Spell Tomes are spell-containing books in The Elder Scrolls V: Skyrim. Upon reading a tome, the specific spell contained within is learned, but the tome is destroyed in the process. Spell Tomes may only be read once. Spell Merchants, members of the College of Winterhold and Court Wizards, such as Farengar Secret-Fire, typically sell most, but not all, spell tomes. Spell tomes may also be found. (there are three secret spells that aren't listed in the book. Let's see if you can find out what they are.)-I'm stunned at how popular this mod is becoming. This mod has about three times the upvotes of the top 5 mods, and has gotten over 250 subscribers in less than a day. Thanks, guys! There shouldn't be any compatability issues.
Practicing magic in Skyrim is easily one of the main reasons why so many people love the game.
Embarking on a journey across the cold region of northern Tamriel can be fun when you’re slaying foes left and right with the power of your spells. Mastering the various schools of magic also gives you enough variety to keep you entertained for hours.
But now that Skyrim has been a thing for almost a decade, it’s only natural that people are looking to add more spells and learn new magical goodies to keep the game fun and fresh.
That’s where magic mods come in! Many of the spells included in these mods are as balanced as you get from the ones included in the base game, so balance won’t be a thing to worry about.
In any case, not every mod in this list is about adding new spells to the game. Some of these add amazing mechanics that greatly improve magic in general, so be sure to check out everything here and download anything that catches your eye.
20. Colorful Magic
Colorful magic gives a new taste to the way spell casting works in Skyrim.
Firstly it aims to add a plethora of new unique spells and enchantments, all of which can be freely used depending on your school of preference.
It also adds many enemies to the game, amongst which you’ll find some very colorful foes that give you a magic vibe like no other creatures in the game.
In general, even though this mod isn’t the most balanced on this list, it does give you over 350 unique spells to add to your large arsenal.
19. Face Light
Face Light makes this list because of its magical principles, but not mainly because of how effective or powerful it is.
It simply makes the lighting of your character’s face much more realistic upon activation, which makes this one of the best mods for people that need to take close-up pictures of their characters for one reason or another.
Face Light is a custom spell that you can choose to activate during any time in the game, as long as you have it equipped. And as long as you get this mod installed.
18. Enchanted Arsenal
Sure enough, you’ll come across various enchantment mods during your search for magic mods online.
However out of all those mods that change the way enchantments look, the Enchanted Arsenal mod is a fan-favorite. Mainly because of how easily customizable it is.
The mod gives you access to a variety of animations that you can add to any of your weapons, giving them a unique feel that the base game fails to provide.
It’s awesome and the best enchantment mod for those who want full customization of their weaponry.
Although there are some better mods on this list when it comes to the quality of visual effects added to the game, this one is worth looking into.
17. Spell Crafting for Skyrim
One of the features that you might be missing the most is spell crafting.
This mod adds the ability back into the game so you can create your own spells and abilities based on powers that the mod has included.
I mean really, you can create your own spells however you want them to look. That’s pretty boss.
16. Animated Enchantments Overhaul
If you want unique-looking weapons and enchanted weaponry to look like no other in the game, then this is the mod for you.
It will make your weapons look unique depending on the type of enchantment that they have, whilst also projecting a different vibe while wielding them that no other mod in the game is capable of achieving.
Easy but definitely a noticeable difference.
15. The Way of The Force
Are you a Star Wars fan?
I’m gonna guess yes and say you’ll absolutely love this mod.
With this you’ll be able to learn the ways of the Force thanks to a series of quests that get added to the game, and you’ll also be able to choose whether you want to be a Sith Lord or a Jedi Master with the powers that you’ll learn.
The mod adds countless new abilities to the game as well as many weapons fitting of a Force user.
14. Spellmaking in Skyrim – The Last Altar
Spellmaking in Skyrim makes it a little bit better to craft spells than the first mod that we reviewed on this list.
For starters, this makes it for players to go to an altar if they are to craft spells, which means you won’t be able to make spells wherever you go.
Although that’s a bit more inconvenient, it does make it fairer and more balanced. Sometimes mods try to do that!
In any case, this mod will allow you to combine abilities and spells to enhance your powers and come up with unique abilities that only you will be able to use. So there are plenty of upsides to try it out.
