[I can't mod to save my life, but I've been trying to work out http://www.gamesas.com/topic/1348208-spellmaking-an-idea-of-mine-and-a-thread-for-further-brainstorming/page__fromsearch__1 should some modder ever want to take up the endeavor. Not that my ideas are the best ever, I was just trying to make the problems more manageable.]
It is a little harder than that.
What does a fireball combined with an Ice Spike look like?
...Or what goes on the screens if someone wants to combine an Ice Spike with Flames?
...Or Frenzy in a 15' radius with a 5' radius of Fear?
simple, have the spell look like the first effect when that is plausible, or if it is something like a fireball and lightning (the stream one) spell simply shoot a ball of fire out of the stream of lightning, or even make it where something jsut cannot be used together, or even better make it look somethign like this
cast: decideds how you cast it (on touch, stream, range, ect)
effects: decideds what the effects are and the durations for said effects
duration (if not in the effects section): the duration, plain and simple
area of effect (if not in the effects section): the area the effect, well, effects
name: the name of the spell, duh!
and the game could generate a gold cost (to make the spell) and magicka cost (to cast the spell), the spell would look like the cast and the first effect (a spell with fury and calm with the cast stream would look like a streaming fury spell)
I think the solution to the glitches would be for scraping both original effects and making a whole lot of new effects for each possible combination. Of course that is way too much work for Bethesda when they were looking at the problem in March and had the 11/11/11 deadline in place. Even if Bethesda limited the number of slots to 3 and took out the ones that don't seem plausible [combining any Destruction and Healing], then that is likely 100s and probably 1000s of combinations. Of course some effects will overlap and many others would just be slight variations and there will be some recycling which will help cut the work load.
I see this as a lot of work, but not something much different than creating a texture pack.
it does not have to be as complicated as all that, simply make it like i posted above, and no need to make effects mutually exclusive, sometiems it is fun making a calm 100 seconds and fury for 100s across 100ft spell (makes everyone beat the crap out of the calm guy and each other) or just spell that would not mix well
Of course, there is and additional problem of new spell mods. What do you do with those effects? Or what do modders with Spell mods do when a Spellmaking Mod comes?
the exact same thing you did with oblivion, i did not have oblivion for pc but i assume you could not remake the spell in the midas magic mod
-sniped this section (no real response to it)-
There is one other option. Somebody [maybe even Bethesda themselves] could offer a mod porting over Oblivion's magic system and just preserving runes and dual-wield since DW is only good for when the same spell is in both hands so it should be non-issue, that way the perk trees remain functional in their current form.
I would install an Oblivion magic system mod and never look back. Sure it's less pretty, but it's also less [censored].
[...ooh! I made a rhyme]
we can agree with this, magic in skyrim is all flash no fury
meh bones never tell me wrong 