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Weakness to Magic |
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School | Destruction |
Type | Offensive |
Alchemy | |
ID | 00073f51 |
Base Cost | 1 |
Base Mag | 2 |
Base Dur | 30 |
Availability (Click on any item for details) |
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Built-In Potions |
Alchemy description: Target is <mag>% weaker to magic for <dur> seconds.
Weakness to Magic increases the damage taken from magical and elemental attacks.
AlchemyEdit
The following alchemy ingredients can be used to create a poison of Weakness to Magic:
- Creep Cluster
- Dreugh WaxCC (1.5× ,1.56× ) (1st effect)
- Dwarven Oil (1st effect)
- Jazbay Grapes (1st effect)
- Kresh FiberCC (1.5× ,1.56× ) (1st effect)
- MarshmerrowCC (1.5× ,1.56× )
- Rock Warbler Egg
- RoobrushCC (1.5× ,1.56× ) (1st effect)
- Salt Pile (1st effect)
- Scaly Pholiota (1st effect)
- Taproot (1st effect)
- Torchbug Thorax
EnchantingEdit
Artifacts and unique items that use the effect but cannot be disenchanted include:
NotesEdit
- Targets affected by Weakness to Magic become more susceptible to non-damaging effects, as well. For example, the Frenzy spell, unmodified by perks, can affect targets higher than level 14 if those targets are affected by Weakness to Magic.
- Weakness to magic is sometimes amplified by weakness to magic.
- When the player character drinks a potion with weakness to magic as a secondary effect, it will amplify itself. For example, let's say you drink a potion of magicka regen with 10% weakness to magic as a side effect. If you drink another identical potion, then the new effect will be 11% weakness to magic.
- Shadowrend's enchantment can be amplified both by itself and by weakness to magic poisons.
- Weakness to magic poisons, when applied on an enemy through a weapon, will not be amplified by existing weakness to magic effects on the enemy.
- Weakness to magic poisons are amplified by weakness to poison poisons.
- Weakness to magic can be applied more than once if coming from a poison, potion, or weapon enchantment that is not the same as the weakness to magic effect that is already active. Note that in order for the source to be counted as different, it cannot be an identical poison applied to the same weapon. It must be either a different poison, a different weapon, or both. A poison with a different magnitude or different secondary effect counts as a separate poison.