19 February 2011
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Spell Effects
30 April 2003
There are a number of common spell effects that can be used to create an even larger variety of spells. Although the effects
are universal across Tamriel, their availability is strongly dependant on the location and even more so on the period in history.
Certain effects may be common in one area and pratically unheard of in another. Similarily, throughout the history of Tamriel, certain
effect's popularity may change drastically. For instance, necromancy spell effects may vanish from knowledge in a locale and period
where necromancy has been outlawed.
- Absorb Attribute
- This effect temporarily transfers a portion of the victim's attribute to the caster. Only Strength,
Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. The caster may
exceed the attribute's maximum for the duration. When the effect ends, both caster and victim attributes
return to original values (MW Game Data).
- Absorb Fatigue
- This effect transfers fatigue from the victim to the caster, wearying the victim and invigorating the caster.
The caster may exceed his maximum fatigue for the duration. When the effect ends, the caster loses the borrowed
fatigue, and the victim regains drained fatigue(MW Data Files).
- Absorb Health
- This effect transfers health from the victim to the caster, injuring the victim and vitalizing the caster.
The caster may exceed his maximum health for the duration. When the effect ends, the caster loses the borrowed
health, and the victim regains lost health(MW Data Files).
- Absorb Magicka
- This effect transfers magicka from the victim to the caster, reducing the victim's spellcasting reservoirs and
filling the caster's. The caster may exceed his maximum magicka for the duration. When the effect ends, the caster
loses the borrowed magicka, and the victim regains lost magicka(MW Data Files).
- Absorb Skill
- This effect temporarily reduces the victim's skill and increases the caster's. When the effect ends, the caster
loses the borrowed skill, and the victim regains lost skill(MW Data Files).
- Almsivi Intervention
- The subject of this effect is transported instantaneously to the altar of the nearest shrine or temple of the
Tribunal Temple(MW Data Files).
- Blind
- This effect obscures the vision of the victim, reducing his chance to hit an opponent with weapon or hand-to-hand
attacks(MW Data Files).
- Bound Weapons/Armor Axe
- The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric armor or weapon.
The item appears automatically equipped on the caster, displacing any currently equipped weapon/armor to inventory.
When the effect ends, the battle axe disappears, and any previously equipped weapon is automatically re-equipped (MW Data Files).
- Burden
- This effect temporarily increases the weight carried by the victim, causing faster fatigue loss. The magnitude of
the effect is the weight added. When the effect ends, the added weight disappears(MW Data Files).
- Calm Creature
- This effect temporarily reduces a creature's attack rating (i.e., its inclination to attack). The effect's magnitude
is the value of the reduction of the attack rating. When the effect ends, the creature's attack rating returns to normal.
Humanoids, undead, Daedra, and artifacts are not affected(MW Data Files).
- Calm Humanoid
- This effect temporarily reduces a humanoid's attack rating (i.e., its inclination to attack). The effect's magnitude
is the value of the reduction of the attack rating. When the effect ends, the humanoid's attack rating returns to normal.
Creatures, undead, Daedra, and artifacts are not affected(MW Data Files).
- Chameleon
- This effect lets the target blend into the surroundings so no one can see him. The target can attack and use objects
without disrupting the effect, but chameleon may range from 1% to 100% effectiveness. The effect's magnitude is the
degree of concealment(MW Data Files).
- Charm
- This effect temporarily increases the target's disposition towards the caster. When the effect ends, the target's
disposition returns to its original value(MW Data Files).
- Command Creature
- This effect compels a creature to fight the caster's enemies for the duration of the effect. The magnitude is the
level of creature affected. When the effect ends, the creature returns to its normal behavior(MW Data Files).
- Command Humanoid
- This effect compels a humanoid to fight the caster's enemies for the duration of the effect. The magnitude is the
level of humanoid affected. When the effect ends, the humanoid returns to its normal behavior(MW Data Files).
- Corprus
- This effect gives the victim corprus disease. Corpus is a special disease with unique properties. The victim remains
affected by the disease until it is cured(MW Data Files).
