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Daggerfall:Thaumaturgy Spells

< Daggerfall: Magic: Spells(Redirected from Daggerfall:Water Walking)

This page lists Spells in the school of Thaumaturgy.

Spell Element Range Magnitude Chance of success (%) Duration (in-game minutes) Spell Effect(s)
Buoyancy Frost Caster only - - 1 + 1/per level Faster speed in water
Calm Humanoid Magic On Touch - 10 + 10/per level 5 + 5/per level Pacify: Humanoid
Charm Mortal Magic On Touch - 10 + 10/per level 5 + 5/per level Charm
Levitate Magic Caster only - - 2 + 1/per level Levitate
Quiet Undead Magic On Touch - 10 + 10/per level 5 + 5/per level Pacify: Undead
Shalidor's Mirror Magic Caster only - 35 + 1/per level 1 + 1/per level Spell Reflection
Spell Reflection Magic Caster only - 10 + 5/per level 1 + 1/per level Spell Reflection
Spell Resistance Magic Caster only - 25 + 2/per level 1 + 1/per level Spell Resistance
Spell Shield Magic Caster only - 50 + 2/per level 1 + 1/per level Spell Resistance
Tame Magic On Touch - 10 + 10/per level 5 + 5/per level Pacify: Animal
Water Walking Magic Caster only - - 5 + 2/per level Faster speed in water
The effect "Pacify: Humanoid" does not work on human enemies listed as "Humanoids" in the bestiary, which instead require application of the effect "Charm" to be pacified. "Pacify: Humanoid" instead applies to other humanoid enemies, including centaurs, gargoyles, giants, harpies, imps, nymphs, orcs, spriggans, wereboars, and werewolves. "Charm" applies to human enemies, but has no effect on non-hostile town NPCs.
You cannot climb any obstacles while Levitate is active.