Oblivion talk:Useful Spells
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[edit] Provoke
How is the Weakness to Fire 3% for 1 second with area 100 really useful?
- As explained in the spell. Also I'd like to add that it'd be a nice spell to use when you got some powerfull aoe spells just to gather all the monsters up.
I think it is a really useful spell to get enemies to come to me
[edit] Chain Heal
This spell doesn't seem to work as the writeup suggests. Casting this spell repeatedly doesn't keep your mana full; all you do is renew the Fortify Magicka effect. You'll still drop by 49 (or whatever your casting cost is) every time you cast the spell. You'd need to make multiple duplicate spells with different names in order to make this work.
- Feel free to correct it. I just moved this whole list off of the Oblivion:Spell Making page, I haven't gone through and checked everything for accuracy or tested them in-game or anything like that. There's a good chance that many of the spells listed on this page will be removed, as we have yet to set up specific criteria for what is worth keeping. (We can't just let everything through, there's almost infinite ways in which multiple spells could be combined, and this page would go on forever if we let it.) --TheRealLurlock Talk 10:59, 14 February 2007 (EST)
Should we just delete this spell? It seems like it has no purpose for being on here if it only works as a basic heal spell. Pappasmurf 15:35, 15 February 2007 (EST)
- Maybe the wording was misleading, if you got the impression that you could cast it without incurring any magic cost, but I've tried this spell and it does work exactly as I understood the description: you can keep casting this spell over and over and over until you're fully healed, provided you always re-cast it while the Fortify Magicka effect is still active. You won't run out of magicka until you either stop re-casting or accidentally let the Fortify Magicka effect pass. --JustTheBast 11:25, 16 February 2007 (EST)
I will restore the spell untill I try it personally. I should not have deleted it untill I had done so anyway. :) Pappasmurf 16:03, 16 February 2007 (EST)
- Do try it. I can confirm that it really works as "advertised" - your magicka goes down, but it never depletes past 50 points, so there is always enough left to cast it again. Once you stop, and the Fortify effect is no longer refreshed, you're left pretty much completely empty, of course.
- From experimentation it seems to me that the magicka doesn't sink below effective fortify value minus actual spell cost, so if worn armor reduces the effectiveness of the Fortify Magicka part you may run into trouble, unless you also reduced the cost of the spell to compensate. --JustTheBast 16:12, 16 February 2007 (EST)
How come the fortify adds to the magicka, shouldn't it just increase the maximum amount of magicka avaliable - does anyone know why this works. effective fortify value minus actual spell cost, so then this is why it must be below 50 (because the max fortify magicka is 100), 100-49=51 so they would still have enough magicka to redo the spell.
This is very weird, why doesn't it just let your magicka drop to zero?
Maybe this should be in the notes, as it might be a bug/error. 60.234.223.209 00:48, 22 April 2007 (EDT)
The reason this spell works, is that when you cast a fortify magic spell at 100, it will increase your max pool of magic up by 100 points, and gives you about half of those now. You see your magic go down because during the middle part of this chain spell it's not giving you any new magic, as you already have the magic that this fortify magic spell offers. But as you get down towards the bottom, a refresh of the fortify magic spell sees that the 50 has been used up by some spell (it doesn't know that it was it's self) and refreshes that 50 magic points. Of course as soon as you stop casting the spell, and the fortify magic wears off it takes that 50 points of magic back, leaving you only with what ever you've managed to recharge in that 3 second period of time. In theory this spell could be made into a chain lightning spell, but I'm fairly sure that the damage from it would be only a tickle to most monsters. --Djsyntic 04:19, 2 May 2007 (EDT)
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- Does this Chain effect work with any spell effect?--Willyhead 15:21, 13 June 2007 (EDT)
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- ...? This spell works just fine for me... I'm able to cast about 20 times before the spell icon grays out, and then I can still in rhythm, but with a slight delay. This spell works good enough that I can stand around 4-5 mid level enemies attacking me indefinitely by casting the spell constantly.Not1975 17:33, 24 May 2008 (EDT)
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For me the spell didn't worked correctly so i edited it in my game. I used is as normal but added Fortify Restoration 5 for 3 sec. on self and the life restoration changed to 21. the skill now needs 50 in restoration and so fortify rest. 50 is enough to get master skill. first it looks like this wont work at all but if your mana gets low you just can keep on casting and it never stops. i don't really know why it is like this but it now really works for me.Méf 23:37 11 Octobre 2008 (EDT)
[edit] Page Cleanup
The first thing I'm going to do is put all the spells in alphabetical order, then I'll look at organising the spells under common headings, especially for those that are similar. Grandmaster z0b 17:49, 14 February 2007 (EST)
- Alphabetical Order done Grandmaster z0b 18:00, 14 February 2007 (EST)
Can you show me which best spells for me to make?--ShakenMike 13:38, 18 February 2007 (EST)
As it was said in the spell making page I think there should be some guidlines as to what is submited. I put some up there that I think correctly stated what was being felt. Pappasmurf 09:59, 16 February 2007 (EST)
Ok thanks and I'll take a look there then.--ShakenMike 13:38, 18 February 2007 (EST)
Well it's looking heaps better (thanks Pappasmurf) however there are still some spells that are very similar. I would still like to seperate them into different categories which will make the similar ones more obvious. I'm thinking the headings should be:
- Spells that replicate/enhance skills
- Offensive Spells
- Defensive Spells
—The preceding unsigned comment was added by Grandmaster z0b (talk • contribs).
- I agree, trying to group the spells by category would make it much easier to compare spells that are similar. And while alphabetization usually makes sense for organizing lists, in this case the spell names are completely arbitrary (and often don't really tell you much about the spell) so I'm not sure it's the best way to do things. What about organizing the spells within each category by effect (in the case of multiple-effect spells, identify the most important component of the spell)? Just an idea. --Nephele 20:23, 18 February 2007 (EST)
Okay, here is my idea. We label the spells in alphabetical order under the type of char that would find them useful. Such as; heal spells for paladin type, low requirement spells for a warrior type, sneaky/illusion spells for a sneaky type etc... Just another idea. Pappasmurf 18:33, 22 February 2007 (EST)
- My only problem with that is what to do with spells that suit more than one kind of character, also it seems that we simply want to group spells that are similar to give this page more structure. Grandmaster z0b 10:20, 24 February 2007 (EST)
Should this page be on the front page under in depth guides? Just wondering Pappasmurf 18:37, 22 February 2007 (EST)
Thanks to whoever organised everything into the three categories, I moved a couple of spells that I felt were in the wrong place. I moved "Headshot" into Offensive spells as it was extremely similar to "backstab" which is also in the offensive category and could definately be defined as offensive, although I understand why it could also be listed as a spell that enhancing skills. I also moved "Blessing of the Grey Fox" to the Skill Enhancing category as that was pretty clearly in the wrong place. I think the whole thing is looking much better. --Grandmaster z0b 02:21, 28 February 2007 (EST)
- Oh and I moved Sleep into Offensive Grandmaster z0b 02:24, 28 February 2007 (EST)
[edit] Deleted Spells
As mentioned in "Death Penalty" I figured that if this page is being cleaned up, the spells listed here should be examined a bit more critically to make sure they make sense and do what's advertised. So I'll be posting spells in this section if I feel that they don't really work and/or need more work before being put back onto the page. I'll try to slowly work through the whole page if I get the time. --Nephele 14:00, 20 February 2007 (EST)
[edit] Death Penalty
With this page in the process of being revamped, I'm trying to pay closer attention to the spells that get added to make sure that they make sense. So "Death Penalty" happened to catch my attention:
- [will do about 800 damage in 1 second, and only cost 99 magicka with a master :Destruction skill]
- Weakness to Magic 100 pts for 1 second on touch
- Drain Health 100 pts for 1 second on touch
- Damage Health 100 pts for 1 second on touch
- Drain Endurance 100 pts for 1 second on touch
- The Drain Endurance spell will take off about 200 health and the Drain Health and Damage Health spells will take off another 200 health, so that's 400 damage which the Weakness to Magic doubles to 800 damage. You can increase the effect time if you want to stack the spell.
