Semi Protection

Oblivion talk:Spells/Archive 1

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This is an archive of past Oblivion talk:Spells discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Additional information to be added would be, if spells also have a base value. I guess they do, because buying them works similarly to dealing with other merchants.

It doesn't make sense to put Magicka requirement into the table because it will depend on your skill. However, it must have a base value, which could be included and a formula to calculate the actual requirement for the character.

The "<39" comes from the game not telling me the requirement for spells when it's less than my Restoration skill score, which is 39. :D If someone can find out this information somehow, please enter the exact values.

So base value and "base Magicka cost" would be good to add, if someone knows how to extract that information from the game. Calculating the base price for each is also possible, but worksome.

--FMan 19:43, 30 March 2006 (EST)

The level requirements for spells all seem to be at fixed marks, 25, 50, 75, 100. So a <39 would actually be a <=25. Endareth 19:46, 30 March 2006 (EST)
So it is 25? Can it be 0? Then there is no way for me to determine which of those it is. --FMan 19:50, 30 March 2006 (EST)
Actually yes, it can be zero as well. Endareth 19:52, 30 March 2006 (EST)
Right. So, this information needs to be extracted from the data files (or looked at by someone with skill <=24 to distinguish between zero- and 25-requirement spells). BTW, in the beginning I mean monetary base value and in the second paragraph a base for the Magicka used. --FMan 19:58, 30 March 2006 (EST)
  • I just started thinking if it would be a better idea to replace the 0/25/50/75-spell requirements with the corresponding skill mastery levels Novice/Apprentice/Journeyman/Expert, or whether it is actually more obvious the way it is? --FMan 10:12, 31 March 2006 (EST)
    • Done. The spells never break this fractional system of level division, so using the words is a lot more user-friendly. And if necessary you can explain in the * note at the bottom what each rank equals in numbers. Garrett 07:20, 4 April 2006 (EDT)

Suddenly New Spell added?

When loading one of my savegames from the loadwindow, I heard the sound of spellcasting when the screen loaded. After the loading was complete, I entered the game. To my surprise I saw in the upper-left corner of my screen the message "Voice of Rapture added". And indeed, I had that spell in my inventory, able to cast it. I was in Cloud Ruler Temple and did not do anything to get a new spell before saving. The same thing happened to me earlier when reloading an early save in Bruma (I was searching for my horse to see where I lost it). I did reload the save three times, but only the third time I got the same thing: this time 'Minor Dispel' was added... Is this a bug or just something strange? I use the Bruma Mages Guild Restored mod, Wrye Shivering and all DLC's. I reloaded the save just again to see if something happened: but nothing this time... Roguelike

Yes, this is a bug, it comes with the spell tomes mod. It is no big deal, all it is is occasionally some spells in the tomes will be added to your spell books, it is fixed by one of the unoficcial patches i think, look up the mod info. — Unsigned comment by Moleman122 (talkcontribs)
Correct. According to the fix log for the UOMP: "A random spell should no longer be added to the player's spellbook when loading a savegame". --Gaebrial 04:59, 18 July 2008 (EDT)


well, just listing all spells might work with only few spells... but there are so many spells, that imho the page will become useless soon unless the spells are sorted in some way.. at least by school/level/cost. even better: sorting by effect (then level) with special section for those spells with more than one effect.

How do you delete spells? there a way?

just wondering if there is a way to delete spells. There are alot of spells that i dont use anymore and i want to delete them. I have tried shift clicking them to delete them like you could in morrowind but that doesnt work. any ideas or an answer?

My understanding from reading the official forums is that there is not currently a way to delete spells. Needless to say, I can't think of a single person who wouldn't want to be able to delete spells. With any luck this will be added in the next patch released. Endareth 23:59, 10 April 2006 (EDT)
You can use the player.removespell [spell code] function in the console to remove spells. Spell code list can be found in this site too. Also, you can download player created mods if you hate using the console. --Tuapui 22:19, 20 June 2007 (EDT)
This was actually a question asked more than a year ago. In the meantime, the article has been expanded to give a complete description of how to delete spells in the section titled Deleting Spells. And there's no need to go to a different site that's overrun with ads to get a partial list of the spell codes: the whole point of the Spells article is to provide the spell codes for every spell in the game. Just look in the "ID" column of the main article. --NepheleTalk 22:26, 20 June 2007 (EDT)
Just wanted to add in case a search on google linked to this page. I myself did, and couldn't help but add a comment. Cheers~ --Tuapui 19:33, 21 June 2007 (EDT)
wow...the person who made that part of the article made no mention at all of xbox/ps3 ways to delete spells. even if it's not possible, he/she could have at least said so!

Spells you get from NPCs(not bought)

There are a couple of spells you can't buy but are given as re-wards eg "Wizards Fury" given when completing a Mage Guild quest. Is this the section to add these too as well?

