DESTRUCTION:
•Lightbeam:A ray of light. Does additional fire damage to undead. (10 damage to health and magicka + 5 firedamage to undead)
This good starter spell for low level spell casters. It’s quite effective against undead, even at higher levels, and against other spell casters.
•Ice Shards: a volley of razor sharp icicles (50 frost damage)
This is a very powerful spell, especially against warriors and archers. Cast it when the target is at a medium distance to ensure a good hit,
but out of the range of his blade. When the target is staggered by Ice Shards, take a few steps back and hit him again. This spell cost a lot
of magicka, so keep an eye on your magicka pool.
•Gust:a gust of wind blowing away anyone in its path (no damage)
Even though this spell cannot kill directly, it can kill by pushing enemies over ledges and letting them fall to their death. It can also be used
to knock back warriors when they get too close and fire a spell when they try to get up . Frand will often use this tactic himself.
•Quake:let the earth tremble under your feet (no damage)
It doesn’t deal damage and has a fairly long casting time, but it’s quite useful if you know how to use it. Always have it ready to fire so you can
time the spell. Release it when an enemy is about to execute a move like firing a spell, fire an arrow or execute a powerful attack. When they are
staggered, you can prepare the spell again. While doing this you can equip a weapon or an offensive spell to hurt them, while the quakes render
them unable to hit you.
•Gauldur's Might:strike with pure magic. No wizard can control so much power completely. (damage 150 health 75 stamina, 75 magicka per second)
This is without doubt the most powerful spell of this mod. Use it carefully, once cast it will continue until you’re out of magicka. Because of the
bright explosion, you cannot see what happens there. Therefore, it’s better to keep a good distance between you and the target so you are not
blinded by the explosion and have a better aim.
•Plasmabolt:A bolt of ectoplasm dealing 30 damage and reduce magic resistance
It might not look like an impressive spell, but it can pack quite a punch. With every hit, the target becomes more and more vulnerable. It can be
cast rapidly so after a good volley of plasma, few will be left standing.
RESTORATION:
•Cleanse Body:get rid of any disease and poison you have contracted
Shouldn’t be hard to figure out how to use this one.
•Rejuvenation:Restore all your health, stamina and magicka. Takes a long time to cast.
It’s better not to use this spell in combat. It takes 10 seconds to cast, in this period you are vulnerable so you either have to paralyze or petrify
your enemies, or wait after until the fight is over before you use it.
•Mystic Aura:Incoming spells cannot get a hold of you, making them last only for 1 second.
This is basically a shield against magic. It seems little to reduce hostile spells to 1 second, but it’s very effective at blocking magic. It’s most
effective to use against: dragon fire, and any kind of destruction magic. IMPORTANT, summon spells are seen as hostile spells, so you cannot
use summons like e.g. atronachs and familiars.
•Blood Curse:Manipulate the blood of your victim, rendering him unable to control his body while draining 10 health per second for 20 seconds.
A very effective spell against anything with blood. It’s best to get up close before you cast this spell. It will most likely drain a good portion of your
magicka so you don’t want to miss. Use the time that the enemies lie on the ground to recover the magicka and finish the enemies with weapon.
ILLUSION:
•Night Eye:can see much better in the dark
Should be clear.
•Shadow Form:Blend in with the shadows, making you harder to see or hit. Effect gets stronger in darker areas. (20% - 60% chance to avoid damage and 10 - 30 increased sneak, the value depends on the lightlevel)
Shadows play a key role in this spell. There are 3 types:
-shade 20% chance to avoid damage and +10 sneak
This includes areas like: -daytime shadows
-outside during a starry night
-in the shade of a fire
-shadow 30% chance to avoid damage and +20 sneak
This includes areas like: -(rare) deep shadows during daytime
-dark areas where starlight can’t reach at night
-Transitions from a light area to a dark area
-darkness 40% chance to avoid damage and +30 sneak
This includes areas like: -(rare) deep darkness during the night
-Any place inside at a great distance from a lightsource
This spell can be used in 2 ways: first is to avoid detection, second to avoid damage in battle. When fighting, lure the enemy into dark areas to exploit
the spell as much as possible
•Twisted Words:Mages are unable to pronounce their incantations, leaving them unable to perform theirmagic.
