
Chapter Four
Magic is an integral component of the world of Tamriel. To the people of the Imperial province, magic is not a matter of faith but an undeniable truth. Magicka flows through everything and everyone. Most warriors and adventurers wield some form of magic, either from their own essence or through the Magicka of another embedded in their equipment. It will be an essential tool during your time in Tamriel. It will keep you safe from harm, aid you against your enemies, and light your path through the dark corners of Cyrodiil.
School of Alteration
Alteration magic can be used to change the fundamentals of physics and biology. It can harden the caster's skin until it is like armor, cause a lock to pop open without a key, or burden an enemy with invisible weight. Alteration magic's greatest strengths are outside of combat; many thieves and assassins make use of this school to benefit their careers.
- Aegis
Creates a magical shield around the caster's body; the caster gains 50 points of armor for 1 minute. - Beast of Burden
Allows caster to carry 250 additional pounds for 6 minutes. - Burdening Touch
When the target is touched, increases the target's Encumbrance by 15 for 15 seconds. - Defend
Creates a magical shield around the caster's body; the caster gains 15 points of armor for 30 seconds. - Ease Burden
Allows caster to carry 50 additional pounds for 4 minutes. - Electric Shell
Creates a lightning shield around the caster's body, gaining 10 points of armor and 10% resistance to shock for 30 seconds. - Encumbering Touch
When the target is touched, increases the target's Encumbrance by 50 for 25 seconds. - Fire Shield
Creates a fire shield around the caster's body, gaining 30 points of armor and 30% resistance to fire for 30 seconds. - Flame Shield
Creates a fire shield around the caster's body, gaining 30 points of armor and 30% resistance to fire for 1 minute. - Frost Shell
Creates a frost shield around the caster's body, gaining 10 points of armor and 10% resistance to frost for 30 seconds. - Glacial Wall
Creates a frost shield around the caster's body, gaining 30 points of armor and 30% resistance to frost for 1 minute. - Guard
Creates a magical shield around the caster's body; the caster gains 30 points of armor for 30 seconds. - Heat Shell
Creates a fire shield around the caster's body, gaining 10 points of armor and 10% resistance to fire for 30 seconds. - Hindering Touch
When the target is touched, increases the target's Encumbrance by 35 for 20 seconds. - Ice Shield
Creates a frost shield around the caster's body, gaining 30 points of armor and 30% resistance to frost for 30 seconds. - Lighten Load
Allows caster to carry 75 additional pounds for 5 minutes. - Lightning Shield
Creates a lightning shield around the caster's body, gaining 30 points of armor and 30% resistance to shock for 30 seconds. - Lightning Wall
Creates a lightning shield around the caster's body, gaining 30 points of armor and 30% resistance to shock for 1 minute. - Open Average Lock
Automatically opens a lock of average difficulty. - Open Easy Lock
Automatically opens a lock of easy difficulty. - Open Hard Lock
Automatically opens a lock of hard difficulty. - Open Very Easy Lock
Automatically opens a lock of very easy difficulty. - Opressing Grasp
When the target is touched, increases the target's Encumbrance by 75 for 30 seconds. - Pack Mule
Allows caster to carry 150 additional pounds for 5 minutes. - Protect
Creates a magical shield around the caster's body; the caster gains 15 points of armor for 30 seconds. - Protect Other
When the target is touched, a magical shield surrounds the target's body; the target gains 10 points of armor for 20 seconds. - Sea Stride
The caster gains the ability to walk on water for 30 seconds. - Shield
Creates a magical shield around the caster's body; the caster gains 40 points of armor for 30 seconds. - Water Breathing
The caster can breathe underwater for 30 seconds. - Weight of the World
When the target is touched, increases the target's Encumbrance by 60 for 30 seconds.
School of Conjuration
Calling on creatures from other worlds and creating items out of Magicka are two of the most beneficial tools a caster has. Because of this, casters of all types make use of the school of Conjuration. Dedicated casters and those dedicated to stealth are helped by having creatures to draw enemy fire, and heavy fighters can enjoy the freedom of movement that conjured armor provides.
