The following pages list available spell effects. An Effect is the rules content of a spell. Most spell effects have a cost determined by a static multiplier times the chosen spell level (SL). Many also have attributes associated with them: these are imparted to the final spell.

Unless otherwise specified, spell effects do not stack with themselves (multiple Fortify spells do not stack on top of one another, for example).

If the character is casting a multi-part spell, then resolve each part of the spell simultaneously (meaning that none of the parts benefit from the effects of any of the other parts).

Alteration Spell Effects

EffectRulesAttributesCost
Elemental ArmorAffected target gains SL AR of the chosen [type] for 1 minute.[Fire, Frost, Shock, Poison], Upkeep, Potion, Reinforce, Instant4 x SL
Magic ArmorAffected target gains SL magic AR for 1 minute.Upkeep, Potion, Reinforce, Instant6 x SL
ArmorAffected target gains SL AR for 1 minute.Upkeep, Potion, Reinforce, Instant5 x SL
BurdenAffected target must make a Strength test with a 30 - (10 x SL) modifier or raise its Encumbrance level by one for 1 round. This spell effect can stack and each instance of this spell is upkept separately.Upkeep, Toxin3 x SL
FeatherAffected target lowers its Encumbrance level by one for 1 round and treats its armor as being one weight class lighter (target counts as being trained to wear this type of armor even if they normally would not be). Note: This effect always counts as being Spell Level 3.Upkeep, Potion, Instant10
ShieldAffected target gains a magical barrier with SL HP that envelopes them and protects against physical damage for 1 round. Any damage the target takes from this damage type reduces the barrier’s HP first. This barrier’s HP does not belong to the target, but rather is the HP of the barrier before it breaks. If any of the barrier’s HP remains at the end of the duration, then the spell does not cost MP to upkeep and the barrier’s HP refreshes entirely. Otherwise, if all the HP of the barrier is lost at the end of the duration, then the spell cannot be refreshed via upkeep and must be cast again.Reinforce, Upkeep, Potion, Instant2 x SL
Magic ShieldAffected target gains a magical barrier with SL HP that envelopes them and protects against magical damage for 1 round. Any damage the target takes from this damage type reduces the barrier’s HP first. This barrier’s HP does not belong to the target, but rather is the HP of the barrier before it breaks. If any of the barrier’s HP remains at the end of the duration, then the spell does not cost MP to upkeep and the barrier’s HP refreshes entirely. Otherwise, if all the HP of the barrier is lost at the end of the duration, then the spell cannot be refreshed via upkeep and must be cast again.Reinforce, Upkeep, Potion, Instant2 x SL
[Type] ShieldAffected target gains a magical barrier with SL HP that envelopes them and protects against [Type] damage for 1 round. Any damage the target takes from this damage type reduces the barrier’s HP first. This barrier’s HP does not belong to the target, but rather is the HP of the barrier before it breaks. If any of the barrier’s HP remains at the end of the duration, then the spell does not cost MP to upkeep and the barrier’s HP refreshes entirely. Otherwise, if all the HP of the barrier is lost at the end of the duration, then the spell cannot be refreshed via upkeep and must be cast again.Reinforce, [Fire, Frost, Shock, Poison], Upkeep, Potion, Instant1 x SL
JumpThe next time the affected target jumps within 1 minute it may jump SL meters higher or further.Potion, InstantSL
LevitateAffected target gains the Flyer (3 x SL) trait for 1 minute.Upkeep, Potion6 x SL
LockAffected door or container locks itself. Defeating this lock requires an extended Subterfuge test with a success threshold equal to 2 x SL.Instant3 x SL
OpenAffected door or container within 1 meter unlocks itself if the extended test threshold to unlock it is 2 x SL or lower.Instant3 x SL
RepairRemoves SL levels of the Damaged (X) quality from affected piece of armor, shield, or weapon.Upkeep, Instant3 x SL
SlowfallThe next time affected target falls within 1 minute it may ignore up to the first 2 x SL meters when calculating fall damage. May be cast as a reaction if a character falls.Upkeep, Potion, Instant1 x SL
Water BreathingCharacter can breathe water as if it were air for SL minutes.Potion, Upkeep, Instant1 x SL
Water WalkingCharacter can walk on water as if it were land for SL minutes.Potion, Upkeep, Instant1 x SL
WardMay be cast as a reaction to an attack in place of the character’s normal defense and does not provoke Attacks of Opportunity. Caster generates a magical ward that acts as a shield for all damage, gaining [5 + SL] Magical and Physical BR. Power Block is incompatible with this shield.Instant, Reinforce2 x SL

Conjuration Spell Effects

When summoning anything in unconventional spellcasting, regardless of spell form only 1 creature/object is summoned per every instance of the effect. For example, a Summon Scamp Ball will only summon 1 scamp unless the Summon Scamp Ball has 2 or more Summon Scamp effects.

