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Event Build: The Magna-Ge Spellslinger

Tags: #Character Build Elementalist  #Character Build Mage  #Character Build Enchanter  #Rank:Event Mythic  #Race:Altmer  #Event:Celestials  #Kael 
  • Member
    November 1, 2014

    Glass cannons are amazing to play. And pure mages are just as good, if not better. But how do we solve the magicka problem without the atronach? What happens when you combine a pure mage and a glass cannon? Read on, and you shall soon find out. I proudly present:

    This guy's so badass, he uses Dragons in his magic.

    Lore

    After the creation of Nirn, the magna-ge fled and left holes in the fabric of Aetherius which created the stars. 

    As there is not much lore about the Magna-Ge, I had some creative freedom in bringing the Magna-Ge (the children of Magnus) to Skyrim. You could assume that by following Magnus into Aetherius, and creating the stars (whereas he created the Sun), they are bonded to him, just as the sun and the stars are. Therefore, that which was left behind by Magnus on Nirn would be easy for the Magna-Ge to control. As Magicka is said to be what is left of Magnus' power after the creation of the mortal plane, we could therefore assume them to be extremely attuned to magic, then, and have large reserves for control of this magic. Due to their attunement to magic, it seems rather likely that they would also be able to “feel” the currents of magicka running through the air; they could then draw on this to refill their reserves. In gameplay terms, this translates to a high magicka regeneration.

    As the alleged creators of Mehrunes Dagon, we can also rather safely assume them to be masters of destruction. 

    Stats

    Race: Altmer are the best for this, due to their boost to every perked skill in this build, their magicka boost and their racial power. Not only that, but they seem the most regal (and the most likely form for a snooty son of Magnus to take). Any other race is fine though, but you may have some trouble justifying a Khajiit or Argonian.

    Standing stone: Apprentice.

    Attributes (Magicka/Health/Stamina): Go with 1/1/0 until you have 170 health, then pump every last point into magicka.

    Skills: Destruction, Alteration, Restoration, Enchanting, Illusion

    Unperked Skills: One-handed, Alchemy.

    Follower(s): None. You go it alone (because you might blow them up)

    Shouts: Unrelenting Force, Become Ethereal, Slow Time, Dragonrend, Cyclone, Bend Will, Call Dragon, Dragon Aspect, Disarm (note that one word is quest locked), Ice form, Storm Call.

    Skills

    Destruction: The bread and butter of this build, destruction will be your main offense (and a little defense). Wind, fire, frost, lightning, the element matters not! The Magna-Ge spellslinger will control all elements at his disposal. Why be picky? The end result is the same. (Nearly - it's either roasted or frozen)

     

     

    Alteration: What sort of child of Magnus would be unable to control and alter the flow of mind and matter? You can always choose to use the flesh spells from this school, especially for alteration levelling, but later on the amount of spells useful to this build is unbelievable. The variety of spells available from alteration is simply amazing! Telekinesis, paralysis, ash spells, detection spells and light spells are all extremely useful (and good for roleplay)!

     

     

    Restoration: Given that the Magna-ge teared holes in the fabric of oblivion (which are now the stars), it's only fitting that they can access astral magic. In this case, their astral magic comes in the form of not only destruction spells but also the restoration light spells! Of course, the healing is also pretty helpful, not to mention the undead repellants...

     

    Illusion: Illusion is the Magna-ge's main defense. We can roleplay the mind-control spells as your enemies being dazzled by your astral radiance. Manipulating how others perceive you...this is illusion. It also seems to me the sort of magic school a noble/someone regal might specialise in. And are the Magna-Ge regal and important? Let's hope so...

     

     

    Enchanting: Enchanting pulls all the aspects of this build together into one neat little package. Not only that, but it allows us to get some powerful buffs, and to augment certain things. This is particularly helpful to creating a magickal monster, and to your alchemy.

     

     

    One-handed: One-handed is used minimally here, making this my first build to barely use a melee combat skill (maybe like a lot of you). But this works well, as it gets you away from your inclination to always play melee/spellsword. Anyway, One-handed is mainly used here for enchantments such as soul-trap, draining magicka (and health) when your reserves are depleted, etc. Moving on...