- Bound Boots
Conjures a lesser Daedra bound in the form of a magical, wonderously light pair of Daedric boots for 20 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Bow
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric bow for 15 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Cuirass
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric cuirass for 60 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Dagger
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric dagger for 15 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Gaunlets
Conjures a lesser Daedra bound in the form of a magical, wonderously light pair of Daedric gauntlets for 60 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Greaves
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric greaves for 60 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Helmet
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric helmet for 20 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Mace
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric mace for 15 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Shield
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric shield for 120 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound Sword
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric longsword for 15 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Bound War Axe
Conjures a lesser Daedra bound in the form of a magical, wonderously light Daedric war axe for 15 seconds. The weapon appears automatically equipped, displacing any currently equipped weapon to inventory. Putting your weapon away will cause the summoned weapon to disappear. - Dismiss Undead
Greatly increases the chance that an undead creature will flee for 1 minute. - Rebuke Undead
Increases the chance that an undead creature will flee for 30 seconds. - Repulse Undead
Moderately increases the chance that an undead creature will flee for 30 seconds. - Summon Clannfear
Summons a Clannfear from the Outer Realms to fight for the caster for 45 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Daedroth
Summons a Daedroth from the Outer Realms to fight for the caster for 30 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Dremora
Summons a Dremora from the Outer Realms to fight for the caster for 20 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Dremora Lord
Summons a Dremora Lord from the Outer Realms to fight for the caster for 35 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Faded Wraith
Summons a Faded Wraith to fight for the caster for 40 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Flame Atronach
Summons a Flame Atronach from the Outer Realms to fight for the caster for 30 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Frost Atronach
Summons a Frost Atronach from the Outer Realms to fight for the caster for 35 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Ghost
Summons a Ghost to fight for the caster for 25 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Gloom Wraith
Summons a Gloom Wraith to fight for the caster for 25 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Headless Zombie
Summons a Headless Zombie to fight for the caster for 25 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Lich
Summons a Lich to fight for the caster for 20 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Scamp
Summons a Scamp from the Outer Realms to fight for the caster for 20 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Skeleton
Summons a Skeleton to fight for the caster for 40 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Skeleton Champion
Summons a Skeleton Champion to fight for the caster for 40 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Skeleton Guardian
Summons a Skeleton Guardian to fight for the caster for 50 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Skeleton Hero
Summons a Skeleton Hero to fight for the caster for 25 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Spider Daedra
Summons a Spider Daedra from the Outer Realms to fight for the caster for 20 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Storm Atronach
Summons a Storm Atronach from the Outer Realms to fight for the caster for 40 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Xivilai
Summons a Xivilai from the Outer Realms to fight for the caster for 30 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Summon Zombie
Summons a Zombie to fight for the caster for 30 seconds. It appears near the caster and attacks any entity that attacks the caster until the effect ends or the summoned creature is killed. - Turn Undead
Slightly increases the chance that an undead creature will flee for 30 seconds.
School of Destruction
Destruction is by far the most widely used school of magic in Tamriel. While most choose to concentrate on dealing out elemental damage, the school of Destruction has a number of useful spells beyond those. A clever caster can hinder an enemy, destroy weapons and armor, and weaken him or her to the point of collapse.