A summoned creature will appear at a target point determined by the form of this spell:

  • Any AoE form: creature is summoned anywhere within that area.
  • Cloak/Self forms: creature is summoned 5 meters near the caster.
  • Target/Bolt/Touch: creature is summoned 5 meters near the target or target area the spell is hit.

A summoned object will appear on a target character determined by the form of this spell:

  • Any AoE form: object is summoned on a target of the caster’s choosing within the area of the AoE.
  • Cloak/Self forms: object is summoned on the caster.
  • Target/Bolt/Touch: object is summoned on the target of the form.
EffectRulesAttributesCost
Conjure [Armor]Summons one of the following sets of Bound Daedric armour (Both Arms; Both Legs; Body; or Head) that follows the profile determined by its SL. The armour slots this spell summons must be determined when the spell is learned. This piece of armor magically replaces whatever armor a willing target is currently wearing on that location for one minute. The armor piece counts as one weight class lighter for the purpose of armor penalties, and does not need to be among the target’s trained armor classes in its combat style. The armour has the Bound and Summoned traits. SL 2: Inferior Partial Daedric / SL 3: Inferior Full Daedric / SL 4: Partial Daedric / SL 5: Full Daedric / SL 6: Superior Partial Daedric / SL 7: Superior Full Daedric. Notes: This effect cannot be used at Spell Level 1. Adding more than 1 instance of this effect causes the cost of all instances of this effect after the first to be 4 x SL, but only if used in the self form.Upkeep, Instant7 x SL
Conjure [Weapon]Summons a Bound Daedric weapon or shield of the caster’s choice that follows the profile determined by its Spell Level. The weapon type must be determined when the spell is learned. SL 2: Primitive Quality / SL 4: Standard / SL 6: Proven Quality. This weapon appears in a willing target’s hand(s) for the duration of the spell or until the weapon leaves the target’s hands. The target gains a [Spell Strength] weapon (with ammo) with the Bound and Summoned traits of the chosen type for one minute. Weapons with the reload quality are not loaded when they are summoned; however, the value of the first Reload action is reduced by 1. If the weapon is not in any of the target’s Combat Styles, they count it as being Trained (+0). Note: This effect can only be used at Spell Levels 2, 4, and 6.Upkeep, Instant7 x SL
Sunder BindingThe caster picks a target with the Summoned trait that must make an opposed Willpower test vs the caster with a 30 - (10 x SL) modifier or be sent back to the place from whence it came. This is also a Mysticism effect.-1 x SL
Summon ConstructSummons a construct with the Summoned trait, which appears within five meters of the caster. Immediately after being summoned, the Construct must make a Willpower test against the DoS of the Conjuration test. If the Conjurer wins the test, the Construct gains the Bound trait and persists for 1 round. If the Construct wins the Opposed test, it is not Bound and can act as it pleases, typically murdering its summoner. The unbound Construct can test Willpower at the end of each round to maintain itself in Mundus. Keeping the Construct in line imposes [Spell Str] Mindlock on the caster. If the spell ends because the caster chooses not to upkeep this spell and the summoned creature has the Bound trait, the creature loses the Summoned trait and returns to their plane of origin. Roll initiative for the Construct when it’s summoned, as it acts on its own Turn. If this spell is restrained, the summoned creature’s Maximum AP is reduced by 1 while they have the Bound trait. For each time the spell is bought, pick one spell profile from the table below and mark it on your sheet. Note: Spell Strength depends on the construct summoned, which can be found in its profile on the page below.Upkeep, Mindlock (Spell Strength)See Profile Table
Summon DaedraSummons a Daedra with the Summoned trait, which appears within five meters of the caster. Immediately after being summoned, the Daedra must make a Willpower test against the DoS of the Conjuration test. If the Conjurer wins the test, the Daedra gains the Bound trait and persists for 1 round. If the Daedra wins the Opposed test, it is not Bound and can act as it pleases, typically murdering its summoner. The unbound Daedra can test Willpower at the end of each round to maintain itself in Mundus. Keeping the Daedra in line imposes [Spell Str] Mindlock on the caster. If the spell ends because the caster chooses not to upkeep this spell and the summoned creature has the Bound trait, the creature loses the Summoned trait and returns to their plane of origin. Roll initiative for the Daedra when it’s summoned, as it acts on its own Turn. If this spell is restrained, the summoned creature’s Maximum AP is reduced by 1 while they have the Bound trait. For each time the spell is bought, pick one spell profile from the table below and mark it on your sheet. Note: Spell Strength depends on the Daedra summoned, which can be found in its profile on the page below.Upkeep, Mindlock (Spell Strength)See Profile Table

