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