Cognisant
cackling in the trenches
- Local time
- Today 4:24 AM
- Joined
- Dec 12, 2009
- Messages
- 11,155
Asphyxiate
A more interesting way of causing damage, obviously some enemies can't be asphyxiated but for those that can this is a great way to kill someone with minimal mana use, I liken it to the AR in the first Halo game, the damage output wasn't impressive so you'd use other guns on easy difficulties but on harder difficulties the AR's ammo capacity became invaluable. Likewise asphyxiation isn't going to do damage immediately but the spell is mana cheap and once they're losing health they'll die quickly no matter how tough they are, making it a good spell for taking down giants, mammoths, dragons and so forth, assuming you can keep the spell on them long enough for them to run out of air.
Blind
Mana expensive and doesn't last long, but who cares, if you're about to be spotted by a patrolling enemy or you're cornered by a tough enemy and need an opening to escape then here's your spell, a must have for thieves and assassins.
Bone-lock
A more interesting form of paralysis, comes in two types, the fire and forget type has a short duration (increases with relevant perks) and is more like slow in effect, against a weak opponent it will slow them to a stop (thus it works as paralysis) but usually it merely slows them down, of course being two slow is as bad as paralysis anyway. The held version is nastier, the enemy's body freezes up and contorts unnaturally as their bones move against their will, the weaker they are the more they contort (complete with anguished screams and creaking, cracking, grinding, snapping sounds) and with relevant perks you can use this spell to cripple enemies, even target specifically which limb you want to fracture (arms to decrease fighting capacity or legs to decrease mobility) or just snap the enemy's neck, if you can, if you can't at least trying has the asphyxiation effect.
Lighten
Slow-fall, water walking and fortify carry-weight all in one, but has the side effect of making you easy to knock back, knock over, and you melee attacks do less too, but hey you can jump higher, because it makes you as light as packing foam, assuming you're good at the spell or not carrying too much, obviously the benefits vary accordingly.
Doesn't that make so much more sense than simply: Fortify Carry Weight?
Fortify
Makes you heavy, boots shield use, melee attack power, and greatly increases the damage you do when you land on top of an enemy, expect to see people alternating between this and Lighten, and expect to piss your pants when an enemy tries to do that to you, curb stomping Mario style.
Disenchant
A powerful spell with a steep price, using it removes the enchantments from weapons, armour, etc, but that also denies you enchanted loot once you've defeated the enemy, although with perks you can limit it to merely draining the enchanted gear.
Disintegrate
Actually disintegrates items, not enchanted stuff, perks can stop you disintegrating coin purses, keys, books, etc, if you're powerful enough you can even disintegrate enemies completely, which funnily enough the game already has the visual effects for.
Levitate-object
There's small, medium, large and very large objects, the small objects are anything that can go into a crate or barrel, y'know inventory stuff, these can be can be drawn to you (tap on object and keep your reticle on it) held in mid-air (single tap, another single tap makes it head towards you again) and fired as projectiles (double tap, it flies off directly away from you in the direction you're facing) finally looking away from a levitated object drops it, light objects have a very small mana cost. Small projectiles can be quite damaging, swords in particular, arrows are as damaging as if fired by a ebony bow (objects automatically align to the direction being fired at) even cutlery will stick into things like a fired arrow would, naturally a fired claymore is a thing of terrible beauty, big axes do even more damage assuming they're at the right alignment in their tumble when they hit, catch is if your fired weapon doesn't kill an enemy then you've just given them a weapon.
Medium objects are crates, barrels, etc, and more importantly bodies, stronger live enemies can resist being levitated but weaker one's and dead bodies can be thrown about like rag dolls and although they don't do more damage than a fired claymore they have a greater knock back effect, especially with a perk that makes fired medium objects fly faster.
Large objects are giants, wagons, horses, rocks, those wooden fortification things, bales of hay, y'know anything about that size, the damage of throwing them, mana cost and knock back effects scale accordingly. Very large objects are mammoths, dragons, big rocks, again damage, cost and effects scale accordingly, of course you'll need a shit load of mana and perks before you're ready to throw dragons around.
Levitate-self
You start off with a very limited levitation height but it effectively let's you walk on thin air so you can walk across a canyon or stream with little fuss, the height is measured from your starting altitude, it has nothing to do with the topography under you. With perks you levitation height increases, eventually you also gain the ability to cast it while falling so you can fall from high up safely as long as each fall between casting isn't too far, later still another perk let's you arrest a terminal velocity fall without taking damage, the final perk let's you jump from your levitation height, effectively letting yo go as high as you want. Enemies won't stand around and let you attack them from the air so this spell is of little functional use in combat, although it can help you get the drop on people, pun intended.
Levitate-other
The companion friendly version of levitate-object, basically let's you pick up and carry people like when using the interact button (y'know the one you use to drag bodies around) except you don't actually touch them, your hands do the spell pose and the companion floats around as if standing on an invisible platform, likely bitching about it the entire time, I suppose if you've got the armour for it (or bone-lock on the other hand) you can pick up enemies and place them in traps or drop them off ledges.
