Spell List

Main

Perks


― Alteration ―

Burden

TBD

Feather

TBD

Fire Shield

This effect does two things. First, it provides M points of reduction to fire damage. Second, enemies who successfully hit the caster with a melee attack take M points of fire damage.

Frost Shield

This effect does two things. First, it provides M points of reduction to frost damage. Second, enemies who successfully hit the caster with a melee attack take M points of frost damage.

Jump

This effect provides M feet of additional jump height.

Levitate

This effect provides M feet of additional fly speed.

Lightning Shield

This effect does two things. First, it provides M points of reduction to shock damage. Second, enemies who successfully hit the caster with a melee attack take M points of shock damage.

Lock

This effect locks a container or door for M points.

Open

This effect opens a locked container or door up to M points.

Shield

This effect provides additional M points of armor.

Slowfall

This effect reduces damage taken from falling up to M points.

Swift Swim

This effect provides an additional M feet of swim speed.

Water Breathing

This effect allows water breathing. Magnitude is always 1.

Water Walking

This effect allows water walking. Magnitude is always 1.


― Conjuration ―

Bound X

This effect equips the target with summoned item X, and fortifies the governing skill of the item for 2 points. The bound item disappears if the target dies or falls unconscious. Magnitude is always 1.

Command Creature

This effect causes a target up to level M to become hostile to anything the caster is hostile towards and prevents them from taking hostile actions against the caster for D turns. All creatures are affected, humanoids are not affected.

Summon X

This effect summons X who will fight for the target unless X is attacked by the target. Only one of a creature may be summoned at once. The summoned creature disappears if the target dies or falls unconscious. Magnitude is always 1.

Turn Undead

This effect causes an undead target up to level M to flee. Targets other than undead are not affected.


― Destruction ―

Damage Attribute

This effect damages a target’s current attribute value for M points. A restore attribute effect is required to restore this damage.

Damage Fatigue

This effect damages a target’s current fatigue value for M points.

Damage Health

This effect deals M points of non-elemental damage to the target.

Damage Magicka

This effect deals M points of magicka damage to the target.

Damage Skill

This effect damages a target’s current skill for M points. A restore skill effect is required to restore this damage.

Drain Attribute

This effect reduces the target’s attribute value by M points for D turns. The target regains lost points when the effect ends.

Drain Fatigue

This effect reduces the target’s current fatigue by M points for D turns. The target regains lost points when the effect ends.

Drain Health

This effect reduces the target’s current health by M points for D turns. The target regains lost points when the effect ends.

Drain Magicka

This effect reduces the target’s current magicka by M points for D turns. The target regains lost points when the effect ends.

Drain Skill

This effect reduces the target’s current skill by M points for D turns. The target regains lost points when the effect ends.

Disintegrate Armor

TBD

Disintegrate Weapon

TBD

Fire Damage

This effect deals M points of fire damage to the target.

Frost Damage

This effect deals M points of frost damage to the target.

Poison

This effect deals M points of poison damage to the target.

Shock Damage

This effect deals M points of poison damage to the target.

Weakness to Disease

This effect increases the DC of Resist Disease checks by the target by M points for D turns. The base Resist Disease DC is 21, on a failed check the resister contracts the disease.

Weakness to Fire

This effect reduces the target’s resistance to fire by M*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.

Weakness to Frost

This effect reduces the target’s resistance to frost by M*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.

Weakness to Magicka

This effect reduces the target’s resistance to negative effects by M*5% points. With negative resistance, additional magnitude is experienced, 100% Weakness providing doubled effects. This effect does not affect the damage taken from elemental spells, the duration of any effect, nor make a difference to effects with a locked magnitude of 1, such as Paralyze.

Weakness to Poison

This effect reduces the target’s resistance to poison by M*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.

Weakness to Shock

This effect reduces the target’s resistance to shock by M*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.


― Illusion ―

Blind

This effect adds M points to the DC of any attack checks and reduces perception for the target by M points for D turns.

Calm

This effect causes a target up to level M to stop moving and prevents them from taking hostile actions against the caster for D turns. All creatures and humanoids are affected.

Chameleon

This effect adds M points to the DC of any check made to perceive the target for D turns.

Charm

This effect causes a target up to level M to become hostile to anything the caster is hostile towards and prevents them from taking hostile actions against the caster for D turns. All humanoids are affected, creatures are not affected, including undead and daedra.

Demoralize

This effect causes a target up to level M to flee for D turns. All creatures and humanoids besides undead are affected.

Frenzy

**This effect causes a target up to level M to become hostile to all other creatures and humanoids for D turns. All humanoids are affected, but creatures, including undead and daedra, are not affected. **

Invisibility

This effect causes any checks made to perceive the target to fail for D turns. The effect ends after the target takes any action.

Light

This effect fills the affected area A with a daylight light level for D turns. Magnitude is always 1.

Night-Eye

This effect allows the target to see in low light conditions as if they are daylight for D turns. Magnitude is always 1.

