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    Creatable Spells FAQ by Clarinet_Hawk

    Version: 1.10 | Updated: 12/21/06 | Search Guide | Bookmark Guide

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    The Elder Scrolls IV:  Oblivion
    This FAQ copyright 2006 by me, Aaron Kirschner
    All rights implied by the above statement are reserved.
    The most up-to-date version of this FAQ will be on GameFAQs
    Table of Contents (use four letter codes to fast search)
    1. Introduction  (ITDC)
    2. Version History (VSHS)
    3. Where You Create Spells (WYCS)
    4. How You Create Spells (HYCS)
    5. Benefits of Creating Spells (BOCS)
    6. Tips for Better Spells (TFBS)
    7. Advanced Tricks (ADTR)
    8. Pre-Made Spells (PRSP)
    9. Frequently Asked Questions (FAQS)
    10. Contact Me (CNME)
    11. Legal Information (LGIF)
    10. Thanks (THKS)
    Introduction (ITDC)
    This is a basic guide to creating spells in the Elder Scrolls IV:  Oblivion.  I
    wrote it because there was no other FAQ for it on the site, except for brief
    overviews contained in other guides.  My hope is that this FAQ will become a
    good reference for anyone new to creating spells, and that it will become a
    compilation of spells that many people have created.  In the first version of
    this guide, the pre-made spells will only be ones that I have made, but please
    send me yours and I will post them with credit.  Know that this is my first
    guide.  Also, I will do my best to update it regularly, but know that I am in
    college and have a life.
    Version History (VSHS)
    V 0.10:  August 8, 2006
    I wrote the introduction and Where You Create Spells section.
    V 0.30:  August 9, 2006
    I continued through Benefits of Creating spells section.
    V 0.50:  August 10, 2006
    Did tips for better spells and half of Advanced Tricks
    V 0.90:  August 11, 2006
    First submitted version of guide.  All parts completed, only my pre-made spells
    V 0.92:  August 16, 2006
    Added Brian Litofsky's trick and corrected some issues.  Still need pre-made
    spells from other people.
    V 0.93:  August 23, 2006
    Added one new spell to the guide and corrected an error in one of my spells.
    Also added to the legal information.
    V 1.00:  August 29, 2006
    Finally a full version.  I have added new spells that have been submitted,
    added tips from two readers, and have corrected a few errors.  Also, I added
    the FAQ section.
    V 1.02:  September 5, 2006
    Added one new spell to the list and reordered the spells so that they are in
    some semblance of an order.  Also added to the FAQ.
    V 1.03:  September 7, 2006
    Something went very wrong in the formatting of this guide in V. 1.02.
    I'll try and correct this so that the guide is readable in this version.  Also
    added one new spell.
    V 1.04:  September 18, 2006
    I added a FAQ and cleaned up the formatting a little more.  Also, I made some
    slight revisions to the wording of the guide.  Nothing here that should really
    change what was here before.
    V 1.10:  December 20, 2006
    Wow, long time away from this guide.  But college has been fun and my 360 is
    fixed.  There are lots of new spells here and some corrections and additions to
    other sections.
    Where You Create Spells (WYCS)
    Spells can be created in two places in Oblivion, although the main version of
    the game includes only one.  The first place, and the one that most people will
    use, is at the Arcane University.  There is a room called the Praxographical
    center.  It is the farthest door on one side of the university (the one where
    the podium is).  To gain entrance to the Arcane University, you must first get
    recommendations from all the Mages Guilds. There is a good guide to this on
    GameFAQs by imadeaguide.  The other place you can create spells is at Frostcrag
    Spire.  This is only available if you download Bethesda's Frostcrag Spire
    add-on.  For a guide on how to access spell making there, see NightmareHunter's
    guide on GameFAQs.  At either location, use one of the Altars of Spell making
    and the process begins.
    How You Create Spell (HYCS)
    Creating spells in really quite easy.  All you need to begin is access to an
    altar of spell making, some gold, and some version of the spell(s) you are
    going to tweak.  When you approach the altar of spell making, you will see two
    columns.  One will have all of the effects that you can add to the spell.
