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Skyrim talk:Spells/Archive 1

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This is an archive of past Skyrim talk:Spells discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Splitting Spells Page

I think for Skyrim we're going to want to split the spells into separate pages, one for each magical school, and I've set up the first draft of the Spells page accordingly. The Oblivion:Spells page is almost too large to be manageable. I expect Skyrim's page to be longer. Since custom spell-making was removed, there are likely to be more built-in spells. Furthermore, with Spell Tomes being a part of the base game (not an plug-in), I think we should plan on documenting the Spell Tomes on the Spells page. --NepheleTalk 16:07, 13 October 2011 (UTC)

How about adding a page that combines all the spells, one that brings the spell info 'slices' into the aggregator page? Tiddlywiki has that capacity. I'm not sure if there is something similar that can be done here? — Unsigned comment by 50.98.193.83 (talk) at 01:47 on 16 November 2011
Why does that need to be done? No matter how they're combined, the resulting page would still be oversized. --NepheleTalk 03:56, 16 November 2011 (UTC)
Speaking purely as someone who came here looking for information on the various spells, I think the current layout is perfect. I've found everything that I was looking for with ease.--62.30.162.142 01:18, 7 December 2011 (UTC)

Spell locations and Radiant system

Given that the same shop can be run by different NPCs based on game conditions (e.g. Riverwood Trader), should we list the spell location as the shop, or the primary NPC that runs the shop? Aetryn 20:19, 11 November 2011 (UTC)

I agree that we should tell the location of the merchant, but we should also say the primary dealer with it. Babytoke 04:47, 21 November 2011 (UTC)

Spell costs

I added most of the spell costs left for every kind of magic, based on my character by using the psb console command.

However I'm quite sure that the spell cost actually changes based on your matching skill level, so the values aren't exactly accurate and will not be the same for everyone.

Until then, putting a message that explains this would be a good idea, and as soon as someone can figure out the spell cost formula we can put the basic spell costs (when your skill is still at 15) instead, as well as the formula. --Nomyd 18:32, 19 November 2011 (UTC) — Unsigned comment by 2.1.237.125 (talk)

Did just that. --Nomyd 02:02, 29 November 2011 (UTC) — Unsigned comment by 90.12.94.59 (talk)

No Spell Making?

Are there really no custom spells in Skyrim? If so, where can you make them? — Unsigned comment by 67.164.13.105 (talk) at 22:59 on 19 November 2011

There are no Custom spells in Skyrim Babytoke 04:42, 21 November 2011 (UTC)

Targeted Spells Curve

I've noticed that if you are using targeted spells, such as fireball, and you cast it while strafing left or right that the fireball seems to curve the direction your moving. Anyone else noticed this? Babytoke 04:45, 21 November 2011 (UTC)

I believe this is true. I can definitely confirm it for bow and arrow, and it seems the same mechanics go for targeted spells as well. ZeNinjaHawk 17:55, 29 November 2011 (UTC)
I think there straighter than a bow and arrow, but not empirically straight like in Oblivion. --Kiz ·•· Talk ·•· Contribs ·•· Mail ·•· 17:58, 29 November 2011 (UTC)

Are court wizards' offerings Radiant driven?

With 100 in all magic skills, all court wizards offer all Novice and Apprentice tomes, and each offers one school of Adept tomes, but I can't tell whether this is fixed or varies for each playthrough. I'm hesitant to commit it to the main pages without confirmation. For me, Adept Destruction spells were available in Whiterun, Windhelm, and Dawnstar. Adept Conjuration spells were available at Markarth and Morthal. Adept Illusion spells were available at Solitude. Adept Alteration spells were available at Riften. I was unable to find a spell vendor in Falkreath, or a spell vendor selling Adept Restoration spells (outside of Colette in Winterhold). I have only found the Expert and Master spells at the College of Winterhold. Does this match others' experience with spell offerings? Aetryn 04:55, 22 November 2011 (UTC)

