Advanced Spellmaking/Enchanting Guide Morrowind/Morrowind GOTY Copyright 2004 Junjun Gonzaga (aka msphit) This Document is the property of Junjun Gonzaga and may only be posted on sites given they have been granted permission by me, the author of this document =P, to have this document posted on their site. Feel free to print out this document. Just don't go posting it anywhere on the web I don't know about. Contact Info: Email: junjundpinoyboy@gmail.com AIM: junjundpinoyboy *Before we begin, I'd like to credit all my knowledge to SR71, who taught me everything I know now. ---------------------------------------------------------------------------- *NOTE: MAKE SURE YOU READ THE INTRODUCTIONS!! Thank you =) Table of Contents. Section A: Introduction Section B: Version History Section C: The... 2nd Introduction Section D: Explanation of the Target Effect (spells only) Section E: Explanation of the Target Effect (enchantments only) Section F: Explanation of the RVME (Reverse Variable Magnitude) Sectoin G: Examples incorporating the Target Effect (for spells) Section H: Examples incorporating the Target Effect (for enchantments) Section I: Examples incorporating the RVME Section J: The Mega-Example; an enchantment Section K: Pros and Cons of Glitched Spellmaking/Enchanting Section L: Frequently Asked Questions Section M: Tips Section N: Credits ---------------------------------------------------------------------------- ---Section A: Introduction--- *This is my FIRST FAQ!! =D This is not a rip-off of the Soultrap Glitch FAQ. This is, in fact, it's modern counterpart. Since the discovery of the "Soultrap Glitch," it has been confirmed that it wasn't the Soultrap effect at all that made the strange and awesome resulting Perma-glitches possible. It was, in fact, the Target Effect - the fact that any spell set to On Target will produce the same effects. Since then, we've discovered more also. This FAQ covers as many glitches as have been discovered useful in creating uber-enchantments and spells with effects that wouldn't be possible if one would go about enchanting or spellmaking legitly. These techniques include: The Target Effect The Reverse Variable Magnitude Effect The Two-Stage Enchantment Process The first two (for the time being) are the ones covered on this FAQ. There are two, maybe three more techniques I've left out since their effects can be achieved more conveniently with the ones I'm about to explain. Once I am more learned in the Two-Stage Enchantment Process, I'll add the section for it. ---Section B: Version History--- 0.10 Started the Mini FAQ on the Morrowind Msg Board 0.20 Added to it, answered questions on the topic. 0.50 Actually decided to make this thing a real FAQ 0.60 Finished Sections A-F 0.65 Added Contact Info 0.80 Added Section G ; polished a few things 0.82 Divided Section E into two different parts 0.90 Added Example Sections 0.95 Finished Examples/Added FAQ section ---Section C: The... 2nd Introduction--- Ok, so you read the first Intro, so here's the 2nd intro: I'm making this guide assuming that you know all the (legit) basics of enchanting and spellmaking. If you don't, get familiar with it now, cuz I'm not covering those topics in this FAQ. This includes actually knowing what soul gems are used for, what all those weird slides mean when configuring a spell effect for an enchantment or custom spell, etc. If you have no idea about what I just said, then don't read this guide just yet. After reading this, and hopefully taking the time to understand all the info, you WILL be able to accomplish the creation of spells and enchantments capable of achieving effects no other legit counterpart would be capable of. This includes summoning any creature for an unlimited duration, permanently raising any stat you have to the thousands, enchanting an Ebony Longsword to be just as powerful as Eltonbrand while at the same time making it capable of restoring your health, fatigue, and magicka 50 pts each (no exaggeration), or all that at the same time. Yes, it's possible. Look, if you're gonna read this FAQ, read it closely. All the info in here is tried and true. If it doesn't work, you read it wrong. There are TONS of important little details you have to follow EXACTLY in order to get the glitches to function correctly. If you don't, you just made a legit spell - something any Joe can do. What does this mean? - Get the configuration right to the single digit. Make sure the range is correct (Self/Touch/Target), make sure the magnitude is correct, and make sure you know the difference between Cast When Strikes and Cast when Used. One last thing: Everything here is only a suggestion. There really isn't any "set magnitude" you have to follow to get something to work (unless I say so in the actual section). If you really, really understand how to do this, then you can make