They call that witchcraft in most of tamriel. Bewitching people is illegal, you just don't hear much about it. But the books in game make it clear that people don't take kindly to illusion mages.
Trayvond the Redguard over at the Cheydinhal guild hall would like a word with you. "I'm Trayvond the Redguard, Mages Guild Evoker. Surprised? Yes, you don't see many Redguards in the Mages Guild. We don't much like spellcasters in Hammerfell. Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked. My family didn't approve of my vocation, so I had to come to Cyrodiil for my education. I admit... I still have strong prejudices against necromancy, summoning, and illusion. Profaning the remains or souls of the dead is just wrong. And I'm uneasy about tampering with other's minds and trafficking with Daedra."
>removes levitation spells so players don't fly outside cities out of bounds >leaves fortify speed and acrobatics so players can jump outside cities out of bounds
i still don't get why they didn't just do what they did for mournhold in Morrowind, having there be invisible walls and an invisible roof, though I won't deny the end result is far more...entertaining
@@clearcontentment3695 dont need kill zones in a game where its common to clip through the floor or walls accidentally. Also having not saved in awhile...
Honestly, I think that magic systems should be a little broken if you get creative enough. It's like you're actually a brilliant wizard, uncovering the arcane secrets of the universe.
That is what makes Baldur's Gate, Oblivion and Morrowing magic systems so much more entertaining than they are in modern games (and I am talking that as a millenial that played them for first time at 2012 when I was under 20 years old). Modern games sacrifice too much on the altar proverbial balance and immersion while forgetting that open world games used to be named sandboxes for a reason. Closest example would be Pillars of Eternity games. Sure, they had literally moba levels of balance, maintained over multiple patches but sold quite poorly because that is not what playerbase wanted. Playerbase really wanted, like "shut up and take 4 million dollars!"-kind of wanted a sandbox, they instead got single player real time with pause MOBA with a narrative about someone stealing your soul. Twice.
Yeah that's true like in Morrowind or Oblivy most players would just play that game for hours on hours without actually figuring out much if any of the powerful magical techniques on their own.
This is odd to bring up in a comment on an Oblivion video, but have you ever tried the Ars Magica 2 mod for Minecraft? It's got an in depth spell crafting system that's similarish to Oblivions, and while it's harder to break, it can still be broken and it feels rewarding when you do, like when you described being a brilliant wizard. The mod was replaced by a new version in the more recent Minecraft versions, and I haven't tried the new version, so I'm not sure what the spell system is like in it. But the old version is definitely good Edit: New version is called mana and artifice, the spell system doesn't have the same feel as the old one now, it's balance is better but it gives much less freedom (although I think there may be more planned). There's a lot more non-spell crafting stuff though
Interesting fact about using Fortify Speed on a horse: In Oblivion, a horse's base Speed is actually relatively low, but it is affected by a multiplier to make it functionally higher. This is why fortifying a horse's Speed results in them becoming a quadrupedal death rocket; the devs didn't add any checks to account for the multiplier existing. On a side note, Shadowmere from the Dark Brotherhood questline is Essential, and while she will still easily be knocked out from utilizing a Fortify Speed spell and rocketing around, the player will take no damage from this and Shadowmere will recover in a relatively short time, ready and waiting to be yeeted across the map again. My two youngest sisters loved watching me break the game with the spell system, and they sometimes insisted I load up Oblivion and show them "Super Horse" flying across the entire worldspace. Good times :)
@@seana1201 If she (Shadowmere is female in Oblivion) is knocked out and you don't find her, she will walk back to Fort Farragut, where Lucien originally gave her to you. I'd suggest fast travelling there and checking around; if you don't see her, Wait for 24 hours and check again.
@@spaceonisorceress4406 oh trust me I’ve waited months and traveled all over to wait for her to respawn at fort faragut, she’s just waiting somewhere. Last time I found her after launching a paint horse off of the fort where the guy who makes aleswell invisible lives.
I remember putting damage fatigue on to a bunch of glitched permanent bound armor then reverse pickpocketed it onto the entire town of Bruma. The whole population were trapped in a waking nightmare unable to move.
Max charisma on touch spells are broken af. Me: *touches arm* "Excuse me, can you point me to the bathroom?" Them: "Yes of course, would you like to marry my daughter and have all of my money?"
First spell I always made was "charm 100pts for 1 sec on touch" Time stops when in a conversation, and 100pt charm raised their disposition towards to the max possible. Was awesome to be able to barter for the best prices possible and succeed on EVERY speech check.
In Morrowind, this was the IYSS, short for "It's Your Spoon Syndrome". So named because with high enough fortification to Luck, Personality, or Mercantile, you could sell a shitty wooden spoon worth 1 drake to a merchant, ask for everything they owned, and they would agree to the trade (plus gain a disposition boost from you successfully trading with them). As though you had become _so_ good at convincing people that they were awedly going, "It's your spoon! The spoon of the Nerevarine! No price would be too high!"
The best fun glitch imo is this: 1:Cast an invisibility spell on your horse. 2:Get on your horse and get off before the spell wears off. 3: Your horse will be visible again but you won't. 4:Any piece of armour you put on will become visible while the rest of you isn't so for example you could make it look like you're a floating head and pair of feet or you could just be a pair of floating hands. Any combination is possible.
The old Headless Horseman glitch, one of my favorites alongside that one Silver armoured guard in the Imperial City whose body would melt when they were ragdolled.
A lot of AAA games are moving to this mindset. If it's outside of the intended rules, it gets cut. Obviously breaking competitive games is bad, but they're doing it for single player too. Service-oriented games that sell microtransactions and DLCs over time probably see more money from keeping the player's potential strictly limited. Similar reasoning to the removal of cheat codes. Sucks, but there's always indie games to continue the tradition.
I only have an hour in Oblivion (started yesterday) and I already dread the system as a whole. I need a mod to fix a fundamentally flawed leveling system. Granted, Skyrim magic is just boring and too streamlined. Illusion and alteration are about as necessary as the speech tree.
@@icebox1954 Personally I can recommend Oblivion XP Updated or Ultimate Leveling mods. Fixing magic is a whole another can of worms. You should check it for yourself, there's no clear winner there.
@@icebox1954 Realistic Leveling is also great if you want your experience to be closer to the vanilla without bothering yourself with skill micromanagment.
@@EvilRussian13 Thanks, I'll look the over and choose the best one. And I don't think I'll try to fix magic, I'll just only use one 100% weakness to magic. I have played Skyrim for what 2000 hours? And yet only when playing Oblivion have I chosen a Breton.
Finally, someone who realizes how much fun damage fatigue is! :D I've probably spent a few hundred, maybe over a thousand hours playing a mage just for spellcrafting. I spent about a year experimenting with mechanics to create the perfect reflection-proof, chainable, 1-hit kill destruction spell. I've also spent a good while just playing around with the fortify speed and acrobatics effects. I love how stairs and other slopes just launch you like a boost ramp from mario kart, once I stepped off of a hill near bruma and landed at the gate of leyawiin. A friend of mine told me the secrets of a really messed up spell that just makes your character model melt, stretch and warp. It's fire damage and restore health on self in equal amounts plus paralysis on self. If you jump over a slope and then cast it so you fall down and roll down the slope, parts of your body just stretch out all over the place like some sort of nightmare creature. Fortifying your personality by a few hundred points has a similar effect to charming people. Nobody will attack you with a personality of over 400, I believe, and guards will pay for your petty crimes. If you include the effects fortify intelligence 100pt 3s on self, fortify magicka 100pt 3s on self and drain magicka 3pt 3s on self in a spell, you get to cast it repeatedly without running out of magicka as long as the spell costs under ~650 (though if you're not an apprentice you only get half that much) I also have a lot of fun just making weird combinations of spells to murder dungeon dwellers with, like a spell absorption, bound sword and summon clannfear spell so I can pretend to be a xivilai, or an aoe frost spell which travels as a fog instead of an exploding dot so you can kill massive amounts of people at once. Sorry for my rambling, but nice video! I'm happy to meet someone who has as much fun as I do with spellcrafting!
Woah, I didn't even know about a few of those. I've seen that rolling limbs bug in a video but had no idea how to cause it. It's a shame that spellcrafting is basically gone from games nowadays. Or, if any game includes it, then it's very very limited. Like Skyrim had some flashier spell effects, but the magic options felt super basic in comparison. I guess mods help fill in the gaps, but I'd still love to see a new fantasy RPG that really expands on the magical elements. There's a lot of potential if they can balance freedom of choice with smart design. I think Dishonored did a pretty good job at having some interesting spells with lots of potential uses, but there's only a handful to play around with. Anyways, great tips! Next time I play through I'll have to try 'em out.
I stacked magicka bonuses to get a constant pool of just over 1000. I then created a spell which dealt over 300000 damage. I know Mehrunes Dagon is considered an essential NPC and is technically not killable when he appears, but I "killed" him with that spell. I was just running through the end of the story, wondering how it would turn out and because of my power level I was not really paying attention to my surroundings. Mehrunes Dagon took a swipe at me, and I instinctively hit the fire spell button. He flopped to the ground, did a very weird, very giant ragdoll, then got up and stopped attacking me. tl;dr even mehrunes dagon doesn't mess with 300k lightning damage.
Put a mechanical engineer into the D&D universe with starting magic and I guaran-fucking-tee you within a day or two, they'll be breaking the world in half six ways to Sunday.
You forgot one point as why damage fatigue is better than paralyze, some enemies are immune to paralyze, but nothing is immune to damage attribute (unless they're immune to magic altogether).
Damage attribute>Damage fatigue It's like permanent paralysis if you use it right. Or you can make enemies have no strength so they can't do more than 1 damage with weapons.
@@Ap0Kal1ps3 I used to love doing this in Morrowind with a target spell for the random enemies on the road, enjoy your new life as an unfashionable garden ornament you s'wit
I remember stacking fire resist spells on yourself until you can't take fire damage then enchanting all of your armor to be on fire so you were a giant running fireball sprinting at people with a sword.
Hell, there was a glitch that let you use a custom spell to look like you were on fire (or whatever other magic visual effect) while doing something else entirely.
If you ever wanted to make a WALL OF CREEPING DEATH you can make a frost spell on target that does one damage for one second but has a max AOE. After that, just apply whatever spell effect (damaging or otherwise) as a subsequent effect. Because frost spells on target make like, a blizzard/snow storm effect based on AOE size and whatever is at the top of the stack is the primary visual effect and means of spell delivery, every other effect will fall under the frost spells spread. Great with paralysis and other effects. I used to blast this in towns and cities. For a few seconds it would appear as if the whole area was consumed by a slow moving, unnatural blizzard of death. I can recommend a reanimation of corpse spell on a similar frost base to follow this cast for a creepy "kill everyone then raise the dead" lich King kinda vibe.
Sounds like the inspiration for Skyrim's Ice Storm spell. The one that every mage npc throws down a hallway/doorway, and you can never avoid it because they cast it every half second and it leaves a trail of damage on the ground. And they always have a ward up, so you can't even use shock spells to drain their magicka. So you dance around hoping they run out so you can rush them, but they'll always get enough magicka back to hit you with another as soon as you get on them. God I hate that spell.
Brah, yeah they are the worst. I find the ice spells to be so much more powerful than any of the others for their ability to fill a room and show no mercy 😅🙏
@@TheSchnieder6 don’t forget that getting hit by one slows your movement to a crawl and deletes your stamina so you can’t power attack if you reach them
Wait, so that'll be an ice target ability with max aoe range, and then whatever effect you want the ice component to spread would beeee also a targeted effect? Yes? Or does it matter what the rest are slotted as?
@@FilthyNobeard from my experience as long as the first/primary spell in the spell making list is ice, on target, with max aoe the whole spell should carry that over.
I was playing a fancy pants orc mage called Groznak-gro-Twinklefinge who didn't like enemies attacking him so bought the fanciest clothes he could and enchanted them 100% chameleon rendering him permanently completely invisible. The worst thing was nobody could see how expensive his clothes were.
