Morrowind:Spell Effects
Spell Effects are the basis of all magic in the game. Each spell effect falls under one of six schools of magic, which corresponds to six magic-related skills.
Before they can be used, spells effects may need to be assigned some of the following properties:
- Area — expressed in feet, this determines the radius of the spell effect. Any eligible target caught in this area will experience the spell effect; this also includes allies (a.k.a. "friendly fire")
- Duration — the number of seconds in real time where the effect persists; it expires at the end of this duration. Some spell effects, like those related to teleportation, are instantaneous and cannot have any meaningful duration.
- Magnitude — expressed as either a single number or a range of values, this determines the intensity of the spell effect.
- Some spell effects, like those that related to curing, summoning, teleportation, water breathing and water walking, have no magnitude as they do not have varying degrees of intensity.
- Other spell effects, especially those that inflict damage, may have a minimum and a maximum magnitude. However, unlike a weapon, where its damage is determined by how long the player holds the attack button, a spell effect's damage is simply a random number within the given range. For example, a Fire Damage effect with a magnitude of 3–5 has a one-in-three chance of inflicting 3, 4 or 5 points of damage.
- Target — determines which target/s the spell effect will be applied to.
- Self — applies the effect to the spell caster or, in the case of potions, the drinker.
- Touch — applies the effect to any eligible targets within touching range of the spell caster.
- Target — shoots a magical projectile, which applies the effect to the first eligible target it hits. In the case of enchanted weapons, the effect may be applied to any creature or NPC struck by the weapon.
The following tables list all of the spell effects in Morrowind, including those in the Tribunal and Bloodmoon expansions.
Alteration Effects[edit]
Alteration effects manipulate the physical world and its natural properties. They include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
Icon | Title | Description | Base Cost |
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Burden | Temporarily increases the weight carried by the subject, causing fatigue to be lost at a greater rate. The magnitude of the effect is the weight added. When the effect ends, the added weight disappears. | 1 |
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Feather | Reduces the subject's encumbrance, resulting in a slower loss of fatigue. The magnitude is the units of weight removed from encumbrance. | 1 |
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Fire Shield | Creates a shield of elemental fire around the subject's entire body. The effect reduces damage from Fire attacks and damages nearby enemies.
Note: Despite the color of the icon being that for Destruction, the effect is actually under Alteration. |
3 |
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Frost Shield | Creates a shield of elemental frost around the subject's entire body. The effect reduces damage from Frost attacks and damages nearby enemies. | 3 |
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Jump | Increases the height and distance the subject may jump. The magnitude is proportional to the increase in a jump's height and distance. | 3 |
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Levitate | Temporarily enables the subject to levitate into the air, moving in the direction of their choice. The magnitude is the speed at which the subject can move through the air. | 3 |
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Lightning Shield | Creates a shield of elemental lightning around the subject's entire body. The effect reduces damage from Shock attacks and damages nearby enemies. | 3 |
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Lock | Locks a container or door. The magnitude of the effect is the lock level placed on the container or door. The effect has no duration; the container or door remains locked until unlocked by the correct key, lockpick, or the Open effect. | 2 |
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Open | Opens a locked container or door. The effect's magnitude is the highest lock level that can be opened. | 6 |
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Shield | Creates a magical shield around the subject's entire body. The effect adds its magnitude to the subject's Armor Rating. | 2 |
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Slowfall | Slows the subject's rate of descent, reducing damage received upon landing or falling from great heights. | 3 |
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Swift Swim | Temporarily increases the swimming speed of the subject. | 2 |
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Water Breathing | Permits the subject to breathe underwater for the duration of the effect. | 3 |
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Water Walking | Permits the subject to walk on the surface of any body of water for the duration of the effect. | 3 |
Conjuration Effects[edit]
Conjuration effects include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor as well as Daedric or undead servants, all to serve and protect the caster.
Note: Yellow entries appear only in Tribunal, and Blue only in Bloodmoon.