- Arctic Blow
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 80 points of frost damage. - Blazing Spear
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 35 points of fire damage. - Blizzard
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 75 points of frost damage to all creatures in a 20ft radius. - Burning Touch
When a target is touched, this spell produces a manifestation of elemental fire, causing 10 points of fire damage. - Cold Touch
When a target is touched, this spell produces a manifestation of elemental frost, causing 15 points of frost damage. - Corrode Armor
Deals 30 points of damage to an enemy's equipped armor on touch. - Corrode Weapon
Deals 60 points of damage to an enemy's equipped weapon on touch. - Curse of Weakness
When a target is touched, the caster shoots out magical energy which lowers the target's Fatigue by 15 points. - Damage Attribute: Agility
Lets the caster shoot out magical energy which lowers the target's Agility by 1 point. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Endurance
Lets the caster shoot out magical energy which lowers the target's Endurance by 1 point. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Intelligence
Lets the caster shoot out magical energy which lowers the target's Intelligence by 5 points. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Luck
Lets the caster shoot out magical energy which lowers the target's Luck by 1 point. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Speed
Lets the caster shoot out magical energy which lowers the target's Speed by 3 points. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Strength
Lets the caster shoot out magical energy which lowers the target's Strength by 5 points. Damaged attributes can only be restored with a Restore effect spell or potion. - Damage Attribute: Willpower
Lets the caster shoot out magical energy which lowers the target's Willpower by 3 points. Damaged attributes can only be restored with a Restore effect spell or potion. - Dire Enervation
Temporarily lowers the target's Fatigue by 60 points for 30 seconds. - Dire Wound
Temporarily lowers the target's Health by 30 points for 10 seconds. - Disintegrate Armor
Deals 100 points of damage to an enemy's equipped armor on touch. - Disintegrate Weapon
Deals 150 points of damage to an enemy's equipped weapon on touch. - Drain Attribute: Agility
Temporarily lowers the target's Agility by 5 points for 20 seconds. - Drain Attribute: Endurance
Temporarily lowers the target's Endurance by 5 points for 20 seconds. - Drain Attribute: Intelligence
Temporarily lowers the target's Intelligence by 15 points for 25 seconds. - Drain Attribute: Luck
Temporarily lowers the target's Luck by 5 points for 20 seconds. - Drain Attribute: Speed
Temporarily lowers the target's Speed by 10 points for 20 seconds. - Drain Attribute: Strength
Temporarily lowers the target's Strength by 5 points for 20 seconds. - Drain Attribute: Willpower
Temporarily lowers the target's Willpower by 10 points for 20 seconds. - Drain Skill: Alteration
Temporarily reduces the target's Alteration skill by 15 points for 25 seconds. - Drain Skill: Blade
Temporarily reduces the target's Blade skill by 20 points for 45 seconds. - Drain Skill: Conjuration
Temporarily reduces the target's Conjuration skill by 20 points for 45 seconds. - Drain Skill: Destruction
Temporarily reduces the target's Destruction skill by 15 points for 25 seconds. - Drain Skill: Hand-to-Hand
Temporarily reduces the target's Hand-to-Hand skill by 15 points for 25 seconds. - Drain Skill: Heavy Armor
Temporarily reduces the target's Heavy Armor skill by 15 points for 25 seconds. - Drain Skill: Illusion
Temporarily reduces the target's Illusion skill by 10 points for 20 seconds. - Drain Skill: Marksman
Temporarily reduces the target's Marksman skill by 10 points for 20 seconds. - Drain Skill: Restoration
Temporarily reduces the target's Restoration skill by 20 points for 45 seconds. - Electric Touch
When a target is touched, this spell produces bolts of elemental lightning, causing 25 points of damage. - Electrocution
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 100 points of damage. - Entropic Bolt
The caster shoots out magical energy which lowers the target's Health by 10 points. - Entropic Touch
When the target is touched, the caster shoots out magical energy which lowers the target's Health by 5 points. - Fireball
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 30 points of fire damage to all targets in a 10ft radius. - Fire Storm
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 50 points of fire damage to all targets in a 15ft radius. - Flame Tempest
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 75 points of fire damage to all targets in a 15ft radius. - Flame Touch