When I first got to Whiterun on my orc, I talked to the court wizard there as part of the main quest I was on, and while I was at it looked to see what spells he had to offer. His selection has improved dramatically since then, but I was about level 6 at the time. I don't think it's specifically Radiant driven, but might be character level based. All court wizards for me seem to have the exact same spell selection since the mid-30s at least. --QuillanTalk 20:55, 23 November 2011 (UTC)

Level required for learn spell

Anyone know exactly the skill level needed for each new tier of spells? — Unsigned comment by 93.108.214.87 (talk) at 05:08 on 22 November 2011

Something like:
- Novice (0-20)
- Apprentice (20-40)
- Adept (40-60)
- Expert (60-80)
- Master (80-100) — Unsigned comment by 2.1.109.156 (talk) at 00:23 on 23 November 2011
I don't think there are any. The distinction is based on Perks within each magic skill. — Unsigned comment by 71.59.164.123 (talk) at 11:55 on 23 November 2011
You can learn any spell (from a spell tome) regardless of your skill level. You may not have the magicka to cast the spells, though. The perks that make the spells of a given tier cheaper to cast are limited by skill level. The very highest spells of each college don't come from spell tomes; they come from quests, and those quests do require a (very) high skill level before the quest is offered. I'm not certain of the exact requirement for them, one source said you need 100 skill while another said 90. --QuillanTalk 20:53, 23 November 2011 (UTC)

Missing Spells on this Page

Now that this page has been dramatically updated since i last looked at it, there is only one spell that i have that i havent seen. "Arnel's Convection" or something. Destruction flame spell that does 1 damage. I got it from some quest where i need to use it on a warped soul gem.— Unsigned comment by 76.27.215.67 (talk) at 11:07 on 12 December 2011

Arniel's Convection has been added. Thanks for pointing out the omission. --NepheleTalk 16:56, 12 December 2011 (UTC)

Upgrade for candlelight?

There has got to be an upgrade for candlelight (and not magelight - that's practically useless in dungeons) with a bigger radius. I'm not a kajit, so i dont get night vision, and the small radius of candlelight is driving me crazy! oblivion had differeing light spells and i got the biggest radius that i could find (still was never good enough). — Unsigned comment by 76.27.215.67 (talk) at 11:07 on 12 December 2011

There is no upgrade for candlelight. Magelight is not totally useless, it is good for non-khajiit stealth characters since candlelight follows you around and the light affects stealth. Magelight can also remotely set off traps.--Berserkenstein 00:59, 15 December 2011 (UTC)
Try Vision of the Tenth Eye. It has a nightvision-like effect.--77.161.90.7 02:14, 23 January 2012 (UTC)
I know I'm a little late replying to the poster, but I like to use Magelight in caves, with followers - it sticks to them! :)--Scribbles (Crayolamanic) 07:59, 11 February 2013 (GMT)

Spell Tome Availability From Merchants

On the PC version I'm finding that spell tomes are consistently available from vendors (assuming they have the spell tome at all) when your skill is 10 below the number needed to purchase the spell level perk (i.e. 15 for Apprentice, 40 for Adept, 65 for Expert). The vendor may need to reset, and you may have to completely quit out of the game and restart if you obtained the necessary skill level in this play session. I believe it is only the quit game/restart that is necessary, but will do further testing to try to identify this. Aetryn 19:30, 12 December 2011 (UTC)