Chameleon
Okay so I exploited this in Oblivion, but if the invisibility only works while you're stationary (or stealing/shooting anything) counts as a sneak modifier when moving, then it wouldn't be exploitable anymore and we could use it as a cheaper alternative to the far more specialized invisibility spell which ought to be the last resort for escaping a group of enemies in broad daylight.
Portal
Not like the Portal game portals, more like the doorway portal in Diablo, you aim at the spot where you want it and bingo you've got a door to the location of your choice (there will be lots of variants of this for different locations) which conveniently allows you to escape combat (fast travel does not) and it let's you travel instantly, a useful trick for an assassin that needs to head off their prey before they get to the next town, then there's the added convenience of being able to teleport to exactly where you want to go, such as inside a shop (portals are too noisy for thieves to make use of) then straight back to where you were in the dungeon (being your portals let's assume enemies can't use them).
Transmutation-wings
Either feathery or ethereal, doesn't matter, in either case you flap by pressing the jump button and glide by holding it, flapping while looking straight ahead keeps you in one spot, looking down while flapping moves you forward, like a helicopter, then when gliding you'll glide in whichever direction you're looking, obviously gliding up will cause you to stall if you haven't sufficient momentum. Arguably this is superfluous when there's a levitate-self spell but this is more of a transport thing, wings let you travel quickly, levitation helps you cross rough terrain faster but you can't run while levitating, winged flight is faster than running, fighting while flying is difficult but not impossible, though you risk being low on mana when your spell expires, finally flying indoors is a no-no, crashing into the ceiling and walls will hurt, at best it's a sort of super jump for big rooms.
Transmutation-fins
Your lower body becomes serpentine with a shark like tail, letting you swim much faster and increases your stability on land (better blocking, heavier attacks) although it makes you slow and you're stuck in a crouched position until you revert back, secretly it also lets you move silently, but it's arguably not worth it given the reduced speed.
Transmutation-claws
Much like summoning dual daggers, short range high speed attacks, except there's a chance of disarming your opponent and if guards find someone's body they'll think it's the work of a wild animal, so no follow up investigation, yes that happens, yes I once ended up in jail because of it, Solitude jail no less.
Transmutation-grow
Basically turns you into a giant, to obvious benefit, large mana cost.
Transmutation-shrink
Makes you child sized, good for being sneaky, improves your dialogue options with kids, not as much of a mana cost as going big.
Change-gender
Affects dialogs options, until you're seen using the spell guards will assume male and female versions of you are twins and track bounties separately making this an absolute must have for high profile assassinations, also let's you use gender specific items, use gender related battering bonuses and you do more damage to the "opposite" gender while transformed.
A more interesting way of causing damage, obviously some enemies can't be asphyxiated but for those that can this is a great way to kill someone with minimal mana use, I liken it to the AR in the first Halo game, the damage output wasn't impressive so you'd use other guns on easy difficulties but on harder difficulties the AR's ammo capacity became invaluable. Likewise asphyxiation isn't going to do damage immediately but the spell is mana cheap and once they're losing health they'll die quickly no matter how tough they are, making it a good spell for taking down giants, mammoths, dragons and so forth, assuming you can keep the spell on them long enough for them to run out of air.
Blind
Mana expensive and doesn't last long, but who cares, if you're about to be spotted by a patrolling enemy or you're cornered by a tough enemy and need an opening to escape then here's your spell, a must have for thieves and assassins.
Bone-lock
A more interesting form of paralysis, comes in two types, the fire and forget type has a short duration (increases with relevant perks) and is more like slow in effect, against a weak opponent it will slow them to a stop (thus it works as paralysis) but usually it merely slows them down, of course being two slow is as bad as paralysis anyway. The held version is nastier, the enemy's body freezes up and contorts unnaturally as their bones move against their will, the weaker they are the more they contort (complete with anguished screams and creaking, cracking, grinding, snapping sounds) and with relevant perks you can use this spell to cripple enemies, even target specifically which limb you want to fracture (arms to decrease fighting capacity or legs to decrease mobility) or just snap the enemy's neck, if you can, if you can't at least trying has the asphyxiation effect.
Lighten
Slow-fall, water walking and fortify carry-weight all in one, but has the side effect of making you easy to knock back, knock over, and you melee attacks do less too, but hey you can jump higher, because it makes you as light as packing foam, assuming you're good at the spell or not carrying too much, obviously the benefits vary accordingly.
Doesn't that make so much more sense than simply: Fortify Carry Weight?
Fortify
Makes you heavy, boots shield use, melee attack power, and greatly increases the damage you do when you land on top of an enemy, expect to see people alternating between this and Lighten, and expect to piss your pants when an enemy tries to do that to you, curb stomping Mario style.

Disenchant
A powerful spell with a steep price, using it removes the enchantments from weapons, armour, etc, but that also denies you enchanted loot once you've defeated the enemy, although with perks you can limit it to merely draining the enchanted gear.
Disintegrate
Actually disintegrates items, not enchanted stuff, perks can stop you disintegrating coin purses, keys, books, etc, if you're powerful enough you can even disintegrate enemies completely, which funnily enough the game already has the visual effects for.
