Posted September 11, 2015
What are your favorite custom spells in the Elder Scrolls games? (Make sure you specify which game you're referring to.)
I'll start with some from Arena:
Ultimate Shield:
Shield 1 + 99/level
This gives you a powerful shield spell that will absorb all the damage you take (including things like poison damage). The spell has no finite duration, so you can cast it in town before traveling to the dungeon. If you can't cast it, you can make a weaker version, or you can Fortify Intelligence and use Potions of Restore Power to recharge your spell points.
Absorption:
Fortify Willpower to 100, decay rate 10/round
Absorb Spells 1 + 1/level (IIRC)
It turns out that your Willpower stat affects how often you absorb spells, so at high Willpower, even a minimum strength Absorb Spells is enough to absorb enemy spells a decent percent of the time.
If you're a Sorcerer, remove the Absorb Spells component and you will find this spell to be very useful. Optionally, add a Fortify Intelligence effect to benefit more from the absorption.
Ultimate Unlock:
Open 1 + 99/level
This spell may seem like overkill, but it does one thing that lesser Open spells don't; it will unlock doors in main quest dungeons that are supposed to require special keys to open, provided that your level is high enough. Some main quest dungeons can be completed quickly this way. (One, in particular, requires getting 2 keys from different parts of the dungeon, and that's the majority of the dungeon. With this spell, you can skip that.)
Designate as Non-Target, all maxed out:
I consider this an interesting case, as the cost increases so fast that it can overflow the cost twice. In version 1.06 (haven't tried 1.07 yet), this will crash the game in the spellmaker. (Anyone know why this causes a crash?) Of course, actually using this spell is impractical because you can't actually make it in the first place.
I'll start with some from Arena:
Ultimate Shield:
Shield 1 + 99/level
This gives you a powerful shield spell that will absorb all the damage you take (including things like poison damage). The spell has no finite duration, so you can cast it in town before traveling to the dungeon. If you can't cast it, you can make a weaker version, or you can Fortify Intelligence and use Potions of Restore Power to recharge your spell points.
Absorption:
Fortify Willpower to 100, decay rate 10/round
Absorb Spells 1 + 1/level (IIRC)
It turns out that your Willpower stat affects how often you absorb spells, so at high Willpower, even a minimum strength Absorb Spells is enough to absorb enemy spells a decent percent of the time.
If you're a Sorcerer, remove the Absorb Spells component and you will find this spell to be very useful. Optionally, add a Fortify Intelligence effect to benefit more from the absorption.
Ultimate Unlock:
Open 1 + 99/level
This spell may seem like overkill, but it does one thing that lesser Open spells don't; it will unlock doors in main quest dungeons that are supposed to require special keys to open, provided that your level is high enough. Some main quest dungeons can be completed quickly this way. (One, in particular, requires getting 2 keys from different parts of the dungeon, and that's the majority of the dungeon. With this spell, you can skip that.)
Designate as Non-Target, all maxed out:
I consider this an interesting case, as the cost increases so fast that it can overflow the cost twice. In version 1.06 (haven't tried 1.07 yet), this will crash the game in the spellmaker. (Anyone know why this causes a crash?) Of course, actually using this spell is impractical because you can't actually make it in the first place.