Daggerfall:Magic and Spells

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Magic plays a very important role in Daggerfall. It can make your life much easier if you use it well, but can also make your life difficult if it's used against you when you are not prepared for it.

An important factor to keep in mind when planning to use magic is that it's only useful for characters who have an natural affinity for it. The intelligence of a character determines the maximum amount of magicka (spellpoints) they can have. But by default a character may only have a totality of 0.5 x Intelligence in spellpoints. Thus a character with 100 intelligence can have at most 50 spellpoints by default. Usually this is way too little to use magic effectively, or even train the respective magical schools to lower the cost of a spell. In addition, skills that are not primary, major or minor will only start at around 5%, and with the default supply of spellpoints, it is impossible to cast even the simplest of spells. Exceptions are Buoyancy and Water Breathing, the cheapest spells in the game. But even these two spells will consume the majority of your spellpoints each time, making it difficult to train in the related schools. Higher skill in a magical school reduces the magicka cost of spells from that school. The minimum amount of magicka a spell may cost is 5 spellpoints, but some high-cost spells will never cost that little even with a skill of 100% in the related school.

Considering all these restrictions, a character who wants to use magic efficiently should certainly pick a bonus in spellpoints, and some of the magical schools for their primary or major skills.

Circinate Spells[edit]

The following list of The Circinate Spells is organized by their governing school of magic (useful for creating a low cost practice spell for each school).

Note: If a spell belongs to multiple schools, it will be marked with the 1 symbol in the primary school, 2 for the spell's secondary school, and so on for each school which governs that spell.

There is also a spell-maker in every Mages Guild and Temple of Kynareth. There you can use the effects below to make your own spells.

Circinate Spells by Governing School of Magic and description of the School
School of Magic Description Spells


The School of Alteration is one of the six avenues of magical study. This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of illusion, alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of alteration are less expensive for mages skilled in this path.
  • Force Bolt2
  • Jumping
  • Medusa's Gaze
  • Paralysis
  • Resist Cold
  • Resist Fire
  • Resist Poison
  • Resist Shock
  • Shield
  • Slowfalling
  • Spider Touch
  • Water Breathing
  • Wizard Rend2


The School of Destruction is one of the six avenues of magical study. This School is concerned with the purely destructive capabilities of magicka evident in Spells like Fireball and Acidic Field. Buying, creating, and casting a spell devised to harm or destroy a target is less expensive for mages skilled in this path.
  • Energy Leech
  • Fire Storm
  • Fireball
  • Force Bolt1
  • Frostbite
  • God's Fire
  • Hand of Decay
  • Hand of Sleep
  • Ice Bolt
  • Ice Storm
  • Lightning
  • Magicka Leech
  • Sleep
  • Spell Drain
  • Sphere of Negation
  • Strength Leech
  • Toxic Cloud
  • Transfer Attribute
  • Vampiric Touch
  • Wildfire
  • Wizard Rend1
  • Wizard's Fire


The School of Illusion is one of the six avenues of magical study. This School works with magicka in its capacity to camouflage, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illusion is less expensive for mages skilled in this path.
  • Chameleon
  • Invisibility
  • Light
  • Shadow Form


The School of Mysticism is one of the six avenues of magical study. The School experiments with the most arcane aspects of magicka and expanding these "accidents" into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this path.
  • Banish Daedra
  • Create Item
  • Detect
  • Dispel
  • Far Silence
  • Fenrik's Door Jam
  • Holy Touch
  • Holy Word
  • Null Magicka
  • Open
  • Recall
  • Silence
  • Soul Trap
  • Tongues
  • Wizard Lock


The School of Restoration is one of the six avenues of magical study. This School is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting a spells devised to heal a target is less expensive for mages skilled in this path.
  • Balyna's Antidote
  • Balyna's Balm
  • Charisma
  • Cure Disease
  • Cure Poison
  • Feet of Notorgo
  • Fortitude
  • Free Action
  • Heal
  • Iron Will
  • Jack of Trades
  • Nimbleness
  • Orc Strength
  • Spell Absorption
  • Stamina
  • Troll's Blood
  • Wisdom


The School of Thaumaturgy is one of the six avenues of magical study. This School concentrates on exposing or manipulating known forces and objects within their natural laws. It is evident in Spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path.
  • Buoyancy
  • Calm Humanoid
  • Charm Mortal
  • Levitate
  • Quiet Undead
  • Shalidor's Mirror
  • Spell Resistance
  • Spell Shield
  • Spell Reflection
  • Tame
  • Water Walking

available only via Spell Maker