This is an archive of past Oblivion talk:Useful Spells discussions. Do not edit the contents of this page, except for maintenance such as updating links. |
Making your spells cast faster
How about a hint on adding "on touch" effect to self buffs?
I find that the cast animation for Self is actually slower than for Touch. To prevent bad side effects, like triggering aggro, I would recommend setting it to something like "Charm 1 for 1s on touch". — Unsigned comment by ZirePhoenix (talk • contribs) on 30 December 2008
- It's true that the touch effect is faster than the self one; you can cast 10 touch spells in 10s but only 6 self spells. The trouble is that the spell must be effective before it counts towards a skill increase so if you cast, say, Drain Health, with no enemy, you'll get no benefit. That would mean you would have to spend your buffing time in a town or village as opposed to holding down the cast button whilst running from place to place. –Rpeh•T•C•E• 14:18, 31 December 2008 (EST)
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I just tested it by setting my character's destruction skill to 50 and used the following spell:
- Fortify Int 60 pts for 2s on self
- Fortify Magicka 100 for 2s on self
- Charm 3 for 1s on TOUCH
- Disintegrate Armor 59 for 1s on self
This skill raised my Destruction magic just fine.
For more testing, just to make sure both the Self and Touch effects are from the same school, I tested with this one:
- Fortify Fatigue 3 for 1s on self
- Restore Fatigue 3 for 1s on touch
And this also raised my skill just fine. What skills were you testing to determine that it doesn't work? ZirePhoenix 22:49, 2 January 2009 (EST)
- That doesn't work either: I ran out of magic after a few repetitions. –Rpeh•T•C•E• 06:17, 4 January 2009 (EST)
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- Were you wearing armor? --Debatra 16:20, 4 January 2009 (EST)
By the way, you can cast faster while blocking. You can have your weapon or fists out or if you have a single handed weapon and a shield, I think you can just block with your weapon away. On a laptop, the keys are thinner and you can wedge things between them to hold down 'c' and 'alt'. Such objects could be small screwdrivers or even coins, but with a conventional keyboard, you have to find a weight (size C batteries work well).--Theos 02:59, 7 March 2010 (UTC)
Where would this go?
This is a spell I really like.
The Reaper's Stare
- Chameleon 100% for 15 seconds on strike
- Detect Life 50 feet for 10 seconds on self
- Invisibility for 10 seconds on strike
- Paralyze for 10 seconds on strike
- Weakness to Magic 100% for 10 seconds on strike
- Weakness to Poison 100% for 10 seconds on strike
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- Optional:
- Weakness to Fire 100% for 10 seconds on strike
- Weakness to Shock 100% for 10 seconds on strike
- Weakness to Frost 100% for 10 seconds on strike
Now what this spell does is basically wipe you and your victim from reality for around 10 seconds, in which time you basically hit them a poisoned attack (whether this be with a bow or a melee weapon) or another spell to kill them. So it ends up looking like you and someone else just disappeared, and then a few seconds later your victim's lifeless body reappears alone. I made the spell effects "on strike" because if you use "on touch", the victim will detect you even if you are invisible, and there would be no sneak attack bonus (unless you were invisible when you cast the spell).
However the spell can cost a lot of magicka. And you should not be wearing anything that reduces your magic efficiency. You also need a relatively good poison. Regardless of this though the spell is a way to kill anyone without being caught and is mostly for fun.
So could I put this spell in the "Peculiar spells" section? — Unsigned comment by Ovais (talk • contribs) on 21 March 2009
- I'm afraid that this spell is not noteworthy enough. This article always tends to turn into a collection of everyone's favourite spell. See the article for the criteria for new entries, a spell in this article should be able to inspire people, showing what one can do with custom spells.
- The Peculiar spells is actually a leftover from a previous, and messy, version of the article. Only if a spell really shows something new about the concept of spell creation, and how different effects affect each other, can it be listed there. --Timenn < talk > 18:42, 21 March 2009 (EDT)
How about this more concise model that actually demonstrates the desired effect?