I like how 100% chameleon breaks the game too lol. Because enemies would know i was around, and knew i was there. But couldn't see me. So I got wanted in the capital, and guards would run all over the place yelling for me, but not finding me Sometimes taking wild swings. I remember thinking "i don't think this is what Spiffing said it would be." Lol
Attaching a very brief Calm effect to your Destruction spells can allow you to stunlock a target or even targets to death, especially with block casting. Calm is cheaper than Demoralize, keeps targets still, and remains fully effective against Daedra and Undead and targets immune to paralysis. Attaching a Dispel on Self effect to the bottom of a Touch spell effectively makes it Reflect proof so long as the cost of the spell is not more than five times the magnitude of the Dispel. Very handy for Lich's.
@@punlshedsnake8210 "corrected" you cause it was fresh in my mind, didnt know you were talking enchantments. Only just started playing morrowind the other week, feels like something i shouldve picked up when i was younger lol
My favorite spell combos not mentioned Damage spell + light effect. Makes foes glow in the dark for easy targeting. Invisibilty + summon. Summon gets free hits while foes look for you, then you get sneak attack when they turn to fight your summon Night eye + invisibilty + detect life. Ultimate sneak magic Break armor + fortify armorer on self. Hello armor training Paralyze + heal on touch. Instant training dummy Fortify Magika +Intelligence + Willpower. If you can get up to 130 Willpower you have infinite magic (you get 100% back in (130 - your will) seconds) and launch big spell after big spell
I just got into oblivion's magic, i only looked for this video because i just found the finger of the mountain spell. Def gonna try creating some of your spells
@@misterturkturkle that is true but chameleon is way way stronger ---- wearing a bit of gear to reduce the high requirment might help (i mean you can just get gear with 100% chameleon)
You don't need the mages guild for Spellcrafting since the Frostcrag Spire DLC, It has both a custom Spellcrafting and Enchantment in the main floor all you need is to buy some stuff from one of the merchants in the imperial city. Good day Citizen.
@@CobaltContrast If you don't understand you probable don't need to. But in Oblivion there are two ways to craft your own spells, you join the mages guild and go through the process of joining them which requires visiting the local guild of every city and doing a quest for them. Or the easiest way to create spells is if you have the Frostcrag Spire DLC in which you inherit a house east of Bruma, and you only have to buy the candles from a store in the Imperial City which is required for the Spellcasting and Enchantment Alter's then you can craft spells like that. The OP in the video only mentioned the mages guild so I was providing further information for those interested in playing Oblivion and doing the spellcrafting making them aware there is actually an easier way to get access to that mechanic. The only obstacle is septim's.
Yep, that and Enchanting, to the point where most of the "needed" mods are literally just patching over the worst of the exploits. I have one mod SOLELY to change how Featherfall works, so I am not tempted to make a constant-effect Featherfall 1 effect on one of my pieces of gear to make me immune to fall damage, and before I can make constant-effect gear just using a cheap but long-lasting spell version. Instead, each point extends the distance you can fall without damage, in a similar way to Fortify Acrobatics, but without the other "benefits" that you often don't want.
@@PorkpieJohnny I did, it's a tedious slog with good writing. most of your time playing will be spent reading, so fair enough I suppose. Its uproariously overhyped though. it's as if bringing it up automatically makes you a partician.
My first Morrowind playthrough was a summoner/enchanter. One day I wondered if I could bind an active summon to me so I could always have company on my travels. I test trialed it with a plain shirt and the Scamp spell (Other spells/ equipment would make it extraordinarily expensive). From my surprise, I was able to do it by making the spell last 1 second, since I would wear the shirt, it treated it as consistent rather than temporary. Unfortunately, I was unable to ever take the shirt off, because it would crash the game; so here I am with a shitty Scamp making goblin noises ad nauseum. Btw, when he died, he reappears... so I was stuck with this turd for life. Good times
The best way to do this is a dual soultrap on target (pretty sure) 1s with whatever you want (dremora is a favorite of mine for ez gold), just summon somewhere w/out NPCs at your feet and you now have a permanent summon with a lootable body. Very fun times
@@Bob-bs9ok Wish I knew this back in the day. Playing as a mage in Morrowind really felt like being an "actual" mage with all the experimenting you can do.
Couple of fun things -beefing up your summons, especially nice in max difficulty, because creature time beings(non humanoid npcs) interact in a weird way with fortafy speed, since it makes them insanely fast, and completely fixes the weakness of summons like the lich and gloom wraith, looks real funny with flesh atronachs and clannfears Beefing up summons is especially fun with the staff of the Everscamp, since you basically get 4 summoned scamps, which with buffs are very fun to use -frenzy 25 points in 100 feet, its incredibly cheap to cast for some reason and is jolly good fun -command 25 points for 2 seconds, instantly turns any enemy into an ally (Just remember to keep your spell effectiveness at 100%) -drain spells are very good especially in the early game, and a good 40 point drain speed spell cast on a creature completely disables its ai apparently (again creatures have weird interactions with the speed stat) -with 100 spell absorption, which can be fairly easily gotten with the atronach sign, the spell drinker amulet and a warlock ring, every telekinesis spell will be absorbed, giving you back the cost of the spells depending on your mysticism i believe, up to five times the original casting cost at level 10p, allowing for infinite magicka casts without having to waste welkynd stones or wait up on potions
I miss this system. You could make amazing and whacky spells for your own amusement. Eh, and now we stuck with basic stuff like "Fireball" and "Heal" in Skyrim. Man, even spell damage doesn't scale with destruction skill. TODD WHY?
@@TheVacationist Yeah, there are ways to make destruction better (alchemy + dragon priest masks and resto-loop for filthy cheaters). However, you can't mix spell effects in Skyrim. Maybe I want to mix all elemental types of damage + 33% weakness and paralyze for 5 seconds in one spell, but Todd said "Nope". Meanwhile, guys in the modding community have already made a mod for spellmaking and it's totally fine.
"Man, even spell damage doesn't scale with destruction skill." This is how it has always worked in the Elder Scrolls. Destruction spell damage has never scaled with Destruction skill in any Elder Scrolls game. Magic skill has always only reduced the cost of casting a spell. This wasn't introduced in Skyrim.
@@shellymars9961 True, but with spellmaking you could create spells to level alongside your magic skill/mana pool, whereas in vanilla Skyrim, what you see is what you get (sans a few perk points that slightly increase the effect by up to 50% more, while high level enemies can have many times more health than lowe level enemies). Worse yet, the form of the spell changes with each level, and all high level damage/debuff spells are AoE and effect targets indiscriminately. So, if you want to throw damage spells at a dragon that's surrounded by friendly NPCs, you're limited to apprentice spells which makes magic seem like an even more crappy choice. Fortunately, as a PC player I'm no longer limited to vanilla Skyrim, but back when I played it on console it was a real pain in the ass.
My favorite Oblivion build was a Personality build (that I later learned wasn't the stat that governs Illusion spells...). My bread and butter was a custom spell of *Command Creature/Command Humanoid/Invisibility* and called it "Metamorph". When I ran into baddies, I'd command them and immediately become invisible. The role-play was that I had transformed into that creature or person, since that's what the enemies saw. With a group of enemies, I had as many allies as I wanted. The best part is I didn't need a huge duration on the expensive Command spell because of the highly aggressive AI - once an enemy was aggro'd they didn't stop until they died or they killed the aggressor. Most of the game was me running around watching the fights I set up. If there was only 1 baddie, I had the option of sneaking past, paralyzing with my high Illusion skill, sneak attacking, or commanding in case more baddies were around the corner. It was a great way to really stretch the game since I wasn't 1-shotting anything, but also gave the flexibility that I had as many allies as I wanted to reduce the time of larger fights.
The ability to make your own spells was one of the most unique things about TES. Removing it in Skyrim was a travesty. But if the progression of the series is anything to go by, they'll remove even more things in TES 6.
I'd take no spell crafting if we at least got a compelling, diverse roster of spells. Ended up with neither though so ultimately agree about the state of magic in Skyrim being a travesty.
@@FilthyNobeard The thing that gets me in Skyrim is "If you can't make new spells", where did the spells come from that we do have? It's lore breaking as Somebody in Tamriel had to have made them! Plus Mages in the college of Winterhold mention working on or testing a NEW spell! Just because the game engine couldn't handle it without crashing they got rid of spell crafting instead of FIXING THE DAMN GAME ENGINE, which by the way is still in use today in Starfield! It's been modded a lot to make the game run BUT that's why it's a 'fast travel' game between small areas rather than an open world space adventure.
5:47 honorable meantion that was omited here, if a npc ragdolls from a lack of stamina drain in water and they are face down/have their head in the water, they will drown, if they drown in this method it does not count as you killing them, very handy if you wanna waterboard a annoying npc.
So, I made a spell which would fortify magicka, fortify intelligence, and fortify willpower since base magic regeneration is based on your max magicka, and is further increased by willpower I would effectively increase my magic regeneration rate so much that it would give me effectively infinite magic for about 60 seconds which would let me use stupidly overpowered spells like they were child's play.
i know i'm two years late but words cannot describe how much i love morrowind and oblivion for allowing you to just break them to an insane degree via the magic system
I remember not getting quite as involved with the spellcrafting system as you had here, but I specificially remember creating a spell with stats that were something like, "Deal one flame damage in 100 meters" for the express purpose of firing it into rooms with a ton of props and watching everything fly over the place. Nearly crashed my game a few times doing it (On an original Xbox 360 - the white ones that were notorious for their technical issues) but it led to hours of fun, irreparably breaking every shop, tavern, and home I went into. It was great.
I made a spell that drained my restoration skill to zero. So I would use the spell to get free restoration training in Bravil. The only issue was I had restoration as one of my major skills so it also helped power level me. Long story short after training in Bravil for a while and getting as much free training out of her as I could, I left only to realize that having super high restoration didn't really help when it came to actually fighting all the new high level enemies. Ended up having to train one handed on a conjuration for a couple hours just to give myself a chance to survive simple encounters.
Enchanting a mage's hood or a black hood with a damage health or damage fatigue spell made for a great way to stealthily eliminate targets. Those two hoods weigh nothing, so they can be reverse pickpocketed into a character's inventory. Give it a name starting with "A" to put it at the top of the list, and they'll put it on, quickly rendering themselves unconscious or dead. I remember there was one quest where I had to steal something from a countess of one of the cities, but kept failing at it. Gave her a hood and took what I needed when she passed out. When a character is unconscious, they can't catch you attempting to pickpocket them. However, using damage fatigue means that it's essentially a single use item. Once you've given them the hood, you have to steal it back, and NPCs won't equip stolen gear. Zero weight hoods are also pretty rare, but the duplication bug easily fixes that.
you can just enchant with damage instead of fatigue and they'll eventually die. also, instead of the hood you can use the shackles you start the game with
there's a certain point in this video where you have to sit back and remember this is all vanilla, unmodded oblivion with no actual glitches or bugs used
My favorite was huge amounts of drain life for 1 second. It would cause weaker enemies to die instantly and allowed me to finish off stronger ones after dealing some damage. I viewed it as a dark spell that stops the target's heart for a second which could potentially kill them if they aren't healthy. Good times.
Best spell I ever came up with: On touch, Paralyze target and cast Invisibility on self. This spell allows you to sneak attack anyone easily, even if you were visible to them while casting the spell on them! Just cast the spell on the target, go into sneak mode and stab them to death!
I paired invisibilty and summon for a substitution jutsu. Foes keep looking for you for a few seconds so your summon gets free hits, and anything that turns agro on your summon is a viable sneak attack target.
These videos are comfy as hell for me as a big Oblivion fan. Happy to have found them. Like you said, 2006 was a different time lol. So many of Oblivion's systems would not fly today which makes it fun to look back
Oh boy, I got a juicy one. A commonly used tactic to powerlevel armorer is to summon a skeleton that holds a weapon and disintegrate weapon on it until it drops the broken weapon that will stay in the world after the summon dies or despawns. When performing this trick within a store or any area with non broken weapons nearby the summon will try and rearm themselves by picking up another weapon. Disintegrate weapon can be cast again to force them to drop this other weapon. If done in a shop the weapon will no longer have the stolen tag applied allowing theft of stolen goods which may now be sold to any vendor. I find this amusing since it shows how the crime systems work as a stolen tag is only generated from player actions and not NPC's. This may be intentional so as to prevent constant NPC crime and fighting guards which was a reason to walk back a lot of the radiant AI system.
