Useful Custom Spells
Custom Spells
Custom spells are probably the most interesting mechanic in Oblivion, but it's easy to get carried away, filling your spell book with expensive-to-cast spells you tried once and never used again. Here's a handful of useful spells you can create to save you the precious time, gold, and parchment required to experiment with spell making.
Because of how the Telekinesis effect works, it can trigger the Spell Absorption effect. If you have 100% Spell Absorption, these spells are guaranteed to regenerate your magicka with every cast. Even at a lower Spell Absorption rate these spells can be useful to quickly recharge your mana pool during combat if you don't mind leaving it to chance.
Artronach Recharge I - Novice Mysticism
Atronach Recharge II - Expert Mysticism
These spells are a quick way to finish off enemies who are low on health.
Closing Remark
Description: Closing Remark is cost effective, doesn't require a high skill level, and also traps souls. I highly recommend obtaining the Star of Azura from her quest line to keep your enchanted weapons charged up.
School - Restoration
Closing Statement
Description: Closing Statement is a beefed up version of this finisher that costs substantially more to cast. The Damage Health/Absorb Health effects makes it deal lasting damage if the Drain doesn't do enough to finish the target off. At maxed level, this spell is still cost effective compared to other alternatives you might find in the game.
School - Restoration 100

Ki Strike - Novice Destruction
Great for hand-to-hand users. If a target falls below 0 fatigue, they lose their balance and fall to the ground. Essentially a cost effective paralyze spell.
Kaleb's Silver Tongue - Apprentice Restoration


Haggling prices is calculated based on the Merchant's Disposition, Mercantile skill, and Luck attribute versus your own Mercantile and Luck. Casting on a target them immediately speaking with them will allow you to barter for better prices.
Atlas' Strength - Novice Restoration

While over encumbered, cast this spell then immediately fast travel.
Gray Fox's Fingers - Novice Restoration
Description: Cast immediately before picking a pocket or a lock. I put them together for convenience but separating them is always an option.
Forgemaster's Focus - Novice Restoration
Description: Cast immediately before repairing equipment.
Fly by Night - Novice Restoration
Description: Use immediately before fast travelling to shorten the time it takes. You can also add 100 pts of Feather for even more speed. Good for Vampires trying to keep their porcelain complexion.
Remedial Training
Description: Using this spell before speaking with a skill trainer of a lower level will allow you to train with them for a lower cost.
School - Destruction
Atronach - Recharge
Artronach Recharge I - Novice Mysticism
- Telekinesis magnitude 100 for 1 second
Atronach Recharge II - Expert Mysticism
- Telekinesis magnitude 100 for 10 second
Closing Remark/Closing Statement
These spells are a quick way to finish off enemies who are low on health.
Closing Remark
Description: Closing Remark is cost effective, doesn't require a high skill level, and also traps souls. I highly recommend obtaining the Star of Azura from her quest line to keep your enchanted weapons charged up.
School - Restoration
- Absorb Endurance 100 pts for 1 sec on Touch
- Drain Endurance 100 pts for 1 sec on Touch
- Drain Health 100 pts for 1 sec on Touch
- Soul Trap 1 second on Touch
Closing Statement
Description: Closing Statement is a beefed up version of this finisher that costs substantially more to cast. The Damage Health/Absorb Health effects makes it deal lasting damage if the Drain doesn't do enough to finish the target off. At maxed level, this spell is still cost effective compared to other alternatives you might find in the game.
School - Restoration 100
- Absorb Endurance 100 pts for 1 sec on Touch
- Absorb Health 100 pts for 1 sec on Touch
- Drain Endurance 100 pts for 1 sec on Touch
- Drain Health 100 pts for 1 sec on Touch
- Damage Health 100 pts for 1 sec on Touch
- Soul Trap 1 second on Touch
Ki Strike
Great for hand-to-hand users. If a target falls below 0 fatigue, they lose their balance and fall to the ground. Essentially a cost effective paralyze spell.
- Drain Fatigue 100 pts for 1 sec on Touch
- Drain Agility 100 pts for 1 sec on Touch
Archmage's Extrapolation
Attribute and Skill Exploits
Kaleb's Silver Tongue - Apprentice Restoration
- Fortify Mercantile 100 pts for 1 sec on Self
- Charm 100 pts for 1 sec on Touch
- Fortify Luck 100 pts for 1 sec on Self
Atlas' Strength - Novice Restoration
- Fortify Strength 100 pts for 1 sec on Self
- Feather 100 pts for 1 sec on Self
Gray Fox's Fingers - Novice Restoration
Description: Cast immediately before picking a pocket or a lock. I put them together for convenience but separating them is always an option.
- Fortify Pickpocket 100 pts for 1 sec on Self
- Fortify Security 100 pts for 1 sec on Self
Forgemaster's Focus - Novice Restoration
Description: Cast immediately before repairing equipment.
- Fortify Armorer 100 pts for 1 sec on Self
Fly by Night - Novice Restoration
Description: Use immediately before fast travelling to shorten the time it takes. You can also add 100 pts of Feather for even more speed. Good for Vampires trying to keep their porcelain complexion.
- Fortify Speed 100 pts for 1 sec on Self
- Fortify Athletics 100 pts for 1 sec on Self
Remedial Training
Description: Using this spell before speaking with a skill trainer of a lower level will allow you to train with them for a lower cost.
School - Destruction
- Drain Skill 100 pts for 1 sec on Self
Utility - Skills
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