Oblivion:Useful Spells
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Spells and spell names here are only examples. Add new spells below if you come up with good ones. Also for some ideas on Spell Making check out Oblivion:Spell Making. For tips on custom spells to make specifically for training each skill, see each individual skill's page, under "Skill Increases".
We also would like to point out that there are countless combinations of spells and most of them are useful. However we cannot have an article that has every useful spell combination. Because of this, We have some general guidelines we would like you to follow when adding your useful spell.
- Please place your spell in the correct place. (alphabetical order)
- Please only place spells here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Touch is an example of what not to put)
- Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. ("Mega-Bomb" or "Powerstrike" does not give you much information about what the spell will do.)
- Please make sure that this spell works as you have labeled it.
- Please make sure not to post any pre-patch possibilities with spell effects. Updated game spells only, please.
- Please refrain from adding attributions. This is against the site's policy.
- Please also avoid all first person comments.
Thank you for your cooperation.
Some may say that these spells ruin much of the game experience. Some may even go as far as to call these spells cheats. However, others need to get into tightly locked places with a warrior character, or get important information with brutal, vile berserker character without spending thousands on bribes. To get that expensive house in Skingrad, and furnish it, you need money. These spells may help in situations like these.
[edit] Defensive Spells
[edit] Armor of Oblivion
- Bound Helmet for 30 secs on Self
- Bound Cuirass for 30 secs on Self
- Bound Gauntlets for 30 secs on Self
- Bound Greaves for 30 secs on Self
- Bound Boots for 30 secs on Self
- Bound Axe, Bound Dagger or Bound Mace for 30 secs on Self
- Bound Shield for 30 secs on Self
To cast this, you need a Conjuration skill of at least 75. This is useful if you need some nice armor and a nice weapon quickly.
[edit] Atronach Shield
- Frost Shield 10pts for 15s on self
- Fire Shield 10pts for 15s on self
- Shock Shield 10pts for 15s on Self
- Detect Life100pts for 1s on self
A good shield that is useful against ghost/imp/conjurer like foes who use multiple element damages. The detect life is optional, but the purple glow lasts a few seconds, and can be useful. Higher alteration skill recommended
[edit] Chain Heal
[ Heals anybody full ]
- Fortify Magicka 100 for 3 secs on Self
- Restore Health X for 1 secs on Self/Target
Set the X value so that it costs no more than 49 Magicka to cast. As an example, with a restoration skill level of 25, X should be 14 points of Healing.
When you do need to heal, start casting it continuously, one after another, Fortify Magicka should always be active in the top-right corner. With this, you cannot run completely out of Magicka, unless you take a break.
Be aware that wearing armor decreases your magical efficiency and thus the amount of Magicka fortified. Take your armor off to achieve this effect.
[edit] Chain Heal (Advanced)
Alternativly to the above Chain Heal, one can use a different version including Fortify Intelligence that will work in combination with other spells that cost ~ 100 Magicka. (Approximately, depending on your Magicka regeneration between casts):
- Fortify Intelligence 100 for 3 secs on Self
- Fortify Magicka 100 for 3 secs on Self
- Restore Health X for 1 sec on Self
Make the spell cost ~ 50 Magicka (up to a possible maximum 75 Magicka cost at 375 Magicka/110 Willpower) to make it work together with the 100 spells. Keep in mind though that using two spells with 100 Magicka cost after another will make the second fizzle due to lack of Magicka. Use a 50 (>75) Magicka spell in between and you can continue casting without issues.
If anyone knows any more uses of this, with different elements, please add.
Two spells that can be used together with this spell are Chain Destroy Target (Advanced) and Chain Explosion (Advanced).
[edit] Hide in Plain Sight
- Drain Speed 100 in 20' radius for 2 seconds
Cast this spell on the ground in the middle of a group of attackers, back away quickly, and activate sneak mode. In most cases they will 'lose track' of you and break off combat. This effect is caused by the fact that Oblivion uses the Speed statistic to determine 'observation range'. When speed is drained by 100 your attackers are effectively unable to see you and return to their normal (non combat) behavior. However, note that casting this spell will be considered an assault on all NPCs within range.
[edit] Holy Shield
- Restore Health 20 for 10s on touch/self
- Shield 85% for 10 seconds on touch/self
A powerful buff for a "priest/summoner" type character to make either yourself or others nearly undefeatable, perfect for escort missions.
Note: A magnitude larger than 85% for the shield effect is not useful, since the maximum armor rating is 85.
[edit] Iron Skin
- Fortify Endurance 100 points for X sec on self
- Fortify Health 100 points for X sec on self
- Shield 0-85% for X sec on self
- Makes Umbra on the hardest difficulty do virtually nothing to you for a few seconds .
- Characters with a maxed Armor rating will find the shield effect unnecessary, as your armor is capped at 85%, so you don't have to include the shield effect.
- Set the X sec to whatever suits you best.
[edit] MageBane
Very useful against mages/summoners because a mage who can't cast, a summoner without a summon and a healer who can't heal are practically useless. Note that this spell is precisely BALANCED and changing magnitudes may cause it not to work! The reason for that is: If dispel effect would be powerful enough to counter its own silence then they will both FAIL to work leaving this spell useless).
[edit] Minor Gift Of The Mage
- Feather 100 pts. for 100 seconds.
- Fortify Health 100 points for X sec on self
- Shield 0-85% for X sec on self
- Gets you places easier
- Usefull for the tougher characters
[edit] Retribution
- Reflect Spell 50% for 10 sec on self
- Reflect Damage 50% for 10 sec on self
A great little spell for when you need to make some breathing room. You can make the magnitudes higher if you've got the magicka reserves to handle it, but at the listed levels the spell costs 178 magicka to cast at 100 Mysticism. When augmented with items like Spell Breaker or the Ring of the Iron Fist, your enemies will end up doing more damage to themselves than they will be doing to you, allowing you some time to beat a retreat or let a potion take effect.
[edit] Shroud
- Command Humanoid level 25 for 1 second on Touch
- Command Creature level 25 for 1 second on Touch
- Invisibility for 15 seconds on Self
- Requires Illusion skill of at least 50
This spell allows you to return to sneak mode and make another sneak attack against a target that you are already in combat with. This can not be achieved by a plain Invisibility spell because, although you will be able to return to sneak mode, the moment you begin your attack, your Invisibility effect will be canceled, and your target will immediately turn around and detect you, which removes the sneak attack bonus.