     

    Alchemy: I have a new-found love for alchemy, and can never quite stay away from it now. However, much like one-handed, Alchemy is used minimally here. It is not perked; it is used primarily as a means of making money by selling potions you don't need, and, most importantly for augmenting certain things. Not overpowering, mind you, just augmentation.

     

     

     

    Gear

    Morokei – 100% Magicka Regeneration

    Mnemo-li's amulet– Any necklace, fortify magicka and fortify destruction

    Temple priest robes – Vampire royal armor – 75-125% Magicka regeneration

    Spellweaver's grips – Glass gauntlets, fortify magicka and fortify carry weight

    Merid-nunda's band – Any ring, fortify magicka and fortify restoration

    Astral walkers – Glass boots, resist fire and resist frost/shock

    (For you Lore guys, Mnemo-li is one of the most well-known Magna-ge, and Merid-nunda is actually Meridia!)

    It goes without saying; rename your equipment whatever you want. I chose these names because they are appropriate to the build. The enchantments on the boots don't matter so much. As long as you have two resist enchantments, its fine. You could replace one of the resist enchantments with carry weight, and you can choose whichever of the three listed above you want (Any combination).

    Soul Bane – Ebony dagger, fiery soul trap and chaos damage.

    Essence Drainer – Ebony dagger, absorb magicka and absorb health.

    Staff of Magnus – Absorb magicka, then health.

    Use your alchemical expertise to buff up the strength of your daggers when you have to resort to them. Sadly, the staff's absorb magicka effect cannot be buffed, but the health effect can be buffed! This means a torrent of health from your less attuned adversaries.

    Gameplay

     Straight out of Helgen, you'll already have some magicka and magicka regen equipment. Make sure to keep these on. I began enchanting at around level 6, but by that time I had enough stuff to dis/enchant that I rocketed straight to level 10! Your destruction skill is your main priority. Make sure to train with Faralda at every opportunity, and you'll find you're never short of gold with the amount of enchanted goodies you'll be selling. At around level 12, I headed off to Solstheim and got temple priest robes from Galdrus. Don't tolerate his disrespect! Wipe that smile off his face...forever. Make sure to grab the apprentice about this time as well, and make sure you take some potions of restoration with you (as well as enchanted gear). Every time the available potions of the healer increases (ie, from potion, to philter, to draught, to elixir), you will perform a ritual, at the apprentice stone, to reconnect with Magnus; to gain his blessing and inform him of happenings in Skyrim. You also draw more of your power from Aetherius. In gameplay terms, this translates to drinking restoration potions before re-taking the sign of the apprentice. Re-equiping your enchanted gear will buff the enchantments as well. Don't be deceived, however. When the effects of the potion wear off, your enchantment descriptions will revert to normal, but if you check in active effects, your gear is still buffed. At level 17, I began unearthed and finished around level 20 (including quests done on the mainland waiting for that infernal courier). I finished the CoW at level 24. Level 25 perk spread below.

    You will maintain the weakness of the apprentice stone, however. Bear in mind that this weakness will also be buffed! This means combat with mages is more exciting than ever, and you will need to keep your wits about you against mages. Dragons can also kill you easily, both with their melee and dragon breath. Enter the magnificent ward spells. You can use wards to block many spells, and even dragon breath! A lesser ward can render dragon breath completely obsolete! And your magicka regen will ensure your reserves are recharged when the dragon returns for its next blast.

    I found that once I reached 700 magicka, I could use concentration casting spells infinitely. (After some testing, however, I have found that this may have been a bug or may be linked to Mason's ultimate atronach trick). This meant I could become a powerhouse against dragons - constant wards, infinite lightning storms. But this also meant I could not invest any more points in magicka. I could not renew my enchantments; I could not take a new version of the apprentice as this would involve me drinking potions of fortify restoration – and thus increasing the strength of my enchantments. So, two paths became available. The first was the path of sturdiness; invest no more points in magicka and therefore put the rest in health. This means you're sturdier and harder to kill; Dragons will have a hard time killing you! But it detracts from the point of this build; a glass cannon with massive magicka reserves. The other path is that of power. Spit in the face of unlimited concentration casting! Continue to re-enchant and change your equipment. Continue to renew the apprentice. Continue to put points in magicka. In other words, continue as usual. This means you can easily end up with near 1000 points in magicka by the end of the game (This is the path I went with - you won't regret it!). Level 45 perk spread below.

