Note: This page has been moved to the new UESP-Wiki. The same content, just a different presentation.
This page very likely contains outdated information (last updated in 2005).
|
Daggerfall Magic and Spells
09 February 2011
Magic plays a very important role in Daggerfall, making your life much
easier if you use it well, but can also make your life difficult if used against
you and you are not prepared. The information here comes from a variety of sources and
as such may be incorrect. You may Contact the Webmaster
any additions, corrections or suggestions.
- Useful Spells - 23 November 1998
- Several of the more useful/creative/weird spells created by Daggerfall players.
- Schools of Magic - 4 March 1997
- List of all the spells and what school of magic they belong too. Useful for determining
which spell to cast to practice which school etc...
|
Schools of Magic
4 March 1997
The following is the list of known spells listed under the school of
magic they belong too. Useful for creating a low cost practice type spell
for each school. Note that although a spell may belong to two schools, the casting
of that spell only improves one school, although the skill levels of both schools
may affect the spells cost. For example, the Jump spell belongs to both
Alteration and Restoration yet only improves the Alteration skill.
Destruction |
Alteration |
Illusion |
Restoration |
Mysticism |
Thaumaturgy |
Energy Leech |
Force Bolt |
Chameleon |
Balyna's Antidote |
Banish Daedra |
Buoyancy |
Fire Storm |
Free Action |
Invisibility |
Balyna's Balm |
Far Silence |
Calm Humanoid |
Fireball |
Hand of Sleep |
Light |
Charisma |
Fenrik's Door Jam |
Charm Mortal |
Force Bolt |
Jumping |
Polymorph |
Cure Disease |
Holy Touch |
Levitate |
Frostbite |
Medusa's Gaze |
Shadow Form |
Cure Poison |
Holy Word |
Quiet Undead |
God's Fire |
Paralysis |
|
Energy Leech |
Null Magicka |
Shalidor's Mirror |
Hand of Decay |
Resist Cold |
|
Feet of Notorgo |
Open |
Spell Resistance |
Hand of Sleep |
Resist Fire |
|
Fortitude |
Silence |
Spell Shield |
Ice Bolt |
Resist Poison |
|
Free Action |
Soul Trap |
Spell Reflection |
Ice Storm |
Resist Shock |
|
Heal |
Spell Reflection |
Tame |
Lightning |
Shield |
|
Iron Will |
Tongues |
Water Walking |
Magicka Leech |
Sleep |
|
Jack of Trades |
Wizard Lock |
|
Shock |
Slowfalling |
|
Jumping |
Wizard Rend |
|
Sleep |
Spell Drain |
|
Magicka Leech |
|
|
Spell Drain |
Spell Resistance |
|
Nimbleness |
|
|
Sphere of Negation |
Spell Shield |
|
Orc Strength |
|
|
Strength Leech |
Spider Touch |
|
Recall |
|
|
Toxic Cloud |
Water Breathing |
|
Spell Absorption |
|
|
Vampiric Touch |
Water Walking |
|
Spell Resistance |
|
|
Wildfire |
Wizard Rend |
|
Spell Shield |
|
|
Wizard's Fire |
|
|
Stamina |
|
|
|
|
|
Strength Leech |
|
|
|
|
|
Troll's Blood |
|
|
|
|
|
Vampiric Touch |
|
|
|
|
|
Wisdom |
|
|
Original Text Written by Lord Phoenix, Scribe of High Rock - gozer@esoterica.pt
Useful Spells
23 November 1998
- Create Item spell. At level 8 I have made everything from leather cuirasses to
daedric cuirasses and longswords and such. The duration on create item
just marks the time that it takes before you can cast it again.
- Huge shield spell. It gives 1300 or so hp protection at my current level.
(This lets you get cozy with even the worst baddies..be sure to put a duration
in there that makes it last a while to, then you can run around with it
on and that way get the most out of it.. ;)
- I have a Very Long duration duel effect spell with shield and spell
absorption. Shield only gives about 300 or so hp but this is really good for
running around in a dungeon and has a low spell cost (this one I remember
some Spell Absorb High chance, 90% or better. Use your level to make it that
high not just initial chance, and duration, make it high also. I think mine
lasts something like 60 rounds at my current level).
- This is a fav when out in the woods...;) (Great against those guys with no
real majic ability. Be careful against nightblades and mages though ;) )
It is called Draino. It transfers majicka (large amounts instantly) and then
does 220 hp worth of damage to the person (kills instantly, even deadra lords
fall to this one (lesser chance though))
- Another fav...(especially for lower level chars. (lev 8-12 is best))
another duel spell, Paralysis and cont. damage (health). Great also against
most, it is really comical (find a giant..heheheh) Zap them with this and
it is save or die ;) Even if a save is made against the Paralysis they could
still take the cont. damage (blood spurts out of `em, heheheh)
Best use is for pickpocket and critical strike training, hit `em with the
spell and watch them freeze as blood flows from them as they die. Pick
their pockets constantly (or stand there at a short distance and watch ;)
blood.. blood.. blood.. Plop they fall to the ground and you never even have
to draw your sword ;)
- An interesting custom spell is "Identify Items". It is in the
school of mysticism, and allows you to identify your magic items. Why
bother to pay the Mages' Guild every time to identify your magic
items? Using the trick mentioned above, you can have unlimited spell
points to identify all your magic items. This is also the only way if
there is no Mages' Guild nearby. You can try to identify all magic
items using one spell, but it is not guaranteed to identify all items
at once. Increase the "chance" when making the spell helps. However,
sometimes, one item just refuse to be identified. You need to have
some patience to fast travel, identify, fast travel, identify, etc.
Also, if you cast this spell inside the Mages' Guild, you will still
be charged as if you are asking the Guild to identify it for you! Go
figure. Maybe the Guild has monopoly power inside the guild house. I
wonder if in the future, Bethsoft wants to implement anti. .
- I found the custom spell "Invisible (TRUE)" very useful. You
remain invisible even after you attacked. You can surprise one
monster, kill it, remain invisible, and surprise another monster, ...
I also found it useful when facing multiple monsters at the same time.
It seems that if you are invisible, and do not attack an enemy,
he/she/it can not figure out where you are, thus not charging toward
you. Thus, being invisible allows you fight one monster at a time.
However, it also seems to me that some undead can see invisible. After
I cast invisible, Ghost, Lich, etc. still charge toward me, as if the
spell is not there.
Original Text Written by Greg Rollan - rollan@eng7.tallassee.wm.slb.com
lmei01@barney.poly.edu
and Colin Hidson - bus03472@bus.nait.ab.ca
Display
this document for printing (some pages may not display properly).
If you have any problems, suggestions or comments on this page or website, please
feel free to use the Contact Form to send
a message to the WebMaster.
This document was last modified on: Wednesday, 09 February 2011, at 21:22:01
and has been accessed
11068 times
( /dagger/hints/dagmagic.shtml ).
Please note that this site is Completely Unofficial and is in no way connected to Bethesda softworks or
Zenimax. Bethesda Softworks, Battlespire, XnGine, Morrowind, Redguard, Daggerfall, Arena and The Elder Scrolls are trademarks
of Media Technology Limited, Copyright © 1994-2001 Media Technology Limited.