Incod on 14/10/2002 at 23:26
Spells...
Turn Undead--Makes undead monsters want to run away in fear and not attack you.
2/10
Summon *Creature*--Creates a helper for you. Goes away when the caster dies.
Relatively large variety to choose from. Many mages use this on you. 3-7/10
You can summon: Atronatches(Fire, frost, shock), Bonewalkers, Skeletons,
Scamps, Ancestor ghosts, Dremora, Daedroth, Clanfear, Centurian, Golden Saints,
more
Command--Makes target work for you. Level of spell is max. level of
controllable creature or person. 3/10
Bound *Item*--Gives you a powerful, lightweight Daedric item temporarily.
Useful if you are a powerful Conjurer and don't like to carry excess armor or
weapons. Weapons are specified in the spell, but armor is typically light. Used
by a few select people, including the High Elf in Balmora who belongs to the
Theives Guild. 6/10
You can bound most if not all kinds of items that can be used as weapons or
armor.
Invisibility--You are unseen. Doing anything besides running or jumping will
probably cancel the effect. More useful than Chameleon to sneak around, less
useful to do stuff. 5/10
Chameleon--You blend in with the environment. You can perform actions while
under this effect, but if you are not at 100% Chameleon, you may be seen.
Rumors abound that even 100% isn't perfect. (actually, the magnitude determines
who can and can't see you. 100% means people about 10 level higher than you
can't see you, but people more than that can. The numbers aren't exact
yet.)5/10
Light--Lights the area, doesn't hurt targets. Not worth the gold unless your TV
is darker than a GBA screen or you're afraid of the dark. 1/10
Sanctuary--You become harder to hit. Dark Elves may use this occasionally, can
not confirm as they die too quickly. 4/10
Night-Eye--Light level raised. Like Light, but almost more useful. Does not
require a target. Eye of Night for the Khajiit is this spell. 1.5/10
Charm--Target likes you more. Temporarily. Voice of the Emperor for Imperials
is same spell. Semi-useful for selling things. 2/10
Paralyze--Target can't move. Useful against quick and powerful opponents at the
same time. Reduce the number of hits you take and increase the number of ones
you deal. Scribs can paralyze you for about 5 sec. If you hit a paralyzed
target with another paralyze spell (probably from a cast when strikes blade in
this example), and they resist it, they will be unparalyzed. 7/10
Silence--Target can't cast spells. Useful as a first attack against powerful
magic users. Some ash creatures use this. 6/10
Blind--Reduces target's chance of hitting you. So-so useful. Hard to tell when
it is on you unless you look closely. 4/10
Sound--Reduces target's chances of casting a spell. Less useful than Silence.
Some ash monsters and mages use this. 3/10
Calm Human/Creature--Drops the target's likeliness of attacking you. Useful in
some stealth missions if you it early enough. 4/10
Frenzy Human/Creature--Opposite of above. Useful for avoiding trouble in the
cities. 5/10
Demoralize Human/Creature--Same as Turn Undead but for living things. A few
mages use this on you. It looks like a skeleton appears over their body. If you
are truly a powerful fighter or a vampire, the attackers may run away without
using this spell.5/10
Rally Human/Creature--Opposite of above. They join you to fight temporarily.
3/10
Damage *Stat*--Decreases the target's health, magicka, fatigue, or attribute.
Useful in combination. Side effect of most diseases and since it's so useful
the game rarely uses it on you. That's a good thing. But when it does, you will
definitely want some restore stat potions or spells. Otherwise you may have to
restart because you can't move or move really slow. Greater Bonewalkers use
these spells among other powerful creatures and mages. Make sure you can
restore your stats later in the game. 6/10
Fire--Fire-based attack. Many monsters use this and fire is the most commonly
resisted attack as well as the most often found weakness. Several creatures and
mages use this. 6/10
Shock--Lighining damage. A few ash monsters use it and some others,
resistance/weaknesses are rare. 6/10
Frost--Ice damage. Nords completely immune to ice. Few mages and monsters use
this. 5/10
[Note--Atronatches can be associated with any of the above 3 elements, and will
use spells with their element.]
Drain--Temporarily decreases a target's attributes. Use Damage instead. Used by
many monsters, mages, and weapons have this a lot. Ordinators will drain your
agility and willpower, explaining why they can knock you down so ofter.3/10
Poison--Causes constant poison damage until it fades. Can be cured with a cure
poison spell or potion. Resistances are common. Quite a few monsters and
weapons use it. Can be stopped by potions or spells unlike elemental damage.
3.5/10
Stunted Magicka--Target cannot regenerate magicka from resting while the spell
lasts. Most likely going to be used on you rather than you using it, because it
isn't very useful to you. Half of the Atronach birthsign effects. 1/10
Weakness--Drops target's resistance to elemental attacks, magickal effects,
normal weapons, diseases and poison. Hard to find, but a nice help in a pinch.
