Morrowind:Spell Absorption
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| School | Mysticism | |
| Type | Defensive | |
| Base Cost | 10 | |
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Spell Absorption M% for D seconds
Gives a M% chance that incoming hostile spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead. Spells that are not absorbed will behave as normally, doing their full effect.
[edit] Notes
- This effect actually uses points instead of percentage as the units for the magnitude; however, this may just be an oversight/glitch, since the effect works as if the units were percentage. The reason points are used is because percent would suggest that with every spell cast on you a percentage of the spell's magicka cost is absorbed similar to the way reflect damage works. The point system is used instead where 1 point = 1% chance to absorb the spell's magicka cost and replenish your magicka. Therefore, getting over 100 points is useless because you cannot have more than a 100% chance. 100% Spell Absorption will make you basically immune to all magical damage.
- This effect is very useful to those born under the Atronach birthsign, since their Magicka does not regenerate with rest as normal due to Stunted Magicka. Fortunately, a 50% Spell Absorption is part of this birthsign's benefits, so it will only take another 50% to achieve full immunity.
- Spell Absorption works in combination with Reflect. Spell Absorption takes precedence, so only spells which are not absorbed may be reflected. Having 100% Spell Absorption makes Reflect do nothing at all. Having 50% of each does not make you immune to spells. Rather, half of spells will be absorbed, and of the half that are not, half of those will be reflected. This leaves 25% of the spells which will still get through and do full damage.
- The way Resist spells work in combination with Spell Absorption is that any spells which are not absorbed will be reduced in damage by the appropriate Resist spell. Spells which are absorbed are absorbed at full strength, rather than reduced by the Resist spells first.
- Spells with no magnitude such as Silence and Paralyze are not immune to Spell Absorption, since it is their casting cost, not their magnitude which is absorbed.
- Items that include Spell Absorption:
- Necromancer's Amulet provides 25 pts.
- The Spell-eater line of robes, i.e. Flameeater Robe, provide 20-30 pts. for 10 seconds
- The Amulet of Spell Absorption provides 10 pts for 5 secs
- Various potions of Spell Absorption
- Tips for using Spell Absorption to regenerate magicka include:
- Summon an enemy who attacks using spells, an Ancestor Ghost works specially well. Attack the summon three times so it turns on you, then absorb its spells.
- Beneficial spells as well attacks can be absorbed, including blessings and cures, such as those provided by Shrines.
[edit] Related Effects
[edit] Alchemy Ingredients
The following ingredients can be used to create a potion of Spell Absorption:
* This is a first-effect ingredient, so you will experience a small dose of the effect by eating it raw.

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