Spell list - Alle standaar spell's

Discussie in 'Algemeen' gestart door ormagon, 1 apr 2006.

  1. ormagon

    ormagon l!ve gamer

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    Spell list

    [​IMG]

    In deze lijst vind je alle standaard spells uit het spel.
    Georderd op alfabet en type, verder kun je ook het benodigde niveau zien.

    Als jullie geluk hebben zet ik hem er zelfs in het Nederlands.​


    Alteration Spells

    Aegis, Master, gain 50 points of armor for 1 minute, on self.
    Beast of Burden, Master, allows the caster to carry 250 additional pounds for 6 minutes, on self.
    Burdening Touch, Novice, increases the target's Encumbrance by 15 for 15 seconds, on touch.
    Defend, Apprentice, gain 15 points of armour for 30 seconds, on self.
    Ease Burden, Apprentice, allows the caster to carry 50 additional pounds for 4 minutes, on self.
    Electric Shell, Apprentice, + 10 points of Armour and 10% resistance to shock for 30 seconds.
    Encumbering Touch, Journeyman, Increases the target's Encumbrance by 50 for 25 seconds, on touch.
    Fire Shield, Expert, +30 points of armour and 30% resistance to fire for 30 seconds, on self.
    Flame Shield, Master, +30 points of armour and 30% resistance to fire for 1 minute, on self.
    Frost Shell, Apprentice, +10 points of armour and 10% resistance to frost for 30 seconds, on self.
    Glacial Wall, Expert, +30 points of armour and 30% resistance to frost for 1 minute, on self.
    Guard, Journeyman, +30 points of armour for 30 seconds, on self.
    Heat Shell, Apprentice, +10 points of armour and 10% resistance to fire for 30 seconds, on self.
    Hindering Touch, Apprentice, increases the target's Encumbrance by 35 for 25 seconds, on touch.
    Ice Shield, Journeyman, +30 points of armour and 30% resistance to frost for 30 seconds, on self.
    Lighten Load, Journeyman, allows the caster to carry +75 pounds for 5 minutes, on self.
    Lightning Shield, Journeyman, +30 points of armour and 30% resistance to shock for 30 seconds, on self.
    Lightning Wall, Expert, +30 points of armour and 30% resistance to shock for 1 minute, on self.
    Open Average Lock, Journeyman, automatically opens lock of average difficulty, on target.
    Open Easy Lock, Apprentice, automatically opens a lock of easy difficulty, on target.
    Open Hard Lock, Expert, automatically opens a lock of hard difficulty, on target.
    Open Very Easy Lock, Novice, automatically opens a lock of very easy difficulty, on target.
    Opressing Grasp, Expert, increases the target's Encumbrance by 75 for 30 seconds, on touch.
    Pack Mule, Expert, allows the caster +150 additional pounds for 5 minutes, on self.
    Protect, Novice, gain 15 points of armour for 30 seconds, on self.
    Protect Other, Novice, target gains 10 points of armor for 20 seconds, on touch.
    Sea Stride, Apprentice, walk on water for 30 seconds, on self.
    Shield, Expert, gain 40 points of armour for 30 seconds, on self.
    Water Breathing, Apprentice, breathe underwater for 30 seconds, on self.
    Weight of the World, Expert, increases the target's Encumbrance by 60 for 30 seconds, on target.​


