Open main menu

UESPWiki β

Arena:The Known Spellbook

< Arena: Magic

These are all of the spells available for purchase from Mages in the Mages Guild. Though these standard spells can be useful, you can also create your own spells. The original manual divides the spells into circinates of increasing level based on spell cost. Those are in fact merely notional; you can be any level and purchase and cast any spell if you have the requisite spell points.

You can buy any spell regardless of whether you have enough spell points to cast it. The casting cost in spell points of the spell is cost divided by two divided by your level. For example, if you are tenth level, and Pitfalls spell costs 1200 gold, to cast Pitfalls costs 1200 / 2 / 10 = 60 spell points. Alternatively, use cost information from table below, where it represents the cost to buy the spell divided by 2. So now the casting cost in spell points of the spell is cost information from table below divided by your level. For example, if you are tenth level, and cost information from table below about Pitfalls spell equals 600, to cast Pitfalls costs 600 / 10 = 60 spell points.

Offensive SpellsEdit

Spell Name Target Save Vs. Cost Circinate Description
Cause Disease * 1 target at range Magic 975 Arch Circinate 25% + 2%/level chance to cause disease; -2 STR, AGI, SPD & END per round; lasts 6 rounds/level.
Far Silence 1 target at range Magic 675 6th Circinate 35% + 2%/level chance to silence target; lasts 1 round/level.
Fireball area at range, explosion Fire 325 3rd Circinate Damage health 1 pt. + 4-12 pts./level.
Fire Dart 1 target at range Fire 164 1st Circinate Damage health 1-2 pts. + 3-4 pts./level.
Fire Storm area centered on caster Fire 490 4th Circinate Damage health 10-30 pts. + 1-5 pts./level.
Force Bolt 1 target at range Shock 1050 Arch Circinate Damage health 10-30 pts. + 1-10 pts./level. 10% + 5%/level chance to paralyze; lasts 1 round/level.
God's Fire * 1 target at range Fire 3750 Arch Circinate Damage health 100 pts. + 100 pts./level.
Ice Bolt 1 target at range Cold 367 3rd Circinate Damage health 5-35 pts. + 1-5 pts./level.
Ice Storm area at range, explosion Cold 487 4th Circinate Damage health 1-30 pts. + 1-5 pts./level.
Lifesteal 1 target at range Magic 675 6th Circinate Transfer 40 pts. of health from the target to the caster.
Lightning 1 target at range Shock 780 7th Circinate Damage health 1-30 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level.
Medusa's Gaze 1 target at range Magic 840 Arch Circinate 50% + 2%/level chance to paralyze; lasts 1 round/level.
Shock 1 target, touch Shock 225 2nd Circinate Damage health 1-35 pts. + 1-5 pts./level.
Silence 1 target, touch Magic 450 4th Circinate 35% + 2%/level chance to silence target; lasts 1 round/level.
Spell Drain 1 target at range Magic 630 6th Circinate Damage spell pts. 1-50 pts. + 1-5 pts./level.
Strength Leech 1 target at range Poison 225 2nd Circinate Transfer 10 pts. of strength from the target to the caster. Target recovers after 5 rounds + 1 round/level.
Toxic Cloud 1 target at range Poison 700 7th Circinate Damage health 1-25 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level.
Wildfire 1 target at range Fire 607 6th Circinate Damage health 1-15 pts. + 1-5 pts./level every 5 rounds for 15 rounds.
Witch's Curse 1 target, touch Poison 450 4th Circinate 30% + 3%/level chance to curse target; lasts 1 round/level.
Wizard's Fire 1 target at range Fire 187 1st Circinate Damage health 1-15 pts. + 1-5 pts./level.
Wizard Rend 1 target, touch Magic 740 7th Circinate 5% + 5%/level chance to paralyze; lasts 1 round/level. 5% + 5%/level chance to silence target; lasts 1 round/level. Damage spell pts. 1 pt. + 15 pts./level.
Wyvern's Sting 1 target at range Poison 525 5th Circinate 30% + 2%/level chance to damage health 1 pt./round for 5 rounds/level.