With further testing, either is sufficient (if the merchant has stocked its inventory, you will need to quit out and return, but if the merchant is due to reset, obtaining the necessary skill is all that is needed). Perks have no effect on this. Note that using the setav console command will not trigger the appropriate shop enablement (even if you quit out/reload). You can setav to one less than the threshold value and then use advskill (e.g. player.setav destruction 64, followed by advskill destruction 1000 until it flips you over to 65). It's not clear (and harder to test without the Creation Kit) whether quest rewards that grant you one point in a skill do or do not trigger tomes to become available. advskill, as well as naturally earning the points, result in predictable spell tome appearance. Aetryn 02:28, 13 December 2011 (UTC)
Thanks for figuring out when exactly the tomes become available. Just to fill in a bit more of the story, here's what I can tell so far from the game data:
  • There's no level limit on Apprentice spells -- since all characters start with minimum 15 in skills, any such limit wouldn't really have any effect, but nevertheless one wasn't even coded into the game.
  • The specific flags that control the appearance of the books are a series of global variables (GLOB records), with names such as "PCAlterationAdept", "PCConjurationExpert". The default value of these flags is 100; it gets set to 0 to make the books appear.
  • Therefore, on PC if you wanted to force the books to appear, you can use the command set PCAlterationAdept to 0. You'll still have to go through the normal shenanigans to get the vendor inventory to reset.
  • The master level books are triggered by global variables named, for example, "MGRitualAltBook". Again, default value is 100, and it's changed to 0 to make books appear.
I haven't made any attempt yet to start looking at game scripts, though, so I can't provide any extra info on what exactly normally causes the global variables to be changed. --NepheleTalk 02:55, 13 December 2011 (UTC)

Follower and Spell Tomes

Can followers (like Erandur) use Spell Tomes to learn new spells? --Skober 13:02, 19 December 2011 (UTC)

No. Alas. --Morrolan (talk) 02:21, 24 January 2013 (GMT)

Spell velocity... and usage?

While playing around in Blackreach, I came to realize that some spells' velocity is affected by player movement. There is another note above regarding the "curve" you can put on spells, and this is probably related. Lower velocity spells, such as Magelight and Ice Storm, have their velocity affected by the player's movement. For example, backstepping while casting Magelight causes it to be projected at a speed that is slightly slower than the average player running speed. It's the same with Ice Storm; you can run at the same pace as it is fired if used while backstepping. It goes significantly faster while running forward. This can be used for some interesting (if mostly pointless or awkward) tricks/combos, such as backstep-firing Magelight then using it as a non-sticky mobile light source while charging forward or launching an Ice Storm cloud then arming your melee weapons and charging in through the cloud. I'm not sure what other spells are affected by player velocity; I couldn't find a noteworthy difference with the faster spells, i.e. firebolt and fireball. Cronos 18:44, 29 December 2011 (UTC)

Update: I noticed that this forward-velocity increase makes spell-based combat (again, with slow spells like Ice Storm) a bit trickier on uneven surfaces, as the spells do not fly upward any faster, just forward. This causes the spells to bottom out quickly when running and casting at enemies higher up on a hillside (I found this while being ambushed by some bandits). I realize these aren't the best spells - I just use them for variety and fun -- but it's something to consider, I guess.
In this vein, is there any chance a page could be set up that offers advice on how to use spells, be it for fun (Ice Storm melee charge!) or function (Impact perk stun-locking)? I don't find much opportunity to use a lot of the spells I've obtained, such as Rally, since my companions/followers never flee anyway, and the health/stamina boost seems negligible. Besides, I'm always looking for ways to get more out of the game and I can already see that a community like this has a lot to offer. Cronos 07:56, 1 January 2012 (UTC)

Dead Thrall

Just thought it'd be worth mentioning that I just resurrected Skjor with this spell. Others might want to test other dead once essentials. This surprised me pretty well.--Ravage 01:29, 2 January 2012 (UTC)

Skjor's body is following me now. (rekilled him) --Ravage 01:35, 2 January 2012 (UTC)

Living Dead Thrall

If you resurrect (console command) the Dead Thrall it acts more as a proper follower - but not fully. This does not break the 1 follower only rule, though. Use setplayerteammate 1 for even better behaviour. 23:27, 4 January 2012 (UTC)RandomPlayer — Unsigned comment by 84.209.81.217 (talk)

