Creative Spells

Post » Tue Feb 01, 2011 7:49 pm

Yes, I realise that I have already asked this question in another topic, but I think people are just looking at the title and assuming that it ids different than what it is.

Esentially, my new pure mage character is irritated with the prejudices that some mages get that only focus on one school of magic: Destruction mages will always be associated with violent types, Conjuration with Necromancers etc. To combat this problem, he will be writing a New Spell Book for novices and experts alike that focus on creative uses of the schools of magic, especially Illusion, Destruction, Alteration and Conjuration, although he will slightly focus on Mysticism and Alchemy as well. Now, I need good examples of creative uses of effects from these schools of magic. I decided not to pick Restoration due to it not really having any interesting effects that can be combined with each other, as interesting as Fortify Mercantile + Personality is. He will combat test all the spells in order to make sure they belong on his Spellbook. Unfortunately, I'm on Xbox, although I'm hoping to get a new PC for TES V, and I may recreate this character. So please, give me some creative spells!
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tegan fiamengo
 
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Post » Tue Feb 01, 2011 4:54 pm

Here's one I came up with some time ago to get out of tight spots:

Conjured Escape- Summon Clannfear 30 sec. on self + Invisibility 30 sec. on self. The enemy looses sight of you while being given a new target to focus their aggression on (or run away from).
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Jessica Lloyd
 
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Post » Tue Feb 01, 2011 7:21 pm

My character is a mystic archer who kills with her bow. Magic is to help her do that better, and some of her uses of it are kind of creative I think.

As an archer, she has no use for fire, frost or shock except for lighting torches, warming her bath and cooking dinner. For her, the school of destruction exists for two effects: weakness to poison and drain speed.

She also travels everywhere with her horse. A walk on water x 120 seconds on touch is lovely for helping them cross rivers and lakes. She also uses a command creature spell to recall her horse to her side from within visual range or to follow behind her.

She finds her bow doesn't work well under water, so she created a touch spell to help when she had to fight under water. She was quite scared about the idea of unleashing fire, frost or shock into the water around her, so she opted for a lovely absorb health on touch spell.

When she knows she's going to be hit, she blocks with her bow until she can immobilize her foe (illusion) and open fire. Although not required by the game at all, she (for RP reasons) casts a shield spell when she has to block with her bow to protect it from damage when blocking.

On many of her spells that are timed, she invests exactly one magicka to add a 'countdown timer' to help her know when the spell will have run its course. This is simply a feather x 3 on self effect for as many seconds as necessary, and gives her a little icon showing how much time is left on the effect. This is very handy for the walk on water spell she uses on her horse for example to keep them from getting surprised and wet.

Telekinesis x 100 feet is lovely for 'target identification'. She simply readies the spell (no need to cast it) and moves her cursor over a pink glow, and voila: Goblin Warlord (or whatever). That has saved the life of more than one 'Adventurer' and 'Imperial Legion Forester'.

She cares not about armor rating and such, dressing only for fashion. As such, she changes outfits a dozen or more times per day. She uses a simple invisiblilty spell to do this - even in the middle of the street - with some privacy.
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X(S.a.R.a.H)X
 
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Post » Tue Feb 01, 2011 5:57 am

Maybe this is a good excuse for me to write down all my custom spells.
My most powerful spell is a touch spell, which is in its third version of the spell (currently at Master level, the previous two were at Expert Level.
I named it Void, The Movie (First spell was Void, second spell was Void Returns, and now the third)

I'm not looking up the specifics, but these are the components:
Soul Trap
Fire Damage
Shock Damage
Weakness to Fire and Shock 100%
Weakness to Magic 100%
And Light in 10 feet for the duration of the Soul Trap, which I usually put around 4 seconds. (I try to add Light as a component to soul trap spells, as it is visually cool when the light is extinguished, you take the soul at the same time.)

This is an instant kill spell on anything except a Mended Flesh Atronach, and heavily armored marauders and Liches, at 75% difficulty. For Emergency Use only, as it takes all my magicka.
The Lich will reflect this spell, fyi, so if you truly want to see how powerful your spells are, and how fast you can die in this game, cast this on a Lich. The Nether Liches are quite easy for me, three or four bow shots usually does it.

I have a frost cloud spell, where I do frost damage for about 8 seconds, in a 40 foot radius, in addition to paralyzing anyone in 40 feet for 3 seconds.... which translates to about 5 to 6 seconds, as they must fall, and then get back up. Good escape spell.

