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Daggerfall Spells

Author: 
B

Daggerfall Mages Guild Sign

 

Chapter Two

Tamriel is a land rich in magic. Magic in its raw form is called Magicka. All people have a certain amount of it, and it is as much a part of them as blood and bone. Given skill and sufficient amount of stored energy, this magicka can be spun into an almost limitless tapestry of effects

Because of its potency, training in the arcane arts is only offically done in Mages' Guilds. Unofficially, many other organizations, from certain knightly orders and Thieves' Guilds to Necromancers, train their members in magical skills. However, the Mages' Guilds are the acknowledged masters of magic.

While it is possible to achieve virtually any effect through magic, certain standards spells are most popular and can be purchased at most any Mages Guild. For someone desirous of a unique spell, the Spellmaker is available at the Mages Guilds once you have risen to the proper rank.

The Circinates of Standard Spells
The following spells are available at all Mages Guilds. *Some spells belong to more than one School of Magic; they are categorized by the primary School.

Depending on your own level and skill with certain colleges of magic, actual casting costs, spell strengths, and probabilities of spell success will vary.

 

The School of Alteration

The School of Alteration is one of the six avenues of magical study. This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of Illusion, Alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of Alteration are less expensive for mages skilled in this path.

  • Drain Agility
    Drains Agility from a target on a successful strike.
  • Drain Endurance
    Drains Endurance from a target on a successful strike.
  • Drain Intelligence
    Drains Intelligence from a target on a successful strike.
  • Drain Luck
    Drains Luck from a target on a successful strike.
  • Drain Personality
    Drains Personality from a target on a successful strike.
  • Drain Speed
    Drains Speed from a target on a successful strike.
  • Drain Strength
    Drains Strength from a target on a successful strike.
  • Drain Willpower
    Drains Willpower from a target on a successful strike.
  • Free Action
    High-level chance of curing, and creating an immunity to, paralysis for the duration of the spell.
  • Jumping
    Temporarily boosts caster's Jumping skill.
  • Medusa's Gaze
    Medium to high-level chance of paralyzing a target on a successful strike.
  • Paralysis
    Medium-level chance of immobilizing a target for the duration of the spell.
  • Resist Cold
    Improves caster's chance of resisting spells based on the frost element.
  • Resist Fire
    Improves caster's chance of resisting spells based on the fire element.
  • Resist Magic
    Improves caster's chance of resisting spells based on the magic element.
  • Resist Poison
    Improves caster's chance of resisting spells based on the poison or acid elements.
  • Resist Shock
    Improves caster's chance of resisting spells based on the shock or lightning elements.
  • Shield
    Creates a temporary shield around the caster, capable of absorbing damage meant for the caster.
  • Slowfalling
    Slows the descent of a caster when falling, so little damage is taken on impact.
  • Spell Drain
    Drains magicka from a target on a successful strike.
  • Spider Touch
    Paralyzes target successfully touched by the caster.
  • Water Breathing
    Allows the caster to breath in an underwater environment for the duration of the spell.
  • Water Walking
    Allows the caster to walk on the surface of the water for the duration of the spell.
  • Wizard Rend
    Medium-level chance of paralyzing and silencing target successfully struck.

The School of Destruction

The School of Destruction is concerned with the purely destructive capabilities of magicka, evident in spells like Fireball and Acidic Field. Buying, creating, and casting a spell devised to harm or destory a target is less expensive for mages skilled in this path.