- Cure Blight Disease
- This effect cures the subject of any and all blight diseases(MW Data Files).
- Cure Common Disease
- This effect cures the subject of any and all common diseases(MW Data Files).
- Cure Corprus Disease
- This effect cures the subject of corprus disease(MW Data Files).
- Cure Paralyzation
- This effect cures the subject of paralyzation(MW Data Files).
- Cure Poison
- This effect cures the subject of poisons affecting the subject. The effect does not restore health lost to
poisons(MW Data Files).
- Damage Attribute
- This effect lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower, Agility,
Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes do not
return to their original values at the end of the spell's duration; they can only be restored with the appropriate
restore attribute spell or potion. The magnitude is the units of attribute lost each second of duration(MW Data Files).
- Damage Fatigue
- This effect lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue does not
return to its original value at the end of the spell's duration; it restores normally, or may be restored with a
restore fatigue spell or potion. The magnitude is the units of fatigue lost each second of duration(MW Data Files).
- Damage Health
- This effect lowers the value of a victim's health. Any derived attributes are recalculated. Health does not
return to its original value at the end of the spell's duration; it restores normally, or may be restored with
a restore health spell or potion. The magnitude is the units of health lost each second of duration(MW Data Files).
- Damage Magicka
- This effect lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka does not
return to its original value at the end of the spell's duration; it restores normally, or may be restored with a
restore magicka spell or potion. The magnitude is the units of magicka lost each second of duration(MW Data Files).
- Damage Skill
- This effect lowers the value of one of a victim's skills. Skills do not return to their original values at the
end of the spell's duration; they can only be restored with the appropriate restore skill spell or potion. The
magnitude is the units of skill lost each second of duration(MW Data Files).
- Demoralize Creature
- This effect temporarily increases a creature's flee rating (i.e., its inclination to flee from an attacker).
The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the creature's flee
rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected(MW Data Files).
- Demoralize Humanoid
- This effect temporarily increases a humanoid's flee rating (i.e., its inclination to flee from an attacker).
The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the humanoid's flee
rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected(MW Data Files).
- Detect Animal
- The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This
effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts,
plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected(MW Data Files).
- Detect Enchantment
- The caster of this effect can detect enchanted items; they appear on the map as symbols. The effect's magnitude is
the range in feet from the caster that enchanted items are detected(MW Data Files).
- Detect Key
- The caster of this effect can detect keys; their locations appear on the map as symbols. The effect's magnitude is
the range in feet from the caster that keys are detected(MW Data Files).
- Disintegrate Armor
- This effect damages the health rating of an equipped piece of armor on a touched or ranged victim(MW Data Files).
- Disintegrate Weapon
- This effect damages the health rating of an equipped weapon on a touched or ranged victim(MW Data Files).
- Dispel
- This effect removes magicka-based spell effects from the subject. It does not affect abilities, disease, curses, or
constant magic item effects. The magnitude is the chance an effect is removed(MW Data Files).
- Divine Intervention
- The subject of this effect is transported instantaneously to the altar of the nearest shrine of the Imperial cult
(MW Data Files).
- Drain Attribute
- This effect temporarily lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower,
Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes return
to their original values when the spell ends. The magnitude is the units of attribute reduced each second of duration
(MW Data Files).
- Drain Fatigue
- This effect temporarily lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue
returns to its original value when the spell ends. The magnitude is the units of fatigue reduced each second of duration
(MW Data Files).
- Drain Health
- This effect temporarily lowers the value of a victim's health. Any derived attributes are recalculated. Health returns
to its original value when the spell ends. The magnitude is the units of health reduced each second of duration(MW Data Files).
- Drain Magicka
- This effect temporarily lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka returns
to its original value when the spell ends. The magnitude is the units of magicka reduced each second of duration(MW Data Files).
- Drain Skill
- This effect temporarily lowers the value of a victim's skill. The skill returns to its original value when the
spell ends. The magnitude is the units of skill reduced each second of duration(MW Data Files).