When a target is touched, this spell produces a manifestation of elemental fire, causing 25 points of fire damage. - Flare
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 6 points of fire damage. - Flash Bolt
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 20 points of fire damage. - Frost Bolt
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 35 points of frost damage. - Frost Touch
When a target is touched, this spell produces a manifestation of elemental frost, causing 25 points of frost damage. - Greater Magicka Drain
Temporarily lowers the target's Magicka by 50 points for 30 seconds. - Hailstone
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 20 points of frost damage. - Hail Storm
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 30 points of frost damage to all creatures in a 10ft radius. - Heat Blast
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 70 points of fire damage. - Ice Blast
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 110 points of frost damage. - Ice Bolt
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 70 points of frost damage. - Ice Storm
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 50 points of frost damage to all creatures in a 15ft radius. - Immolating Blast
This spell produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing 110 points of fire damage. - Legendary Magicka Drain
Temporarily lowers the target's Magicka by 120 points for 1 minute. - Lightning Ball
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 40 points of damage over 2 seconds. The damage spreads to all creatures in a 20ft radius. - Lightning Blast
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 70 points of damage. - Lightning Bolt
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 35 points of damage. - Lightning Grasp
When a target is touched, this spell produces bolts of elemental lightning, causing 45 points of damage. - Lightning Storm
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 60 points of damage over 2 seconds. The damage spreads to all creatures in a 20ft radius. - Lightning Surge
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 80 points of damage. - Magicka Drain
Temporarily lowers the target's Magicka by 30 points for 30 seconds. - Major Enervation
Temporarily lowers the target's Fatigue by 30 points for 15 seconds. - Major Wound
Temporarily lowers the target's Agility by 15 points for 10 seconds. - Minor Enervation
Temporarily lowers the target's Fatigue by 15 points for 15 seconds. - Minor Wound
Temporarily lowers the target's Health by 5 points for 10 seconds. - Scorching Blow
When a target is touched, this spell produces a manifestation of elemental fire, causing 80 points of fire damage. - Searing Grasp
When a target is touched, this spell produces a manifestation of elemental fire, causing 45 points of fire damage. - Sever Magicka
The caster shoots out magical energy which lowers the target's Magicka by 40 points. - Shock
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 20 points of damage. - Shocking Blast
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 30 points of damage over 2 seconds. The damage spreads to all creatures in a 20ft radius. - Shocking Touch
When a target is touched, this spell produces bolts of elemental lightning, causing 10 points of damage. - Snowball
This spell produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes 10 points of frost damage. - Spark
This spell produces bolts of elemental lightning. The first target along the bolt's path is inflicted with 10 points of damage. - Superior Magicka Drain
Temporarily lowers the target's Magicka by 100 points for 30 seconds. - Superior Wound
Temporarily lowers the target's Health by 50 points for 10 seconds. - Weakness to Fire
Decreases a target's resistance to elemental fire by 25% for 30 seconds. - Weakness to Frost
Decreases a target's resistance to elemental frost by 25% for 30 seconds. - Weakness to Magicka
Decreases a target's resistance to all Magicka by 25% for 30 seconds. - Weakness to Poison
Decreases a target's resistance to all poison effects by 25% for 30 seconds. - Weakness to Shock
Decreases a target's resistance to elemental shock by 25% for 30 seconds. - Winter's Grasp
When a target is touched, this spell produces a manifestation of elemental frost, causing 45 points of frost damage. - Withering Bolt
The caster shoots out magical energy which lowers the target's Health by 40 points. - Withering Touch
When the target is touched, the caster shoots out magical energy which lowers the target's Health by 30 points.
School of Illusion
Things are rarely as they seem in Tamriel, and casters who practice the deceptive art of Illusion prefer it that way. Illusion is an excellent talent for a caster who wishes to swindle a merchant, sneak around undetected, or drive a creature into a freny to escape in the confusion.