    Conjuration Spells

    Bound Boots, Novice, summons and equips a pair of Daedric boots for 20 seconds, on self.
    Bound Bow, Journeyman, summons and equips a Daedric bow for 15 seconds, on self.
    Bound Cuirass, Journeyman, summons and equips a Daedric cuirass for 60 seconds, on self.
    Bound Dagger, Novice, summons and equips a Daedric dagger for 15 seconds, on self.
    Bound Gauntlets, Novice, summons and equips a pair of Daedric gauntlets for 60 seconds, on self.
    Bound Greaves, Apprentice, summons and equips a pair of Daedric greaves for 60 seconds, on self.
    Bound Helmet, Novice, summons and equips a Daedric helmet for 20 seconds, on self.
    Bound Mace, Journeyman, summons and equips a Daedric mace for 15 seconds, on self.
    Bound Shield, Expert, summons and equips a Daedric shield for 120 seconds, on self.
    Bound Sword, Expert, summons and equips a Daedric longsword for 15 seconds, on self.
    Bound War Axe, Apprentice, summons and equips a Daedric war axe for 15 seconds, on self.
    Dismiss Undead, Expert, greatly increases the chance that an undead will flee for 1 minute, on target.
    Rebuke Undead, Journeyman, increases the chance that an undead will flee for 30 seconds, on target.
    Repulse Undead, Apprentice, moderately increases the chance that an undead will flee for 30 seconds, on target.
    Summon Clannfear, Expert, summons a Clannfear to fight for the caster for 45 seconds, on self.
    Summon Daedroth, Expert, summons a Daedroth to fight for the caster for 30 seconds, on self.
    Summon Dremora, Journeyman, summons a Dremora to fight for the caster for 20 seconds, on self.
    Summon Dremora Lord, Master, summons a Dremora Lord to fight for the caster for 35 seconds, on self.
    Summon Faded Wraith, Expert, summons a Faded Wraith to fight for the caster for 40 seconds, on self.
    Summon Flame Atronach, Journeyman, summons a Flame Atronach to fight for the caster for 30 seconds, on self.
    Summon Frost Atronach, Expert, summons a Frost Atronach to fight for the caster for 35 seconds, on self.
    Summon Ghost, Apprentice, summons a Ghost to fight for the caster for 25 seconds, on self.
    Summon Gloom Wraith, Master, summons a Gloom Wraith to fight for the caster for 25 seconds, on self.
    Summon Headless Zombie, Journeyman, summons a Headless Zombie to fight for the caster for 25 seconds, on self.
    Summon Lich, Master, summons a Lich to fight for the caster for 20 seconds, on self.
    Summon Scamp, Apprentice, summons a Scamp to fight for the caster for 20 seconds, on self.
    Summon Skeleton, Apprentice, summons a Skeleton to fight for the caster for 40 seconds, on self.
    Summon Skeleton Champion, Expert, summons a Skeleton Champion to fight for the caster for 40 seconds, on self.
    Summon Skeleton Guardian, Journeyman, summons a Skeleton Guardian to fight for the caster for 50 seconds, on self.
    Summon Skeleton Hero, Expert, summons a Skeleton Hero to fight for the caster for 25 seconds, on self.
    Summon Spider Daedra, Expert, summons a Spider Daedra to fight for the caster for 20 seconds, on self.
    Summon Storm Atronach, Master, summons a Storm Atronach to fight for the caster for 40 seconds, on self.
    Summon Xivilai, Master, summons a Xivilai to fight for the caster for 30 seconds, on self.
    Summon Zombie, Apprentice, summons a Zombie to fight for the caster for 30 seconds, on self.
    Turn Undead, Novice, slightly increases the chance that an undead will flee for 30 seconds, on target.