And don't discount Restoration. Try this:
Drain Fatigue 100 for 2 seconds
Drain Health 100 for 2 seconds
Damage Fatigue 100 for 2
Damage Health 100 for 2.

Watch your enemy flop around then die conveniently at your feet.

Another spell has fire, shock, turn undead, light components.
Another summons a dremora lord, turns me invisible, buffs me up a little, so I can get the hell out of there. It's called Panic!

Save before you make custom spells, then either try them out on the apprentices outside, (reload after of course) or hit the closest cave, for me, Sinkhole Cave, as I can test it out on hostile humans, rather than creatures. Just.... remember to save beforehand. If it svcks, or isn't quite right, you can tweak and play with the effects over and over. Then final save on the spell. Pretend you're in the middle of exams... as this process can take up a fair amount of time. Testing and tweaking a spell sometimes takes up and entire gaming session in an evening. :foodndrink:

I go this torturous study route, as I too am on 360, and it totally svcks to have screwed up and lame weak spells in my book. So I test thoroughly before I commit. Just one more lame thing to scroll through, could send me over the edge.
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[ becca ]
 
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Post » Tue Feb 01, 2011 1:36 pm

God, some excellent posts here. I am learning a thing or two (the Soultrap with Light to see the tormented soul go away takes the cake btw...).
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Lyndsey Bird
 
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Post » Tue Feb 01, 2011 8:59 pm

God, some excellent posts here. I am learning a thing or two (the Soultrap with Light to see the tormented soul go away takes the cake btw...).


I too am learning some interesting spell combinations. :bravo: very nice

I've found that the most powerful spells seem to come in junction with an enchanted weapon. Such as two dagger strikes with weakness to magic x 5 seconds (the effect stacks), followed by a damage or absorb health 50 pts spell for 2 seconds. What happens is an incredibly efficient way to deal tons of damage, rivaling an altmer's atronach ( or so it seems) damage potential. My character is a dunmer, mage birthsign, so magicka reserves drain a little more quickly than bretons and altmer. I have found the stacking effects of weakness to magicka to be the most potent damage modifier possible. Saves me the magicka... doesn't inhibit my damage capabilities.

Another nice spell is drain fatigue + damage fatigue and paralyze used together, so you can paralyze for a moment (say 2 seconds) to drop the opponent, then his depleted fatigue reserves will usually keep them down, without costing you tons of magicka for a long term paralyze effect.

I like to use soul trap in conjunction with weakness spells as well. It just seems like a creature with a cage on its soul would suffer spiritual weakness to me, And as mentiooned above, the light thing on soul trap seems AWESOME!!

Just my two cents :)
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Kirsty Collins
 
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Post » Tue Feb 01, 2011 2:58 pm

When you sign up in Mages Guild its like a Harry Poter story, resolving dangeruos quests, you will become famous, you will have your best friends, you can chose betwen Good or Evil Mage fight against evil and other....Its realy funny
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Lizzie
 
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Post » Tue Feb 01, 2011 7:42 am

Look up the exact specifics on the wiki, but I like summoning full armor with a weakness to fire on self for a few seconds. It looks like the armor conjured through fire since weakness spells show their animation on yourself. Adding this to any destruction spell makes it look better. Being imbued with lightning while casting a custom shock spell looks very cool. This can be done with any animation really, from fire to the red "drain" effect. Also the heart attack spell is a very cool "curse" spell for all of you would-be Argonian Witch Doctors out there.
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herrade
 
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Post » Tue Feb 01, 2011 7:26 pm

When you sign up in Mages Guild its like a Harry Poter story, resolving dangeruos quests, you will become famous, you will have your best friends, you can chose betwen Good or Evil Mage fight against evil and other....Its realy funny


What? How is it anything like Harry Potter? You don't go to a school. You do quests but it's for the guild and the people around you. You practice Magic on your own time. The main evil enemy wasn't a former student looking to get back at his master and take his place. Mannimarco does not want to own the Mages Guild. Just destroy it. You never get an option to go evil in the Mage's guild quest line. No idea where you got that. Almost all quests in the game are dangerous quests, you become famous in all the faction lines, and you build up reputation doing most anything. I see very little resemblance except you're a mage and you fight a bad guy who is also a mage.
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tannis
 