Vendetta
- Weakness to Poison 100% for 10 seconds on target
- Chameleon 50% for 10 seconds on self
Assuming you already have at least 50% chameleon, this will let you get close enough to your target to deliver a poisoned dagger strike and get away to watch from a safe vantage point, simplifying assassinations. Normally when you hit someone with a Weakness spell, they'll start running around looking for you. A high level of Chameleon solves that problem and avoids the possibility of missing with your one poisoned arrow. --Nocturnal 01:02, 25 December 2009 (UTC)
Flee (no real use, and a question as well?) [360]
I was messing around with the more artificial method of leveling up magic schools, so I made:
Charm 3 points for 1 second on touch
Weakness to Poison 100% for 1 second on self
This doesn't really have any use (unless you're planning on leveling up Destruction), however when I got close enough for the charm effect to be used on a townsperson, they started fleeing from me. Later, I checked to see if it counted as an assault, and it gets somewhat complicated... It does not count as an assault in the stats section, however when I used this on a Thieves' Guild member, it told me that I had assaulted a member. It does not work on marauders, so I assume that it doesn't work on creatures. I also don't see the charm effect on the touched, so I don't know if the charm effect is actually working. I guess the question is "Why is the spell acting like this?" Quazilla 21:51, 22 March 2009 (EDT)
- This sounds similar to the fire/frost/shock spell (I forget the exact stats) that makes the spell effect appear on the player, but the actual effect is on the enemy you cast it on. (They take damage, but you're the one who's on fire.) Maybe it's the same glitch in reverse, somehow?
- Chunk of Ham 22:22, 22 March 2009 (EDT)
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- Okay, I found out what the deal was... I was 100% chameleon at the time, so they didn't see me. Odd, though, because guards usually see you anyways. I guess that clears the assault part up. In what you're talking about, does the fire damage spell effect appear on you? Quazilla 16:29, 23 March 2009 (EDT)
Coma
Hopefully this is not considered an exploit, as I did not see it on the exploit page. The idea is as follows: Make 1 spell that does Weakness to Magicka 100% for about 3 seconds, and damage fatigue x points, on touch(Spell "A"). Make another spell that does Weakness to Magicka 100% for about 3 seconds, and damage fatigue y points (Where x does not equal y) on touch(Spell "B"). Chain this spell (Cast A then B, and repeat) several times on the target, in rapid succession. If you hold down the block key with your fists, or a weapon drawn, it significantly decreases the time required to cast. Then, follow up the chain with a Paralyze on touch skill, preferably 5 seconds or longer in length. The compounded effects of the Weakness to Magicka spells drastically increase the duration of the paralysis, hence the term "Coma". Apparently I neglected to sign this comment. Oops! Scxe 11:06, 6 April 2009 (EDT)
- It isn't a glitch exploit, as it isn't the result of a failing game mechanic. The concept is covered in detail on the Spell Making page. --Timenn < talk > 09:07, 8 April 2009 (EDT)
Staffmasters helper
I have made a couple of spells to increase the effect of my staffs. I have used these spells with a Mages Staff of Shock (80pts), the strongest version. Drain Health 100 points for 1 sec Weakness to shock, 100% for 1 sec Weakness to magicka, 100% for 1 sec. Warm up your target with this spell, then follow up with a shot from your staff. This will bring down enemies with 420 health point in one shot(100+4*80). Add a soul trap effect to keep your staff charged, and other types of elemental weakness if you got the even stronger staff apothesis. It's more expensive in terms of charge but can deal up to 500 points of damage with it(100+4*99). Adding a chamelon 100% on self will keep you free of bounty but any guards etc will run away so fast you will probably miss them...is this spell good enough for the main page? Bongo 13:52, 28 April 2009 (EDT)
Some spells + notes
[[1]] ther are some spells i think may be good enough to be included in the list (some are already on) also if any1 else has some time to test my spells could they put info ther aswell.
Some Useful hints on Spells
I have experimented with Ong_Elvin's spell creator, and I have come across some good ideas that I have gameplayed tested.
First: If you are a master in restoration, you should add 100 resist magica on self for offense spells for 1 second if a touch spell or about 4 sec if it is a ranged. This stops the annoyance of dying from reflected spells and only costs 14.5 - 58 magicka extra. This makes it very pratical and hardly game-breaking.