The Command Humanoid/Creature effect is necessary to first cause your target to disengage from combat, so that your target will not immediately turn around and detect you when you attempt to make your next sneak attack. Also, a significant duration is needed for the Invisibility effect so that you will have enough time to get behind your target; if the Invisibility effect is too short (and you fail to get behind your target), your target will detect you once the Invisibility effect expires, and, in some cases, attack you.
One further note is that, sometimes, after using this spell and making another sneak attack, if your target runs towards a guard, the guard will attack your target instead (allowing you to avoid a murder bounty by letting the guard finish the job).
[edit] Thief's Insight
- Chameleon 50 points / 30 sec on self
- Night Eye 30 sec on self
- Detect Life 85~100 points / 30 sec on self
It's a useful spell for sneaky characters and requires a little patience to work up to, but with mastered Illusion (the spell's overall school) it costs roughly 110 Magicka to cast. Obviously, it helps conceal you and show you dark areas and the creatures therein all at the same time. Combined with a high level of Sneak it's really useful in most dungeons, and the Sigil Towers. With your Willpower above 85, you should be able to replenish your used Magicka by the time the spell runs out, or at least really close to it.
This spell has not been tested with changing the ratios.
[edit] Treacherous Decoy
- Command Creature up to level 25 for 3 to 5 secs on Touch
- Invisibility for 20 secs on Self
This spell is useful when out numbered or when your feather/shield spells are just about to run out or when you just need a little time to regenerate your magicka. After the target of this spell attacks its former comrades they will continue to fight when the spell runs out, often leaving you alone until one side wins even if you become visible again.
[edit] Undersea Exploration
- Detect Life 100 feet for 100 secs on self
- Water Breathing for 100 secs on self
- Night Eye for 100 secs on self
- Fortify Athletics _ points for 100 secs on self
- Fortify Speed _ points for 100 secs on self
Perfect for Pearl finding...
The Water Breathing effect is not required for Argonians who already have that as a racial ability.
[edit] A Victim's Revenge
- Fortify Magicka 100 for 3 seconds on Self
- Drain Health 10 points on Target
- Paralyze for 3 seconds on Target
- This is a great way to get revenge at those that are annoying you. Since you're fortifying your Magicka, you can use this infinitely, as long as you don't take a break.
- If you are in a place where you have to fight off multiple opponents, simply change "Target" to an area attack.
- The AOE of this is very helpful in the Planes of Oblivion, especially if you add a little frost damage to it.
[edit] Offensive Spells
[edit] Asphyxia
- Paralyze for Y secs in X ft on Touch/Target
- Weakness to Magic 100 pts for 2 secs in X ft on Touch/Target
- Fortify Magicka 100 pts for 2 secs on Self
Note that this spell only works when you block while casting, to reduce the casting time. Set Y to 1 or 2 seconds (2 Seconds isn't necessary, but some enemies may get up for a split second, then fall, just looks unprofessional), and set X to 0 for a single chokehold, or 10-15 for a gas chamber. You can make 2 copies of this spell for optimum performance, casting them back-to-back to keep the chain effect. Like other chain spells, you have to adjust the variables so the magicka cost is less than 50, or even lower if you plan to use armor when casting. Then finish with a spell (49 magicka or below) like this:
- Absorb Magicka X pts in X ft for 1 sec on Touch/Target
- Drain Health 100 pts in X ft for 1 sec on Touch/Target
[edit] Assassin's Creed (Verse I & II)
- Drain Health 20-100 pts for 3-5 sec
- Paralyze for 1-3 sec
- Damage Health 3 pts for 1 sec
- Weakness to Magic 100 pts for 3-5 sec
This spell is extremely effective, especially if you make it an AoE (add in a 10ft radius). The idea is that you make a copy of the spell (Verse II), and you alternate between them -- the spell itself is very cost effective. Due to paralysis, your victim(s) will spend most of the time on the ground, meaning you could have the magnitude - and thusly the Magicka cost - as low as you want -- it's just a matter of chaining them together more. It's essentially the same as if you were chaining damage spells, except much cheaper (as long as you don't let it wear off). The weakness part at the end causes every subsequent casting to drain double the health, meaning they'll be dead in no time.
The 'damage health' part is simply so you can see the opponent's health go down.
[edit] Banish
[ good for getting pesky enemies out of the way ]
- Paralyze for 10 secs on target
- Invisibility for 10 secs on self
- Add your own area to not have to worry about groups of enemies for a while
- More powerful Mages may want to adjust to suit their own magicka reserves
[edit] Breach1/Breach2
[ The purpose of these two identical spells is to stack weakness effects ]
- Weakness to Frost 100pts for 5sec
- Weakness to Magic 100pts for 5sec
Simply alternate casting between the two spells, and then toss any spell at the victim for a huge multiplier to its effect. See Spell Stacking for an explanation of how stacking works. Exchange Frost for Fire or Shock, but Frost Damage is the cheapest of the damage types. You can also add area of effect if you aren't afraid of hitting allies. Warning: this spell will quickly ruin any challenge in the game. Here's how it works:
- Breach 1 - Weakness to Frost 100, Weakness to Magic 100, a 10 point frost damage spell following this does (10 * 2 * 2) = 40 points of damage.
- Breach 2 - Weakness to Frost 200 (doubled because of Magicka Weakness of Breach 1), Weakness to Magic 200 (doubled because of Magicka Weakness of Breach 1), a 10 point frost damage spell following this does (10 * ((100+200)/100 + 1) * ((100+200)/100 + 1) = 10 * 4 * 4) = 160 points of damage
- Breach 1 (again) - Weakness to Frost 400, Weakness to Magic 400 (both quadrupled from previous Breach 1 and 2 effects), a 10 point frost damage spell following this does (10 * ((400+200)/100 + 1) * ((400+200)/100 + 1) = 10 * 7 * 7) = 490 points of damage
- Breach 2 (again) - Weakness to Frost 700, Weakness to Magic 700 (continues geometric progression), a 10 point frost damage spell following this does (10 * ((400+700)/100 + 1) * ((400+700)/100 + 1) = 10 * 12 * 12) = 1440 points of damage.
- etc.