Summoned Creature Profile Tables

To find the stats for the Daedra or Construct you want to summon, go to Inhabitants of Tamriel.

Summoned Daedra

DaedraLevelCostSpell Str.
Daedrat171
Scamp181
Banekin191
Hell Hound2121
Clannfear2131
Hunger3161
Dremora Churl3161
Flame Atronach3172
Spider Daedra4182
Dremora Caitiff4191
Ogrim4202
Frost Atronach4202
Auroran5222
Storm Atronach5233
Dremora Kynmarcher5242
Winged Twilight6273
Aureal (Golden Saint)6283
Mazken (Dark Seducer)6283
Dremora Lord7323
Xivilai7333
Daedroth7343

Summoned Constructs

ConstructLevelCostSpell Str.
Flesh Atronach4212
Hulking Flesh Atronach6293

Destruction Spell Effects

EffectRulesAttributesCost
Disintegrate ArmorArmor piece on affected hit location gains Damaged (SL).Attack4 x SL
Disintegrate WeaponWeapons held by affected character(s) gain Damaged (SL).Attack4 x SL
Drain MagickaAffected target must make a Willpower test or lose 4 x SL MP. When included in a Toxin, this spell effect is not considered to have the Upkeep Attribute.Upkeep, Toxin2 x SL
FatigueAffected target must make an Endurance test with a 30 - (10 x SL) modifier or lose 1 SP. When included in a Toxin, this spell effect is not considered to have the Upkeep Attribute.Toxin, Attack, Upkeep2 x SL
FireAffected target takes [die] fire damage. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack2 x SL
FrostAffected target takes [die] frost damage. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack2 x SL
ShockAffected target takes [die] shock damage. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack2 x SL
PoisonAffected target takes [die] poison damage. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack2 x SL
SunlightAffected target takes [die] fire damage. Damage dealt counts as sunlight. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack3 x SL
Elemental WeaknessAffected target gains Weakness ([type], SL) trait for 1 round.[Fire, Frost, Shock, Poison], Upkeep1 x SL
Weakness to MagicAffected target gains Weakness (magic, SL) trait for 1 round.Upkeep3 x SL