Second: It is most effective to use as many offensive spell effects as possible in order to maximize damage in any destruction spell. These include Absorb Health Damage Health Drain Health Weakness to Magicka Shock Damage Frost Damage Fire Damage (Though I don't use weakness to magicka because of the flaw in the mechanics)
Third: If you use telekenesis in your spells, with 100% spell absorption and 100% spell efficeincy then you can absorb the base cost of the telekenesis spell which at 100 mysticism is 5 times the spell cost. This however only works if the spell cost is less than or equal to the entire spell. This can be extremely useful for Atronach character like me since I can now make spells like Hell's Grip: (Touch)
Absorb Health 4 3 1 No
Damage Health 14 3 1 No
Resist Magic 100 1 1 No
Drain Health 100 3 1 No
Shock Damage 74 3 1 No
Frost Damage 74 3 1 No
Fire Damage 74 3 1 No
Telekinesis 74 28 1 Yes
And literally lose no magicka. By the way it does 820 damage over 3 seconds. Nordickie 03:04, 9 December 2009 (UTC)
Mindburn
Telekinesis for x seconds in y on target
Damage Health for a seconds in b feet on target
Use: allows you to kill an enemy from a distance and get it's weapon.--TheAlbinoOrc 01:45, 3 February 2010 (UTC)
Self sufficient spells
- (moved from the article)
Spell 1
Say you have a helmet that fortifies magicka 50 points. If you use this spell, you'll be able to recover health at the cost of no magicka:
Restore magicka
- Bound Helmet for 1 sec on Self
- Restore Health X points on Self
- Cost: Up to 50 magicka
Cast the spell, and the bound helmet will take the place of your enchanted one, and at the same time heal you X points. After the spell has run out, equip your enhcanted helmet again, which then adds back 50 magicka points. Then repeat the process. Of course, this can be done with other pieces of armor as well. As a mage, you might have all your armour/clothes enchanted with Fortify Magicka. If you use the same method here, you'll have 300 (6x50) magicka points at your disposal. An example of how to max out this spell:
Ethernal state
- Chameleon 1% for 1 sec on Self (optional)
- Bound Helmet for 1 sec on Self
- Bound Gauntlets for 1 sec on Self
- Bound Greaves for 1 sec on Self
- Bound Boots for 1 sec on Self
- Bound Shield for 1 sec on Self
- Bound Cuirass for 1 sec on Self
- Spell of desired effect, can cost up to 300 magicka*
If you're low on health (in this example below 100), this spell is really helpful if you have i.e: Cuirass and gauntlets both enchanted with Fortify Health 50 points.
- Bound Cuirass for 1 sec on Self
- Bound Gauntlets for 1 sec on Self
- Dispell on self 3 pts (optional)
After the spell has run out, you simply equip your previous gear again, and you'll have recovered 100 health at the cost of almost no magicka. This can be maxed out to restore your health up to 300 points, using the same method as above, if all your gear is enchanted with Fortify Health. Only difference is that it will cost you some magicka points.
This spels worck because: Fortify Health boosts the target's Health by M points for D seconds. When the effect expires, the target loses M points of health, unless that would reduce the target's health to 0 or less; i.e. the target is left with at least 1 health point when the effect expires. In other words Fortify Health/Magicka will never live you whit negative values.
I moved these spells because I tested the first one and it does not work. I enchanted a daedric helm with a transcendent sigil stone to give it a Fortify Magicka 50pts effect then created the spell exactly as described. The first version had a Restore Health 74pts for 1s on self, which gave it a magicka cost of exactly 50 points. Casting it repeatedly drained my magicka by much more than the helm re-fortified it.
I then tried another version with Restore Health 40pts for 1s on self. I can't remember what the magicka cost was but it was well under 50. The spell still drained my magicka when cast repeatedly.
Since the simplest of the spells doesn't work as advertised, I didn't bother testing the others. rpeh •T•C•E• 11:59, 10 February 2010 (UTC)
You realy dont understand spell. Of course it will drain you magica if you have mor then 50, but you will never have less than 50 magica wen casting this spell.