  • Acidic Field
    Caster is surrounded by medium-level damage aura, affecting all who come within range.
  • Energy Leech
    Transfers stamina from target to caster with a successful strike.
  • Fire Storm
    Creates a fiery aura around caster, delivering medium-level damage to all within its boundaries.
  • Fireball
    Fires a ball of flame at a single target, delivering medium to high-level damage.
  • Force Bolt
    Fires a bolt of energy at a single target, delivering high-level damage and a chance of paralysis.
  • God's Fire
    Fires a ball of energy at a single target, delivering very high-level damage.
  • Hand of Decay
    Low- to Medium-level chance of disintegrating a target with a successful strike.
  • Hand of Sleep
    Destroys stamina from a target with a successful strike.
  • Harbour Air
    Surrounds caster with a frost-based damage aura, delivering medium- to high-level damage.
  • Ice Bolt
    Fires a ball of frost which inflicts medium- to high-level damage to a single target.
  • Ice Storm
    Fires a ball of frost which explodes on contact, delivering medium-level damage to all within range.
  • Lightning
    Fires a ball of lightning at a single target, delivering high-level damage.
  • Magicka Leech
    Transfers inherent magicka energy from a target to the caster on a successful strike.
  • Notorgo's Curse
    Slows a target with a successsful strike by damaging Speed.
  • Shock
    Shocks the next creature struck by the caster with lightning-based medium-level damage.
  • Sleep
    Fatigues a target with a successful strike from caster.
  • Sphere of Negation
    Creates a sphere around the caster which may disintegrate any sentient form trapped in its radius.
  • Toxic Cloud
    Fires a ball of acid at a single target, inflicting medium-level damage.
  • Transfer Agility
    Transfers Agility attribute points from target to caster on successful strike.
  • Transfer Endurance
    Transfers Endurance attribute points from target to caster on successful strike.
  • Transfer Intelligence
    Transfers Intelligence attribute points from target to caster on successful strike.
  • Transfer Luck
    Transfers Luck attribute points from target to caster on successful strike.
  • Transfer Personality
    Transfers Personality attribute points from target to caster on successful strike.
  • Transfer Speed
    Transfers Speed attribute points from target to caster on successful strike.
  • Transfer Willpower
    Transfers Willpower attribute points from target to caster on successful strike.
  • Wildfire
    Fires a ball of flame at a single target, inflicting medium-level damage and then low-level damage as the fire continues to burn.
  • Wizard's Fire
    Fires a ball of flame at a single target, inflicting low- to medium-level damage.

The School of Illusion

The School of Illusion works with magicka in its capacity to camouflauge, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illumination are less expensive for mages skilled in this path.

  • Chameleon - Normal
    If caster does not move, he or she is mostly camouflaged, as per an Invisibility spell. If caster attacks something, Chameleon spell is aborted.
  • Chameleon - True
    If caster does not move, he or she is mostly camouflaged, as per an Invisibility spell. The spell is not aborted if caster attacks something.
  • Flare
    Creates an aura of light around caster, making visibility higher.
  • Ghost Form
    Turns caster invisible and weightless, as per the spells Invisibility and Levitation.
  • Invisibility - Normal
    Medium-level chance of causing the caster to vanish. If the caster attacks something, Invisibilty is dispelled.
  • Invisibility - True
    Medium-level chance of causing the caster to vanish. If the caster attacks something, he or she will still remain invisible.
  • Light
    Creates a sphere of light around the caster, improving visibility for the duration.
  • Polymorph
    Gives the caster the ability to change shape.
  • Sancturary
    Creates a powerful invisibility on the caster which will not fade even if the caster weaves other spells.
  • Shadow Form - Normal
    Improves the caster's ability to hide in the shadows, moving invisibly in dark places. If caster attacks something, shadow spell is aborted.
  • Shadow Form - True
    Improves the caster's ability to hide in the shadows, moving invisibly in dark places. The spell is not aborted if caster attacks something.

The School of Mysticism

The School of Mysticism experiments with the most arcane aspects of magicka and expanding these ''accidents'' into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap among many others. Buying, creating, and casting spells of Mysticism are less expensive for mages skilled in this experimental path.

  • Banish Daedra
    Medium-level chance of transporting daedra target back to the plane of Oblivion.
  • Create Item
    Creates one useful item of the caster's choosing.
  • Dispel Magic
    This spell causes magic to be despelled.
  • Far Silence
    Creates a sphere of silence around a target, making spell-casting impossible for the duration.
  • Fenrik's Door Jam
    Locks door to a lock-level equal to the caster's level.
  • Holy Touch
    This spell causes undead to be despelled on a successful strike.
  • Holy Word
    Low- to medium-level chance of dispelling undead (zombies, skeletons, ghosts, wraiths, et cetera).
  • Null Magicka
    Creates an anti-magicka sphere around the caster, with a high-level chance of removing all magic.
  • Open
    Medium-level chance of unlocking a mundane or magically-locked door.
  • Recall
    This spell must be cast twice. First at the place where the caster wishes to return, second to teleport the caster to that location.
  • Silence
    Quiets the next creature struck by the caster, making spellcasting impossible for the duration.
  • Soul Trap
    Holds the soul of a target, so when the host dies, the soul can be stored for enchantments.
  • Wizard Lock
    Holds door securely locked for the duration of the spell.

