The Elder Scrolls IV: Oblivion/Magic
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The Spells
There is a very useful device in Oblivion that allows you to create your own spells, this chapter is deticated to that device.
In Oblivion there are a number of base spells. These base spells make all the thousands of possible spells in Oblivion by having multiple levels of power. For example, a fire spell that deals 30 damage over 1 second is the exact same spell that deals 300 damage every second for 5 seconds, the only diffence between the two spells is the data they use.
Here are the base spells:
- Absorb Attribute
- Absorb Fatigue
- Absorb Health
- Absorb Magicka
- Absorb Skill
- Bound Axe
- Bound Boots
- Bound Bow
- Bound Cuirass
- Bound Dagger
- Bound Gauntlets
- Bound Greaves
- Bound Helmet
- Bound Mace
- Bound Shield
- Bound Sword
- Burden
- Calm
- Chameleon
- Charm
- Command Creature
- Command Humanoid
- Cure Disease
- Cure Paralysis
- Cure Poison
- Damage Fatigue
- Damage Health
- Demoralize
- Detect Life
- Disintegrate Armor
- Disintegrate Weapon
- Dispel
- Drain Health
- Drain Magicka
- Drain Skill
- Feather
- Fire Damage
- Fire Shield
- Fortify Attribute
- Fortify Fatigue
- Fortify Health
- Fortify Magicka
- Fortify Skill
- Frenzy
- Frost Damage
- Frost Shield
- Invisibility
- Light
- Night-Eye
- Open
- Paralyze
- Rally
- Reflect Spell
- Resist Disease
- Resist Magic
- Restore Attribute
- Restore Fatigue
- Restore Health
- Shield
- Shock Damage
- Shock Shield
- Silence
- Soul Trap
- Spell Absorption
- Summon Clannfear
- Summon Daedroth
- Summon Dremora
- Summon Dremora Lord
- Summon Faded Wraith
- Summon Flame Atronach
- Summon Frost Atronach
- Summon Ghost
- Summon Gloom Wraith
- Summon Headless Zombie
- Summon Lich
- Summon Scamp
- Summon Skeleton
- Summon Skeleton Champion
- Summon Skeleton Guardian
- Summon Skeleton Hero
- Summon Spider Daedra
- Summon Storm Atronach
- Summon Xivilai
- Summon Zombie
- Telekinesis
- Turn Undead
- Water Breathing
- Water Walking
- Weakness to Fire
- Weakness to Frost
- Weakness to Magic
- Weakness to Poison
- Weakness to Shock
Praxographical Center
Once you have received recomendations from all 7 mage guild halls, you will gain access to the Arcane University. Go to the Arcane University and go through the gates, the north eastern most door goes to the Praxographical Center. This is where you can make your own spells.
To make a spell you must first have any version of the base spell you wish to create. So if you want an Invisibility spell, you must first buy one of the existing invisibility spells from one of the spell vendors around Cyrodiil.
To find a complete list of the buyable base spells, there is a guide on www.gamefaqs.com by XXXXXXX.
The advantage of creating your own spells is you can combine different base spells, such as bound sword, feather and chameleon on self for X seconds each. This allows you to cast multiple spells at once, at the same magicka cost, only you have to have it all at the same time.
While there are so many thousands of different spells you can make, the usefullness of these spells will vary and I find you only need to create a few spells to be a very powerful mage.
While I found you only need a few spells to be worth creating your own versions of, you may decided to make many, many, many spells. Thats what I did, and it taught me I only needed 3 or 4 of them.
Play around, create your own spells, see what you like and don't like, this is the only true way to play. But if you do want to know what I use, I will share my strategy.
For offence I always start out firing a weakness to fire, frost and shock spell, then because the majority of creatures in Oblivion only resist 1 type of magic heavily, I have 3 types of damage spells, Fire + Ice, Ice + Shock, and Shock + Fire. After they have been hit by the weakness spell, I use what ever of my 3 damage spells they do not resist heavily. For example, I would use a Fire + Shock spell on a Frost Atronach, or a Ice + Shock spell on a Flame Atronach. I found this method of offence to be the most effective use of magicka and power.
For defence I find I don't need to use any custom spells, all the existing base spells have been enough for me.
For restoration I have 3 spells. The first is my combat healing spell which just as the name sugests, I use it when I am in combat taking damage, it is a spell that restores lots of health over a short period of time. My non-combat healing spell is used when I am walking around after being hurt and am not in any imediate danger, it heals a small amount of health every second over a longer period of time, this costs less magicka. The third healing spell I use is a heal other spell for the missions where you are with NPC's that you want to stay alive, this spell heals a lot of health over a short period of time.
Other than that the only other spells I create that I actually use are not commonly used spells and are mostly for very specific situations or just for fun.
Unlimited Magicka?
You can create some very powerful spells in Oblivion, but the problem is you probably don't have nearly enough magicka to use them. So lets create some spells to increase your maximum magicka so you can cast all sorts of powerful spells your character would normally never be able to cast.
This will all be possible because fortifying spells stack in Oblivion, so lets create an example.
First you will need a base spell of fortify magicka and fortify intelligence. Once you have at least 1 of each, go to the Praxographical Center.
Now create a spell called '01' that fortifies magicka with a magnitude of 100 and the duration for as high as possible, but still within your characters normal maximum magicka.
Now create a spell called '02' that fortifies magicka with a magnitude of 100 and the duration for as high as possible, but within your characters normal maximum magicka +100 points.
With those 2 spells created cast the 01 and then use a magicka recovery potion and as soon as you have enough magicka, cast 02. Your maximum magicka is now increased by 200 points and will last for as long as the spells are set to.
Looking at this we can now also create very powerful magicka increasing spells by adding the fortify intelligence spell as well.
Play with this and you will find you can increase your maximum magicka by 1000's of points for quite some time, which also means you can create other spells that are super strong that require large amounts of magicka, so much so that you can only cast them with all your bonus magicka from your own created magicka fortification spells.
I did this just for fun and increased my maximum magica by 1500 points and created a fire damage spell that deals 100 fire damage every second for 10 seconds, which kills anything in the game that is not highly resistand to fire.
The only catch is you need to have lots of magicka recovery potions, so have a high alchemy skill and lots of potions made with Blackberry and Bog Beacon Asco Cap, or any other 2 (or 1 if you're a master Alchemist) ingredients that restore magicka, to make your life a lot easier.