    Theother, for the time being, will be blank.  The list of effects you can add
    to the spell are all the effects of spells you currently know.  For this
    example, lets assume you know effect of frost damage.
    Scroll your cursor over the effect you want and click "A" to select it.  For
    now lets say you want frost damage.  Now a sub-menu will pop-up and give you
    four choices.  The first one, range, is what the spell effects.  You have
    choices between touch, target, and self.  Note that you don't need to know a
    targeted frost spell to make one; just some spell with frost damage.  Touch has
    the damage occur on touch, target shoots the spell at distant enemies, and self
    makes you hurt yourself (not very useful).  You will notice that as the spell
    gets more powerful, it also gets more expensive to use target vs. touch.  The
    next choice is that amount of damage per second that the spell will do.  This
    can be any whole number between three and 100.  I have noticed that this isn't
    always perfectly accurate, but it is a very close estimate to say that this is
    the damage per second.  If anyone knows otherwise, please drop me an e-mail.
    As this goes up, obviously the spell becomes more costly to make and to cast.
    Also, as the spell becomes more powerful, you will need a higher skill in its
    college to cast it.
    The next choice only appears for touch and target, but because this is a damage
    spell that's all we care about.  The choice is area.  This is that circle in
    which this spell affects objects.  You can set a range of zero, or from 10 to
    100 ft.  If the range is set to zero, the spell will only affect the enemy that
    it hits.  If higher than zero, the spell will affect all enemies within an X
    ft. circle of the spells point of impact, where X is that number chosen for
    area.  Again, a higher area means a more powerful and thus more expensive spell.
    The final choice is the amount of time that the spell affects the enemy for.
    This can be any number between 1 and 100 seconds.  So, if you have your spell
    set to do 7 damage per second and you set duration to 7 seconds, that means
    that the spell will do 7 damage a second for 7 seconds on the enemy, for a
    total of 49 damage after 7 seconds.  Duration can be what really makes your
    spells jump in cost because it can substantially increase the effect that they
    have.  Once your satisfied with the attributes you have selected, press "X"
    Most spells behave in the same way when being created, but I will highlight
    some differences in other effects now.  First, a fortify attribute spell has an
    additional choice of, guess what, attribute effected.  Again, you need not know
    a spell for every attribute to pick all of them; an effect for just one will
    give you access to all.  For an Open Lock spell, you simply choose the level of
    the lock you want to open.  Don't bother with the area, because there are
    virtually no places in the game where it would have an impact.  Besides that,
    most of the spells are self-explanatory.  When you have set the attributes of
    an effect, you will see them listed in the Added Effects column.
    But it's no fun to just make spells that just have one effect, is it?  Never
    fear, you can put as many effects into a spell as you like.  After you go
    through the process of setting one effect, simply go to the Known Effects
    column again and select another effect and repeat the process to add that
    effect.  Once you have added all of your effects to the spell, simply press "X"
    to create it, and you now have a brand new spell to cast.
    Benefits of Creating Spells (BOCS)
    Why, might you ask, should I bother creating spells and not just buy them from
    the guilds?  Well, first of all, there are many spells that you have to create,
    not even including the hybrid kinds.  For example, you can never find an "Open
    Very Hard Lock" spell for sale.  If you wanted to use a spell to open very hard
    locks, you would have to make a spell for it.  Another great benefit to
    creating spells, even if you use only one effect, is being able to set your
    spells to exactly the level you need them at.  For example at certain levels,
    the only spells you will be able to buy spells that are too powerful and too
    expensive, or spells that are too weak.  Being able to set your spells to
    exactly the level you need is a great benefit.
    The real benefit of creating your own spells, however, comes from being able to
    mix and match effects, even between colleges.  Now you can make spells that
    damage the enemy while healing you, or spells that disintegrate the your
    opponents weapons and decimate their stats.  Or you can just mix and match
    damaging effects for lots of destruction.  Remember that the more powerful you
    make your spell, the more gold and magicka it will cost.  You pay the gold when
    you use the spell altar, and the magicka every time you cast the spell.
