|Items||Neck, Finger, Shield|
(Click on any item for details)
Alchemy description: Resist <mag>% of magic for <dur> seconds.
Enchanting description: Increases Magic Resistance by <mag>%.
Resist Magic gives the target <mag>% reduction in the damage inflicted by offensive spells. For example, if you have 50% Resist Magic with no other resistances and are hit by a spell dealing 30 points of magical damage, you only receive half the points of damage (15) instead of the full 30. It also reduces the duration of the Paralyze spell.
The following alchemy ingredients can be used to create a potion of Resist Magic:
- Aster Bloom CoreCC (1.2×,1.22×) (1st effect)
- Bleeding Crown
- Bungler's BaneCC (1.2×,1.22×)
- Chicken's Egg (1st effect)
- Crimson Nirnroot
- Felsaad Tern FeathersDB
- GleamblossomDG (1st effect)
- Hagraven Claw (1st effect)
- Hawk's EggHF (1st effect)
- Hypha FaciaCC (1.2×,1.22×)
- Lavender (1st effect)
- Tundra Cotton (1st effect)
- Void Salts
- Wisp Wrappings
The following items use this effect, allowing the player to disenchant them and create custom enchanted items:
- All varieties of Necklaces, Rings, and Shields of Dwindling Magic, of Resist Magic, of Waning Magic, of Magic Abatement, of Magic Suppression, and of Nullification.
A second version of the effect is available from one item (see Bugs below for details):
Artifacts and unique items that use the effect but cannot be disenchanted include:
Blessings and Powers
- Bretons have an inherent +25% resistance to magic.
- The Lord Stone gives +25% Resist Magic.
- The Agent of Mara power gives +15% Resist Magic.
- The Magic Resistance perk gives +10% Resist Magic per rank, for a maximum of +30% at rank 3.
- The Vampiric Blood RestedDG bonus gives +10% Resist Magic.
- The Blessing of AzuraDB provides +10% Resist Magic.
- Resist Magic is capped at 85%, meaning you cannot gain magic immunity through Resist Magic alone. The cap only applies to you; followers and enemies with 100% resistance are truly immune.
- Resist Magic is factored independently of Resist Fire, Resist Frost, and Resist Shock effects, meaning elemental resistance is factored after Magic Resistance has been applied. A 100-point Fire spell would deal only 15 damage with full Magic Resistance, and Fire Resistance can reduce that 15 points by 85%, down to 2.25 points for 97.75% total resistance.
- Spell Absorption is also very powerful when combined with magic resistance, completely negating magic a certain percentage of the time, with magic resistance reducing it the rest of the time. With The Atronach Stone and the Atronach perk, a character can relatively easily gain 80% spell absorption. Combined with resist magic, this grants an effective 97% resistance to magic, or a 99.55% resistance with the appropriate elemental resistance. It should be noted that this requires a character to level up their Alteration skill to 100 first, with the easiest methods explained here.
- Two versions of Resist Magic are actually available for enchanting. The statistics above are for the most common version of the effect. A second version is only available from one item: the Shield of Solitude. The shield can be disenchanted, making its effect available for custom enchantments. With an enchanting skill of 100 and 5/5 Enchanter perk, with no other modifiers, and using a Grand Soul gem, the Shield of Solitude version provides a 25% resistance to magic, versus the 20% of the standard enchantment. Using the Extra Effect perk and both versions on the same item, it can therefore be used to create a single item (shield, necklace, ring) of up to 45% Resist Magic, before any enchantment modifiers.
- This bug is fixed by version 2.0.0 of the Unofficial Skyrim Patch.