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Oblivion talk:Useful Spells/Archive 1

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This is an archive of past Oblivion talk:Useful Spells discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Chain Heal

This spell doesn't seem to work as the writeup suggests. Casting this spell repeatedly doesn't keep your mana full; all you do is renew the Fortify Magicka effect. You'll still drop by 49 (or whatever your casting cost is) every time you cast the spell. You'd need to make multiple duplicate spells with different names in order to make this work. — Unsigned comment by Quillan (talkcontribs) on 14 February 2007


Feel free to correct it. I just moved this whole list off of the Oblivion:Spell Making page, I haven't gone through and checked everything for accuracy or tested them in-game or anything like that. There's a good chance that many of the spells listed on this page will be removed, as we have yet to set up specific criteria for what is worth keeping. (We can't just let everything through, there's almost infinite ways in which multiple spells could be combined, and this page would go on forever if we let it.) --TheRealLurlock Talk 10:59, 14 February 2007 (EST)

Should we just delete this spell? It seems like it has no purpose for being on here if it only works as a basic heal spell. Pappasmurf 15:35, 15 February 2007 (EST)

Maybe the wording was misleading, if you got the impression that you could cast it without incurring any magic cost, but I've tried this spell and it does work exactly as I understood the description: you can keep casting this spell over and over and over until you're fully healed, provided you always re-cast it while the Fortify Magicka effect is still active. You won't run out of magicka until you either stop re-casting or accidentally let the Fortify Magicka effect pass. --JustTheBast 11:25, 16 February 2007 (EST)

I will restore the spell untill I try it personally. I should not have deleted it untill I had done so anyway. :) Pappasmurf 16:03, 16 February 2007 (EST)

Do try it. I can confirm that it really works as "advertised" - your magicka goes down, but it never depletes past 50 points, so there is always enough left to cast it again. Once you stop, and the Fortify effect is no longer refreshed, you're left pretty much completely empty, of course.
From experimentation it seems to me that the magicka doesn't sink below effective fortify value minus actual spell cost, so if worn armor reduces the effectiveness of the Fortify Magicka part you may run into trouble, unless you also reduced the cost of the spell to compensate. --JustTheBast 16:12, 16 February 2007 (EST)


How come the fortify adds to the magicka, shouldn't it just increase the maximum amount of magicka avaliable - does anyone know why this works. effective fortify value minus actual spell cost, so then this is why it must be below 50 (because the max fortify magicka is 100), 100-49=51 so they would still have enough magicka to redo the spell.

This is very weird, why doesn't it just let your magicka drop to zero?
Maybe this should be in the notes, as it might be a bug/error. 60.234.223.209 00:48, 22 April 2007 (EDT)

The reason this spell works, is that when you cast a fortify magic spell at 100, it will increase your max pool of magic up by 100 points, and gives you about half of those now. You see your magic go down because during the middle part of this chain spell it's not giving you any new magic, as you already have the magic that this fortify magic spell offers. But as you get down towards the bottom, a refresh of the fortify magic spell sees that the 50 has been used up by some spell (it doesn't know that it was it's self) and refreshes that 50 magic points. Of course as soon as you stop casting the spell, and the fortify magic wears off it takes that 50 points of magic back, leaving you only with what ever you've managed to recharge in that 3 second period of time. In theory this spell could be made into a chain lightning spell, but I'm fairly sure that the damage from it would be only a tickle to most monsters. --Djsyntic 04:19, 2 May 2007 (EDT)

Does this Chain effect work with any spell effect?--Willyhead 15:21, 13 June 2007 (EDT)
...? This spell works just fine for me... I'm able to cast about 20 times before the spell icon grays out, and then I can still in rhythm, but with a slight delay. This spell works good enough that I can stand around 4-5 mid level enemies attacking me indefinitely by casting the spell constantly.Not1975 17:33, 24 May 2008 (EDT)


For me the spell didn't worked correctly so i edited it in my game. I used is as normal but added Fortify Restoration 5 for 3 sec. on self and the life restoration changed to 21. the skill now needs 50 in restoration and so fortify rest. 50 is enough to get master skill. first it looks like this wont work at all but if your mana gets low you just can keep on casting and it never stops. i don't really know why it is like this but it now really works for me.Méf 23:37 11 Octobre 2008 (EDT)