    Once you start to make your own spells, you will realize how much better than
    buying them it is.  You will still have to buy spells from time to time, mostly
    to learn new effects.  It's important to note that the known effects do not
    include spell scrolls, only spells that you have learned.  However, except to
    learn new effects, there is rarely a reason not to make your own spells.
    Tips for Better Spells (TFBS)
    The most important thing I can stress about creating your own spells is that
    you make them suit your character.  Because being able to create spell requires
    you to go through the Mages Guild or Frostcrag spire, you will have already
    been using spells throughout the game.  So I recommend that the spells you
    create are extensions of these spells.  For example, if you have been using
    touch damage spells as your primary offense, the spells you create should be
    touch damage spells.  The best thing to do is to tweak the spells to your
    liking, and to add small other effects.
    One of the best things to add to almost any spell is Restore Health 3 points
    for 2 seconds on Self.  While this effect may seem insignificant, if this is on
    a spell that you use continuously, the three extra point of health will add up.
    This effect generally adds no more than one or two points of magicka to the
    cost of the spell, and the slight benefit to health offsets the extra points of
    magicka.  Although this is useful in almost any spell you make, it is most
    useful to put this on low cost spells that you can cast almost indefinitely.
    On these spells, especially if they are ranged, you will be getting all the
    benefits of the normal spell, plus regaining health.
    On the more expensive spells, you might want to stay away from the above tip.
    The reason is that once the spell gets costly enough, your not going to be
    casting it enough to make the health bonus worth it.  Instead, go with either
    more of the main effect of the spell, or go with an added effect that
    compliments the main effect.  For example, if the main effect of the spell is
    to deplete your opponent's strength, it might be useful to add on a minor
    disintegrate weapon effect.  That way the spell not only hits the main
    attribute of the enemy, but also makes their weapon less useful.
    Wayne Stevenson has this to say about creating spells:
    "I've noticed that target spells cost more magicka and can require a higher
    skill level than the touch spells do for example if you create a shock damage
    spell on target with a magnitude of 26 it requires a skill level of 50 but the
    same spell on touch only requires a skill level of 25 this is also good to know
    if you like to get up close and personal with your enemies like me!"
    Aaron Kent wrote to me discussing tips to keep spells costs down:
    "The magicka cost of spells goes up the more effective they are. For example,
    the more damage a frost spell does upon impact with a target, the more magicka
    it costs. However, this can be exploited. Doing 20 frost damage on impact will
    cost 10mp, but 10 for 2 seconds will only cost 8, doing the same damage for a
    cheaper magicka cost. You can also add a number of low level spells that do
    just as much damage as a much larger more expensive spell."
    Kent also submitted a spell that is quite a good example of this.
    Advanced Tricks (ADTR)
    The real trick to creating spells is to make sure that they fit the perfect
    balance for your level.  What this means is that you want them to be powerful
    enough that they will be useful against your enemies, but not so powerful that
    you will decimate your magicka by casting them once.  What I recommend here is
    to have three offensive spells, one restoration spell, and one protection
    spell.  For the offensive spells, you should have two that cost about one sixth
    to one eighth of your total magicka, and one that is well less than one tenth
    of your total magicka.  One of the two more expensive spells should be purely
    offensive and be able to do considerable damage, while the other I recommend
    having an added effect of healing your character considerably.  The cheep spell
    should be primarily offensive, but also have the restore heath effect described
    in the last section.  For the restoration spell, I recommend having both
    restore health and restore fatigue and costing the spell at about the same as
    the powerful offensive spells.  The protection spell should be at about the
    same level as the other powerful spells.  I prefer to use effect of shield,
    fortify endurance, and resist magicka.  This can obviously be tweaked to better
    protect your character, but I find this to be what works for my Breton.  Also,
    these are only the main spells that you will be binding to your D-pad.  You
    will obviously need others that you select from your submenu.  These spells are
    generally more for specific situations, like lock opening spells and water
    Another interesting thing to note about created spells is that while you can
    mix and match effects from different colleges, the spell is only considered to
    be from one college.  The college that it is from is the college of the first
    effect of the spell.  This is important to know because if you have a low skill
    in one area, you can set the first effect from the skill you a good in and no
    matter how big the effect from the other school is, you will not need any skill
    points in it to cast the spell.  For example, lets say that you want to make a
    spell that requires an Alteration skill of 75, but you alteration skill is only
    37.  Well, if you have a Restoration skill of 75, you could just put the
    Restoration as the first effect and the Alteration as the second.  Because the
    game sees the spell as a Restoration spell, your Restoration skill is the only
    one that is needed to cast it.  (Some people have claimed problems with this.