Alessandra's Quest Rewards

Completing Alessandra's Quest will yield with the following Restoration spell tomes: Close Wounds, Greater Ward, Heal Other, Repel Lesser Undead and Turn Undead (Please confirm). There is however a bug in which she will not give these rewards unless your character is at least level 40 Restoration (Please confirm). Also if the spell tomes given as reward are fixed, please add to spell tome locations table (I am not sure how to go about doing that). — Unsigned comment by 60.230.1.246 (talk) at 12:58 on 28 January 2012

Cannot purchase adept level spells

I just reached level 50 destruction and have been trying to find some new destruction spells but I could not find any when trying to buy them from Enthir, I will try another but is this a glitch? — Unsigned comment by 2.101.97.146 (talk) at 17:55 on 18 February 2012

You should try Faralda, she is the main destruction wizard at the college of winterhold. If that doesn't do it try to get destruction up a few more levels or wait for the merchant's inventory to respawn. RIM 18:05, 18 February 2012 (UTC)

Ironflesh Spell Location

Happened to notice the location for Ironflesh says it's available in Labyrinthian on an altar in the first room. While playing on the Xbox I found this to be inaccurate. There was a tome of Detect Life on the altar instead. I guess it could be a leveled drop as I was not of sufficient level to "unlock" Ironflesh (i.e. around 25). 96.236.44.60 08:19, 24 February 2012 (UTC) Beez

Unless anyone has an objection, I'm going to remove this part of the main page as I believe it's erroneous. Beez 00:20, 22 March 2012 (UTC)

Copy of Clairvoyance found in new location

found a copy of the spell book at the Lunar Forge today — Unsigned comment by 99.246.153.119 (talk) at 19:31 on 7 July 2012

Spell tomes can be foun amoung random loot being they can appear in almost any location, only locations where a tome is guaranteed to be found are listed.--82.46.168.98 10:01, 3 August 2012 (UTC)

Found Telekenesis in redwater skooma den

I don't know how to edit the contents of the box on the main page.

(spoilers) You have to actually take the redwater skooma and not be a vampire. They'll trap you in a little room where the spell book is on the floor beside a dead mage. — Unsigned comment by 70.127.238.167 (talk) at 21:25 on 8 July 2012

Spell tomes can be foun amoung random loot being they can appear in almost any location, only locations where a tome is guaranteed to be found are listed.--82.46.168.98 10:01, 3 August 2012 (UTC)

I can confirm this. I found the telekinesis spell tome in redwater den as well. Its in the first zone, when you get to the distillery room theres a locked cell(apprentice lock for me) with a dead mage, and next to him is a spell tome on the floor. 98.244.13.11 02:28, 17 December 2012 (GMT)

Remove starter Spells

I can't remove flames, healing, or any of the starting spells my race may have(ex breton can't get rid of familiar) any help on this? anybody know why or how?(or at least definitely not the 2 universal ones, only tried once on familiar and assumed it was same) 24.38.235.96

Wrong Spell ID of Conjure Wrathman

I notice that the Spell ID of Conjure Wrathman and the Conjure Boneman is the same. Then I discover that that Spell ID is applied to Conjure Boneman. Can anyone find out the real Spell ID of Conjure Wrathman? (The Tome ID is true.) — Unsigned comment by Dickson916 (talkcontribs) at 11:26 on 7 August 2012

Conjure Dragon Priest

The Conjuration section lists this as a spell associated with a mask, but neither the Konahrik nor the Masks pages list anything other than a healing factor for this mask. Is this a spell that is added automatically to your spell list while wearing the mask or are the other two pages misinforming the reader? 69.106.51.108 19:29, 21 September 2012 (GMT)

It is the spell that the mask may cast when getting low on health while wearing it. I wonder a bit why spells that can't be learned by the player are included in this list. --Alfwyn (talk) 19:58, 21 September 2012 (GMT)