- You say in your description that you can "recover health at the cost of no magicka". That is clearly not the case. All you are doing is using a Fortify Magicka enchantment - it's nothing to do with the spell. rpeh •T•C•E• 22:58, 10 February 2010 (UTC)
So if i miss to say you need this items for spell to worck im sory, but this spell will give you limited but constant reserve of magica so you can cast this spells unlimited number of time.
- But it's not the spell that gives you the reserve! All you're really doing is say that if you take off an item with a fortify magicka enchantment then put it back on again, you get the fortify effect again. rpeh •T•C•E• 23:15, 10 February 2010 (UTC)
I can give you spell like that but my frend is not finish whit translation of my thext in proper english and is weri hard to explane. But you are right for 1/2 of that claims. Spell depend of items but agen players dont realy care for that excep that they can spam spells.
Sloth deamon ritual
Damage/drain fatigue for x over y time (100=x is recommended) absorb health for z over y+w time•••w>-1
If used as a touch or bolt spell with no area affect it is most affective when used at mid-short range vs 1 enemy. if used as an area of affect spell it is most affective when you're surrounded by enemies and have low hp. Also makes for a good get away. Ps aim at group or caught in a circle aim at your feet.
Make sure you have a few mana regenerating items
- Im pretty sure it's compatable with the expansions and patches but idk*
Mirror
Reflect spells 100% (self)• Increase all spell damaging abilities on opponent• increase all spell damage on opponent•
Spell durations=X
only useful against spell casting enemies
weakening your magic defences might also increase the dmg but idk
Houdini's cloak
Firespell 1dmg radius=X (optional)••• paralyz for Y sec radius=X••• damage fatigue 100% for Y sec radius=X••• (any stealth spell of 100%) for 1.5Y sec•••
good if you have a large ammount of enemies mauling you
Naruto spells
Byakugan Nigth eye for 100 secs detect life for 100 secs range 100, like neji hyuga you will have 360 view to all of your enemies
Neji Hyuga style Gentle fist
Drain fatigue 100 for 41 secs damage fatigue 100 for 41 secs like neji from the naruto series you will be able to paralyze your oppenet by taking down their chakra fields your target should be out for at least five minutes, longer if more secs are added going to need a major magicka buff for this one. — Unsigned comment by 67.149.176.165 (talk) on 2 March 2010
- Spells with similar effects are already present here and here. --SerCenKing Talk 09:14, 5 March 2010 (UTC)
Trip
Just to be rude to people, make a targeted paralyze spell for 1 second. For some reason it requires them to get up when the effect is over, even if they didn't completely fall in the 1 second. Also, if they are not hostile npc's and there is no fight going on and no enemy, they might not attack you (not tested yet), though you will lower their disposition towards you because of the assault.--Theos 03:08, 7 March 2010 (UTC)
Tested-they freak out and start searching for the attacker...--Theos 02:19, 11 May 2010 (UTC)
Prone
This is a spell I made, that didn't seem very exciting at the altar, but turned out to be fun to use and effective as well. No pretense here that it's worthy of the main page, but it might interest some.
- Summon Clannfear/Daedroth 30 sec - Paralyze on target 1 sec
Best if the caster has high Conjuration and is cast at a good distance. The critter summoned should be a close-range attacker. If the Summon is first, it just about guarantees the target will take some shots while it is still laid out, even with a brief Paralyze duration. ("On target" Paralyze is costly, but you can raise the duration if you have higher skill.) Also, the target will almost always engage the summoned thing after it gets up, leaving you free to attack as a skirmisher in your favored ranged manner. Usually the target remains engaged even if you add a Bound Sword and take some direct shots yourself. Weapons with less reach are untested.
It is a variation on the Invisibility/Summon trick. I usually add a heal on self to those spells and reserve them for desperate situations. That is a purely defensive spell. This is a good play tactically in a multiple-opponents situation - if you anticipate the rush well, you can take one opponent out. Single opponents won't do well against it and your character usually winds up taking very little damage.
Fortify Magicka?