Illusion Spell Effects

EffectRulesAttributesCost
BlindAffected target must make a Willpower test with a 30 - (10 x SL) modifier or be Blinded for 1 round.Upkeep, Toxin3 x SL
CalmAffected target must make a Willpower test with a 30 - (10 x SL) modifier or be calmed for 1 minute. A calmed character loses the will to fight. While calmed, they cannot willingly attack any character unless that character attacks them first, at which point they snap out of the effect. If a character while under this spell’s effect is struck by a Frenzy effect, then this spell effect is immediately nullified.Toxin3 x SL
ChameleonAffected target gains the Chameleon (-5 x SL) condition for 1 minute.Upkeep, Potion, Instant3 x SL
CharmAffected target becomes receptive to others, and the next character to attempt a Persuade or Deceive test on them within 1 minute receives a +5 x SL bonus.Upkeep, Toxin, Instant2 x SL
CourageWilling affected target receives a +5 x SL bonus to any Fear tests within 1 minute. Targets under the effects of fear can make a Willpower test with the same bonus to snap out of the effects.Upkeep, Instant2 x SL
PanicAffected target must make a Panic (30 - (10 x SL)) test.-2 x SL
HorrorAffected target must make a Horror (30 - (10 x SL)) test.Attack8 x SL
FrenzyAffected target must make a Willpower test with a 30 - (10 x SL) modifier or gain the Frenzied condition. If a character while under this spell’s effect is struck by a Calm effect, then this spell effect is immediately nullified.Toxin4 x SL
InvisibilityAffected target gains the Invisible condition for 1 round. They lose this condition if they attack or cast another spell during this time. Note: This effect always counts as being Spell Level 5.Upkeep, Potion12
LightCreates a light orbiting affected target that illuminates an area within 10 x SL meters for 1 minute.Upkeep, Potion, Instant1 x SL
MuffleAffected target gains the Muffled (-5 x SL) condition for 1 minute.Upkeep, Potion, Instant3 x SL
Night EyeAffected target gains the ability to see in the dark up to 10 x SL meters for 1 minute.Upkeep, Potion, Instant3 x SL
ParalyzeAffected target must make a Willpower test with a 30 - (10 x SL) modifier or be Paralyzed for 1 round.Upkeep, Toxin7 x SL
SanctuaryAffected target gains SL additional degrees of success on successful defense tests for 1 round. They can also move 1 meter further than normal to avoid AoE attacks on successful evade tests.Upkeep, Potion, Instant7 x SL
SilenceAffected target must make a Willpower test with a 30 - (10 x SL) modifier or be Silenced for 1 round.Upkeep, Toxin3 x SL

Mysticism Spell Effects

EffectRulesAttributesCost
Absorb [Characteristic]Choose Characteristic at purchase. Affected target takes a 5 x SL penalty to all tests that rely on the affected Characteristic for one round, and grants the caster a bonus to tests using the same Characteristic for one round. If this spell is affected by a Reflect spell or effect, it has no net effect.Upkeep8 x SL
Absorb LifeAffected target takes [die] magic damage. Caster regenerates HP equal to half (round up) of the damage dealt (after reduction). If this spell is affected by a Reflect spell or effect, it has no net effect. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).Overload (+WB to Dmg), Attack3 x SL
Absorb MagickaAffected target must make a Willpower test or lose [die] magicka. Caster regenerates MP equal to the magicka lost. If this spell is affected by a Reflect spell or effect, it has no net effect. Note: The SL determines the size of the die used, starting with a 1d4 and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6, 2d8, 2d10).-3 x SL
Detect [type]Affected target gains the ability to see objects/effects of the chosen [type] within 10 x SL meters as a faint, shimmering outline even in the dark and through objects, even if blind, for 1 minute.[Life, Magic, Undead, (other)], Upkeep, Potion, Instant5 x SL
DispelRemoves all magical effects of SL level (either potion, spell, or enchant level) or lower from the affected target. Constant enchantments reactivate after 1d4 rounds.Potion4 x SL
Ethereal FormAffected target gains the Incorporeal trait for 1 round. Note: This effect always counts as being Spell Level 5.Upkeep, Potion10
MarkPlaces an invisible, magic mark at the affected target’s current location. The amount of marks a character can keep track of is equal to their Intelligence Bonus. Note: This effect always counts as being Spell Level 2, and can only be used with the Self form.Potion, Instant5
RecallInstantly transports willing affected target to the location of one of the caster’s magic marks placed with the Mark spell. Cannot be used to travel between planes. Note: This effect always counts as being Spell Level 3.Potion, Instant15
ReflectAny time affected target would be hit by a spell (after any defense, but before resolving effects), roll a d10. If the result is a roll of SL or lower, instead resolve the spell against its original caster. Lasts for 1 round.Upkeep, Potion, Instant3 x SL
Soul TrapAffected target within 50m has their soul magically tethered to an appropriate empty soul gem (only black soul gems can hold the souls of men, mer, and the beast races) of the caster’s choice within 1m of the caster. If the target dies within 1 minute, then their soul is trapped within the gem and it gains soul energy equal to the size of their soul. Note: This effect always counts as being Spell Level 2.Upkeep12
Spell AbsorptionAffected target gains the Spell Absorption (SL) trait for 1 round.Upkeep, Potion, Instant3 x SL
Sunder BindingThe caster picks a target with the Summoned trait that must make an opposed Willpower test vs the caster with a 30 - (10 x SL) modifier or be sent back to the place from whence it came. This is also a Conjuration effect.-1 x SL
TelekinesisAffected target gains the Telekinesis (SL) trait for 1 minute.Upkeep, Potion, Instant3 x SL
TelepathyAffected target gains the Telepathy (SL) trait for 1 minute.Upkeep, Potion, Instant3 x SL