Icon | Title | Description | Base Cost |
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Bound Battle Axe | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric battle axe. The battle axe appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the battle axe disappears and automatically re-equips any previously equipped weapon. | 2 |
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Bound Boots | Conjures a lesser-Daedra bound in the form of a magical, wondrously light pair of Daedric boots. The boots appear automatically equipped on the caster, displacing any currently equipped foot armor to the inventory. When the effect ends, the boots disappear, and automatically re-equip any previously equipped footwear. | 2 |
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Bound Cuirass | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric cuirass. The cuirass appears automatically equipped on the caster, displacing any currently equipped chest armor to the inventory. When the effect ends, the cuirass disappears and automatically re-equips any previously equipped chest armor. | 2 |
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Bound Dagger | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric dagger. The dagger appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the dagger disappears and automatically re-equips any previously equipped weapon. | 2 |
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Bound Left Gauntlet | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric armored glove. The armored glove appears automatically equipped on the caster, displacing any currently equipped hand armor to the inventory. When the effect ends, the armored glove disappears and automatically re-equips any previously equipped hand armor. | 2 |
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Bound Right Gauntlet | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric armored glove. The armored glove appears automatically equipped on the caster, displacing any currently equipped hand armor to the inventory. When the effect ends, the armored glove disappears and automatically re-equips any previously equipped hand armor. | 2 |
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Bound Helm | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric helm. The helm appears automatically equipped on the caster, displacing any currently equipped head armor to the inventory. When the effect ends, the helm disappears and automatically re-equips any previously equipped head armor. | 2 |
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Bound Longbow | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric longbow. The longbow appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the longbow disappears and automatically re-equips any previously equipped weapon. | 2 |
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Bound Longsword | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric longsword. The longsword appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the longsword disappears and automatically re-equips any previously equipped weapon. | 2 |
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Bound Mace | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric mace. The mace appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the mace disappears and automatically re-equips any previously equipped weapon. | 2 |
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Bound Shield | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric shield. The shield appears automatically equipped on the caster, displacing any currently equipped shield to the inventory. When the effect ends, the shield disappears and automatically re-equips any previously equipped shield. | 2 |
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Bound Spear | Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric spear. The spear appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the spear disappears and automatically re-equips any previously equipped weapon. | 2 |
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Call Bear BM | Summons a Bear to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 30 |
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Call Wolf BM | Summons a Wolf to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 30 |
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Command Creature | Compels a creature to fight the caster's enemies for the duration of the effect. The magnitude is the level of the creature affected. When the effect ends, the creature returns to its normal behavior. | 15 |
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Command Humanoid | Compels a humanoid to fight the caster's enemies for the duration of the effect. The magnitude is the level of humanoid affected. When the effect ends, the humanoid returns to its normal behavior. | 15 |
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Summon Ancestral Ghost | Summons an Ancestral Ghost to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 7 |
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Summon Bonelord | Summons a Bonelord to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 25 |
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Summon Bonewalker | Summons a Bonewalker to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 13 |
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Summon Bonewolf BM | Summons a Bonewolf to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 30 |
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Summon Centurion Sphere | Summons a Centurion Sphere to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 25 |
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Summon Clannfear | Summons a Clannfear to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 22 |
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Summon Daedroth | Summons a Daedroth to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 32 |
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Summon Dremora | Summons a Dremora to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 28 |
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Summon Fabricant TR | Summons a Fabricant to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 10 |
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Summon Flame Atronach | Summons a Flame Atronach to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 23 |
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Summon Frost Atronach | Summons a Frost Atronach to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 27 |
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Summon Golden Saint | Summons a Golden Saint to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 55 |
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Summon Greater Bonewalker | Summons a Greater Bonewalker to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 15 |
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Summon Hunger | Summons a Hunger to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 29 |
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Summon Scamp | Summons a Scamp to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 12 |
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Summon Skeletal Minion | Summons a Skeleton to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 13 |
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Summon Storm Atronach | Summons a Storm Atronach to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 38 |