[edit] Chain Destroy
[ Endless stream of fire- or snowballs ]
- Fortify Magicka 100 for 3 secs on Self
- Fire damage X points on target
- Weakness to Fire Y points for 3sec on target
- Weakness to Magic Z points for 3sec on target
Inspired by the Chain Heal spell, this spell lets you send an endless stream of fire towards your enemies. Like the Chain Heal spell, you have to adjust X, Y, and Z, so the Magicka cost is under 50. If you plan to use armor when casting, the value should be even less.
Add the effects exactly as listed above for maximum efficiency, keeping Weakness to Magicka last is very important. You can of course replace fire with shock, frost, or other destructive effects. Compared to the Chain Heal spell, the risk of getting interrupted by enemy action is much higher, so you should bring a Restore Magicka potion or a good sword as back-up. (Adding a 1-second paralyze effect helps to keep your target down and stop him from interrupting, though his allies may still be a factor.)
[edit] Chain Destroy Target (Advanced)
Alternativly to the above Chain Destroy, you can use a version including Fortify Intelligence, up to a cost of 100 Magicka, that will work in combination with other spells that cost ~ 50 Magicka:
- Fortify Intelligence 100 for 3 secs on Self
- Fortify Magicka 100 for 3 secs on Self
- Shock Damage for X on Target 1 sec
- Fire Damage for X on Target 1 sec
- Frost Damage for X on Target 1 sec
- Weakness to Fire 100% on Target for 3 sec
- Weakness to Frost 100% on Target for 3 sec
- Weakness to Shock 100% on Target for 3 sec
- Weakness to Magic 100% on Target for 3 sec
- (Optional) Soul Trap on Target for 2 seconds
Make the spell cost ~ 100 Magicka. Doing this will make the spell work with similar chain spells costing ~ 50 Magicka (up to a possible maximum 75 Magicka cost at 375 Magicka/110 Willpower).
Using two spells with 100 Magicka cost after another will make the second fizzle due to lack of Magicka, hence the useage of a 50 (>75) Magicka spell in between so you can continue casting without issues.
This is done when you want to change to another 100 Magicka spell whille your Magicka is keept alive only by the Fortications.
If anyone knows any more uses of this, with different elements, please add.
A suggested spell to use between a 100 magicka spell whould be Chain Heal (Advanced).
[edit] Chain Explosion (Advanced)
Alternativly to the Chain Destroy Target (Advanced) Spell you can make a AoE spell using the same basics:
- Fortify Intelligence 100 for 3 secs on Self
- Fortify Magicka 100 for 3 secs on Self
- Shock Damage for X in 10 feet on Target for 1 sec
- Fire Damage for X+1 in 10 feet on Target 1 sec
- Frost Damage for X in 10 feet on Target 1 sec
- Weakness to Fire 100% in 10 feet on Target for 3 sec
- Weakness to Frost 100% in 10 feet on Target for 3 sec
- Weakness to Shock 100% in 10 feet on Target for 3 sec
- Weakness to Magic 100% in 10 feet on Target for 3 sec
- (Optional) Soul Trap in 10 feet on Target for 2 seconds
Note that adding 1 extra fire damage guarantees success, even if you hit the ground instead of your target directly.
Make the spell cost ~ 100 Magicka. Doing this will make the spell work with similar chain spells costing ~ 50 Magicka (up to a possible maximum 75 Magicka cost at 375 Magicka/110 Willpower).
Using two spells with 100 Magicka cost after another will make the second fizzle due to lack of Magicka, hence the usage of a 50 (>75) Magicka spell in between so you can continue casting without issues.
This is done when you want to change to another 100 Magicka spell while your Magicka is kept alive only by the Fortifications.
If anyone knows any more uses of this, with different elements, please add.
A suggested spell to use between a 100 Magicka spell would be Chain Heal (Advanced).
[edit] Death Knell
[ Cheap kill on enemies with 100 health or below ]
- Drain Health 100 points for 1 second
- Requires Destruction skill of 25 for both Touch/Targeted versions
Explanation: If the target has 100 current health or less, Drain Health 100 points will push them down to 0 health (barring Resistance to Magic), effectively killing them. At low player character levels, most creatures and NPCs have less than 100 health, making this spell a ridiculously cheap one-shot kill. The downside is that against targets with more than 100 health (or with sufficient Resistance to Magic to reduce the effects accordingly), this spell has no lasting effect unless an ally lands a finishing blow in that crucial 1 second. Nonetheless, this can still be used as a finishing spell if you use normal attacks to weaken stronger enemies and are able to estimate how much remaining health they possess. Combine with Soul Trap for 1 second for filling up Soul Gems.
[edit] Death Knell Ultimate
[ Cheap kill on enemies with up to 600 health or below ]
First Spell
- Weakness to Magic 100 points for 5 second
- Weakness to Fire/Frost/Shock 100pts for 5 seconds
- A 5 second duration should allow you enough time to cast the second spell below
Second Spell
- Fire/Frost/Shock Damage 100pts for 1 second
- Drain Health 100pt for 1 second
- As you can see you can do 600pts of damage.
- You can adjust the magnitude to suit your Destruction level and magicka pool. For instance, if one changes the fire damage to 30pts for 1 second, one can get a total of over 320 damage for around 80 magicka at a destruction level of 60.
- Note that the weakness to magic and fire, quadruple the fire damage and the weakness to magic doubles the drain health spell.
[edit] Death Sentence
- Drain Health 100 pts for X second(s) on touch
- Summon Faded Wraith for 45 seconds
Great spell if you are outnumbered or fighting a tough enemy. The drain health greatly weakens the enemy then the faded wraith finishes them off. If X is set too short, the wraith will probably not have a chance to finish the enemy off before the spell wears off, so make it at least 3-5 secs. If you do not have enough Magicka, reduce the amount of health drained.
[edit] Disarm
- Use an area of effect targeted spell (fireball works well). Make it with minimum magnitude and duration, and an area of ten feet. This is useful for warriors because it is cheap to cast, and it makes the left/right power attack or master shield ability more useful, because normally, when an enemy is disarmed, they pick their weapon back up in a matter of seconds, if you have this spell hotkeyed, you can select it and cast it at their feet, sending the weapon flying away.
WARNING: It is not recommended to use this on weapons that you may want for yourself, especially outdoors where there is tall grass, it sends the weapon quite far, and it may be difficult to find after the battle.
