AlterationEdit
Ash ShellEdit
Ash Shell is an adept level Alteration spell that causes a target to be encased in hardened ash.
BurdenEdit
Increases the target's encumbrance often resulting in the target becoming immobile. It will therefore be prevented from moving, and will be a sitting duck for pounding with ranged weapons or spells.
Known variants of this spell include:
- Burdening Touch
- Hindering Touch
- Encumbering Touch
- Oppressing Grasp
- Weight of the World
- Burden of Sin
- Great Burden of Sin
- Weary
Detect DeadEdit
Detect LifeEdit
DragonhideEdit
EbonyfleshEdit
EquilibriumEdit
FeatherEdit
Decreases the target's encumbrance
Known variants of this spell include:
- Beast of Burden
- Ease Burden
- Great Feather
- Lighten Load
- Pack Mule
- Strong Feather
- Ulms's Juicedaw's Feather
Fire ShieldEdit
Fire Shield causes a fiery aura around the caster that inflicts twice the damage suffered by caster upon the attacker. It also reduces fire damage to the caster.
Known variants include:
- Fire Barrier
- Flame Cloak
- Flame Shield
- Heat Shell
Frost ShieldEdit
IronfleshEdit
JumpEdit
LevitateEdit
Levitate allows the caster or target to levitate in air.
LightEdit
Known variants:
- Candlelight is a novice level Alteration spell that creates a floating ball of light that hovers around the caster.
- Magelight
Lightning ShieldEdit
Lightning Shield creates a
Known variants:
- Electric Shell
- Lightning Cloak
- Lightning Wall
- Shock Barrier
- Shock Shield
- Strong Shock Shield
LockEdit
ParalyzeEdit
Paralyze is an expert level Alteration spell which causes Paralysis on its target. It is also sometimes classed as an Illusion spell.
Known variants of the spell include:
- Hunter's Venom
- Medusa's Gaze
- Spider Touch
- Wizard Rend
OakfleshEdit
OpenEdit
ShieldEdit
SlowfallEdit
Slowfall reduces the damage taken by the subject from falling by slowing the rate of descent.
Swift SwimEdit
Swift Swim allows the target to swim more quickly in the water.
Known variants include:
- Buoyancy
- Swimmer's Blessing
TransmuteEdit
Transmute can transmute unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any.
Water BreathingEdit
Allows the target to breathe underwater. This allows them to stay submerged until the spell wears off without drowning.
To effectively utilize the water breathing spell, one must hold the belief that they can respire underwater. The spells within the school of Alteration, in essence, revolve around the concept of uncommon sense, fostering the belief that the fantastical can manifest as reality. It entails learning the laws governing the universe and subsequently defying them.[1]
Known variants include:
- Vivec's Kiss
Water WalkingEdit
DestructionEdit
BlizzardEdit
Chain LightningEdit
Choking GraspEdit
ElementalEdit
Known variants include:
- Elemental Blast
- Elemental Bolt
- Elemental Burst
- Elemental Flare
Fire DamageEdit
Known variants include:
- Arniel's Convection
- Blazing Spear
- Burning Touch
- Cruel Firebloom
- Fire Bite
- Fire Rune
- Fire Storm
- Fireball
- Firebolt
- Fire Impulse
- Flame Tempest
- Flame Touch
- Flames
- Flare
- Flash Bolt
- God's Fire
- Greater Fireball
- Heat Blast
- Ignite
- Immolating Blast
- Incinerate
- Searing Grasp
- Wall of Flames
- Barenziah's Fire
- Master Fire Trap
- Proximity Mine Fire
Vampiric CloudEdit
Vampiric Cloud is a potent destruction spell that forcibly transfers strength and skill from one person to another. Sage Celarus of the Psijiic Order recorded an event where the Battlemage Welloc employed the Vampiric Cloud spell, transferring the power of the entire rebellious army of Blackrose to his allies.[2]
IllusionEdit
InvisibilityEdit
Invisibility conceals the target of the spell to become invisible and undetectable for the duration of the spell.
Known variants of this spell include:
- Brevusa's Averted Eyes
- Hide
- Concealment
- Invisibility
- Shadow Cloak
- Shadowy Disguise
Merien's White MaskEdit
Devised by Merien Sellan this spell when cast on a building, the spell cloaks everyone inside in a shroud of misdirection. Makes anyone who looks see something other than what's really there. Among the forms one can appear is a hooded specter in a white mask, which lend its name to the spell.[3] It was utilized to protect the citizens of Eagle's Brook during the Bloodthorn invasion.[4] The spell necessitated invocations performed over a ritual table, employing masking salve and lighting a candle to fuse the scent of the salve with the incantations. Once the smoke and scent had melded, the glass gems were placed, becoming infused with the aura generated by the spell's other components.[5]
RestorationEdit
Fortify SkillEdit
Fortify spells are known to temporarily increase target's abilities, skills, and capabilities
Fortify AcrobaticsEdit
The Fortify Acrobatics spell enhances the target's agility, boosting their jumping and climbing abilities while also increasing their resistance to damage from falls. Known variants of this spell include:
- Icarian Flight
- Imperial Acrobatics Skill
- Shrine Acrobatics Skill
In 2E 582, Tarhiel Farano, a Dunmer mage, attempted to leap to extreme heights using a spell, resulting in his death. After falling to his demise in the Telvanni Peninsula, he returned as an angry spirit, claiming that his descendants would perfect his spell.[6] The spell's name also originates from the same year. Bosmeri mage Icarian created a magical device to greatly enhance the user's jumping abilities to extraordinary levels.[7] However, its usage came at a great cost to Icarian, ultimately leading to his demise.[8] Nevertheless, his name became widely known and lent its name to the scrolls known as Scrolls of Icarian Flight, continuing their use well into the Third Era.[7][9] In 3E 427, a Bosmer mage, also named Tarhiel, endeavored to perfect this spell and utilized scrolls of Icarian Flight for his long-distance jump,[10] meeting a similar fate to his predecessors.[11]
Guardian CircleEdit
Guardian Circle is a master level restoration spell, which will cause any undead who enter the circle to flee, and also heal the caster while inside the circle.[12]
ConjurationEdit
Bound ItemsEdit
Bound Items, predominantly bound armors, and bound weapons, also known as bound armaments, are conjured ephemeral objects created from daedric entities. The practice of conjuring bound items falls within the domain of the Conjuration school of magic, specifically referred to as Armamancy. Practitioners of this art were known as armamancers, and sometimes as arcane warriors. Swords formed through this method are sometimes called summoned blades. Axes, on the other hand, were referred to as conjured axes.
- →For more detailed information about bound items, see: Bound Items
ReferencesEdit
- ^ Breathing Water — Haliel Myrm
- ^ Response to Bero's Speech — Malviser, Battlemage
- ^ Tamien Sellan and Merien Sellan's dialogue in ESO
- ^ Events of The White Mask of Merien in ESO
- ^ Merien Sellan's Spellbook — Merien Sellan
- ^ Tarhiel Farano's dialogue in ESO: Necrom
- ^ a b From Nirn to the Aether — Icarian
- ^ Icarian in ESO
- ^ Scroll of Icarian Flight and Icarian Flight spell in Morrowind
- ^ Journal of Tarhiel — Tarhiel
- ^ Events of A Falling Wizard in Morrowind
- ^ Guardian Circle spell in Skyrim