My big problem is that the Drain Endurance actually does nothing (it knocks out the player character, but does nothing to NPCs). My other problem is the Weakness to Magic won't do anything until the second time you cast the spell. You're much better off creating two separate spells than trying to combine them all into one. --Nephele 10:43, 20 February 2007 (EST)
[edit] Chromatic Shield
[ Cheap Multiple Shield effects ]
- Shock Shield 10pts 30sec
- Frost Shield 10pts 30sec
- Fire Shield 10pts 30sec
- Shield 10pts 30sec
A single powerful effect is always more expensive than multiple weaker effects which total the same. This spell makes a potent shield spell for a cheaper price than a single shield.
- The flaw in the logic here is that shield by itself only has a base cost of 0.45, whereas the other three elemental shields all have base costs of 0.95. So this spell's base cost is 189 magicka; a plain shield 40pts 30sec has a base cost of 152 magicka. The plain shield is definitely cheaper if all you want is to increase your armor rating.
- On the other hand, this spell is cheaper than the equivalent (and harder to make) Resist Fire 10pts 30 sec + Resist Frost 10pts 30 sec + Resist Shock 10 pts 30sec + Shield 40pts 30 sec (base cost = 237). But you rarely need multiple resistances at the same time; you're probably better off putting your magicka into just the one resistance you need for a given fight. --Nephele 14:00, 20 February 2007 (EST)
- I think the point would still be valid if you took out the Shield aspect. In other words, Fire Shield 10pts + Frost Shield 10pts + Shock Shield 10pts might be cheaper than just Shield 30pts. I'd have to test that. --TheRealLurlock Talk 14:52, 20 February 2007 (EST)
- Sorry, no cigar :| shock+frost+fire (each 10p/30s) costs 162; shield 30p/30s costs 104. But the the chromatic combo does win against fire shield 30p/30s, which costs 221 (or any other elemental shield by itself; the three elements have identical costs on this effect). But the emphasis in the spell as written is on the shield (i.e., armor rating) component, rather than the resistances. And the resistances really aren't interchangeable in the way that the armor ratings are. --Nephele 17:34, 20 February 2007 (EST)
- It makes more sense when you're talking about enchanted armor, I have a very similar effect listed in Useful Enchatements under "Elemental Armor", if you enchanted 3 pieces of armor with this effect with petty soul gems you get the same effect as a shield by itself. However it's still doesn't provide as much of a shield effect at anything above a petty soul gem. Maybe this is the source of confusion? --Grandmaster z0b 23:54, 21 February 2007 (EST)
- Why was this page deleted? It seems to me like the description should be restated instead. Pappasmurf 18:40, 22 February 2007 (EST)
- It makes more sense when you're talking about enchanted armor, I have a very similar effect listed in Useful Enchatements under "Elemental Armor", if you enchanted 3 pieces of armor with this effect with petty soul gems you get the same effect as a shield by itself. However it's still doesn't provide as much of a shield effect at anything above a petty soul gem. Maybe this is the source of confusion? --Grandmaster z0b 23:54, 21 February 2007 (EST)
- Sorry, no cigar :| shock+frost+fire (each 10p/30s) costs 162; shield 30p/30s costs 104. But the the chromatic combo does win against fire shield 30p/30s, which costs 221 (or any other elemental shield by itself; the three elements have identical costs on this effect). But the emphasis in the spell as written is on the shield (i.e., armor rating) component, rather than the resistances. And the resistances really aren't interchangeable in the way that the armor ratings are. --Nephele 17:34, 20 February 2007 (EST)
- I think the point would still be valid if you took out the Shield aspect. In other words, Fire Shield 10pts + Frost Shield 10pts + Shock Shield 10pts might be cheaper than just Shield 30pts. I'd have to test that. --TheRealLurlock Talk 14:52, 20 February 2007 (EST)
I could see putting this spell back in, with an expanded and more accurate description, but more as an example of a not-so-useful spell than as a useful spell. I was actually somewhat surprised to notice that this spell was still in the list, because a note about it was posted last August, and I thought it had been deleted at that time. From my own experience, I know I once created this spell based on the description expecting to get a cheaper shield effect (i.e., just the armor rating), so I felt very misled once I realized it did not provide a cheaper shield. I can't imagine that too many people would want to create it knowing that it's more expensive than plain Shield 40%. But given that it's easy to be tricked by this one, having it in the list and explaining clearly how much it costs and what it does may save a few other spell makers from making the same mistake. --Nephele 02:16, 1 March 2007 (EST)
[edit] InvisiShots
I think "InvisiShots" is a badly written spell and should be deleted or completely rewitten, it doesn't follow the format at all and I don't think for newcomers it's even clear what it's supposed to do. It should be rewitten in the standard format, explained that it allows you to cast spells and stay invisible which isn't possible normally and remove the abreviation "IS" which is also confusing and unecessary, I mean this isn't a post on a forum there's no reason to abreviate AFAIK lol.Grandmaster z0b 10:34, 24 February 2007 (EST)
- Nah dont delete it, its OK, its a pretty clever spell in my opinion.--Willyhead 16:27, 18 June 2007 (EDT)
[edit] Teleport
I don't really think this spell is that useful with a 1 second duration. Anyone else agree it's worth deleting or feel it should be kept?
Here is the spell currently:
Teleport
- Chameleon 100% for 1 sec on self.
- Fortify Speed 100 points for 1 sec on self.
- Fortify Athletics100 points for 1 sec on self.
A cool spell for getting around quicker virtually anybody can use, may be useless for high lvl mages though. You can also use it to get out of tricky situations and scrapes too.
- There is no point of anybody deleting this spell as i think the writer made the duration low so lower lvl characters could use it. Also i think it is meant to be cast repetedly at a cheap magicka cost on a regular basis, rather than be cast once in a long duration with a large expensive Magicka cost. Besides it is listed as a 'fun' spell, not a useful one. If you think the duration isnt enough then feel free to change the duration in your Oblivion game, but you may as well leave it as it is for now on UESP.--Willyhead 15:44, 9 June 2007 (EDT)
[edit] More proposed deletion
These two spells barely meet the criteria: Level Destruction - if we have one spell for easy levelling we should have them all or just provide a link to the levelling page. Holy Bolt: it has a use, but simply adding fire damage to turn undead isn't necessarily a unique or interesting effect.
