The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

n1x0r May 19, 2017 @ 3:28am
What are your favorite custom spells?
Looking for cool spells to try out :)

My current favorite ones are:

Illusion
Chameleon 100% for X seconds! E.g. 2 seconds. Makes it easier to pickpocket or steal. Can be cast with low skill.
Calm, frenzy. Any magnitude. Fixed in MCP.

Alternation:
A jump spell with low duration (1 second). Just can't decide if I like this better than fortify acrobatics.
1 point slowfall. Removes fall damage.

Destruction:
Drain health for (high amount) for 1 second. The kind of “if you got less than this Maximum hitpoints, then you die. Otherwise no effect”
Drain all your intelligence for 1 second (recharge magicka). Fixed in MCP.
Draining skill before training. Fixed in MCP.
Drain skill: Mercantile on a merchant. - I have not gotten around to testing this, since fortifying your own mercantile seems better. Might just flag combat. (Edit: tested and this flagged combat.)

Mysticism:
In general absorb health (+Weakness Magicka), because it is safe when reflected. Fixed in MCP.
Mark/Recall in Caldera's mages guild. Considering the Master Index I have not found a better place.

Restoration... kinda broken school since menu stop time.
Mostly 1 second spells
Fortify Intelligence before making potions or enchanting (or fortify alchemy/enchanting)
Fortify Willpower before casting a better spell (or fortify the school of magic)
Fortify personality or speechcraft before talking with NPC (disposition)
Fortify merctile. With MCP's 500 maximum magnitude, the spell hits a threshold similar to 3000 luck where NPCs will accept any trade. Such a small flower for all their items and gold.
Fortify acrobatics just before jumping.
Fortify sneak before pickpocket or stealing (similar to chameleon)
Fortify armorer before opening repair menu.
Resist magic 100-200%, or resist frost (whitewalker), for 1 second before equipping item with negative effect to resist the effect.
Fortify Speed for travelling, but this is magicka intensive.

So, what's your favorite spells?
Do you have something fun to try?
Last edited by n1x0r; May 20, 2017 @ 11:20am
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Showing 1-6 of 6 comments
Fireeye May 19, 2017 @ 6:39pm 
As an unarmed-type character, a gimped levitation spell with one point of magnitude basically causes the enemies to be slowed down to a snail's pace, causes them to burn through all their stamina while trying to run towards you, and allows you to beat the ever-living hell out of them afterwards. Trolltastic.

Completely agree on the drain health spell. It's actually very mana-efficient, and with a good shield spell, you can suck out enemies faster than they can kill you.
n1x0r May 20, 2017 @ 11:15am 
Originally posted by Aspirant Whopper:
Telekinesis coupled with Chameleon and a 100pts Open spell(easier to cast than you think), now you can go raid all the vaults you want :)

How do you get this spell to work?
I tried Telekinesis and can use it with a lockpick with it, but not the open spell.
Adding all the effects into one spell also seems to make it really expensive.

Originally posted by Fireeye:
As an unarmed-type character, a gimped levitation spell with one point of magnitude basically causes the enemies to be slowed down to a snail's pace, causes them to burn through all their stamina while trying to run towards you, and allows you to beat the ever-living hell out of them afterwards. Trolltastic.

Completely agree on the drain health spell. It's actually very mana-efficient, and with a good shield spell, you can suck out enemies faster than they can kill you.

Levitate 1 point was pretty awesome. It didn't make them snail speed (might be some mod I use), but it did slow down some hlaalu guards quite a bit. Probably works differently on enemies with less speed attribute.

Also remembered the 'cliff-racer killer' because of it. "1pt 1sec 50feet on target Levitate". Cliff-racers affected lose their natural ability to "fly" (which is actually a levitate that is overriden) and fall to the ground unable to move. If the distance they fall is enough to provide damage, they also die.

Figured the drain effect is much more effective with some weakness to magicka.
Similarly, a weakness to magicka 1 sec, followed by a weakness to e.g. fire/frost/shock for 1 sec will magifiy the effect of that weakness. Then you can add a fire/frost/shock duration spell, and since it was applied when the weakness was applied, it will affect the whole spell.
Just like if you cast resist magicka before equipping boots of blindness.

E.g.
Weakness to magicka 100% 1 second
Weakness to frost 100% 1 second (magnified by the weakness to magicka)
Frost damage X amount over 3 seconds. (only maginified by weakness to frost, but that was magnified by weakness to magicka).

Or just
Weakness to magicka 1 second
Drain health 1 second

Fenrir May 20, 2017 @ 2:53pm 
Drain health enchantment on a good hat and sell it to a merchant alway gives me a good laugh. Doesn't really work with the MCP though. But being able to buy your hat back probably outweighs it.
n1x0r May 20, 2017 @ 3:55pm 
Originally posted by Fenrir:
Drain health enchantment on a good hat and sell it to a merchant alway gives me a good laugh. Doesn't really work with the MCP though. But being able to buy your hat back probably outweighs it.

Constant effect drain health? That sounds like it would be pretty fun to see! Even if it is kinda useless with how broken taunt is.
But with the same mindset we could constant effect drain mercantile for better prices.

Or we could Fortify:Skill (Whatever we want to train) with a merchant that is also a trainer. The NPC would wear the fortified effects, changing the npc's 3 highest skills (with enough fortify) and possibly make the npc a master in said skill and allowing access to unlimited training, and PC-leveling. E.g. Sirollus Saccus (with LeFemm), Ababael Timsar-dadisun of the Zainab Camp, or just Wayn from the Balmora fighter guild.
Training would also put the trained gold into the barter inventory, allowing to easily sell Daedric-quality weapons for training...
... Which could all probably be done anyways with a Fortify:Skill on touch for 1 second... Still a fun use of the mechanic. Anyways... the MCP option would have to be disabled, or one would have to play vanilla.
Saelune May 21, 2017 @ 2:33am 
I tend to make a Restore Strength 100 pt on Self + Restore Endurance 100 pt on Self and call it "Cure Bonewalker".
n1x0r May 21, 2017 @ 4:34am 
Originally posted by Saelune:
I tend to make a Restore Strength 100 pt on Self + Restore Endurance 100 pt on Self and call it "Cure Bonewalker".

Add in some remove disease (Brown Rot) and you're ready to go explore those tombs!
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Date Posted: May 19, 2017 @ 3:28am
Posts: 6