SUMMARY[edit]
Spells are the primary tools for any Mage Class, even if the player chooses to minimally use magic, magic is still a part of the overall gameplay and can aid in many aspects. It certainly helps when it comes to spellmaking and enchanting.
Mage's Guild has separated the spells into Schools of Magic and they are as follows:
- Alteration
- Conjuration
- Destruction
- Illusion
- Mysticism
- Restoration
There is one additional school of magic that has been banned in the game and essentially the player can fight against it and it is Necromancy. There are no spells to learn and no Guild Hall will tolerate the pratice of it.
The player usually begins with a base of 5 points per Mage School skill, but depending on the player's character class and even the birthsign, the base skill points can be changed. As with all skills, magic/magicka in the game of Oblivion have different levels based on the skill number achieved.
- Novice - skill points 5-24
- Apprentice- skill points 25-49
- Journeyman - skill points 50-74
- Expert - skill points 75-99
- Master - skill points 100
100 skill points per skill is the maximum level for this game.
All spells in the schools of magic have their own level of skill points and the player must reach that level prior to casting spells in that range. Nothing stops the player from purchasing spells above their level, but without the skill points, you cannot cast those spells.
- NOTE - If your character has been hit with a spell that damages your magickal skill, you will lose the ability to cast the high level spells.
Below is a list of spells per school per level. No explanation will be forthcoming on the specific spells since they are pretty much self-explanatory.
Alteration[edit]
Alteration focuses on the manipulation of the physical world.
- Alteration Spells by Level
- Novice
- Open Very Easy Lock
- Protect
- Protect Other
- Apprentice
- Defend
- Ease Burden
- Electric Shell
- Frost Shell
- Heat Shell
- Hindering Touch
- Open Easy Lock
- Sea Stride
- Water Breathing
- Journeyman
- Encumbering Touch
- Guard
- Ice Shield
- Lighten Load
- Lightning Shield
- Open Average Lock
- Expert
- Fire Shield
- Glacial Wall
- Lightning Wall
- Open Hard Lock
- Oppressing Grasp
- Pack Mule
- Shield
- Weight of the World
- Master
- Aegis
- Beast of Burden
- Flame Shield
Conjuration[edit]
Conjuration allows you to summon otherwordly creatures, weapons, and armor.
- NOTE - The player can Soul Trap any conjured creature to fill up the soul gems, for the purpose of enchanting items.
- Conjuration Spells by Level
- Novice
- Bound Boots
- Bound Dagger
- Bound Guanlets
- Bound Helmet
- Turn Undead
- Apprentice
- Bound Greaves
- Bound War Axe
- Repulse Undead
- Summon Ghost
- Summon Scamp
- Summon Skeleton
- Summon Zombie
- Journeyman
- Bound Bow
- Bound Cuirass
- Bound Mace
- Rebuke Undead
- Summon Dremora
- Summon Flame Atronach
- Summon Headless Zombie
- Summon Skeleton Guardian
- Expert
- Bound Shield
- Bound Sword
- Dismiss Undead
- Summon Clannfear
- Summon Daedroth
- Summon Frost Antronach
- Summon Skeleton Champion
- Summon Skeleton Hero
- Summon Spider Daedra
- Master
- Summon Dremora Lord
- Summon Gloom Wraith
- Summon Storm Atronach
Destruction[edit]
Destruction magic focuses on damaging the health and attributes of you or your opponents
- Destruction Spells by Level
- Novice
- Burning Touch
- Cold Touch
- Curse of Weakness
- Dmg. Attr.: Agility
- Dmg. Attr.: Endurance
- Dmg. Attr.: Luck
- Drain Attr.: Agility
- Drain Attr.: Endurance
- Drain Attr.: Luck
- Flare
- Minor Ennervation
- Minor Wound
- Shocking Touch
- Snowball
- Apprentice
- Corrode Armour
- Dmg. Attr.: Speed
- Dmg. Attr.: Willpower
- Drain Attr.: Speed
- Drain Attr.: Willpower
- Drain Skill: Illusion
- Drain Skill: Marksman
- Electric Touch
- Flame Touch
- Flash Bolt
- Frost Touch
- Hailstone
- Magicka Drain
- Major Ennervation
- Major Wound
- Sever Magicka
- Shock
- Weak to Fire
- Weak to Frost
- Weak to Poison
- Weak to Shock
- Journeyman
- Blazing Spears
- Corrode Weapon
- Dmg. Attr.: Intelligence
- Dmg. Attr.: Strength
- Dire Wound
- Drain Attr.: Intelligence
- Drain Skill: Alteration
- Drain Skill: Destruction
- Drain Skill: Hand to Hand
- Drain Skill: Heavy Armour
- Fireball
- Frost Bolt
- Greater Magicka Drain
- Hail Storm
- Lightning Bolt
- Lightning Grasp
- Searing Grasp
- Shocking Burst
- Weakness to Magicka
- Winter's Grasp
- Withering Touch
- Expert
- Arctic Blow
- Dire Enervation
- Disintegrate Armour
- Drain Skill: Blade
- Drain Skill: Conjuration
- Drain Skill: Restoration
- Fire Storm
- Heat Blast
- Ice Bolt
- Ice Storm
- Lightning Ball
- Lightning Blast
- Lightning Surge
- Scorching Blow
- Superior Magicka Drain
- Superior Wound
- Withering Bolt
- Master
- Blizzard
- Disintegrate Weapon
- Electrocution
- Flame Tempest
- Ice Blast
- Immolating Blast
- Legendary Magicka Drain
- Lightning Storm
Illusion[edit]
Illusion magic is one that affects the senses of a character or NPC.