Page Cleanup

The first thing I'm going to do is put all the spells in alphabetical order, then I'll look at organising the spells under common headings, especially for those that are similar. Grandmaster z0b 17:49, 14 February 2007 (EST)

Alphabetical Order done Grandmaster z0b 18:00, 14 February 2007 (EST)

Can you show me which best spells for me to make?--ShakenMike 13:38, 15 February 2007 (EST)

As it was said in the spell making page I think there should be some guidlines as to what is submited. I put some up there that I think correctly stated what was being felt. Pappasmurf 09:59, 16 February 2007 (EST)
Ok thanks and I'll take a look there then.--ShakenMike 13:38, 18 February 2007 (EST)

Well it's looking heaps better (thanks Pappasmurf) however there are still some spells that are very similar. I would still like to seperate them into different categories which will make the similar ones more obvious. I'm thinking the headings should be:

  • Spells that replicate/enhance skills
  • Offensive Spells
  • Defensive Spells

— Unsigned comment by Grandmaster z0b (talkcontribs) on 19 February 2007

I agree, trying to group the spells by category would make it much easier to compare spells that are similar. And while alphabetization usually makes sense for organizing lists, in this case the spell names are completely arbitrary (and often don't really tell you much about the spell) so I'm not sure it's the best way to do things. What about organizing the spells within each category by effect (in the case of multiple-effect spells, identify the most important component of the spell)? Just an idea. --Nephele 20:23, 18 February 2007 (EST)

Okay, here is my idea. We label the spells in alphabetical order under the type of char that would find them useful. Such as; heal spells for paladin type, low requirement spells for a warrior type, sneaky/illusion spells for a sneaky type etc... Just another idea. Pappasmurf 18:33, 22 February 2007 (EST)

My only problem with that is what to do with spells that suit more than one kind of character, also it seems that we simply want to group spells that are similar to give this page more structure. Grandmaster z0b 10:20, 24 February 2007 (EST)

Should this page be on the front page under in depth guides? Just wondering Pappasmurf 18:37, 22 February 2007 (EST)

Thanks to whoever organised everything into the three categories, I moved a couple of spells that I felt were in the wrong place. I moved "Headshot" into Offensive spells as it was extremely similar to "backstab" which is also in the offensive category and could definately be defined as offensive, although I understand why it could also be listed as a spell that enhancing skills. I also moved "Blessing of the Grey Fox" to the Skill Enhancing category as that was pretty clearly in the wrong place. I think the whole thing is looking much better. --Grandmaster z0b 02:21, 28 February 2007 (EST)

Oh and I moved Sleep into Offensive Grandmaster z0b 02:24, 28 February 2007 (EST)

Deleted Spells

As mentioned in "Death Penalty" I figured that if this page is being cleaned up, the spells listed here should be examined a bit more critically to make sure they make sense and do what's advertised. So I'll be posting spells in this section if I feel that they don't really work and/or need more work before being put back onto the page. I'll try to slowly work through the whole page if I get the time. --Nephele 14:00, 20 February 2007 (EST)

Death Penalty

With this page in the process of being revamped, I'm trying to pay closer attention to the spells that get added to make sure that they make sense. So "Death Penalty" happened to catch my attention:

[will do about 800 damage in 1 second, and only cost 99 magicka with a master :Destruction skill]
The Drain Endurance spell will take off about 200 health and the Drain Health and Damage Health spells will take off another 200 health, so that's 400 damage which the Weakness to Magic doubles to 800 damage. You can increase the effect time if you want to stack the spell.

My big problem is that the Drain Endurance actually does nothing (it knocks out the player character, but does nothing to NPCs). My other problem is the Weakness to Magic won't do anything until the second time you cast the spell. You're much better off creating two separate spells than trying to combine them all into one. --Nephele 10:43, 20 February 2007 (EST)

Chromatic Shield

[ Cheap Multiple Shield effects ]

A single powerful effect is always more expensive than multiple weaker effects which total the same. This spell makes a potent shield spell for a cheaper price than a single shield.