10 Seconds to Life needs to go too; it's just a 100% Weakness to Magic on Target spell. Nothing interesting there.
[edit] Blake's Tiger
I thought the point of this spell was to set enemies on fire without doing much damage. Changing it to "light" just makes it a 40 foot light spell doesn't it? Or is this supposed to be light on target for 40 foot? It isn't clear it should be either edited or reinstated to the old version but with the caveat that it will effect allies and enemies alike. Grandmaster z0b 00:35, 1 March 2007 (EST)
- If you make a low magnitude, large area light spell it kind of works, i.e. light 5ft in 100ft for 60 sec on target. That causes each creature to have a small circle of light around them. As long as there are no other sources of light around, then you can tell where the enemies are. Doing a larger magnitude makes it useless, because then the whole area becomes lit up and there's no way to tell where in the brightly lit room each of the enemies are.
- But it is nowhere near as effective as the original. Setting enemies on fire makes them super-noticeable, no matter how brightly lit the room already is. With light, you have to look closely to see the enemies; with fire it's impossible to miss them. The original is also much more expensive. Fire damage 3 pts in 40 ft for 20 secs on target costs my 100-destruction character 110 magicka, and it required a skill of 100 to create.
- I changed it to a light spell because if you do fire damage to that large of an area it won't matter if you can spot them or not because they will all attack you at once, whereas with the light spell you can see them but they will not attack you. Also this spell has no use because Detect Life has the same effect. Pappasmurf 16:49, 1 March 2007 (EST)
- At Oblivion:Roleplaying#Terrorize Cyrodiil someone posted an odd little trick. If you create a spell that is Fire Damage on target 3 pts for 1 sec and Fortify Magicka on self 3 pts for 120 sec, when you cast it your character looks like she's on fire for 120 secs, but doesn't take any damage. And it's also pretty cheap to cast. I don't understand why/how it works. I tried experimenting to see if a variation was possible that would do the same thing to enemies, and did not succeed. If anyone understands how the self-on-fire exploit works, turning it into a others-on-fire exploit would be perfect here, because then it would be a much cheaper spell. However, your allies probably still wouldn't like it too much; it seems if they're affected by any spell that has any hostile component (even if they themselves aren't affected by the hostile component) they consider it an assault. But at least your allies won't actually get hurt by it, and if you can create a 120 sec duration version, you might only need to cast it once per fight. --Nephele 02:03, 1 March 2007 (EST)
[edit] Further clean up
I think it would be useful to go through the spells currently on this page and list the required skill level for each. However it is a bit of work so I'll try and do it in the sandbox instead of doing it piecemeal.Grandmaster z0b 19:38, 5 March 2007 (EST)
- I agree, I'd like to see the required skill level and base magicka cost added to the spells. I can spit that info out pretty easily for any spell, but the complication is that there are a fair number of spells that don't give any exact recommendations for magnitude, duration, etc. And even spells that do give that info generally haven't taken into account what the requirements are (i.e., if you reduce the magnitude by 1 point does it drop the spell by one skill level?) So I tend to get sidetracked by trying to tweak the spell magnitude and duration, which then means it takes a lot longer to fill in a given spell. So if anyone else is interested in doing any of that, I think it would be a great addition. --Nephele 19:58, 5 March 2007 (EST)
- Do you have a calculator for that or do you just load up a character near the spell altar? I'm just wondering the best way to do it. Grandmaster z0b 20:33, 5 March 2007 (EST)
- I've got some scripts set up to do the calculations. Although you can do the skill requirements at the altar, you can't really use the altar to get base spell costs (unless you happen to have a character with skill=33.3 in every spellcasting skill); although the "base" for base spell costs is somewhat arbitrary, it is what's being used everywhere else on the site and makes it easier (I think) for people to intercompare different spells if they're all using the same yardstick. On the other hand, Bethesda does have a habit of inconsistent choices with rounding numbers, so sometimes my calculations will be off by 1 or 2 (which can make a big difference if you're trying to max out the strength of a spell without pushing it into the next skill bracket). The third way to get spell costs is to use the construction set, if you have that available.
- Somewhere in my infinite todo list (and, at the moment, probably closer to the bottom than the top) I had thought of putting together a web tool to allow people to calculate spell costs. It's something that would be relatively straightforward to set up, but still would take a few hours of coding.... --Nephele 21:17, 5 March 2007 (EST)
- Yeah I'll have to download the CS tonight, I've been avoiding it to be honest because I'm supposed to be modding a different game (Medieval Total War 2) and I don't want to be tempted to start modding Oblivion. I'm not great with scripts though ...Grandmaster z0b 21:44, 5 March 2007 (EST)
- Do you have a calculator for that or do you just load up a character near the spell altar? I'm just wondering the best way to do it. Grandmaster z0b 20:33, 5 March 2007 (EST)
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- I'm still getting used to playing with the CS so I haven't really started on this yet. Would I have to create a character with the CS that has 33.3 in every skill and then test the spells or can I test it in the CS alone? Grandmaster z0b 19:44, 20 March 2007 (EDT)
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- No, the easiest way is just to create the spells in the CS and see what it tells you right there about the spells. So in the object window under "Magic" there is a "Spell" section. Open that up, and right click in the right hand page and choose "New". It'll pop up a spell creation window. Right click and choose "New" to add each individual effect you want in the spell, and fill in all the stats. Once you've added all the effects, the bottom of the the spell window will give you the "Spell Level" and "Spell Cost" (as long as you keep auto-calculate selected, which it should be by default). You don't have to save the spell or any of the changes... if you want you can just keep adding and deleting effects to the same spell window. --Nephele 23:37, 20 March 2007 (EDT)
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[edit] My spells
I have alot of my own created spells (via spellmaker ofcource) There are quite a few usefull spells Most of my spells I named them to my name *Saruman* like: I also have 600 Magicka, without cheating most of my spell are Quite high in power From 250 to 600
1 Master-wizard's Fury Weakness to Magica/Frost/Fire/Shock 100 pts 15 seconds ( I Believe it was so) Shock damage 30 pts 10 sec Frost damage 30 pts 10 sec Fire damage 25 pts 15 sec Should cost about the 596 Magicka (If your destruction skill is 100) 2 Magic of the wizard's Dream Paralyze 40 seconds on touch weakness to frost 100 for 5 sec Frost damage 20 for 5 seconds Spell is usefull to Train skills like Hand-to-hand Extremeley usefull against Bears/Lions etc. 3 Saruman's Summoned creatures (at a high lever 100 conjuration skill) Summoned creatured that you should have Lich/ I think it it's the best summoned creature, the thing is that it wont attack on close range, make sure the enemy draws attention on you instead of the lich, he will cast Shock/Fire and weakness to X On the enemy (Atleast 45 seconds)
Skeleton Champion A good and tough fighter, although use it if the enemy hasn't detected you yet If you Use it in the open This spell is useless Since The skeleton is extremeley.... Slow
Frost atronach Really usefull in oblivion and at lower levels They could destroy a storm atronach Since they heal themselves Just with this one summond Ice monster
Spells that are not so good Dremora/ Useless they fail quick and are Only a distraction for a very short time since their health is very low
Storm atronach, Slow moving rock giant better used when it's from a distance
Skeleton You get this One at the very start of the game, Completeley useless ofcource
Saruman's Mage spell A spell that has a low magicka cost but You need this spell if you want to keep some magicka over in battle for example * Healing yourself or summoning a creature* Paralyze for 5 seconds- Weakness to shock 100 pts for 4 seconds- Shock damage 15 to 25 pts (based on your destruction skills) for 4 seconds ( is both a good attack spell and a spell For if you want to flee) should cost between the 30 and the 50 magicka
5 High magicka If you want to have a high magica like me you need to have the atronach birthsign A sigil stone That Gives you 50 magica (I think that stone is an oblivion Gate that is quest related) And enchant Rings and armor with The enchanting altar (Fortify skills) have atleast 5 Soul gems, there are also uniqeu items one of them is at the guilded carafe I believe
I am also interested in Hearing what spells you guys created If you have quistions, Please ask
- Hi Saruman, I think these spells are very useful, however we have pretty strict guidelines for what can go up on this page to avoid it becoming filled with every combination of useful effects. One thing I would ask is why you would have Frost Damage included in your second spell? The effects of Weakness to Frost will only become apparent on the next spell/attack so you would be better off casting the frost damage spell after you first cast this, especially since the enemy will be paralyzed for 40 seconds. Grandmaster z0b 20:37, 26 March 2007 (EDT)
- Indeed that the Frost attack Isn't Strong, But it also gives you plenty enough Time to escape and Do little damage
Like I said It does quite some damage to animals, Lions/ Bears etc. But the main things goes about The paralyze ofcource But the frost damage is Not Needed Only if you want to escape, I will Add more spells in the future, But i had little Time when i Posted this, I will look up To my inventory of spells to see which more Usefull spells i might add here. What are the limitations of the Guidelines ? I am Only A member for a day or 2, But I look up whole Wikipedia Alot Dayley I think
5. Self paralyze May sound dumb but it can be quite usefull. If you do not have a high Acrobatics You can self paralyze you (Created in the spellmaking altar 3-7 seconds) If you need to fall a great distance you can self paralyze you While in the air, you will drop down but you will not get hurt- may be a bug that when you fall down the lights that seround you when you cast it falls Faster then your body.
