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Unused Spells and Enchantments

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This is a sub-page of The Elder Scrolls III: Morrowind.

Morrowind has a number of spells and enchantments that were never used.

To do:
Cover unused powers and spells.

Abilities#

A number of Abilities went unused.

Waterweird#

A strange water walking ability that has a magnitude of 1. The construction set ID is mirpal_waterwalk. This spell obviously belonged to the wise woman of the Ahemmusa Ashlander tribe, Sinnammu Mirpal. However, it seems that she was given a different water walking ability labeled with CS ID water walking (unique) (Which has the in-game name of just "Water Walking").

Powers#

Two powers go unused. These are high power damaging spells. Since they are powers they are guaranteed to work regardless of the user's skills however they could only be cast once a day. These can be obtained only via console or mod.

Burning Hand#

An unused power that inflicts 50 points of fire damage on target. The console ID is the same as the spell name, space included.

Wizard's Brand#

Similar to the above except it does 50 points of shock damage on target. However unlike the above it has an area of effect that does it within 12ft of the initial target damaging anything else within that radius. As with the above power, the console ID is the same as it's name, space included.

Spell Effects#

One spell effect is never used in normal play. However Lord Cluttermonkey's Clutterbane has this effect but he cannot be encountered in normal play and only available via third party mods. No spell exists for this effect so it cannot be consoled either.

Absorb Skill#

This is pretty much the same as absorb attribute except it absorbs a skill instead. As with with absorb attribute with attributes, absorb skill absorbs a set skill temporarily taking points from the opponent's and adding it to the player's own skill. When the spell wears off both the player and the targets' stats revert to normal values.

Diseases#

Quite a few diseases are never used in Morrowind.

Dampworm#

This disease is completely unobtainable by normal means. In-game text hints that it was originally intended to be caught from the Nix-hound. However, there is no diseased variation of the Nix-Hound in the game. (note that the Blighted Nix-hound doesn't count as it's infected with a blight disease and not a common disease) as the description below states, the disease was supposed to drain the player's speed attribute by 30 when infected.

"Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound."

Rattles#

Another disease that cannot be contracted normally. In-game text reveals it's another disease the Nix-Hound was supposed to carry. It drains willpower and agility by 10.

"Rattles is a mild common diseased affecting a victim's willpower and dexterity. Symptoms include muscle spasms and listlessness. It may be contracted from the nix-hound."

Rockjoint#

This disease isn't normally able to be contracted. It seems that it was meant to be carried by the Guar and Alit at one point. Oddly enough, it mentions them as if they were dropped variations of those creatures. ("Dusky Alit" and Domesticated Guar"). This disease drains Agility by 40.

"Rockjoint is an acute common disease affecting a victim's manual dexterity. Symptoms include painful swelling and immobility of all joints. It may be contracted from the domesticated guar or dusky alit."

Rust Chancre#

This is another disease that cannot be contracted normally. It drains personality and speed by 10. The in-game text mentions the "waste Rat" as if it were a variation of the rat rather than a description which hints there may have been enemy variations that were either removed, or had their names changed.

"Rust chancre is a mild common disease affecting a victim's mobility and behavior. Symptoms include swelling and rash, and painful muscle spasms. It may be contracted from the waste rat."

Disease Oddities#

The following diseases were intended to be caught from creatures but only appear on NPCs or were intended for other creatures entirely according to in-game text. Some of which seem to have either been removed or renamed. And yes technically these diseases ARE used but this covers some oddities with these diseases.

Ataxia#

This disease can be caught from The Diseased Alit and Plague Bear (in Bloodmoon). However according to in-game text, it was supposed to originally be contracted from the Slaughterfish.

"Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish."

Brown Rot#

This disease is only carried by both varations of the Bonewalker. Bonelords and regular skeletons were supposed to be infected with it (there is a unique skeleton that carries this disease named Worm Lord still in the game however).

"Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord."

Chills#

Aside from a single NPC named Fedris Tharen, there is no way to catch this disease. (You can randomly catch it from Fedris Tharen if you kill him and open his inventory or get physically attacked by him). In-game text reveals that carriers of Chills were all of the undead listed above that were supposed to carry Brown Rot (or in the case of the Bonewalkers and a couple of unique creatures, which actually do carry it).

"Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord."