Summon Arniel's Shade description

Pardon me as I rant a tad...ranting should be in forums (yeah, bad on me), but I am requesting a wording change with reasons for it.
While technically it is a reward for finishing the quest, a better description might be, "Awarded for watching this muttonhead off himself." He often just stares at me during battle;usually between me and my target. When engaged in the battle, he gets in the way of my other followers even while casting spells. He gets hit, gets aggressive, and dies. It's worse than LaChance, and almost as bad as the daedra summoned by the Sanguine Rose. While the page is not to be exposed to personal opinions expressly voiced, could the wording be changed toward what I proposed above to give some hint that summoning this guy ain't all that great except for laughs? 107.192.193.123 21:35, 22 October 2012 (GMT)

Expert spell books with Merchant perk, regardless of level

Expert spell books randomly available with Merchant perk (Speech), regardless of level

I have noticed that after acquiring the Merchant perk in the Speech tree, certain vendors will offer seemingly random items in addition to their normal trade merchandise. Perhaps it is simply what stuff is randomly on their person in the game which merely becomes available with that perk. In any case, the upshot is that you can find expert level spells available for purchase even if you are nowhere near the skill level normally required for that school. For example: After getting the Merchant perk, Alvor, the blacksmith from Riverwood, was selling Paralyze to my character who only had an Alteration skill level of 20. But, in another game iteration, he didnt carry the book at all and Bothela, the alchemist in Markarth, was selling Expell Daedra to a character with low Conjuration skill. — Unsigned comment by 24.245.96.226 (talk) at 04:42 on 3 December 2012‎

Blacksmith merchant chests have a small chance to contain random tomes (the leveled list has the "special loot" flag set, not sure what that does). I just could buy a tome from Alvor after several reloads. That appearance is controlled by character level, not skill level. And they will sell the tomes only if the merchant perk has been unlocked. I'm currently a bit at loss how Bothela ended up with a spelltome though. --Alfwyn (talk) 16:34, 20 December 2012 (GMT)

Found Master Spell Tome

I found a the Flame Thrall spell tome in The Sallow Regent. I didn't know master spell tomes could be found. Is this already known or is this new information.30johner (talk) 20:32, 11 January 2013 (GMT)

Well, it's not documented at Flame Thrall so far. I can see the book in the game data in the cell DLC2POIBookLevel02, so I guess this is not a random location. --Alfwyn (talk) 20:59, 11 January 2013 (GMT)
The "DLC2" prefix is generally used by Hearthfire content. It's possible that HF added the master spell tomes to leveled lists? First I've heard of it. TheRealLurlock (talk) 23:47, 22 January 2013 (GMT)
So would one think. But they choose to use BYOH for Heartfire and DLC2 for Dragonborn. It looks like it is just a static location new with Dragonborn - but all that Apocrypha stuff looks confusing in the game data. So the location will need a good ingame description. --Alfwyn (talk) 12:34, 23 January 2013 (GMT)
Oh, right, forgot about that. I've only got Dawnguard open in the CK right now, which uses DLC1, so I made a false assumption. Obviously I can't look at Dragonborn until the PC version comes out, so no way to confirm, but I wouldn't be surprised. Kind of makes sense that the master tomes would be available in Apocrypha, which is supposed to contain every book ever if I'm not mistaken? Anyhow, the spell pages can be updated if and when this gets confirmed. Might need to adjust the template again, as right now it automatically assumes that master tomes cannot be found in random loot, which was true at least until now... TheRealLurlock (talk) 14:10, 23 January 2013 (GMT)
Yes, I've seen master spell tomes in Apocrypha as well. --Morrolan (talk) 14:58, 23 January 2013 (GMT)

Dragonborn spell sales

Talvas also sells a lot of adept and expert-level spell tomes if your skill is high enough and you have Dragonborn installed; perhaps some note should be made of this? Unfortunately I've already exhausted his list on my current playthrough, but if someone else hasn't then it might be good to update the list giving what he sells. Or it'll wait until I play a Solstheim wizard again. --Morrolan (talk) 14:56, 23 January 2013 (GMT)

