From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

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