dtgreene: For Cast on Strike weapons, you actually can put multiple effects on them. In fact, one weapon enchantment (that also works well on a Destruction spell) is:
* Shock Damage X
* Weakness to Shock 100% for ~3 seconds
* Weakness to Magic 100% for ~3 seconds
(The order might seem backwards, but Oblivion (unlike Morrowind) is rather strange in this regard.)
rtcvb32: Long as they are all there i don't think it matters.
Actually, I believe that if you put the weakness before the effect affected by the weakness, the weakness won't actually work on the other effect. This doesn't make sense (and in Morrowind you'd use the reverse order), but it's the way it works.
By the way, one spell I wish I could make in Oblivion, but you annoyingly can't, even though it would make sense, is:
* Restore Intelligence 3 points on Self
* Restore Willpower 3 points on Self
Such a spell would make Will-o-Wisps less frustrating to recover from, but annoyingly, you can't put two separate Restore Attribute effects on the same spell, even though it would seem like a logical thing to do. As a result, after being hit with a Will-o-Wisp's stat damage attack, it's necessary to use two separate spells to recover from it.
If they didn't want exploits like Fortify Attribute 800 points (as was possible in Morrowind), a better way to deal with it would be to make it so that multiples of the same spell effect don't stack, and make sub-effects count as different effects; this would cut down on exploits. (From what I understand, Skyrim did this with potions, which makes more sense than Oblivion's 4 potion limit.)
rtcvb32: Reminds me, Morrowind there was a limit on the strength of enchantments depending on the item. Clothing was 1-2, rings 5-50, armor 10-20, weapons 5-20, etc. Made a number of items nearly pointless to invest in using. (
plus paper had no power so making scrolls was impossible, yet you could buy them). Expensive clothing on the other hand could hold higher enchantments than basic clothing.
Daggerfall was like that, except that you could add disadvantages to items to increase the enchanting capacity I could give an item a Cast on Use effect, but with the downside that the item makes me take sun damage while worn in sunlight; since it is never necessary to equip it, the drawback is wasted. Or, how about an item that repairs items while equipped (no need to use it), but that does damage on use (which never happens)? (It's also nice that, unlike in Arena, you don't need to equip items to use them. Morrowind has you automatically equip items when you use them, for comparison.)
rtcvb32: (
plus paper had no power so making scrolls was impossible, yet you could buy them)
Even if you could make such scrolls, it wouldn't be practical, because such scrolls are single use and the cost to make one just wouldn't be worth it (and if you're making it yourself, the required Enchant skill is not reasonable).