Greenspore#

This is another disease that can only be contracted from NPCs. In this case there's two. A redguard named Din and a Bosmer (Wood Elf) named Thoronor. In-game text indicates it was also supposed to be contracted from Slaughterfish. (Din even talks about getting infected by one, as well as calling the player a slaughterfish due to the hallucinations the disease causes.) Thoronor on the other hand never even mentions having the disease despite being infected with it.

"Greenspore is a serious common disease affecting a victim's behavior. Symptoms include irritability and violent outbursts, and may include mild dementia. It may be contracted from slaughterfish."

Wither#

Wither can be contracted from the Dreamer NPCs. However, it seems the player was originally supposed to contract it from the Dreugh.

"Wither is a mild common disease that affects a victim's strength and endurance. Symptoms include loss of energy and shortness of breath. It may be contracted from dreugh."

Yellow Tick#

Another disease that's used and on the proper creature. Though the in-game description refers to a "Least Kagouti". Chances are all of these different creature names may have been what the diseased variations of creatures were originally called. They were probably changed to "Diseased *creature name here*" to better tell the player that they were diseased.

"Yellow tick is a mild common disease affecting a victim's strength and mobility. Symptoms include dark, bruise-like swelling, sensitive to touch. It may be contracted from the least kagouti."

Helljoint#

This disease isn't unused, but the in-game text refers to the cliff racer as "Girdle-tailed Cliff Racer". First it seems like a description, but other diseases have creature name oddities as well (see Rust Chancre for a significant oneː Waste Rat.)

"Helljoint is a mild common disease affecting a victim's mobility and dexterity. Symptoms include persistent irritation and inflammation of joints. It may be contracted from the girdle-tailed cliff racer."

Enchantments#

A few enchantments don't get used in-game.

Foeburner#

Foeburner is a uniquely named Dwarven Claymore that is actually used. Unfortunately, it lacks any sort of enchantment making the renaming redundant. The proper enchantment is currently unknown. There is an enchantment called breath of molten gold which has as cast once on self enchantment of Fire Damage for 30-40 points for 20 seconds. Due to the fact that "target self" and "cast once" are default values, it's possible that they never changed them. With these values changed to "touch/target" and "cast on strike, Foeburner would be quite strong but would instantly consume its 175 charge from just one attack as the spell costs the same amount which would keep the weapon from becoming terribly overpowered.

test magic axe#

An enchantment that seems to have been used for testing. It has a Cast once effect of Fortify Magicka 1-15 points for 1 second on target and Fortify Maximum Magicka 1-20 points for 1 second on target. There is no weapon that uses this enchantment in the game obviously... at least not anymore anyway.

Sunder#

Apparently it seems Sunder's enchantment was originally intended to be cast on use. The old enchantment, known as sunder_en (the used enchantment is known as sunder_rev2_en.) seems to have all negative effects. When used it Damages Health 10-20 points for 10 seconds on self, Damages Magicka for 10-20 seconds for 10 seconds on self, and Damages Fatigue 10-40 points for 10 seconds on self. It seems obvious why they made a new enchantment for it. Alternatively, it could be that this enchantment was intended to be used for the unused Fake Sunder.

Spell Descriptions#

Because some spells are only available as effects, the descriptions they have for spellmaking are impossible to see in normal gameplay as no spells for them exist. Also worth noting, Summon spells, while used, reference a scrapped mechanic where guards in towns would react to summoned creatures by attacking them and their caster. This mechanic was also referenced in the Xbox loading screen hints as well even though it's clearly untrue for the final game.

Sun Damage#

"This effect causes the victim's health to be damaged while out of doors when the sun is up. The magnitude is the amount of health damaged. Damage is modified by the amount by the relative height of the sun in the sky, with the least damage at sunrise or sunset." Sun Damage is only obtainable as a spell effect as either a vampire, or by wearing the Mantle of Woe in the Bloodmoon expansion. There is no way to obtain it as an actual spell to cast. And even if one is created via the construction set, it was only ever designed to affect the caster.

Vampirism#

"This effect confers upon a subject all the abilities and weaknesses of the disease called vampirism." Same deal as above but is only given to vampires. However, the Vampire Dust Ingredient has it as one of its effects but it is not the first effect there is no second ingredient to utilize this spell effect in alchemy either. All this effect does is give the caster a vampire head despite the description. The rest of the vampire abilities are added by the Vampirism disease scripts and are their own individual spells.