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Super Spells
Posted: Sat Mar 17, 2012 11:52 pm
by Valus
After months of training, I have finally legitimately mastered all schools of magic and have fortified my Magicka to over 2000 in order to create Super Spells.
I have already created the Nuke spells for the Destruction school which prove effective against any opponent.
I will soon make Super Spells for all or most of the other schools, but I recently created a spell that has a rather interesting effect.
Drain Speed 100 pts for 60 secs on Touch.
I tested it on a good amount fo enemies and it seems to have an effect very similar to a Calm spell.
When used on Bandits they sheathe their weapons and stand there,
creatures of the wild cease combat, even Daedra.
Except for Dremora, it doesn't seem to work on them, instead they cast a Mysticism spell on themselves, Dispel, perhaps?
At first, the Xivilai absorbed it, but a second time, he ceased comabt and started moving forward in super slow motion.
Enemies only seem to attack when I am very close to them.
Next, I will see the effects of Drain Strength 100.
Re: Super Spells
Posted: Sun Mar 18, 2012 1:07 pm
by ParanoidAndroid
Interesting, looking forward to your other tests.
Also try out drain agility so your enemies constantly faint

Re: Super Spells
Posted: Sun Mar 18, 2012 5:10 pm
by M.C.Marcellus
Dremora have a Resist Magic (varying up to 50), so sometimes it will have no effect.
I don't know if it's possible, but maybe Dremora have a speed higher than 100; that would explain why they move in slow motion.
Re: Super Spells
Posted: Thu Mar 22, 2012 2:56 am
by Siken
Drain speed effects enemy sight range so they simply do not detect you.
You may read some articles on bows using this effect to get nice sneak attack bonus all the time.
Re: Super Spells
Posted: Thu Mar 22, 2012 4:00 am
by Dark Spark
Dosing an Ogre with even a weak Damage Speed poison effectively pacifies them.
My Master-level Damage Speed poison is named 'Pax' (in reference to G23 Paxalon Hydrochlorate)
Re: Super Spells
Posted: Fri Mar 23, 2012 12:42 pm
by jamescbrown
this is very interesting!
Re: Super Spells
Posted: Mon Apr 23, 2012 7:34 am
by ParanoidAndroid
Recently I acquired Hatreds Soul and first I thought my game was glitched because creatures would not attack me anymore after firing a few arrows. But then I remembered your post about drain speed. Hatreds Soul drains an opponents speed and most creatures just stand there after a while not attacking you anymore. So it's definitely a good alternative to calm spells
Re: Super Spells
Posted: Thu Apr 26, 2012 10:45 am
by MaKo
When playing Oblivion, I made lots of tests with Drain Speed effect and Damage Speed poison. With a few doses of Damage Speed poison you can make creatures to practicing targets for training archery; high health creatures like ogres are best, as you don't have to heal them as often.
But Drain Speed effect; for most enemies, it works as a single casted spell, but not against the group I needed it - necromancers. There are many Breton necromancers, and their 50% magic resistance prevent the spell to stop them. To make it work reliably, two spells are needed; one to make the target more vulnerable to magic, and the another to stop them. Some of my experiments against necromancers can be read here:
http://forums.uesp.net/viewtopic.php?f=6&t=24553
http://forums.uesp.net/viewtopic.php?p=515788#p515788
Re: Super Spells
Posted: Thu Apr 26, 2012 4:30 pm
by Ragnarok
Dark Spark wrote:My Master-level Damage Speed poison is named 'Pax' (in reference to G23 Paxalon Hydrochlorate)
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Re: Super Spells
Posted: Thu Apr 26, 2012 4:36 pm
by Dark Spark
Re: Super Spells
Posted: Thu Apr 26, 2012 4:39 pm
by Ragnarok
thought that sounded familiar, but surprised a major search engine couldn't identify the reference
Re: Super Spells
Posted: Thu Apr 26, 2012 4:41 pm
by Dark Spark
Ragnarok wrote:... but surprised a major search engine couldn't identify the reference
It's
Firefly. We should be used to that by now. But it never quite loses its sting.

Re: Super Spells
Posted: Sat May 05, 2012 8:37 pm
by whoman69
drain fatigue to that extent should work to put them out of action as well.
Re: Super Spells
Posted: Mon May 07, 2012 4:23 pm
by Dark Spark
A Damage Speed poison is far easier to make and lasts longer (ie: forever) than any Drain Fatigue thingy.
Re: Super Spells
Posted: Mon May 07, 2012 6:11 pm
by Ragnarok
Dark Spark wrote:A Damage Speed poison is far easier to make and lasts longer (ie: forever) than any Drain Fatigue thingy.
+1
Re: Super Spells
Posted: Fri Dec 14, 2012 5:22 am
by Valus
I've created an awesome spell that I named "Ice Form" after the Dragon Shout in Skyrim, though I'm not quite sure why I named it after that because this spell is way more awesome:
Paralyze in 10 ft for 30 secs on Target
Frost Damage 50 pts in 10 ft for 30 secs on Target
Thankfully, it ended up only costing 2,134 Magicka to cast.
I was very pleased to see that, when cast, it took the appearance of a huge frost spell rather than a simple Illusion spells like when I used to try to make spells like this.
It works very well, except in an Oblivion Plane where Spider Daedras, and Storm Atronachs are immune to paralysis although they still take the Frost Damage, unlike the Frost Atronach...which I don't really even see in Oblivion Planes anymore.
When I first made it, I thought it would just explode and those in the immediate area would be affected, but no. The huge frost cloud stays visible on the ground, and if anything else comes into the 10 ft radius, they are affected as well! Awesome!
Re: Super Spells
Posted: Fri Dec 14, 2012 8:37 am
by Dark Spark
I've combined Paralysis with Frost before, though never as powerful as you've described.
Sometimes, if you're really lucky, the target dies and the corpse remains in a paralyzed state.
I've seen it happen.
Re: Super Spells
Posted: Fri Dec 14, 2012 9:21 am
by Valus
Really? That's probably only on PC because I've never ever seen that happen.
Re: Super Spells
Posted: Fri Dec 14, 2012 9:27 am
by Dark Spark
Actually, this happened while I was playing the game on an Xbox 360. It was a rare sight, but I killed a Bandit on the Blue Road in mid-stride and they fell over in that very position.
Re: Super Spells
Posted: Sun Dec 16, 2012 7:10 pm
by Xarnac the Conqueror
I never made "OPed" spells in any ES with SC per say, just role play spells to further define and customize characters - but many of my examples can be found here on the
Useful Spells page. Some of which could be very powerful though, like a "super spell." Tip of the iceberg stuff really, with generic names, but you can get the idea. Though it looks like someone got rid of my heart attack spell.
I was always partial to frenzy, drain fatigue, fortify speed, self invisibility. Nothing more depraved than a room full of lunatics speeding around and stumbling over each other while fighting.