- Alluring Gaze
Increases the disposition of a target up to his/her 3rd level for 30 seconds. When the spells duration ends, the target's disposition returns to its original value. - Beguiling Touch
When a target is touched, increases the disposition of the target up to his/her 3rd level for 30 seconds. When the spells duration ends, the target's disposition returns to its original value. - Calming Touch
When a target is touched, reduces the target's aggression by 30 pts for 20 seconds. Undead and Daedra are not affected. - Candlelight
Creates a 40-foot sphere of light around the caster for 3 minutes. - Chameleon
Lets the caster blend into the surroundings with so no one can see him/her. Chameleon conceals the caster by 25% for 30 seconds. The caster can attack and use objects without disrupting the effect. While others cannot see the subject, they may still be able to hear him/her. - Cloak
Lets the caster blend into the surroundings with so no one can see him/her. Cloak conceals the caster by 75% for 30 seconds. The caster can attack and use objects without disrupting the effect. While others cannot see the subject, they may still be able to hear him/her. - Command Creature
Forces a creature of Level 2 or lower to fight for the caster for 30 seconds. - Command Humanoid
Forces a humanoid of Level 2 or lower to fight for the caster for 30 seconds. - Commanding Touch
When a target is touched, forces a creature of Level 3 or lower to fight for the caster for 30 seconds. - Daylight
Creates a 60-foot sphere of light around the caster for 8 minutes. - Debilitate
Paralyzes a single target for 3 seconds. - Dominate Creature
Forces a creature of Level 9 or lower to fight for the caster for 30 seconds. - Dominate Humanoid
Forces a humanoid of Level 9 or lower to fight for the caster for 30 seconds. - Dominating Touch
When a target is touched, forces a creature of Level 6 or lower to fight for the caster for 30 seconds. - Enthralling Presence
Increases the disposition of all targets up to their 6th level with in 20 feet for 30 seconds. When the spells duration ends, the target's disposition returns to its original value. - Eyes of Eventide
Allows the caster to see in the dark for 15 seconds. - Eyes of Midnight
Allows the caster to see in the dark for 30 seconds. - Fearful Gaze
Increases the chances of a creature fleeing for 30 seconds. Undead and Daedra are not affected. - Frenzy
Increases the target's aggression for 30 seconds. Undead and Daedra are not affected. - Ghostwalk
Completely conceals the caster from others for 1 minute. If the caster attacks, speaks, or activates items, the effect is dispelled. While others cannot see the subject, they may still be able to hear him/her. - Grasp of Terror
When a target is touched, greatly increases the chances of a creature fleeing for 30 seconds. Undead and Daedra are not affected. - Heroic Touch
When a target is touched, increases an ally's confidence for 60 seconds. - Heroism
When a target is touched, increases an ally's confidence for 45 seconds. - Hush
Temporarily renders a target unable to cast spells for 10 seconds. - Illuminate
Creates a 10-foot sphere of light around the caster for 90 seconds. - Immobilize
When a target is touched, paralyzes a single target for 7 seconds. - Inspiration
Increases an ally's confidence for 20 seconds. - Inspiring Touch
When a target is touched, increases an ally's confidence for 30 seconds. - Mesmerizing Grasp
When a target is touched, increases the disposition of the target up to his/her 6th level for 30 seconds. When the spells duration ends, the target's disposition returns to its original value. - Moonlight
Creates a 30-foot sphere of light around the caster for 2 minutes. - Mute
Temporarily renders all targets in a 15-foot radius unable to cast spells for 15 seconds. - Pacification
Slightly reduces the target's aggression for 20 seconds. Undead and Daedra are not affected. - Paralyze
When a target is touched, paralyzes a single target for 10 seconds. - Rage
Increases the target's aggression for 10 seconds. Undead and Daedra are not affected. - Seductive Charm
Increases the disposition of a target up to his/her 6th level for 30 seconds. When the spells duration ends, the target's disposition returns to its original value. - Serenity
Slightly reduces the target's aggression for 10 seconds. Undead and Daedra are not affected. - Shadow
Lets the caster blend into the surroundings with so no one can see him/her. Chameleon conceals the caster by 50% for 30 seconds. The caster can attack and use objects without disrupting the effect. While others cannot see the subject, they may still be able to hear him/her. - Shadow Shape
Completely conceals the caster from others for 30 seconds. If the caster attacks, speaks, or activates items, the effect is dispelled. While others cannot see the subject, they may still be able to hear him/her. - Silence
Temporarily renders a target unable to cast spells for 10 seconds. - Soothing Touch
When a target is touched, slightly reduces the target's aggression for 15 seconds. Undead and Daedra are not affected. - Spectral Form
Completely conceals the caster from others for 2 minutes. If the caster attacks, speaks, or activates items, the effect is dispelled. While others cannot see the subject, they may still be able to hear him/her. - Starlight
Creates a 20-foot sphere of light around the caster for 1 minute. - Terrifying Presence
Greatly increases the chances of a creature fleeing for 30 seconds. Undead and Daedra are not affected. - Touchlight
Creates a 50-foot sphere of light around the caster for 4 minutes. - Touch of Fear
When a target is touched, increases the chances of a creature fleeing for 20 seconds. Undead and Daedra are not affected. - Touch of Frenzy
When a target is touched, increases the target's aggression for 30 seconds. Undead and Daedra are not affected. - Touch of Rage
When a target is touched, increases the target's aggression for 30 seconds. Undead and Daedra are not affected. - Voice of Dread
Increases the chances of a creature fleeing for 20 seconds. Undead and Daedra are not affected. - Voice of Rapture
Increases the disposition of a target up to his/her 9th level for 30 seconds. When the spells duration ends, the target's disposition returns to its original value.