- Illusion Spells by Level
- Novice
- Alluring Gaze
- Beguiling Touch
- Frenzy
- Illuminate
- Inspiration
- Inspiring Touch
- Serenity
- Soothing Touch
- Starlight
- Touch of Frenzy
- Apprentice
- Command Creature
- Command Humanoid
- Commanding Touch
- Eyes of Eventide
- Heroic Touch
- Heroism
- Mesmerizing Grasp
- Moonlight
- Pacification
- Rage
- Seductive Charm
- Touch of Fear
- Touch of Rage
- Journeyman
- Calming Touch
- Candlelight
- Chameleon
- Debilitate
- Dominating Touch
- Enthralling Presence
- Eyes of Midnight
- Hush
- Shadow Shape
- Voice of Dread
- Voice of Rapture
- Expert
- Dominate Creature
- Dominate Humanoid
- Fearful Gaze
- Ghostwalk
- Immobolize
- Mute
- Shadow
- Torchlight
- Master
- Cloak
- Daylight
- Grasp of Terror
- Paralyze
- Silence
- Spectral Form
- Terrifying Presence
Mysticism[edit]
Mysticism focuses on manipulation of magical energies
- Mysticism Spells by Level
- Novice
- Minor Dispel
- Minor Life Detection
- Apprentice
- Dispel Other
- Major Dispel
- Major Life Detection
- Remote Manipulation
- Soul Strap
- Journeyman
- Greater Dispel
- Greater Dispel Other
- Greater Life Detection
- Greater Soul Trap
- Greater Spell Reflection
- Psychic Motion
- Spell Absorption
- Expert
- Superior Dispel
- Superior Life Detection
- Superior Soul Trap
- Superior Spell Absorption
- Superior Spell Reflection
- Telekinesis
- Master
- Legendary Dispel
- Legendary Life Detection
- Legendary Soul Trap
- Legendary Spell Absorption
- Legendary Reflection
- Movement Mastery
Restoration[edit]
Restoration magicka focuses on the healing or destruction of body.
- Restoration Spells by Level
- Novice
- Absorb Attr.: Agility
- Absorb Attr.: Endurance
- Absorb Attr.: Intelligence
- Absorb Attr.: Luck
- Absorb Attr.: Speed
- Absorb Attr.: Strength
- Absorb Attr.: Willpower
- Absorb Fatigue
- Absorb Magicka
- Absorb Skill: Acrobatics
- Absorb Skill: Athletics
- Absorb Skill: Illusion
- Absorb Skill: Security
- Fortify Fatigue
- Heal Minor Wounds
- Minor Respite
- Apprentice
- Absorb Skill: Hand to Hand
- Absorb Skill: Light Armour
- Absorb Skill: Mercantile
- Absorb Skill: Mysticism
- Absorb Skill: Restoration
- Convalescence
- Cure Paralysis
- Cure Poison
- Fortify (all) Attributes
- Greater Fortify Fatigue
- Heal Major Wounds
- Leech Health
- Major Respite
- Restore (all) Attributes
- Journeyman
- Absorb Skill: Alteration
- Absorb Skill: Block
- Absorb Skill: Conjuration
- Absorb Skill: Heavy Armour
- Absorb Skill: Marksman
- Consume Health
- Cure Disease
- Fortify Magicka
- Greater Convalescence
- Greater Fortify (all) Attributes
- Heal Greater Wounds
- Minor Magic Resistance
- Expert
- Absorb Skill: Blade
- Absorb Skill: Blunt
- Absorb Skill: Destruction
- Absorb Skill: Sneak
- Devour Health
- Greater Fortify Health
- Greater Fortify Magicka
- Heal Superior Wounds
- Superior Convalescence
- Master
- Heal Legendary Wounds