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Post » Tue Feb 01, 2011 12:04 pm

this isnt a "spell" techicnically but it is a cool enchantment sort of similar to Xarnac's, I put a fire damage 1pt to self as a constant efect of my daedric helm so that I am constantly on fire, my echantment still needs some work i would try a restore health 1pt to self to counter the fire damage but my cousin is borrowing my copy so it will be a while before i can see if retore health potions are the only option
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Nick Jase Mason
 
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Post » Tue Feb 01, 2011 5:57 am

Some ideas if you haven't been http://www.uesp.net/wiki/Oblivion:Useful_Spells#Peculiar_Spells before.
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Elle H
 
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Post » Tue Feb 01, 2011 1:09 pm

this isnt a "spell" techicnically but it is a cool enchantment sort of similar to Xarnac's, I put a fire damage 1pt to self as a constant efect of my daedric helm so that I am constantly on fire, my echantment still needs some work i would try a restore health 1pt to self to counter the fire damage but my cousin is borrowing my copy so it will be a while before i can see if retore health potions are the only option


A tiny correction here: The lowest fire damage you can enchant onto an item of apparel is 5 points.

As far as your question, it is not possible to enchant an item of apparel with restore health. :)
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Stephanie Nieves
 
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Post » Tue Feb 01, 2011 8:32 pm

God, some excellent posts here. I am learning a thing or two (the Soultrap with Light to see the tormented soul go away takes the cake btw...).

That SoulTrap and Light idea, I applied to the Replica Glass Axe. Even if the axe breaks fast, for a first strike weapon, to be followed up on with my new daggers (mentioned in another thread), it's a nice combo.

Jenifur Charne
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FITTAS
 
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Post » Tue Feb 01, 2011 6:50 am

That SoulTrap and Light idea, I applied to the Replica Glass Axe. Even if the axe breaks fast, for a first strike weapon, to be followed up on with my new daggers (mentioned in another thread), it's a nice combo.

Jenifur Charne


But don't replica weapons have a base damage of one? Why not use the spell for something stronger? :P
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Joe Bonney
 
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Post » Tue Feb 01, 2011 8:54 am

I too am learning some interesting spell combinations. :bravo: very nice

I've found that the most powerful spells seem to come in junction with an enchanted weapon. Such as two dagger strikes with weakness to magic x 5 seconds (the effect stacks), followed by a damage or absorb health 50 pts spell for 2 seconds. What happens is an incredibly efficient way to deal tons of damage, rivaling an altmer's atronach ( or so it seems) damage potential. My character is a dunmer, mage birthsign, so magicka reserves drain a little more quickly than bretons and altmer. I have found the stacking effects of weakness to magicka to be the most potent damage modifier possible. Saves me the magicka... doesn't inhibit my damage capabilities.

Another nice spell is drain fatigue + damage fatigue and paralyze used together, so you can paralyze for a moment (say 2 seconds) to drop the opponent, then his depleted fatigue reserves will usually keep them down, without costing you tons of magicka for a long term paralyze effect.

I like to use soul trap in conjunction with weakness spells as well. It just seems like a creature with a cage on its soul would suffer spiritual weakness to me, And as mentiooned above, the light thing on soul trap seems AWESOME!!

Just my two cents :)

Putting the weakness effect on the weapon was a new idea; my standard is a weapon with a sigil stone damage effect and an elemental weakness spell to boost damage,
More suitable for a character with magic as backup as the weakness to element effect is cheap, smart to add soul trap to it as it’s cheap and you can recharge your weapon.

And yes if you want to play really nasty, use soul trap in 5 sec, weakness to shock 100 in 5 sec, weaknesses to magic 100 in 5 sec. Each time you cast it the weakness to magic boost the weakness to shock effect.

Light effect is also nice to show that the spell is active on the enemy; if you use a long term weakness or command, frenzy, silence effect it’s smart to let the light go out 2-3 seconds before the main effect does so you can recast.
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Roberta Obrien
 
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Post » Tue Feb 01, 2011 10:11 pm

But don't replica weapons have a base damage of one? Why not use the spell for something stronger? :P

They do, but since normally the replica items are not worth spit, I decided to put a bit of effort into turning them into something useful. After enchanting, they're used simply to apply the enchantment to the target. The enchantment is what does the job.
These are my daggers: http://www.gamesas.com/index.php?/topic/1102291-funny-replies-you-make-to-npcs-2/page__view__findpost__p__16745865. They're not worth a damn against an armored target, but against unarmored targets like necromancers, they earn their keep.