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Summon Winged Twilight | Summons a Winged Twilight to battle for the caster. It appears six feet in front of the caster and attacks any aggressive enemies until the effect ends or the summon is killed. At death, or when the effect ends, the summon disappears. | 52 |
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Turn Undead | Temporarily increases an undead creature's flee rating (its inclination to run from an attacker). The effect's magnitude is the value increase to the flee rating. | 0.2 |
Destruction Effects[edit]
Destruction effects harm living and undead creatures, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
Icon | Title | Description | Base Cost |
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Corprus | Infects the subject with corprus disease. Corprus is a special disease with unique properties. The subject remains affected by the disease until it is cured. | 2500 |
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Damage Attribute | Lowers the value of one of the subject's base Attributes; any derived attributes are recalculated. The affected attribute does not return to its original value at the end of the effect's duration; it restores normally, or may be restored with the corresponding Restore Attribute effect. The magnitude is the units of attribute lost each second of the effect's duration. | 8 |
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Damage Fatigue | Lowers the value of the subject's Fatigue. Fatigue does not return to its original value at the end of the effect's duration; it restores normally, or may be restored with the Restore Fatigue effect. The magnitude is the units of fatigue lost each second of the effect's duration. | 4 |
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Damage Health | Lowers the value of the subject's Health. Health does not return to its original value at the end of the effect's duration; it restores normally, or may be restored with the Restore Health effect. The magnitude is the units of health lost each second of the effect's duration. | 8 |
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Damage Magicka | Lowers the value of the subject's Magicka. Magicka does not return to its original value at the end of the effect's duration; it restores normally, or may be restored with the Restore Magicka effect. The magnitude is the units of magicka lost each second of the effect's duration. | 8 |
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Damage Skill | Lowers the value of one of the subject's Skills. The affected skill does not return to its original value at the end of the effect's duration; it restores normally, or may be restored with the corresponding Restore Skill effect. The magnitude is the units of skill lost each second of the effect's duration. | 8 |
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Disintegrate Armor | Damages the health rating of a piece of armor equipped by the subject. | 6 |
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Disintegrate Weapon | Damages the health rating of a weapon equipped by the subject. | 6 |
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Drain Attribute | Temporarily lowers the value of one of the subject's base Attributes; any derived attributes are recalculated. The affected attribute returns to its original value when the effect ends, again, recalculating any derived attributes. The magnitude is the units of attribute reduced each second of the effect's duration. | 1 |
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Drain Fatigue | Temporarily lowers the value of the subject's Fatigue. Fatigue returns to its original value when the effect ends. The magnitude is the units of fatigue reduced each second of the effect's duration. | 2 |
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Drain Health | Temporarily lowers the value of the subject's Health. Health returns to its original value when the effect ends. The magnitude is the units of health reduced each second of the effect's duration. | 4 |
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Drain Magicka | Temporarily lowers the value of the subject's Magicka. Magicka returns to its original value when the effect ends. The magnitude is the units of magicka reduced each second of the effect's duration. | 4 |
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Drain Skill | Temporarily lowers the value of one of the subject's Skills. The affected skill returns to its original value when the effect ends. The magnitude is the units of skill reduced each second of the effect's duration. | 1 |
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Fire Damage | Produces a manifestation of elemental fire. The magnitude is the elemental damage received by the subject. | 5 |
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Frost Damage | Produces a manifestation of elemental frost. The magnitude is the elemental damage received by the subject. | 5 |
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Poison | Creates a spray of poisonous acid that causes damage to the health of the subject. The subject continues to lose health from the poison effect for the duration of the effect, unless the effect is canceled by a cure poison effect. | 9 |
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Shock Damage | Produces bolts of elemental lightning. The magnitude is the elemental damage received by the subject. | 7 |
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Stunted Magicka | Prevents the subject from regenerating magicka while sleeping for the duration of the effect. | 1 |
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Sun Damage | Causes the subject's health to be damaged while out of doors when the sun is up. The magnitude is the amount of health damaged. Damage is modified by the relative height of the sun in the sky, with the least damage occurring at sunrise (6 A.M.) and sunset (8 P.M.). | 1 |
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Vampirism | Confers upon the subject all the abilities and weaknesses of the Porphyric Hemophilia disease. | 5 |
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Weakness to Blight Disease | Decreases the subject's resistance to blight diseases. | 4 |
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Weakness to Common Disease | Decreases the subject's resistance to common diseases. | 2 |
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Weakness to Corprus Disease | Decreases the subject's resistance to Corprus disease. | 4 |
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Weakness to Fire | Decreases the subject's resistance to Fire Damage. | 2 |
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Weakness to Frost | Decreases the subject's resistance to Frost Damage. | 2 |
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Weakness to Magicka | Decreases the subject's resistance to damage from non-elemental magic. | 2 |
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Weakness to Normal Weapons | Decreases the subject's resistance to damage from Normal Weapons (non-enchanted or silver). | 2 |
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Weakness to Poison | Decreases the subject's resistance to Poison. | 2 |
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Weakness to Shock | Decreases the subject's resistance to Shock Damage. | 2 |
Illusion Effects[edit]
Illusion effects alter the perceptions and thoughts of living subjects. Illusion effects include blind, light, paralyze, silence, calm or frenzy, chameleon, and invisibility.