The flaw in the logic here is that shield by itself only has a base cost of 0.45, whereas the other three elemental shields all have base costs of 0.95. So this spell's base cost is 189 magicka; a plain shield 40pts 30sec has a base cost of 152 magicka. The plain shield is definitely cheaper if all you want is to increase your armor rating.
On the other hand, this spell is cheaper than the equivalent (and harder to make) Resist Fire 10pts 30 sec + Resist Frost 10pts 30 sec + Resist Shock 10 pts 30sec + Shield 40pts 30 sec (base cost = 237). But you rarely need multiple resistances at the same time; you're probably better off putting your magicka into just the one resistance you need for a given fight. --Nephele 14:00, 20 February 2007 (EST)
I think the point would still be valid if you took out the Shield aspect. In other words, Fire Shield 10pts + Frost Shield 10pts + Shock Shield 10pts might be cheaper than just Shield 30pts. I'd have to test that. --TheRealLurlock Talk 14:52, 20 February 2007 (EST)
Sorry, no cigar :| shock+frost+fire (each 10p/30s) costs 162; shield 30p/30s costs 104. But the the chromatic combo does win against fire shield 30p/30s, which costs 221 (or any other elemental shield by itself; the three elements have identical costs on this effect). But the emphasis in the spell as written is on the shield (i.e., armor rating) component, rather than the resistances. And the resistances really aren't interchangeable in the way that the armor ratings are. --Nephele 17:34, 20 February 2007 (EST)
It makes more sense when you're talking about enchanted armor, I have a very similar effect listed in Useful Enchatements under "Elemental Armor", if you enchanted 3 pieces of armor with this effect with petty soul gems you get the same effect as a shield by itself. However it's still doesn't provide as much of a shield effect at anything above a petty soul gem. Maybe this is the source of confusion? --Grandmaster z0b 23:54, 21 February 2007 (EST)
Why was this page deleted? It seems to me like the description should be restated instead. Pappasmurf 18:40, 22 February 2007 (EST)

I could see putting this spell back in, with an expanded and more accurate description, but more as an example of a not-so-useful spell than as a useful spell. I was actually somewhat surprised to notice that this spell was still in the list, because a note about it was posted last August, and I thought it had been deleted at that time. From my own experience, I know I once created this spell based on the description expecting to get a cheaper shield effect (i.e., just the armor rating), so I felt very misled once I realized it did not provide a cheaper shield. I can't imagine that too many people would want to create it knowing that it's more expensive than plain Shield 40%. But given that it's easy to be tricked by this one, having it in the list and explaining clearly how much it costs and what it does may save a few other spell makers from making the same mistake. --Nephele 02:16, 1 March 2007 (EST)

InvisiShots

I think "InvisiShots" is a badly written spell and should be deleted or completely rewitten, it doesn't follow the format at all and I don't think for newcomers it's even clear what it's supposed to do. It should be rewitten in the standard format, explained that it allows you to cast spells and stay invisible which isn't possible normally and remove the abreviation "IS" which is also confusing and unecessary, I mean this isn't a post on a forum there's no reason to abreviate AFAIK lol.Grandmaster z0b 10:34, 24 February 2007 (EST)

Nah dont delete it, its OK, its a pretty clever spell in my opinion.--Willyhead 16:27, 18 June 2007 (EDT)
Well, someone deleted it. What did it do? --Debatra 12:24, 2 November 2008 (EST)
You can always look through the page history, for example, this version of the page from before the entry was deleted (following a substantial discussion about the page's content). --NepheleTalk 20:40, 9 November 2008 (EST)
D'Oh! Thanks. --Debatra 18:03, 10 November 2008 (EST)

Teleport

I don't really think this spell is that useful with a 1 second duration. Anyone else agree it's worth deleting or feel it should be kept?

Here is the spell currently:

Teleport

  • Chameleon 100% for 1 sec on self.
  • Fortify Speed 100 points for 1 sec on self.
  • Fortify Athletics100 points for 1 sec on self.

A cool spell for getting around quicker virtually anybody can use, may be useless for high lvl mages though. You can also use it to get out of tricky situations and scrapes too. — Unsigned comment by Grandmaster z0b (talkcontribs) on 4 June 2007

There is no point of anybody deleting this spell as i think the writer made the duration low so lower lvl characters could use it. Also i think it is meant to be cast repetedly at a cheap magicka cost on a regular basis, rather than be cast once in a long duration with a large expensive Magicka cost. Besides it is listed as a 'fun' spell, not a useful one. If you think the duration isnt enough then feel free to change the duration in your Oblivion game, but you may as well leave it as it is for now on UESP.--Willyhead 15:44, 9 June 2007 (EDT)
How about turning it into a Chain Spell, changing Peculiar Spells to "Misc Spells" and then adding it there? --Debatra 12:29, 2 November 2008 (EST)