13. Elemental Destruction Magic
Have you ever wondered why there are so few natural abilities to attack with?
Wouldn’t it be better if you could summon rocks and other natural elements to cast powerful spells of the School of Destruction?
The answer is most definitely, yes.
With this mod, you’ll be incorporating countless of new powers and abilities to the game based on some elements that the School of Destruction should be able to control in the base game.
That means that this mod is fully lore-friendly and really fun to play with.
12. Skyrim Spells and Powers
Made by the same author of the Bend Time mod, this one incorporates a ton of new spells to be used by mighty mages that have already reached higher levels in Skyrim.
As you might know, one of the main problems of vanilla magic is that some abilities get extremely repetitive and boring when you reach the higher levels.
So this mod is specifically meant to combat that little issue. Pros will love it.
11. Bend Time
As its name suggests, this mod allows you to play with time and bend it at your will.
When you cast this spell you’ll be able to stop time(as the name kinda suggests).
This ability comes to be extremely useful in any type of combat situation as you’ll be able to freeze over your enemies and deal damage fast. And they only get hit once time resumes.
Furthermore, you aren’t affected by the time-bending itself. Which means that you can freely walk and shoot arrows and steal all while your enemies are frozen in time.
10. Bat Travel Power
This mod is ideal to be used by players who are working on a lore-friendly vampire character.
This is a special type of fast travel that is meant to be used by vampires, as it turns them into a cloud of bats and helps them traverse Skyrim much quicker without having to discover some locations first.
You can even set your own markers and decide where you want to go on the map!
9. Midas Magic Evolved
Summon new creatures, destroy foes with powerful beams of energy, and use new conjuration spells with the Midas Magic Evolved pack of over 250 new abilities.
You can even shoot magic arrows with the new powers that you’re given, but beware!
Some of them can be very strong if your mage is a highly leveled up being. Be sure to use the powers wisely and don’t let things get out of control.
8. No Enchantment Restrictions
This mod allows you to enchant and disenchant items that the base game wouldn’t naturally allow you to do.
Which is highly convenient as it unlocks many more features that you can work with when crafting new pieces of armor and magical weaponry.
This also removes restrictions regarding the type of armor or weapon that you’re enchanting.
With this mod you might create enchantments that would be exclusive to armor that matches your build. It’s highly convenient, although some might consider it a bit overpowered.
7. Lost Grimoire of Skyrim
Lost Grimoire of Skyrim is carefully created to allow players to add a plethora of new spells to the game, all of which you can use in a balanced environment without having to worry about the spells being broken or too overpowered.
In fact, this mod is one of the best at keeping things balanced and in check when adding new stuff to the game.
If you want to add a bunch of new mechanics to your magical repertoire and not having to worry about discarding the ones that are overpowered then this mod is exactly what you’re after.
6. Phenderix Magic Evolved
One of the largest additions of spells to the game, Phenderix Magic Evolved is a gigantic project that adds a lot of variety to the spells that come with base game Skyrim and introduces many new features.
One of the coolest features is spell combos that you can create with the many magical spells combined together.
You’ll be able to come across new spells by approaching magic vendor throughout Skyrim, and the best thing about this mod is that it also makes them appear as random loot too.
This means that you’ll be able to encounter new, powerful spells as you traverse the realm and slay foes with your magical prowess. Just play the game as normal and be pleasantly surprised along the way.
5. Forgotten Magic
Forgotten Magic isn’t made to introduce a lot of spells into the game as most other magic mods do.
In fact, it does the exact opposite.
The main purpose of Forgotten Magic is to provide the player with a small roster of new spells to cast, all of which feel like they belong in the game and complement each other surprisingly well.
4. Wintermyst – Enchantments of Skyrim
Sure, base game Skyrim does have its fair share of enchantments to make your weapons and armor as powerful as can be.
But how cool would it be for you to enchant your armor with Overbearing spells?
How about arrows that do piercing frost damage?
All of this can be done with the Wintermyst set of enchantments which add over 120 different enchantments to the game. Neat!
3. Flying Mod
Riding a dragon is cool and all, but you know what’s even cooler?
Blasting past dragons by flying like a demigod across the lands of Skyrim!