- The guidelines for appropriate spells are at the top of the page. The only one that I think should be included is the last one as it is a truly interesting and generally unknown effect. The criteria isn't that the spell works well or not, rather that it shows an interesting or useful effect or combination of effects. Grandmaster z0b 01:52, 16 April 2007 (EDT)
[edit] Sprint
Fortify speed 100 pts for _ seconds on self
Fortify athletics 100 pts for _ seconds on self
It is great if you really need to get away quickly. you run much faster than the horses. it stacks too, and vlues of speed above 100 DO count toward your movement speed. (i don't know about athletics though). This is far more effective a speed boost than skooma. just be careful when running downhill.
- The Athletics boost on this spell is unnecessary - all it does is make your Fatigue drain more slowly, and the Magicka cost of adding it far outweighs the benefits. Better to put that cost towards getting a longer duration out of the Fortify Speed, and maybe use what's left over at the end to cast a cheap Restore Fatigue on yourself. (Or just make a few potions - even for Alchemy novices, Restore Fatigue potions are by far the easiest to make due to the abundance of cheap, common ingredients that have the effect listed first.) --TheRealLurlock Talk 23:22, 20 April 2007 (EDT)
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- Actually, the Athletics effect is necessary- It enhances your speed a lot more, so this combined with the speed effect makes you go very quickly indeed.--Willyhead McHaggis 11:34, 17 June 2007 (EDT)
[edit] I added a new fun spell...
It's called Bar-Fight. try to guess what it does?
-m'aiq the liar 19:49, 22 April 2007 (EDT)
[edit] Barrier
Description:
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- Frost Damage 3 pts in X feet for Y seconds
- Paralyze Z seconds
- When you cast this spell on the floor, anything that enters the X feet radius for within Y seconds after the spell is cast will be paralyzed for Z seconds. It is useful when you want to slow things down a little when facing many enemies at once. Even 1 second paralyze gives you plenty of time. Adjust parameters based on your needs.
Does this actually work for anyone? I'm using the 1.2 patch with SI installed, and all it does is the 3 * Y points of frost damage. The Paralyze doesn't work unless I raise its area, and then only if they're in the area at the time of impact. Doesn't matter if the spell counts as a Destruction or Illusion spell, doesn't work either way.
So, does this work on earlier versions or not at all? --Deathbane27 23:44, 29 April 2007 (EDT)
- I would assume that it doesn't. Moreover, I'd also assume that the Frost Damage will not work on enemies who enter the area after the spell has gone off. The duration refers to how long the affected creatures will continue to take damage/be paralyzed. It doesn't mean that the area continues to be under the effect of that spell for the whole time. Anyone not in range when the spell initially goes off would be completely unaffected. --TheRealLurlock Talk 09:13, 30 April 2007 (EDT)
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- Frost Damage does work that way, actually. Try it out in town with a large area, long duration effect; anyone who walks in gets damaged. --Deathbane27 05:34, 2 May 2007 (EDT)
- The spell worked for me once but I didn't try it on 1.2. One important thing is to fire the spell to the ground, it shouldn't impact any character. --STL
- Frost Damage does work that way, actually. Try it out in town with a large area, long duration effect; anyone who walks in gets damaged. --Deathbane27 05:34, 2 May 2007 (EDT)
[edit] Too Many First Person Comments
I'm still deleting spells and additions that have comments in the first person; "I would make it 100 points fire damage" or "I made it this way when I had 100 in destruction and I could take out town guards" etc. I'm going to add a specific point about this in the guidelines, I know they should know this already if they are going to make additions however I think this is worth repeating. Grandmaster z0b 21:43, 28 May 2007 (EDT)
[edit] Armor of Oblivion
To whoever made the armor of Oblivion spell, just saying i cleaned it up a little, by sorting out the Links and changing the Bound Sword (Wich is 2 handed) to a bound dagger, so that you can also use a bound shield. Hope you dont mind! P.S its a cool spell!--Willyhead 09:38, 10 June 2007 (EDT)
Isn't Armor of Oblivion just the Superior Bound Armor spell added by the Spell Tomes plugin with summon weapon and shield effects added? Xeagle51 23:27, 27 June 2007 (EDT)
- Aye, but many users do not have the spell tomes plugin, so im sure they'll find it usefull.--Willyhead 12:23, 30 June 2007 (EDT)
[edit] Weakness + Damage
I don't think weakness + damage in the same spell will work. Can anyone corroborate? —The preceding unsigned comment was added by 76.99.68.190 (talk • contribs).
- Yes you're right, you would have to cast the weakness first for the effect to work--Willyhead 04:00, 13 July 2007 (EDT)
- You are right, but if you keep casting the spell over and over again the weeknees will take effect on the second time you cast
[edit] Cleaning up - Another Attempt
I've posted a section over at the Community Portal on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --RpehTalk 06:30, 19 July 2007 (EDT)
[edit] SORRY!
Sorry about my prepatch spells, I modified the disclaimer saying no prepatch as that had NOT been stated. Also there are other prepatch spells there we should remove for consistency's sake. There are prepatch players, and they would like access to useful spells that arent being allowed. (lol its like a crime to use these spells we have to hide them away! Black market spells! Can't find any info on those...) These arent cheats btw just exploits of the system.
[edit] Defensive/Offensive
I think that the 'Skill enhancing spells' and 'fun spells' sections are confusing and unnecessary, and they should be deleted- the spells originally documented under them should be moved to either Offensive or Defensive. If a spell has an offensive and defensive effect the spell should most likely be moved to offensive because that comes first. So why not just have too areas on the Page - Offensive Defensive, it is more simple and easier to document, anybody agree?--Willyhead 10:05, 23 July 2007 (EDT)
- I think you know my opinion, but I wouldn't do that just yet. Hopefully a consensus will emerge shortly on that page and we can turn our attentions to the detail. --RpehTalk 06:59, 24 July 2007 (EDT)
- Here's a little layout I have done- I have deleted any spells I think are redundant or Un-original and documented the spells in simple Offensive/Defensive categories- It's on my sandbox.--Willyhead 09:39, 23 August 2007 (EDT)
please dont delete them they are useful for players who bought oblivion 4 fun!
