Unofficial DFO Wiki
Account…

Saved revision 3. Current page.

Spell effect reference

Effect School Variants What it does Spell maker
Climbing Alteration — You climb better for the duration. Yes
Elemental Resistance Alteration Fire, Frost, Poison, Shock, Magicka Chance to shrug off a spell of one element outright; it is checked first when a spell lands on you. Magicka stands for the Magic element. Yes
Jumping Alteration — You jump higher and further for the duration. Yes
Paralyze Alteration — Freezes the target in place for the duration if the chance and the target's saving throw allow. Spell maker: never on yourself. Yes
Shield Alteration — Gives you a pool of points that soaks up damage until it runs out or the spell ends. Yes
Slowfall Alteration — Slows your fall so you take no fall damage for the duration. Spell maker: for yourself only. Yes
Water Breathing Alteration — You can breathe underwater for the duration. Yes
Continuous Damage Destruction Health, Fatigue, Spell Points Hurts the target's Health, Fatigue or Spell Points every round for the duration. Spell maker: never on yourself. Yes
Damage Destruction Health, Fatigue, Spell Points Instant damage to the target's Health, Fatigue or Spell Points. Spell maker: never on yourself. Yes
Disintegrate Destruction — Chance to destroy the target outright unless its saving throw holds. Spell maker: never on yourself. Yes
Drain Destruction Strength, Intelligence, Willpower, Agility, Endurance, Personality, Speed, Luck Lowers one of the target's attributes. Spell maker: never on yourself. Yes
Transfer Destruction Strength, Intelligence, Willpower, Agility, Endurance, Personality, Speed, Luck, Health, Fatigue Takes points of an attribute, Health or Fatigue from the target and gives them to the caster. Spell maker: never on yourself. Yes
Chameleon Illusion Normal, True You blend into your surroundings so enemies notice you less. The Normal kind fades when you attack; True costs more. Yes
Invisibility Illusion Normal, True You turn invisible to enemies who cannot see through it. The Normal kind fades when you attack; True costs more. Yes
Light Illusion — A magic light shines in front of you for the duration. Spell maker: for yourself only. Yes
Morph Self Illusion — Changes your shape; it is what the werewolf's change casts. Not offered by the spell maker. No
Shadow Illusion Normal, True You become a shade, harder for enemies to spot. The Normal kind fades when you attack; True costs more. Yes
Comprehend Languages Mysticism — Raises the chance a monster will not attack you. Spell maker: for yourself only. Yes
Create Item Mysticism — Conjures an item you pick from a list; it vanishes when the spell ends. Spell maker: for yourself only. Yes
Dispel Mysticism Magic, Undead, Daedra Magic opens a list of your own active effects and strips the one you pick (cancelling still costs the cast). Undead and Daedra make every nearby creature of that kind roll the chance, and those hit are destroyed outright, with no loot. Spell maker: for yourself only. Yes
Lock Mysticism — Magically locks the door or chest you face if the chance succeeds. Spell maker: for yourself only. Yes
Open Mysticism — Magically opens a locked door or chest you face if the chance succeeds. Spell maker: for yourself only. Yes
Shared Cartography Mysticism — While it lasts, the dungeon map rows you reveal are drawn on your party mates' maps too, for those in the same dungeon. DFO's own. Spell maker: for yourself only. Yes
Silence Mysticism — The target cannot cast spells for the duration if the chance and its saving throw allow. Yes
Soul Trap Mysticism — If the target dies while it lasts, its soul is caught in an empty soul gem. Spell maker: never on yourself. Yes
Teleport Mysticism — The first cast sets an anchor where you stand; a later cast returns you to it. Spell maker: for yourself only. Yes
Cure Restoration Disease, Poison, Paralyzation Chance to cure a disease, a poison or paralysis. Yes
Fortify Attribute Restoration Strength, Intelligence, Willpower, Agility, Endurance, Personality, Speed, Luck Raises one of your attributes for the duration. Yes
Free Action Restoration — You cannot be paralyzed while it lasts. Yes
Heal Restoration Strength, Intelligence, Willpower, Agility, Endurance, Personality, Speed, Luck, Health, Fatigue Restores an attribute, Health or Fatigue at once. Yes
Heal Spell Points None (potions only) — Restores spell points. Only the Restore Power potion carries it. No
Regenerate Restoration — Restores Health every round for the duration. Yes
Resurrect Restoration — Calls a fallen party member back from death: cast by touch at their body, they rise where they fell with 30% of their health. DFO's own; sold ready-made online and not offered by the spell maker. No
Spell Absorption Restoration — Chance to swallow an incoming Destruction spell and take its spell point cost for yourself, if you have room. DFO caps the chance at 50% (the spell maker stops there too) and returns half of what is absorbed. Yes
Charm Thaumaturgy — Chance to sway a humanoid; against enemy classes it works as Pacify Humanoid. Chance only. Spell maker: never on yourself. Yes
Detect Thaumaturgy Magic, Enemy, Treasure Marks magic items, enemies or treasure nearby on your compass for the duration. Spell maker: for yourself only. Yes
Identify Thaumaturgy — Opens a window to identify unknown magic items, each rolled against the chance. Spell maker: for yourself only. Yes
Levitate Thaumaturgy — You float free of gravity for the duration. Spell maker: for yourself only. Yes
Pacify Thaumaturgy Animal, Undead, Humanoid, Daedra Chance to calm a target of that kind so it stops attacking. Spell maker: never on yourself. Yes
Spell Reflection Thaumaturgy — Chance to turn an incoming spell back on its caster. Yes
Spell Resistance Thaumaturgy — Chance for an incoming spell to fail against you. Yes
Water Walking Thaumaturgy — You can walk on the surface of water for the duration. Yes
Sources (10)