The Flying Mod, although it remains in beta, is currently the best option that you have to traverse the skies of Tamriel with the sheer power of magic – no mount required!
The mod provides you with a powerful spell that lets you lift off from the ground with ease.
And it has a ton of different animations included to make you feel more immersed in your newfound abilities.
2. Deadly Spell Impacts
One of the major flaws of Skyrim (which might limit your immersion level) is that all spells leave the same mark when you cast them toward something.
Deadly Spell Impacts changes the damage done to structures and items when a spell hits them, making it more accurate to the type of spell that was cast.
As such, frozen spells will leave an icy mark on the surface that they land. And fire spells will make it even more clear that a blaze of flame has passed through the targeted point.
Maybe not a required addition but certainly adds more realism to this already incredible game.
1. Apocalypse – Magic of Skyrim
I really don’t want to spoil the magnificence that is the Apocalypse magic mod. So I say download it and try it for yourself first.
But it adds over 100 spells, all of which are carefully crafted and balanced, and they include amazing textures that you won’t find anywhere else in the game.
The creators of the mod have also made sure to make it compatible with other spell mods on this list so feel free to install it with other mods if you like!
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The ability to make custom spells is one of the most powerful perks that you acquire by joining the Mages Guild. You can combine multiple effects into a single, powerful spell; you can optimize the strength of spells to minimize the Magicka cost. There are even versions of some spells that can only be accessed through the Altar of Spellmaking.
A list of suggestions for custom spells can be found at Useful Spells.
- 6Spell Stacking
Making Custom Spells[edit]
Custom spells can only be made at an Altar of Spellmaking. There are two within the Praxographical Center building at the Arcane University. These are only available to members of the Mages Guild who have completed all the recommendation quests in order to gain access to the University. A third altar is available within the Arch-mage's personal quarters in the Arcane University once you complete the Mages Guild quests and become Arch-mage. A fourth altar is found in Frostcrag Spire, if you have the official plugin, but you must purchase the magetallow candles and upgrade the altar before it can be used.
When you activate the Altar of Spellmaking, the spellmaking window appears. On the left you are presented with a list of all the magical effects you can use to make a new spell. This list only contains the effects of spells that you know and are able to cast (see Acquiring Spell Effects for details).
Select a spell effect, and a new screen pops up where you can set the range (self, touch, or target), area of effect if appropriate, magnitude and duration. These parameters determine three things: the Magicka cost of casting the spell, the minimum level of skill required in order to cast the spell, and the gold cost of making it. In the case of Fortify Attribute, Fortify Skill, and similar effects, this screen also allows you to click on the attribute or skill shown in order to choose the desired attribute/skill.
Once you are finished specifying the details, return to the main spellmaking window. You can then add a second (and third and fourth) spell effect if you wish. For multiple-effect spells, the overall spell school is the school of the most powerful single effect (using the base magicka cost of the effect, see equation below).
Name the spell and click done. If your skill level is not high enough to cast your custom spell, you will be given an error message and returned to the spellmaking window. You will be allowed to create a spell that costs more than your total available magicka. Once done, the new spell will be added to your repertoire.
There is a bug when creating multi-effect spells that may allow you to create a spell even though your skill level is not high enough to cast it. In determining whether to allow the spell to be created, the game checks the magicka cost of the single most expensive effect, instead of summing all the magicka costs as it should. Therefore it is prudent to pay attention to the message at the bottom of the spellmaking window that tells you what skill is needed to cast the spell: the message provides the correct information. There is generally no advantage to creating a spell that you cannot cast: it would cost less gold to create that same spell if you waited until your character's skills were high enough to cast the spell.
Spell Cost[edit]
The magicka cost of a spell is given by:
If M, D, or A is less than 1, a value of 1 should be used. The magicka cost is further multiplied by 1.5 if the spell is a Targeted spell. Base Cost is as defined in the construction set, see the Spell Effects page. A spreadsheet to calculate the cost is also available from Ong elvin's userpage.
The cost is further adjusted on an individual basis by a multiplier given below:
Skyrim Spell Making Modern
Note that the Skill in this calculation is modified first by the player's Luck, and as usual the modified Skill is constrained between 0 and 100.