Also casting summon on touch allows for potentially infinite nested summons by casting summon on touch onto your own summon. Though the AI breaks and becomes hostile after a few iterations. I do not know why but is likely related to NPC faction tags becoming empty at some point resulting in the summon acting as it would if it where spawned as a normal non faction related wild spawn.
Also also, these "wild spawns" can be used to freely murder in any situation as other NPC's in the area will become agro'ed to them as well and if done with high level summons repeatedly this may result in the death of the non-summoned NPC. Since these summons do not have the player faction tag this is not considered murder.
Fun fact if you stay lvl1 and get to spell creation you can use spells to -100 of any skill this allows you to get free training lessons 5 times per lvl. If you do this every lvl before you sleep you can gain additional lvls in the game. 5 training is 1/2 a lvl. Do this with major skills and when the spell wears off you will be at 105 putting you over 100 cap. This can be done with any trainer but for quickest results I used beginner trainers. Adding 100 magic enhancement on spells adds ~10 magic cost but gives you 100 extra magic to use net gains. also allows you to cast stronger spells. Make a armor set with enhance max magic. I cast spells with a cost of over 600. Paralyze everything within 100ft for 30 sec and burn 50 points for 30 sec. If you cast a spell with 100 or more chameleon or enchant a set of clothes you will be invisible but can interact and attack things. max out sneak fast. Using the enhanced speed is best used with Shadow Mare the Immortal horse. When he faints use him as extra storage. Create a regen spell that cures x amount over time and as a lvl4 vampire walk in the sun restoring your hp instead of losing it. Unfortunately you can't fast travel while doing this. You can also jump on lava without getting hurt.
Open Very Hard Lock (target) + Charm 40 pts 2 sec (touch) + Fortify Mercantile 40 pts 2 sec (self) + Feather 100 pts 120 sec + Light 30 ft 120 sec. This is my favorite "Swiss Army Spell" in the game as it consolidates most of the non-combat spells I use frequently (SAVING quick slots), only costs around 100 Magicka at skill 100.
A favourite spell combo that I discovered when I was a kid was stacking multiple bound weapons onto a single spell. If you drop a bound weapon, it becomes a permanent, weightless daedric weapon - Clearly very OP. But thankfully, you can't drop equipped weapons, and unequipping a bound weapon dispels it immediately, even in menus... ...But if you spawn multiple with a single spell, they're just... placed into your inventory. So you can just drop them, no problem.
Honestly... I LOVED the spell crafting system. I, as a player, WANT that level of freedom. The fact that it breaks the balance and even the game itself ADDS to the fun. Maybe tweak it a bit so the parameters aren't so crazy, but, like... that was my favorite part of oblivion and I was DEVASTATED when they not only removed the crafting system, but also just flat nerfed magic altogether in skyrim. :/
Basically it's so crazy because of how the stats system works. If you can fortify things above caps and into infinity for minimal cost, well… yeah, that makes things broken. I'm not saying the solution is obvious, but fixing the stats system into something more limiting could be the start. It was even more broken in Morrowind, Oblivion's system was already a downgrade from Morrowind's. I absolutely agree that the spell crafting was the best part of those games. You can be creative with your spells, and with the flavor of your character, it's possibly the best thing for a game like this. Balance… who cares, it's a 1-player game, let it be imbalanced. That would be a problem for a multiplayer game, and there would probably still be counters to broken things within the spellcrafting system. Also agree that it can be tweaked a little bit for balance, it's not impossible at all.
yeah, and it's not like the rest of skyrim's crafting didn't let you completely break the game any harder than the spell system in oblivion did. spellmaking just allowed for more creative ways of breaking the game. magic was pretty stunted in skyrim, especially destruction. still a lot of fun once you got up to the master illusion, alteration and conjuration spells but nowhere near as varied as in oblivion.
@@givemeajackson this. To me it felt like they built a standard medieval world and THEN said, "oh wait, right...this is elder scrolls... there's supposed to be magic." To say the magic system was nerfed or implemented poorly is an understatement. They straight removed an entire school of magic, removed most of the interesting spells, and removed any ability for the players to customize the magic itself. It's like they didn't want to put it in at all... And as someone who has always played primarily a mage it dissapints me to NO END...
I found this posted on Steam's Oblivion community page, absolutely love these kinda vids. I know the whole "OMG why don't you have more subcribers???" thing is overused, but... OMG why don't you have more subscribers???
I don't understand why they took out spell crafting, everyone saying "It's too overpowered" are very stupid to me. How does that make sense? No one is forcing you to make OP spells. If I want to be OP then let me be OP, everyone *CHOOSES* to play how they want to play. You don't see everyone downloading hacks because it's available, people will choose to not make the game easy because they choose to play that way. Taking things away in game that seem too OP is just dumb. I really don't understand how players enjoy less features in games.
This is true, I specifically choose to not use most OP things in my playthroughs because they're too much, which is proof in itself that it's up to the individual for what they will allow themselves in their own experience
Players will always gravitate towards the most efficient/powerful strats, there are plenty of players who made OP spells and got bored soon after cuz all challenge was sapped from the game
in skyrim they never fixed the fortify restoration bug/loop ---> enchant/equip fortify alchemy ---> brew enchanting potion repeat till desired god level abilities. so they dont care about being op so why limit magic making
@@supamat4 It likely has to do with conserving resources aka being lazy(for cost effectiveness) they didn't want to spend the time to create and balance spell crafting and they didn't want to take the time to fix a inherent flaw in there enchanting/alchemy system oblivion was the same with the abusable spell system, they just didn't want to spend the little amount of time to fix it
Probably cause it would be more trouble than it was worth with the new combat system, I can imagine custom magic is a lot easier to implement on a simple keypress than having to actually equip it in a hand like in Skyrim. People who cry "lazy" don't understand game design.
A spell that I haven't made myself but have heard someone talk about is combining a fear effect with fortify speed, causing the target to yeet itself in the opposite directions at breakneck speeds (and often proceeding to die from fall damage as a result).
Spell making was one of the best parts of oblivion. And it does make sense that people who are skilled with magic and have the power and will to make more powerful magic could have some world breaking ability.
Favorite spell of all time was a meteor spell that kills everything in the area and fills my soul gems simultaneously. Also, recreating real-world mythical weapons and armor was the bomb. Mjolnir, Jason's Golden Fleece, LOTR's One Ring, etc. Oblivion's creation system runs circles around Skyrim's.
Bethesda: Hey, you know what feels immersive? Linear paths, and invisible walls. And one of the walls will be placed on a cobbled path leading out of bounds near Riften. Huha hu hahu.
_Morrowind_ has just as many crazy magic exploits, and the enchanting-potion-enchanting daisychain that exists in _Skyrim_ make me suspect that Bethesda just might be putting that sort of thing in intentionally.
wow im honored to have my old speedruns featured in this vid lol, i will say though that the movement speed in those clips is due to stacking skooma rather than spells, but skooma does technically apply a spell effect, and the jump height from the lower bridge to the higher one is actually just from hitting a slope at a high movement speed and jumping at the right time, converting horizontal momentum to vertical momentum
My favorite spells were simple low damage (10-20pts) over time (5-10sec). Soul Trap + Drain Health 100pts for 1 sec was always fun. Instantly kills everything early-mid game. And even late game it made a powerful finishing blow. Charm 100pts + Fortify Mercantile was another good one. Then there was weak Fire Damage spread over a long duration Turn Undead spell. Undead flee and burn to death at the same time. So good!
my favorite spell combo was having a full set of bound armor spells with bound dagger and bound shield. Especially playing a mage with 1 handed heavy armor and block as major skills and all the spell casting stuff as minor. made leveling take forever but once I had the ability to do so I could just tear through enemies and was untouchable.
Oblivion has a really funny mechanic where if a fire or lightning (might also work with frost, not sure.) damage over time spell deals enough damage to kill a character, it ragdolls them on cast, before they die. This means you can hit people with a DoT spell, knock them over, and they instantly die when they stand up. Or, a trick I learned with lightning magic, is that if you cast an aoe spell at their feet, the lightning bolt knocks them flying straight up, which means they often die in midair or as they land, which is even funnier.
My favorite was always the invisibility for 3-seconds on self combined with low damage (fire normally) on target. as longa s you were invisible when it hit, you weren't blamed, so you could just murder npcs in town for gear and coin.
water walking on touch to traverse water with my horse, armor and weapon breacking on touch to destroy my sumons equipment and loot it before soul trap and killing them ,many other crazy ones i dont remember
I just like making a Dim Mak spell 😂 I put drain health to max for 1 second and then soul trap for 1 sec on touch. After hitting them a couple times, I just touch them and they drop and I get their soul. If destruction is even a little high, it barely costs anything. I made a hand-to-hand character with destruction on the side named "McFisticuffs". Hand to hand kinda sucks, but it's really fun. I made him a vampire to boost the stats along with the gloves of kuang lau. My hand to hand is around 125. Oh Oblivion...good times!
personal favorite magic shenanigans was to enchant 5 pieces of armor with 20% chameleon each, so when you had the full set it was physically impossible to be detected. this would allow you to just punch everything to death without them even reacting
I made a Hood of Torture. A hood with 5 fire damage to self. Pickpocket into someone's inventory and they will equip it if they have no headgear. They will slowly burn to death.
Invisibility with a small fire ball. It casted fireball (1 damage) and made you invisible. It would turn you invisible after firing, so cranking the area of effect you had a perfect spell to make npcs freak out and you wouldn’t get caught.
Not spellcrafting, and not Oblivion, but in the original Elder Scrolls: Arena, I would ask to have my gear repaired over exactly 8,192 days in order for it to be repaired instantly for only 1 gold (or sometimes a bit more gold for truly legendary artifacts). By default, when you ask a smith to repair a piece of gear, he offers to get it done for a given price within 10 days. You can either accept the offer or reject it, and if you reject it, you get the options: "Can't you afford it?" and "Can't you wait that long?" If you choose "Can't you afford it?", you can specify a price (presumably a lower one), and the smith will give you a new time (presumably a longer one) for the repair. "Can't you wait that long?" lets you specify the time and get a new price. Presumably, the designers intended the player to make a note of the store where they left their gear to be repaired, go stay at an inn for a while, and then come back for it at the appointed time. Here's the thing: when you choose "Can't you wait that long?", you don't HAVE to choose a time shorter than 10 days. You can specify any number of days with 1 to 4 digits. Arena then translates that number of days into a number of minutes, stored as an unsigned integer. At exactly 8,192 days, the corresponding number of minutes overflows and loops back around to precisely zero the most times possible within the 4-digit limit, and the cost is proportional to the change in duration. For example, choosing 5 days doubles the price, 20 days halves it, etc. Immediately after submitting the gear, it is finished, and for a ridiculously low price.
Damage/drain personality poisoned arrows on late game goblins had a interesting causality. It seemed like every other goblin had suddenly huge interest to kill single goblin, like when you cast Command on a creature has. Also other Destruction damage/drain stat spells seem to be alternative way to have other school spell's effects and some even more powerful than one could assume (damage/drain speed causes creatures to stop move/forget aggression on you faster etc)
Knowing what we know about Elder Scrolls lore, I refuse to believe that any of this is "cheating" or "abuse". If anything it's still underpowered compared to uses of magic you read in in-game books. I didn't abuse any of it as a kid, probably didn't have enough imagination, and it's locked (literally, in the Arcane University,) but also to skills that are super hard to level unless you're a mage. It seems like a balanced feature that was removed because of pathetic "streamlining" in modern game design and a desire to reduce agency in the player. This actually makes me want to try Oblivion out again :)
Y’all remember the ring glitch where you could wear an infinite amount of rings? Running around in my underwear at Mach 57 with 85% armor was mind blowing at 13 years old lmao.
Drain health was always the big one for me: stack it with a "weakness to magic," lightly tap your foe to remove 99% of their health for one second, then poke them with a dagger.
