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Oblivion:Weakness to Magic

< Oblivion: Magic: Magical Effects
OB-icon-Damage.png Weakness to Magic
School Destruction
Type Offensive
Effect ID WKMA
Base Cost 0.25
Barter Factor 0
Availability
(Click on any item for details)
Spells
Scrolls
Staves

Weakness to Magic M% for D seconds

Weakness to Magic increases by M% the magnitude of subsequent offensive magical effects; the effect lasts for D seconds. For example, a target with Weakness to Magic 50% active will suffer 9 points of damage from a Flare spell, instead of the usual 6 points. All of the effects listed as offensive spells will be enhanced by an active Weakness to Magic effect, including subsequent Weakness spells. Therefore, Weakness to Magic 50% followed by Weakness to Fire 50% results in a 75% magnitude Weakness to Fire effect.

Magnitudes greater than 100% are possible if multiple effects are simultaneously active.

Some creatures (and some character birthsigns) have natural weaknesses to magic.

NotesEdit

  • Note that there is only one spell with this effect, and it requires Journeyman in Destruction. The only other way to acquire this effect for spell making and enchanting is to take the Apprentice Birthsign at the beginning of the game.
  • For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
  • If a person has a 100% resistance to magic (immunity to magic), weakness to magic is still ineffective as it is a magical effect.

BugsEdit

  • A Weakness to Magic spell amplifies all effects of a spell, as long as the spell contains just one negative effect.
    • This can still be exploited even in patched versions of Oblivion as only on self spells are affected by the patch. Thus, while you are under this effect, you can cast an on touch or on target spell; if it is reflected, all its effects will still be amplified, similar to the unpatched game. [verification needed — see talk page]

See alsoEdit

Apparel with Weakness to MagicEdit