The gold cost is simply three times the Magicka it costs your character to cast the spell.
So, for example, 3 points of Fire Damage for 12 seconds will cost 36.7 Magicka (Fire Damage has a Base Cost of 7.5) and will deal 36 damage to the target. In comparison, a Fire Damage effect for 6 points and 6 seconds will cost 44.6 Magicka for the same damage. The lesson here is that spells are more efficient when they work over longer durations. Of course, this does make some sense, as the 36 damage would be dealt twice as fast in the second spell.
As a consequence, the Temple-provided 'Convalescence' spells have two qualities that are expensive and unnecessary for their purpose of healing allies: they are Targeted spells and have large Magnitude with no Duration. A more efficient custom spell can be created that is on Touch and with a longer Duration relative to its Magnitude. This is particularly useful for healing your horse.
Note that purchased/given spells sometimes have a different Magicka cost than their custom counterparts. For example, Finger of the Mountain is always overpriced (except for the variant available to players level 1-4), whereas Wizard's Fury is cheaper than if made through spellmaking.
The skill level requirement is determined from the base Magicka cost of the overall spell (summing the costs of all individual effects, and without adjusting based on your current skill level):
- Magicka < 26: no skill level requirement
- 26 ≤ Magicka < 63: requires skill of 25
- 63 ≤ Magicka < 150: requires skill of 50
- 150 ≤ Magicka < 400: requires skill of 75
- Magicka ≥ 400: requires skill of 100
For multi-effect spells, the requirement will be in the school of the single effect with the highest base Magicka cost. (Therefore in a spell with four alteration effects and one illusion effect, illusion could easily be the school of the spell). Also, the experience you gain for casting this spell will only be in the primary school.
In multi-effect spells, the skill adjustment is applied to each component effect separately. Therefore, if your skill level is 100 in Alteration but 25 in Illusion, the Alteration component of a spell will be relatively cheap, but the Illusion component expensive.
If your skill levels are very different in two different schools, multi-effect spells can be used to create spells that otherwise you would be unable to cast. For example, if you are a master of illusion but a novice in destruction, normally you would be unable to create a Fire Damage 16 pts on touch spell (base magicka cost 26). However, you would be able to create a spell with a combined Paralyze 6 pts on touch (base magicka cost 285) and Fire Damage 100 pts on touch (base magicka cost 272), because the combined spell would be identified as an Illusion spell. Actually being able to cast this spell might still be difficult, however, because of the high magicka cost: even for destruction=25, the actual magicka cost would be 356 (285×0.2=57 for the paralyze component, 272×1.1=299 for the fire damage component).
Acquiring Spell Effects[edit]
You can only create custom spells using effects of spells that you know and are able to cast. For example, if your only Restore Health spell is too powerful for you to cast (e.g. it requires Journeyman level in Restoration, and your level is below that), then you cannot choose Restore Health as an effect.
An important point is that the various Attribute-specific spells are considered to all be a single effect. Therefore, learning Fortify Endurance gives access to all seven Fortify Attribute spells at the Spellmaking altar. Similarly, the skills are also grouped. So a single Drain Marksman spell gives access to all twenty-one Drain Skill spells.
- The easiest method of acquiring spell effects is to purchase spells from merchants, mages guild members, and chapel healers.
- Spell effects can also be acquired from your Greater and Lesser powers (due to Race, Birthsigns or Doomstones).
Skyrim Spell Making Mods
Details on acquiring difficult spell effects are provided on the pages describing each spell effect. Two particularly difficult effects to acquire are Fortify Skill and Drain Attribute.
The Fortify Skill effect cannot be bought anywhere in Cyrodiil. However there are many other ways to get access to it. You can make all Fortify Skill spells if you have any Fortify Skill. The Fortify Skill page provides details on several methods that can be used to obtain this effect. (Note that Fortify Attribute spells are already readily available for sale throughout Cyrodiil from many spell vendors. Only Fortify Skill spells are unavailable for sale.)
The Drain Attribute effect cannot be bought from any spell vendor, and there are only four known ways to acquire this effect, as detailed on the Drain Attribute page. Acquiring Drain Attribute makes some powerful spells available at relatively low costs, since Drain Attribute is much cheaper than Damage Attribute if only a short duration effect is needed. Note, however, although Drain Endurance can be devastating when cast on the player, it has no effect on the health of any NPCs.
