Morrowind:Frenzy
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| Frenzy | |
|---|---|
| School | Illusion |
| Type | Offensive (Non-hostile) |
| Base Cost | 1 |
| Availability (Click on any item for details) |
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| Spells Scrolls |
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Frenzy M points for D seconds
Increase the target's Fight (i.e., its inclination to attack). A strong enough frenzy will make the target attack the player. There are actually two Frenzy effects: Frenzy Creature, which affects all non-undead, non-Daedra, non-mechanical creatures, and Frenzy Humanoid, which affects NPCs. When you successfully cast this spell on someone, it's not considered to be an assault.
[edit] Notes
- Some situations require killing someone not open to persuasion, but who is surrounded by people who will witness an assault. Frenzy Humanoid was tailor-made for just such a situation.
- Frenzy humanoid is very useful for making NPCs chase you over long distances, if you're unable to Command them to a new location. Keep in mind that they may break off the fight to flee. Rally Humanoid can prevent this.
- Save beforehand if the target is not expendable, as there are a few humanoids that will remain permanently Frenzied. One example is the armorer Brynjolfr.
- Frenzy Creature is less useful, as most creatures will attack you anyways, and generally those that don't can be safely attacked without an assault charge. Frenzy will, however, cause them to randomly attack anything near to them (including you).
- If Command spells are proving difficult to maintain on the few non-hostile unique creatures with proper names in the game, then Frenzy Creature is the best alternative.
- In general, targets return to normal a few uninterrupted in-game days after they have been successfully ditched in a game cell.
- Even a 100 pt spell should not be very expensive, as there is no good reason to give a frenzy spell a long duration.
[edit] Related Effects
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