    From what I have seen, you still need a decent level in all of the colleges,
    just not as high as you would if the effect is the primary one.  What I would
    assume is that you need one level lower of mastery.  If someone would look
    further into this, that would be most appreciated.)
    Going further on the spell colleges, it is also important to know that only one
    skill will gain points from each spell you cast.  That skill is, you guessed
    it, the one that the first effect is from.  This is important to know, because
    if you want your destruction to increase, you need to set destruction as the
    first effect of the spell.  While people might think that this can be used to
    quickly train lower skills by putting them first, this is only the case if both
    skills are close in number.  For example, lets say that I am a novice in
    Mysticism (skill<25).  Now, I decide that I'm going to train that skill by
    making a Destruction spell that I use all the time by putting a very minor
    Mysticism effect at the top of it.  Well, because the Mysticism skill is listed
    first, the game sees this as a Mysticism spell.  Of course, now the spell
    requires a Mysticism skill of the same level as the Destruction skill would be
    if the spell didn't have Mysticism on it.  So you see that even though you can
    trick the game to think that the spell is of a different college, this often
    isn't a good idea because you might actually want to cast the spell.  This fake
    training trick only works when the two skills are about equal.  There are other
    tricks with this, but most of them are downright cheats, so I won't go into
    them here.
    Brian Litofsky has another trick that he uses:
    "I have another reason to create spells, which is actually why I've created
    most of my spells. Spell effects stack if you're casting a different spell,
    even if the effect is the same. This is a useful way to get around skill caps.
    For example, casting two spells that are normally skill < 50 spells, may sum up
    to an effect that's the equivalent of an expert or master level spell.
    I've used this most often for Chameleon, to effectively go fully invisible but
    able to do stuff, even before my illusion was maxed. For example, I bought the
    spell "Shadow", but then created the spell "Shadow S'more": (This is an Expert
    level example, but can work for lower levels.)
    Shadow (purchased spell)
    Requirements: Illusion 75
    Effects: Chameleon 50% on self for 30 seconds
    Shadow S'more (created spell)
    Requirements: Illusion 75
    Effects: Chameleon 50% on self for 30 seconds
    Yes, it's the same spell, but when cast right after each other, you effectively
    get 100% chameleon for 30 seconds, which you would need Illusion 100 to
    actually cast. These can stack up as well, at lower levels. I've even found
    that it's useful at Master level later in the game, as I created these two
    Long Chameleon A:
    Requirements: Illusion 100
    Effects: Chameleon 55% on self for 60 seconds
    Long Chameleon B:
    Requirements: Illusion 100
    Effects: Chameleon 55% on self for 60 seconds
    Once again, these are the same two spells. Why'd I do this? First of all, I
    wanted a 100% chameleon spell, because you can't buy one in game. However, even
    if I created a 100% chameleon spell, it would still only be effective at 95%
    (or less) because of armor. Secondly, I didn't have the magicka to cast a
    longer duration 100% chameleon spell. However, I could cast two 60 second 55%
    ones. So, by casting two equivalent spells, I get the effect I want with lower
    costs and more manageability."
    It's an interesting idea.  I haven't had a chance to try it, but it makes sense
    that this would work.  However, make sure that you make two DIFFERENT spells.
    If you cast the same spell twice it will only renew the time bar, not stack the
    Pre-Made Spells (PRSP)
    Here is a list of spells that have been created by me or other players.  Please
    see the contact me section on how to submit your spells.  When I list the
    magicka cost, it is the cost for that specific player.  Your cost may be higher
    or lower depending on you level and stats.
