Oblivion:Weakness to Magic

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Weakness to Magic
School Destruction
Type Offensive
Effect ID WKMA
Base Cost 0.25
Barter Factor 0
Availability
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Spells
Scrolls

Weakness to Magic M% for D seconds

Weakness to Magic increases by M% the magnitude of subsequent offensive magical effects; the effect lasts for D seconds. For example, a target with Weakness to Magic 50% active will suffer 9 points of damage from a Flare spell, instead of the usual 6 points. All of the effects listed as offensive spells will be enhanced by an active Weakness to Magic effect, including subsequent Weakness spells. Therefore, Weakness to Magic 50% followed by Weakness to Fire 50% results in a 75% magnitude Weakness to Fire effect.

Magnitudes greater than 100% are possible if multiple effects are simultaneously active. Spell stacking can be used to create very large magnitude Weakness effects, which make even cheap damage spells lethal to any opponent.

Some creatures (and some character birthsigns) have natural weaknesses to magic.

[edit] Notes

  • For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
  • In the original release of the game, a Weakness to Magic spell would amplify all effects of a spell, as long as the spell contained just one negative effect. This could be exploited to create chains of stacking spells that you could cast on yourself to get very cheap but powerful enhancements.
Note: This has been corrected by the Oblivion 1.1.511 patch.
  • If a person has a 100% resistance to magic (immunity to magic), weakness to magic is still ineffective against them, since even the weakness to magic effect is resisted.

[edit] See also

Sections:

Related effects:

[edit] Apparel with Weakness to Magic

Cursed Gauntlets of Resilient FleshSI 5%
Cursed Stoneskin GauntletsSI 5%

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