Arena:Magical Effects

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These are the magical effects available for spells, potions, and magical items. All of the spells in The Known Spellbook use the effects listed here. If you want to make your own spells, they too must have effects from the list below.

[edit] Spell Effects

Name Type Description
Cause: Curse Offensive An X percent chance to diminish the target's Intelligence, Willpower, Personality, and Luck for R rounds.
Cause: Disease Offensive An X percent chance to diminish the target's Speed, Strength, Agility, and Endurance by Y points for R rounds.
Cause: Paralyzation Offensive An X percent chance to paralyze the target for R rounds.
Cause: Poison Offensive An X percent chance to poison the target and reduce Y amount of health for R rounds.
Continuous Damage: figured attribute Offensive Damage X points for a figured attribute for R rounds. Figured attributes include fatigue, health, and spell points.
Create: object Environmental Alteration Allows you to create X number of an object. Objects include walls and floor tiles.
Create: Shield Protective Summons an X health-point shield between you and your foes.
Cure: condition Healing An X percent chance to cure a condition currently afflicting the caster. Conditions include curse, disease, paralyzation (sic), and poison.
Damage: figured attribute Offensive Damage X points of a figured attribute. Figured attributes include fatigue, health, and spell points. You also must choose whether the target will be affected by touch, singly at range, an explosion centered on yourself, or an explosion at range (in ascending order of cost).
Designate as Non-Target Protective An X percent chance to be ignored by foes for R rounds; you also must choose whether you will be allowed to remain in sanctuary if you cast offensive spells.
Destroy: object Environmental Alteration Allows you to destroy X number of an object. Objects include walls and floor tiles.
Drain Attribute: attribute Offensive Drains X points of an attribute for R rounds and recovers at Z points per S rounds. Attributes include strength, intelligence, willpower, agility, speed, endurance, personality, and luck.
Elemental Resistance: element Protective Adds an X percent resistance to an element for R rounds. Elements include acid, cold, electricity, fire, and poison.
Fortify Attribute: attribute Attribute Enhancement Fortifies an attribute by X number of points and returns to normal by Y points per R rounds. Attributes include strength, intelligence, willpower, agility, speed, endurance, personality, and luck.
Heal: figured attribute Healing Restores X points of a figured attribute. Figured attributes include in this case only fatigue and health.
Invisibility Protective Makes caster invisible for R rounds.
Levitate Environmental Alteration Levitates the caster for R rounds.
Light Environmental Alteration Illuminates at X power for R rounds; you also must choose whether the light will remain centered on you or whether it will be a projectile cast forward.
Lock Environmental Alteration An X percent chance to lock a door for R rounds.
Open Environmental Alteration An X percent chance to open a door or chest.
Regenerate Healing Regenerate X health every S rounds for R rounds.
Silence Offensive An X percent chance to silence the target for R rounds.
Spell Absorption Healing/Protective An X percent chance for R rounds to absorb the spell points of an incoming spell.
Spell Reflection Offensive/Protective An X percent chance for R rounds to reflect an incoming spell back at the caster.
Spell Resistance Protective An X percent chance for R rounds to avoid the effects of an incoming spell.
Transfer: attribute/figured attribute Offensive/Attribute Enhancement Transfer X points of health, fatigue, spell points, or an attribute from the target to the caster.

[edit] Notes

  • Arena does not have the concept of spell schools or training. You gain proficiency in casting spells by levelling, nothing more.
  • "Transfer" appears out of order in the in-game spellmaking list. You'll find it between "Heal" and "Invisibility" (maybe it was originally "Impart"?).
  • "Designate as Non-Target" does not work as advertised. While monsters will not actively come after you or look in your direction, the spell-casting ones will still throw their spells your way (while otherwise seeming to ignore you).
  • Spell absorption works only if you are not at your maximum spell point level.
  • A damage spell with an explosion centered on yourself will not affect you. Explosions at range can damage you if you're close enough to the target.

[edit] Recommendations

  • While the spells in The Known Spellbook are more or less useful, you are best advised to create your own spells. You can create spells that make much more efficient use of your time (and your spell points/restore power potions).
  • The most powerful effects are Spell Reflection and Create: Shield. The former will kill any spell-casting monster, even fire daemons (given enough time). The latter will keep you in a shell of protection, and at higher levels you can create shields hundreds of health points "thick", allowing you to explore almost with impunity. And unlike in Daggerfall, shields do not disappear after a period of time elapses; they dissipate slowly by being damaged in melee combat.
  • At high levels, you can create spells that cost zero points to cast. Such effects as unlock, cure, invisibility, levitation, heal health and fatigue, and damage health can be made into spells you can cast irrespective of whether you have any available spell points. (This applies to spell-casting classes only, of course; non-spell-casters will not see the Spellmaker menu option when talking to a Mages Guild member.)
  • "Area Centered on Caster" is an excellent way to shape a spell that damages health, as it works instantaneously on release. Spells that affect targets at range take more time to work, and you will be more likely to find yourself trading fatal spells with a monster. However, this is not to say that damage spells that target at range are useless; you just need to be aware of their drawbacks.
  • Do not worry that a spell will take up all of your spell points if you cast it. You can carry any number of Potions of Restore Power without encumbering yourself.
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