It’s been a minute but also.... if I recall correctly, some creatures are immune to paralyze but none are immune to losing their stamina to the point they fall over and can’t move lol. Maybe I have that wrong though and no one is immune to paralyze. Either way... still more fun to use the broken spell. “So you dont have to break all your repair hammers...” You mean... THESE repair hammers? *drops five hundred hammers causing the graphics to bug tf out for a full minute trying to render all the models on screen* scroll duplication glitch means you never go without a repair hammer again
I remember figuring out that you can control your scroll duplications to have 1 item represent a quantity of that item, which was very useful and saved a lot of duplication time. If you had 2 potions of healing and 10 of the same scroll it would do 5x potion of healing (2), then you could take those 10 potions and use 50 of another scroll to get 5x potion of healing (10). That trick made duping alchemy ingredients super friendly, as you wouldn't be spawning 2000 individual pumpkins in the same space, and you also didn't have to pick up 2000 pumpkins afterwards xD
One of my favorites was drain health. Its cost increased a lot for duration but not much for effect. So drain 20 health for 20 seconds would cost like 120 magicka and required master destruction, but drain 100 health for 1 second cost 15 magicka and required apprentice destruction. It was basically a health check insta-kill. I called it death touch.
Lol, algorithm has sent me back to this video again after 1 year. Yeah, and I still think the spell crafting wasn't as good or flexible as it could have been, but was awesome.
One thing I had alot of fun with is the tcl command (toggle collision). It allows you to run through solid objects, locked doors etc, but it also freezes all objects in place (items, corpses). The fun part is that while an object won't move with collision turned off, it will still register all impacts and store up the force until you toggle it back on again. I combined this fact with a max area destruction spell (minimum damage, you just want the collision of the explosion) to see how far I could launch objects by spamming the spell on them while collision was off. Me and my friend spent like an hour one time just doing this to my horse, and then we toggled collision back on and launched it across the map. Good times!
my friend would make a mass frenzy go in town have everyone go crazy and attack each other. then cast a mass charm and everyone would go back to their normal days like nothing every happened. lol
Command spells are awesome in Oblivion. Walking around with my own personal Ogre bodyguard was always a favorite of mine. Or going into imp city starting a fight, then commanding everyone so a mass brawl broke out while you sit back and just chill and watch. Oh the nostalgia for this game gets me everytime.
Okay, this one is throwing me through a loop. I'm at one of the lecturns at the Arcane University and I've been testing it out on some of my colleagues. It instantly kills most of the other students and even Ramus gets shredded by it, but Borissean and a lot of summons shrug it off like it is nothing. What is going on here?
Oh, update! Prefacing the drain health spell with something like 100% magicka weakness for x seconds seems to bypass whatever weird resistance some select NPCs and monsters had. Dunno what that's about.
What I loved doing was a minimum damage fireball, with max area. Cast it inside a house, and watch every single props gets thrown around everywhere. Works wonders on tables with food on it.
I loved this system. give the players the tools to do as they wish, play it how you want to, increases the replay-ability factor for sure. I don't get why some say "imagine having to cheat to complete the game", since i'm sure we've all played as an overpowered god as much as we've just played it normally, or even tried to handicap ourselves, that's the beauty of these games and i'm sad games now seem to have to be completely balanced and force you to play one of the three pre-determined ways...
Getting access to the Arcane University really early on and knowing a Drain Health spell - creating a 100 for 1 spell - basically acts like a 1 hit kill since enemies at really low levels often have less than 100 health. Throwing a weakness or two or three? Haven't tried that but you could probably extend the usefulness of that spell for longer assuming you have a Destruction skill of at least 50.
Hey, thanks for the tips on spellcrafting! I've been using 100% spell absorption Atronach character recently, and it's been super fun. The most ridiculous thing I've done so far is restoring my magicka by absorbing my own telekinesis spells, completely getting rid of the downside of no magic regeneration, so I'm really going to have to use some of this to make spellcrafting even more ridiculous!
I forgot to say this: But a bit after I made this comment, the character now has 100% spell absorption and 100% damage reflect. Only bows and traps can hurt me now. *This is a good game.*
Though not truly all spellcrafting, some of my favorite things to do were: -"Bound Armor", a spell that bounds a full suit of armor with a claymore -"Town Riot", a max area, max range, max magnitude frenzy spell. Cast it in a major city and watch the NPCs slaughter one another -"Invisibility Armor", enchanting a full set of armor (rather robe, hood, ring, shoes, amulet) with 25% chameleon. Have fun breezing through Thieves Guild and Dark Brotherhood quests -stacking "Fortify Acrobatics" and "Fortify Athletics" to fly up to "heaven", the platform where you talk with the ghost knight during KotN -enchanting "damage fatigue" on a hood, reverse pickpocketing, and whatch an NPC become Sleeping Beauty -And finally, "Damage Skill" to drop skill levels to a low level, leveling them up, which leads to essentially infinite level ups (or until you max out your attributes and can no longer level up) As much of a mess this game is, it'll always be one of my favorites. A beautiful, broken experience
Spellcrafting in Morrowind was even more of a treat. Damage strength 20 points for 5 seconds, totalling up to 100 damage to strength. Essentially strength would drop to 0 and the target would be unable to move as their carrying capacity would be nullified. Also jump 300 points for 1 second on self, if wearing an enchanted apparel of slow fall 0 points on self would allow you to cast the spell and immediately jump to get lauched into the air, allowing you to traverse the map in seconds.
Makes me sad for Skyrim's magic system. But I think shouts are part of the reason it's basic. Imagine if we had things like "slow time", "throw voice", or "ice form" as part of the fitting schools...
I'm around 50 hours into Oblivion (my first playthrough ever, thanks COVID) and I'm enjoying it so much that I'm concerned that when I finally start playing Skyrim, I'll become permanently fused to my couch
For sure, Skyrim has better combat but Oblivion's magic system is so much more interesting. Lots of depth, even if it does allow you to completely break the game.
@@EphiTV eh, "better" is kind of subjective. oblivion is very technical when it comes to combat, so you gotta think a lot when your fighting. ive played the game for years and after pretty much mastering base sword combat, if you throw some spells and potions/poisons into the mix the fighting becomes insane. its kinda like the lockpicking minigame where sure, early on it fuckin sucks, but when you get the hang of it you never wanna do it another way again.
@bean machine vampires are actually really fun depending on your mods. i have a mod that syncs ingame time with your systems time, and hopping on oblivion after dark to prowl the imperial city sewers is like ridiculously fun.
@@ckopen7192 Like many others, I've found Oblivion's combat to be wonky. It became even more noticeable after playing Souls games and getting used to the mechanics of dodging and parrying. Maybe it would've helped if you could lock-on to enemies. Regardless, I'm still enjoying it.
My two favourite spell I have created for bruma battle:run away without looking back 90 % invisible and speed to max. Run on fire. I took two minutes to get that darm portal key!
My guy i f'ing LOVE people like you, You keep uploading videos that are actually GOOD but dont get anything from the videos themselves. Even when you dont get alot of views you keep making videos and thats not something you can say about alot of people.
My Favorite chain of spells that I crafted although really mundane, was a chain of ever-increasing fortify intelligence spells. ( or was it fortify Mana or fortified willpower I can't remember it's been awhile). Anyways it allowed me to push my Max mana and Mana regen to vast Heights. It was a really simple utility spell chain, but it is entertaining to be able to cast absolutely insane spells that in no way shape or form you should be able to cast by any conventional means.
I am the best at this. I did this when the game first came out. First thing to do is start buffing your willpower with spells, then start casting speed spells like 60 of them, then cast like 8 jump spells. You can also eat flax seeds to increase willpower even more. After you have 60 or so speed spells and 8 jump spells you can stand on the mountains in the north and jump south and fly over the entire map like Morrowind. It's fun.
I created a series of spells I would cast in succession that boosted my Magicka pool and regeneration, the last of these boosters I popped in athletics and speed and a few others "health regeneration, shield and such". With the large pool size "it's been a while but I think it was north of 2 thousand" I matched it with huge destruction spells and the end result was me running and jumping across the map fast enough to crash my computer. I was jumping right over the cities. I'd go to the populated sections and cast a lighting bolt into the ground that launched a crowd of people into the air like bottle rockets. It was some of the most rewarding gaming to date. I miss those games that allowed me to discover exploitable systems and have a blast creating my own adventures in a sandbox world or just being a complete game breaking badass.
remember mages, necromancy is illegal, but using magic to force people to love you is moral.
Yeah tou could fuck people life with ilusion when you think aboult, eslanving body and mind.
They call that witchcraft in most of tamriel. Bewitching people is illegal, you just don't hear much about it. But the books in game make it clear that people don't take kindly to illusion mages.
Trayvond the Redguard over at the Cheydinhal guild hall would like a word with you.
"I'm Trayvond the Redguard, Mages Guild Evoker. Surprised? Yes, you don't see many Redguards in the Mages Guild. We don't much like spellcasters in Hammerfell. Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked. My family didn't approve of my vocation, so I had to come to Cyrodiil for my education. I admit... I still have strong prejudices against necromancy, summoning, and illusion. Profaning the remains or souls of the dead is just wrong. And I'm uneasy about tampering with other's minds and trafficking with Daedra."
@@TheSchnieder6 I.... so the burning people to death spells are ok?
@@daltongarrett3393 The same way swords and arrows set on fire are, yes.
>removes levitation spells so players don't fly outside cities out of bounds
>leaves fortify speed and acrobatics so players can jump outside cities out of bounds
Some damn good times with that.
I had a blast abusing that.
Or just take the time to have proper kill zones
i still don't get why they didn't just do what they did for mournhold in Morrowind, having there be invisible walls and an invisible roof, though I won't deny the end result is far more...entertaining
@@clearcontentment3695 dont need kill zones in a game where its common to clip through the floor or walls accidentally. Also having not saved in awhile...
My favourite was Soddus Offus, a fortify speed+athletics and demoralize on touch for 2 seconds, enemies just flew away lol
Hahahaha Brilliant!! 😂
Lmfao, that's awesome!
300 iq plays.
Now, THAT'S craetivity!
Lol you're a demon xD I love it...
Honestly, I think that magic systems should be a little broken if you get creative enough. It's like you're actually a brilliant wizard, uncovering the arcane secrets of the universe.
In Dark Souls 2 I figured out how to block and cast spells at the same time. Only after thousands of hours of playing of course.
That is what makes Baldur's Gate, Oblivion and Morrowing magic systems so much more entertaining than they are in modern games (and I am talking that as a millenial that played them for first time at 2012 when I was under 20 years old). Modern games sacrifice too much on the altar proverbial balance and immersion while forgetting that open world games used to be named sandboxes for a reason. Closest example would be Pillars of Eternity games. Sure, they had literally moba levels of balance, maintained over multiple patches but sold quite poorly because that is not what playerbase wanted. Playerbase really wanted, like "shut up and take 4 million dollars!"-kind of wanted a sandbox, they instead got single player real time with pause MOBA with a narrative about someone stealing your soul. Twice.
@@anomanomom239 now everything just copies minecraft because thats the new standard for sandbox games. Build a house for no reason
Yeah that's true like in Morrowind or Oblivy most players would just play that game for hours on hours without actually figuring out much if any of the powerful magical techniques on their own.
This is odd to bring up in a comment on an Oblivion video, but have you ever tried the Ars Magica 2 mod for Minecraft? It's got an in depth spell crafting system that's similarish to Oblivions, and while it's harder to break, it can still be broken and it feels rewarding when you do, like when you described being a brilliant wizard. The mod was replaced by a new version in the more recent Minecraft versions, and I haven't tried the new version, so I'm not sure what the spell system is like in it. But the old version is definitely good
Edit: New version is called mana and artifice, the spell system doesn't have the same feel as the old one now, it's balance is better but it gives much less freedom (although I think there may be more planned). There's a lot more non-spell crafting stuff though
Interesting fact about using Fortify Speed on a horse:
In Oblivion, a horse's base Speed is actually relatively low, but it is affected by a multiplier to make it functionally higher. This is why fortifying a horse's Speed results in them becoming a quadrupedal death rocket; the devs didn't add any checks to account for the multiplier existing.