I don't see why not, go ahead. :) Garrett 00:48, 13 April 2006 (EDT)
Wizard's Fury and Finger of the Mountain are different depending on the level you recieve them. Not sure about the other rewards. Putting numerical values for their effects is therefore a Bad Idea.
Ah, well then someone could look in the CS and find the four(?) values I guess. Garrett 03:33, 13 April 2006 (EDT)
Seven and six respectively, for the record. The Essence Drain spell from the Bloodworm Helm also has six. I'm thinking levelled spells might want to be on a seperate page, like levelled items are. Not sure if there are any others besides these three. A couple of quest-given spells are not levelled, however, and should probably be included. Buoyancy, for example, from the Cheydinhal Mages Guild Recommendation quest. That's the only one I can think of at the moment, not counting special scripted spells you don't get to keep, like "Stark Reality" or "Namira's Shroud", from the Daedric quests. It's actually a lot harder to dig that information out of the CS that to get the regular spells. They're all mixed in with spells cast only by enemies or traps, which the player can never get, and stuff like that, and it's hard to tell which is which. -- TheRealLurlock 18:33, 7 June 2006 (EDT)
Ah, what the heck, I went and did it. Check out Leveled Spells. Added a couple of those non-leveled quest-spells as well. Still not sure about those temporary ones from the Daedric quests. They're a little too weird and single-use to be mentionned much outside of their associated quests, I think, but you all can do what you want. -- TheRealLurlock 19:55, 7 June 2006 (EDT)

Deletion of spells

I have added some information about removing spells. It is possible with the console, but the name of the spells you remove seems to exist still (you can't create spells with the same names as the ones you removed). --MiSP 14:33, 18 April 2006 (EDT)

Wow, good find! Ideally the IDs will be added to the table itself (as on Oblivion:Items since these can also be used to add the item so double as cheats. Garrett 20:34, 19 April 2006 (EDT)

Add the IDs of custom spells, you mean? If I understood you correctly, it won't work. I went into the game, and created a spell "asd" with hex code FF097665. Then I loaded a game right before I created it, created a spell "asdf" with hex code FF0977DD and then the same spell "asd", but now with a hex code of FF0977DF. This means, I think, that the hex code is created when you create the spell. I loaded the game once again, and tried to add the first "asd" spell by writing

"player.addspell FF097665".

I just got an error message saying that item FF097665 did not exist. The hex code is just an ID, it does not hold any info on what kind of item/spell it is, etc. --MiSP 09:39, 20 April 2006 (EDT)

No, sorry, I meant add the original spells' IDs to the table (which I've now done). Garrett 17:30, 20 April 2006 (EDT)
It's said that you can't reuse the name of a spell that you already created, even if you delete it. However, if you edit your save file and rename that particular spell before you delete it, you will then be able to make a new spell with the name that you wanted. Caution must be used as my first attempt at editing the save file resulted in a corrupted save file. I suspect that the spell name MUST contain the EXACT number of characters when you change it's name. Do not shorten or lengthen it. Make it something you would never use again, like something misspelled lol. Anyways, I'm putting this here so someone can test it and verify before putting this out there. Floydian 03:50, 25 January 2009 (EST)

List of Spells by Effect

I don't know if this is any use (so I only linked it from here) because it seems over-large to me: List of Spells by Effect --Goit 11:18, 20 April 2006 (EDT)

Does anyone find the List of Spells by Effect useful? I could imagine that if you want to see all the Restore Health spells, seeing the spells sorted by effect could make it easier... but you could almost as easily search on the Spells page. If we want to keep the Spells by Effect page, it really needs to be spiffed up to match the quality of the Spells page.--Nephele 00:33, 28 June 2006 (EDT)

Weakness to Poison effect details?

How exactly does "weakness to poison" work? Does the weakness affect poison only for 'ticks' when it is active, or does it operate on the effect values of a poison when it is applied?

Say I cast a "weakness to poison 100% for 5 seconds" spell, and then hit the enemy with a 15-second-duration damage poison. Does the poison do increased (double?) damage for all 15 seconds, or just for the 3 seconds left on the spell effect by the time the attack connects? Has anyone actually tested this?

With magic, the weakness is applied when the spell hits, and the weakness lasts for the duration of that spell, regardless of the duration of the weakness spell. Example: 100 % weakness to fire for 3 seconds, then fire damage 5 pts for 10 seconds (while the previous is still active) results in a full 10 pts for 10 seconds fire damage effect. I would suspect this also counts for poisons. --MiSP 14:14, 20 May 2006 (EDT)

Spell Vendors

Just wanted to say that a column should be added to the table showing who you can buy the spell from, as I came on here to look for where to buy Absorb Magicka. The only place I found this was the List of Spells by Effect page, which I accessed from this discussion page.

It's just a very useful idea, especially for someone who came to this site just to look for which NPC to buy a specific spell from, as I did. If something is not featured in the main article but is featured somewhere else, it could be hard for someone to track down specific information.

At the very least, a link to the List of Spells by Effect table should be placed on the Spells page.