The School of Restoration

The School of Restoration is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting spells devised to heal a target are less expensive for mages skilled in this path.

  • Balyna's Antidote
    Medium-level chance of curing caster of paralysis, poison, and mundane diseases.
  • Balyna's Balm
    Cures caster of low-level paralysis, poison, and mundane diseases.
  • Charisma
    Temporarily boosts caster's Personality attribute.
  • Climbing
    Causes caster to climb at twice the normal rate.
  • Cure Disease
    High-level chance of curing caster of mundane diseases.
  • Cure Paralysis
    High-level chance of curing caster of paralysis.
  • Cure Poison
    High-level chance of curing caster of poisons.
  • Feet of Notorgo
    Temporarily boosts caster's Speed attribute.
  • Fortitude
    Temporarily boost caster's Endurance attribute.
  • Heal
    Heals low-to medium-level wounds of caster.
  • Heal Agility
    Heals caster's Agility.
  • Heal Endurance
    Heals caster's Endurance.
  • Heal Fatigue
    Heals caster's Fatigue.
  • Heal Intelligence
    Heals caster's Intelligence.
  • Heal Luck
    Heals caster's Luck.
  • Heal Personality
    Heals caster's Personality.
  • Heal Speed
    Heals caster's Speed.
  • Heal Strength
    Heals caster's Strength.
  • Heal Willpower
    Heals caster's Willpower.
  • Iron Will
    Temporarily boosts caster's Willpower attribute.
  • Jack of Trades
    Temporarily boosts caster's Luck attribute.
  • Nimbleness
    Temporarily boosts caster's Agility attribute.
  • Orc Strength
    Temporarily boosts caster's Strength attribute.
  • Remedy
    Low- to medium-level chance of curing caster of mundane diseases.
  • Spell Absorption
    Creates a sphere around the caster to disperse targeted spells, replenishing the caster's reserves.
  • Spell Resistance
    Creates a sphere to dilute and disperse low-level spells targeted at caster.
  • Stamina
    Replenishes lost stamina, invigorating the tired caster.
  • Strength Leech
    Transfers Strength attribute points from target to caster on successful strike.
  • Troll's Blood
    Regenerates caster's health continuouly while spell is active.
  • Vampiric Touch
    Transfers health from a target to the caster by touch.
  • Wisdom
    Temporarily boosts caster's Intelligence attribute.

The School of Thaumaturgy

The School of Thaumaturgy concentrates on exposing and manipulating known forces and objects within their natural laws. It is evident in spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of Thaumaturgy are less expensive for mages skilled in this path.

  • Calm Humanoid
    Pacifies humanoid monsters.
  • Charm Mortal
    Raises caster's charm with target, thereby improving caster's reputation.
  • Detect Enemy
    Caster is able to detect all enemies within range.
  • Detect Magic
    Caster is able to detect all magic within range.
  • Detect Treasure
    Caster is able to detect all treasure within range.
  • Identify
    Enables the caster to identify magic items.
  • Levitate
    Causes caster to become weightless and able to float in any direction for the duration.
  • Pacify Daedra
    Pacifies daedra monsters.
  • Quiet Undead
    Pacifies undead monsters.
  • Shalidor's Mirror
    Medium-chance of reflecting spells fired at the caster back to the aggressor mage.
  • Spell Shield
    Creates a sphere to dilute and disperse low to medium-level spells targeted at caster.
  • Spell Reflection
    Creates a sphere around the caster to reflect targeted spells back toward their source.
  • Tame
    Pacifies any living beast of subhumanoid intelligence.