Necromancy Spell Effects

EffectRulesAttributesCost
ReanimateTarget corpse of [Spell Strength] size is reanimated for one minute, using the profile it had in life. The target must immediately test an Opposed Willpower with the caster. If the caster wins the test, the target also has the Bound trait. If the target wins the test, they are reanimated but are not Bound to the caster. The target is reanimated with full HP, Stamina Points, Action Points, Magicka, and any uses of limited use abilities. The spell imbues the body with the spirit of a lesser daedra, and has no shred of the character’s consciousness, soul, or any knowledge of their past life except for skills, talents, traits, and spells. They do not retain powers gained from their race. After the reanimated creature dies again or if the spell ends (due to unpaid upkeep or any other reason), the reanimated creature turns to a pile of ash and cannot be reanimated. Note: The SL determines the size of the creature that can be reanimated, starting with “Puny” and stepping up one size for each SL beyond the first (Tiny, Small, Standard, Large, Huge, Massive).Upkeep, Direct, Mindlock (1)5 x SL
Summon GhostThe caster summons a Ghost (SL 2) or an Ancient Ghost (SL 3) into Mundus for one round. The caster and the Ghost must immediately roll an Opposed Willpower test; if the caster succeeds, the Ghost has the Bound trait for the duration.Upkeep, Mindlock (1)SL 2 = 12 / SL 3 = 19
Summon WraithThe caster summons a Wraith (SL 4) or a Gloom Wraith (SL 5) into Mundus for one round. The caster and the Wraith must immediately roll an Opposed Willpower test; if the caster succeeds, the Wraith has the Bound trait for the duration.Upkeep, Mindlock (2)SL 4 = 18 / SL 5 = 22

Restoration Spell Effects

EffectRulesAttributesCost
Cure DiseaseAffected target removes the Diseased SL Condition. Spell Level 2 = Common, Spell Level 4 = Magical. Note: This effect always counts as being either Spell Level 2 or Spell Level 4.Potion, Instant3 x SL
Cure ParalysisAffected target loses the Paralyzed condition. Note: This effect always counts as being Spell Level 2.Potion, Instant8
Fortify [Characteristic]Affected target increases their [characteristic] score by 5 x SL for 1 round.Upkeep, Potion, [Strength, Endurance, Agility, Intelligence, Willpower, Perception, Personality]8 x SL
HealAffected target regains 2 x SL HP.Potion, Instant2 x SL
RejuvenateAffected target regains 1 SP OR removes 1 level of fatigue if they have any. Note: This effect always counts as being Spell Level 3.Potion, Instant16
ReplenishTarget character within 1 meter regains [2 x SL] MP or [Casting Cost] MP, whichever is lower. Note: This effect cannot be used with the self form.Potion, Instant3 x SL
Elemental ResistanceAffected target gains the Resistance ([type], SL) trait for 1 round.[Fire, Frost, Shock, Poison], Upkeep, Potion, Instant2 x SL
Resistance to MagicAffected target gains the Resistance (magic, SL) trait for 1 round.Upkeep, Potion, Instant4 x SL
StabilizeAffected target is stabilized if they were dying. Note: This effect always counts as being Spell Level 1.Potion, Instant1
Turn UndeadAffected target with the Undead trait must make a Willpower test with a 30 - (10 x SL). On a failure, the target must spend any AP, SP, or any other resources necessary on their next Turn to attempt to flee from the caster until they are at least 40m away from them.Upkeep, Toxin3 x SL
WardMay be cast as a reaction to an attack in place of the character’s normal defense and does not provoke Attacks of Opportunity. Caster generates a magical ward that acts as a shield for all damage, gaining [5 + SL] Magical and Physical BR. Power Block is incompatible with this shield.Instant, Reinforce2 x SL