Daggerfall:Magic and Spells

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[edit] Magic

Magic plays a very important role in Daggerfall. Magic can make your life much easier if you use it well, but can also make your life difficult if used against you when you are not prepared. The information here comes from the Daggerfall User Manual.

There is also a spell-maker in every Mages Guild. There you can use the effects below to make your own spells.

[edit] Circinate Spells

The following list of The Circinate Spells is organized by their governing school of magic (useful for creating a low cost practice spell for each school). If a spell belongs to multiple schools, it will be marked with the ¹ symbol in the primary school, ² for the spell's secondary school, as so on for each school which governs that spell. Take note that although a spell may belong to two or more schools, casting that spell will only train the primary school of that spell even though the skill levels of all schools may impact the spell's cost.

[Example: The Jump spell belongs to both Alteration, and Restoration, yet only improves the Alteration skill.]

Circinate Spells by Governing School of Magic and description of the School
School of Magic Spells Description

Alteration

Force Bolt²
Free Action¹
Hand of Sleep²
Jumping¹
Medusa's Gaze
Notorgo's Curse²
Paralysis
Resist Cold
Resist Fire
Resist Poison
Resist Shock
Shield
Sleep²
Slowfalling
Spell Drain¹
Spell Resistance²
Spell Shield²
Spider Touch
Water Breathing
Water Walking¹
Wizard Rend¹

The School of Alteration is one of the six avenues of magical study. This School concern's itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of illusion, alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of alteration are less expensive for mages skilled in this path.

Destruction

Acidic Field
Energy Leech¹
Fire Storm
Fireball
Force Bolt¹
Frostbite
God's Fire
Hand of Decay
Hand of Sleep
Ice Bolt
Ice Storm
Lightning
Magicka Leech¹
Notorgo's Curse¹
Shock
Sleep¹
Spell Drain²
Sphere of Negation
Strength Leech²
Toxic Cloud
Vampiric Touch²
Wildfire
Wizard's Fire

The School of Destruction is one of the six avenues of magical study. This School is concerned with the purely destructive capabilities of magicka evident in Spells like Fireball and Acidic Field. Buying, creating, and casting a spell devised to harm or destroy a target is less expensive for mages skilled in this path.

Illusion

Chameleon
Ghost Form¹
Invisibility
Light
Shadow Form

The School of Illusion is one of the six avenues of magical study. This School works with magicka in its capacity to camouflage, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illusion is less expensive for mages skilled in this path.

Mysticism

Banish Daedra
Detect *
Far Silence
Fenrik's Door Jam
Holy Touch
Holy Word
Null Magicka
Open
Recall
Silence
Soul Trap
Spell Reflection²
Tongues
Wizard Lock
Wizard Rend²

The School of Mysticism is one of the six avenues of magical study. The School experiments with the most arcane aspects of magicka and expanding these "accidents" into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this path.

Restoration

Balyna's Antidote
Balyna's Balm
Charisma
Cure Disease
Cure Poison
Energy Leech²
Feet of Notorgo
Fortitude
Free Action²
Heal
Iron Will
Jack of Trades
Jumping²
Magicka Leech²
Nimbleness
Orc Strength
Spell Absorption
Spell Resistance¹
Spell Shield¹
Stamina
Strength Leech¹
Troll's Blood
Vampiric Touch¹
Wisdom

The School of Restoration is one of the six avenues of magical study. This School is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting a spells devised to heal a target is less expensive for mages skilled in this path.

Thaumaturgy

Buoyancy
Calm Humanoid
Charm Mortal
Ghost Form²
Levitate
Quiet Undead
Shalidor's Mirror
Spell Resistance³
Spell Shield³
Spell Reflection¹
Tame
Water Walking²

The School of Thaumaturgy is one of the six avenues of magical study. This School concentrates on exposing or manipulating known forces and objects within their natural laws. It is evident in Spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path.

* available only via Spell Maker

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