    Here, I went for magic resistance because I found I was too squishy without it, although that's just my opinion. Is there such a thing as too squishy? You could remove some/all of these and put them elsewhere (like completing the augment perks). The 2nd perk in recovery can also be placed elsewhere if you so choose (Illusion dual casting is recommended). I got the vampire royal armor quite late in the game (around level 38), but when I did my magicka regen shot up. I could fire a dual-cast fireball and watch my magicka bar refill in a second or so. It didn't put a very large dent in my reserves, either.  

    The Aetherial Ritual

    Mentioned above, the Aetherial Ritual is that which you undertake when you draw more of your power from Aetherius; when you communicate with Magnus to tell him of the happenings in Skyrim. Always do this at the Apprentice Stone, at night (so as to see the stars better – one of them is shaped like you!).Take the Mage Stone before reselecting the Apprentice. When you return to the Apprentice, gulp down your restoration potions in order of ascending magnitude.

     

    For example:

    You have 4 potions – one of 20% increase, one of 40%, one of 17% and one of 77%, you would drink them in the order 17-20-40-77.

    Then, retake the Apprentice and equip ALL of your Armor (not Weapons – just Armor).

    I won't kill you with the maths, but I can testify that you will create a beast of Magicka.

    It was just so satisfying, the first time I killed a dragon and watched my bar refill in a second.

    Blessings of Magnus

    "Dangerous Knowledge is still knowledge, and therefore useful." - Neloth Telvanni.

     These are you black book powers (and the like):

    Waking Dreams (Temple of Miraak): N/A

    Epistolary Acumen (Nchardak): Dragonborn Force

    Filament and Filagree (Kolbjorn Barrow): Secret of Arcana

    The Winds of Change (Bloodskal Barrow): Scholar's Insight can be useful as you're levelling. Since you aren't using a follower, at later levels take lover's insight.

    The Sallow Regent (White Ridge Barrow): Seeker of Sorcery

    The Hidden Twilight (Tel Mithryn): Any. Mora's boon is a great once-a-day oh sh*t button, Mora's grasp is good for removing an enemy from combat, and mora's agony is just like Miraak's staff. I used Mora's boon.

    Untold Legends (Benkongerike): Any. All three are irrelevant to the build. Just don't choose bardic knowledge!

    Meditation with Paarthurnax (Throat of the World): Feim (Become Ethereal)

    Infusions

    Astral Essence: Fortify health + Fortify Destruction
    Glowing Mushroom + Nightshade + Wheat


    Water of Aetherius: Restore Magicka + Fortify Magicka
    Red Mountain Flower + Mora Tapinella + Tundra Cotton


    Infusion of Chaos: Regenerate Magicka + Fortify Illusion + Weakness to Magic + Restore Magicka
    Dwarven Oil + Mora Tapinella + Jazbay Grapes

     

    Infusion of Animus: Fortify Restoration
    Cydrodilic Spadetail + Abecean Longfin

     

    Blood of Nirn: Fortify Restoration + Weakness to Poison
    Cyrodilic Spadetail + Abecean Longfin + Small Antlers

     

    Essence of Reality: Restore Magicka + Fortify Alteration
    Grass Pod + River Betty + Giant Lichen

     

    Combat

    If fighting a group of enemies, begin by controlling their minds, and manipulating them into killing each other. At later levels, you'll need to use a potion for your illusion spells to have any effect. When discovered/when only a few are left, cast a fear spell/ mass paralysis for you to buff up uninterrupted, then cast a flesh spell (oakflesh-dragonhide), and a cloak spell appropriate to your enemies. Follow up by blasting them with spells galore (appropriate to the enemies). If a single, solitary opponent, cast a flesh and cloak spell and rush in, all guns blazing. Then, eradicate them.