School of Mysticism
The school of Mysticism can unravel the mysteries of the universe if properly applied. It can also tell you what is around the next corner, lying in wait for the hapless adventurer to wander by.
- Dispel Other
Has a 30% chance of dispelling Magicka-based effects from a target. Does not affect abilities, diseases, curses, or constant magic item effects. - Greater Dispel
Has a 75% chance of dispelling Magicka-based effects from the caster. Does not affect abilities, diseases, curses, or constant magic item effects. - Greater Dispel Other
Has a 60% chance of dispelling Magicka-based effects from a target. Does not affect abilities, diseases, curses, or constant magic item effects. - Greater Life Detection
Detects creatures in a 60-foot radius around the caster for 1 minute. They appear as indistinct magical images in the world around you, visible through solid objects. - Greater Soul Trap
Captures the soul of the target creature in the smallest, appropriate, empty soul gem in the caster's inventory, if the creature is killed within 30 seconds. - Greater Spell Reflection
Has a 15% chance of reflecting any spells effects back at an attacking caster for 30 seconds. If the spell fails, the attacking spell takes effect normally. - Legendary Dispel
Dispels any Magicka-based effects from the caster. Does not affect abilities, diseases, curses, or constant magic item effects. - Legendary Life Detection
Detects creatures in a 120-foot radius around the caster for 2 minutes. They appear as indistinct magical images in the world around you, visible through solid objects. - Legendary Soul Trap
Captures the souls of all creatures within a 20-foot radius around the caster in the smallest, appropriate, empty soul gem in the caster's inventory, if the creatures are killed within 1 minute. - Legendary Spell Absorption
The caster has a 50% chance of absorbing an attacking spell's power as an increase in Magicka for 45 seconds. If the spell fails, the attacking spell takes effect normally. The caster's Magicka cannot be increased above its maximum. - Legendary Spell Reflection
Has a 50% chance of reflecting any spells effects back at an attacking caster for 45 seconds. If the spell fails, the attacking spell takes effect normally. - Major Dispel
Has a 75% chance of dispelling Magicka-based effects from the caster. Does not affect abilities, diseases, curses, or constant magic item effects. - Major Life Detection
Detects creatures in a 60-foot radius around the caster for 1 minute. They appear as indistinct magical images in the world around you, visible through solid objects. - Minor Dispel
Has a 45% chance of dispelling Magicka-based effects from the caster. Does not affect abilities, diseases, curses, or constant magic item effects. - Minor Life Detection
Detects creatures in a 60-foot radius around the caster for 20 seconds. They appear as indistinct magical images in the world around you, visible through solid objects. - Movement Mastery
Allows the caster to manipulate objects up to 40 feet away for 1 minute. - Psychic Motion
Allows the caster to manipulate objects up to 20 feet away for 30 seconds. - Remote Manipulation
Allows the caster to manipulate objects up to 10 feet away for 20 seconds. - Soul Trap
Captures the soul of the target creature in the smallest, appropriate, empty soul gem in the caster's inventory, if the creature is killed within 20 seconds. - Spell Absorption
The caster has a 25% chance of absorbing an attacking spell's power as an increase in Magicka for 20 seconds. If the spell fails, the attacking spell takes effect normally. The caster's Magicka cannot be increased above its maximum. - Superior Dispel
Has a very high chance of dispelling Magicka-based effects from the caster. Does not affect abilities, diseases, curses, or constant magic item effects. - Superior Life Detection
Detects creatures in a 120-foot radius around the caster for 2 minutes. They appear as indistinct magical images in the world around you, visible through solid objects. - Superior Soul Trap
Captures the souls of all creatures within a 10-foot radius around the caster in the smallest, appropriate, empty soul gem in the caster's inventory, if the creatures are killed within 40 seconds. - Superior Spell Absorption
The caster has a 35% chance of absorbing an attacking spell's power as an increase in Magicka for 30 seconds. If the spell fails, the attacking spell takes effect normally. The caster's Magicka cannot be increased above its maximum. - Superior Spell Reflection
Has a 30% chance of reflecting any spells effects back at an attacking caster for 30 seconds. If the spell fails, the attacking spell takes effect normally. - Telekinesis
Allows the caster to manipulate objects up to 30 feet away for 45 seconds.