Paralyze

This effect prevents the target from taking any actions or moving for D turns. Magnitude is always 1.

Rally

**This effect prevents a target up to level M from fleeing for D turns. All humanoids are affected, but creatures, including undead and daedra, are not affected. **

Sanctuary

This effect adds M points to the DC of any attack check made to hit the target for D turns.

Silence

This effect prevents the target from casting spells for D turns. Magnitude is always 1.

Sound

This effect adds M points to the DC of any casting checks for the target for D turns.


― Mysticism ―

Absorb Attribute

This effect reduces the current attribute of the target by M points and increases the caster’s attribute by the same amount for D turns. When the effect ends, the target regains the lost points and the caster loses gained points.

Absorb Fatigue

This effect reduces the current fatigue of the target by M points and increases the caster’s current fatigue by the same amount, up to the caster’s max value.

Absorb Health

This effect reduces the current health of the target by M points and increases the caster’s current health by the same amount, up to the caster’s max value.

Absorb Skill

This effect reduces the current skill of the target by M points and increases the caster’s skill by the same amount for D turns. When the effect ends, the target regains the lost points and the caster loses gained points.

Almsivi Intervention

This effect teleports the target to the nearest Tribunal temple instantly. Duration and Magnitude are always 1.

Detect Life

This effect allows the target to see any living beings out to M feet, through obstacles and ignoring any stealth, for D turns.

Detect Magic

This effect allows the target to see any magic items out to M feet, through obstacles, for D turns. This effect includes undead creatures, summoned creatures, and Dwemer constructs.

Dispel

This effect removes the effects of any magic currently affecting the target up to M points. Poison, Disease, and Paralysis are unaffected.

Divine Intervention

This effect teleports the target to the nearest Imperial shrine instantly. Duration and Magnitude are always 1.

Mark

This effect sets the target’s Mark point to their current location. Duration and Magnitude are always 1.

Recall

This effect teleports the target to the caster’s Mark point instantly. Duration and Magnitude are always 1.

Reflect

This effect reduces the DC of Reflect checks by the target by M points for D turns. The base Reflect DC is 21, on a successful check, an effect targeting the reflecter is applied back to the caster.

Soultrap

This effect causes the target to become soul trapped by the caster on death, provided the caster has a soul gem large enough to fit the target’s soul, for D turns. Magnitude is always 1.

Spell Absorption

This effect reduces the DC of Absorb checks by the target by M points for D turns. The base Absorb DC is 21, on a successful check, the absorber does not experience the effect and gains current magicka points equal to those used to cast the effect, up to the absorber’s max magicka.

Telekinesis

This effect allows the target to interact with objects out to M feet for D turns.


― Restoration ―

Cure Disease

This effect removes any disease affecting the target. Duration and Magnitude are always 1.

Cure Paralysis

This effect removes any Paralysis affecting the target. Duration and Magnitude are always 1.

Cure Poison

This effect removes any Poison affecting the target. Duration and Magnitude are always 1.

Fortify Attribute

This effect increases the target’s attribute by M points for D turns. The attribute is restored when the effect ends.

Fortify Attack

This effect removes M points to the DC of any attack checks made by the target for D turns.

Fortify Fatigue

This effect increases the target’s current fatigue by M points for D turns. After the effect ends, the target’s current fatigue is restored to its former value, minus any lost while the effect was active.

Fortify Health

This effect increases the target’s current health by M points for D turns. After the effect ends, the target’s current health is restored to its former value, minus any lost while the effect was active, to a minimum of 1.

Fortify Magicka

This effect increases the target’s current magicka by M points for D turns. After the effect ends, the target’s current magicka is restored to its former value, minus any lost while the effect was active.

Fortify Skill

This effect increases the target’s skill by M points for D turns. The skill is restored when the effect ends.

Resist Disease

This effect reduces the DC of Resist Disease checks by the target by M points for D turns. The base Resist Disease DC is 21, on a failed check the resister contracts the disease.

Resist Fire

This effect increases the target’s resistance to fire by M*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.

Resist Frost

This effect increases the target’s resistance to frost by M*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.

Resist Magicka

This effect increases the target’s resistance to negative effects by M*5% points. With positive resistance, effect magnitude is reduced, 100% Resistance providing immunity to the effect.

Resist Paralysis

This effect reduces the DC of Resist Paralysis checks by the target by M points for D turns. The base Resist Paralysis DC is 21, on a failed check the Paralysis effect is applied.

Resist Poison

This effect increases the target’s resistance to poison by M*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.

Resist Shock

This effect increases the target’s resistance to shock by M*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.

Restore Attribute

This effect removes M points of damage currently affecting the target’s attribute.

Restore Fatigue

This effect increases the target’s current fatigue by M points, up to max fatigue.

Restore Health

This effect increases the target’s current health by M points, up to max health.

Restore Skill

This effect removes M points of damage currently affecting the target’s skill.


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