Oblivion:Useful Spells

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Spell Making allows for a lot of freedom with magic in Oblivion, but making good spells requires some planning. A crafty spellmaker can combine the right effects to create very effective spells. Several examples are listed on this page. Spells and spell names here are only examples. For tips on custom spells to make specifically for training a skill, see each individual skill's page, under "Skill Increases".

[edit] Adding your own spells

If you feel you have a spell that should be in the list, you can add it. But please take into consideration that there is no room to list every useful spell, there are countless combinations of spells and many of them are useful. Because of this, we have some general guidelines we would like you to follow when adding your own spell.

  • Spells placed here should not be too obvious. Simply combining a few powerful effects is not a good idea, but instead show a new technique or gimmick that would not normally be noticed.
  • Explain how the spells works, and why it is useful, in its description and give a good name to that spell. Try to choose a name that is descriptive, rather than one that sounds cool. ("Mega-Bomb" or "Powerstrike" do not give you much information about what the spell will do.)
  • Make sure that this spell works as you have described it.
  • Do not add spells that exploit glitches.
  • Check if the spell is cost effective. Spells that require a very high skill level or much Magicka to cast generally are not effective.

[edit] Chain Spells

Chain spells are those which take advantage of the game's spell mechanics to enable the player to cast the spell as many times as desired. They are usually defensive in nature, due to the limitation that they must be cast "on Self".

[edit] Chaining

Requires Apprentice in Restoration for the first two effects.

This will give you the maximum amount of magicka to play around with endlessly. The cost of the first two effects ignoring skill (assumed 33, let's say) is roughly 82 magicka, which lets you have the leftover 68 for whatever you want. The way this chaining works is: fortify effects happen, (giving you 300 magicka) then the spell cost is deducted (which, at 150, will leave you just enough to cast it again, giving you exactly 150 every time.) Regardless, this should be the general form for any chain spell, but with the two fortify magnitudes at variable values. Fortify Intelligence costs quite a bit more than Fortify Magicka, but there will be a breaking point for any particular value of magicka you want because of the way the value of magnitude affects the cost. For example, if you want exactly 100 magicka, the optimal cost is intelligence 7 and magicka 86, with a cost of 10.44 for 2 seconds, rather than the 10.89 for magicka 100. Not that significant, but still could be. (if it makes even a 1 point difference, it's significant enough to warrant doing) Besides, you need to use Fortify Intelligence if you want any more than 100 magicka (50 to have endlessly.)

If you have enough skill to cast the resultant spell, (it doesn't bring you to a skill level you can't cast) it is always better to increase the magnitudes of the fortify effects (and of course those of the effects to compensate for the increased magicka.) Even having 0 Restoration, a point more of Fortify Intelligence will cost less than 2 magicka, even from 99 to 100. The biggest problem is making sure you can cast the resultant spell. Play around with the values to get your optimal spell for your skill level. Remember that the spell's school is determined by the most costly effect, which you can sometimes take advantage of by making your most costly effect (again, excluding skill) from your best school, effectively letting you raise the amount of magicka you can use. For example, if you're an expert in illusion and a journeyman in Restoration, adding an illusion effect (like charm) more costly than any other effect will let you bring the 'total cost' of the spell (excluding skill) to 399 rather than 149. This could let you get greater effect from the spell even if the main point of the spell is to restore health. (since even though you're 'wasting' magicka for the unneeded effect, you could have more to use for your main effect)

[edit] Chain Heal

Requires a Journeyman in Restoration.

Set the x value so that the total Magicka cost of the spell is ~50 (e.g. With a Restoration skill level of 25, x should be set to 14 pts).

This spell allows you to restore x amount of Health endlessly.

[edit] Spell Transition

Requires a Journeyman in Restoration.

When spell chaining, the player may be left with no Magicka when either a spell chain is brought to an end or when switching to another chain spell. With this spell, you can transition between chain spells by casting it twice in a row between spells.

Given the relatively low Magicka cost of this spell, it can serve as a jump start for a new spell chain when Magicka is low by providing the Magicka needed to cast a chain spell. If using Fortify Intelligence, Spell Transition will have a slighty higher Magicka cost, resulting in longer downtime before being able to jump start a spell chain.

[edit] Defensive Spells

[edit] Hide in Plain Sight

Base Magicka cost: 228; requires an Expert in Destruction.

Cast this spell in the middle of a group of attackers, back away quickly and enter sneak mode. In most cases the attackers will lose track of you and break off combat. This effect is caused by the fact that if an NPC's Speed drops to 0, they are unable to target enemies beyond touch range (even if they have ranged magic) and are dropped back to a non-combat state. Be aware that casting this spell will be considered an assault on all NPCs within range.

[edit] Shroud/Amnesia

Base Magicka cost: 132; requires a Journeyman in Illusion.