    Battle Tactics

     

    Preparation: Prepare for battle!

    Flesh spell (Oakflesh-Dragonhide) + Cloak Spell + Become Ethereal

    Usage: You should use this to initiate combat. This acts as a base for other tactics, which follow.

     Wild tempest: Let loose the Storm inside you!

    Astral Essence + Essence of Reality + Preparation (using Whirlwind cloak)+ Infusion of Chaos + Blizzard/Fire Storm

    Usage: Taking these potions before preparation, and then downing an infusion of chaos, the power of your blizzard will be formidable. Any enemies that attempt to reach you will have to wade through your blizzard, and risk being blown away once more by your whirlwind cloak.

    Divine Radiance: No more Mr. Nice Guy.

    Infusion of Chaos + Hysteria + Infusion of Animus + Astral Essence + Essence of Reality + Dragon Aspect + Preparation + Guardian Circle + Secret of Arcana/Roots of life/Highborn/Mora's boon.

    Usage: Show your true form and send your foes running in terror. Prepare for battle and create a position of power. Proceed to pelt them with spells and other tactics, for no magicka whatsoever. Secret of Arcana faded? Use roots of life! That faded too? Use Highborn! Out of Magicka? BOOM! Mora's boon! Get the point?

    Aetherial Anarchy: Put the Dragons in their place!

    Astral Essence + Infusion of Animus + Secret of Arcana + Preparation + Lightning Storm.

    Usage: Drink a couple potions, then let loose with the ultimate storm! You'll eventually wear out the dragon's magicka, so there'll be no need for wards. Guardian circle will keep you alive by healing you for 20/s. Doesn't sound like much, but with such a small health pool it makes a difference.

    Volley: No mercy.

    Essence of Reality + Astral Essence + Preparation + Guardian Circle + Slow time + Stability + Volley of Spells (+Secret of Arcana).

    Usage: Pelt your enemies with magic, as they walk towards you with difficulty. The stability perk and your essence of reality will increase the duration of slow time. Any enemies that reach you will likely fall from your cloak spell. This can devastate a group of enemies.

    Roleplay

    Roleplaying Objective 1: Vanquish all evils in Skyrim. In other words, complete the recommended quests, below.

    Roleplaying Objective 2: Make academies for devotion to Magnus across Skyrim. Give each of them a steward. Take a wife and some children (preferably those adept with magic, such as Blaise – he's a breton). Teach the members of each academy how to use magic according to Magnus. My upgrades in each house were:
    Windstad Manor: Alchemy laboratory (the small pearls here respawn), Enchanting tower, Library.

    Heljarchen Hall: Greenhouse, Kitchen, Trophy Room.

    Lakeview Manor: Bedrooms, Armory, Store room. This one served as the location of my wife and kids.

    Those on PC can get mods to change the home of your followers. Make them live at your houses (distributed evenly) to make academies.

    • You are seeking knowledge. You're not the omniscient one. Magnus is. He sent you to Nirn not only because he sensed growing trouble but because he wanted to test you – test all of the Magna-Ge.
    • Always travel alone. Never take a follower except when you have to (*cough cough* Serana). You cannot bear to be seen travelling alongside inferior beings (ie, mortals).
    • Perform the Aetherial Ritual often. Every so many levels/in-game weeks. (I did it every 5 levels).
    • You must wear armor/robes at all times. This is because you cannot reveal your true form for fear of literally incinerating any who look upon you. You wear armor/robes to cover this up.
    • For the more hardcore among you, use an element appropriate to the month. Do not use any other element in that month. I have chosen an element for each of the months according to their guardian constellation:
    • Frost (Warrior): Last seed, Heartfire, Midyear, First Seed.
    • Fire (Thief): Evening Star, Sun's Dawn, Second Seed, Frostfall.
    • Lightning (Mage): Rain's hand, Sun's height, Sun's dusk, Morning star.
    • Yes, some of these seem ironic but bear in mind that this was devised by me. Feel free to make your own version, but this was done according to The Firmanent (there's a great article on this book over in the lore group). 
    • End the playthrough however you want. I ended mine by commiting suicide. I jumped off the throat of the world, the closest point to the heavens (and therefore aetherius). When I hit the ground, my divine form was recalled to Aetherius by Magnus. Only my Bound armor was broken. It was all that remained.