    Lightning Helix
    Submitted by:  Clarinet_Hawk
    Requirements:  Restoration 50
    Magicka:  28
    Effects:  Restore Health 25 pts for 1 sec on self
              Shock Damage 10 pts for 1 sec on target
    Submitted by:  Clarinet_Hawk
    Requirements:  Destruction 25
    Magicka:  7
    Effects:  Fire damage 5 pts for 2 sec on target
              Frost damage 5 pts for 2 sec on target
              Restore health 3 pts for 1 sec on self
    Triple Elemental
    Submitted by:  Clarinet_Hawk
    Requirements:  Destruction 50
    Magicka:  25
    Effects:  Fire damage 10 pts for 3 sec on touch
              Frost damage 10 pts for 3 sec on touch
              Shock damage 10 pts for 3 sec on touch
    Death Blast
    Submitted by:  Aaron Kent
    Requirements:  Destruction 75
    Magicka:  60
    Effects:  Fire damage 20 pts for 2 sec on target
              Frost damage 20 pts for 2 sec on target
              Shock damage 20 pts for 2 sec on target
    Elemental Blast
    Submitted by:  Z22793
    Requirements:  Destruction 75
    Magicka:  55
    Effects:  Weakness to Fire 100% for 1 sec on target
              Weakness to Frost 100% for 1 sec on target
              Weakness to Shock 100% for 1 sec on target
              Fire damage 30 pts for 1 sec on target
              Frost damage 30 pts for 1 sec on target
              Shock damage 30 pts for 1 sec on target
    Battle Meditation
    Submitted by:  Clarinet_Hawk
    Requirements:  Alteration 25
    Magicka:  25
    Effects:  Shield 15% for 30 sec on self
              Fortify Endurance 5 pts for 30 sec on self
              Fortify magicka 6 pts for 30 sec on self
    Improved Battle Meditation
    Submitted by:  Clarinet_Hawk
    Requirements:  Alteration 50
    Magicka:  42
    Effects:  Shield 20% for 30 sec on self
              Feather 100 pts for 30 sec on self
              Fortify Endurance 10 pts for 30 sec on self
              Fortify Light Armor 5 pts for 30 sec on self
              Restore Health 10 pts for one sec on self
    Note:  Light Armor can be changed to Heavy Armor with no penalty.
    Battle Respite
    Submitted by:  Clarinet_Hawk
    Requirements:  Restoration 25
    Magicka:  24
    Effects:  Restore health 13 pts for 2 sec on self
              Restore fatigue 11 pts for 2 sec on self
    Legendary Haggeler
    Submitted by:  Yoav Azaira
    Requirements:  Restoration 25
    Magicka:  40-60
    Effects:  Fortify Mercantile 100 pts for one sec on self
              Fortify Personality 100 pts for one sec on self
              Charm 100 pts on touch
    Note:  Use just before talking to a merchant for big savings.
    Hand of the Blessed Light
    Submitted by:  Clarinet_Hawk
    Requirments:  Illusion 75
    Magicka:  71
    Effects:  Light 100 ft for 120 sec on self
              Shield 5% for 120 sec on self
              Fortify Luck 5 pts for 120 sec on self
    Eyes of the Dragon
    Submitted by:  Koncord
    Requirements:  Mysticism 50
    Magicka:  98
    Effects:  Nighteye 25 sec on self
              Detect life 100 ft for 25 sec on self
    Shadow Walk
    Submitted by:  Clarinet_Hawk
    Requirements:  Illusion 75
    Magicka:  85
    Effects:  Chameleon 55% for 30 sec on self
              Night-Eye for 30 sec on self
              Fortify Sneak 5 pts for 30 sec on self
    Big Jump
    Submitted by:  Clarinet_Hawk
    Requirements:  Restoration 50
    Magicka:  35
    Effects:  Fortify Speed 100 pts for 3 sec on self
              Feather 100 pts for 3 sec on self
              Fortify Acrobatics 100 pts for 3 sec on self
    Frequently Asked Questions (FAQS)
    Q: Why didn't my spell get added?