-Halopedia member,-
SpartanG007
[edit] Fortify Magicka Exploit
I've made the spells that use fortify magicka, such as Perpetual Shadow of the Vampire and Chain Heal. Chain Heal works fine and I never run out of magicka, but PSotV never works. I created it just like it was written on this page but my magicka always runs out. I've tried other variations using different offensive effects, but they never work. Does the fortify bug only work for Restore Healh spells, or is my unpatched Xbox360 just bugged in a strange and uncomprehendable way? Could someone else verify that PSotV actually works, because this oddment has bugged me for a while and PSotV sounds like a very attractive spell for regular use. 70.246.28.192 20:13, 26 October 2007 (EDT)
Check and make sure that the cost of your PSofV spell is not more than half of 100 * your spell effectiveness. If it is more than that amount, then you are likely running out of magicka. Another possibility (though I am unclear about this) is that if your Luck is below 50 (check as it could have been damaged by some attacks) then it affects a lot of things in the game including your effective skill levels and hence the spell costs.
[edit] Preposed deletion of Paralyzing Fear
I edited the spell to actualy list posible values. 200 burden can't be acheved with just one spell. As the burden spell page sugests this spell even at the value origanaly described is not effective. The author then goes to sugest that the spell Paralyze is in fact better than his spell. Makeing burden + demoralize for x seconds < Paralyze for x seconds. I don't feel burden is a useful status effect in spell form due to the low maximum value of the spell. I feel this spell misleads readers into bleiving the spell has an actual chance to work. —The preceding unsigned comment was added by 207.47.16.34 (talk • contribs).
- I agree; it's been deleted. --NepheleTalk 15:06, 22 November 2007 (EST)
- excuse me but the spell can work you just change the burden effect to 100 and add drain/damage strength to make a total of 200 or more
[edit] Fortify Magicka Exploit explained
Inspired by the 'chain heal' spell I made my own little 'chain destruct' spell, fortify magicka 100pts for 3 s+11pts fire damage+20pts damage fatigue for the cost of 49 magicka. The spell is more 'proof of concept' than useful but it works. As long as the fortify magicka effect never runs out you can hurl fire at your enemies until your fingers hurt(just like the chain heal spell).
Incidentally I also think I figured out exactly *why* the fortify magicka exploit works...First consider the following two statements:
- 1)Spells can not stack on themself.
- 2)An expired fortify magicka effect will never drop your magicka below zero.
I am certain statement 1 is true, statement 2 is true at least for fortify magicka effect from spells(haven't tested the effect from items and potions yet but fortify magicka item opens up a possible new avenue for exploits). Here is how I think the game engine handle the chain heal spell situation:
- First it does the usual check to see if you are allowed to cast the spell (considering silence effects, your mastery level, you magicka pool(at51) etc), once you get the 'go', things become interesting.
- As spells can not stack on themself, the fortify magicka for 100pts go away, dropping your magicka pool to zero(and not to -49 like one should expect)
- The cost of the spell gets deducted(-49)
- The renewed fortify magicka(+100) kicks in, bringing you back to where you started with 51 magicka in the pool. Bongo 10:15, 10 December 2007 (EST)
- Just an idea, but could fortify intellegence also cause the same thing. I was hoping I could combine them as fortify intellegence increases your maximum magicka by 2 so if I used fortify magicka and fortify intellegence so I could I raise the total spell cost to 150 then?
- Yes, you could make it 150 if you introduce Fortify Intelligence. Although things gets messy when you start to swap spells (ie, from damage spell to a heal) (I've worked most of it out though, check my advanced chain spells). Exoclyps 22:08, 24 April 2008 (EDT)
[edit] Strange Spell
Anyone seen that vid where some dude made a spell called NUKE EM' with... fire damage 99999999 pts on target frost damage 99999999 pts on target and shock damage 99999999 pts on target? only on PC BTW it costed 1 magica an 5 gold
- Yeah, I saw the vid. Dagoth Ur, Mad God (talk· contribs· email)
[edit] Page Splitting
This page is now at the point in which svaing any changes takes several minutes. Should we split this page into spell type/purpose subsections? --HMSVictory 10:00, 14 April 2008 (EDT)
[edit] Advanced Chain Spells
Added 3 Advanced Chain Spells that includes "Fortify Intelligence" in them. I've yet to figure out 100% how the Magicka gain/loss on it works. But I've managed to optimize things in my examples atleast. Take a look at them and say what you think. I belive they are a worthwhille addition and at the size I presented they are actually really powerfull spells to use as well.
Exoclyps 22:06, 24 April 2008 (EDT)
[edit] MageBane
I'm unsure what to do with the MageBane spell, as we don't have enough info on Dispel to know for sure that this will work for all people in all instances...or so it would appear from the description of Dispel. Does anybody have any thoughts on this? Maybe add a note to the spell that it might need fine-tuning? --Robin Hood (Talk • E-mail • Contribs) 15:38, 10 May 2008 (EDT)
[edit] Another attempt at a cleanup
I think there are too many spells on this page. Especially because alot of spells aren't that effective. I reviewed the list, and I made for each my own judgement call whether the spell should stay, be deleted or to be moved to the Fun Spells section (Splitting that one is another discussion).
Basically I asked myself these four questions:
- Is the spell cost effective? Does it cost much Magicka and does it require a too high skill proficiency?
- Is the spell not too obvious? Simply combining a few similar effects is.
- Is the spell there only for Roleplaying reasons? Too many are possible to list them all here.
- Is the spell not already covered somewhere else?
