Arena:The Known Spellbook

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These are all of the spells available for purchase from Mages in the Mages Guild.

Contents

[edit] Offensive Spells

Spell Name Target Save Vs. Cost Description
Fire Dart 1 target at range Fire 164 Damage health 1-2 pts. + 3-4 pts./level.
Wizard's Fire 1 target at range Fire 187 Damage health 1-15 pts. + 1-5 pts./level.
Shock 1 target, touch Shock 225 Damage health 1-35 pts. + 1-5 pts./level.
Strength Leech 1 target at range Poison 225 Transfer 10 pts. of strength from the target to the caster.
Fireball area at range, explosion Fire 325 Damage health 1 pt. + 4-12 pts./level.
Ice Bolt 1 target at range Cold 367 Damage health 5-35 pts. + 1-5 pts./level.
Silence 1 target, touch Magic 450 35% + 2%/level chance to silence target; lasts 1 round/level.
Witch's Curse 1 target, touch Poison 450 30% + 3%/level chance to curse target; lasts 1 round/level.
Ice Storm area at range, explosion Cold 487 Damage health 1-30 pts. + 1-5 pts./level.
Fire Storm area centered on caster Fire 490 Damage health 10-30 pts. + 1-5 pts./level.
Wyvern's Sting 1 target at range Poison 525 30% + 2%/level chance to damage health 1 pt./round for 5 rounds/level.
Wildfire 1 target at range Fire 607 Damage health 1-15 pts. + 1-5 pts./level every 5 rounds for 15 rounds.
Spell Drain 1 target at range Magic 630 Damage spell pts. 1-50 pts. + 1-5 pts./level.
Far Silence 1 target at range Magic 675 35% + 2%/level chance to silence target; lasts 1 round/level.
Lifesteal 1 target at range Magic 675 Transfer 40 pts. of health from the target to the caster.
Toxic Cloud 1 target at range Poison 700 Damage health 1-25 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level.
Wizard Rend 1 target, touch Magic 740 5% + 5%/level chance to paralyze; lasts 1 round/level. 5% + 5%/level chance to silence target; lasts 1 round/level. Damage spell pts. 1 pt. + 15 pts./level.
Lightning 1 target at range Shock 780 Damage health 1-30 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level.
Medusa's Gaze 1 target at range Magic 840 50% + 2%/level chance to paralyze; lasts 1 round/level.
Force Bolt 1 target at range Shock 1050 Damage health 10-30 pts. + 1-10 pts./level. 10% + 5%/level chance to paralyze; lasts 1 round/level.

[edit] Healing and Attribute Enhancement Spells

Spell Name Cost Description
Stamina 60 Heal fatigue 1-15 pts. + 1-3 pts./level.
Heal 125 Heal health 1-15 pts. + 1-5 pts./level.
Light Heal 140 Heal health 1-2 pts. + 4-5 pts./level.
Orc Strength 125 Fortify strength 15 pts. for 5 rounds/level.
Free Action 260 40% + 2%/level chance to cure paralyzation (sic).
Cure Poison 350 60% + 2%/level chance to cure poison.
Heal True 445 Heal health 25-50 pts. + 5 pts./level.
Troll's Blood 450 Regenerate health 5 pts. every 5 rounds for 60 rounds/level.

[edit] Protective Spells

Spell Name Cost Description
Invisibility 150 Makes caster invisible for 5 rounds + 1 round/level.
Shield 250 Create shield 15 pts. + 5 pts./level.
Resist Cold 300 30% + 2%/level chance to be cold resistant; lasts 1 round/level if successful.
Resist Fire 300 30% + 2%/level chance to be fire resistant; lasts 1 round/level if successful.
Resist Shock 300 30% + 2%/level chance to be shock resistant; lasts 1 round/level if successful.
Sanctuary 300 50% + 2%/level chance to be ignored by foes; lasts 1 round/level if successful; casting an offensive spell will break the Sanctuary spell.
Spell Shield 400 50% + 2%/level chance to be spell-resistant; lasts 1 round/level if successful.
Resist Poison 550 50% + 5%/level chance to be poison-resistant; lasts for 1 round/level if successful.
Force Wall 600 Create shield 50 pts. + 5 pts./level.
Shalidor's Mirror 775 40% + 2%/level chance to be spell-reflective; lasts 1 round/level if successful.

[edit] Environmental Alteration Spells

Spell Name Cost Description
Levitate 50 Caster can float 5 rounds + 1 round/level.
Light 125 Creates a globe of light centered on caster for 10 rounds/level.
Wanderlight 150 Creates a projectile globe of light for 5 rounds/level.
Open 300 20% + 2%/level chance to open a locked door (or chest).
Wizard Lock 300 20% chance to lock a door with lock strength of 2%/level; lasts 1 round/level if successful.
Earth Wall 400 Create 4 permanent walls.
Passwall 600 Permanently destroy 3 walls. Save vs. magic.
Pitfalls 600 Permanently destroy 3 floor tiles. Save vs. magic.

[edit] Notes

  • Arena does not have the concept of spell schools or training. You gain proficiency in casting spells by levelling, nothing more.
  • Some spells that the manual mentions as being part of the Known Spellbook are not for sale in any Mages Guild. Those include Cure Disease (cost: 375), Cause Disease (975), Purify (2590), and God's Fire (3750).
  • A round equals one minute of in-game time.
  • The cost column represents the cost to buy the spell. You can buy any spell irrespective of whether you have enough spell points to cast it. The casting cost in spell points of the spell is cost divided by two divided by your level. For example, if you are tenth level, to cast Pitfalls costs 600 / 2 / 10 = 30 spell points.
  • The original manual divides the spells into circinates of increasing level based on spell cost. Those are in fact merely notional; you can be any level and purchase and cast any spell if you have the requisite spell points.
  • Walls and floors save vs. magic when you try to destroy them. This seems to imply that walls and floors may require multiple attempts to destroy. In fact, if you can destroy the object at all, you will do so on the first try. The ones you can't destroy have 100% protection from magic, and so always make the save. The rest have 0% protection and so never save.
  • You are not limited to these spells. Use the Spellmaker to fill in the holes and create more powerful spells.
  • Sanctuary does not quite 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).
  • 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.
  • A curse (like in Witch's Curse) removes 1 pt. of intelligence, willpower, personality, and luck per round it is active.
  • "Permanent" (like in Earth Wall, Passwall, and Pitfalls) is actually temporary. As long as you are on the dungeon level of the object you destroyed or created, what you did is permanent. However, when you leave the level, the entire level returns to its original state.
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