    A: I only post spells that have multiple effects.  Anyone can make a huge
    single effect spell.  The purpose of the pre-made spells section (and making
    spells for that matter) is to combine different effects for an interesting mix.
    There is nothing interesting about Shock damage 100 on target.
    Q: Where can I buy a fortify attribute spell?
    A: For those of you without Frostcrag Spire, you can't.  If you have it, you
    can find Aurelinwae a buy them from her.  Alternatively, you could pick a race
    and/or a birthsign with a fortify attribute effect (i.e. The Thief) to get the
    effect added to your known effects.
    Q: Is there any way to make spells with permanent effects?
    A: No.  You could enchant some armor or rings, but that is a different topic
    than creating spells.
    Q: Can you add a soultrap spell to another spell to make a constant effect
    spell like you can in Elder Scrolls III: Morrowind?
    A: As far as I know, you cannot.  I have not played Morrowind, nor is Mysticism
    my strong point, so anyone who wants to look into this and e-mail me should.
    At the present, however, no you cannot.
    Q: Can I make a spell to help me fly?
    A: No.  I have created the spell "Big Jump," but that's the closest you will
    get to flying.  I guess you could create ten different fortify acrobatics 100
    pts. on self and cast them one on top of the other to get even higher, but to
    what end?
    Contact Me (CTME)
    Ok, before I give out the e-mail address that you can reach me at, I will lay
    down some ground rules about e-mailing me.  First of all, do not send me mass
    e-mails.  I will block you and you will not be able to ask or send me anything
    ever.  Second, I am creating a new e-mail account for this guide.  Know that
    this is my third e-mail account.  I plan to check this at least once a week,
    but I do have other duties, like practicing clarinet.  I will try to respond to
    your question if I think the guide doesn't accurately answer it.  Also, when
    you send me spells, please give me the details that I listed in the above
    section.  Also, if you have a very high level character, please note that so I
    can adjust the magicka costs accordingly.  Finally do not send me an
    attachment.  I will not open it.  Ok, here are the three reasons you should
    e-mail me.
    1.  Submitting your own Spells for the Pre-Made spells list
    2.  Questions about this guide
    3.  Reporting errors that I have made in the guide
    The following are things that you should not e-mail me about
    2.  How to I complete the Mages Guild
    3.  Anything not listed in the three reasons to e-mail me.
    Also, please have some kind of subject that lets me know what the e-mail is
    about.  Ok so here it is; the e-mail address to send me stuff at.
    There you are.  Use it wisely.
    Legal Information (LGIF)
    This guide is the sole property of Clarinet_Hawk and the primary user of this
    alias on GameFAQs.com, Aaron Kirschner.  Any reproduction without express
    written consent is prohibited.  If you want consent to post part of this FAQ on
    your site, please e-mail me with the URL of your site and the reason that you
    want to post this.  Also, you may only post PART of this guide.  You must tell
    me what part you want to post.  Next, permission to post part of one version of
    this guide does not extend to permission to post any other part of that same
    version nor does it allow that part of a subsequent version to be posted.  Do
    not contact me if your site has inappropriate content, because you will be
    refused permission to post on it.  Nor will I permit any part of this FAQ to
    appear on a site that requires payment.  Finally, do not put my e-mail address
    or name on your site.  The only thing that your site should reference me as is
    Clarinet_Hawk.  This, of course, must be present any time you use my work.
    If I deem that you may use my work, I will send you an e-mail explicitly
    stating so.  That e-mail will also include a list of requirements as to what,
    where, and how you may post it.  If you fail to follow any of the guidelines,
    you will lose permission to post any of my works.
    Thanks (THKS)
    To anyone who submits spells for this guide
    To my girlfriend for giving me this game
    To my parents for giving me an XBOX 360
    To Bethesda for making this game
    To Jesse Buck for pointing out an error
    To the other Oblivion FAQ writers for giving me references

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