- Feather
- This effect temporarily reduces the target's encumbrance, resulting in a slower loss of fatigue. The magnitude is the
units of weight removed from encumbrance(MW Data Files).
- Fire Damage
- This spell effect produces a manifestation of elemental fire. Upon contact with an object, this manifestation
explodes, causing damage(MW Data Files).
- Fire Shield
- This effect creates a shield of elemental fire around the subject's entire body. The spell adds its magnitude to
the subject's Armor Rating, and also greatly reduces damage from fire attacks(MW Data Files).
- Fortify Attack
- This effect raises the subject's chance of making a successful attack with a weapon or hand-to-hand attack
(MW Data Files).
- Fortify Attribute
- This effect temporarily increases the value of one of a subject's attributes. Only Strength, Intelligence,
Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated.
Attributes return to their original values when the spell ends. The magnitude is the value of the increase of the
attribute(MW Data Files).
- Fortify Fatigue
- This effect temporarily increases the value of a subject's fatigue. Any derived attributes are recalculated.
Fatigue returns to its original values when the spell ends. The magnitude is the value of the increase in fatigue
(MW Data Files).
- Fortify Health
- This effect temporarily increases the value of a subject's health. Any derived attributes are recalculated.
Health returns to its original values when the spell ends. The magnitude is the value of the increase in health
(MW Data Files).
- Fortify Magicka
- This effect temporarily increases the value of a subject's magicka. Any derived attributes are recalculated.
Magicka returns to its original values when the spell ends. The magnitude is the value of the increase in magicka
(MW Data Files).
- Fortify Maximum Magicka
- This effect temporarily modifies the multiplier used to derive the amount of magicka a character has. The
magnitude is multiplied by a character's Intelligence to derive magicka. The standard multiplier is 0.5 (Intelligence * 0.5).
A magnitude of 2 produces magicka equal to the character's Intelligence * 2 (MW Data Files).
- Fortify Skill
- This effect temporarily increases the value of one of a subject's skills. The skill returns to its original value
when the spell ends. The magnitude is the value of the increase in the skill(MW Data Files).
- Frenzy Creature
- This effect temporarily increases a creature's attack rating (i.e., its inclination to attack). The effect's
magnitude is the value of the increase in the attack rating. When the effect ends, the creature's attack rating
returns to normal. Humanoids, undead, Daedra, and artifacts are not affected(MW Data Files).
- Frenzy Humanoid
- This effect temporarily increases a humanoid's attack rating (i.e., its inclination to attack). The effect's
magnitude is the value of the increase in the attack rating. When the effect ends, the humanoid's attack rating
returns to normal. Creatures, undead, Daedra, and artifacts are not affected(MW Data Files).
- Frost Damage
- This spell effect produces a manifestation of elemental frost. Upon contact with an object, this manifestation
causes frost damage over the area of the spell(MW Data Files).
- Frost Shield
- This effect creates a shield of elemental frost around the subject's entire body. The spell adds its
magnitude to the subject's Armor Rating, and also greatly reduces damage from frost attacks(MW Data Files).
- Invisibility
- This effect conceals the presence of the subject from observers. If the subject attacks, speaks, or activates
an object, the effect is dispelled. This magnitude of this effect is not variable; the subject is always 100%
invisible(MW Data Files).
- Jump
- This effect increases the height and distance of the target's jumps. The magnitude is proportional to the
increase in a jump's height and distance(MW Data Files).
- Levitate
- This effect temporarily enables the target to levitate into the air. The magnitude is the speed at which the
subject can move through the air(MW Data Files).
- Light
- This effect creates a projectile of coherent light. Upon striking a target, the projectile illuminates the
area for the duration of the effect. The light projectile does not cause any damage(MW Data Files).
- Lightning Shield
- This effect creates a shield of elemental shock around the subject's entire body. The spell adds its magnitude
to the subject's Armor Rating, and also greatly reduces damage from shock attacks(MW Data Files).
- Lock
- This effect locks a container or door. The magnitude of the effect is the lock level placed on the container or door.
The effect has no duration; the container or door remains locked until unlocked by key, pick, or spell(MW Data Files).