School of Restoration
Second only to Destruction in popularity, the school of Restoration can keep the adventurer in working order. It can heal physical damage, purge the body of disease, and deal attribute damage from enemy magic.
- Absorb Attribute: Agility
When a target is touched, temporarily transfers 5 points of Agility from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Endurance
When a target is touched, temporarily transfers 5 points of Endurance from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Intelligence
When a target is touched, temporarily transfers 5 points of Intelligence from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Luck
When a target is touched, temporarily transfers 5 points of Luck from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Speed
When a target is touched, temporarily transfers 5 points of Speed from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Strength
When a target is touched, temporarily transfers 5 points of Strength from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Attribute: Willpower
When a target is touched, temporarily transfers 5 points of Willpower from an enemy to the caster for 20 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Fatigue
When a target is touched, temporarily transfers 10 points of Fatigue from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Fatigue are permanent. - Absorb Health
When a target is touched, temporarily transfers 5 points of Health from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Health are permanent. - Absorb Magicka
When a target is touched, temporarily transfers 10 points of Magicka from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Magicka are permanent. - Absorb Skill: Acrobatics
When a target is touched, temporarily transfers 5 points of Acrobatics skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Alteration
When a target is touched, temporarily transfers 15 points of Alteration skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Athletics
When a target is touched, temporarily transfers 5 points of Athletics skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Blade
When a target is touched, temporarily transfers 25 points of Blade skill from an enemy to the caster for 15 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Block
When a target is touched, temporarily transfers 5 points of Block skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Blunt
When a target is touched, temporarily transfers 25 points of Blunt skill from an enemy to the caster for 15 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Conjuration
When a target is touched, temporarily transfers 15 points of Conjuration skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Destruction
When a target is touched, temporarily transfers 15 points of Destruction skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Hand-to-Hand
When a target is touched, temporarily transfers 10 points of Hand-to-Hand skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Heavy Armor
When a target is touched, temporarily transfers 15 points of Heavy Armor skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Illusion
When a target is touched, temporarily transfers 5 points of Illusion skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Light Armor
When a target is touched, temporarily transfers 10 points of Light Armor skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Marksman
When a target is touched, temporarily transfers 15 points of Marksman skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Mecantile
When a target is touched, temporarily transfers 10 points of Mecantile skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Mysticism
When a target is touched, temporarily transfers 10 points of Mysticism skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Restoration
When a target is touched, temporarily transfers 10 points of Restoration skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Security
When a target is touched, temporarily transfers 5 points of Security skill from an enemy to the caster for 10 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Absorb Skill: Sneak