Levitate-object
There's small, medium, large and very large objects, the small objects are anything that can go into a crate or barrel, y'know inventory stuff, these can be can be drawn to you (tap on object and keep your reticle on it) held in mid-air (single tap, another single tap makes it head towards you again) and fired as projectiles (double tap, it flies off directly away from you in the direction you're facing) finally looking away from a levitated object drops it, light objects have a very small mana cost. Small projectiles can be quite damaging, swords in particular, arrows are as damaging as if fired by a ebony bow (objects automatically align to the direction being fired at) even cutlery will stick into things like a fired arrow would, naturally a fired claymore is a thing of terrible beauty, big axes do even more damage assuming they're at the right alignment in their tumble when they hit, catch is if your fired weapon doesn't kill an enemy then you've just given them a weapon.
Medium objects are crates, barrels, etc, and more importantly bodies, stronger live enemies can resist being levitated but weaker one's and dead bodies can be thrown about like rag dolls and although they don't do more damage than a fired claymore they have a greater knock back effect, especially with a perk that makes fired medium objects fly faster.
Large objects are giants, wagons, horses, rocks, those wooden fortification things, bales of hay, y'know anything about that size, the damage of throwing them, mana cost and knock back effects scale accordingly. Very large objects are mammoths, dragons, big rocks, again damage, cost and effects scale accordingly, of course you'll need a shit load of mana and perks before you're ready to throw dragons around.
Levitate-self
You start off with a very limited levitation height but it effectively let's you walk on thin air so you can walk across a canyon or stream with little fuss, the height is measured from your starting altitude, it has nothing to do with the topography under you. With perks you levitation height increases, eventually you also gain the ability to cast it while falling so you can fall from high up safely as long as each fall between casting isn't too far, later still another perk let's you arrest a terminal velocity fall without taking damage, the final perk let's you jump from your levitation height, effectively letting yo go as high as you want. Enemies won't stand around and let you attack them from the air so this spell is of little functional use in combat, although it can help you get the drop on people, pun intended.
Levitate-other
The companion friendly version of levitate-object, basically let's you pick up and carry people like when using the interact button (y'know the one you use to drag bodies around) except you don't actually touch them, your hands do the spell pose and the companion floats around as if standing on an invisible platform, likely bitching about it the entire time, I suppose if you've got the armour for it (or bone-lock on the other hand) you can pick up enemies and place them in traps or drop them off ledges.
Chameleon
Okay so I exploited this in Oblivion, but if the invisibility only works while you're stationary (or stealing/shooting anything) counts as a sneak modifier when moving, then it wouldn't be exploitable anymore and we could use it as a cheaper alternative to the far more specialized invisibility spell which ought to be the last resort for escaping a group of enemies in broad daylight.
Portal
Not like the Portal game portals, more like the doorway portal in Diablo, you aim at the spot where you want it and bingo you've got a door to the location of your choice (there will be lots of variants of this for different locations) which conveniently allows you to escape combat (fast travel does not) and it let's you travel instantly, a useful trick for an assassin that needs to head off their prey before they get to the next town, then there's the added convenience of being able to teleport to exactly where you want to go, such as inside a shop (portals are too noisy for thieves to make use of) then straight back to where you were in the dungeon (being your portals let's assume enemies can't use them).
Transmutation-wings
Either feathery or ethereal, doesn't matter, in either case you flap by pressing the jump button and glide by holding it, flapping while looking straight ahead keeps you in one spot, looking down while flapping moves you forward, like a helicopter, then when gliding you'll glide in whichever direction you're looking, obviously gliding up will cause you to stall if you haven't sufficient momentum. Arguably this is superfluous when there's a levitate-self spell but this is more of a transport thing, wings let you travel quickly, levitation helps you cross rough terrain faster but you can't run while levitating, winged flight is faster than running, fighting while flying is difficult but not impossible, though you risk being low on mana when your spell expires, finally flying indoors is a no-no, crashing into the ceiling and walls will hurt, at best it's a sort of super jump for big rooms.
Transmutation-fins
Your lower body becomes serpentine with a shark like tail, letting you swim much faster and increases your stability on land (better blocking, heavier attacks) although it makes you slow and you're stuck in a crouched position until you revert back, secretly it also lets you move silently, but it's arguably not worth it given the reduced speed.
Transmutation-claws
Much like summoning dual daggers, short range high speed attacks, except there's a chance of disarming your opponent and if guards find someone's body they'll think it's the work of a wild animal, so no follow up investigation, yes that happens, yes I once ended up in jail because of it, Solitude jail no less.
Transmutation-grow
Basically turns you into a giant, to obvious benefit, large mana cost.
Transmutation-shrink
Makes you child sized, good for being sneaky, improves your dialogue options with kids, not as much of a mana cost as going big.
Change-gender
Affects dialogs options, until you're seen using the spell guards will assume male and female versions of you are twins and track bounties separately making this an absolute must have for high profile assassinations, also let's you use gender specific items, use gender related battering bonuses and you do more damage to the "opposite" gender while transformed.