Effective Custom Spells[edit]
When creating your own custom spells, there are a few considerations that can help to make your spells more effective.
- Weakness does not influence any Damage effects that are included in the same spell. In other words, you must cast a Weakness spell first, then follow it up with a Damage spell to get the increased damage due to the Weakness effect.
- When casting a spell which includes a Weakness to Magic effect onto a target for a second time, the original Weakness to Magic effect will influence all effects in the spell up to and including the Weakness to Magic effect. Effects listed after the Weakness to Magic effect will not be altered; therefore, it is generally best to make sure that the Weakness to Magic effect is listed last in any spells that you create.
- If combining Soul Trap and Damage in the same spell, the Soul Trap effect must be listed first. Also, the Soul Trap effect must last for one second longer than the Damage effect.
- Two Fortify Attribute effects can not be combined in the same spell. Similarly, two Fortify Skill effects can not be combined in the same spell.
- Combining multiple similar effects results in a cheaper spell than a spell with just one strong effect. In other words, 20pts Fire Damage + 20 pts Frost Damage + 20 pts Shock Damage is a cheaper spell than 60 pts Fire Damage.
- A spell with a longer duration is cheaper than a 1 second spell with the same total magnitude. In other words, 10pts Fire Damage for 6 seconds is cheaper than 60 pts Fire Damage.
- Spells with different names can be simultaneously active, even if the spells do the exact same thing. This is a way to get around the 100 point maximum magnitude for spell effects.
- When a window is opened or a conversation is started, any spell effects remain active indefinitely until the window is closed or the conversation ends. In this way, you can use 'Fortify Sneak 100 pts for 1 second' to pickpocket almost anything, 'Charm 100 pts for 1 second' to maximise disposition, etc.
- It can be particularly effective to combine some effects with Invisibility. For example, a Conjure plus Invisible spell will allow your Conjured creature to deal damage while you remain safely hidden. Another tactic is to combine an Invisibility effect with an area Frenzy effect to incite a riot among your attackers, leaving you untouched.
- For 'On Self' spells, adding any 'On Touch' effect will give it the much faster 'On Touch' casting animation while adding almost nothing to the cost. 'Feather 1 pt for 1 second' is the cheapest option, and won't anger people if you accidentally cast it on them.
Spell Chaining[edit]
Spell chaining is a style of custom spell-casting that allows a player to continually cast low-cost spells (up to ~50 pts of Magicka) with virtually infinite Magicka through adding 100 points of Fortify Magicka to a spell. The Magicka Cost must still be less than 50 after adding the Fortify Magicka effect. When casting chain spells, Magicka will deplete until it reaches ~50 pts. Depending on the player's Willpower, it is possible to use chain spells that cost slightly more Magicka than usual due to high Magicka regeneration.
Be aware that wearing armor will reduce the magnitude of your spells, so chain spell effects (other than Fortify Magicka or Intelligence) will have to be adjusted for the spell to have a lower total Magicka cost in order to compensate for the lower Magicka pool.
- At 95%, your spells will have to cost 46 Magicka or less.
To effectively spell chain, Spell Transition is required.
Spell Stacking[edit]
One way of making super-powerful spells is by stacking spells. This is based on two facts:
- Effects from spells with different names stack by adding together.
- Weakness to Magic amplifies any following harmful spell, including weakness to magic itself.
To use spell stacking you need to start by making three custom spells.
- Prepare 1:
- Weakness to Fire 100% for 5 secs on Touch
- Weakness to Magic 100% for 5 secs on Touch
- Prepare 2:
- Weakness to Fire 100% for 5 secs on Touch
- Weakness to Magic 100% for 5 secs on Touch
- Fatality:
- Fire Damage 10 pts for 10 secs on Touch
If you prefer, you can use any other effect for the Fatality spell. If you change to Frost Damage or Shock Damage, change the 'Prepare' spells to use Weakness to Frost or Weakness to Shock, respectively. Or you can change Fatality to use any other damaging effect: Absorb Health, Disintegrate Armor, Paralyze, etc. Drain Health 100 pts for 1 secs is normally a near useless spell, but it quickly becomes a cheap kill effect when pre-buffered by enough Weakness to Magic Prepare spells.