More proposed deletion

These two spells barely meet the criteria: Level Destruction - if we have one spell for easy levelling we should have them all or just provide a link to the levelling page. Holy Bolt: it has a use, but simply adding fire damage to turn undead isn't necessarily a unique or interesting effect. — Unsigned comment by Grandmaster z0b (talkcontribs) on 4 June 2007

10 Seconds to Life needs to go too; it's just a 100% Weakness to Magic on Target spell. Nothing interesting there. — Unsigned comment by Xeagle51 (talkcontribs) on 28 June 2007

Blake's Tiger

I thought the point of this spell was to set enemies on fire without doing much damage. Changing it to "light" just makes it a 40 foot light spell doesn't it? Or is this supposed to be light on target for 40 foot? It isn't clear it should be either edited or reinstated to the old version but with the caveat that it will effect allies and enemies alike. Grandmaster z0b 00:35, 1 March 2007 (EST)

If you make a low magnitude, large area light spell it kind of works, i.e. light 5ft in 100ft for 60 sec on target. That causes each creature to have a small circle of light around them. As long as there are no other sources of light around, then you can tell where the enemies are. Doing a larger magnitude makes it useless, because then the whole area becomes lit up and there's no way to tell where in the brightly lit room each of the enemies are.
But it is nowhere near as effective as the original. Setting enemies on fire makes them super-noticeable, no matter how brightly lit the room already is. With light, you have to look closely to see the enemies; with fire it's impossible to miss them. The original is also much more expensive. Fire damage 3 pts in 40 ft for 20 secs on target costs my 100-destruction character 110 magicka, and it required a skill of 100 to create.
I changed it to a light spell because if you do fire damage to that large of an area it won't matter if you can spot them or not because they will all attack you at once, whereas with the light spell you can see them but they will not attack you. Also this spell has no use because Detect Life has the same effect. Pappasmurf 16:49, 1 March 2007 (EST)
At Oblivion:Roleplaying#Terrorize Cyrodiil someone posted an odd little trick. If you create a spell that is Fire Damage on target 3 pts for 1 sec and Fortify Magicka on self 3 pts for 120 sec, when you cast it your character looks like she's on fire for 120 secs, but doesn't take any damage. And it's also pretty cheap to cast. I don't understand why/how it works. I tried experimenting to see if a variation was possible that would do the same thing to enemies, and did not succeed. If anyone understands how the self-on-fire exploit works, turning it into a others-on-fire exploit would be perfect here, because then it would be a much cheaper spell. However, your allies probably still wouldn't like it too much; it seems if they're affected by any spell that has any hostile component (even if they themselves aren't affected by the hostile component) they consider it an assault. But at least your allies won't actually get hurt by it, and if you can create a 120 sec duration version, you might only need to cast it once per fight. --Nephele 02:03, 1 March 2007 (EST)

Further clean up

I think it would be useful to go through the spells currently on this page and list the required skill level for each. However it is a bit of work so I'll try and do it in the sandbox instead of doing it piecemeal.Grandmaster z0b 19:38, 5 March 2007 (EST)