The list:
| Spell name | Proposal | Reason |
|---|---|---|
| Armor of Oblivion | Delete | Obvious, just combining most Bound Armor effects. Too expensive for its effect. |
| Atronach Shield | Delete | Combining multiple same-purpose effects is already covered on Spell Making. No need to cover all examples. |
| Chain Heal | Keep | Combining a spell effect with Fortify Magicka is not that obvious, but quite useful. |
| Hide in Plain Sight | Keep | A game mechanic that is not obvious. Exploiting it seems useful. |
| Holy Shield | Delete | Too expensive, requires Master perk. Spell is just a combination of two powerful effects. |
| Iron Skin | Delete | Just combining powerful effects is not enough. |
| MageBane | Delete | Doesn't explain the usefulness of the Dispel effect, it looks like ordinary Silence spell otherwise. |
| Minor Gift Of The Mage | Delete | Description doesn't explain why it is useful to combine these particular effects, they seem to be random. |
| Retribution | Delete | Too expensive, requires Master perk. Spell is just a combination of two powerful effects. |
| Shroud | Keep | Description explains why it is necessary to have all the effects to attempt what is described. |
| Thief's Insight | Delete | Too expensive, requires Master perk. Spell is just a combination of few effects that don't really add up. Detect Life visual cue is harder to see with Night-Eye anyway. |
| Treacherous Decoy | Delete | Already covered in more detail by Shroud. |
| Undersea Exploration | Keep | Description should be improved. Detect Life is not really necessary, and Fortify spells are just extra. The spell can stay if it explains that Night-Eye helps improve your sight underwater a bit. |
| A Victim's Revenge | Delete | It does not seem effective. The benefit of the Fortify Magicka effect is already explained in Chain Heal. |
| Asphyxia | Delete | Spell's benefit comes from Spell Stacking, which is already covered on Spell Making. |
| Assassin's Creed | Delete | Spell's benefit comes from Spell Stacking, which is already covered on Spell Making. |
| Banish | Delete | Too expensive, requires Master perk. Spell does not add anything significant to the Paralyze effect. |
| Breach1/Breach2 | Delete | Spell's benefit comes from Spell Stacking, which is already covered on Spell Making. |
| Chain Destroy | Keep | This can serve as a good example of combining weakness effects with damage effects. |
| Death Knell | Delete | This is already covered by Drain Health. |
| Death Knell Ultimate | Delete | Spell's benefit comes from Spell Stacking, which is already covered on Spell Making. |
| Death Sentence | Keep | It could be helpful in the case that the player is low on health, but needs to finish off the enemy. The idea of making your summons benefit from an already weakened enemy is not that obvious. |
| Disarm | Keep | Although not that useful, it is also not very obvious and it is cheap to cast. |
| Execution | Delete | Just combining similar effects is already covered on Spell Making, and it is quite obvious. |
| Freeze | Delete | Spell seems to be from a Roleplaying motive, this is not very useful. |
| Hallucination | Merge | Merge this spell with Death Sentence? |
| Headshot | Keep | The description could also cover sneak attacks in general, but Marksman seems the most effective example. Enhancing just your sneak attacks seems useful enough. |
| Heart Attack | Move to Fun Spells? The spell doesn't seem very useful, but the description promises a hilarious effect. | |
| Hellflame/Hellfrost/Hellshock | Keep | It is reasonable that Useful Spells should cover at least one spell that combines a damaging effect with Soul Trap. Perhaps a note that this saves some work when filling Soul Gems with souls of summoned creatures? |
| Holybolt | Keep | Damaging an enemy while it won't attack you is generally useful. This spell is a good example. |
| Hyper Absorb | Keep | This is really expensive, requires Master perk, but perhaps it is useful. Is it really worth the cost? |
| InvisiShots | Delete | The spell promises to be effective in helping your Magicka recharge, but it seems like the spell itself costs alot. Also, is this not more effective when split? |
| Kaboom | Delete | Combining Soul Trap with damage effects is already covered at Hellflame/Hellfrost/Hellshock. |
| Lingering Chill | Move | Move to Fun Spells. Spell is too expensive. But the idea of a lingering Frost effect is not obvious to most players. |
| Netherstrike | Delete | Combining Soul Trap with damage effects is already covered. The other effects don't seem to add anything really useful. |
| One-Two-Punch | Delete | This spell just combines a few similar effects. Also Paralyze for 10s is expensive, requires Master perk. |
| Perpetual Shadow of Vampire | Keep | One example that combines an offensive effect with Invisibility seems reasonable. I just wonder that this is not the most effective application. |
| Provoke | Keep | The idea of luring enemies towards you seems useful enough. |
| Scorpion Bite | Delete | Very expensive, there are far better ways to kill if you happen to have that much magicka. |
| Sleep | Delete | The effect of a low Fatigue is already covered on Fatigue. |
| Stun | Keep | If it works as promised, this combination adds something to an ordinary Paralyze (pushing back the enemy). |
| Touch of Corrosion | Delete | Description doesn't explain the usefulness of combining these two particular effects. |
| Touch of Death | Delete | The spell is just a combination of similar effects. Too obvious. |
| Uppercut | Keep | Having one example of combining damage spells with Paralyze seems reasonable. Also, this spell is not so expensive. |
| Vampiric Spell Set | Delete | These spells seem to come from a Roleplaying motive and are either not effective, or already mentioned somewhere else. |
| Weapon Erosion | Delete | This spell is too expensive to be really useful. |
| Wind of Destruction | Delete | The spell is just a combination of similar effects. Too obvious. |
| Apprentice's Spells | Delete | According to the guidelines, spells that use an exploit that was fixed by a patch should not be covered. |
| Armorer Training | Delete | This is already covered on Armorer. |
| Blade Mastery | Delete | Already covered by Headshot. |
| Blessing of the Gray Fox | Keep | This seems to be useful enough if you are aiming to steal a few single items. |
| Blessing of Sithis | Delete | The "awesome" damage bonus is just the regular Sneak attack bonus. |
| Casanova | Delete | Already covered on Charm. |
| Emergency Magicka | Keep | Although using Fortify Magicka to regain magicka is already mentioned, having a seperate entry for it seems reasonable. |
| Fence | Keep | Although indirectly covered by Charm, it might be useful to mention the full combination here as well. |
| Fighter's Blessing | Delete | This spell seems to come from a Roleplaying motive, and it does not seem useful. |
| Fortify Magic Skill | Keep | Perhaps a bit obvious, but it is a good idea to explain the major benefit that is promised in the description. |
| Human Freight Train | Delete | Already covered on Feather. |
| Open Very Hard Lock | Delete | Just because a version with this magnitude does not exist with the standard spells is no reason to cover it here. |
| Rapid Shot | Keep | The exploit described here seems hard to manage, but it does promise a nice damage bonus. |
| Recursive Energies | Delete | The spell is not as effective as promised in the description. |
| Remedial Training | Keep | It seems to safe you quite a bit of money if the spell works as promised in its description. |
| Rocket Pack | Delete | This spell is nothing new. It simply explains the benefit of Fortify Speed. |
| Smith | Delete | Already covered on Armorer. |
| Speed Steed | Delete | Already covered on Horses. |
| Stealth Steed | Delete | Already covered on Horses. |
| Super Horse | Delete | Already covered on Horses. |
| Sweet-Talk | Keep | Unlike Casanova, this spell actually covers a peculiar effect of Dispositions and low Personality. |
| Tap | Delete | Already covered by Emergency Magicka. |
| Unlock | Keep | Perhaps, because the benefit explained by this spell is not explicitely covered on Fortify Skill. |
I'd like to hear any comments on this list. But the idea is to remove all spells that are marked for deletion. --Timenn < talk > 08:43, 26 May 2008 (EDT)
- That's a tremendous bit of work and should prove invaluable in improving what could be a very useful page. I've had a quick glance through and the ones you're proposing for deletion look like they're fairly useless. I'll look in more detail later but I can't imagine any of them being changed to Keep. –Rpeh•T•C•E• 08:54, 26 May 2008 (EDT)
-
- Yeah, having read through that again I can't argue with any of them - and I'd agree that "Heart Attack" should go in with "fun spells". I think several spells will benefit from more detailed notes after the page is cleaned up, but that becomes possible when the page is much smaller. Once the job is done there should also be more information in the notes at the top of the page to discourage some of the same things being re-added. –Rpeh•T•C•E• 11:47, 26 May 2008 (EDT)
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- Here are my thoughts on a couple of the spells. Changes to the Keep/Delete are in bold; others are just comments.
