The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

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Useful spell compendium
By Sosnoviy Bor
This is simply a collection of spells or spell effects I found useful, not a full-on guide on Morrowind's magic system.
   
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Intro
Bear in mind that I won't write down exact numbers on how hard it is to cast said spell. Spellmake it yourself or consult the wiki, I'm not paid enough to cover that.
Movement
  • Jump 100pts * 1s
  • (Recommended) Feather 100pts * 1s
Originally posted by Tarhiel, probably:
Why walk when you can fly?
Basically allows in two swift jumps get from Balmora to Seyda Neen. Great way to traverse both high highs and flat flats. Also a fun way to get to Master Aryon's Chambers :)
Take into account that jump height and length scales with your Speed, Athletics, Acrobatics and Encumbrance! If you feel like it, you can add some Fortify Skills or Attributes to it. The Boots of Blinding Speed will be a great addition to this. Feather Effect will be a welcome addition either way, but the higher character's max encumbrance, the lesser boost it will give.
Just make sure you have a way of not breaking your legs upon landing. Speaking of...

Long Jump Stopper
  • Levitate [any multitude] * 1s
    OR
  • Slow Fall 1pt * 3-5s (adjust to your preference)
    OR
  • Both of the above combined :)
Levitate basically lets you stop mid-air (or just above the land of you feel risky) and Slow Fall negates any fall damage. Levitate by itself useful to have for not flying over your destination and 5s of Slow Fall is more than enough to fall down or cast the spell one more time.
Since Slow Fall also influences your jump trajectory (you jump higher, but lose horisontal momentum a lot) I personally prefer sticking to just Levitation.

Tinur's Hoptoad
  • Jump 20pts * 10s
Where to buy it[en.uesp.net] TL;DR Sirilonwe in Vivec Mages Guild
I'd assume most of the players like to jump while travelling. And stock Tinur's Hoptoad spell would be great addition to it - it's relatively easy to cast (easier than Long Jump from earlier), costs just 30 magicka, significantly increases your movement speed and acts as a natural way to improve in Alteration. It can also be used as a bootleg levitation for getting into Telvanni Towers.

Water Walking
Well, jumping is faster than swimming, so...
Combat
Lowlevel "you die" spell
  • Drain Health 100pts * 1s
Short memo for those who cant differenciate Drain from Damage and Absorb. Drain temporarily lowers the stat. In our case - health. Draining target's health to 0 instantly kills them so basically this spell is effective only at lower levels and on most of the wildlife.
The thing is - it is cheaper to cast than any elemental damage (fire/frost is 5 base cost, drain health is 4) and it is mostly not resisted by anyone except special nwah's or bretons. By the time this spell will render useless, you probably has leveled your Destruction enough to spellcraft something deadlier... Or just slap Weakness to Magicka on top.

Summon Greater Bonewalker
The most badass summon of them all. If you havent enocuntered them yet (oh the blissful ignorance) check Cheese Zone or take my word for it. Otherwise you get the idea.

Restore Strength
A mean to recover after encountering any wild Greater Bonewalker. You MUST have this spell in some way or form at any time.

Restore Fatigue
Handy effect for weapon-focused characters for obvious reasons - you will need each point of your Fatigue to take on longer fights or quickly recover after running/jumping. Mages may benefit in longer battles from it too, but not to this extent. And if your character isn't proficient at magic this spell will serve as a 1) training of a quite useful magick school and 2) way to make at least some use of your spare magicka.

Budget Burden
  • Levitation 1pt * [any duration] on touch/target
A cheap way to immobilize any opponent. And while Burden requires high multitudes to be effective (since it decreases target max Encumbrance) Levitation does effectively the same exactly because of its low multitude. Thanks to it you can extend the spell's diration comically long.

Turn Undead
Specifically the one bought from Ygfa in Pelagiad!
Comically cheap Demoralize Undead (5 times cheaper to be exact). On one hand, the undead usually aren't a threat in the base game, but on the other - there are Siege at Firemoth, Lich king Barilzar and probably some crazy modded places or skellies. In my expirience it is comes handy really rarely, but better safe than sorry. It is easy to cast and basically disables opponent's self-defence mechanism, so why not?
Utility
Provoke
  • Frenzy Humaoid 41-70pts * 1s
Originally posted by UESP:
Most non-hostile NPCs have a base Fight value of 30; barring racial weakness or resistance and without any taunting, these NPCs may attack from a Frenzy magnitude starting with 41 (if they are close and have very low disposition), and will always attack if the magnitude is above 70.
While having kinda crappy taunting system gameplay-wise and generally not giving you dialogue options to start a fight, Morrowind paradoxically frequently asks you to kill someone who's not agressive. And in my expirience making said spell is simply more convenient than taunting NPCs to death.
It genuinely sad seeing how Speechcraft works in this game.

Water Breathing
You never know when you might need some spare air. Useful spell to have overall.