Icon | Title | Description | Base Cost |
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Blind | Obscures the vision of the subject, reducing their chance to strike an opponent with weapon or hand-to-hand attacks. | 1 |
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Calm Creature |
Temporarily reduces a creature's attack rating (its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead and Daedra are unaffected by this. | 1 |
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Calm Humanoid |
Temporarily reduces a humanoid's attack rating (its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead and Daedra are unaffected by this. | 1 |
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Chameleon | Allows the subject to blend into the surroundings and remain unseen. The subject can attack and use objects without disrupting the effect. The effect ranges from 1% to 100% effectiveness, the magnitude being equal to the degree of concealment. | 1 |
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Charm | Temporarily increases the subject's disposition towards the caster. When the effect ends, the subject's disposition returns to its original value. | 5 |
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Demoralize Creature |
Temporarily increases a creature's flee rating (its inclination to run from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead and Daedra are unaffected by this. | 1 |
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Demoralize Humanoid |
Temporarily increases a humanoid's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead and Daedra are unaffected by this.
Note: This effect is coded as Mysticism, when it should clearly be Illusion. |
1 |
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Frenzy Creature |
Temporarily increases a creature's attack rating (its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead and Daedra are unaffected by this. | 1 |
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Frenzy Humanoid |
Temporarily increases a humanoid's attack rating (its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead and Daedra are unaffected by this. | 1 |
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Invisibility | Conceals the presence of the subject from observers. If the subject attacks, speaks, or activates an object, the effect is dispelled. The magnitude of this effect is not variable; the subject is always 100% invisible. | 20 |
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Light | Creates a projectile of tangible light. Upon striking a subject, the projectile illuminates the area for the duration of the effect. The projectile does not cause any damage. | 0.2 |
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Night Eye | Temporarily endows the subject with the ability to see in the dark. The effect's magnitude is the degree to which the ambient light level is raised. | 0.2 |
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Paralyze | Renders the subject unable to move. This effect has no magnitude, only duration. | 40 |
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Rally Creature |
Temporarily decreases a creature's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead and Daedra are unaffected by this. | 0.2 |
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Rally Humanoid |
Temporarily decreases a humanoid's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead and Daedra are unaffected by this. | 0.2 |
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Sanctuary | Causes the subject to be harder to hit. The magnitude is the value that is added to the subject's chance to dodge attacks. | 1 |
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Silence | Temporarily renders the subject unable to cast spells. | 40 |
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Sound | Produces a disorienting noise in the subject's mind. The magnitude is the reduction in the subject's chance to successfully cast spells. | 3 |
Mysticism Effects[edit]
Mysticism effects shape and focus otherworldly forces to bind souls in gems, teleport the caster’s body, manipulate the world with telekinesis, absorb, or reflect magical energies, or sense unseen objects at a distance.