On a side note, Shadowmere from the Dark Brotherhood questline is Essential, and while she will still easily be knocked out from utilizing a Fortify Speed spell and rocketing around, the player will take no damage from this and Shadowmere will recover in a relatively short time, ready and waiting to be yeeted across the map again.
My two youngest sisters loved watching me break the game with the spell system, and they sometimes insisted I load up Oblivion and show them "Super Horse" flying across the entire worldspace. Good times :)
I’ve lost shadowmere 3 times doing this, I have 0 clue where he currently is
@@seana1201 If she (Shadowmere is female in Oblivion) is knocked out and you don't find her, she will walk back to Fort Farragut, where Lucien originally gave her to you.
I'd suggest fast travelling there and checking around; if you don't see her, Wait for 24 hours and check again.
@@spaceonisorceress4406 oh trust me I’ve waited months and traveled all over to wait for her to respawn at fort faragut, she’s just waiting somewhere. Last time I found her after launching a paint horse off of the fort where the guy who makes aleswell invisible lives.
@@seana1201 If you're on pc try typing into the console: player.PlaceAtMe 00032BF4 1
Wholesome
I remember putting damage fatigue on to a bunch of glitched permanent bound armor then reverse pickpocketed it onto the entire town of Bruma. The whole population were trapped in a waking nightmare unable to move.
The absolute cruelty, I love it
Reverse pickpockets bound helm on gray fox to steal hray cowl so i have it earlier
@@fortknoxninja4387 you truly deserved it if you can steal from the Grey Fox himself.
wait-
Reverse pickpocketed rings with damage max health over time. When an npc finally died it wouldn't count as a murder and the guards were happy.
Max charisma on touch spells are broken af.
Me: *touches arm* "Excuse me, can you point me to the bathroom?"
Them: "Yes of course, would you like to marry my daughter and have all of my money?"
Basically the purple man
You mean on self, right.
First spell I always made was "charm 100pts for 1 sec on touch"
Time stops when in a conversation, and 100pt charm raised their disposition towards to the max possible. Was awesome to be able to barter for the best prices possible and succeed on EVERY speech check.
You mean the shoulder touch?
In Morrowind, this was the IYSS, short for "It's Your Spoon Syndrome". So named because with high enough fortification to Luck, Personality, or Mercantile, you could sell a shitty wooden spoon worth 1 drake to a merchant, ask for everything they owned, and they would agree to the trade (plus gain a disposition boost from you successfully trading with them). As though you had become _so_ good at convincing people that they were awedly going, "It's your spoon! The spoon of the Nerevarine! No price would be too high!"
The best fun glitch imo is this:
1:Cast an invisibility spell on your horse.
2:Get on your horse and get off before the spell wears off.
3: Your horse will be visible again but you won't.
4:Any piece of armour you put on will become visible while the rest of you isn't so for example you could make it look like you're a floating head and pair of feet or you could just be a pair of floating hands. Any combination is possible.
The old Headless Horseman glitch, one of my favorites alongside that one Silver armoured guard in the Imperial City whose body would melt when they were ragdolled.
I did this and used a damage weapon enchantment to make me look like a floating fireball.
Brb gonna turn into a floating bra
I hate the removal of spellcrafting in skyrim. It is as if the developer doesn't want you to have fun in a "not intended" way.
A lot of AAA games are moving to this mindset. If it's outside of the intended rules, it gets cut. Obviously breaking competitive games is bad, but they're doing it for single player too. Service-oriented games that sell microtransactions and DLCs over time probably see more money from keeping the player's potential strictly limited. Similar reasoning to the removal of cheat codes. Sucks, but there's always indie games to continue the tradition.
I only have an hour in Oblivion (started yesterday) and I already dread the system as a whole. I need a mod to fix a fundamentally flawed leveling system. Granted, Skyrim magic is just boring and too streamlined. Illusion and alteration are about as necessary as the speech tree.
@@icebox1954 Personally I can recommend Oblivion XP Updated or Ultimate Leveling mods. Fixing magic is a whole another can of worms. You should check it for yourself, there's no clear winner there.
@@icebox1954 Realistic Leveling is also great if you want your experience to be closer to the vanilla without bothering yourself with skill micromanagment.
@@EvilRussian13 Thanks, I'll look the over and choose the best one. And I don't think I'll try to fix magic, I'll just only use one 100% weakness to magic.
I have played Skyrim for what 2000 hours? And yet only when playing Oblivion have I chosen a Breton.
Finally, someone who realizes how much fun damage fatigue is! :D
I've probably spent a few hundred, maybe over a thousand hours playing a mage just for spellcrafting. I spent about a year experimenting with mechanics to create the perfect reflection-proof, chainable, 1-hit kill destruction spell.
I've also spent a good while just playing around with the fortify speed and acrobatics effects. I love how stairs and other slopes just launch you like a boost ramp from mario kart, once I stepped off of a hill near bruma and landed at the gate of leyawiin.
A friend of mine told me the secrets of a really messed up spell that just makes your character model melt, stretch and warp. It's fire damage and restore health on self in equal amounts plus paralysis on self. If you jump over a slope and then cast it so you fall down and roll down the slope, parts of your body just stretch out all over the place like some sort of nightmare creature.
Fortifying your personality by a few hundred points has a similar effect to charming people. Nobody will attack you with a personality of over 400, I believe, and guards will pay for your petty crimes.
If you include the effects fortify intelligence 100pt 3s on self, fortify magicka 100pt 3s on self and drain magicka 3pt 3s on self in a spell, you get to cast it repeatedly without running out of magicka as long as the spell costs under ~650 (though if you're not an apprentice you only get half that much)
I also have a lot of fun just making weird combinations of spells to murder dungeon dwellers with, like a spell absorption, bound sword and summon clannfear spell so I can pretend to be a xivilai, or an aoe frost spell which travels as a fog instead of an exploding dot so you can kill massive amounts of people at once.
Sorry for my rambling, but nice video! I'm happy to meet someone who has as much fun as I do with spellcrafting!
Woah, I didn't even know about a few of those. I've seen that rolling limbs bug in a video but had no idea how to cause it. It's a shame that spellcrafting is basically gone from games nowadays. Or, if any game includes it, then it's very very limited. Like Skyrim had some flashier spell effects, but the magic options felt super basic in comparison.
I guess mods help fill in the gaps, but I'd still love to see a new fantasy RPG that really expands on the magical elements. There's a lot of potential if they can balance freedom of choice with smart design. I think Dishonored did a pretty good job at having some interesting spells with lots of potential uses, but there's only a handful to play around with.
Anyways, great tips! Next time I play through I'll have to try 'em out.
@@EphiTV I've never played dishonored but yeah I'd love to see a spellcrafting system like oblivion's in another game. And glad I could help!
I enchanted all my gear with Chameleon, it makes you invisible, enemies will never find you, and you can get infinite sneak attacks.
I'd gladly watch vids just of these spells tbh
I stacked magicka bonuses to get a constant pool of just over 1000. I then created a spell which dealt over 300000 damage. I know Mehrunes Dagon is considered an essential NPC and is technically not killable when he appears, but I "killed" him with that spell. I was just running through the end of the story, wondering how it would turn out and because of my power level I was not really paying attention to my surroundings. Mehrunes Dagon took a swipe at me, and I instinctively hit the fire spell button. He flopped to the ground, did a very weird, very giant ragdoll, then got up and stopped attacking me.
tl;dr even mehrunes dagon doesn't mess with 300k lightning damage.
Truly immersive
If magic was a real thing it would be as broken as this
Magic is real just people don’t know how anymore.
Put a mechanical engineer into the D&D universe with starting magic and I guaran-fucking-tee you within a day or two, they'll be breaking the world in half six ways to Sunday.
69th like
the magic is real, in fact bethesda use the magic to remove spellcrafting in skyrim, which is op af
exactly, magic breaks reality by it's very nature
You forgot one point as why damage fatigue is better than paralyze, some enemies are immune to paralyze, but nothing is immune to damage attribute (unless they're immune to magic altogether).
Actually he did say that.
Damage attribute>Damage fatigue
It's like permanent paralysis if you use it right. Or you can make enemies have no strength so they can't do more than 1 damage with weapons.
@@Ap0Kal1ps3 damage attribute isnt obtainable for spell crafting in oblivion :(
@@Ap0Kal1ps3 I used to love doing this in Morrowind with a target spell for the random enemies on the road, enjoy your new life as an unfashionable garden ornament you s'wit
@@mohamedmaatougui2469 Oblivion didn't need damage attribute. There was plenty of other magic cheese. Magic cheese for everyone!
I remember stacking fire resist spells on yourself until you can't take fire damage then enchanting all of your armor to be on fire so you were a giant running fireball sprinting at people with a sword.
Underrated comment I need to be an electric super fast hero like the flash
Lol
*bad to the bone riff*
Hell, there was a glitch that let you use a custom spell to look like you were on fire (or whatever other magic visual effect) while doing something else entirely.
If you ever wanted to make a WALL OF CREEPING DEATH you can make a frost spell on target that does one damage for one second but has a max AOE. After that, just apply whatever spell effect (damaging or otherwise) as a subsequent effect. Because frost spells on target make like, a blizzard/snow storm effect based on AOE size and whatever is at the top of the stack is the primary visual effect and means of spell delivery, every other effect will fall under the frost spells spread. Great with paralysis and other effects. I used to blast this in towns and cities. For a few seconds it would appear as if the whole area was consumed by a slow moving, unnatural blizzard of death. I can recommend a reanimation of corpse spell on a similar frost base to follow this cast for a creepy "kill everyone then raise the dead" lich King kinda vibe.
Sounds like the inspiration for Skyrim's Ice Storm spell. The one that every mage npc throws down a hallway/doorway, and you can never avoid it because they cast it every half second and it leaves a trail of damage on the ground. And they always have a ward up, so you can't even use shock spells to drain their magicka. So you dance around hoping they run out so you can rush them, but they'll always get enough magicka back to hit you with another as soon as you get on them. God I hate that spell.
Brah, yeah they are the worst. I find the ice spells to be so much more powerful than any of the others for their ability to fill a room and show no mercy 😅🙏
@@TheSchnieder6 don’t forget that getting hit by one slows your movement to a crawl and deletes your stamina so you can’t power attack if you reach them
Wait, so that'll be an ice target ability with max aoe range, and then whatever effect you want the ice component to spread would beeee also a targeted effect? Yes? Or does it matter what the rest are slotted as?
@@FilthyNobeard from my experience as long as the first/primary spell in the spell making list is ice, on target, with max aoe the whole spell should carry that over.
I was playing a fancy pants orc mage called Groznak-gro-Twinklefinge who didn't like enemies attacking him so bought the fanciest clothes he could and enchanted them 100% chameleon rendering him permanently completely invisible. The worst thing was nobody could see how expensive his clothes were.
I am the 69th like. Such power is as godlike as the spellmaking system in this broken ass game, lmao.
I like how 100% chameleon breaks the game too lol. Because enemies would know i was around, and knew i was there. But couldn't see me.
So I got wanted in the capital, and guards would run all over the place yelling for me, but not finding me
Sometimes taking wild swings.
I remember thinking "i don't think this is what Spiffing said it would be." Lol
Attaching a very brief Calm effect to your Destruction spells can allow you to stunlock a target or even targets to death, especially with block casting. Calm is cheaper than Demoralize, keeps targets still, and remains fully effective against Daedra and Undead and targets immune to paralysis.
Attaching a Dispel on Self effect to the bottom of a Touch spell effectively makes it Reflect proof so long as the cost of the spell is not more than five times the magnitude of the Dispel. Very handy for Lich's.
I feel Morrowind at least encouraged this kind of stuff, what with the infamous icarian flight scroll.
Morrowind had plenty of hidden areas and loot that required levitation. Like the second pair of daedric pauldrons.