This spell allows you to return to sneak mode and perform another sneak attack against a target that you are already in combat with. This can not be achieved by a normal Invisibility spell because the moment you begin your attack, your Invisibility effect will be canceled and your target will immediately turn around and detect you, which forfeits the sneak attack bonus.

The Command Humanoid/Creature effect is necessary to force your target to disengage from combat, so that your target will not immediately turn around and detect you when you attempt to make your next sneak attack. The Invisibiltity effect should last long enough for you to be able to get behind your target

The spell can also be incredibly usefull in stopping certain actions, whether they are hostile or not. For example if you successfully use this spell on a Guard who is approaching to arrest you, you will stop him and he'll turn away, acting as if nothing had happened (thus the second name "Amnesia").

  • Note that using this spell on any non-hostile NPC will drop their disposition towards you to zero. Even if you manage to raise their disposition again, they will not talk to you about rumors, saying that they'd rather not talk to you. The spell can also have unwanted effects on quest-related NPCs at certain times, so use discretion when using it.

[edit] Spell of the Spelunker

Requires a Journeyman in Illusion.

Use this spell when exploring dungeons. Light allows you to see your path and any items or chests, Invisibility allows you to run through the dungeon unnoticed and Detect life allows you to see and prepare for enemies beforehand. Light should last for a slightly shorter duration than Invisibility to prevent enemies from detecting you when you become visible. You can adjust the magnitudes for Light and Detect Life, use a value that works best for you.

[edit] Sure Heal

X's and y's product should equal your maximum health, with y being at least 2 times x.

Requires a Master of Restoration/Conjuration.

This spell, if used during battle, will divert all attention to the summoned Xivilai, while you can completely Rejuvenate. It is very useful, as your Magicka also replenishes over the course of time, unless you have a very low Willpower Attribute.

[edit] Undersea Exploration

Base Magicka cost: 109; requires a Journeyman in Illusion.

The blue camera filter applied by Night-Eye slightly improves your vision underwater, which makes searching underwater for objects like Clams (for Pearls) easier. As you usually need to remain underwater for longer periods, Water Breathing is also helpful. However, enchantments are generally a more useful way to obtain these effects, since enchantments do not expire; in particular, the unique item Fin Gleam provides both effects.

[edit] Offensive Spells

For details on creating reflect-proof spells, see the notes at Dispel.

[edit] Chain Destroy

Requires a Journeyman in Restoration and Destruction.

Set x, y, and z so that the total Magicka cost of the spell is ~50.

This spell allows you to send an endless barrage of fire magic towards your enemies.

Fire Damage can, of course, be replaced with Shock or Frost Damage, but Weakness to Fire should be replaced with the appropriate elemental weakness effect.

For higher level spell-casters, a viable way to counter the risk of being interrupted by an enemy action is to add 1 second of Paralyze. Additionally, Fortify Intelligence can be added to increase the maximum possible cost to 150, rather than 50

[edit] Finisher

It isn't necessary to put an area effect.

Magicka cost is about 30 at 100 destruction and mysticism skill, requires a journeyman of destruction

This can either be a very useful, or an utterly useless spell depending on how you use it. If used correctly, it can kill anything not resistant to magic. The correct way to use this is either with an Enchanted weapon having a weakness to magic 100% effect for more than 2 seconds, or a weakness to magic 100% spell with a duration of more than 3 seconds, but on lower levels, it doesn't matter, because it will kill anything up to the point when you reach about level 7. Most effective if used with the Blade of Paralysis or the Blade of the Battlemage. If used with the Blade of the Battlemage, you can apply an area effect equal to what is present on the blade, to mass murder your opponents, in expense for the so cheap magicka cost. Drain Health effect is used because of it's cheap cost, and the soul trap effect is used so that the weapon you use this spell as a finisher with will get a few extra charges, as you don't have to apply the effect on the weapon.

[edit] Headshot

Base Magicka cost: 55; requires an Apprentice in Restoration.

Cast this spell right before firing an arrow in Sneak mode. While the spell doesn't last long, it improves the damage dealt with the Sneak attack (which is multiplied) significantly. Be aware that casting a spell makes it easier for enemies to detect you.

[edit] Hellflame/Hellfrost/Hellshock

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.

[edit] Hidden Knife

Requires a Journeyman in Destruction.

This spell allows you to remain hidden while damaging your enemy. You can stand behind someone and continually cast this spell while sneaking and they will not notice. It also allows you to find cover when you are already seen.

[edit] Righteous Blow

Base Magicka cost: 48; requires an Apprentice in Destruction.

If Turn Undead is the last effect you'll end up damaging the Undead creature and it'll run instead of fighting you. Just keep blasting away until it dies as it will never fight back.

[edit] Provoke

Destruction spell, it has no skill requirements.