I agree, I'd like to see the required skill level and base magicka cost added to the spells. I can spit that info out pretty easily for any spell, but the complication is that there are a fair number of spells that don't give any exact recommendations for magnitude, duration, etc. And even spells that do give that info generally haven't taken into account what the requirements are (i.e., if you reduce the magnitude by 1 point does it drop the spell by one skill level?) So I tend to get sidetracked by trying to tweak the spell magnitude and duration, which then means it takes a lot longer to fill in a given spell. So if anyone else is interested in doing any of that, I think it would be a great addition. --Nephele 19:58, 5 March 2007 (EST)
Do you have a calculator for that or do you just load up a character near the spell altar? I'm just wondering the best way to do it. Grandmaster z0b 20:33, 5 March 2007 (EST)
I've got some scripts set up to do the calculations. Although you can do the skill requirements at the altar, you can't really use the altar to get base spell costs (unless you happen to have a character with skill=33.3 in every spellcasting skill); although the "base" for base spell costs is somewhat arbitrary, it is what's being used everywhere else on the site and makes it easier (I think) for people to intercompare different spells if they're all using the same yardstick. On the other hand, Bethesda does have a habit of inconsistent choices with rounding numbers, so sometimes my calculations will be off by 1 or 2 (which can make a big difference if you're trying to max out the strength of a spell without pushing it into the next skill bracket). The third way to get spell costs is to use the construction set, if you have that available.
Somewhere in my infinite todo list (and, at the moment, probably closer to the bottom than the top) I had thought of putting together a web tool to allow people to calculate spell costs. It's something that would be relatively straightforward to set up, but still would take a few hours of coding.... --Nephele 21:17, 5 March 2007 (EST)
Yeah I'll have to download the CS tonight, I've been avoiding it to be honest because I'm supposed to be modding a different game (Medieval Total War 2) and I don't want to be tempted to start modding Oblivion. I'm not great with scripts though ...Grandmaster z0b 21:44, 5 March 2007 (EST)
I'm still getting used to playing with the CS so I haven't really started on this yet. Would I have to create a character with the CS that has 33.3 in every skill and then test the spells or can I test it in the CS alone? Grandmaster z0b 19:44, 20 March 2007 (EDT)
No, the easiest way is just to create the spells in the CS and see what it tells you right there about the spells. So in the object window under "Magic" there is a "Spell" section. Open that up, and right click in the right hand page and choose "New". It'll pop up a spell creation window. Right click and choose "New" to add each individual effect you want in the spell, and fill in all the stats. Once you've added all the effects, the bottom of the the spell window will give you the "Spell Level" and "Spell Cost" (as long as you keep auto-calculate selected, which it should be by default). You don't have to save the spell or any of the changes... if you want you can just keep adding and deleting effects to the same spell window. --Nephele 23:37, 20 March 2007 (EDT)

My spells

I have alot of my own created spells (via spellmaker ofcource) There are quite a few usefull spells Most of my spells I named them to my name *Saruman* like: I also have 600 Magicka, without cheating most of my spell are Quite high in power From 250 to 600

1 Master-wizard's Fury Weakness to Magica/Frost/Fire/Shock 100 pts 15 seconds ( I Believe it was so) Shock damage 30 pts 10 sec Frost damage 30 pts 10 sec Fire damage 25 pts 15 sec Should cost about the 596 Magicka (If your destruction skill is 100) 2 Magic of the wizard's Dream Paralyze 40 seconds on touch weakness to frost 100 for 5 sec Frost damage 20 for 5 seconds Spell is usefull to Train skills like Hand-to-hand Extremeley usefull against Bears/Lions etc. 3 Saruman's Summoned creatures (at a high lever 100 conjuration skill) Summoned creatured that you should have Lich/ I think it it's the best summoned creature, the thing is that it wont attack on close range, make sure the enemy draws attention on you instead of the lich, he will cast Shock/Fire and weakness to X On the enemy (Atleast 45 seconds)

Skeleton Champion A good and tough fighter, although use it if the enemy hasn't detected you yet If you Use it in the open This spell is useless Since The skeleton is extremeley.... Slow

Frost atronach Really usefull in oblivion and at lower levels They could destroy a storm atronach Since they heal themselves Just with this one summond Ice monster

Spells that are not so good Dremora/ Useless they fail quick and are Only a distraction for a very short time since their health is very low

Storm atronach, Slow moving rock giant better used when it's from a distance

Skeleton You get this One at the very start of the game, Completeley useless ofcource

Saruman's Mage spell A spell that has a low magicka cost but You need this spell if you want to keep some magicka over in battle for example * Healing yourself or summoning a creature* Paralyze for 5 seconds- Weakness to shock 100 pts for 4 seconds- Shock damage 15 to 25 pts (based on your destruction skills) for 4 seconds ( is both a good attack spell and a spell For if you want to flee) should cost between the 30 and the 50 magicka

5 High magicka If you want to have a high magica like me you need to have the atronach birthsign A sigil stone That Gives you 50 magica (I think that stone is an oblivion Gate that is quest related) And enchant Rings and armor with The enchanting altar (Fortify skills) have atleast 5 Soul gems, there are also uniqeu items one of them is at the guilded carafe I believe

I am also interested in Hearing what spells you guys created If you have quistions, Please ask — Unsigned comment by Saruman (talkcontribs) on 26 March 2007