[Update] A good example for the kind of table I'm hinting at is The Morrowind Master Trainers List. Note how NPC Vendor and NPC Location are both featured on the table with no external links, making the page friendly for print. - Magra7hea

or a link to Oblivion:Spell_Merchants on the magic page, not just hints page :P --Vook 11:36, 31 May 2006 (EDT)

Major Update

Okay, I just did a major update of this page, completely redid the chart. Added many missing spells. All spells that can be bought at vendors are shown here. (Unless I missed some.) Spells now divided by school and difficulty (removed the skill and difficulty columns and placed info at the top of sections instead), and added a column for spell vendors, complete with links to each vendor's page so you can find where they live (and see what other spells they have without having to pore through the whole list.) If someone knows how to fix the column widths, please do so. It'd be nice if the Effects column didn't wrap onto two lines like it often does (unless the spell has multiple effects, though there's only 2 of those), and the ID column doesn't need to be that wide. Also missing from this list are spells given as quest rewards. Many of these are levelled spells, and thus should be found on that page. But some are not, and should probably be added here, with a link to the quest in the last column. But that's enough for me. Man that was a bunch of work... -- TheRealLurlock 22:21, 6 June 2006 (EDT)

Great job! :thumbs: --MiSP 06:41, 7 June 2006 (EDT)

Well, I figured out why the ID column was so wide. (Missed a couple |'s.) Fixed that. Would still like the Effects column to be a bit wider, maybe by making the Vendors column narrower. (It's okay if the vendors wrap onto multiple lines, but not so nice when the effects do it.) Anyhow, minor fix if anybody can do it. -- TheRealLurlock 18:05, 7 June 2006 (EDT)

ID Confirmation

I was checking this page against [[Oblivion:Spells_and_FormIDs|Spells_and_FormIDs]] to determine whether [[Oblivion:Spells_and_FormIDs|Spells_and_FormIDs]] is now redundant and can be deleted. In the process, I noticed some IDs that don't match up between the two pages. Could someone with access to the construction set check which IDs are correct?

Effect Name ID on Spells Page ID on FormIDs Page
Bound Dagger 000A97B8 000A97B7
Bound Gauntlets 000A97BA 000A97B8
Bound Helmet 000A97B7 000A97BA
Deathly Visage 0006C681 0006D681
Defend 000A978A 000A97A8
Fortify Endurance 000A9A12 000A9812
Greater Magicka Drain 0003C3E4 0003C3F2
Minor Dispel 000A97DC 0008D1E9
Minor Life Detection 0009D1E9 000A97DC
Touch of Rage 000A081C 000A981C

Also, I found a couple of spell on the [[Oblivion:Spells_and_FormIDs|Spells_and_FormIDs]] page that weren't listed here. I'm assuming they're spells that are listed in the construction set but don't actually exist in game. I added section to the end of Conjuration and Destruction to list these spells.--Nephele 17:14, 26 June 2006 (EDT)

Well, fooey. All the ones in the FormIDs page are correct, the ones currently listed are not. Apologies, I was up late making this page. Made a few mistakes, apparently. As for the second question, yes, there are quite a few spells in the CS that are either not found in game, or they are not accessible to the player, but only to NPCs and creatures. (Also traps. Walking through a bonfire? There's a spell for that.) Also there's a few quest-specific spells, like the one that makes the missing Argonian invisible in Bruma, and the one his friend uses to dispel the invisibility. Plus, any time you see anyone practicing magic in the guild halls, that's a special spell just for that. It can actually be somewhat difficult weeding out the genuine spells from all the other stuff that looks like spells. One thing I know is probably not complete is the spells that you're given as quest rewards. I've got some of them, but many are well hidden. But for sure, all the spells that you can buy from regular spell merchants should be on here. --TheRealLurlock 20:29, 28 June 2006 (EDT)
No need to apologize about the typos! I've fixed all the IDs (and fixed one mistake I introduced in the process). --Nephele 16:15, 1 July 2006 (EDT)

Spell Costs Chart

Is there a way that this info could be incorporated into the main charts? Like, make the text red for spells that are more expensive than their custom counterparts, and green for those that are less, and just leave them black if they're the same. Maybe apply this color only to the cost, and if there's a difference, put the calculated cost of the custom spell in parentheses, and the actual cost outside, for comparison. Then we don't need that extra chart at the bottom.--TheRealLurlock 14:49, 1 July 2006 (EDT)

It had crossed my mind to put it in the main chart... at first I was thinking of adding some text to the last column, but realized that is specifically 'Where to get it', not 'Comments' (which makes sense, because there really aren't any other comments). But if we do something like color-coding or adding a second cost, I think there needs to be some time of asterisk linking to an explanatory blurb so people don't just get confused. I could take a stab at it.--Nephele 15:28, 1 July 2006 (EDT)
OK, done. No secondary table; main table has green text, red text, custom spell cost in parens, and lots of little asterisks. Does that make sense to everyone?--Nephele 16:02, 1 July 2006 (EDT)
Umm, looks like you did it, and then reverted yourself somehow, there's no colors or astereisks showing anymore...--TheRealLurlock 16:08, 1 July 2006 (EDT)
That was one really frustrating way to boost my page-edit count! Lesson: be really careful if you have two copies of a page open at the same time when you're editing. I think everything I've done is now assembled onto the current version of the page. If not, it'll have to wait until later, because I think I'm in need of a break!--Nephele 16:34, 1 July 2006 (EDT)
Looks good, though I'd make that green color a bit darker, it sort of disappears against the white background. Also, I think you got one of your calculations wrong. The Buoyancy spell is listed at 43pts, which is the same as the Water Breathing spell in the same section. They both give Water Breathing 30sec, but the Buoyancy also has a 5pt Feather enchanment on it, which would presumably make the cost higher. Not that it really matters, the cost is what it is, and it's already a better deal. But just for accuracy's sake... Oh, and while you're in the mood for this, check out the Leveled Spells section as well. There's only 3 of them, so it should be pretty simple. I'm particularly curious about Finger of the Mountain. Might be nice to see if there's an optimal level to get these spells...--TheRealLurlock 16:41, 1 July 2006 (EDT)