anything you like. ---Section D: Explanation of the Target Effect (spells only)--- -Explanation of the Target Glitch/Target Effect- *FOR SPELLS ONLY. THIS EXPLANATION DOES NOT COVER ENCHANTMENTS The Target Glitch causes other effects in a spell to become permanent. In some cases, it doubles the magnitude of certain spell effects. All spells not On Target will be made permanent, given the right circumstances. X = any real number "---" - (In quotations) Any Spell Effect -For spells used on Self- --The basic format of a Target Glitched spell-- "Any spell with 'On Target' as it's range" Magnitude: X-X Duration: X Area: 0 (THE NUMBER MUST BE ZERO FOR IT TO CAUSE THE PERMANENT EFFECT) On Target + "A spell used on Self" Magnitude: X-X Duration: 1 (MUST BE THIS NUMBER FOR THE EFFECT TO BE PERMANENT) Area: X On Self *All Target Glitched spells are cast directly at the ground. -For spells used On Touch- the basic format applies: *Note: If you need to use a permanent On Touch spell in order to boost an NPCs stats, have them levitate, etc, it is helpful that you use a non-hostile spell effect as the first spell in the formula. "Any spell effect with On Target" Magnitude: X-X Duration: X Area: 0 On Target + "Desired Permanent Spell Effect" Magnitude: X-X Duration: 1 Area: 1+ (Spells On Touch WILL NOT obtain a permanent effect with an area of 0) On Touch *The trickier perma-spells to pull off. On Touch perma-spells require an area greater than one. They are cast at the ground, facing the target, just out of the area range. The area should just barely nab them. This is how On Touch spells become permanent. --- Always remember that Target glitched spells are cast at the ground to get the permanent effect. *Remember, these are only basic formats. Touches and adjustments can be made to them (i.e. multiple effects, multiple Target Glitch circumstances, etc.) *The order of the spells does not matter. It only matters in enchantments in reference to Enchantment Points usage. With spells, no. The Target Glitch/Effect was discovered on these boards by SR71. ---Section E: The Target Effect (enchantments only)--- -The Target Effect for Enchantments- -Part 1- *This lecture only covers Enchantments - it doesn't cover spells. -For weapons set to Cast when Strikes- The Target Effect gives infinite duration and/or doubles the actual point value of effects in an enchantment, given that certain conditions are met. In this part (Part 1) I'll simply explain the basic usage for the Target Effect in enchantments: Damage multipliers. I'll add a part two later on. This is complicated to explain. The First Damage/Weakness/Drain Effect will permafy or double the 2nd effect, depending on what the 2nd effect is and, given a certain condition is met, triple the magnitude of the 2nd effect. A general rule of thumb is that spells based on point value (damage/weakness/ etc.) will be multiplied while spells with general effects (paralyze/soultrap fortify/etc.) will be permafied) "Weakness/Damage/Drain Effect" Magnitude: X-X (For a weakness effect, it must be no higher than 11, no lower than 9, otherwise the 2nd effect isn't doubled) Duration: 1 Area: 0 On Target <--- Important. Target Effect, obviously. + "Damage/Drain/Absorb Effect" Magnitude: X-X (If this effect is an Absorb Effect and the 1st effect a weakness effect, the actual point value will not be doubled unless the magnitude is set to 25+. Drain effects are permafied. Damage effects are doubled. If you insist on using an absorb effect with a magnitude less than 25, then it is suggested you replace the 1st effect with a damage/drain effect On Target.) Duration: 1 Area:0 On Touch *Explanation: When the absorb effect is below 25 magnitude and the weakness effect is present as the Target Effect base, the Target Effect will not work. In other words, (because the required magnitude is 9,10, or 11) the 10% (average) will be applied to the second effect and added to the overall damage. Which is what's supposed to happen anyway, making it a legit formula, which we don't want ;) *Another cool little thing is that for the Target Effect in enchantments, the duration of the desired Target Effect spell does not have to equal one. Instead, the target effect multiplies the Damage effect by the duration. Here: "Weakness to Magicka" Magnitude: 10-10 Duration: 1 Area: 0 On Target + "Damage Health" Magnitude: 50-50 Duration: 2 <------- Area: 0 On Touch First, the weakness applies to the original magnitude. .1 x 50 = 5 Now, the target effect is applied to the On Touch spell 2 x 50 = 100 However, the 2 duration means that the damage is inflicted yet again for another second, therefore: 100 x 2 = 200 So add the weakness... 