Apperars occsaionally in scrolls more often that spells, but great in a
combination spell. 6/10
Disintergrate Weapon/Armor--Weakens the items targeted on the target.
Semi-useless, as most targets will have perfect condition armor and wepaons
anyways. Hungers (enemies with suckers) use this. Make sure you buy
Disintegrate ARMOR. Disintegrate AMOR (no 1st r) would only ruin a
relationship. 2/10
Cure--Cures a given disease, poison, or paralysis. Necessary later when the
Blight becomes more prevalent. 7/10
Restore *Attribute*--Returns targets stats to normal if they were reduced by
damage/drain magic attacks. A necessity later in the game, specifically the
Nerevarine missions if not earlier. 8/10
Fortify *Attribute*--Temporarily increses an attirubte. Avoid using Fortify
Health for reasons mentiond above. 6/10
All 8 primary attributes, all 3 derived attributes, and all 27 skills can be
fortified, as well as attack by itself. Spells that fortify skills may not
exist as usable magic spells, you may need items enchanted with it.
Fortify Max. Magicka--Adds X to your max. magicka, where X is your Intelligence
times the magnitude. 5/10
Fortify Attack Bonus--Increases your chance of hitting and damage. 7/10
Resist--Increases resistances to fire, frost, shock, magicka attacks, normal
weapons, diseases, poison, or paralysis temporarily. OK in areas that you know
will have a certain element, like when you can see several Flame Atronatches.
6/10
Remove Curse--Never seen it in the game, or curses either, but the spell
removes curses from the target. It's in the instruction manual. ?/10
Dispel--Removes any spell effects you are under. Does not work for diseases,
innate abilities, or item effects. Some enemy mgaes will use this if you cast
spells on them. Golden Saints will use this if you cast Soul Trap on them, so
hurry up and kill them. 5/10
Soul Trap--If this is cast on a creature and then killed before the spell ends,
it's soul will be put into the smallest available soul gem that the soul fits
in. Necessary for enchanters. In the PC version, you can cast on a dead
creature and take their soul, for whatever reason. 8/10
Telekinesis--You can perform action on items farther away than normal. You
won't get caught stealing if you use telekinesis from far enough away. 7/10
Mark/Recall--Mark a spot, and then you can Recall yourself there later. Makes
return trips a lot shorter. 7/10
Almsivi/Divine Intervention--Teleports you to the closest Tribunal or Imperial
temple, respectively. 6/10
Detect *Key/Animal/Enchantment*--Detect the respective item/property from a
distance. Tower gives you Beggar's nose, which detectes all 3 from 200ft. Small
circles on your map show location of the objects. Animals are red, enchantments
are blue, and keys are green (I think). 4/10
Spell Absorption--Percentage is the likeliness that a spell used on you is
converted to Magicka points. Half of the Atronach Birthsign effect. 7/10
Reflect--Returns a spell to it's caster. Percentage is chance the spell will
reflect. Stronger, magicka based enemies like atronatches and golden saints can
use this. 6/10
Absorb *Attribute*--Target's attribute will decrease, caster's same attribute
will increase. Stats reset when effect ends. Some weapons have it. 6/10
The 8 primary stats and 3 derived stats can be absorbed. You cannot exceed your
maximum stat with this with the 3 derived stats. You can exceed your max. in
the 8 primary stats.
Water Breathing--Stay under water without losing air. Argonians can do this
naturally. 6/10
Swift Swim--Swin faster. 2/10
Water Walking--Walk on water like land. Saves time traveling across the islands
in the east coast. 5/10
Shield--Creates a defensive force field around you, reducing damage from
everything. Can be associated with any of the 3 elements, which increases it's
ability to deflect damage of that type. Bretons can do this as Dragon Skin for
50 pts. Bonelords, other undead enemies, and stronger mages and some famous
warriros use it. Items that can constantly make a shield exist. 8/10
Burden--Increases weight being carried by the target. Can make a target stand
still if they have more than they can carry. Many mages use this trying to stop
you. 2/10
Feather--Opposite of above. 4/10
Jump--Increases your ability to, well, jump. 3/10
Slowfall--Reduces speed of fall, and reduces damage taken on landing as a
result. 4/10
Levitate--Walk through the air by looking in the direction you want to go in.
Needed in some Telvanni towers and other places to get to cool hidded areas or
over mountains quickly. 8/10
Lock--Locks a door, chest, etc. The opposite of open, which is way more useful.
The only thing this spell is good for is lockinbg a chest at 5 pts. so you can
pick it open and increase your Security skill. 2/10
Open--Opens a door, chest, etc. Can open anything with a lower point value than
the spell. 7/10
There are more spells than this, and I will write about them when I find them.
Copied and pasted from this link, LOL hope its not copywrited :)
(
http://db.gamefaqs.com/computer/doswin/file/morrowind_hints.txt)