    Quests

     The Magna-Ge came to Nirn because Magnus sensed growing trouble. He could sense the return of Alduin, the trouble brewing around Skyrim, around Solstheim. Due to paranoia, he sent one magna-Ge to each of the provinces of Tamriel, to eradicate danger (and, to a lesser extent, to set up academies for true mastery of magic). As such, the Magna-Ge will eradicate all evil in Skyrim and Solstheim.

    • College of Winterhold – 2 essential pieces of equipment are gained from here. You should aim to finish this around level 25.
    • Main Quest
    • Dragonborn
    • Dawnguard – While I don't really see the Dawnguard as a suitable faction for the Magna-Ge, the vampires are a menace that must be eradicated! You don't need the Dawnguard's help!
    • Destroy the Dark Brotherhood – Destroy this band of criminal scum, for the good of Tamriel. The gold doesn't hurt either.
    • Delayed Burial – The Cicero quest outside Loreius farm. Go against Cicero – arrest him! You can sense the evil radiating from his very soul.
    • Shalidor's Insights – I never took much notice of these scrolls. They are truly formidable, however. Make sure to do this lots of times! Any of Shalidor's scrolls (apart from conjuration) are welcome here.
    • Unearthed. At lower levels, Ahzidal's ring of arcana can be useful for the DoT effect of Ignite, and the slow effect of freeze. At later levels, these spells aren't so necessary due to your Magicka pool and regen. It frees up your ring slot as well! You can also get the wonderful Filament and Filagree from this quest, for Secret of Arcana.
    • Civil War. The side is up to you. This also allows you to attain the third word of Slow time.
    • Black Book Quests.
    • Other radiant Quests you find appropriate (eg, helping your College room-mates, helping the people of Skyrim).
    • Ritual spells.

    Closing Thoughts

    Thanks for reading! I can honestly say that this is an amazing playthrough. You won't regret it when you watch your Magicka bar refill within seconds! I hope you liked it.

    Thanks to:

    Borommakot, for proof-reading, the perk and equipment spreads and generally being epic.

    All of you for your likes and comments.

    The CB hosts, for hosting the event

    And the readers (that's you!)

  • Member
    November 1, 2014
    Karl, this is awesome,,I've always loved the Magna'Ge
  • Member
    November 1, 2014
    Thanks! It's been awesome playing it through as well!
  • Member
    November 1, 2014

    He looks so ready to kick Miraak's trash! Awesome build, Kael. I've never worked with the Apprentice stone, so this is the perfect reason to try it out!

  • Member
    November 1, 2014
    Thanks a lot, man! I'd never used the apprentice before either, but that extra squishiness makes playing a Mage all the better. Like the credits? :D
  • November 1, 2014

    Altmer!!

    I was thinking about similar character lately. Pure mage, no conjuration, enchanting and non perked alchemy, but using only Runes. It was meant to be Priest of Magnus. Did you steal my ideas?! :D

    I love what you created here. God job, Altmer brother. :)

  • Member
    November 1, 2014
    Well, you know what they say. Great minds think alike! Thanks! I didn't use any runes at all here. Ash rune might've been interesting. I might have a go with that.
  • November 1, 2014

    Yeah, my mind is so great it popped out of my head... :D

    I think runes deserve more attention. They are not so powerful as other spells, but if you go for alchemy or enchanting and non-perked alchemy, it really changes the gameplay of a pure mage.

    I will definitely play this build. With focus on runes, maybe :)

  • Member
    November 1, 2014
    Great! I think you'll enjoy the Altmer part...
    Let me know how it goes. You don't really need to perk alchemy if you're an enchanter.
  • November 1, 2014

    If you want to play a build focused on runes, Henson's Cabalist is pretty good.