Oblivion:Weakness to Magic
|Weakness to Magic|
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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.
Some creatures (and some character birthsigns) have natural weaknesses to magic.
- This effect can be gained for spell making and enchanting via spells or choosing the Apprentice Birthsign.
- For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
- 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.
- A Weakness to Magic spell amplifies all effects of a spell, as long as the spell contains just one negative effect.
- This bug is fixed by version 1.1.511 of the Official Oblivion Patch.
 See also
- Resistances and Weaknesses: General information on how resistances and weaknesses interact.
- Spell Absorption, Reflect Spell, Resist Magic
- Weakness to Disease, Weakness to Fire, Weakness to Frost, Weakness to Normal Weapons, Weakness to Poison, Weakness to Shock
 Apparel with Weakness to Magic