A similar effect can be gained from any other hostile spell with a large area effect. The benefit of Weakness to Fire, Weakness to Frost, Weakness to Poison, and Weakness to Shock is that they have a minimal magicka cost (Usually magicka cost 1). This spell can be used to provoke creatures to attack you. It is useful in situations where you know there is an enemy around a corner up ahead and want to lure them to you rather than going to them... such as if there is a trap between you and your target or if the target is on a higher level that you can't jump up to. If the target is within range of the spot this spell hits then it will become hostile and move towards you.

Note that this works very differently from Frenzy. A target which is around a corner, up a level, or otherwise unaware of your location will not react to you at all if hit with a Frenzy spell. Likewise, if the target 'likes' you or is generally disinclined to attack then Frenzy may have no effect even if they can see you. The 'provoke' effect, on the other hand, is the equivalent of running up to every target within a 100 foot area and punching them in the face - you are initiating combat with them. Unless you have very high Chameleon and/or Sneak they will then know your location and come after you.

[edit] Stun

Base Magicka cost: 112; requires a Journeyman in Illusion.

Use this spell to hit enemies that run up to you, are about to cast a spell or to get away from them. The spell will make the target fall to ground, delaying it, and the Fire Damage effect will hit it back a bit. The 10 ft range also makes it easier to hit the target if it is running.

[edit] Uppercut

Base Magicka cost: 89; requires a Journeyman in Illusion.

Hit your victim with this spell and it will fall over, letting you hit it again and again with impunity. The Paralyze effect will make sure the victim stays down, effectively disabling it while you take it out with the damaging effects.

[edit] Vampiric Trance

Requires an Expert in Restoration.

One problem with Absorb spells is that you must keep within close range of the target, giving them plenty of opportunity to attack you. By Calming the target at the same time, you can draw out as much Health as you can from the target in relative safety. Note that you will need 100% Spell Effectiveness to Calm a target above Level 25, precluding the use of armor.

[edit] Skill-Enhancing Spells

[edit] Bargaining

Base Magicka cost: 28; requires an Apprentice in Restoration.

Since no time passes in dialogue, you can take advantage from this by casting this spell right before starting to trade. You will be much better in haggling thanks to the Mercantile skill boost and the high Disposition. The Mercantile boost will also allow you to invest in a shop if you can't already.

If you lower the magnitude of Fortify Mercantile to 89 pts, you will be able to cast this spell at a Novice level.

[edit] Blessing of the Gray Fox

Base Magicka cost: 133, requires a Journeyman in Illusion.

Simply crouch in front of the person you want to pickpocket an item from, cast this spell, and proceed. Although there is a slight chance you may be spotted, generally it works.

You can use the same concept when changing Sneak to Security. That way, you can safely open watched doors, and you will have a higher chance of succesfully picking the lock as well.

[edit] Fortify Magic Skill

Requires at least an Apprentice in Restoration for this spell to be practical.

Depending on the magnitude, the cost of spells can be reduced down to a total of 0.2 times the base cost. Fortifying the skill counts towards reaching 100. This is particularly effective when you have a high Restoration skill, but your other magic skills are low. By casting the Fortify spell first, you will lower the cost of spells from the desired magic skill significantly.

[edit] Remedial Training

Destruction spell, it has no skill requirements.

Temporarily decrease your proficiency with a particular skill to deceive skill trainers into giving you lower prices and allowing the use of more convenient trainers at higher skill levels. A second or two duration and a high magnitude is sufficient. However, this technique does not work to allow quicker skill-ups; see Drain Skill. When the magnitude of this spell is 100, it removes training costs altogether, and completely eliminates the need for master trainers. Any trainer will train up while a skill is at 0, and for free.

This can also be used to get skills leveled above 100. When you are at level 100 or above, just cast this spell, train the skill you drained, then wait for the Drain effect to wear off. Be aware that increasing the skill level past 100 has no effect on gameplay for most skills; the only exceptions are Athletics and Acrobatics (see skill notes).

This spell's counterpart is also useful. You can initiate a Master Training quest by creating a Fortify Skill spell, with a short duration, powerful enough to use it right before talking to one of the advanced trainers. They will recognize your current skill level, and direct you to the Master Trainer (i.e. starting the quest). This can be helpful if you come across some of the items the Master Trainers ask for and you want to give them away immediately instead of holding onto them until your skill is high enough.

[edit] Speedy Travel

Restoration spell, requires an Apprentice skill level in Restoration.

This spell can be used in lieu of a horse. Cast it right before fast traveling. The game only takes your speed rating into consideration at the beginning of fast travel, not the duration of any effects you have active. If you find yourself Shadowmere-less (as she likes to wander off) or your horse is killed and you need to get somewhere fast, this spell will get you wherever you want in as little as half the normal time, depending on your base speed rating. This spell will not work if it is 'On Touch' and used on your horse. This is firstly because the game will only take the horse's speed into account for fast traveling if you are actually mounted at the time, and secondly because the game only takes into account the horse's walking speed for fast travel. So even if you made the spell last long enough for you to mount the horse and start fast traveling, your travel time would not be affected.