(More followup, but the indents were too many to count, so back to 0). I double-checked and the Feather effect is being included in my Buoyancy calc, but it only adds 0.23 to the cost of the spell (5 points of feather is really cheap). And now I've pulled the leveled spells into my processing, too. Essence Drain and Wizard's Fury are uniformly cheap (about half price); Finger of the Mountain is a bad deal, getting worse and worse at higher levels. Some time this evening I'll add the info to that page. And green is now one shade darker -- it does show up better! Thanks for all the feedback.--Nephele 21:06, 1 July 2006 (EDT)

Yeah, I kind of figured something was wrong with Finger of the Mountain. Is it even possible to get 3500+ Magicka in this game? I think I may add a note on that quest page saying that it's best to do that quest before level 5. The level 1-4 spell seems to be the only one that's not over twice as expensive as it should be.--TheRealLurlock 22:15, 1 July 2006 (EDT)
Beat you to it :) But feel to free to add more negative comments about Finger of the Mountain. You'd actually have to have destruction=100 to even cast the highest level version of the spell (master level requirement), at which point the cost would "only" be 710. Still pretty hard to tweak a character to even have that much magicka.--Nephele 22:33, 1 July 2006 (EDT)

Spell Tomes

The release of this new official mod brings up an issue: Should the new spells be included on this page? I vote no. First of all, there's supposedly "hundreds" of them, which would quickly flood this page if we were to include them all. Second, it's generally been the priciple that all contents added by official mods be contained on the page for that mod. This makes the most sense to me, particularly since a large number of people are likely to not download this particular mod. (Myself included. Any mod I could make myself in under a day is not worth paying for. Plus, there's already dozens of similar user-created mods available for free.) Any thoughts? --TheRealLurlock 15:45, 31 August 2006 (EDT)

I would also vote that the new spells should not go on this page. Admittedly, the prospect of maintaining this page if new spells constantly get added scares me (calculating magicka costs, adding the spells both here and at Oblivion:List of Spells by Effect, etc). But even from the point of view of readership, it doesn't seem that adding spell-tome spells here is that generally useful. Even if you have the plugin, it's not as if this page tells you where to find a given spell, since the tomes are distributed randomly. And I'd guess that to properly document these new spells, we'll want a separate page: provide the ID code for the spell tome, potentially info on the level at which it starts to appear, etc.
In terms of the one spell that had been added so far, 'Hush', I've deleted it from the page for now. Having two spells with the exact same name on the same page will mess up links from other pages to this spell. Also, I'm guessing that this is the exact same 'Hush' spell that already exists in the game. Oblivion does not allow two spells with the same name to exist. My guess is that the magicka cost listed is not the base magicka cost, but the character's current magicka cost. It would be useful to know where the magicka cost came from, and what the character's illusion skill level and luck level were at the time. --Nephele 17:38, 31 August 2006 (EDT)
I agree, it should be contained on the page for the mod. --MiSP 17:40, 31 August 2006 (EDT)
Although I entirely agree with the previously stated, that spell tome spells shouldn't be listed, I would like to note that the "Construction Set Only" Conjuration section lists the bound armor spells. These spells are placed into the game with the Spell Tome extension, so I would like to suggest that something be said in the "Where To Get" section for the spells. Beings the spells are already on the list, I don't see what it would hurt. — Unsigned comment by (talk) on 27 June 2008
Ummm, you realize that the previous discussion was nearly two years old? And that therefore the site is basically dramatically different from its state when the previous discussion occurred? The spells added by the Spell Tomes mods are all listed on the Spell Tomes page. Spell Tomes spells are as far as I know referenced in all appropriate places, in particular on the effect notes where those spells provide useful or otherwise unavailable ways to obtain the effect (for example, on Oblivion:Summon#Creatures, Oblivion:Fortify Skill#Notes, Oblivion:Resist Disease#Notes, Oblivion:Resist Paralysis#Notes, Oblivion:Resist Poison#Notes, Oblivion:Stunted Magicka, etc.) If you know of a specific place where information is missing, please let us know. But a general comment that "more information was needed two years ago" doesn't really help too much. --NepheleTalk 19:41, 27 June 2008 (EDT)

Duration and Distance

I think it would be worth adding to this page exactly what "<spell> x pts for y sec" and "<spell> for x pts in y ft for x sec" actually means, with examples. — Unsigned comment by (talk)

That type of information is provided on the individual effect pages (i.e., click on the link under "Effect" for any given spell). That way the full details are provided just once instead of having to be repeated each of the 50 times a spell effect is mentioned. If there is an individual effect for which you can not find the details you'd like, feel free to mention it on the effect's talk page. --Nephele 16:46, 3 December 2006 (EST)
I am also looking for an explanation of distance. "Silence in 15ft for 15sec on Target" I couldn't finde information on the silence page about the distance.