Hi Saruman, I think these spells are very useful, however we have pretty strict guidelines for what can go up on this page to avoid it becoming filled with every combination of useful effects. One thing I would ask is why you would have Frost Damage included in your second spell? The effects of Weakness to Frost will only become apparent on the next spell/attack so you would be better off casting the frost damage spell after you first cast this, especially since the enemy will be paralyzed for 40 seconds. Grandmaster z0b 20:37, 26 March 2007 (EDT)
Indeed that the Frost attack Isn't Strong, But it also gives you plenty enough Time to escape and Do little damage

Like I said It does quite some damage to animals, Lions/ Bears etc. But the main things goes about The paralyze ofcource But the frost damage is Not Needed Only if you want to escape, I will Add more spells in the future, But i had little Time when i Posted this, I will look up To my inventory of spells to see which more Usefull spells i might add here. What are the limitations of the Guidelines ? I am Only A member for a day or 2, But I look up whole Wikipedia Alot Dayley I think — Unsigned comment by Saruman (talkcontribs) on 27 March 2007

5. Self paralyze May sound dumb but it can be quite usefull. If you do not have a high Acrobatics You can self paralyze you (Created in the spellmaking altar 3-7 seconds) If you need to fall a great distance you can self paralyze you While in the air, you will drop down but you will not get hurt- may be a bug that when you fall down the lights that seround you when you cast it falls Faster then your body. — Unsigned comment by Saruman (talkcontribs) on 27 March 2007

The guidelines for appropriate spells are at the top of the page. The only one that I think should be included is the last one as it is a truly interesting and generally unknown effect. The criteria isn't that the spell works well or not, rather that it shows an interesting or useful effect or combination of effects. Grandmaster z0b 01:52, 16 April 2007 (EDT)

Sprint

Fortify speed 100 pts for _ seconds on self
Fortify athletics 100 pts for _ seconds on self
It is great if you really need to get away quickly. you run much faster than the horses. it stacks too, and vlues of speed above 100 DO count toward your movement speed. (i don't know about athletics though). This is far more effective a speed boost than skooma. just be careful when running downhill. — Unsigned comment by 219.90.222.241 (talk) on 21 April 2007

The Athletics boost on this spell is unnecessary - all it does is make your Fatigue drain more slowly, and the Magicka cost of adding it far outweighs the benefits. Better to put that cost towards getting a longer duration out of the Fortify Speed, and maybe use what's left over at the end to cast a cheap Restore Fatigue on yourself. (Or just make a few potions - even for Alchemy novices, Restore Fatigue potions are by far the easiest to make due to the abundance of cheap, common ingredients that have the effect listed first.) --TheRealLurlock Talk 23:22, 20 April 2007 (EDT)
Actually, the Athletics effect is necessary- It enhances your speed a lot more, so this combined with the speed effect makes you go very quickly indeed.--Willyhead McHaggis 11:34, 17 June 2007 (EDT)

I added a new fun spell...

It's called Bar-Fight. try to guess what it does?

-m'aiq the liar 19:49, 22 April 2007 (EDT)

Barrier

Description:

When you cast this spell on the floor, anything that enters the X feet radius for within Y seconds after the spell is cast will be paralyzed for Z seconds. It is useful when you want to slow things down a little when facing many enemies at once. Even 1 second paralyze gives you plenty of time. Adjust parameters based on your needs.

Does this actually work for anyone? I'm using the 1.2 patch with SI installed, and all it does is the 3 * Y points of frost damage. The Paralyze doesn't work unless I raise its area, and then only if they're in the area at the time of impact. Doesn't matter if the spell counts as a Destruction or Illusion spell, doesn't work either way.

So, does this work on earlier versions or not at all? --Deathbane27 23:44, 29 April 2007 (EDT)

I would assume that it doesn't. Moreover, I'd also assume that the Frost Damage will not work on enemies who enter the area after the spell has gone off. The duration refers to how long the affected creatures will continue to take damage/be paralyzed. It doesn't mean that the area continues to be under the effect of that spell for the whole time. Anyone not in range when the spell initially goes off would be completely unaffected. --TheRealLurlock Talk 09:13, 30 April 2007 (EDT)
Frost Damage does work that way, actually. Try it out in town with a large area, long duration effect; anyone who walks in gets damaged. --Deathbane27 05:34, 2 May 2007 (EDT)
The spell worked for me once but I didn't try it on 1.2. One important thing is to fire the spell to the ground, it shouldn't impact any character. --STL — Unsigned comment by 71.227.147.220 (talk) on 24 June 2007
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