[edit] Execution
- Damage Health 100 points for 1 sec on touch
- Drain Health 100 points for 1 sec on touch
- Absorb Health 100 points for 1 sec on touch
- Fire Damage 100 points for 1 sec on touch
- Frost Damage 100 points for 1 sec on touch
- Shock Damage 100 points for 1 sec on touch
- A powerful move that blasts the enemy over with extreme damage.
- Only characters with large reserves of magicka can use this.
- This spell can often deliver a 1-shot kill.
- For an extra boost, combine with Weakness to Magicka effects.
[edit] Hallucination
- Paralyze for 20 secs on touch
- Summon Daedroth for 20 sec on self
- Paralyze the enemy and make them lie helpless on the floor while they get torn up by a vicious Daedroth.
More powerful mages may want to give this spell a longer duration.
[edit] Headshot
[ Increase attack damage with bows ]
- Fortify Marksman 60pts for 5sec
- Fortify Luck 10pts for 5sec
Base cost: 62 Magicka (apprentice level Restoration spell)
Cast before shooting the arrow in Sneak mode. This will help a lot until you get to higher Marksman skill levels. See notes under Blade Mastery for details on how this spell works and how to adjust it based on your character.
[edit] Heart Attack
[ a great Assassination-type spell ]
- Drain Fatigue 100 points / X+1 sec
- Damage Fatigue 100 points / X sec
- Drain Health 100 points / Z+1 sec
- Damage Health Y points / Z sec
(Most of the numbers are variables. In the original version X=3, Y=23, and Z=9)
This spell is just fun to use. Assuming the variables are filled with the numbers in the parentheses above and a character who is a Master of Destruction, the 'on Touch' version of the spell will cost about 290, while the 'on Target' version will cost about 440.
It will take some testing to get the amounts right for you. It is possible to cast on a Bandit and run backwards. At first he will spin around like nothing happened and start running after you. Then all of a sudden his body will go limp and plummet forward smashing face-first into the ground, and then he may slide several feet due to the momentum. After a second, he will start to stir, struggle to his hands and knees, and while pushing off the ground in an attempt to get back to his feet, the Heart Attack will bring death, and he will fall forehead-first back to the ground again, his corpse positioned like ^ on the ground.
This spell varies in effectiveness and style depending on your level and what enemy you face. You can easily make a version to kill most everything you face, however you get a funny effect by making the Fatigue and Damage durations just right (as in this example) so that they would fall and then struggle to get up before collapsing in death. Of course to set that up takes a bit of tweaking and testing.
[edit] Hellflame/Hellfrost/Hellshock
[ Prevents needing to worry about casting soul trap ]
- Soul Trap on Target for 2 seconds
- Fire/Frost/Shock Damage on target for whatever your skill buys you for 1 second
Gives you a damaging spell that traps the soul of whatever being is killed. It is important that the soul trap is the first effect in the list and lasts one second longer than the damage.
[edit] Holybolt
- Fire Damage _ points for _ seconds on target
- Turn Undead for 10 seconds on target
If turn undead is the last spell listed you'll end up damaging the undead and it'll run instead of fighting you. Just keep blasting away until it dies and it'll never fight back.
[edit] Hyper Absorb
- Absorb Health 100 points in 10 feet for 1 sec on touch
- Absorb Magicka 100 points in 10 feet for 1 sec on touch
This may cost loads of Magicka, but if you use it on a big group of enemies that are surrounding you your magicka and health should be restored by a lot, often fully restored. For example, with 5 fresh enemies in a 10 foot area, this will do Absorb Health+Magicka 100X5 = a whopping 500 point restoration for your magicka and health in one use.
[edit] InvisiShots
- Fire/frost/shock damage
- Chameleon 100% for 10-15 seconds
- Weakness to Magic
- Weakness to Fire/Frost/Shock
Other forms of the InvisiShot attack spell, including summonings, healing, feathering and paralyzing, work just as well. If you keep a long invisibility spell handy you can fire off a few spells for some high damage and remain unseen while your magicka recharges. This spell works excellently in crowds. Throw in a Fortify Magicka effect X, where X=2(overall casting cost) for an enduring spell that never runs you out of magicka, then you can reduce Invisible time, and just continue to recast it quickly.
[edit] Kaboom
- Soul Trap for 6 seconds
- Frost Damage, Fire Damage, and Shock Damage 25 for 5 seconds
The total damage is enough to one-shot a level 46 Daedroth. With Netherstrike first, this will kill and soultrap most, if not all, creatures. Costs about 140 magicka at master rank. Without any sort of primer, it can kill many daedra (clannfears, daedroths, spiders, flame atronachs) in one shot, although the cost means it's not spammable (though there's no need for that since it only takes one hit.)
[edit] Lingering Chill
- Frost Damage 10 pts in 20 feet for 60 seconds (adjust to taste).
This spell is a trap. You can cast this spell on a random area and then wait around. If anyone walks into the area of your spell, they will instantly start taking damage. Useful for taking out allies (if need be) because it will inflict a lot of damage but only count as one attack, so as not to start a fight.
[edit] Netherstrike
- Soul Trap 10 seconds on touch
- Weakness to Magic 100% for 10 seconds on touch
- Damage Health 20 for 5 seconds on touch
- Paralyze 1 second on touch
- Invisibility 10 seconds on self
Use this to fill soul gems easily; one cast gives you 10 seconds to prepare another spell with no stress, which then acts with double potency. Works well with Kaboom. The paralyze is nice but mostly just to look cool. With all effects on touch (except invisibility), this costs just over 100 magicka at master rank.
[edit] One-Two-Punch
(This spell is to be used with the staff Apotheosis that you can get from Rindir's Staffs)
- Weakness to Magic (if possible depending on the level) on target __% for 10 seconds
- Weakness to Fire __% on target for 10 seconds
- Weakness to Frost __% on target for 10 seconds
- Weakness to Shock __% on target for 10 seconds
- Paralyze 10 seconds
This spell may need to be modified to a touch spell depending on your level and is excellent in the arena. You should be able to complete it from start to finish in about an hour (real-time) using this spell. Add Soul Trap for 10 seconds if you have Azura's Star or lots of Soul Gems to recharge the staff.
[edit] Perpetual Shadow of Vampire
This spell requires skill levels of Restoration 25 merely to cast (along with Illusion 50 for access to Invisibility), but becomes a perpetual spell (never will run out of magicka if cast repeatedly) at Restoration 35. This spell is designed for a Spell Effectiveness of 95%.