Boots of blinding speed
part of the reason why morrowind will always be their best work
@@punlshedsnake8210 1k for 7seconds**
@@punlshedsnake8210 "corrected" you cause it was fresh in my mind, didnt know you were talking enchantments. Only just started playing morrowind the other week, feels like something i shouldve picked up when i was younger lol
My favorite spell combos not mentioned
Damage spell + light effect. Makes foes glow in the dark for easy targeting.
Invisibilty + summon. Summon gets free hits while foes look for you, then you get sneak attack when they turn to fight your summon
Night eye + invisibilty + detect life. Ultimate sneak magic
Break armor + fortify armorer on self. Hello armor training
Paralyze + heal on touch. Instant training dummy
Fortify Magika +Intelligence + Willpower. If you can get up to 130 Willpower you have infinite magic (you get 100% back in (130 - your will) seconds) and launch big spell after big spell
Wow, nice! I didn't try some of these!
I just got into oblivion's magic, i only looked for this video because i just found the finger of the mountain spell. Def gonna try creating some of your spells
why use invisibility when chameleon is much better?
@@baronbrummbar8691 costs more mana for a single 100 chameleons effect than am invis
@@misterturkturkle that is true but chameleon is way way stronger ---- wearing a bit of gear to reduce the high requirment might help (i mean you can just get gear with 100% chameleon)
You don't need the mages guild for Spellcrafting since the Frostcrag Spire DLC, It has both a custom Spellcrafting and Enchantment in the main floor all you need is to buy some stuff from one of the merchants in the imperial city.
Good day Citizen.
What???
@@CobaltContrast If you don't understand you probable don't need to.
But in Oblivion there are two ways to craft your own spells, you join the mages guild and go through the process of joining them which requires visiting the local guild of every city and doing a quest for them.
Or the easiest way to create spells is if you have the Frostcrag Spire DLC in which you inherit a house east of Bruma, and you only have to buy the candles from a store in the Imperial City which is required for the Spellcasting and Enchantment Alter's then you can craft spells like that.
The OP in the video only mentioned the mages guild so I was providing further information for those interested in playing Oblivion and doing the spellcrafting making them aware there is actually an easier way to get access to that mechanic.
The only obstacle is septim's.
Playstation didn't get the smaller DLC's like frostcrag, so if you're on that then Mages' Guild is the only way
Now take all the broken things about Oblivion’s spellcrafting and multiply it by 3 and you get Morrowind’s.
Yep, that and Enchanting, to the point where most of the "needed" mods are literally just patching over the worst of the exploits. I have one mod SOLELY to change how Featherfall works, so I am not tempted to make a constant-effect Featherfall 1 effect on one of my pieces of gear to make me immune to fall damage, and before I can make constant-effect gear just using a cheap but long-lasting spell version. Instead, each point extends the distance you can fall without damage, in a similar way to Fortify Acrobatics, but without the other "benefits" that you often don't want.
Back when they thought Damage Attribute was just a spell that people should just be able to use and customize willy nilly
And also Greater Bonewalkers
mMMOorRoWinD goOOd
NOt MorRowIND bAd!!!!!!!!!!!!!!!!!!!!!!!!!
@@ExValeFor play morrowind
@@PorkpieJohnny I did, it's a tedious slog with good writing. most of your time playing will be spent reading, so fair enough I suppose. Its uproariously overhyped though. it's as if bringing it up automatically makes you a partician.
My first Morrowind playthrough was a summoner/enchanter. One day I wondered if I could bind an active summon to me so I could always have company on my travels. I test trialed it with a plain shirt and the Scamp spell (Other spells/ equipment would make it extraordinarily expensive). From my surprise, I was able to do it by making the spell last 1 second, since I would wear the shirt, it treated it as consistent rather than temporary. Unfortunately, I was unable to ever take the shirt off, because it would crash the game; so here I am with a shitty Scamp making goblin noises ad nauseum.
Btw, when he died, he reappears... so I was stuck with this turd for life. Good times
Well, now we know where Sheogorath got the idea for that staff.
@@archellothewolf2083 I was just about to say that before I saw your comment, damn! 🤣
The best way to do this is a dual soultrap on target (pretty sure) 1s with whatever you want (dremora is a favorite of mine for ez gold), just summon somewhere w/out NPCs at your feet and you now have a permanent summon with a lootable body. Very fun times
@@Bob-bs9ok Wish I knew this back in the day. Playing as a mage in Morrowind really felt like being an "actual" mage with all the experimenting you can do.
Would it be possible to replicate this in Oblivion?
Couple of fun things
-beefing up your summons, especially nice in max difficulty, because creature time beings(non humanoid npcs) interact in a weird way with fortafy speed, since it makes them insanely fast, and completely fixes the weakness of summons like the lich and gloom wraith, looks real funny with flesh atronachs and clannfears
Beefing up summons is especially fun with the staff of the Everscamp, since you basically get 4 summoned scamps, which with buffs are very fun to use
-frenzy 25 points in 100 feet, its incredibly cheap to cast for some reason and is jolly good fun
-command 25 points for 2 seconds, instantly turns any enemy into an ally
(Just remember to keep your spell effectiveness at 100%)
-drain spells are very good especially in the early game, and a good 40 point drain speed spell cast on a creature completely disables its ai apparently (again creatures have weird interactions with the speed stat)
-with 100 spell absorption, which can be fairly easily gotten with the atronach sign, the spell drinker amulet and a warlock ring, every telekinesis spell will be absorbed, giving you back the cost of the spells depending on your mysticism i believe, up to five times the original casting cost at level 10p, allowing for infinite magicka casts without having to waste welkynd stones or wait up on potions
I miss this system. You could make amazing and whacky spells for your own amusement. Eh, and now we stuck with basic stuff like "Fireball" and "Heal" in Skyrim. Man, even spell damage doesn't scale with destruction skill. TODD WHY?
It just works!
You gotta make destruction potions for that OP destruction damage
@@TheVacationist Yeah, there are ways to make destruction better (alchemy + dragon priest masks and resto-loop for filthy cheaters). However, you can't mix spell effects in Skyrim. Maybe I want to mix all elemental types of damage + 33% weakness and paralyze for 5 seconds in one spell, but Todd said "Nope". Meanwhile, guys in the modding community have already made a mod for spellmaking and it's totally fine.
"Man, even spell damage doesn't scale with destruction skill."
This is how it has always worked in the Elder Scrolls. Destruction spell damage has never scaled with Destruction skill in any Elder Scrolls game. Magic skill has always only reduced the cost of casting a spell. This wasn't introduced in Skyrim.
@@shellymars9961 True, but with spellmaking you could create spells to level alongside your magic skill/mana pool, whereas in vanilla Skyrim, what you see is what you get (sans a few perk points that slightly increase the effect by up to 50% more, while high level enemies can have many times more health than lowe level enemies). Worse yet, the form of the spell changes with each level, and all high level damage/debuff spells are AoE and effect targets indiscriminately. So, if you want to throw damage spells at a dragon that's surrounded by friendly NPCs, you're limited to apprentice spells which makes magic seem like an even more crappy choice.
Fortunately, as a PC player I'm no longer limited to vanilla Skyrim, but back when I played it on console it was a real pain in the ass.
My favorite Oblivion build was a Personality build (that I later learned wasn't the stat that governs Illusion spells...). My bread and butter was a custom spell of *Command Creature/Command Humanoid/Invisibility* and called it "Metamorph". When I ran into baddies, I'd command them and immediately become invisible. The role-play was that I had transformed into that creature or person, since that's what the enemies saw.
With a group of enemies, I had as many allies as I wanted. The best part is I didn't need a huge duration on the expensive Command spell because of the highly aggressive AI - once an enemy was aggro'd they didn't stop until they died or they killed the aggressor. Most of the game was me running around watching the fights I set up. If there was only 1 baddie, I had the option of sneaking past, paralyzing with my high Illusion skill, sneak attacking, or commanding in case more baddies were around the corner.
It was a great way to really stretch the game since I wasn't 1-shotting anything, but also gave the flexibility that I had as many allies as I wanted to reduce the time of larger fights.
The ability to make your own spells was one of the most unique things about TES. Removing it in Skyrim was a travesty. But if the progression of the series is anything to go by, they'll remove even more things in TES 6.
I'd take no spell crafting if we at least got a compelling, diverse roster of spells. Ended up with neither though so ultimately agree about the state of magic in Skyrim being a travesty.
@@FilthyNobeard The thing that gets me in Skyrim is "If you can't make new spells", where did the spells come from that we do have?
It's lore breaking as Somebody in Tamriel had to have made them!
Plus Mages in the college of Winterhold mention working on or testing a NEW spell!
Just because the game engine couldn't handle it without crashing they got rid of spell crafting instead of FIXING THE DAMN GAME ENGINE, which by the way is still in use today in Starfield!
It's been modded a lot to make the game run BUT that's why it's a 'fast travel' game between small areas rather than an open world space adventure.
5:47 honorable meantion that was omited here, if a npc ragdolls from a lack of stamina drain in water and they are face down/have their head in the water, they will drown, if they drown in this method it does not count as you killing them, very handy if you wanna waterboard a annoying npc.
So, I made a spell which would fortify magicka, fortify intelligence, and fortify willpower since base magic regeneration is based on your max magicka, and is further increased by willpower I would effectively increase my magic regeneration rate so much that it would give me effectively infinite magic for about 60 seconds which would let me use stupidly overpowered spells like they were child's play.
i know i'm two years late but words cannot describe how much i love morrowind and oblivion for allowing you to just break them to an insane degree via the magic system
My favourite is water walking and fortify speed on touch. I would cast it on my horse and suddenly fast travel was completely unecessary
I remember not getting quite as involved with the spellcrafting system as you had here, but I specificially remember creating a spell with stats that were something like, "Deal one flame damage in 100 meters" for the express purpose of firing it into rooms with a ton of props and watching everything fly over the place. Nearly crashed my game a few times doing it (On an original Xbox 360 - the white ones that were notorious for their technical issues) but it led to hours of fun, irreparably breaking every shop, tavern, and home I went into.
It was great.
same wbut with lightning
I made a spell that drained my restoration skill to zero. So I would use the spell to get free restoration training in Bravil. The only issue was I had restoration as one of my major skills so it also helped power level me. Long story short after training in Bravil for a while and getting as much free training out of her as I could, I left only to realize that having super high restoration didn't really help when it came to actually fighting all the new high level enemies. Ended up having to train one handed on a conjuration for a couple hours just to give myself a chance to survive simple encounters.
Enchanting a mage's hood or a black hood with a damage health or damage fatigue spell made for a great way to stealthily eliminate targets. Those two hoods weigh nothing, so they can be reverse pickpocketed into a character's inventory. Give it a name starting with "A" to put it at the top of the list, and they'll put it on, quickly rendering themselves unconscious or dead.
I remember there was one quest where I had to steal something from a countess of one of the cities, but kept failing at it. Gave her a hood and took what I needed when she passed out. When a character is unconscious, they can't catch you attempting to pickpocket them. However, using damage fatigue means that it's essentially a single use item. Once you've given them the hood, you have to steal it back, and NPCs won't equip stolen gear. Zero weight hoods are also pretty rare, but the duplication bug easily fixes that.
That's hilarious
you can sell it to fence and buy back it wont be stolen anymore
you can just enchant with damage instead of fatigue and they'll eventually die. also, instead of the hood you can use the shackles you start the game with
there's a certain point in this video where you have to sit back and remember this is all vanilla, unmodded oblivion with no actual glitches or bugs used
My favorite was huge amounts of drain life for 1 second. It would cause weaker enemies to die instantly and allowed me to finish off stronger ones after dealing some damage. I viewed it as a dark spell that stops the target's heart for a second which could potentially kill them if they aren't healthy. Good times.
Best spell I ever came up with: On touch, Paralyze target and cast Invisibility on self. This spell allows you to sneak attack anyone easily, even if you were visible to them while casting the spell on them! Just cast the spell on the target, go into sneak mode and stab them to death!
I paired invisibilty and summon for a substitution jutsu. Foes keep looking for you for a few seconds so your summon gets free hits, and anything that turns agro on your summon is a viable sneak attack target.