It would appear that Fortify Magicka only increases your max Magicka, not the amount in your pool (for Fortify Magicka 100 you can hold 100 more Magicka but don't actually get the Magicka to use). Is this correct, because the page suggests otherwise. 75.73.95.171 21:44, 30 March 2010 (UTC)Robo
- No. If you fortify your magicka you get the extra magicka at once. It wouldn't be a very useful effect otherwise. rpeh •T•C•E• 15:05, 1 April 2010 (UTC)
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- I guess I just don't get it, either. NONE of the Fortify Magicka chains actually work for me as described in the article. I have the following spell:
- Fortify Magicka 100 pts for 3 secs on Self
- Restore Health 25 pts for 1 secs on Self
- Cost: 55
- I can cast it like 5 times before I am out of magicka (Journeyman Restoration). If the fortify added 100 each time, I thought I would never run out of magicka (hence, chaining the spells using the fortify). If not, what's the use in the chain effect? I also tried the Chain Shield effect given in the article, but making a regular 100% shield on myself is cheaper and lasts just as long. So what is the point of chaining, if none of the spells I make using the article actually give me massive amounts of magicka? Thanks. Morgaledh 21:55, 27 June 2010 (UTC)
- I guess I just don't get it, either. NONE of the Fortify Magicka chains actually work for me as described in the article. I have the following spell:
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- Yeah it doesn't work so I just deleted it. That whole chaining section is a waste of space if you ask me. It's only there because we had one editor a while back who insisted it was useful and wouldn't back down. I gave up arguing. If you have time, please test the rest and see if that's all nonsense too. rpeh •T•C•E• 07:48, 28 June 2010 (UTC)
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- the deal is you can't have the same name, fortify only works on the first cast, the second one is refreshing the existing effect so you don't regain the magicka. if you create multiple copies of the same spell with a different name each time it'll work...
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- Actually, (contrary to widespread belief) it turns out that's not entirely true. I was surprised myself, but according to the discussion under the heading Investigating Spell Stacking in the Spell Making talk page, spells of the same name will stack in unmodded Oblivion. I have done some play testing and it seems to work for me on an unmodded XBox 360. I think the reason this particular spell won't work is that chaining requires the total magicka of the spell to be less than or equal to one half of the fortification. Don't ask me why. I’m not a programmer and don't pretend to understand all the math that works behind the scenes in Oblivion (though I am continually amazed by it). But the problem with this spell is that the fortify component only provides 100 magicka, so the total spell cost of 55 is too high. If you adjust the restoration element down a point or two so the total magicka cost of the spell is less than 50 (and your not wearing armor), the spell should work and you should be able to cast it an infinite number of times (or until you develop carpel tunnel in your casting finger). The purpose of spell chaining is to allow characters who have a low magicka pool (either because they aren't mages or because they are Atronachs who have run out of potions) to cast a spell repeatedly without ever running out of magicka. And because spells of the same name will stack, you can include weakness and damage effects to make some darned powerful spells that chain and only require 50 magicka to cast. I have a post on the Spell Making talk page under the heading Spell Chaining with more detailed explanation if anyone is interested. --Acerac 23:11, 20 August 2010 (UTC)
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Hellflame/Hellfrost/Hellshock
moved from article:
- Soul Trap for 2 secs on Target
- Fire Damage 25 pts for 1 sec on Target
Base Magicka cost: 55, requires an Apprentice in Destruction.
This spell will always successfully capture the soul of the killed target. It is important that Soul Trap is the first effect in the list and that it lasts one second longer than the damaging effect.
for reasons given here http://www.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&diff=prev&oldid=373242 17 months ago. It fails nearly all of the criteria for the page, and is inferior in every way to the suggested replacement, which has a cheaper magicka cost, lower requirements, is more effective in magnitude, is effective against more enemies, is a single spell instead of three generic duplicates, and has a more descriptive name. — Unsigned comment by 24.180.46.112 (talk) on 18 April 2010
- During the cleanup of this article (see here) I considered removing this spell, but opted to keep it. It explains how Soul Trap can be included in the killing spell itself, and how it needs to be the first effect in the list. I think it's necessary to include such a spell on this article. I agree that the format of this spell wasn't perfect, but I do feel the replacement spell should emphasize more on the basics rather than which of the many damaging effects works best. --Timenn-<talk> 12:03, 22 April 2010 (UTC)
Sure Heal
Seriously? "Requires MASTER in TWO schools"?! Plus the ability to cast Invisibility, which requires Journeyman in a third school (unless you get it from a Stone/Sign/etc), and is one of the most expensive non-Conj effects in the game. How is that "cost effective"?
