.e., the values are temporarily increased past their base values.

Posted: Wed Sep 27, 2006 10:22 pm
by Jeff
I just tested:

Damage Health (self) 10pts / Spell Absorption (self) 35%, Magica 19pts

It did do damage to me, however it did not absorb any of the spell. I did this 10 times.

I also did just a Damage Health (self), and it does do damage to you. The Atronach Spell Absorption did not absorb any of the spell.

Posted: Wed Sep 27, 2006 10:24 pm
by Jeff
Also, it classed it as Mysticism, however, if I increased the Magnitude of the Damage Health, it classed it as Destruction.

Posted: Thu Sep 28, 2006 1:46 pm
by deceptivegenius
What I meant was to have items that give a constant 100% spell absorption. For atronach birthsigns, we would only need 50% more from items.

My logic was that since self-targeted destruction spells cause damage, they would be considered hostile spells. I also assumed (perhaps in error) that the magicka gained from the absorption was equal to the damage which would have been received.

If this is the case, a character with a constant 100% spell absorption (atronach's only need 50 additional) from items would always absorb hostile spells. So, if the damage normally received is significantly higher than the magicka cost of casting it, casting a self-targeted version of the spell would serve to increase your magicka instead of decrease it.

This is, of course, dependant on the assumption that the magicka absorbed is equal to the damage negated, not the magicka cost of the spell. If someone can provide insight into exactly how much magicka is gained from absorbing a hostile spell, it would solidify whether this is a legitimate way to increase magicka or not.

Posted: Thu Sep 28, 2006 3:19 pm
by Jeff
Spell Absorption is an M% chance to convert all of the energy from a hostile spell into your Magicka points and avoid its potentially damaging effect. For example, if you had 50% Spell Absorption, every second spell cast at you would simply refill your Magicka, depending on the strength of the spell, instead of otherwise affecting you.
It doesn't say specifically that it Abosrbs the Magica (instead of damage), but it does indicate that is what happens.
This effect actually uses points instead of percentage as the units for the magnitude; however, this may just be an oversight/glitch, since the effect works as if the units were percentage.
50% Spell Absorption means that there is a 50% chance that you will Absorb ALL of the Energy/Strength of the Spell. Not that it will Absorb 50% of the Spell Effect/Damage.

I think with Spell Absorption, "Hostile Spell", indiates that it is cast from someone (thing) other than yourself, Attacking you. I do not believe that it has to do with the Spell causing Damage. I did test it, and it appears to be the case.

Spell Absorption works much differently than Absorb Magica.
Spell Absorption (Defensive) -- No enchanting (you can with a Sigil Stone)

Absorb Magicka (Offensive) - - You can Enchant Weapons
Absorb Magica - Transfer M points of Magicka from the target to the spellcaster. On the target, the effect is comparable to Damage Magicka; on the spellcaster the effect is comparable to Restore Magicka.
Vook has a good point, Summons a Ghost, attack it three times (trying not to kill it), and let it cast spells at you, to Absorb its Magica.

Also, since you are now able to get into the Arcane Universtity, Enchant a Weapon with "Absorb Magica", that way it won't cost for casting a spell, and every hit will restore some Magica (provided they have magica).

Do the Azura Shrine Quest, to get Azura's Star (Soul Gem that is reusable, doesn't dissapear with the use). Soul Trap a Grand Soul (1600 points), and Enchant a Weapon with Soul Trap 5sec - Absorb Health 14 points - Absorb Magica 15 points. This way, you Restor Health and Magica with each hit, plus you Trap the Soul, to use and recharge your Enchanted Weapon. After each kill, reacharge your Weapon, and trap more souls.

Posted: Mon Nov 06, 2006 7:06 pm
by Jainzar
First of all sorry for bumbin old topic ^^ but i jus wanted to ask if any1 have info if item has harmful spell on it n so get its mp? like in fighters guild last quests theres e fellow who has fire dmg 150 on self ring. So... if char has 100% absord does that ring hurt u or u jus gain ALOT mp? that jus came to my mind but cant test cos i lost e damn ring somewhere :( in all saves and im playin on xbox so no console help :?

Posted: Mon Nov 06, 2006 7:29 pm
by AnimaMortis
well, jeff said on self cast doesnt get absorbed. that ring is on self, so u lose health if u put it on, regardless of your amount of spell absorbtion.

Posted: Tue Nov 07, 2006 12:25 am
by Quiglesigles
that would never work