- Fortify Magicka 100 points for 3 seconds on Self
- Absorb Health 8 points for 1 second
- Invisibility 4 seconds on Self
VERY useful for Atronach characters, where running out of Magicka is a BIG issue. Even an Atronach character can clean out a whole Oblivion Gate with the highest difficulty by spamming this spell from gate to sigil stone. You won't be seen, you won't run out of Magicka, you will be gaining health, hurting enemies, gaining Restoration experience, all without Restoration 50. This is not a cheat or an exploit, and no patch prevents this spell from working.
[edit] Provoke
[ Puts targets into combat mode ]
- Weakness to Fire 3% for 1 second with area 100
A similar effect can be gained from ANY hostile spell with a large area effect. The benefit of Weakness to Fire and similar effects is that they have a minimal magicka cost. This spell can be used to provoke creatures to attack you. It is useful in situations where you know there is an enemy around a corner up ahead and want to lure them to you rather than going to them... such as if there were a trap between you and the target or if the target is on a higher level that you can't jump up to. If the target is within range of the spot this spell hits then they will become hostile and move towards you.
Note that this works very differently from Frenzy. A target which is around a corner, up a level, or otherwise unaware of your location will not react to you at all if hit with a Frenzy spell. Likewise, if the target 'likes' you or is generally disinclined to attack then Frenzy may have no effect even if they can see you. The 'provoke' effect, on the other hand, is the equivalent of running up to every target within a 100 area and punching them in the face - you are initiating combat with them. Unless you have very high Chameleon and/or Sneak they will then know your location and come after you.
[edit] Sleep
- Drain Fatigue 100 points for 2-5 seconds
- Damage Fatigue 20 points for as long as you can
Adjust parameters based on your skill. This spell will knock-out NPCs (and also anything except undead and some Daedra), with a few casts (based on the parameters you have chosen and the level of the target). This is a very cheap alternative to paralyze, particularly useful for marauders. Another interesting use: when the NPC is down, you can take (actually pickpocket) items, which are not being used, from their bodies without encountering any resistance, and without killing them. You need to be sneaking when you activate the body. Obviously, casting this spell on friendly NPCs is considered assault, and pickpocketing is a crime. When they wake up, the NPC will either attack or flee from you, and alert guards if appropriate. Although it might be an alternative if your sneak skill is low. It's also possible to use in conjunction with weakness to magic, or including weakness to magic effect in the spell for spam-stacking.
[edit] Stun
- Fire Damage 1 second, 3 points, 10feet target
- Paralyze 1 second, 10 feet, on target
Used for Hitting enemies as they run up to you, or if they are about to cast a spell, or for running away from them. Makes them fall to ground, delaying them, and fire damage to hit them back a bit. Used with 10ft to make sure you hit them, try aiming a bit in front of them. Useful on hardest difficulty.
[edit] Touch of Corrosion
[This spell can be used effectively even if you have a low restoration skill; preferably at least journeyman rank. Casting it two or three times can significantly increase the amount of base damage you do while replenishing some of the magicka lost by doing so in the process. This spell is best fitted towards characters with high destruction / weapon skills but low restoration skills.
- Disintegrate Armor 100pts on Touch
- Absorb Magicka 10pts on Touch
[edit] Touch of Death
[ Quick way to kill those tough enemies ]
- (Optional) Soul Trap on Touch for 3 seconds
- Shock Damage for ____ on Touch 1 sec
- Fire Damage for _____ on Touch 1 sec
- Frost Damage for _____ on Touch 1 sec
This is a great way to assist in either finishing off or weakening an opponent and can be leveled to your skills. Add the Soul Trap if you need to fill those Gems up.
[edit] Uppercut
[ Damage on Touch spell with brief paralysis for easy chaining ]
- Paralyze 1sec
- Frost Damage 9pts
- Fire Damage 9pts
- Shock Damage 9pts
Hit your victim with this spell and he falls over, letting you hit him again and again with impunity. You can also add Weakness to Frost/Fire/Shock/Magicka to stack weakness effects similarly to the Breach spells above, or Absorb/Fortify Intelligence/Magicka effects and to increase your own magicka pool so that you can continue casting the spell indefinitely.
[edit] Vampiric Spell Set
[ Easy way to take out an entire army, the more the merrier. ]
[edit] Vampiric Aid
- Absorb Restoration 5pts on Touch in 15 feet for 30 seconds
(This spell is used to help ease the casting cost of subsequent vampiric spells under the school restoration, alternatively, other skills can be absorbed in an area to enhance the skill for a short duration. One interesting combo would be to absorb destruction to cast an area of effect damage spell at low cost). Point to Note: 5 skill points is used as default, as all NPCs must have at least 5 points in any skill, higher levels maybe used if appropriate)
This spell combo can easily take out any army of NPCs or creatures with magicka, while using minimum magicka (As magicka is leeched back). Useful if you are dead bored and want to take on all the guards in any town. Alternatively, run into any dungeon and lure as many creatures as you can before using this spell combo, absolutely easy kills, its even easier against marauders and bandits in a cluster. With this spell set, the larger the army the better, you no longer have to fear taking on the entire army of the Imperial City.
[edit] Vampiric Aura
- Absorb Health __points on Touch in 15 feet for __seconds
- Absorb Magicka __points on Touch in 15 feet for __seconds
(e.g. Absorb Health 6pts on Touch for 4seconds, Absorb Magicka 6pts on Touch for 4seconds Vary the values to suit your own restoration skill)
[edit] Vampiric Weakness(1)
- Weakness to Magic 100 points in 15 feet for 5 seconds
[edit] Vampiric Weakness(2)
- Weakness to Magic 100 points in 15 feet for 5 seconds
(You can spell stack the Vampiric Weakness accordingly, although normally one would be sufficient)
[edit] Weapon Erosion
- Disintegrate Weapon 100pts on touch for 1 second
- Absorb Magicka 10pts on touch for 1 second
- Drain Hand To Hand 100pts for X seconds (Optional)
- Silence for Z seconds (Optional)
Useful for Spellswords, battlemages or mages with a low armor rating and endurance who want to beat a strong weapon opponent E.G Umbra(NPC) or Azani Blackheart(NPC) and the optionals ensure that once your opponent is disarmed they dont have any tricks up their sleeves
[edit] Wind of Destruction
[ Usually only effective if you have a high destruction skill. When combined with a weakness to magic/frost/fire/shock it can very easily result in an instant kill, even at high levels. At 100 destruction skill it costs about 110 magicka.]