- Mark
- This effect establishes a target location for the recall spell. The location is established directly at the position
of the caster when the spell is cast(MW Data Files).
- Night Eye
- This spell temporarily endows the subject with infravision, or the ability to see in the dark. The effect's magnitude
is how much the ambient light level is raised(MW Data Files).
- Open
- This effect opens a locked container or door. The effect's magnitude is the highest lock level that can be opened
(MW Data Files).
- Paralyze
- This effect renders the target unable to move. This effect has no magnitude, only duration(MW Data Files).
- Poison
- This spell creates a poison spray of acid that causes damage to the health of the victim. A victim continues to
lose health from the poison effect for the duration of the spell, unless the poison effect is canceled by a cure
poison spell or potion(MW Data Files).
- Rally Creature
- This effect temporarily decreases a creature's flee rating (i.e., its inclination to flee from an attacker).
The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the creature's flee
rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected(MW Data Files).
- Rally Humanoid
- This effect temporarily decreases a humanoid's flee rating (i.e., its inclination to flee from an attacker). The
effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the humanoid's flee rating
returns to normal. Creatures, undead, Daedra, and artifacts are not affected(MW Data Files).
- Recall
- The subject of this spell is instantaneously transported to the recall marker set by the Mark spell effect
(MW Data Files).
- Reflect
- This effect allows the subject to reflect spell effects back at an attacking caster. The effect's magnitude is
the percent chance that spell effect is reflected. If the reflect spell is successful, the opposing spells reflect
back at the attacking caster. If the reflect spell fails, the opposing spells take effect normally(MW Data Files).
- Remove Curse
- This effect will remove the effects of a curse from the target(MW Data Files).
- Resist Blight Disease
- This effect increases the subject's resistance to blight disease. The magnitude is percentage reduction in
damage caused by blight disease effects(MW Data Files).
- Resist Common Disease
- This effect increases the subject's resistance to common disease. The magnitude is percentage reduction
in damage caused by common disease effects(MW Data Files).
- Resist Corprus Disease
- This effect increases the subject's resistance to corprus disease. The magnitude is percentage reduction in
damage caused by corprus disease effects(MW Data Files).
- Resist Fire
- This effect increases the target's resistance to damage from elemental fire. The magnitude is percentage
reduction in damage caused by elemental fire damage effects(MW Data Files).
- Resist Frost
- This effect increases the target's resistance to damage from elemental frost. The magnitude is percentage
reduction in damage caused by elemental frost damage effects(MW Data Files).
- Resist Magicka
- This effect increases the target's resistance to damage from magicka-based attacks (i.e., magical attacks
not based on elemental forces). The magnitude is percentage reduction in damage caused by non-elemental magical
damage effects(MW Data Files).
- Resist Normal Weapons
- This effect increases the target's resistance to damage caused by normal (i.e., not enchanted or silvered)
weapons. The magnitude is percentage reduction in damage caused by normal weapons(MW Data Files).
- Resist Paralysis
- This effect increases the target's resistance to paralysis. The magnitude is the percentage added to the
subject's standard resistance(MW Data Files).
- Resist Poison
- This effect increases the target's resistance to damage from poison. The magnitude is percentage reduction
in damage caused by poison damage effects(MW Data Files).
- Resist Shock
- This effect increases the target's resistance to damage from elemental shock. The magnitude is percentage
reduction in damage caused by elemental shock damage effects(MW Data Files).
- Restore Attribute
- If one of a subject's attributes has been reduced by magical attack, the effect can restore the attribute to
its original value. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are
affected. The magnitude is the units of attribute restored for each second of duration(MW Data Files).
- Restore Fatigue
- If a subject's fatigue has been reduced by magical attack, the effect can restore fatigue to its original value.
The magnitude is the units of fatigue restored for each second of duration(MW Data Files).
- Restore Health
- If a subject's health has been reduced by magical attack, the effect can restore health to its original value. The
magnitude is the units of health restored for each second of duration(MW Data Files).
- Restore Magicka
- If a subject's magicka has been reduced by magical attack, the effect can restore magicka to its original value.