Spell sellers ready to sell then won't next encounter?

Just an observation here. Not sure I have seen this with any other guild members. Orania at Bruma was ready to sell spells and after I'd bought out those from the guy with the Summon Dremora spell, she didn't have them available anymore. I guess from now on I need to not take those sales pitches for granted ... DarkElf 23:32, 10 April 2007 (EDT)

I'm not sure exactly what you mean by she didn't have them available anymore.
  • Option (a) is that you mean that when you go back to her the "spells" icon doesn't show up when talking to her, so you can't buy any spells at all. In that case, it's just that you're talking to her during a time of day when she doesn't sell spells. Unfortunately, Selena Orania's services schedule is a bit tricky. The times when she will sell spells are somewhat randomly determined, so you just need try again later. Your best bet is probably from 8pm to 1am, when there's a 50% chance she'll spell sells (while in her room at the guild).
  • Option (b) is that you mean that you can buy spells from Orania, but just not a few specific spells. You can only buy a spell once. So if you buy a spell from one vendor, it immediately disappears from the inventories of all vendors.
I hope that helps. --NepheleTalk 02:55, 11 April 2007 (EDT)

Yes that helps. In my case it was (a)--no icon. Mainly my concern was for chameleon spells since I don't have any to do enchanting with. I can't remember if she had any or not. I'll check this wiki for where else they can be found.-thanks, DarkElf 23:50, 16 April 2007 (EDT)

Skill Qualification

Recently I have noticed that the bonuses provided by the Dark Brotherhood's armor do not allow me to cast level 50 Illusion spells, even though they raise my Illusion skill from 46 to 50.

Is the qualification for casting a spell your *base* skill level?

I received the armor at either lvl 4 or lvl 5. Is this a peculiarity of the armor enchantments? Or are spells indeed cast from base skill level?

Yes, almost all mastery perks for any skill are based upon your base skill level. There are a very few known exceptions (e.g., boosting your mercantile skill to 75 gives you the expert mercantile perk). For spell skills in particular, in order to cast a spell that says "you must be journeyman level" to cast it, for example, means that you must have a base skill of 50.
So you're probably wondering: what good are fortify skill effects, then? In addition to the obvious mastery perks, each skill gets incrementally better for every point you increase the skill, and fortifying skills gives you all of those bonuses. On every skill page there is a "Mastery Perks" section detailing the obvious perks and then a second section on "Skill Benefits" describing the benefits you get for each point increase in the skill. With spell skills, the magicka cost of all spells goes down when you increase or fortify your skill (and that decrease can be pretty significant), see for example Oblivion:Illusion#Skill Benefits. --NepheleTalk 16:48, 15 April 2007 (EDT)

I just wanted to make absolutely sure. And do I sign posting with double tildes like on Wikipedia?
Also, shouldn't the main Spell page say somewhere that spells are cast from base rank? Basically saying what you just explained? The article does not quite make the clear connection that you cannot cast a spell without the *base* qualification.

Racial spells?

What are the IDs for spells like Breton Fortify Magicka, Resist Magicka, and even others such as the boosts the gray prince gives you. When you use showracemenu even if you follow the advice in the console article, although you do keep your stats, you don't get any of the race bonuses or any others you previously had. The equipment bonuses can be gotten by unequipping/equipping, the skeleton key bonus you can probably get by dropping it and picking it back up, but these bonuses I imagine have to be added manually.

So I was wondering where I could find the codes for those spells - or how to find them myself. I tried the CS but I didn't find them there, unless I didn't look well enough. If that's the case I'd appreciate it if someone told me where to look. — Unsigned comment by (talk)

The IDs for the racial bonuses have now been added to the individual race pages (e.g., Oblivion:Breton). Also a Task List request has been added for a page that summarizes all of the various powers. --NepheleTalk 16:57, 25 December 2007 (EST)

no recall or mark?

Man, they make it really REALLY hard to move around Oblivion.

I did a quick search on this page, and there's no recall?

What happen to stilt striders? I loved those things...

And do the mages transport people?

I'm still in Morrowind mode :-p

None of those things exist in Oblivion but you can buy a Horse and use fast-travel to get around instead. –RpehTCE 04:22, 24 February 2008 (EST)
If you play on the PC there are mods for Oblivion that add Mark/recall. There may also be silt strider-like mods and that kind of transportation mods, butabout those I am not sure. - Korunox 10:33, 24 February 2008 (EST)
-Cyrodiil Transportation Network is a mod that offers all of those for Oblivion.- Inebriatedenigma

Removed links

Now that you've gone and done all the work, Rpeh, I think you went a little too far! (LOL) Instead of just leaving a link at the first-mention within each table, can I suggest putting the links back for the first-mention within each mastery level? People like Selena Orania or Vigge the Cautious can be WELL off my screen, even at 1680 x 1050 (my native resolution) and you have to scroll back up to figure out where the clickable link is. I would imagine the problem would be even worse for people at lower resolutions. --Robin Hood 13:41, 3 March 2008 (EST)

If you think it's necessary, feel free - or I'll take a look later. I honestly didn't have a problem earlier at 1280x1024 and I definitely think it's better than the tangle of blue we had earlier. OTOH, if it's causing a problem like this, your suggestion should be a good compromise. –RpehTCE 13:46, 3 March 2008 (EST)
I'm at work right now, but if you or some ambitious editor who wants the edit count hasn't looked at it by this evening, I might tackle it. --Robin Hood 13:54, 3 March 2008 (EST)

Range on Absorb spells?