- Damage Health 40 points on Touch
- Fire Damage 35 points for 2 seconds on Touch
- Frost Damage 40 points on Touch
- Shock Damage 40 points on Touch
- Drain Health 100 points for 5 seconds on Touch
[edit] Skill-Enhancing Spells
[edit] Apprentice's Spells
[ Turn the Apprentice birthsign's magic vulnerability into an advantage ]
- Damage Fatigue 1pt
- Insert beneficial effect here.
This exploit will not work if the v 1.1.511 patch has been installed.
By tying in a harmful effect to your spell, you can make use of the vulnerability to magic effect. Doing so allows you to make spells that have twice the power when cast on a character with the apprentice birthsign. Remove any Spell Absorption enchantments first, or else they will attempt to absorb the "harmful" spells, making them less reliable.
[edit] Armorer Training
- Fortify Armorer 100pts for 1 sec on Self
- Disintegrate Weapon 3pts for 1 sec on Self
- Disintegrate Armor 3pts for 1 sec on Self
- Requires Restoration 25
Can be used to train Armorer very quickly. It disintegrates your own items, so you may repair them and gain experience in the process (You get the same amount of experience no matter how damaged the item is, so disintegrate 3pts is enough). If you use the Fortify Armorer spell, you won't be breaking hammers during repair but you also won't be advancing very quickly because your armor level is very high.
Alternatively, if you have enough repair hammers and don't mind breaking them, Drain your Armorer skill to 5 or so when you are about to repair heavily damaged items. The amount repaired per click will decrease so you will get more Armorer clicks before finishing. Very expensive, but much faster.
[edit] Blade Mastery
[ Increase attack damage with blades ]
- Fortify Blade 60pts for 5sec
- Fortify Strength 10pts for 5sec
Base cost: 62 Magicka (apprentice level Restoration spell)
Cast before striking in Sneak mode. This will help a lot until you get to higher blade skill levels. Notes:
- Based upon the damage formula, your damage is increased more by fortifying your blade skill than by fortifying your strength attribute.
- Scale the blade and strength bonuses depending upon your available skill and magicka; the recommended values are the strongest possible values for an apprentice level spell.
- However, increasing your blade (or your strength) past 100 is ineffective. If you can afford the magicka cost of increasing your blade to 100, you should put any extra available magicka into increasing your strength to 100.
- Fortifying luck instead of strength has also been suggested. However, if you're only interest is in increasing your blade damage, it is more effective to focus on fortifying blade and strength. If you wish to increase all your skill levels, luck becomes a more useful alternative to strength.
- You can replace Blade with Blunt if you prefer to use Blunt weapons.
[edit] Blessing of the Gray Fox
[ Great way of getting those hard-to-steal items ]
- Chameleon 100% for 3 secs on Self
- Fortify Luck 100pts for 3 secs on Self
- Fortify Sneak 100pts for 3 secs on Self
Simply crouch in front of the person you need the item from, cast this spell, and steal away. While you can still get caught, the chances are extremely slim.
Note: You could also use the same concept yet change the sneak for security, and if you want, the luck for Agility. That way, you can open heavily guarded doors that are illegal to pass through without being seen, and with a higher chance of succeeding picking the lock.
[edit] Blessing of Sithis
- Chameleon 100 percent for ____ secs on Self
- Fortify Sneak 100 points for ____ secs on Self (Highly optional-100% Chameleon in Sneak mode is undetectable, but good if is also to be used to pickpocket people quickly)
This is good for hard enemies. Just cast it then sneak on them and kill them. You get the awesome damage bonus.
[edit] Casanova
[ Makes Speechcraft minigame unnecessary ]
- Charm 100 points for 3 sec on Touch
With this spell, you will never again need to undergo those persuasion minigame sessions. Cast this spell, talk to the person within the next 3 seconds and he/she will give you whatever information you want. You could drop the duration down to 1 second, if you're picky about Magicka (although this uses a very small amount). Heck, this even beats the crap out of Vampire Seduction.
Also if you have been arrested: resist arrest, cast this spell on a guard who attacks you, then yield (block+activate) and the guard will let you go, "taking care of your fine" for free.
[edit] Emergency Magicka
- Fortify Magicka 100 points for 3 seconds on self
If you're just about out of Magicka, this will let you get in another spell with minimal Magicka. At Restoration 50, it only costs 13 Magicka - so you'll be able to get a spell that costs up to 100 Magicka instantly.
For best results, cast this, and the instant your animation starts, select your next spell and begin pressing your casting key over and over. If you're quick, you can reduce the time to 2 sec on Self, saving more Magicka.
It might be worthwhile to make some 100 Magicka cost spells specifically for use with this one!
[edit] Fence
[ Gives you much better prices ]
- Charm 100 points for 1 sec on Touch
- Fortify Mercantile 100 points for 1 sec on Self
- Fortify Personality 100 points for 1 sec on Self (optional)
- Requires Restoration skill of 25
Having trouble getting that haggle slider up high? Look no further. You can also use this spell to invest in any shop. Some options with this spell are:
- You can drop the Fortify Personality effect to make the spell cheaper. But even with only the two first effects you still need a Restoration skill of 25.
- If your restoration skill is less than 25, you can make a lesser version of this spell with Charm 100 and Fortify Mercantile 89 for 1 sec.
- Adding an effect such as Drain Mercantile may be tempting, but is not worth the extra effort. Adding Drain Mercantile turns this spell into an offensive spell. The moment you cast it on merchants they turn hostile and start attacking you. Before talking to you or bartering, they must first accept your yield. This takes several seconds, by which time the spell has worn off. If you're unlucky, the guards can also show up and arrest you before you get any chance to barter. If you really want to try this, anyway, use Drain Mercantile rather than Absorb Mercantile. Absorb Mercantile is more expensive than Drain Mercantile and Fortify Mercantile combined.
[edit] Fighter's Blessing
- Light 100 points for 120 sec
- Fortify Health 10 points for 120 sec
- Fortify Fatigue 20 points for 120 sec
- Feather 40pts for 120 sec
Very useful for players that use a light spell regularly to keep themselves illuminated; this spell combines the light affect with other buffs, basically providing a permanent fortification to health, fatigue, and encumbrance, assuming the player refreshes the spell every 120 seconds.