200+5=205 The total damage for this enchantment would be 205. Just a nice little note ;) ---Section F: Explanation of the RVME (Reverse Variable Magnitude Effect)--- -The Reverse Variable Magnitude Effect- General Information: This is a magnitude that is incorporated normally: Magnitude: 1-10 This is a magnitude incorporating the Reverse Variable Magnitude Effect: Magnitude: 10-1 As you can see, the maximum magnitude and the minimum magnitude have been reversed. In the RVME, the maximum magnitude is set lower than the minimum magnitude, resulting in (very) slight changes to the surreal magnitude (actual point value). Allow me to explain: ::Set Magnitude ----> Actual Probable Point Value:: Normal Magnitude Settings: 1-10 ----> 1-9 1-100 ----> 1-99 10-12 ----> 10-11 10-10 ----> 10 As you can see, normal magnitude settings will never really reach the maximum you set. Unless you make the magnitude absolute, (both max and min magnitudes are set the same) the most you will get, using this setting, is one point below the set maximum. Now, Reverse Variable Magnitude Effect Settings: 10-1 ----> 2-10 100-1 ----> 2-100 12-10 ----> 11-12 11-10 ----> 11 As shown above, the RVME keeps the maximum intact and also raises the minimum magnitude by 1. This helps save cost points, cash, and enchantment points (because the minimum magnitude slider affects these things less than the maximum magnitude slider). -How to accomplish the Reverse Variable Magnitude Effect in Spells- First, you set the Magnitude to a normal setting, pressing X to confirm it when you're done. 1-10, for example. Now, exit the spell configuration window. Re-enter it. Set the magnitude now to a reverse variable. 1-10 ----> 10-1 Now's the important part. Use the "B" button to exit. *Using the "X" button will bring up a window saying "You can't make the minumum magnitude higher than the maximum!" Which is exactly what you're trying to do. By using the "B" button to exit, you keep the magnitude settings you just set, regardless of what they are. However, the window listing the effects will still list the original magnitude you had. Don't worry about this. Just buy the spell. When you go to read the spell effect, you'll notice that the Reverse Variable Magnitude was kept. Congratulations. You have accomplished the RVME in spells. -For Enchantments- The same procedure is used as with making spells. Enjoy. ---Section G: Examples incorporating the Target Effect (for spells)--- -PermaSummon- "Fortify Health" (or any other spell with On Target as it's selected range) Magnitude: 0-0 Duration: 1 Area: 0 On Target + "Summon Golden Saint" Duration: 1 Area: 0 On Self *Cast this spell at the ground, and you'll have summoned a Golden Saint that'll stay for an unlimited duration. Cool thing is, it takes minimal skill in Conjuration and no more than 40 gold to create the spell =D Neat, huh? -PermaFortify Health- "Fortify Speed" (or any other spell with On Target as it's selected range) Magnitude: 0-0 Duration: 1 Area: 0 On Target + "Fortify Health" Magnitude: X-X (whatever you feel like) Duration: 1 Area: 0 On Self *Cast this straight at the ground, and you're health will be fortified for the specified amount of points for an unlimited duration. Again, the basic requirements for this (cash, skill, etc.) are minimal. -No Cost PermaCommand- "Fortify Health" Magnitude: 0-0 Duration: 1 Area: 0 On Target + "Command Humanoid/Creature" Magnitude: X-X (depends on subject) Duration: 1 Area: 1+ On Touch + "Fortify Magicka" Magnitude: X-X (set according to Cast Cost) Duration: 1 Area: 0 On Self *Done correctly, this spell will permanently put someone/something under your command for no cost whatsoever, given the permanent Magicka fortification. Get creative like that. It's fun =) ---Section H: Examples Incorporating the Target Effect (for enchantments)--- -Part One- (Yes, this section also has two parts) *It should be noted that all examples in here are hypothetical enchantments on weapons set to "cast when Strikes" By 'hypothetical' I mean "assuming the enchantment can fit on any given weapon" hypothetical. -DoubleFrost- "Weakness to Frost" Magnitude: 10-10 Duration: 1 Area: 0 On Target <--- Doubles 2nd effect if 2nd effect is set to Touch or Self + "Frost Damage" Magnitude: 20-20 Duration: 1 Area: 0 On Touch .10 x 20 = 2 (weakness effect) 20 x 2 = 40 (Target Effect) 40+2=42 (Total enchantment damage) Of course, in this case, the 2nd effect is not required to be a Frost spell. It could be a fire spell for all I care, but that would mean that the weakness wouldn't apply. So yeah, do stuff like that to get the MOST out of your enchantments. Let's try something different... -LongDoubleDrain- "Weakness to Magicka" Magnitude: 10-10 Duration: 1 Area: 0 On Target + "Drain Health" Magnitude: 30-30 Duration: 3 (!!) Area: 0 On Touch .10 x 30 = 3 (Weakness Effect) 30 x 2 = 60 (Target Effect) 60 x 3 = 180 (Duration... big difference, as you can see) 180 + 3 = 183 (Total Enchantment Damage) Yeah, duration can make a pretty huge difference *It is also possible to add multiple multiplied effects in the enchantment. Experiment with it. You might like what you create. ---Section I: Examples Incorporating the RVME--- *The RVME becomes exponentially more useful (especially in enchantments) as you add more effects to the formula. In enchantments used in conjunction with the Target Effect, one point can go a really long way in terms of cost and EP. The Mega-Example will show this, but for now... -Spells- *For this first spell, I'll also go over the steps. 