These videos are comfy as hell for me as a big Oblivion fan. Happy to have found them. Like you said, 2006 was a different time lol. So many of Oblivion's systems would not fly today which makes it fun to look back
i always use a spell called "best joke ever" it fortifies people liking you 100% for 4 secs, very usefull
does that makes them hate you when it expires or it was in Morrowind?
Oh boy, I got a juicy one. A commonly used tactic to powerlevel armorer is to summon a skeleton that holds a weapon and disintegrate weapon on it until it drops the broken weapon that will stay in the world after the summon dies or despawns. When performing this trick within a store or any area with non broken weapons nearby the summon will try and rearm themselves by picking up another weapon. Disintegrate weapon can be cast again to force them to drop this other weapon. If done in a shop the weapon will no longer have the stolen tag applied allowing theft of stolen goods which may now be sold to any vendor. I find this amusing since it shows how the crime systems work as a stolen tag is only generated from player actions and not NPC's. This may be intentional so as to prevent constant NPC crime and fighting guards which was a reason to walk back a lot of the radiant AI system.
Also casting summon on touch allows for potentially infinite nested summons by casting summon on touch onto your own summon. Though the AI breaks and becomes hostile after a few iterations. I do not know why but is likely related to NPC faction tags becoming empty at some point resulting in the summon acting as it would if it where spawned as a normal non faction related wild spawn.
Also also, these "wild spawns" can be used to freely murder in any situation as other NPC's in the area will become agro'ed to them as well and if done with high level summons repeatedly this may result in the death of the non-summoned NPC. Since these summons do not have the player faction tag this is not considered murder.
Fun fact if you stay lvl1 and get to spell creation you can use spells to -100 of any skill this allows you to get free training lessons 5 times per lvl. If you do this every lvl before you sleep you can gain additional lvls in the game. 5 training is 1/2 a lvl. Do this with major skills and when the spell wears off you will be at 105 putting you over 100 cap. This can be done with any trainer but for quickest results I used beginner trainers.
Adding 100 magic enhancement on spells adds ~10 magic cost but gives you 100 extra magic to use net gains. also allows you to cast stronger spells. Make a armor set with enhance max magic. I cast spells with a cost of over 600. Paralyze everything within 100ft for 30 sec and burn 50 points for 30 sec.
If you cast a spell with 100 or more chameleon or enchant a set of clothes you will be invisible but can interact and attack things. max out sneak fast.
Using the enhanced speed is best used with Shadow Mare the Immortal horse. When he faints use him as extra storage.
Create a regen spell that cures x amount over time and as a lvl4 vampire walk in the sun restoring your hp instead of losing it. Unfortunately you can't fast travel while doing this. You can also jump on lava without getting hurt.
This stuff is what made the game so fun. I'm so bummed that Bethesda did away with it for Skyrim 🙄
Frenzy + Rally would get NPCs to attack you so you could kill them legally. Was my go-to for years
Open Very Hard Lock (target) + Charm 40 pts 2 sec (touch) + Fortify Mercantile 40 pts 2 sec (self) + Feather 100 pts 120 sec + Light 30 ft 120 sec.
This is my favorite "Swiss Army Spell" in the game as it consolidates most of the non-combat spells I use frequently (SAVING quick slots), only costs around 100 Magicka at skill 100.
A favourite spell combo that I discovered when I was a kid was stacking multiple bound weapons onto a single spell. If you drop a bound weapon, it becomes a permanent, weightless daedric weapon - Clearly very OP. But thankfully, you can't drop equipped weapons, and unequipping a bound weapon dispels it immediately, even in menus...
...But if you spawn multiple with a single spell, they're just... placed into your inventory. So you can just drop them, no problem.
My friend used to start the quest that gives you the staff of everscamp, and would end up buffing them and making them attack people. Good times,
Also useful to know that holding block increases casting speed
Honestly... I LOVED the spell crafting system. I, as a player, WANT that level of freedom. The fact that it breaks the balance and even the game itself ADDS to the fun.
Maybe tweak it a bit so the parameters aren't so crazy, but, like... that was my favorite part of oblivion and I was DEVASTATED when they not only removed the crafting system, but also just flat nerfed magic altogether in skyrim. :/
Basically it's so crazy because of how the stats system works. If you can fortify things above caps and into infinity for minimal cost, well… yeah, that makes things broken. I'm not saying the solution is obvious, but fixing the stats system into something more limiting could be the start. It was even more broken in Morrowind, Oblivion's system was already a downgrade from Morrowind's.
I absolutely agree that the spell crafting was the best part of those games. You can be creative with your spells, and with the flavor of your character, it's possibly the best thing for a game like this. Balance… who cares, it's a 1-player game, let it be imbalanced. That would be a problem for a multiplayer game, and there would probably still be counters to broken things within the spellcrafting system. Also agree that it can be tweaked a little bit for balance, it's not impossible at all.
yeah, and it's not like the rest of skyrim's crafting didn't let you completely break the game any harder than the spell system in oblivion did. spellmaking just allowed for more creative ways of breaking the game. magic was pretty stunted in skyrim, especially destruction. still a lot of fun once you got up to the master illusion, alteration and conjuration spells but nowhere near as varied as in oblivion.
@@givemeajackson this. To me it felt like they built a standard medieval world and THEN said, "oh wait, right...this is elder scrolls... there's supposed to be magic."
To say the magic system was nerfed or implemented poorly is an understatement.
They straight removed an entire school of magic, removed most of the interesting spells, and removed any ability for the players to customize the magic itself.
It's like they didn't want to put it in at all...
And as someone who has always played primarily a mage it dissapints me to NO END...
every new game bethesda makes, the more rpg features they throw away
Dungeons and Dragons: hold my books.
that's how world of warcraft is going, indie games seem to be the last true bastions of the old fun that games used to have.
@@atocc the indie market is growing!
That's why Bastion did so well.
At this stage I pretty much say that skyrim isnt an RPG, its more so an action adventure game
The Elder Scrolls 6
_but what if it wasn't an rpg?_
Fans:....
_but another MMO?_
*screams of rage*
I found this posted on Steam's Oblivion community page, absolutely love these kinda vids. I know the whole "OMG why don't you have more subcribers???" thing is overused, but...
OMG why don't you have more subscribers???
Haha, thanks. It's tough to reply to comments on the community vids because nobody ever sees the replies. Thanks for coming over to leave a comment!
I don't understand why they took out spell crafting, everyone saying "It's too overpowered" are very stupid to me. How does that make sense? No one is forcing you to make OP spells. If I want to be OP then let me be OP, everyone *CHOOSES* to play how they want to play. You don't see everyone downloading hacks because it's available, people will choose to not make the game easy because they choose to play that way. Taking things away in game that seem too OP is just dumb. I really don't understand how players enjoy less features in games.
This is true,
I specifically choose to not use most OP things in my playthroughs because they're too much, which is proof in itself that it's up to the individual for what they will allow themselves in their own experience
Players will always gravitate towards the most efficient/powerful strats, there are plenty of players who made OP spells and got bored soon after cuz all challenge was sapped from the game
in skyrim they never fixed the fortify restoration bug/loop ---> enchant/equip fortify alchemy ---> brew enchanting potion repeat till desired god level abilities. so they dont care about being op so why limit magic making
@@supamat4 It likely has to do with conserving resources aka being lazy(for cost effectiveness)
they didn't want to spend the time to create and balance spell crafting and they didn't want to take the time to fix a inherent flaw in there enchanting/alchemy system
oblivion was the same with the abusable spell system, they just didn't want to spend the little amount of time to fix it
Probably cause it would be more trouble than it was worth with the new combat system, I can imagine custom magic is a lot easier to implement on a simple keypress than having to actually equip it in a hand like in Skyrim. People who cry "lazy" don't understand game design.
A spell that I haven't made myself but have heard someone talk about is combining a fear effect with fortify speed, causing the target to yeet itself in the opposite directions at breakneck speeds (and often proceeding to die from fall damage as a result).
Spell making was one of the best parts of oblivion. And it does make sense that people who are skilled with magic and have the power and will to make more powerful magic could have some world breaking ability.
Favorite spell of all time was a meteor spell that kills everything in the area and fills my soul gems simultaneously.
Also, recreating real-world mythical weapons and armor was the bomb. Mjolnir, Jason's Golden Fleece, LOTR's One Ring, etc. Oblivion's creation system runs circles around Skyrim's.
The unimaginable uses for the weakness to magic effect. Talk about, Advanced spell casting class.
Bethesda: Hey, you know what feels immersive? Linear paths, and invisible walls. And one of the walls will be placed on a cobbled path leading out of bounds near Riften. Huha hu hahu.
_Morrowind_ has just as many crazy magic exploits, and the enchanting-potion-enchanting daisychain that exists in _Skyrim_ make me suspect that Bethesda just might be putting that sort of thing in intentionally.
wow im honored to have my old speedruns featured in this vid lol, i will say though that the movement speed in those clips is due to stacking skooma rather than spells, but skooma does technically apply a spell effect, and the jump height from the lower bridge to the higher one is actually just from hitting a slope at a high movement speed and jumping at the right time, converting horizontal momentum to vertical momentum
It's a great trick. A lot more visually appealing than most of the other ones used in Oblivion runs. Thanks for the explanation!
Played oblivion for 100s of hours and my mind is blown. I definitely been playing oblivion wrong. Amazing video
My favorite spells were simple low damage (10-20pts) over time (5-10sec).
Soul Trap + Drain Health 100pts for 1 sec was always fun. Instantly kills everything early-mid game. And even late game it made a powerful finishing blow.
Charm 100pts + Fortify Mercantile was another good one.
Then there was weak Fire Damage spread over a long duration Turn Undead spell. Undead flee and burn to death at the same time. So good!
my favorite spell combo was having a full set of bound armor spells with bound dagger and bound shield. Especially playing a mage with 1 handed heavy armor and block as major skills and all the spell casting stuff as minor. made leveling take forever but once I had the ability to do so I could just tear through enemies and was untouchable.
1 handed is not a skill in Oblivion.
probably he meant blade
I actually think that all games Before Skyrim called it Fatigue, even Arena and Daggerfall (I know Morrowind and Oblivion do)
Oblivion has a really funny mechanic where if a fire or lightning (might also work with frost, not sure.) damage over time spell deals enough damage to kill a character, it ragdolls them on cast, before they die. This means you can hit people with a DoT spell, knock them over, and they instantly die when they stand up. Or, a trick I learned with lightning magic, is that if you cast an aoe spell at their feet, the lightning bolt knocks them flying straight up, which means they often die in midair or as they land, which is even funnier.
My favorite was always the invisibility for 3-seconds on self combined with low damage (fire normally) on target. as longa s you were invisible when it hit, you weren't blamed, so you could just murder npcs in town for gear and coin.
water walking on touch to traverse water with my horse, armor and weapon breacking on touch to destroy my sumons equipment and loot it before soul trap and killing them ,many other crazy ones i dont remember
I just like making a Dim Mak spell 😂 I put drain health to max for 1 second and then soul trap for 1 sec on touch. After hitting them a couple times, I just touch them and they drop and I get their soul. If destruction is even a little high, it barely costs anything. I made a hand-to-hand character with destruction on the side named "McFisticuffs". Hand to hand kinda sucks, but it's really fun. I made him a vampire to boost the stats along with the gloves of kuang lau. My hand to hand is around 125. Oh Oblivion...good times!
personal favorite magic shenanigans was to enchant 5 pieces of armor with 20% chameleon each, so when you had the full set it was physically impossible to be detected. this would allow you to just punch everything to death without them even reacting
I made a Hood of Torture. A hood with 5 fire damage to self. Pickpocket into someone's inventory and they will equip it if they have no headgear. They will slowly burn to death.
Invisibility with a small fire ball. It casted fireball (1 damage) and made you invisible. It would turn you invisible after firing, so cranking the area of effect you had a perfect spell to make npcs freak out and you wouldn’t get caught.
Not spellcrafting, and not Oblivion, but in the original Elder Scrolls: Arena, I would ask to have my gear repaired over exactly 8,192 days in order for it to be repaired instantly for only 1 gold (or sometimes a bit more gold for truly legendary artifacts).