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Spell name Proposal Reason MageBane See --> I believe the Dispel effect was to get rid of any buffs, while leaving it just weak enough not to counter its own Silence. Perhaps just add a better description? If the Dispel doesn't do much against most enemies (e.g., if buffs aren't common, or normally not this weak) then delete. Undersea Exploration Keep Detect Life effect can be useful to spot enemies underwater; otherwise, with the decreased contrast inherent to the environment, some things can be hard to spot. A Victim's Revenge Keep While similar to Chain Heal, as you indicate, also demonstrates the potential offensive uses of the technique. I find the idea of a Drain Health effect to be particularly useful in this context. Granted, Chain Destroy also covers offensive uses, but I think the three different styles are warranted. Perhaps even group all three under a "Chain Spell" heading, with all three as examples? Chain Explosion (Advanced) Delete You missed this one. I'd delete it, but keep the extra note about the +1 effect with Chain Destroy. Freeze Delete Tend to agree with the "Delete", but might have a place under Fun Spells. Hallucination Merge Agreed...like the Chain suggestion, this would benefit from a "concept description" along with a few examples. Heart Attack Move Agreed. Looks somewhat useful in its own right, but probably better placed under Fun Spells. Hyper Absorb Delete Seems like a fairly obvious use of ranged Absorb spells and can easily be catered to any strength. Perhaps just move the example to the Absorb Magicka page? Lingering Chill Move Maybe make a fifth major header for "Miscellaneous Spells" and move this (and possibly others) there? It's not particularly "fun" per se. Blessing of the Gray Fox Keep Expand second spell to a full-fledged spell under the same heading so people don't miss it. Emergency Magicka Move I'd just move this example to the Fortify Magicka page, if there isn't one there already. Fence Keep If this actually allows you to invest in a shop before you become an Expert, it's a very useful spell indeed! Human Freight Train Keep I'd be tempted to keep this here, simply because most people (like me) figure they already know what Feather does, so why bother to read the description? It's also a good idea to keep one or two examples of spell stacking, so people who haven't come across the idea will get pointed in the right direction. Rapid Shot Maybe delete Useful, but I'm of two minds about it, since it is clearly an exploit. Remedial Training Keep The spell does indeed work as promised, and I know I've seen this mentioned in other places, but is good to keep here. Travel Pass Ambivalent You missed this one. While it's a fairly simple concept, it's a very cheap method of carrying a lot of loot. Then again, I consider this to be an exploit of the Fast Travel system, so might also qualify for deletion. Unlock Keep The only reason I'd say to keep it is because of the underwater effect. Might also be brought up on any pages discussing the limitations of being underwater (don't know specifically what we have).
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--Robin Hood (Talk • E-mail • Contribs) 12:23, 26 May 2008 (EDT)
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- Should we cover spells that are exploits yes or no? For me it depends on what the exploit is. If it takes advantage of unexpected game behaviour, like the duplication glitch, then I'd say not to cover the spell. It's possible a future patch will fix it, and it's generally considered to be cheating. Exploits that benefit from certain game mechanics, like taking advantage of pause in spell durations during dialogue, should stay. While it may not have been intended to be exploited, they were a choice by the game developers.
- This is my response to yours, the spells I left out I agree with you on:
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Spell name Proposal Reason MageBane Delete Dispel other is usually not required, as the most powerful effects are either by Ability, or too strong to Dispel with this spell. I just don't think it's useful. A Victim's Revenge Merge I think it's best to put all this under one header. A Chain prefix seems better than this spell's name. Human Freight Train Delete It applies to more that multiple spells with different names, but the same effects, can be stacked. I think this can be covered better by Spell Making. Else, all kinds of spell collections can be added to this page. Rapid Shot Delete According to my own reasoning this spell should be deleted. It sounds too much like a glitch to me. It relies on how the design was implemented, and not on the design of the game itself. Travel Pass Keep It exploits a game mechanic, not a glitch. I think it should stay because of this.
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- Another idea is to rename the Fun Spells sections to something like Peculiar Spells to cover the spells than are not necessarily funny, but reveal some less obvious game mechanics. After the main sections are cleaned up, this section must be cleaned up as well. --Timenn < talk > 11:42, 31 May 2008 (EDT)
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The change is done for the regular spells. I've added a few new guidelines and tweaked the description. Please let me know your thoughts. I think this page is more useful now, and easier to patrol. --Timenn < talk > 10:19, 15 June 2008 (EDT)
[edit] Murder Made Legal
I'm not at home right now, so I can't test this, but would it be possible to create a spell that frenzies and damages at the same time, to kill somebody 'legally' without having to cast two spells? 203.164.5.56 04:08, 1 June 2008 (EDT)
- Technically you attacked them since you caused them damage. Figgy 04:10, 1 June 2008 (EDT)
Okay, I get it. It'd be great if you could delay effects on spells in TES5. 122.109.34.3 14:20, 3 June 2008 (EDT)
[edit] MageBane explained
The purpose of MageBane is to destroy an enemies spell and then stop them from just doing it again straight away like they normally do Tabloes
[edit] Secs, pts, and ft
There seems to be some effort on Timenn's part to harmonize the various abbreviations and so forth. It looks awkward to me to have no space between the number and the units, but it has the advantage that it'll never get split up by small window sizes. But at the same time, the "x sec" has a space cuz let's face it, "xsec" or even "Xsec" would just look weird. It's easy to cut & paste this to & from a word processor and harmonize everything...any thoughts on what we harmonize it to? --Robin Hood (Talk • E-mail • Contribs) 10:16, 13 June 2008 (EDT)
- Sorry, this is just a habit I picked up when first looking at examples on other pages. Your comment made me check how the game displays the spell effects:
<Effect> x pts in y ft for z secs on Self/Touch/Target- So you're right about the spaces between the units and the values. Note that if the time value is 1, the unit is simply sec (instead of the plural).
- As for preventing the linebreaks, let's use html's non-breaking-space ( ) for its original purpose! --Timenn < talk > 12:09, 13 June 2008 (EDT)
[edit] Unexplained page wrecking!
How could someone delete so many spells without first listening to the creaters appeals! im sure if u asked to creaters of these deleted spells(Like me) you would find out how our spells work but instead u think ur amazin an delete them!!! next time dont delete without hearin peoples appeals to how they work if u cant read to understand how they work! P.S im not moaning just saying that was a very sudden change deleting alot of good spells!!! —The preceding unsigned comment was added by Tabloes (talk • contribs).
- Actually if you scroll a bit upwards on this talk page you can see the entire list of spells that were deleted or not. The reasons have been provided, and since the 2,5 week the list was there no editor has objected. Instead, some editors posted positive about the idea.
- As you may have noticed, the article listed 76 spells in the end! Several spells were duplicates, others were so expensive you could hardly call them useful. Again, for all the reasons, see above. This way, no one could recognize the actually useful spells from the list, there were just too many.
- I'm sorry if you feel spells have been deleted that should have stayed. Contacting every contributor of an article is an impossible job, if you check the history you can see how many people that were. And tracking what each contributor added is even a more impossible job. Instead editors use the talk page of an article for this sort of thing.
- However, nothing is ever lost on a wiki, and spells can still be restored.
- On a final note, spell descriptions should clearly explain how the spell works and why it is useful. Once only the useful spells remain, the descriptions can be improved to reflect this. Improving descriptions for spells that will be deleted anyway is just not a good idea. --Timenn < talk > 11:59, 13 June 2008 (EDT)
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- As Timenn said, it was not unexplained, it was not sudden, and it was not done without asking for people's feedback. It was done exactly the way that is recommended on the wiki (see Consensus, for example). If you have specific suggestions for how to continue improving the article, you are welcome to provide those suggestions. Which spells do you think need to be restored and why? What part of the reasons provided above for deleting that spell do you disagree with? How would you propose re-adding the spell or improving its description to address the problems brought up in its deletion proposal? That's the type of information that is useful and constructive feedback; generalized statements that you were surprised by the change don't help other editors work towards a consensus. --NepheleTalk 12:40, 13 June 2008 (EDT)
[edit] Fun Spells
Just like with the regular spells (see above), I propose we do something with the Fun Spells. A few spells are noteworthy, and deserve to stay in my opinion. But the rest is really not appropiate for this page.