Healing and Attribute Enhancement SpellsEdit

Spell Name Cost Circinate Description
Cure Disease * 375 3rd Circinate 50% + 5%/level chance to cure disease.
Cure Poison 350 3rd Circinate 60% + 2%/level chance to cure poison.
Free Action 260 2nd Circinate 40% + 2%/level chance to cure paralyzation  [sic].
Heal 125 1st Circinate Heal health 1-15 pts. + 1-5 pts./level.
Heal True 445 4th Circinate Heal health 25-50 pts. + 5 pts./level.
Light Heal 140 1st Circinate Heal health 1-2 pts. + 4-5 pts./level.
Orc Strength 125 1st Circinate Fortify strength 15 pts. for 5 rounds/level.
Purify * 2590 Arch Circinate Heal health 100 pts., cure poison, sanctuary.
Stamina 60 1st Circinate Heal fatigue 1-15 pts. + 1-3 pts./level.
Troll's Blood 450 4th Circinate Regenerate health 5 pts. every 5 rounds for 60 rounds/level.

Protective SpellsEdit

Spell Name Cost Circinate Description
Force Wall 600 6th Circinate Create shield 50 pts. + 5 pts./level.
Invisibility 150 1st Circinate Makes caster invisible for 5 rounds + 1 round/level.
Resist Cold 300 3rd Circinate 30% + 2%/level chance to be cold resistant; lasts 1 round/level if successful.
Resist Fire 300 3rd Circinate 30% + 2%/level chance to be fire resistant; lasts 1 round/level if successful.
Resist Poison 550 5th Circinate 50% + 5%/level chance to be poison-resistant; lasts for 1 round/level if successful.
Resist Shock 300 3rd Circinate 30% + 2%/level chance to be shock resistant; lasts 1 round/level if successful.
Sanctuary ** 300 3rd Circinate 50% + 2%/level chance to be ignored by foes; lasts 1 round/level if successful; casting an offensive spell will break the Sanctuary spell.
Shield 250 2nd Circinate Create shield 15 pts. + 5 pts./level.
Shalidor's Mirror 775 7th Circinate 40% + 2%/level chance to be spell-reflective; lasts 1 round/level if successful.
Spell Shield 400 4th Circinate 50% + 2%/level chance to be spell-resistant; lasts 1 round/level if successful.

Environmental Alteration SpellsEdit

Spell Name Cost Circinate Description
Earth Wall *** 400 4th Circinate Create 4 permanent walls.
Levitate 50 1st Circinate Caster can float 5 rounds + 1 round/level.
Light 125 1st Circinate Creates a globe of light centered on caster for 10 rounds/level.
Open 300 3rd Circinate 20% + 2%/level chance to open a locked door (or chest).
Passwall *** 600 6th Circinate Permanently destroy 3 walls. Save vs. magic.
Pitfalls *** 600 6th Circinate Permanently destroy 3 floor tiles. Save vs. magic.
Wanderlight 150 1st Circinate Creates a projectile globe of light for 5 rounds/level.
Wizard Lock 300 3rd Circinate 20% chance to lock a door with lock strength of 2%/level; lasts 1 round/level if successful.

* Some spells that the manual mentions as being part of the Known Spellbook are not for sale in any Mages Guild. Those include Cure Disease (cost: 375), Cause Disease (975), Purify (2590), and God's Fire (3750). However, you can still create these spells using the Spellmaker service, with the exception of God's Fire, due to the maximum additional damage per level being capped at 99.

** Sanctuary does not quite work as advertised. While monsters will not actively come after you or look in your direction, the spell-casting ones will still throw their spells your way (while otherwise seeming to ignore you).

*** "Permanent" is actually temporary. As long as you are on the dungeon level of the object you destroyed or created, what you did is permanent. However, when you leave the level, the entire level returns to its original state.

NotesEdit

  • One round equals one minute of in-game time, which is equal to five seconds of real time.
  • Walls and floors save vs. magic when you try to destroy them. This seems to imply that walls and floors may require multiple attempts to destroy. However, if you can destroy the object at all, you will do so on the first try. The ones you can't destroy have 100% protection from magic, and so always make the save. The rest have 0% protection and so never save.
  • While the spells in The Known Spellbook can be useful, it is advised to create your own spells that are far cheaper and more efficient.