Using a Xivilai seems to be pure "look how uber MY char is" on the part of the poster. Either ANY summoned creature provides the required AI impulse to cause attackers to break off from you and allow the Invisibility to take effect, or no summoned creature can be guaranteed to live long "enough" (especially considering how much time it takes to restore many hundred points of health in a way that is itself even remotely magicka-effective) in which case making the summon duration equal to the Restore Health duration is again simply a waste of magicka. If it IS important that the creature survive as long as possible, which really means "that you have a summoned creature active", a Xivilai is still not necessarily the best choice, and the massive amount of magicka burned by using one would be better spent on e.g. a Faded Wraith, which has more health, total immunity to normal weapons and cold, is available at Expert, and at a fraction of the cost can simply be resummoned if it's killed.
"It is very useful, as your Magicka also replenishes over the course of time, unless you have a very low Willpower Attribute."
Aside from containing at least two errors, that sentence is meaningless and should be struck even if the spell itself is kept.
Ironhide
Since I had to use the CS to find the correct magicka cost of this spell after fixing it, I also examined the cost of "Resist Magic 100% + Shield 85% for 1s", which is better: 85 vs 102. Considering the spell implicitly needs to be cast multiple times in quick succession, every point of magicka matters.
That said, I don't think the spell serves ANY useful purpose at all, outside of a few exceptional cases, and propose removal. If you can see the incoming magic, which is a requirement for being able to use this spell in the first place, you can simply dodge it, and do so in less time than it takes the spell to cast. That essentially makes it "Shield" only, other than for enchanted weapons. --Aliana 14:51, 22 April 2010 (UTC)
Enchant to make spells more "affordable"
If you are able to use the construction set, I suggest making a custom sigil stone that fortifies magicka by a significant amount (Not too much, that may cause problems-I made mine do 1000) and perhaps boost a skill to reduce cost as well. I also included a restore magicka (100) effect. The computer will remember the enchantment once it is used on an item, and the mod can be removed. After you have your nice, powerful mana well, just use your imagination. (Fire/Frost/Lightning 100 points in 50 ft. for 120 seconds?) You can probably afford finger of the mountain now. Another thought, create a damage attribute spell for each attribute, just to be mean.--Theos 02:25, 11 May 2010 (UTC)
Ping
Detect Life 100ft for 1 second on Self.
This spell serves two purposes. First, since it costs 3 Magicka at Apprentice level, it's a good training spell. Second it does exactly what it says, it shows you everything within a hundred feet of yourself. With only a second of duration, it's over before the spell is finished it's casting animation. Which means no distracting mist, and no graphical slow down. A version with 2 seconds of Invisibility means you can cast even if you'd be discovered. It also lets you see around corners in area with a restricted camera, and frees an item slot from a constant effect item. It's also helpful for Thieves to see if anyone is home with a single spell. Triaxx2 02:58, 16 May 2010 (UTC)
Magic Buffers for Huge Effects
I can't find this anywhere, but I'm guessing it's not a new idea: I was reading the 'useful enchantment' page, and the weakness to magic + weakness to fire + fire damage thing was cool, damage in the thousands, but what if you reversed the effects?
