Daggerfall:Magic and Spells

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Magic plays a very important role in Daggerfall. It can make your life much easier if you use it well, but can also make your life difficult if it's used against you when you are not prepared for it.

An important factor to keep in mind when planning to use magic is that it's only useful for characters who have an natural affinity for it. The intelligence of a character determines the maximum amount of magicka (spellpoints) they can have. But by default a character may only have a totality of 0.5 x Intelligence in spellpoints. Thus a character with 100 intelligence can have at most 50 spellpoints by default. Usually this is way too little to use magic effectively, or even train the respective magical schools to lower the cost of a spell. In addition skills that are not used as primary, major or minor will only start at around 5% and with the default supply of spellpoints it is impossible to cast even the simplest of spells. Exceptions are Buoyancy and Water Breathing, the cheapest spells in the game. But even these two spells will consume the majority of your spellpoints each time, making it difficult to train in the related schools. There is an inverse correlation between skill in a magical school and the amount of magicka a spell from that school will cost. The minimum amount of magicka a spell may cost is 5 spellpoints. But some magicka-heavy spells will never cost that little even with a skill of 100% in the related school.

Considering all these restrictions a character who wants to use magic efficiently should certainly pick a bonus in spellpoints, and some of the magical schools for his primary or major skills.

Circinate Spells

The information here comes from the Daggerfall User Manual.

The following list of The Circinate Spells is organized by their governing school of magic (useful for creating a low cost practice spell for each school).

Note: If a spell belongs to multiple schools, it will be marked with the 1 symbol in the primary school, 2 for the spell's secondary school, and so on for each school which governs that spell. Although a spell may belong to two or more schools, casting that spell will only train the primary school of that spell even though the skill levels of all schools may impact the spell's cost. For example, the Jump spell belongs to both Alteration and Restoration, yet only improves the Alteration skill.

There is also a spell-maker in every Mages Guild and Temple of Kynareth. There you can use the effects below to make your own spells.

Circinate Spells by Governing School of Magic and description of the School
School of Magic Spells Description


Force Bolt2
Free Action2
Hand of Sleep2
Medusa's Gaze
Notorgo's Curse2
Resist Cold
Resist Fire
Resist Poison
Resist Shock
Spell Drain1
Spell Resistance2
Spell Shield2
Spider Touch
Water Breathing
Water Walking1
Wizard Rend1

The School of Alteration is one of the six avenues of magical study. This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of illusion, alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of alteration are less expensive for mages skilled in this path.


Acidic Field
Energy Leech1
Fire Storm
Force Bolt1
God's Fire
Hand of Decay
Hand of Sleep
Ice Bolt
Ice Storm
Magicka Leech1
Notorgo's Curse1
Spell Drain2
Sphere of Negation
Strength Leech2
Toxic Cloud
Vampiric Touch2
Wizard's Fire

The School of Destruction is one of the six avenues of magical study. This School is concerned with the purely destructive capabilities of magicka evident in Spells like Fireball and Acidic Field. Buying, creating, and casting a spell devised to harm or destroy a target is less expensive for mages skilled in this path.


Ghost Form1
Shadow Form

The School of Illusion is one of the six avenues of magical study. This School works with magicka in its capacity to camouflage, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illusion is less expensive for mages skilled in this path.


Banish Daedra
Far Silence
Fenrik's Door Jam
Holy Touch
Holy Word
Null Magicka
Soul Trap
Spell Reflection2
Wizard Lock
Wizard Rend2

The School of Mysticism is one of the six avenues of magical study. The School experiments with the most arcane aspects of magicka and expanding these "accidents" into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this path.


Balyna's Antidote
Balyna's Balm
Cure Disease
Cure Poison
Energy Leech2
Feet of Notorgo
Free Action1
Iron Will
Jack of Trades
Magicka Leech2
Orc Strength
Spell Absorption
Spell Resistance1
Spell Shield1
Strength Leech1
Troll's Blood
Vampiric Touch1

The School of Restoration is one of the six avenues of magical study. This School is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting a spells devised to heal a target is less expensive for mages skilled in this path.


Calm Humanoid
Charm Mortal
Ghost Form2
Quiet Undead
Shalidor's Mirror
Spell Resistance3
Spell Shield3
Spell Reflection1
Water Walking2

The School of Thaumaturgy is one of the six avenues of magical study. This School concentrates on exposing or manipulating known forces and objects within their natural laws. It is evident in Spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path.

* available only via Spell Maker