- Requires at least 75 illusion skill.
[edit] Fortify Magic Skill
- Fortify a magic skill (Destruction / Alteration / ... / Mysticism) by ABC for XYZ secs
The cost of spells can reduce to 0.2 times the base cost when the corresponding magic skill is 100. Fortifying the skill counts towards reaching 100. As an example, if your Restoration and Destruction skills are at 75, then casting a Fortify Destruction by 28 for 30 secs will cost 64 magicka points. For the 30 sec duration the cost of magicka for Destruction spells reduces from 0.6 times the base cost to 0.2 times the base cost (i.e. destruction spells will cost only a third of the amount). The example uses 28 instead of 25 as the magnitude of the fortification, since the specific character had a spell effectiveness of 95% in Heavy Armor.
[edit] Human Freight Train 1/Human Freight Train 2/Human Freight Train x
[ Maximize the amount you can carry ]
- Feather 100 for 120 secs on Self
- Create as many copies of this spell as you would like, replacing x by different numbers. As long as the names are different, they can all be active at the same time. So by creating 5 versions of this spell, you can carry an additional 500 points. Create more versions, and carry even more. You will notice only a single Feather effect is displayed in the top-right of the screen. However, in the Active Effects page of your journal, all the Feather spells will be listed. One caveat: it is safest to pick up everything you want to carry, then starting casting spells. Sometimes if you are not over-encumbered, the spell magnitude gets set to zero.
- Alternative recommendation: change Feather to Fortify: Strength if you have strong restoration skills. You need only boost Strength by 20 to get the same benefit as Feather=100, and you get fatigue and combat benefits (should you need them). Fortify: Strength is a restoration spell (and 20 points for 120 secs requires Expert level) whereas Feather is an alteration spell; the relative magicka costs will depend upon your skills in these two schools.
[edit] Open Very Hard Lock
- Open Very Hard Lock on Target.
- Requires Alteration skill of 75
Very handy for getting places that you shouldn't.
Magicka Cost at Alteration level 75: 104
Magicka Cost at Alteration level 100: 46
While this may be a more "legitimate" spell than Unlock, it requires Expert level in Alteration and is uncastable underwater, like all targeted spells. If you're not a mage, then Unlock might be a more accessible way of getting past locks.
-
- Note: To avoid this all together you can just get the Skeleton Key.
[edit] Rapid Shot
[ Deliver arrows of death! ]
- Bound Bow for 3 secs on Self.
- Fortify Agility X points for 3 secs on Self. [optional]
- Fortify Marksman X points for 3 secs on Self. [optional]
This spell is to be used in sneak mode and you must have equipped at least one arrow before you conjure it. Rapid Shot makes it possible to use the bow as if it were a melee weapon when dealing critical damage to enemies in sneak mode - you get the same damage multipliers (4x and 6x) as with all one-handed blade and blunt weapons. There is, however, one condition to it: the Bound Bow must disappear before the arrow reaches the target or else the spell will be ruined. Here's some useful guidelines for proper use:
- Make sure you're within at least 20 feet of the enemy (to check, add a 20 foot Detect Life effect. if the enemy is glowing, you're close enough)
- Enter sneak mode if you haven't already.
- Ready your weapon or fists, if you have a bow - unequip it temporarily.
- Aim at the target before conjuring Rapid Shot. You won't have much time for that afterwards unless you modify its duration.
- Cast your spell and prepare to strike immediately.
- Release the arrow as soon as possible, or else the spell may wear off before you shoot.
You may struggle with this spell at first because of the limited amount of time at your disposal, but eventually you'll get the timing right and realize that 3 seconds is suitable in almost any situation you find yourself. Remember, the bow must disappear before the arrow finds its target.
Rapid Shot will make your life much easier if you're into stealth.
[edit] Recursive Energies
- Fortify Willpower 100 points for 3 seconds on self
The basic purpose of this spell is to quickly recover your magicka.
the willpower will drastically increase your magicka regeneration, so when the effects of the magicka bonus spell mentioned above wears off, your magicka regeneration will take over, hopefully restoring enough magicka to successfully continue your fight.
- Note- the reason for the short duration is to keep the magicka cost under the fortify cost.
- Remember that this spell usually isn't useful to recover magicka without casting after the fortify magicka.
[edit] Remedial Training
[ For easy skill-ups or cheap training ]
- Drain Skill X by Y points for Z seconds on self.
Temporarily decrease your proficiency with a particular skill to deceive skill trainers into giving you lower prices and allowing the use of more convenient trainers at higher skill levels. A second or two duration and a high magnitude is sufficient. However, this technique does not work to allow quicker skill-ups; see discussion at Drain Skill. With Y=100 and Z=1, this altogether removes training costs, and completely eliminates the need for master trainers. Any trainer will train up while skill is at 0, and for free.
This can also be used to get skills leveled above 100. When you are at level 100 or above, just cast this spell, train the skill you drained, then wait for the drain to wear off. Note, however, that for most skills increasing the skill level past 100 has no effect on gameplay; the only exceptions are Athletics and Acrobatics (see skill notes).
[edit] Rocket Pack
[ Makes the horse unnecessary. ]
- Fortify Speed 30-50 for 15 seconds on self, depending on ability. Create two copies of the spell, 'rocket pack' and 'rocket pack 2'. Cast them concurrently for quick overland travel or a rapid escape from anyone chasing you. Create more than two rocket pack spells for additional speed.
[edit] Smith
[ For saving those Repair Hammers ]
- Fortify Armorer 100 points for 1 sec on Self
You won't get the Journeyman perk and be able to repair magic armor, but one hammer will last for almost a lifetime. You'll repair very quickly, two or three clicks and most weapons will go from 0 to 100 % health. However, your Armorer skill will level slower. Use this spell if you need to repair something and are low on repair hammers.
[edit] Speed Steed
[ Vastly improves speed of the horse. ]
- Fortify Speed 15 for (as long a duration as possible based on your Restoration) on touch.
You can also include Water Walking to cross bodies of water with your steed in no time.
- If you raise a horse's speed too high, the game will begin to stutter when riding, as you are entering cells faster than the engine can load them. Running a horse down a slope too fast can also cause it to go airborne and then take fall damage.