Spell A: Buffer Prep I •Weakness to magic 100% for x [x=5-60] seconds on self
Spell B: Buffer Prep II •Weakness to magic 100% for x seconds on self
Spell C: Buffer - (effect) •Weakness to magic 3% for 1 second on self •Desired Effect, eg Fortify Strength 10 for 60 seconds on self
So far as I can figure out, 100% is multiplied by 100% over and over again, and after a few hours of that I couldn't find a limit (I got over WTM 400,000,000%) so I used Spell C. The result was ridiculus. I tried it with health, magicka, strength, acrobatics, fatigue, luck, bound armour, summon dremora, chameleon, night eye, and speed (Warining: a speed of over 10,000 causes the game to crash with a neverending load screen) Soooo.... Is this written anywhere else? It's not really fit for the page because it's definitely an exploit. Oh, for the most effect you need at least journyman in destruction AND whatever other school you're using, usually restoration, The WurmTalk 07:10, 25 June 2010 (UTC)
- Just an afterthought, you're gonna need a LOT of magicka potions/lava lamps (?) Oh and the character I'm using is a level 16 Breton Mage under The Atronoch, so lots of magicka. And 100% spell absorption, so no need to worry about being vulnerable. The WurmTalk 07:13, 25 June 2010 (UTC)
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- Dragonform?--TheAlbinoOrcGot_a_question? 20:38, 2 July 2010 (UTC)
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- Thats odd... I seem to remember a spell called 'Dragonform' that did something similar, but with Weakness to Fire instead. Which makes more sense, too. So... has this not been put anywhere else? I could'nt find Dragonform with an advanced search OR in this page's history. Umm and is your signature supposed to be like that? The WurmTalk 00:09, 8 July 2010 (UTC)
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- You wouldn't mean dragonskin would you ? And yeah my signature is supposed to be on fire like that.--TheAlbinoOrcGot_a_question? 03:32, 8 July 2010 (UTC)
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←Ohh thats it. So this is nothing new? And it's not on fire (for me - vista/XP) its.... vertical. like straight up and down. Is this on fire? Or do you mean that like, on fire as in awesome? I think it might have to do with the negative intergers in the resizing. The WurmTalk 00:00, 14 July 2010 (UTC)
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- Oh. I missed this in the later ones. And it is actually all burny.--TheAlbinoOrcany_questions? 13:10, 7 August 2010 (UTC)
Free Two Minutes Magicka
- Moved from article:
Using fortify restoration first so you're at 100, this spell costs 49 magicka and boosts your magicka by 49. Simply set up a with
followed by this spell with as many different names as you want. It increases your pool size without lowering your current mana. The short term fortify restoration will make the second long duration one significantly cheaper. A 26 magicka, 3 intelligence boost can be done at Journeyman skill. Restoration spell, requires a Journeyman skill level in Restoration. |
I'm having difficulty understanding the nature and effects of this spell, as did others I asked in IRC. Seeing "as many different names as you want", I initially thought it to be just another variant of chaining, but the poster is indicating that that's not the case, and I can see that that's probably not what was intended, but this still makes no sense to me. So:
- What is the exact order of the spells to be cast?
- What is the reason for two Fortify Restoration spells? Wouldn't one short one be enough, followed immediately by the Fortify Magicka/Intelligence spell (if I'm even understanding this correctly)?
- What is the point of such a relatively small boost to Magicka? It seems that chaining would be much more effective if you're going to have to cast multiple spells anyway.
‒ Robin Hood↝talk 22:35, 2 July 2010 (UTC)
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- okay specifically, with 75 restoration skill
- first: fortify restoration 25 : 3 - costs 6 magicka
- second: fortify restoration 25 : 107 - costs 198 with 75 restoration, costs 79 magicka with 100 restoration. so the first spell is just to save the 112 magicka
- third, fourth, fifth, as many times as you want: fortify magicka/intelligence as above.
- the gain is 49 magicka per spell, the benefit over chaining is the duration of 120. so 10 spells would be a boost of 490 magicka and you should have 100+ seconds before they start wearing off, and can be reasonable at 75 restoration, whereas the goal of chaining as described is a temporary boost for the purpose of casting 1 big spell and requires master restoration.
- in game i use a 5 intelligence 60 magicka boost (max boost at expert level, costs 79), the minor 9pt net cost is quickly regained with the boosted regen rate due to larger pool size. i posted the 49 boost because it is the break even point.
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- I can't test this particular sequence right now, but does anybody really use either chaining or this technique? The idea of spending ages building up a huge reservoir of magicka for one fight when it's much easier to have some kind of restore magicka potion hotkeyed seems ludicrous to me. I honestly see no reason to keep any of these spell chains on this page because there are much easier ways of achieving the same result, meaning that the spells described are not "useful". rpeh •T•C•E• 09:57, 3 July 2010 (UTC)
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- Precisely, any magic-orientated character should have a decent reserve of magicka and potions anyway, these spells serve no real purpose, and are overly complex compared to chugging back a few potions Corvus 10:25, 3 July 2010 (UTC)
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