1. Create this formula: "Fire Damage" Magnitude: 50-50 Duration: 1 Area: 0 On Target 2. Use "X" to confirm the formula. Don't buy the spell. 3. Re-enter the configuration and change it to this: "Fire Damage" Magnitude: *52-50 (RVME) Duration: 1 Area: 0 On Target 4. Use the "B" button to exit the configuration. 5. You'll see that the RVME (in the box) was not kept. Don't worry about it. Just buy the spell. 6. Upon checking the spell in your spell list window, you'll see that the RVME was kept. Real Point Value for Fire Damage: 51-52 One more spell, also incorporating the Target Glitch: -PermaBurden + Command Spell- "Fortify Fatigue" Magnitude: 0-0 Duration: 1 Area: 0 On Target + "Command Humanoid/Creature" Magnitude: X-X (set according to subject, including a RVME) Duration: 1 Area: 1+ On Touch + "Calm Humanoid/Creature" Magnitude: *5-4 (Real Point Value: 5-5) Duration: 1 Area: 1+ On Touch + "Burden" Magnitude: 100-99 (Real Point Value: 100-100) Duration: 1 Area: 1+ On Touch *Done correctly (casting this spell at the ground at the right distance), you will have permacommanded, permaburdened, and permacalmed any given humanoid or creature. This means they stay put (great for keeping transporters where you want them) and won't retaliate when you cast the spell. -The RVME for Enchantments- I'm only doing one... The following is an actual enchantment I made for an Iron Dagger... -Iron Dagger- (2 EP) Cast when strikes "Absorb Health" Magnitude: 11-3 *RVME used (Real Point Value: 4-11) Duration: 1 Area: 0 On Touch See, a legit 4-11 simply isn't possible on an Iron Dagger. A legit 4-10 would work, but the real point value of that is 4-9. The RVME in this formula keeps the maximum and raises the minimum, making it slightly fairer for the player. Anyway, this is how you get an Iron Dagger to be just as powerful as a Glass Dagger ;) Not bad, if you ask me. This enchantment will also restore your health 4-11 points each strike. This makes it better than a Glass Dagger ;) ---Section J: The Mega Example; an Enchantment--- I'll go over every step for this one, as well as highlight all the critical points of the formula... This is an actual enchantment done on an Ebony Longsword. The formula used on it made it as powerful as Eltonbrand and also made it so that it would restore it's user's health around 50 pts. per strike. That's like... a Quality Restore Health Potion drunk each time you hit something with the weapon =D -Ebony Fang- (Ebony Longsword, 12 EP) Key: * - Reverse Variable Magnitude used TE - Result of Target Effect W - Result of Weakness effect spell In Parenthesis - Explanation or Actual Point Value This enchantment utilizes the Target Effect and the Reverse Variable Magnitude Effect. Ebony Ancient Fang (Ebony Longsword; 12 EP) -Make sure the box is set to Cast When Used -Make sure the weapon is named. -Ascended Sleeper/Golden Saint soul recommended. Now, using X to confirm each configuration: "Weakness to Magicka" Magnitude: 50-50 Duration: 1 Area: 0 On Touch + "Absorb Health" Magnitude: 50-50 Duration: 1 Area: 0 On Touch Now re-enter each spell configuration, using B to exit each effect after you've finished configuring it. The enchantment will not read correctly this way. Don't worry. Just go with it: "Weakness to Magicka" Magnitude: 11-9 * <---- (Doubles 2nd effect and adds 5 to the overall point value due to TE) Duration: 1 Area: 0 On Target + "Absorb Health" Magnitude: 26-25 * <--- (Actual Value: (52*TE* + 5*W*) 57 due to TE and W) Duration: 1 Area: 0 On Touch Now set the box to Cast when Strikes. You'll see that the enchantment now reads to exactly what you just set it to. Buy the enchantment. Base Max Damage of Ebony Longsword: 27 (Chop) 37 (Slash) 34 (Thrust) Max Base Damage + Enchantment --> Actual Damage: 27+57 = 84 (Chop) 37+57 = 94 (Slash) 34+57 = 91 (Thrust) You will absorb 57 Health each time an enemy is hit with this weapon. It's like a health-restoring Eltonbrand =D ---Section K: Pros and Cons of Glitched Spellmaking/Enchanting--- There's not really much to be concerned about it, all moral issues aside. In fact, glitched spellmaking/enchanting is practically flawless. It's convenient, the best way to make the strongest spells/enchantments possible, and does all that for a cheaper price than legit spells might make it. The only thing I have to tell you is to