Now depending of the toughness of an enemy, you may cast longer or shorter spell combinations:
- Fatality.
- Prepare 1, Fatality.
- Prepare 1, Prepare 2, Fatality.
- Prepare 1, Prepare 2, Prepare 1, Fatality.
- Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality.
- Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Fatality.
- Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality.
The table below shows how much damage every combo provides.
Spell Combo | Weakness to Magic | Weakness to Fire | Total Weakness to Magic | Total Weakness to Fire | Damage Multiplier | Total Fire Damage |
---|---|---|---|---|---|---|
Fatality | 0 | 0 | 0 | 0 | 1 | 100 |
Prepare 1, Fatality | 100 | 100 | 100 | 100 | 4 | 400 |
Prepare 1, Prepare 2, Fatality | 200 | 200 | 300 | 300 | 16 | 1600 |
Prepare 1, Prepare 2, Prepare 1, Fatality | 400 | 400 | 600 | 600 | 49 | 4900 |
Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality | 700 | 700 | 1100 | 1100 | 144 | 14400 |
Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Fatality | 1200 | 1200 | 1900 | 1900 | 400 | 40000 |
Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality | 2000 | 2000 | 3200 | 3200 | 1089 | 108900 |
An attentive reader may notice that second Prepare 1 should replace first Prepare 1. It is true. The spells with the same names replace each other. However, second Prepare 1 is boosted by enemy's weakness to magic, so 'lighter' Prepare 1 is replaced by 'heavier' Prepare 1 and the new, heavier one stacks with the previously cast Prepare 2.
Spell Stacking on Self[edit]
- This exploit no longer works after the version 1.1 patch has been installed. Weakness to Magic no longer amplifies any effects cast on Self.
Spell-stacking can also be used upon yourself to greatly amplify beneficial effects, however it needs a trick. Only harmful effects are modified by your magic resistance/weakness. A spell becomes harmful when you include a damaging effect into it. Add a weak damaging effect to a strong boosting spell and it will be multiplied by your weakness to magic. Weakness to Magic on Self is a harmful spell too.
Here is one example of this technique. 4k youtube to mp3 3 6 3 release. Make three spells:
- Boost 1:
- Weakness to Magic 100% for 5 secs on Self
- Boost 2:
- Weakness to Magic 100% for 5 secs on Self
- Dragon Being:
- Weakness to Frost 3% for 1 secs on Self
- Fortify Health 50 pts for 120 secs on Self
Adjust Dragon Being spell strength according your Restoration level.
Dragon Being may fortify whatever you need most: Magicka, Willpower, Strength, Luck, magic resistance, Shield, Skill, Chameleon, spell reflection, spell absorption. (Note that many of these effects receive no benefit for values greater than 100, so this technique is of limited use with these.)
Business market management james c anderson pdf file. Now cast a chain that suits your needs:
- Dragon Being
- Boost 1, Dragon Being.
- Boost 1, Boost 2, Dragon Being.
- Boost 1, Boost 2, Boost 1, Dragon Being.
- Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being.
- Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Dragon Being.
- Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being.
This table shows the strength of these combos:
Spell Combo | Weakness to Magic | Total Weakness to Magic | Effect Multiplier | Total Effect |
---|---|---|---|---|
Dragon Being | 0 | 0 | 1 | 50 |
Boost 1, Dragon Being | 100 | 100 | 2 | 100 |
Boost 1, Boost 2, Dragon Being | 200 | 300 | 4 | 200 |
Boost 1, Boost 2, Boost 1, Dragon Being | 400 | 600 | 7 | 350 |
Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being | 700 | 1100 | 12 | 600 |
Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Dragon Being | 1200 | 1900 | 20 | 1000 |
Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being | 2000 | 3200 | 33 | 1650 |
To fortify Magicka you may use just a simple spell with three components:
- Fire Damage 3 pts for 1 secs on Touch
- Fortify Magicka 100 pts for 3 secs on Self
- Weakness to Magic 100% for 3 secs on Self
Cast it several times on a summoned skeleton. After that you should (temporarily) have enough magicka for any powerful Master level spell.
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