Unavailable Spells

We have pages (mostly invalid redirects) set up for a number of spells which cannot be acquired in the game. You can see them listed at Category:Skyrim-Magic-Spells, under the × symbol, so that they don't sort with the standard available spells. I've been doing some experimentation with them:

  • College Practice Ward - Seems to be a super-powerful, 0-cost version of the regular Ward spells. (Greater Ward has 80 magnitude, this has 100.) Presumably it was intended for the students at the College of Winterhold to cast spells on eachother without doing damage or causing them to turn hostile. I don't think it's actually used anywhere - I always just see the students practicing their spells against the walls instead of eachother. Visually, it's much less impressive than standard Ward spells - you just get a faint blue glow on your hand, without the big shield effect. This might have to do with the 0 casting cost making it so that it never gets fully charged? No idea.
  • Fade Other - Fully functional - I've even created a full page for it here. Most generically-voiced followers will say something relevant to the spell when you cast it on them, so it was likely intended to be in the game, but left out for whatever reason.
  • Firebolt Storm - There are actually 5 spells with this name, all of which have a casting cost far too low for what they do. I'm not sure which was intended when the redirect was set up. At least one of them is purely visual, does no damage whatsoever. I think Alduin may use one of them. Not sure what to do with this one.
  • Lesser Shield - A possible precursor to the Ward spells? It's concentration-based, but the effect is completely different - it makes your character have a light blue glow, similar to that produced by the armor spells. Not sure how effective it is (kind of hard to test this sort of thing). But it has no description, so I'm not sure it was ever intended for use by the player.
  • Meridia's Light - This does exist in the game, as the effect produced by the Dawnbreaker sword. Here, it's a Master level Restoration spell which does about the same thing, basically a weaker Bane of the Undead. (It does half the damage, but is otherwise identical.)
  • Spectral Arrow - The only one of these spells which actually has a spell tome. I've created a full page at Spectral Arrow. It works, might be somewhat overpowered against single targets as you can get them in stagger-lock indefinitely. The graphics for it also seem unfinished.
  • Storm Call Lightning Bolt - I'm guessing from the name that this is related to the Storm Call shout. Like Firebolt Storm, there are actually 4 spells with this name, though one of them appears to be added by Dawnguard, and I think is related to the constant lightning bolts you see in the Soul Cairn. At any rate, the shout-versions should be covered on the shout page, while the other is just a hazard - might make a note of it on Traps, but they're none of them "spells" in the strict sense. They also lack descriptions.
  • Summon Portal - This one appears to be purely a visual effect, related somehow to the Skull of Corruption. Has no practical purpose but to look pretty. No description either. I feel like this probably shouldn't exist, unless we want to cover every visual-only spell on the list (there's dozens of them).

At any rate, I'm not sure why most of these redirects were created, but I think that most of them should go away. Spells only available to NPCs, or as environmental hazards, or as visual effects, or as the result of enchantments, really have no reason to be listed here (as well as on some of the effect pages - Fire Damage, for example lists Firebolt Storm as one of the spells, which is misleading as you can never actually acquire it.) I've made exceptions for the ones which are useful and appear to have been at least intended to be available at one time. But the rest I think should go. Thoughts? TheRealLurlock (talk) 16:05, 24 January 2013 (GMT)

master spells interruptible?

