From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
needimage
needimage

This article needs images! If you have any images of the things detailed in this page(Pics of the spells in action), please add them to this page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

wikify
wikify

This page needs to be wikified It needs to be re-written with wikimarkup and laid out correctly according to the editing guidelines. If you can wikify this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wikimarkup without damaging a page, why not use the sandbox?

SUMMARY[edit]

Once you have access to the Arcane University (or have installed the Wizard's Tower content), you can create your own spells. A few things to keep in mind when you make a spell:

  1. You have to know the spell effect before you can use it.
  2. You have to have a high enough skill level to make the spell. (NOTE - You can purchase any level of spell, but it will not be available for spellmaking or enchanting until you've reached the appropriate level for using it. The spell will have a note attached to its purchase indicating "not enough magicka" or "you don't have enough magicka", which means that you cannot cast the spell, but nothing stops you from buying it, if you have the gold for it.)
  3. Making a spell (or enchanting an item) will cost you money.

There are also a few reasons why you should make your own spells.

First, you can make an even better version of the spell. Say you have a Frost Damage spell. If you add the Weakness to Frost spell to it, and make it 100%, then the frost spell will inflict double the damage.

Second, you can tweak a spell so it suits your current level. Say you want a Fire Damage spell. But the ones you can use are too weak, and the ones that will help need a better skill level. You can tweak it so that it will have the perfect fit for your level.

Finally, you can improve the 'skill' level for a particular school of magicka by putting a spell at the beginning of the spell list of the spell you're creating, for example: Restoration Skill (notably the hardest to raise even if it's a Major Skill)

  • Place a minor healing spell first before any other and then spell you've created, no matter what other conditions are added will make the spell one that belongs to the "Restoration School"
Minor Heal Blast
  • Heal, on "Self", 3pts, for 2 sec
  • Fire dmg, on "Target", 6pts, for 2 sec
  • As opposed to the below sample, which would make the spell increase the skill level in the "Illusion School"
Chilling Charm
  • Charm, on "Touch", 4pts, for 2 sec
  • Frost dmg, on "Touch", 10pts, for 2 sec

Examples[edit]

Here are a few examples, so you can get an idea for how the system works and maybe spark a couple ideas.


Escape: Use this spell for a quick escape from a nasty situation. Needs an Master rank in Illusion.

  • Paralyze in 20ft for 2 secs on target
  • Invisibility for 30 secs on self

Antipode Bomb: You could also make this a target spell. Very useful for War Wizards. Needs an Expert rank in Destruction.

  • Fire Damage 25 pts for 3 secs on Touch
  • Frost Damage 25 pts for 3 secs on Touch
  • Weakness to Fire 100% for 3 secs on Touch
  • Weakness to Frost 100% for 3 secs on Touch

Disappearence: Helps with thefts and sneak attacks. Needs a Master Rank in Illusion.

  • Chameleon 100% for 25 secs on self

Summon Armor: This is very useful for pure mages, or if you don't want to carry armor around. Keep in mind that Bound Armor is considered Light Armor. Needs an Expert Rank in Conjuration.

  • Bound Helmet for 30 secs on self
  • Bound Cuirass for 30 secs on self
  • Bound Greaves for 30 secs on self
  • Bound Gauntlets for 30 secs on self
  • Bound Boots for 30 secs on self
  • Bound Shield for 30 secs on self

Hero's Blessing: The armor rating caps out at 85%, so this spell fits it exactly. Not going to 100% means you can lower the skill requirement and boost how long the spell will last in the process. Needs an Expert Rank in Alteration.

  • Shield 85% for 35 secs on Self

Healing Fire: This spell is simple, and can be tweaked accordingly. The Restore Health will help if you are low on health.

  • Fire Damage 40 pts for 3 secs on Touch
  • Shock Damage 40 pts for 3 secs on Touch
  • Weakness to Fire 100% for 3 secs on Touch
  • Weakness to Shock 100% for 3 secs on Touch
  • Restore Health 4pts for 15 secs on Self

Force Master: Very simple, but highly effective. You can use this to turn Bandits against each other! Yes, it also works on Dremora, because they are considered humaniods by the Besitary. Needs a Master in Illusion.

  • Command Humanoid up to lv 25 for 20 secs on Touch

Focre Control: Very similar to the "Force Master" spell, but for Creatures. Its' also fun to pit an Ogre against a Minotar Lord and kill who wins. :) Needs a Master in Illusion.

  • Command Creature up to lv 25 for 25 secs on Touch

Banishment: Useful for Aylied Ruins which mostly contain Undead. We don't need much Damage, because you can kill them whle they are trying to flee from you (Most Undead enemies are very slow).

  • Turn Undead up to lv 25 for 30 secs on Touch
  • Damage Health 30 pts for 2 secs on Touch
  • Weakness to Magic 100% for 2 secs on Touch

Charming Presence: This spell was created for one purpose: to fool the guards. You see, if you get a guard's disposition up to 90, they will pay your bounty for you. So, all you have to do is resist arrest, cast the spell, yield, and you're done. Easy.

  • Charm 100 pts in 10 ft for 20 secs on Touch

Crusader's Grace: This spell is useful if you're low on health and are in some trouble. Note this spell costs around 380 Magicka. Needs a Master in Alteration.

  • Shield 85% for 30 secs on self
  • Restore Health 10 pts for 15 secs on self

Light of Purity: This is a better version of Banishment. Useful in Necromancer lairs.

  • Turn Undead up to lv 25 in 25 ft for 50 secs on Touch

Icewyrm Blizzard: Basic Frost damage spell, with some summoning for extra help.

  • Frost Damage 100pts in 10 ft for 2 secs on Touch
  • Weakness to Frost 100% in 10 ft for 2 secs on Touch
  • Summon Frost Atronach for 20 secs on self

Phoenix Flare Surge: Fire version of Icewyrm Blizzard.

  • Fire Damage 100pts in 10 ft for 2 secs on Touch
  • Weakness to Fire 100% in 10 ft for 2 secs on Touch
  • Summon Flame Atronach for 25 secs on self

Storm Lord's Wrath: Shock version of Icewyrm Blizzard.

  • Shock Damage 100 pts in 10 ft for 2 secs on Touch
  • Weakness to Shock 100% in 10 ft for 2 secs on Touch
  • Summon Storm Atronach for 15 secs on Self

Dark Winter: Tweaked version of a spell called Black Winter, which is for sale from the Dark Brotherhood vendor.

  • Frost Damage 40pts in 10 ft for 4 secs on Target
  • Weakness to Frost 100% in 10 ft for 4 secs on Target
  • Paralyze in 15ft for 3 secs on Target

Darkshot: Useful if you don't want to continue training in Marksman, or have maxed out your levels.

  • Fortify Marksman 35 pts for 50 secs on self
  • Night-Eye for 50 secs on self

Luminous Flare: This spell is mostly for fun, and has little combat value. Just make sure to turn down the brightness setting first if you're in a crowded room on the game.

  • Light 100ft in 60ft for 35 secs on Target