be careful with the perma spell effects. Levitation, for example, is impossible to get rid of once you've permafied the effect on yourself. So yeah, watch out for things like that. So, as said before, spells/enchantments come cheaper, their potential is attained with greater ease, and their potential is raised. My final advice is to be creative. Use the perma spells to set up a whole army of perma-controlled people from all over the world, create a personal set of custom enchanted uber equipment, whatever floats your boat. The limits are expanded thanks to Advanced Spellmaking/Enchanting techniques. ---Section L: Frequently Asked Questions--- (Thanks to Nibs for the idea to search through topics to get ideas for this section =P) (Thanks to Darth Pylonius89 for contributing the following) Q: In a spell requiring soul trap on target to create a permanent effect, can soul trap be substituted for another spell? A: Of course. That's one of the main points of this FAQ, to make sure to let everyone know that any spell, not just Soultrap, can be used to create a perma spell effect. (Thanks to autophillic for contributing the following) Q: Why do enemies attack when I use soul trap for the target spell - when I am trying to boost NPC stats? A: Soultrap is a hostile spell, therefore causing your target to attack you. When trying to help out an NPC by raising it's stats or something, be sure to use a non-hostile spell like Fortify Fatigue. Q: How do I constant effect? A: That's a basic requirement you needed to know before reading this FAQ -_- but you can achieve a Constant Effect by capturing a Golden Saint in a Grand Soul Gem and using it to enchant anything. Set the box to Constant Effect in the configuration window. Q: What spells achieve which colors? A: This is for enchantments. The first spell effect on the enchantment determines the object's color. The color depends on the school of magic. Destruction - Red Mysticism/Alteration - Purple Restoration - White Conjuration - Yellow Illusion - Green/Off-white Q: What is the best enchantment for armour/weapons/items? A: I heavily encourage you to use your imagination. It really depends on the purpose you'd like the armor/weapon/item to serve. Q: Who is this SR71 guy? A: He's the Master Enchanter at the Morrowind boards. Yes, even more masterful than me =P (Thanks to Dark Sage 89 for the following) Q: Where can I get an infinite supply of Grand Soul Gems? A: There's only one place to buy them, and that's in the Great Bazaar in Mournhold. Look for the Magic Shop and find someone there who sells them. Otherwise, the only way to get them is to loot caves and bandit hideouts. They become pretty common once your luck reaches 60 and higher. Q: Where can I get Azura's Star? A: You have to do a quest for Azura. Go to her shrine at the southeastern most corner of the map and talk to it. (Thanks to Descent for the following) Q: What's the best soul gem? A: Azura's star. It has the capacity of a grand soul gem and never, ever breaks. Q: Where are all the enchant trainers? A: Most of them can be found at Mage Guild and Telvanni places. (Thanks to theycallhimjim for the following) Q: Where do I find Golden Saints (in the wild, or by summon spell/scrolls)? A: As you level up, Golden Saints can be found in the Grasslands, at random spots on the southern mountain areas, and around Daedric Ruins. The spell itself can be found at Tel Branora - Upper Tower - Therana's Chamber. Levitate up a chute and a guy in a silvery robe sells the spell. I suggest you make a permaSummon Golden Saint spell so you'll be able to soultrap a Golden Saint anytime you want =D Q: Why can I never successfully make enchantments? A: Your enchant skill is too low. Don't worry about it. Self-enchanting is tough to pull off, even at really high levels. I suggest buying a Fortify Skill spell and using that to permaFortify your enchant skill to the thousands ;) You'll be able to Self-enchant anything after that. Q: How do I reduce the cost of paying for stuff to be enchanted? A: One way is to raise the enchanter's disposition toward you. Another way is to glitch your personality wayyy up there to further reduce the cost ;) ***See how these Advanced techniques can really help you out? ;) Q: What items have the most EP? A: For weapons: Ebony Staff (90)/Ebony Scimitar (80) Clothes: (All exquisite clothing 60) Armor: (Telvanni Celaphod Helm (100)/Daedric Tower Shield (225)!!/ Ebony Set) Don't forget about Exquisite Rings and Amulets - 120 EP =) Q: How much EP does Constant Effect (insert effect here) take up? A: It depends on the Effect, but you can expect at least 5-10 EP usage for any given Constant Effect. As you add more consecutive effects, it raises almost exponentially =( *Which is why Target Effecting is a TON more efficient ;) (To be Continued) (Later Sections will be added... later)