The magnitude is the units of magicka restored for each second of duration(MW Data Files).
- Restore Skill
- If one of a subject's skills has been reduced by magical attack, the effect can restore that skill to its original
value. The magnitude is the units of skill restored for each second of duration(MW Data Files).
- Sanctuary
- This effect causes the target to be harder to hit. The magnitude is the value that is added to the the target's
chance to dodge attacks(MW Data Files).
- Shield
- This effect creates a magical shield around the subject's entire body. The spell adds its magnitude to the subject's
Armor Rating(MW Data Files).
- Shock Damage
- This spell effect produces bolts of elemental lightning. The magnitude is the damage received by the first
victim along a bolt's path(MW Data Files).
- Silence
- The effect temporarily renders a victim unable to cast spells(MW Data Files).
- SlowFall
- The effects slow the rate of descent of the target, reducing damage received upon landing(MW Data Files).
- Soultrap
- Traps the soul of the target creature in the smallest empty soul gem in the caster's inventory, if the creature
is killed during the effect's duration (MW Data Files).
- Sound
- This effect produces a disorienting noise in the victim's mind. The magnitude is the reduction in the victim's
chance to successfully cast spells (and the relative magnitude of the sound's volume)(MW Data Files).
- Spell Absorption
- This effect allows the caster to absorb an attacking spell's power as an increase to his reservoir of magicka.
The magnitude is the percentage chance that an attacking spell is absorbed. If successful, the caster absorbs the
attacking spell's cost in spell points as increased magicka. (The caster's magicka cannot be increased above the caster's
standard magicka score.) If failed, the attacking spell takes effect normally(MW Data Files).
- Stunted Magicka
- Prevents the target from regenerating Magicka while sleeping for the duration of the effect(MW Data Files).
- Summon Creature
- This effect summons a specific type of creature from the Outer Realms or Oblivision. It appears six feet in front of the caster and
attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning
disappears, returning to the Outer Realms. If summoned in town, the guards will attack you and the summoning on sight (MW Data Files).
- Sun Damage
- This effect causes the victim's health to be damaged while out of doors when the sun is up. The magnitude is the amount
of health damaged. Damage is modified by the amount by the relative height of the sun in the sky, with the least damage at
sunrise or sunset(MW Data Files).
- Swift Swim
- This effect temporarily increases the swimming speed of the subject(MW Data Files).
- Telekinesis
- This effect allows the subject to pick up items, open containers, or open interior doors from a distance. The magnitude
is the increased number of feet the subject can reach(MW Data Files).
- Turn Undead
- This effect temporarily increases an undead creature's flee rating (i.e., its inclination to flee from an attacker).
The effect's magnitude is the value of the increase of the flee rating (MW Data Files),
- Vampirism
- This effect confers upon a subject all the abilities and weaknesses of the disease called vampirism
(MW Data Files).
- Water Breathing
- This effect permits the subject to breathe underwater for the duration(MW Data Files).
- Water Walking
- This effect permits the subject to walk on the surface of water for the duration(MW Data Files).
- Weakness to Blight Disease
- This effect decreases the target's resistance to blight disease(MW Data Files).
- Weakness to Common Disease
- This effect decreases the target's resistance to Common Disease(MW Data Files).
- Weakness to Corprus Disease
- This effect decreases the target's resistance to corprus disease(MW Data Files).
- Weakness to Fire
- This effect decreases the target's resistance to damage from elemental fire(MW Data Files).
- Weakness to Frost
- This effect decreases the target's resistance to damage from elemental frost(MW Data Files).
- Weakness to Magicka
- This effect decreases the target's resistance to damage from non-elemental magical effects(MW Data Files).
- Weakness to Normal Weapons
- This effect decreases the target's resistance to damage from normal weapons (i.e., weapons not enchanted or
silvered)(MW Data Files).
- Weakness to Poison
- This effect decreases the target's resistance to damage from poison(MW Data Files).
- Weakness to Shock
- This effect decreases the target's resistance to damage from elemental shock(MW Data Files).
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