After a quick look on the Absorb Health page it seems someone mentioned it not working on a bow. Do they have a range of effect? I've been attempting a sort of Life Siphon spell and it seems to cut out when i move away from the foe, which does suck a bit. Is this a bug? If not, what is its max range? And it could probably do with a mention on the Absorb pages.

Specify this for me please

Im really confused about the Cost section does it mean money or magicka? --Umbacano 01:45 , 22 March 2008 (EST)

See the Spell Notes section of the page. --NepheleTalk 16:55, 22 March 2008 (EDT)

Water Damage

Why is there no page about the effect: water damage? Helper Unknown 21:32, 6 July 2008 (EDT)

Because Water Damage doesn't exist. --Darth NANAME 21:35, 6 July 2008 (EDT)
I thought Water Damage was used in lava. Helper Unknown 21:41, 6 July 2008 (EDT)
That's Fire Damage.--Darth NANAME 21:43, 6 July 2008 (EDT)
Check Resist Fire, where the infomation on lava also should be added to Fire Damage Helper Unknown 21:49, 6 July 2008 (EDT)
...I had a feeling I didn't know what I was talking about. Forget what I said earlier. I guess Water Damage wasn't included because there aren't any spells or enchantments the player can cast with that effect. Remind me to double-check before I answer questions from now on. --Darth NANAME 22:08, 6 July 2008 (EDT)
Although lava damage can be prevented using the (unavailable) Resist Water Damage effect, there is no actual Water Damage effect, even in the construction set. The effects of lava damage (and its resistances) are hard-coded into the game, rather than being implemented through standard effects. So there is nothing to document about the effect: there is no spell effect code, or spell cost, or ways to access it (even using the console). It does not exist. --NepheleTalk 22:38, 6 July 2008 (EDT)

Consume Health

I haven't spent a whole lot of time messing with coding in a while, and I'm a little to lazy to do this myself anyway, but Consume Health is an Apprentice spell, not a Journeyman. It's currently listed as Journeyman. — Unsigned comment by (talk) on 3 September 2008

No it isn't. I just checked in the CS and in-game and it's clearly Journeyman. –RpehTCE 00:46, 4 September 2008 (EDT)

Master Level Spells

I have noticed that all of the Master-level spells have incredibly high Magicka cost. Is this the base cost? I mean has an even higher cost been put into the specific equation and made *example* 842? If not I think it shouldn't be shown as *example* 842 when actually its always going be ~168. What I mean is: the base cost is ok for all Skill levels from Novice to Expert, as the cost will depend on the level, which can be from 0 to 25 etc. But Master is only and always going to be 100. Therefore you will only be able to cast the Master-level spells when you are a Master and have 100 in that skill, so the Base Cost should reflect the fact that your skill is 100.


The equation is: Cost = BaseCost * (1.4 - 0.012 * Skill)

Take Enemies Explode: cost is given as 842.

Put that into the equation and you get: 842 * (1.4 - 0.012 * 100) = 168.4

Therefore the cost should be ~168.

Therefore, should all of the costs for Master-level spells be changed using the appropriate equation if this hasn't already been done? --SerCenKing 08:38, 25 October 2008 (EDT)

Personally, I think using one standard for the master level spells and a different standard for every other spell on the page would be unnecessarily confusing. For example, it would make it seem that master-level spells are far cheaper than expert-level spells, and in general would make it difficult to assess the relative costs of similar spells. It would also make it more difficult to define master-level spells: the skill level requirement for a spell is determined using the base magicka cost of the spell. Without providing the base magicka cost in the article, it becomes impossible to compare the cost to the skill level requirements, and therefore see why the spell is a master-level spell.
Also, the cost of master-level spells isn't truly fixed. Before you can purchase the spells, the cost is displayed in the spell merchant inventories (or at the spell making altar) based upon same equation as every other spell. If your skill is drained, the magicka cost of the spell will increase. So I don't think removing the base magicka cost from the article will help readers. --NepheleTalk 13:54, 5 November 2008 (EST)

Water Walking

what would happen if you cast water walking on a creature such as a horse? Would it be possible to hop on the horse and ride on water?--Prince of Madness 19:50, 10 January 2009 (EST)

Yes. See this. –RpehTCE 07:02, 11 January 2009 (EST)

Construction Set custom Spells

Where in the Construction Set would one find the IDs for spells. I've been going through and looking at everything I could possibly think of with my limited understanding, and the closest thing I could find to an ID is along the lines of, say, StandardDispelSelf1Novice

I hate to be a bother in asking, but I'd love to be able to add Construction-Set created spells to my character without having to start over again, as thus far, spells added to Bendu Olo only come into play on a new game. 22:41, 16 January 2009 (EST)

Oh, wow! I'm pretty good at making myself feel like an idiot, here. The information I was looking for was under Mod tools, within this very article. 23:49, 16 January 2009 (EST)

NPC Spells?

