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Magic (spell element)

Magic is a spell element. Its Elemental Resistance variant is named Magicka; that name does not mean the character’s Spell Points.

Resistance bonuses help you save against matching hostile effects. The Elemental Resistance spell effect can prevent a matching spell outright. These are separate defences.

A Diamond adds matching resistance when socketed in armour or jewellery. See Grades and removal fees for exact bonuses.

Ready-made spells

Spell School Target
Jumping Alteration Self
Medusa's Gaze Alteration Target at range
Paralysis Alteration Touch
Resist Cold Alteration Self
Resist Fire Alteration Self
Resist Poison Alteration Self
Resist Shock Alteration Self
Shield Alteration Self
Slowfalling Alteration Self
Spider Touch Alteration Touch
Water Breathing Alteration Self
Force Bolt Alteration / Destruction Target at range
Wizard Rend Alteration / Destruction Touch
Energy Leech Destruction Touch
Hand of Decay Destruction Touch
Hand of Sleep Destruction Touch
Magicka Leech Destruction Touch
Sleep Destruction Target at range
Spell Drain Destruction Touch
Sphere of Negation Destruction Target at range
Strength Leech Destruction Touch
Vampiric Touch Destruction Touch
Chameleon Illusion Self
Invisibility Illusion Self
Light Illusion Self
Shadow Form Illusion Self
Banish Daedra Mysticism Touch
Far Silence Mysticism Target at range
Fenrik's Door Jam Mysticism Self
Holy Word Mysticism Area around you
Null Magicka Mysticism Touch
Open Mysticism Self
Recall Mysticism Self
Silence Mysticism Touch
Soul Trap Mysticism Touch
Tongues Mysticism Self
Wizard Lock Mysticism Self
Balyna's Antidote Restoration Self
Balyna's Balm Restoration Self
Charisma Restoration Self
Cure Disease Restoration Self
Cure Poison Restoration Self
Feet of Notorgo Restoration Self
Fortitude Restoration Self
Free Action Restoration Self
Heal Restoration Self
Iron Will Restoration Self
Jack of Trades Restoration Self
Nimbleness Restoration Self
Orc Strength Restoration Self
Spell Absorption Restoration Self
Stamina Restoration Self
Troll's Blood Restoration Self
Wisdom Restoration Self
Calm Humanoid Thaumaturgy Touch
Charm Mortal Thaumaturgy Touch
Levitate Thaumaturgy Self
Quiet Undead Thaumaturgy Touch
Shalidor's Mirror Thaumaturgy Self
Spell Reflection Thaumaturgy Self
Spell Resistance Thaumaturgy Self
Spell Shield Thaumaturgy Self
Tame Thaumaturgy Touch
Water Walking Thaumaturgy Self
Lycanthropy Illusion Self
Wrack Destruction Touch
Arcane Arrow Destruction Target at range
Gentle Fall Alteration Self
Candle Illusion Self
Knick-Knack Mysticism Self
Salve Bruise Restoration Self
Smelling Salts Restoration Self
Rise Thaumaturgy Self
Knock Mysticism Self
Resurrection Restoration Touch
Shared Cartography Mysticism Self
Balyna's Healing Touch Restoration Touch
Fleeting Hold Alteration / Illusion Target at range
Rift Lance Alteration / Mysticism Target at range
Living Aegis Alteration / Restoration Self
Prismatic Ward Alteration / Thaumaturgy Self
Shadow Bolt Destruction / Illusion Target at range
Unravel Destruction / Mysticism Target at range
Psychic Lance Illusion / Mysticism Target at range
Dawnbolt Illusion / Restoration Target at range
Beguile Illusion / Thaumaturgy Target at range
Siphon Life Mysticism / Restoration Target at range
Soul Lance Mysticism / Thaumaturgy Target at range
Sanctify Restoration / Thaumaturgy Self

The spell pages give exact effects, spell-point costs and sources. See Spell elements for custom effects that can use non-Magic elements.

Revenant weakness

A revenant with the Magic weakness has −50 to saving throws against matching spells. This is a revenant trait, separate from the spell element.

Sources (69)