» Tue May 17, 2011 3:44 am
These are all Touch or Self based unless otherwise specified. Target costs too much to be useful to me.
My Khajiit's spells:
Breath of Kynarthi: Invisibility, Fortify Speed and Athletics, Detect Life. Uses this while running around at night or when I need to get away in a hurry.
Blessings of Baan'dar: Fortify Sneak and Marksman/Blade. For when it absolutely positively has to die in one hit without seeing you.
Rajhin's Luck: Fortify Luck and Security.
Fusozay Var Dar!: Rally, Fortify Health and Strength on Other.
Your Mother: Short-duration Frenzy, Drain Personality on Self. Made just as a lulz thing so I can pick fights.
My Nord's spells:
Scales of Ysmir: Resist Frost, Frost Shield, Fortify Endurance
Alduin's Wrath: Damage various stats, Frost Damage, Soul Trap
Flash Freeze: Paralyze for 1 second, Frost Damage for 5 seconds, Damage Health.
Dumb:
Wingardium Leviosa: Telekinesis
Alohomora: Open Very Hard Lock
Crucio: Paralyze + Damage Health (I'm a nerd, yes I know)
Ecstasy: Fortify Agility, Strength, and Fatigue in a 1/4, 1/4, 1/2 setup, as high and for as long as your magicka pool will allow.
Fever: Minimal Fire Damage + Cure Disease.
RUN AWAY!: Fortify Athletics and Speed to max for 20 seconds.
Enchantments: I've managed to build some fun little things over the course of the game.
Full Suits:
"Camo": Leather enchanted with Chameleon, with a Brown Hood just for personal preference in headgear. Getting the Ring of Khajiiti will put you over 100%
"Minotaur Hide": Fur enchanted with Fortify Endurance.
"Power Armor": Glass enchanted with Fortify Strength. Getting the Cowl of Nocturnal will boost your Encumbrance up really high. Great for packrats like me.
"Atronach": Dwarven enchanted with Absorb Spell. This with Reflect Spell Rings, Spellbreaker, Spelldrinker Amulet, and the Atronach birthsign. I now laugh at Conjurers.
The Bookish Set: Chainmail Greaves, Plaid Shirt, Brown Hood. All with Fortify Intelligence. Paired with Lunar Rings/Amulet. These turned my Nord who had up until then been a full warrior into a battlemage with enough power to rival an Altmer. Well, a Level 1 Altmer, but still.
Senche Fang: Dagger with Damage Health for 20 seconds + Damage Endurance to mimic bleeding damage. *stabstabstab*
Argonian Heart: Amulet with Waterbreathing.
Daywalker/Dawnbreaker: Silver longswords with various amounts of Demoralize/Turn Undead and Fire Damage. Daywalker is tailored to fight vampires, while Dawnbreaker is for generic Undead. I'm porting these over to Skyrim, because with dual-wielding they'll be able to be used together like they should.
Hunter: A bow with Soul Trap and various killy effects. Paired with...
Hunter's Cap: Fortify Marksman
Modded Enchantments: These are meant to be like artifacts. Powerful in sets, hard to find, valuable, etc. I'm planning on releasing them once I actually finish planning them out and if they're not too game-breaking. Objects with no number values haven't been decides on yet. They're gonna be part of a somewhat large faction mod that I'm planning.
Hood of Night: Black hood
---Fortify Sneak 10
---Fortify Illusion 15
---Night Eye (a modified version that doesn't [censored] the eyes.)
Minotaur Hide: custom cuirass
---Shield
---Fortify Endurance
---Fortify Strength
---Fortify Athletics
Vengeance of Kynarthi: This bow will be hard to find and be guarded by something nasty.
---Consume Soul (a script that fully recharges the weapon if it kills an enemy. Which it probably will.)
---Damage Speed
---Damage Health
Dark Fire Circle: Again, hard to find, guarded by nasties.
---Fortify Destruction 50
---Fire Shield 50
---Reflect Damage 25
The [censored] Stick: Weak attack power, horrendous stat damage. (the real name is ...another way to say "unintelligent donkey")
---Damage Intelligence
---Damage Agility
---Damage Speed