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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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