[edit] Sweet-Talk

Base Magicka cost: 46; requires an Apprentice in Destruction.

Cast this spell right before starting a conversation with a NPC.
High Speechcraft raises the "cap" on how high you can get a NPC's disposition with the persuasion mini-game. A low Personality gives a negative modifier while playing the mini-game, which means that once you have reached the maximum Disposition during the mini-game, the Disposition will rise even more once the Drain effect wears off.

[edit] Travel Pass

Restoration spell, it has no skill requirements.

This spell effectively raises your encumbrance by 600 points (with 95% spell effectivness). Gather all your loot to one spot, pick it all up, cast this spell and fast travel to your town of choice. This works even though the spell will have worn off long before you reach your destination. The spell works since fast travel only checks your encumbrance at the current moment, and not at what it would be at the time you would reach your destination. It can be particularly effective if used in concert with other magic, such as the Redguard's Adrenaline Rush power, which adds another 250 points of encumbrance.

[edit] Unlock

Restoration spell, it has no skill requirements.

Time pauses while you are playing the lockpicking mini-game, so a long spell duration is not needed. This is especially useful for Mage characters who want to open locks, as it's the only way you can open an underwater lock with a spell.

[edit] Peculiar Spells

The following spells are not useful, but instead they let you play around with the game mechanics. If you wish to add your own idea here please make sure the idea is truly interesting for other readers.

[edit] Binoculars

Mysticism spell.

You won't need to actually cast this spell; just arm it. When you have a telekinesis spell armed and put the cursor over an item/NPC, you can see the interaction icon and caption for the item/person if they're in range of the spell. It's a good way to see who an NPC is and infer whether or not they're friendly without getting close. For some reason the caption with an NPC's name will flash (it won't do this with objects), so you might need to move the cursor around over them a few times until you see the info.

[edit] C-4

This spells will send all objects in the vicinity flying. The spell can actually be useful by rocketing away weapons from disarmed opponents, preventing them from picking their weapons up again. There is also a single quest that requires you to make a mess.

[edit] Locator (Taser Bomb)

This spell will show you the locations of anything within 100 ft of your target by directing a lightning bolt at it. Also, it can be a useful spell if you decrease the range and increase the power.

[edit] Heart Attack

Most of the numbers are variables. Good values are: x = 3, y = 23, and z = 9

This spell is just fun to use. Assuming the variables are filled with the numbers in the parentheses above and a character who is a Master of Destruction, the 'on Touch' version of the spell will cost about 290, while the 'on Target' version will cost about 440.

It will take some testing to get the amounts right for you. It is possible to cast on a Bandit and run backwards. At first he will spin around like nothing happened and start running after you. Then all of a sudden his body will go limp and plummet forward smashing face-first into the ground, and then he may slide several feet due to the momentum. After a second, he will start to stir, struggle to his hands and knees, and while pushing off the ground in an attempt to get back to his feet, the Heart Attack will bring death, and he will fall forehead-first back to the ground again, his corpse positioned like ^ on the ground.

This spell varies in effectiveness and style depending on your level and what enemy you face. You can easily make a version to kill most everything you face, however you get a funny effect by making the Fatigue and Damage durations just right (as in this example) so that they would fall and then struggle to get up before collapsing in death. Of course to set that up takes a bit of tweaking and testing.

[edit] Lingering Chill

This spell acts as a trap. You can cast this spell on a random area and then wait around. If anyone walks into the area of your spell, they will instantly start taking damage. Useful for taking out allies (if need be) because it will inflict a lot of damage but only count as one attack, so as not to start a fight.

[edit] Odd Little Trick (Auras)

A really odd spell that for some random reason, when cast, will produce the damage animation on the player for 120 seconds, though no damage is taken. Purely for entertainment, as this spell is utterly useless except for being quite fun to use. Note that some other spells, such as Weakness to Fire, work in a similar fashion, but have various bugs associated with them. The only minor bug with the above effects is that the shock animation sometimes disappears when you jump. Combine with Invisibility to have the spell effect occur apparently in mid-air.

This visual effect can stand at the base of various spells you want to give a dramatic appearance. For example, you can summon an entire set of Bound Armor, making it look like it has been formed out of fire. Simply add the desired Bound Armor effects to the spell.

The spell need not make contact with anyone to work successfully. Both the touch and target versions can be used anytime to generate the desired aura. Additionally, each spell is very cheap to cast (around 2-3 magicka). Though there are many spell effects that can be used, there are only a handful of visual effects that the spells share. For example, all "Weakness to" spells have the same appearance.

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