Jenifur Charne
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Mistress trades Melissa
 
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Post » Tue Feb 01, 2011 4:58 pm

Command + fortify health, both on touch/target. Have your opponent or a creature fight for you while having health boosted, and when the spell ends the health is taken off it again, possibly killing it.
May fav spell when asked about creative spells, but I still haven't applied it to a character. Most useful when fighting multiple opponents obviously.

Something else...making this up as I write, well this might turn out funny: demoralize + drain speed. Watch him flee in slo-mo. :P

Edit: no such thing as a drain attribute spell though. ^_^
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Angelina Mayo
 
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Post » Tue Feb 01, 2011 9:53 pm

They do, but since normally the replica items are not worth spit, I decided to put a bit of effort into turning them into something useful. After enchanting, they're used simply to apply the enchantment to the target. The enchantment is what does the job.
These are my daggers: http://www.gamesas.com/index.php?/topic/1102291-funny-replies-you-make-to-npcs-2/page__view__findpost__p__16745865. They're not worth a damn against an armored target, but against unarmored targets like necromancers, they earn their keep.

Jenifur Charne


Oh, okay. Thank you for the explanation. That's rather interesting now that I understand it. :)
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Spencey!
 
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Post » Tue Feb 01, 2011 7:14 am

Command + fortify health, both on touch/target. Have your opponent or a creature fight for you while having health boosted, and when the spell ends the health is taken off it again, possibly killing it.
May fav spell when asked about creative spells, but I still haven't applied it to a character. Most useful when fighting multiple opponents obviously.

Something else...making this up as I write, well this might turn out funny: demoralize + drain speed. Watch him flee in slo-mo. :P

Edit: no such thing as a drain attribute spell though. ^_^

I believe there IS a drain attribute spell. The only way to get it is to be an Orc. (beserk drains your speed, granting you access to the spell effect)
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Alycia Leann grace
 
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Post » Tue Feb 01, 2011 6:22 pm

I believe there IS a drain attribute spell. The only way to get it is to be an Orc. (beserk drains your speed, granting you access to the spell effect)

Multiple ways to get drain attribute if you have plugins, http://www.uesp.net/wiki/Oblivion:Drain_Attribute

No way to make damage attributes spells, my favourite in Morrowind, cast damage strength on a bandit near the road until he was unable to move and could just look stupid at you walking by.
You can make damage strength poisons; they can be used the same creative way.
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SEXY QUEEN
 
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Post » Tue Feb 01, 2011 8:51 am

I believe there IS a drain attribute spell. The only way to get it is to be an Orc. (beserk drains your speed, granting you access to the spell effect)


Yes. Although there are no drain attribute spells available to buy in the game, the effect can be gained for enchanting by several methods which are detailed here: http://www.uesp.net/wiki/Oblivion:Drain_Attribute

If you know any drain attribute effect, you can create spells to drain any attribute. Our fave is drain speed. :twirl:
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Jennifer Rose
 
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Post » Tue Feb 01, 2011 7:24 am

Yes. Although there are no drain attribute spells available to buy in the game, the effect can be gained for enchanting by several methods which are detailed here: http://www.uesp.net/wiki/Oblivion:Drain_Attribute

If you know any drain attribute effect, you can create spells to drain any attribute. Our fave is drain speed. :twirl:



Yes, drain speed is a very good thing... It helped me kill 3 necromancers without taking much damage, i didn't have to use my valueable weapon, Goldbrand. I used it on the necromancers, making them really slow, I could just push them down a chasm...
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Natasha Biss
 
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Post » Tue Feb 01, 2011 5:38 pm

Light on target :D hooray for human torches!!! (if only it would light up anything it hit, not only npc's.... -__-)
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mollypop
 
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Post » Tue Feb 01, 2011 6:11 pm

Light on target :D hooray for human torches!!! (if only it would light up anything it hit, not only npc's.... -__-)


Just be warned.... I've found through testing that light, hitting a friendly NPC is considered an attack, even though it's only light.
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meg knight
 
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Post » Tue Feb 01, 2011 12:41 pm

Just be warned.... I've found through testing that light, hitting a friendly NPC is considered an attack, even though it's only light.

light on target / touch is not aggressive, my crazy mage use it to train illusion. Wanted to make a short powerful light spell to get a overview forgot to set it to on self. Fortify mercantile 100 for 2 seconds on touch is more useless :) same mistake.
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Evaa
 
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