Are there spell codes for NPC-specific spells? Spells such as the Mythic Dawn spell that gives them all that bound gear? Gloom Wraith's silence/frost damage spells? I'm mostly looking for the Mythic Dawn spell, as I'd love to create a character that used that for fighting. Limduhl 14:12, 20 March 2009 (EDT)

Yes, most NPCs have a series of spells; whether due to their birthsigns or to their Class or just to fight. Mythic Dawn mostly have standard Conjuration spells such as Bound Armor and Destruction spells such as Fire Damage. These will vary as you level up. --SerCenKing 14:17, 20 March 2009 (EDT)
I was referring to the ability that is apparently a lesser power of the Mythic Dawn faction members (its the spell that they always use when they begin a fight - summons a uniquely modeled set of armor and a (usually) mace). I did find the information on the discussion page of the Mythic Dawn faction (forgive my not knowing how to include links). My original question was intended to ask if there was a spell codes list for consistent spells given to certain monsters/people (such as the two examples in my first comment), and not the spells that they can randomly be assigned. — Unsigned comment by Limduhl (talkcontribs)
The details for the bound mythic dawn armor are here. I don't know about the others. --Gaebrial 11:15, 23 March 2009 (EDT)

Missing Novice Spells

I found a novice level chameleon spell, hex code 0005dcc0, in the CS with only the Oblivion esm loaded, so it should be added to the Illusion list under CS only spells, except I don't know how to do this. 14:10, 25 April 2009 (EDT)

There are several spells that aren't listed whose names all begin with "NPC" - including that one (NPCChameleon1Novice) and an invisibility one (NPCInvisibility1Novice). I'm guessing they were left off deliberately but I think it's worth including at least those two. Now done. –RpehTCE 07:12, 30 April 2009 (EDT)
Just found these prior remarks. I just added too more of these spells labelled with the NPC prefix when I was looking at spells that are never actually used in game, but there is a good ten or so more that are not added. If a spell is only available to NPCs, rather than simply not available at all, does it belong on this list? Jadrax 16:48, 23 June 2010 (UTC)
I'd say yes. Robin Hoodtalk 19:24, 25 June 2010 (UTC)


Do I have a mod that's doing something funky - I don't think I have any that alter spells, but there we go. But what's happening is that casting Telekenesis spells isn't making my Mysticism skill increase. Is this a bug, a mod conflict, or does it matter whether you do it on your own property or not? — Unsigned comment by (talk) on 3 May 2009

Other people have reported similar problems, see Oblivion talk:Telekinesis#Not Increasing Mysticism, but the cause is unknown. --NepheleTalk 13:25, 3 May 2009 (EDT)

Info on spell/effect stacking

Is there info here somewhere on how spells/effects do or do not stack?

If I cast a damage-over-time fire damage spell, and then cast the same spell again while the first is still in effect, do I then have two versions of the same spell causing damage, or did I just reset the timer on the original spell? If the latter, would a slightly different DOT fire spell, differing either in damage or duration, only replace the values of the original spell? What about an instant-damage fire spell while the DOT is in affect? Does it cause the DOT to end?

Also, how do damage/drain attributes stack on poison/enchanted weapons. Does damage stack but drain not, since it has a duration? — Unsigned comment by (talk) on 22 June 2009

Try reading this page. --Mr. Oblivion(T-C) 10:40, 22 June 2009 (EDT)
That helps, answers the question about spells -- it's all in the name. What about poison/enchantments? Does anything with a duration (DOTs, Drains) not stack with multiple applications? — Unsigned comment by (talk) on 22 June 2009
I don't think I understand exactly what you are asking. --Mr. Oblivion(T-C)

Sorry. Say I poison my weapon with Drain Strength 10 points for 15 seconds. After hitting my villain once, I reapply the same poison and strike again. Does villain now have -20 Strength or was the duration on the first poison simply reset to 15 seconds?

icreasing skills with spells

does the strenth of a spell effect how much your skill goes up?

like will "open hard lock" improve my alteration more than "open easy lock"? — Unsigned comment by (talk) at 19:24 on 14 August 2009

No, it doesn't. If you're trying to raise your skills, a weak spell and a strong one are exactly the same, so you're better off casting the weak one to save mana. -- 20:51, 14 August 2009 (UTC)

every spell in the game

if you type psb into the console, it gives you all the spells in the game, some of which aren't listed in the article. of particular interest are Weakness to Normal Weapons (0005DCBD) and Ayleid Well (0006A8D8), which gives access to the restore magicka effect. the first few ids in the spells section below are spells with no name and a few of them are restore magicka spells as well. welkynd stone also gives restore magicka, but its secondary effect suffers from the >255 looping bug. however, you can use it to make your own custom spell and then delete it. also of interest are Tower Warden (000CB623) and Fire Column Damage (000651DA), which i assume is what is cast on you when you step into a Sigillum Sanguis fire column. it is a 0 magicka spell that does 10000 damage health on target in 3 feet for 5 seconds. the following is from my levelupdata_1.txt. — Unsigned comment by (talk) on 5 October 2009

Data removed.