[edit] Stealth Steed
[ Cast this on your horse along with Speed Steed to vastly improve your Horse. ]
- Invisibility for 100 secs on touch
Make sure you're invisible too (100% Chameleon) when you get on your horse so that you can get around on horseback unseen.
[edit] Super Horse
A way for your horse to 'water jump'-
- Fortify Acrobatics 100 points for 30 secs on touch
[edit] Sweet-Talk
[ For raising Disposition through the roof ]
- Drain Personality 100 points / 3 seconds on self.
- Fortify Speechcraft 100 points / 3 seconds on self.
High Speechcraft raises the "cap" on how high you can get someone's disposition through the game, and low Personality ensures you don't hit that cap too soon; when the Drain wears off, Disposition goes even higher.
[edit] Tap
- Fortify Intelligence 100 points for 5 seconds
- Fortify Magicka 100 points for 5 seconds
This spell is a perfect preparation for spells that have otherwise enormously large Magicka costs, and is remarkably inexpensive to cast. Tap is also vital in situations where the caster has exhausted most of his Magicka, and needs to replenish his pool urgently. A second spell providing Fortify Willpower can also be handy, but the Fortify Willpower cannot be added into this spell (only one fortify attribute spell is possible in a single spell).
[edit] Unlock
[ Makes lockpicking easier ]
- Fortify Security 100 points for 1 sec on Self
If you're having trouble getting those tumblers stuck up there, this is for you. Also this is the only way you can open an underwater hard lock with a spell.
[edit] Fun Spells
[edit] Bar-Fight
- Frenzy up to level 25 in 40 ft. for X secs on target
Update: Also add Invisibility for 30 sec. and just watch the fun. Ever felt like the local tavern was too quiet? Walk in and cast this spell for an old fashioned-bar fight.
[edit] C-4
- Fire Damage Minimum Damage, Maximum Area in 1 Second on Target.
Use this spell in conjunction with the duplicate items glitch. Duplicate a huge pile of gems or other items and then cast this spell in the middle and watch them fly.
[edit] Duplicate
- Bound Helmet for 30 secs on Self
- Bound Cuirass for 30 secs on Self
- Bound Gauntlets for 30 secs on Self
- Bound Greaves for 30 secs on Self
- Bound Boots for 30 secs on Self
- Bound Axe, Bound Dagger or Bound Mace for 30 secs on Self
- Bound Shield for 30 secs on Self
- Summon Dremora for 30 Secs on Self
If the Dremora is wearing a helmet it will look like you duplicated yourself. But you will need a high conjuration level to cast this spell.
[edit] Earthquake
- Paralyze for 1 sec, in (Maximum) ft.
Cast this in a crowded area and everyone will fall to the ground!
[edit] Hysteria
- Rally max points for 30 seconds with a large radius.
- Frenzy max points for 30 seconds with a large radius.
Find an NPC near the center of a town to cast it on. They will try to attack you and you should run away. As the NPC you cast it on runs near other NPCs they will also become frenzied and pretty soon you have the entire town at war with itself. Obviously this can get NPCs crucial to quests killed so save first.
[edit] Knock Down
[ Knock someone out for minutes ]
- Fortify Magicka 100 for 3 secs on Self
- Damage Fatigue X for 1 sec on target
- Weakness to Magic 100% for 3sec on target
Another chain heal-derivation, this spell will let you knock someone out for as long as you like. Adjust X to get the cost below 50 (Like the other chain-spells). As you shower an enemy with this spell their fatigue will soon drop below zero and they will lose consciousness. Continue to hit them and their fatigue will go so far down the negative side they will spend ages (minutes) recovering. Mostly a fun spell, it will let you pickpocket live enemies and render those enemies stationary (and defenseless) that otherwise tend to run away when their health goes low. It is also a nice destruction training spell as your targets will be unable to run, fight or even die once you have them on the ground. Obviously, an area of effect should be added if you want to deal with crowds.
[edit] Mana Flare
- Light 120 points for 1 second
Adding this onto any spell will cause it to be accompanied by a dramatic flash of green light with virtually no extra magicka cost.
[edit] Morph
- Invisibility for 45 seconds on self.
- Summon X for 30 seconds on self.
This allows you appear as though you're morphing into the creature you're summoning. Replace X with creature of your choice.
[edit] Muscle Cramp
- Paralyze for X seconds on Self
This spell is fun but not useful in any way. You can jump (jumping off of a high ledge is recommended) and watch yourself fall right out of the sky, or fortify your Athletics, start running and watch yourself fall down face first! Just change X to as long as you want the paralysis to last.
[edit] Odd Little Trick
- Fire Damage/Frost Damage/Shock Damage 3pts for 1 second on target.
- Fortify Magicka for 120 seconds on self.
A really odd spell that for some random reason, when cast, will produce the damage animation on the player for 120 seconds, though no damage is taken. Purely for entertainment, as this spell is utterly useless except for being quite fun to use.
[edit] Running Jump
- Fortify Speed 100 points for 1 sec on self.
- Fortify Athletics 100 points for 1 sec on self.
Allows you to jump much farther than usual for a minimal magicka cost. Even if the spell effect ends mid-jump, your velocity will stay the same until you land. Great when combined with Boots of Springheel Jak.
[edit] Self Destruct
- Invisibility for 1 sec on target.
- Fire Damage for 1 sec in maximum area with minimum magnitude on target.
- paralyze for 1 sec in maximum area on target (optional).
This spell used on almost anything will make it look the the monster has self-destructed. If used with paralyze, it can make anyone in the explosion range look like they were in a real explosion as they will fall to the ground. However, you may need quite a high illusion level if the paralysis is added and if the area for the explosion is 80+ then it will require a destruction level of 50+.
[edit] Teleport
- Invisibility for 1 sec on self.
- Fortify Speed 100 points for 1 sec on self.
- Fortify Athletics 100 points for 1 sec on self.
A fun spell for getting around quicker virtually anybody can use. You can also use it to get out of tricky situations and scrapes too, and to get behind large enemies unseen.
A higher-level mage may want to increase the duration to suit them better, as this spell is intended for lower-level characters.
[edit] Trip
- Paralyze for 1 sec, on target.
Cast this on someone repetitively for a laugh, or on the guards as they chase you.
[edit] Zeus' Fury
- Weakness to Shock with X amount of magnitude for 10 seconds on target
- Shock Damage with X amount of magnitude for 2 seconds on target
A brilliant spell for maximum damage with little magicka being used to produce it.