- A spell should stay if it is funny to use for more than one time.
This should, I think, be the guideline here. I think a expanded debate on what is funny and what not might be going too far in this case. I think we can get there with public opinion and common sense.
So this is the list I propose:
| Spell name | Proposal | Reason |
|---|---|---|
| Apparition of Oblivion | Merge | Merge with Odd Little Trick. This spells simply expands upon it, so it should be listed there. |
| Bar-Fight | Delete | Already covered by Frenzy |
| C-4 | Keep | Many players have reported the fun they had playing around with Oblivion's physics. This spell is a good tool for playing. |
| Duplicate | Delete | Might be nice to see one or two times, but that does not add much. |
| Earthquake | Delete | Paralyzing one opponent already shows what happens. This spell is that, but just more of the same. |
| Heart Attack | Keep | The spells promises an effect not usually seen. Spell can be expanded to play around with. |
| Hysteria | Delete | Same reason as with Bar-Fight. |
| Knock Down | Delete | This spell does add little to what Paralyze already does. |
| Mana Flare | Delete | This is not a spell on its own. |
| Morph | Delete | This might be nice to see one or two times, but it does not add much. I doubt it will actually work. Summons appear behind or in front of you. |
| Muscle Cramp | Delete | Effect of Paralyze is common knowledge. What effect it has if you cast it on yourself holds nothing new. |
| Lingering Chill | Keep | A very expensive spell, but I can imagine it is fun to play around with. Most players do not know much about the Frost Damage spell effect, and this can be a good way to familiarize yourself with it. |
| Odd Little Trick | Keep | There is a surprisingly large amount of players that want to set themselves on fire. If this trick works than I'd say let's keep it. This spell can also be expanded on. |
| Running Jump | Delete | This doesn't seem to add anything new to the Fortify Skill/Fortify Attribute spell effects. |
| Self Destruct | Delete | This is not much more than a regular Fire Damage spell. Just adding a few more visuals does not do it. |
| Teleport | Delete | I can imagine this might look nice from another's perspective, but it doesn't look much if you do it yourself. |
| Trip | Delete | This is just the Paralyze effect, and it adds nothing. |
Any thoughts on this list? --Timenn < talk > 10:53, 15 June 2008 (EDT)
- I think the muscle cramp should stay because i heard somewhere that if u fall from really high and cast a self paralyze in mid fall u will take no damage (haven't tested though) but if that doesnt work delete Tabloes
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- That's untrue, unfortunately. I just tried it with a bottle of Daedric Lava Whiskey, which has a really long paralyze effect, and I took full falling damage. --Robin Hood (Talk • E-mail • Contribs) 20:53, 15 June 2008 (EDT)
[edit] Astral Parasite
I've been tinkering with a spell that uses Chameleon 100% + Command + Absorb Health. The idea is to invisibly drain health from the subject, while keeping him in place with command. Good way to replenish health, or weaken/kill subjects without being noticed/getting bounty. The duration on chameleon and command are a few seconds, and Absorb Health is set to a small amount. Obviously, this spell is meant to be chained, so I was thinking of trying to use the Fortify Magicka 100 chain cast trick used in a few other spells on this page. I set the spell up to use less than 50 magicka per cast, but it doesn't seem to be working like the other chain spells, it just runs out of magicka as normal. Clearly I've miscalculated somewhere; anyone got any ideas for a workable effect order/duration/magnitude scheme? My character's Illusion is 100, and Restoration is 69.
Also, you think I'd suffer any drawbacks by swapping out Chameleon 100% for Invisibility and save a few magicka? I figure I'll be rapidly casting this anyway, so invisibility would be sufficient to keep me cloaked for the duration (assuming I start out invisible before the first casting of Astral Parasite), right? Padomay 18:14, 25 June 2008 (EDT)
[edit] Freeze-Frame Spell
- (moved from the article)
- Light 120 pts for 1 sec(s) on self
- Drain Srength 100 pts for X sec(s) on target
- Weakness to Frost 100 pts for X sec(s) on target
This spell stops enemies dead in their tracks, melee are useless against you, but don't get too close because as they can still swing, beware of archers and spellcasters.
An AOE is highly recommended, but not needed.
Set X too however long you want too talk too victims about their demise.
The Light is just for effect, see Mana Flare.
Weakness to Frost is also for effect, but it makes sure you end your enemies swiftly if you follow up with a Frost Damage spell.
I've moved this because it seems to be a random collection of spells. It's a mishmash of effects there purely for... err.. effect, and the only really useful part is the Drain Strength. Unless the author can give some compelling new information, it doesn't deserve a place on the page. –Rpeh•T•C•E• 14:44, 26 June 2008 (EDT)
[edit] Fist of Flame
Moved this from the article:
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- Restore Health x pts for 20 secs on Self
- Fire Damage x pts for 20 secs on Self
- Fortify Strength 20 pts for 20 secs on Self
- Requires an Apprentice in Destruction.
- This spell is good for people who use hand to hand. After casting this spell when you punch the enemy they will gain the fire damage part of the spell, and multiple punches during the time reset the spell to do more damage. It also gives an attractive visual effect. Be careful when casting this spell near non hostile npcs, as they will also get set on fire if you touch them. If you remove the strength effect, this spell can be used to clear groups of enemys by running through them.
I've just tried it to get to work, but I couldn't. While I was under the effect of the spell I punched some other NPCs, but the Fire Damage effect didn't appear in their Active Effects list. Would this spell have worked it would have put some question marks on how we believe Oblivion's spell system works, as I have never seen something like this before. That's why I removed it from the article. --Timenn < talk > 05:39, 6 August 2008 (EDT)
- It looks like they just misunderstand how spells (or at least fire damage) work in Oblivion. All that will happen is a fire damage effect on self and slightly higher damage from the fortified strength.--Alphaman•T• 05:52, 6 August 2008 (EDT)
[edit] Quality tag
Given Timenn's great work in improving this page and removing the chaff, what would people think about taking the Quality tag off? It got added because the page was being treated as a forum for everybody to add their own favorites, but now that it just lists the good spells, I don't think we need to flag the page anymore. Thoughts? –Rpeh•T•C•E• 03:05, 14 August 2008 (EDT)
- While the literal meaning of the tag still applies (it's heavily-edited), it has indeed risen above the likes as Oblivion:Gripes or the Oblivion:Roleplaying subpages. I agree with rpeh that the tag is no longer necessary, as changes are now possible to patrol effectively. --Timenn < talk > 09:26, 14 August 2008 (EDT)
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- I'll third that motion. --Robin Hood (Talk • E-mail • Contribs) 10:22, 14 August 2008 (EDT)
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- I agree. Good work Timenn. Orange-laser-cube 12:19, 15 August 2008 (EDT)
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[edit] Multiple Pages
We should divide this into multiple pages sorted by spell type. That way more people could add spells without having to worry as much about the page being too long. Like Useful Destruction spells, useful illusion spells and so-on. Crowbar 19:47, 29 August 2008 (EDT)