When a target is touched, temporarily transfers 25 points of Sneak skill from an enemy to the caster for 15 seconds. A caster's stats can exceed their maximum for the duration of the spell. When the effect ends, attributes for the caster and the target return to original values. - Consume Health
When a target is touched, transfers 20 points of Health from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Health are permanent. - Convalescence
Heals 15 points of Health damage to another creature. - Cure Disease
Cures caster of disease. - Cure Paralysis
Cures caster of paralysis. - Cure Poison
Cures caster of Poison. - Devour Health
When a target is touched, transfers 40 points of Health from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Health are permanent. - Fortify Agility
Temporarily increases the caster's Agility by 5 points for 90 seconds. - Fortify Endurance
Temporarily increases the caster's Endurance by 5 points for 90 seconds. - Fortify Fatigue
Temporarily increases the caster's maximum Fatigue by 25 points for 45 seconds. - Fortify Health
Temporarily increases the caster's maximum Health by 30 points for 30 seconds. - Fortify Intelligence
Temporarily increases the caster's Intelligence by 5 points for 90 seconds. - Fortify Luck
Temporarily increases the caster's Luck by 5 points for 90 seconds. - Fortify Magicka
Temporarily increases the caster's maximum Magicka by 30 points for 60 seconds. - Fortify Personality
Temporarily increases the caster's Personality by 5 points for 90 seconds. - Fortify Speed
Temporarily increases the caster's Speed by 5 points for 90 seconds. - Fortify Strength
Temporarily increases the caster's Strength by 5 points for 90 seconds. - Fortify Willpower
Temporarily increases the caster's Willpower by 5 points for 90 seconds. - Greater Convalescence
Heals 40 points of Health damage over 2 seconds to target creature. - Greater Fortify Agility
Temporarily increases the caster's Agility by 10 points for 90 seconds. - Greater Fortify Endurance
Temporarily increases the caster's Endurance by 10 points for 90 seconds. - Greater Fortify Fatigue
Temporarily increases the caster's maximum Fatigue by 50 points for 45 seconds. - Greater Fortify Health
Temporarily increases the caster's maximum Health by 60 points for 30 seconds. - Greater Fortify Intelligence
Temporarily increases the caster's Intelligence by 10 points for 90 seconds. - Greater Fortify Luck
Temporarily increases the caster's Luck by 10 points for 90 seconds. - Greater Fortify Magicka
Temporarily increases the caster's maximum Magicka by 60 points for 60 seconds. - Greater Fortify Personality
Temporarily increases the caster's Personality by 10 points for 90 seconds. - Greater Fortify Speed
Temporarily increases the caster's Speed by 10 points for 90 seconds. - Greater Fortify Strength
Temporarily increases the caster's Strength by 10 points for 90 seconds. - Greater Fortify Willpower
Temporarily increases the caster's Willpower by 10 points for 90 seconds. - Heal Greater Wounds
Caster heals 40 points of Health damage over 2 seconds. - Heal Legendary Wounds
Caster heals 180 points of Health damage over 6 seconds. - Heal Major Wounds
Caster heals 25 points of Health damage. - Heal Minor Wounds
Caster heals 10 points of Health damage. - Heal Superior Wounds
Caster heals 100 points of Health damage over 4 seconds. - Leech Health
When a target is touched, transfers 10 points of Health from an enemy to the caster. A caster's stats can exceed their maximum. Changes to Health are permanent. - Major Respite
Restores 80 points of Fatigue to the caster. - Minor Magic Resistance
Caster's resistance to Magicka-based attacks is increased by 10% for 15 seconds. - Minor Respite
Restores 15 points of Fatigue to the caster. - Restore Agility
Restores 5 points of Agility damage to the caster. - Restore Endurance
Restores 5 points of Endurance damage to the caster. - Restore Intelligence
Restores 5 points of Intelligence damage to the caster. - Restore Luck
Restores 5 points of Luck damage to the caster. - Restore Personality
Restores 5 points of Personality damage to the caster. - Restore Speed
Restores 5 points of Speed damage to the caster. - Restore Strength
Restores 5 points of Strength damage to the caster. - Restore Willpower
Restores 5 points of Willpower damage to the caster. - Superior Convalescence
Heals 80 points of Health damage over 4 seconds to target creature.