I'm sorry I had to delete your entire list of spells. It just cluttered this talk page, most of the info is already covered on the article. The reason we don't list every spell is that we usually refrain from mentioning all test elements of the game. Most readers aren't interested in them, and they will be confused if they see the stranger spells listed as well. --Timenn-<talk> 09:19, 9 October 2009 (UTC)
i understand and am aware of the decision to omit test spells and the more esoteric scripted effects from the article. however, there are quite a few perfectly legitimate spells and effects in there that i thought some of my fellow players might be interested in and were not mentioned in any articles. i personally have neither the wiki-editing expertise nor, truthfully, the desire to update the article. i simply want to make sure that people are aware of the existence and the possibility of obtaining these spells.

Damage over __ seconds

Okay, I've been wanting to know this for a long time... If a spell is, for example, Fire Damage 5 points for 5 seconds on touch, does it: A) Do a total of 5 points of damage over five seconds, one point per second B) Do five points of damage per second for five seconds, making a total of 25 points of damage or C) Something completely different that I haven't thought of? Jedibob5 00:20, 4 November 2009 (UTC)

It does 25 points of fire damage, the magnitude of a spell is multiplied for every second that it lasts (i.e. a spell with 50 points of absorb health for 3 seconds will absorb a total of 150 points).--S'drassa 02:50, 4 November 2009 (UTC)

Requirements for spell met but i still can't cast

On Xbox 360, I've met all the requirements for the finger of the mountain spell but it is still not allowing me to cast the spell. Does anybody know what's going on or how to fix it? — Unsigned comment by (talk) on 18 January 2010

What message do you receive when you try to cast the spell? --Timenn-<talk> 13:59, 19 January 2010 (UTC)

Magika loss over time

I was at my friends house and his summon sekilton coss only 9 magika to cast when it says here it should cost 40 is this a glitch or somthing — Unsigned comment by (talk) on 3 March 2010

~~ I've noticed that when my skills increase, the spells that fall into that category cost less to cast. I think it's just a nice leveling bonus. :) ~~ — Unsigned comment by Fayth (talkcontribs) on 3 March 2010
Indeed. It's not a glitch but they way the game works. Once you increase in a magic skill all spells that depend from it will cost less to cast. The value on the wiki will almost always be higher because it is the base cost, which isn't tweaked to your skill's value. --SerCenKing Talk 23:11, 5 March 2010 (UTC)

Superior Bound Armor

It's listed as "not available in game," but one of my characters has that spell. Granted, I can't use it yet, but it's in my list of spells. Please do not ask me how I got it, I'm pretty sure it was from some quest, but really I just don't know. I don't know anything else about the other bound armor spells listed as not available, this is the only non-available one that I have. Fayth 23:09, 3 March 2010 (UTC)

  • update: I can now use the superior bound armor spell. With my Conjuration at level 75 it only costs 98. Fayth 23:09, 3 March 2010 (UTC)

night eye

it says that void gazer is an apprentice spell and that 'eyes of midnight' is journeyman spell, is this right? void gazer goes for 150sec but eye's goes for only 30, so why would it be considered 'better' than void gazer? or is this just a mix-up?-- 18:15, 5 April 2010 (UTC)

It's not a mistake. Void Gazer is impressive due to its low cost, which means that it can be cast at Apprentice level. One might consider Eyes of Midnight better if they only want Night-Eye for a short while, as the blue filter may prevent you from seeing the game's beauty. :) --Timenn-<talk> 13:37, 8 April 2010 (UTC)

Heal Minor Wounds

I notice that the list mentioned the Restoration spell Heal Minor Wounds (Restore Health 8pts on Self) is the one that is given automatically. On my game, I also have a SECOND Heal Minor Wounds (Restore Health 10pts on Self). I also notice this latter one seems to be CS only. I don't use the CS at all (personally hate the thing), so why do I have this spell? — Unsigned comment by (talk) at 08:49 on 11 April 2010

The number of NPCs that have it and other references to the spell is fairly large, so it's difficult to be certain that it's CS only. It's possible that whomever added that missed something somewhere. Just to cover all our bases, though, do you use any mods that might have added the spell? Robin HoodTalk 16:56, 5 May 2010 (UTC)

Incorrect ID?

Flare and withering touch appear to have the same ID (A97D4). Sorry if creating a new section is the wrong way to handle this, I don't edit wikis or post often. — Unsigned comment by Savyyn (talkcontribs) at 03:40 on 6 May 2010

Creating a new section is exactly how you should handle it, just don't forget to sign next time with ~~~~. :) I'll double-check them both in the Construction Set right now and make whatever changes are necessary. Thanks for the report! Robin HoodTalk 12:38, 6 May 2010 (UTC)
It looks like you probably just misread; Flare's ID is A97DF on the page. I double-checked them both anyway since I was there, and they're both right. Robin HoodTalk 12:41, 6 May 2010 (UTC)
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