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Oblivion Spells

Author: 
B

Oblivion Mages Guild Sign

 

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.