Icon | Title | Description | Base Cost |
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Absorb Attribute | Temporarily transfers attributes from the subject to the caster. The caster may exceed the attribute's maximum of 100 for the duration of the effect. When the effect ends, both caster and subject attributes return to their original values. | 2 |
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Absorb Fatigue | Permanently transfers Fatigue from the subject to the caster, wearying the subject and invigorating the caster. The caster may not exceed their own natural maximum Fatigue value, but even if the caster is at full Fatigue, casting this effect will still drain the subject's Fatigue. | 4 |
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Absorb Health | Permanently transfers Health from the subject to the caster, injuring the subject and vitalizing the caster. The caster may not exceed their own natural maximum Health value, but even if the caster is at full Health, casting this effect will still drain the subject's Health. | 8 |
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Absorb Magicka | Permanently transfers Magicka from the subject to the caster, reducing the subject's spellcasting reservoirs and filling the caster's. The caster may not exceed their own natural maximum Magicka value, but even if the caster is at full Magicka, casting this effect will still drain the subject's Magicka. | 8 |
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Absorb Skill | Temporarily transfers skill levels from the subject to the caster. When the effect ends, both caster and subject skill levels return to their original values. Unused in the game, and only found on a developers' test item, Clutterbane. | 2 |
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Almsivi Intervention | Transports the subject of this effect instantaneously to the altar of the nearest shrine of the Tribunal Temple. | 150 |
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Detect Animal | Allows the caster of this effect to detect any entity animated by a spirit; said entities appear on the map as red-circle symbols. This effect includes all classes of monsters (creatures, undead, Daedra, Dwemer constructs). Humanoids are NOT detected by this effect. The magnitude is the range in feet from the caster that animals are detected. | 0.75 |
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Detect Enchantment | Allows the caster of this effect to detect enchanted items; said items appear on the map as blue-circle symbols. The effect's magnitude is the range in feet from the caster that enchanted items are detected. | 1 |
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Detect Key | Allows the caster of this effect to detect Keys; their locations appear on the map as green-circle symbols. The effect's magnitude is the range in feet from the caster that keys are detected. | 1 |
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Dispel | Removes magicka-based spell effects from the subject. Dispel does not affect abilities, disease, curses, or constant magic item effects. The magnitude is the chance an effect is removed. | 5 |
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Divine Intervention | Transports the subject of this effect instantaneously to the altar of the nearest shrine of the Imperial Cult. | 150 |
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Mark | Establishes a target location for the Recall effect to act upon. The location is established directly at the position of the caster when the effect is used. | 350 |
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Recall | Transports the subject of this effect instantaneously to the point set by the Mark effect. | 350 |
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Reflect | Allows the subject to reflect spell effects back at an attacking caster. The effect's magnitude is the chance that a spell effect is reflected. If the reflect is successful, the opposing effects reflect back at the attacking caster. If the reflect fails, the opposing effects take effect normally. | 10 |
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Soultrap | Traps the soul of the targeted creature in the smallest empty soul gem in the caster's inventory, if the creature is killed during the effect's duration. | 2 |
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Spell Absorption | Allows the caster to absorb an incoming effects's power as an increase to their reservoir of magicka. The magnitude is the chance that an incoming effect will be absorbed. If successful, the caster absorbs the incoming effects's cost in spell points as increased magicka. The caster's magicka cannot be increased above the caster's standard magicka level. If failed, the incoming effect takes effect normally. | 10 |
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Telekinesis | Allows the subject to pick up items, open containers, and open interior doors from a distance. The magnitude is the number of feet the subject can reach. | 1 |
Restoration Effects[edit]
Restoration effects heal, restore, and fortify the body’s attributes and abilities, cure disease, and protect it from other malign influences. They can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes.
Icon | Title | Description | Base Cost |
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Cure Blight Disease | Cures the subject of Blight Diseases and restores all affected attributes. | 2000 |
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Cure Common Disease | Cures the subject of Common Diseases and restores all affected attributes. | 300 |
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Cure Corprus Disease | Cures the subject of Corprus. | 2500 |
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Cure Paralyzation | Cures the subject of paralysis. | 100 |
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Cure Poison | Cures the subject of any Poison affecting them. The effect does not restore health lost to poisoning. | 100 |
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Fortify Attack | Raises the subject's chance of making a successful hit with a weapon or hand-to-hand attack.