By default, when you ask a smith to repair a piece of gear, he offers to get it done for a given price within 10 days. You can either accept the offer or reject it, and if you reject it, you get the options: "Can't you afford it?" and "Can't you wait that long?" If you choose "Can't you afford it?", you can specify a price (presumably a lower one), and the smith will give you a new time (presumably a longer one) for the repair. "Can't you wait that long?" lets you specify the time and get a new price.
Presumably, the designers intended the player to make a note of the store where they left their gear to be repaired, go stay at an inn for a while, and then come back for it at the appointed time.
Here's the thing: when you choose "Can't you wait that long?", you don't HAVE to choose a time shorter than 10 days. You can specify any number of days with 1 to 4 digits. Arena then translates that number of days into a number of minutes, stored as an unsigned integer. At exactly 8,192 days, the corresponding number of minutes overflows and loops back around to precisely zero the most times possible within the 4-digit limit, and the cost is proportional to the change in duration. For example, choosing 5 days doubles the price, 20 days halves it, etc.
Immediately after submitting the gear, it is finished, and for a ridiculously low price.
Gotta love a good overflow bug every now and then.
Damage/drain personality poisoned arrows on late game goblins had a interesting causality. It seemed like every other goblin had suddenly huge interest to kill single goblin, like when you cast Command on a creature has. Also other Destruction damage/drain stat spells seem to be alternative way to have other school spell's effects and some even more powerful than one could assume (damage/drain speed causes creatures to stop move/forget aggression on you faster etc)
Knowing what we know about Elder Scrolls lore, I refuse to believe that any of this is "cheating" or "abuse". If anything it's still underpowered compared to uses of magic you read in in-game books. I didn't abuse any of it as a kid, probably didn't have enough imagination, and it's locked (literally, in the Arcane University,) but also to skills that are super hard to level unless you're a mage. It seems like a balanced feature that was removed because of pathetic "streamlining" in modern game design and a desire to reduce agency in the player. This actually makes me want to try Oblivion out again :)
Y’all remember the ring glitch where you could wear an infinite amount of rings? Running around in my underwear at Mach 57 with 85% armor was mind blowing at 13 years old lmao.
Oh, this music. Now I want to play oblivion again 3:43
Drain health was always the big one for me: stack it with a "weakness to magic," lightly tap your foe to remove 99% of their health for one second, then poke them with a dagger.
It’s been a minute but also.... if I recall correctly, some creatures are immune to paralyze but none are immune to losing their stamina to the point they fall over and can’t move lol. Maybe I have that wrong though and no one is immune to paralyze. Either way... still more fun to use the broken spell.
“So you dont have to break all your repair hammers...”
You mean... THESE repair hammers? *drops five hundred hammers causing the graphics to bug tf out for a full minute trying to render all the models on screen* scroll duplication glitch means you never go without a repair hammer again
I remember figuring out that you can control your scroll duplications to have 1 item represent a quantity of that item, which was very useful and saved a lot of duplication time.
If you had 2 potions of healing and 10 of the same scroll it would do 5x potion of healing (2), then you could take those 10 potions and use 50 of another scroll to get 5x potion of healing (10). That trick made duping alchemy ingredients super friendly, as you wouldn't be spawning 2000 individual pumpkins in the same space, and you also didn't have to pick up 2000 pumpkins afterwards xD
I've put alot of hours into this game but didn't know about alot of the things mentioned. Great video my man! 👍
Always finding out weird quirks about the game myself too, haha. Bethesda games have a lot of oddities under the surface.
One of my favorites was drain health. Its cost increased a lot for duration but not much for effect. So drain 20 health for 20 seconds would cost like 120 magicka and required master destruction, but drain 100 health for 1 second cost 15 magicka and required apprentice destruction. It was basically a health check insta-kill. I called it death touch.
This comment section is the forbidden area of TES.
Those reading the Elder Scrolls get cursed with blindness... =)
Lol, algorithm has sent me back to this video again after 1 year. Yeah, and I still think the spell crafting wasn't as good or flexible as it could have been, but was awesome.
how tf does this only have 600 views? this video is so good. it was also the first result when i looked up "oblivion spellcrafting" in the search bar
The algorithm works in mysterious ways
One thing I had alot of fun with is the tcl command (toggle collision). It allows you to run through solid objects, locked doors etc, but it also freezes all objects in place (items, corpses). The fun part is that while an object won't move with collision turned off, it will still register all impacts and store up the force until you toggle it back on again. I combined this fact with a max area destruction spell (minimum damage, you just want the collision of the explosion) to see how far I could launch objects by spamming the spell on them while collision was off. Me and my friend spent like an hour one time just doing this to my horse, and then we toggled collision back on and launched it across the map. Good times!
my friend would make a mass frenzy go in town have everyone go crazy and attack each other. then cast a mass charm and everyone would go back to their normal days like nothing every happened. lol
Command spells are awesome in Oblivion. Walking around with my own personal Ogre bodyguard was always a favorite of mine. Or going into imp city starting a fight, then commanding everyone so a mass brawl broke out while you sit back and just chill and watch. Oh the nostalgia for this game gets me everytime.
"Death's Hand"
Drain Life 100 for 1 second on touch.
Costs 27 magicka.
Kills almost everything instantly.
You're welcome.
came here to post this
And then you fight a lich and die instantly.
Okay, this one is throwing me through a loop. I'm at one of the lecturns at the Arcane University and I've been testing it out on some of my colleagues. It instantly kills most of the other students and even Ramus gets shredded by it, but Borissean and a lot of summons shrug it off like it is nothing. What is going on here?
Oh, update! Prefacing the drain health spell with something like 100% magicka weakness for x seconds seems to bypass whatever weird resistance some select NPCs and monsters had. Dunno what that's about.
@@FilthyNobeard If the NPC happens to have more than 100 HP, or any magic resist as you said, it won't work and you're boned
What I loved doing was a minimum damage fireball, with max area.
Cast it inside a house, and watch every single props gets thrown around everywhere. Works wonders on tables with food on it.
I loved this system. give the players the tools to do as they wish, play it how you want to, increases the replay-ability factor for sure.
I don't get why some say "imagine having to cheat to complete the game", since i'm sure we've all played as an overpowered god as much as we've just played it normally, or even tried to handicap ourselves, that's the beauty of these games and i'm sad games now seem to have to be completely balanced and force you to play one of the three pre-determined ways...
Getting access to the Arcane University really early on and knowing a Drain Health spell - creating a 100 for 1 spell - basically acts like a 1 hit kill since enemies at really low levels often have less than 100 health.
Throwing a weakness or two or three? Haven't tried that but you could probably extend the usefulness of that spell for longer assuming you have a Destruction skill of at least 50.
Hey, thanks for the tips on spellcrafting! I've been using 100% spell absorption Atronach character recently, and it's been super fun. The most ridiculous thing I've done so far is restoring my magicka by absorbing my own telekinesis spells, completely getting rid of the downside of no magic regeneration, so I'm really going to have to use some of this to make spellcrafting even more ridiculous!
Lol. Immune to magic and infinite mp, classic Oblivion.
I forgot to say this:
But a bit after I made this comment, the character now has 100% spell absorption and 100% damage reflect.
Only bows and traps can hurt me now.
*This is a good game.*
How do you make a spell that absorbs magicka from your own telekinesis spell? Is that just a pocket infinite mana spell? Sounds cool
Though not truly all spellcrafting, some of my favorite things to do were:
-"Bound Armor", a spell that bounds a full suit of armor with a claymore
-"Town Riot", a max area, max range, max magnitude frenzy spell. Cast it in a major city and watch the NPCs slaughter one another
-"Invisibility Armor", enchanting a full set of armor (rather robe, hood, ring, shoes, amulet) with 25% chameleon. Have fun breezing through Thieves Guild and Dark Brotherhood quests
-stacking "Fortify Acrobatics" and "Fortify Athletics" to fly up to "heaven", the platform where you talk with the ghost knight during KotN
-enchanting "damage fatigue" on a hood, reverse pickpocketing, and whatch an NPC become Sleeping Beauty
-And finally, "Damage Skill" to drop skill levels to a low level, leveling them up, which leads to essentially infinite level ups (or until you max out your attributes and can no longer level up)
As much of a mess this game is, it'll always be one of my favorites. A beautiful, broken experience
6:31 More player freedom is a bad thing... when you're trying to milk them for everything they've got. "Modern Game Design 101"
Spellcrafting in Morrowind was even more of a treat. Damage strength 20 points for 5 seconds, totalling up to 100 damage to strength. Essentially strength would drop to 0 and the target would be unable to move as their carrying capacity would be nullified. Also jump 300 points for 1 second on self, if wearing an enchanted apparel of slow fall 0 points on self would allow you to cast the spell and immediately jump to get lauched into the air, allowing you to traverse the map in seconds.
Makes me sad for Skyrim's magic system. But I think shouts are part of the reason it's basic. Imagine if we had things like "slow time", "throw voice", or "ice form" as part of the fitting schools...
This is the video that got me to play oblivion. Came back up in my recommended and I gotta say this is one of the games ever. Love this game
I'm around 50 hours into Oblivion (my first playthrough ever, thanks COVID) and I'm enjoying it so much that I'm concerned that when I finally start playing Skyrim, I'll become permanently fused to my couch
Very different games, but both are still great in their own way.
For sure, Skyrim has better combat but Oblivion's magic system is so much more interesting. Lots of depth, even if it does allow you to completely break the game.
@@EphiTV eh, "better" is kind of subjective. oblivion is very technical when it comes to combat, so you gotta think a lot when your fighting. ive played the game for years and after pretty much mastering base sword combat, if you throw some spells and potions/poisons into the mix the fighting becomes insane. its kinda like the lockpicking minigame where sure, early on it fuckin sucks, but when you get the hang of it you never wanna do it another way again.
@bean machine vampires are actually really fun depending on your mods. i have a mod that syncs ingame time with your systems time, and hopping on oblivion after dark to prowl the imperial city sewers is like ridiculously fun.
@@ckopen7192 Like many others, I've found Oblivion's combat to be wonky. It became even more noticeable after playing Souls games and getting used to the mechanics of dodging and parrying. Maybe it would've helped if you could lock-on to enemies. Regardless, I'm still enjoying it.
My two favourite spell I have created for bruma battle:run away without looking back 90 % invisible and speed to max. Run on fire. I took two minutes to get that darm portal key!
My guy i f'ing LOVE people like you, You keep uploading videos that are actually GOOD but dont get anything from the videos themselves. Even when you dont get alot of views you keep making videos and thats not something you can say about alot of people.
Thanks man! I just enjoy making stuff like this, whether it's popular or not.
My Favorite chain of spells that I crafted although really mundane, was a chain of ever-increasing fortify intelligence spells. ( or was it fortify Mana or fortified willpower I can't remember it's been awhile).
Anyways it allowed me to push my Max mana and Mana regen to vast Heights. It was a really simple utility spell chain, but it is entertaining to be able to cast absolutely insane spells that in no way shape or form you should be able to cast by any conventional means.
Multiple feather and/or fortify strength effects to never get over encumbered
I am the best at this. I did this when the game first came out. First thing to do is start buffing your willpower with spells, then start casting speed spells like 60 of them, then cast like 8 jump spells. You can also eat flax seeds to increase willpower even more. After you have 60 or so speed spells and 8 jump spells you can stand on the mountains in the north and jump south and fly over the entire map like Morrowind. It's fun.
Great video. I played this game to death as a kid, but didn't know the really buggy things, aside from the chameleon thing
I created a series of spells I would cast in succession that boosted my Magicka pool and regeneration, the last of these boosters I popped in athletics and speed and a few others "health regeneration, shield and such". With the large pool size "it's been a while but I think it was north of 2 thousand" I matched it with huge destruction spells and the end result was me running and jumping across the map fast enough to crash my computer. I was jumping right over the cities. I'd go to the populated sections and cast a lighting bolt into the ground that launched a crowd of people into the air like bottle rockets. It was some of the most rewarding gaming to date. I miss those games that allowed me to discover exploitable systems and have a blast creating my own adventures in a sandbox world or just being a complete game breaking badass.