Petty Soul Gem Filler (30 souls / possible 30)
  • Fire Damage 38pts * 1s on Target
  • Soul trap 2s on Target
  • Summon Skeletal Minion 2s
One-cast spell to fill your Petty Soul Gem. Yeah, a bit expensive on magicka and might be hard to cast (scales off Destruction), but convenient. Also it lets you finally use all those Soul Gems you gathered on the course of the last few adventures into the wilderness.

There's also a cheaper to cast spell variant, but it fills Soul Gems only starting from the Common one (100 souls / possible 120).
  • Fire Damage 23pts * 1s on Target
  • Soul trap 2s on Target
  • Summon Ancestral Ghost 2s
If used as an enchantment rather than a spell it might even yield a net positive soul gain with sufficient Enchant skill level and reliable source of Soul Gems. cough[en.uesp.net] COUGH[en.uesp.net]

Some mods may scale your summoned creature health up to your Conjuration skill so take that into account when making such spells!

Water Walking for Followers
This entry exists souly because of Ahemmusa Nerevarine quest.
Useful for times when you don't want your follower to get distracted by the neverending piranhas. Saves your sanity rather than time.
Cheese Zone
1 Second Mastery
  • Fortify relevant Attribute(s) 100pts * 1s
  • Fortify relevant Skill 100pts * 1s
Relevant for next skills:
  • Mercantile
  • Speechcraft
  • Alchemy
  • Enchant
You can increase any of your Attributes and Skills for 1 second, open some kind of menu and get perks of the buff untill closing said menu. I'll let your imagination think of scenarios where it might come useful.
If you want to have separate spells for chain casting, increment each consecutive spell by 2 seconds. For example: first - 5s, second - 3s, third - 1s, open ui.

Negative Enchantment Negation
  • Resist Magicka 100pts * 1s
Does not negate Sun Damage!
Pretty much the same logic as behind the previous spell. It woks around a quirk of constant effect enchanted items - any effects are applied only once upon equipping the item. In other words, if you cast 100pts Resist Magicka, open menu and equip, let's say, Boots of Blinding Speed, you will recieve only the positive effects. So yeah, this spell is broken beyond repair.
Why not use Dispel? 1) It doesn't work on enchanted item effects b) it's 5 times more expensive III) it's Mysticism effect, for Dagoth's sake. Does anyone actually becomes a proficient at Mysticism without deliberately training it?

Damage Strength
Damage Attribute by itself is very-very-very interesting, useful and overpowered effect[en.uesp.net], but the Damage Strength is byfar the most broken one. Simply speaking you permanently decrease opponent's max encumbrance, max Fatigue and physical damage including Marksman. It basically disarms anyone who's not a mage with infinite magicka pool, i.e. anyone and everyone.
And to top it off, you need no more than 100pts * 1s to cripple any living being for the low, low price of 42 magicka. Even if the target has some kind of Resist to Magicka (which is most certainly not 100%), just cast your spell the second time. Just make sure not to cripple those who has reflect - it would hurt.
Spell effects to avoid (generally)
Burden
Levitate of magnitude 1 gives effectily the same effect while being sugnificantly cheaper to cast.

Charm
Although Fortify Pesonality max disposition change is capped at 50 point (two times lower than Charm), it's 2.5 times cheaper to cast. And taking into account that generally most of NPCs, excluding those from opposite factions, have a 20-30 default disposition, you don't need all those 100 disposinion that Charm is capable of providing.

Swift Swim
Fortify Speed is twice as cheap to cast and works on land.

Disintegrate Armor/Weapon
Unreasonably expensive for its actual usefulness. Might be useful for leveling Armorer, but...
Originally posted by UESP:
When applied "on Self," these effects will only work if they target equipment which has already sustained some damage.
There IS a very curious use for the effect, but i'd qualify it as a gimmick or something incredibly silly rather as something effective in combat (which it obviously was deigned for).
Originally posted by UESP:
Disintegrate Armor can be one way to acquire a person's armor without killing them. Once it is broken, you can cast Calm on them, pickpocket the broken armor from them, and then repair it to use yourself. Just don't try to sell it back to the same person you stole it from, as they will recognize it instantly and attack.
Closing Remarks
If you have any interesting ideas or came up with cool spells, write them down in the comments and I may addthem to the list. And even if I won't, others still will see them down there <:

Credits:
4 Comments
evelyn Oct 22, 2024 @ 1:15am 
Not a bad little guide I tend to use calm humanoid/creatures spells now and then because they sort of work as a turn undead for these enemy types but are much more useful. In general the effect can useful for a lot different scenarios such as stealing from npcs to just getting them off your back for a moment.
robughatti Oct 21, 2024 @ 7:54pm 
no clue what you're even typing. dont make any more guides. this was worthless.
Sosnoviy Bor  [author] Sep 19, 2024 @ 12:48am 
Huh, that's interesting, didn't know that
Greyskys85 Sep 16, 2024 @ 3:46pm 
I use a spell I make that "Drains Health" by 100 points for 1 second. While it won't be very effective on powerful enemies, any of the weaker ones (Less than 100 points of health) will instantly die to it.

It's easy to cast at a low level, and is good on many of the wildlife you encounter. Granted at a higher level this spell becomes useless, but at a higher level you will have better spells anyways