This effect may be obtained only by completing the Threads of the Webspinner quest for the Morag Tong. |
1 |
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Fortify Attribute | Temporarily increases the value of one of a subject's Attributes. Any derived attributes are recalculated. The affected attribute returns to its original value when the effect ends. The magnitude is the value of the increase of the attribute. | 1 |
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Fortify Fatigue | Temporarily increases the value of a subject's Fatigue. Fatigue returns to its original value when the effect ends. The magnitude is the value of the increase in fatigue. | 0.5 |
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Fortify Health | Temporarily increases the value of a subject's Health. Health returns to its original value when the effect ends. The magnitude is the value of the increase in health. | 1 |
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Fortify Magicka | Temporarily increases the value of a subject's Magicka. Magicka returns to its original value when the effect ends. The magnitude is the value of the increase in magicka. | 1 |
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Fortify Maximum Magicka | Modifies the multiplier used to derive the amount of magicka the subject currently retains. The magnitude is multiplied by the subject's Intelligence to derive the magicka. The standard multiplier is 0.5. This effect is only available from Birthsigns or Racial effects. | 4 |
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Fortify Skill | Temporarily increases the value of one of the subject's Skills. The affected skill returns to its original value when the effect ends. The magnitude is the value of the increase in the skill. This effect may only be found by completing the Threads of the Webspinner quest for the Morag Tong in versions of Morrowind below 1.2. This effect may be purchased at the Temple of Almalexia in the Tribunal expansion pack. | 1 |
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Remove Curse | Removes the effect of a curse from the subject. (Since there are no curses in the game, this is not available anywhere.) | 15 |
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Resist Blight Disease | Increases the subject's resistance to Blight Diseases. The magnitude is the percentage of reduction in damage caused by blight disease effects. | 5 |
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Resist Common Disease | Increases the subject's resistance to Common Diseases. The magnitude is the percentage of reduction in damage caused by common disease effects. | 2 |
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Resist Corprus Disease | Increases the subject's resistance to Corprus disease. The magnitude is the percentage of reduction in damage caused by corprus disease effects. | 5 |
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Resist Fire | Increases the subject's resistance to Fire Damage. The magnitude is the percentage of reduction in damage caused by elemental fire. | 2 |
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Resist Frost | Increases the subject's resistance to Frost Damage. The magnitude is the percentage of reduction in damage caused by elemental frost. | 2 |
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Resist Magicka | Increases the subject's resistance to damage from non-elemental magic attacks. The magnitude is the percentage of reduction in damage caused by attacks not based on elemental forces. | 2 |
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Resist Normal Weapons | Increases the subject's resistance to damage from Normal Weapons. The magnitude is the percentage of reduction in damage caused by non-enchanted or silver weapons. | 5 |
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Resist Paralysis | Increases the subject's resistance to Paralysis. The magnitude is the percentage added to the subject's Willpower-based resistance. | 0.2 |
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Resist Poison | Increases the subject's resistance to Poison. The magnitude is the percentage of reduction in damage caused by poison. | 2 |
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Resist Shock | Increases the subject's resistance to Shock Damage. The magnitude is the percentage of reduction in damage caused by elemental lightning. | 2 |
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Restore Attribute | Restores any attributes that have been reduced by magical attack. The magnitude is the units of attribute restored for each second of the effect's duration. | 1 |
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Restore Fatigue | Replenishes the subject's Fatigue. The magnitude is the units of fatigue restored for each second of the effect's duration. | 1 |
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Restore Health | Replenishes the subject's Health. The magnitude is the units of health restored for each second of the effect's duration. | 5 |
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Restore Magicka | Replenishes the subject's Magicka. The magnitude is the units of magicka restored for each second of the effect's duration. | 5 |
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Restore Skill | Restores any skill levels that have been reduced by magical attack. The magnitude is the units of skill restored for each second of the effect's duration. | 1 |