This is spell is deadly to mages, but also costs much magicka. Get up close to make sure you don’t miss. After that the mage is harmless for 30 seconds.
•Steal Knowledge:Equip the same spells as your target for 30 seconds.
Use this spell on mages with spells superior to your own or on (your) atronachs. A atronach uses a cheaper version of firebolt and chain lightning with almost
no cast time. One last thing, make sure you use it when the mage is actually holding the spells you want.
•Petrify:Petrify a target for 45 seconds. In this period the target cannot move or be moved. Illusion ends when target recieves damage.
This is a good spell to use when you’re out of magicka or buy time to cast a ritual spell. You shouldn’t hurt the target when petrified. Instead, influence him
with fear, fury or twisted words. You can also or prepare some runes with runes and walls. IMPORTANT! do not use any kind of pushing spell (like from Warrior Keke)
on a petrified target as it will cause the target to disappear when the effect ends.
ALTERATION:
•Starlight:summon a bright star to light up your way
This is just a longer lasting version of candle light with a blue colour.
•Waterwalking:you're able to walk on water while casting this spell
Should be clear.
•Slime:Cover enemies in slime, slowing them down for a while. (reduce speed by 75% and stamina regen by 50%)
A little spell to use when you’re chased by your enemies. Warriors in particular don’t like to be slimed, because they need to get close before they can attack
you. Best strategy with this spell is to first slime the target, take run back a few meters, fire a destruction spell, slime again, and repeat this until the warrior
is dead.
•Break Armor:Break the armor of your enemy, reducing its ability to absorb damage. Doesn't work on weak armors like fur. Doesn't work on unarmored people, creatures and falmers (because they are creatures even though they do wear armor).
Good to use on armored soldiers. Use it once when the fight begins and you will have a good advantage when you’re forced to fight face to face.
Conjuration:
•Summon Plague:Summon a pack of Skeevers for 60 seconds. You can summon Skeever up to 0.3 times your conjuration skill, so e.g. someone with a level 60 of conjuration can summon 18 Skeevers.
Strength comes in numbers, and this spell is good example of that. Initially, a low level conjurer will find his skeevers quickly being killed. But
when your level goes up and more skeevers are summoned, they are a force to be reckoned with. Enemies can get so distracted by them they
completely forget you’re there. Best way to use it is to sneak near your enemy and keep spawning near him. The skeevers will do all the work
for you.
•Bug Swarm:a swarm that does 15 poison damage per second
•Bee Swarm:a swarm of bees that does 35 poison damage per second and has a small chance to paralyze
These two spells are pretty much the same. You can pretty much use these as an alternative for spells like flames or sparks.
•Grand Soul Charge:put part of your own soul into your enchanted weapon to recharge it.(Reduce your own health by 100 to charge your weapon with 500 points.) LEFT HAND ONLY
•Grand 2H Soul Charge:put part of your own soul into your two-handed enchanted weapon to recharge it.(Reduce your own health by 100 to charge your weapon with 500 points.) LESSER POWER!!!
•Soul Charge:put part of your own soul into your enchanted weapon to recharge it.(Reduce your own health by 10 to charge your weapon with 50 points per second.) LEFT HAND ONLY
These spells should be used as a last resort and not as a substitute for soulgems. It takes a long time and lot of health to get
charge into your weapon. Because of this, you should not try to recharge your weapon in combat, but after combat or before
facing a boss like enemy.
•Teleport Other:Teleport to target to your location.
This is great way to teleport back those annoying fleeing mages, scared bandits, archers on walls and stuck followers.
•Soul Snatch:Directly rip the soul from a weak body and fill a soulgem. (Conjuration skill must be higher than the target's health)
This is a good spell to finish off your enemies. It also makes harvesting souls a lot easier.
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