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Daggerfall:Mysticism

< Daggerfall: Skills

The school of Mysticism is one of the six avenues of magical study. This 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. This is evident in spells like Far Silence and Soul Trap. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this path.

This skill is increased at 2x rate.

Mysticism's governing attribute is Willpower. The skill is checked whenever you cast a spell from the Mysticism school of magic.

DescriptionEdit

"Mysticism refers to the School of Mysticism, one of the six avenues of magical study. Mysticism is the most arcane school, and the spells created by its application are as varied as Far Silence and Soul Trap."

ClassesEdit

The following classes have Mysticism as a skill:

FactionsEdit

The following factions have Mysticism as a required skill:

TrainingEdit

Mysticism training is offered by the following factions:

Mysticism SpellsEdit

Spell Element Range Magnitude Chance of success (%) Duration (in-game minutes) Spell Effect(s)
Banish Daedra $ Magic On Touch - 10 + 5/per level - Dispel: Daedra
Far Silence £ Magic Target at Range - 35 + 2/per level 1 + 1/per level Silence
Fenrik's Door Jam Magic Caster only - 6 + 1/per 10 levels 1 + 1/per 25 levels Lock
Holy Touch $ Magic On Touch - 10 + 2/per level - Dispel: Undead
Holy Word $ Magic Area around Caster - 10 + 2/per level - Dispel: Undead
Null Magicka Magic On Touch - 10 + 2/per level - Dispel: Magic
Open Magic Caster only - 20 + 2/per level 1 + 1/per level Open
Recall Magic Caster only - - - Teleport
(first cast sets anchor at caster's current position,
second cast teleports caster back to anchor)
Silence £ Magic On Touch - 35 + 2/per level 1 + 1/per level Silence
Soul Trap Magic On Touch - 10 + 5/per level 10 + 2/per level Soul Trap
(needs empty Soul Trap item,
or target won't die until spell expires)
Tongues Magic Caster only - 20 + 2/per level 1 + 1/per level Comprehend Languages
(increases chance monster with language won't attack)
Wizard Lock Magic Caster only - 20 + 4/per level 1 + 1/per level Lock
$If one of these spells is successful, the enemy will vanish without leaving a corpse behind. When these spells are used against a quest target, they will result in a quest-breaking situation. See here for further information.
£Silence will not work on giant scorpions or spiders.