I know normal (not power) attacks don't interrupt destruction master spells, from personal experience, and staggers from giant power attacks don't interrupt ice bolts etc. are master spells really interruptible? Dawn (talk) 04:03, 8 March 2013 (GMT)

I find that the master spells are interrupted so often that I really don't use them much. --Crayolamanic (talk) 08:12, 8 March 2013 (GMT)
Power attacks, double-casted spells and just about anyhting that causes stagger will interrupt the casting of all master spells, as well as Vision of the Tenth Eye and Summon Unbound Dremora. In fact, it interrupts the casting of all spells, it's just that standart spells are quick to use so it doesn't happen as often. Become Ethereal is a must if you want to throw a master spell in the middle of a fight. Elakyn (talk) 10:06, 8 March 2013 (GMT)


Sorry Elakyn i know that "it interrupts the casting of all spells" is untrue, because this has happened many times to me: ready a firebolt, get staggered, screen shakes and rotates, i backpedal and release Uninterrupted spells. (on a side note, when your screen rotates from stagger, your spells still go where you were aiming at before it starts shaking). In fact in find my character pretty much un-staggerable (except again full strength fu-sho-da) no matter what i do, melee archery whatnots, my screen goes all wonky but i can still attack during the wonkyness. Dawn (talk) 18:52, 8 March 2013 (GMT)
i'm sure i have a firestorm scroll, maybe i will test thisDawn (talk) 18:52, 8 March 2013 (GMT)

Ah, just tested this, master spells and only master spells are interruptible by power attacks only. bolts spells are not interruptible by anything (except knockdowns and paralyze of course) Dawn (talk) 19:06, 8 March 2013 (GMT)
That's odd, anything that makes your character stagger (that is, when he steps back and such) should make you unable to attack, throw spells or even block. Usually, when I get staggered with a spell at the ready, the character's model still has his arm like he's about to throw it, but my mana replenishes and I have to cast it again. I'm playing on PS3 with the latest patch.
I'm thinking, do you have the Force without Effort bonus? Elakyn (talk) 19:09, 8 March 2013 (GMT)
nope, also playing on ps3 latest patch, only time i noticed being interrupted by enemy is while doing mounted combat, the horse can get staggered. Dawn (talk) 19:20, 8 March 2013 (GMT)
Alright, after further testing I was indeed wrong; enemies can only render you defensless if they bash when your attack animation is already playing, that is: press attack button, they bash before your hit lands. I don't know if it was changed at some point because I clearly remember what I mentioned earlier about being interrupted with a spell or two at the ready. Anyway, I think that's it. Elakyn (talk) 08:58, 12 March 2013 (GMT)

Dragonhide and Dual-Casting

Alright so i just tested it and it indeed works. With both Stability and Dual Casting, I ended up with a spell that lasted 85 seconds; the Active Effects display a 99 seconds duration, but it is not true. The counter doesn't go above 1 minute, so I had to wait see the exact duration and ended with 25 seconds, not 39. I don't have a character with Dual Casting and not Stability, but I guess the duration would be around 60 seconds. Also, the USKP doesn't mention the spell they probably haven't done anything about it... Yet. Elakyn (talk) 10:49, 8 March 2013 (GMT)

Another missing Spell

I just found the 'Conjure Seeker' spell in Apocrypha and noticed it wasn't listed on this wiki yet. Would someone care to add it? I'm afraid I'm probably not able to do it properly.

It's a pretty cool summon, I always liked the variety of Morrowind-summons so its cool to see more creatures added with each expansion.

Also, you might want to add all the tentacle-spells Miraak and his lackies use as well, if it is of use to anyone. You're able to use his staff yourself as well.

Thanks in advance! 08:42, 2 April 2012 (GMT)— Unsigned comment by 84.107.48.78 (talk)

Already listed on the Skyrim:Spells#Dragonborn page, with more details at the Conjure Seeker page. Miraak's Sword and Staff have there own pages aswell. — Kimi the Elf (talk | contribs) 20:53, 2 April 2013 (GMT)

I found some missing spells

Conjure Seeker and Conjure Ash Spawn Are missing — Unsigned comment by CWKnudson (talkcontribs)

Read the note just above this one. Spells added by Dragonborn are at Skyrim:Spells#Dragonborn, specifically: Dragonborn:Conjure Seeker and Dragonborn:Conjure Ash Spawn. — TheRealLurlock (talk) 03:27, 8 April 2013 (GMT)


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