    Destruction Spells

    Arctic Blow, Expert, deals 80 points of frost damage to a single target, on touch.
    Blazing Spear, Journeyman, deals 35 points of fire damage to a single target, on target.
    Blizzard, Master, deals 75 points of frost damage to all creatures in a 20 foot radius, on target.
    Burning Touch, Novice, deals 10 points of fire damage to a single target, on touch.
    Cold Touch, Novice, deals 15 points of frost damage to a single target, on touch.
    Corrode Armour, Apprentice, deals 30 points of damage to an enemy's armour, on touch.
    Corrode Weapon, Journeyman, deals 60 points of damage to an enemy's weapon, on touch.
    Curse of Weakness, Novice, deals 15 points of Fatigue damage to a single target, on touch.
    Damage Attribute: Agility, Novice, deals 1 point of Agility damage to a single target, on target.
    Damage Attribute: Endurance, Novice, deals 1 point of Endurance damage to a single target, on target.
    Damage Attribute: Intelligence, Journeyman, deals 5 points of Intelligence damage to a single target, on target.
    Damage Attribute: Luck, Novice, deals 1 point of Luck damage to a single target, on target.
    Damage Attribute: Speed, Apprentice, deals 3 points of Speed damage to a single target, on target.
    Damage Attribute: Strength, Journeyman, deals 5 points of Strength damage to a single target, on target.
    Damage Attribute: Willpower, Apprentice, deals 3 points of Willpower damage to a single target, on target.
    Dire Enervation, Expert, deals 60 points of temporary Fatigue damage for 30 seconds.
    Dire Wound, Journeyman, deals 30 points points of temporary health damage for 10 seoonds, on target.
    Disintegrate Armour, Expert, deals 100 points of damage to an enemy's armour, on touch.
    Disintegrate Weapon, Master, deals 150 points of damage to an enemy's weapon, on touch.
    Drain Attribute: Agility, Novice, deals 5 points of temporary Agility damage for 20 seconds, on target.
    Drain Attrtibute: Endurance, Novice, deals 5 points of temporary Endurance damage for 20 seconds, on target.
    Drains Attribute: Intelligence, Journeyman, deals 15 points of temporary intelligence damage for 25 seconds, on target.
    Drain Attribute: Luck, Novice, deals 5 points of temporary Luck damage for 20 seconds, on target.
    Drain Attribute: Speed, Apprentice, deals 10 points of temporary speed damage for 20 seconds, on target.
    Drain Attribute: Willpower, Apprentice, deals 10 points of temporary Willpower damage for 20 seconds, on target.
    Drain Skill: Alteration, Journeyman, reduces alteration skill by 15 for 25 seconds, on target.
    Drain Skill: Blade, Expert, reduces blade skill by 20 for 45 seconds, on target.
    Drain Skill: Conjuration, Expert, reduces Conjuration skill by 25 for 40 seconds, on target.
    Drain Skill: Destruction, Journeyman, reduces Destruction skill by 15 for 25 seconds, on target.
    Drain Skill: Hand to Hand, Journeyman, reduces Hand to Hand skill by 15 for 25 seconds, on target.
    Drain Skill: Heavy Armour, Journeyman, reduces Heavy Armour skill by 15 for 25 seconds, on target.
    Drain Skill: Illusion, Apprentice, reduces Illusion skill by 10 for 20 seconds, on target.
    Drain Skill: Marksman, Apprentice, reduces Marksman skill by 10 for 20 seconds, on target.
    Drain Skill: Restoration, Expert, reduces Restoration skill by 20 for 45 seconds, on target.
    Electric Touch, Apprentice, deals 25 points of shock damage to a single target, on touch.
    Electrocution, Master, deals 110 points of shock damage to a single target, on target.
    Entropic Bolt, Apprentice, deals 10 points of health damage to a single target, on target.
    Entropic Touch, Novice, deals 5 points of health damage to a single target, on touch.
    Fireball, Journeyman, deals 30 points of fire damage to all targets in a 10-ft radius, on target.
    Fire Storm, Expert, deals 50 points of fire damage to all targets in a 15-ft radius, on target.
    Flame Tempest, Master, deals 75 points of fire damage to all targets in a 15-ft radius, on target.
    Flame Touch, Apprentice, deals 25 points of fire damage to a single target, on touch.
    Flare, Novice, deals 6 points of fire damage to a single target, on target.
    Flash Bolt, Apprentice, deals 20 points of fire damage to a single target, on target.
    Frost Bolt, Journeyman, deals 35 points of frost damage to a single target, on target.
    Frost Touch, Apprentice, deals 25 points of frost damage to a single target, on touch.
    Greater Magicka Drain, Journeyman, deals 50 points of temporary magicka damage for 30 seconds, on touch.
    Hailstone, Apprentice, deals 20 points of frost damage to a single target, on target.
    Hail Storm, Journeyman, deals 30 points of frost damage to all creatures in a 10-ft radius, on target.
    Heat Blast, Expert, deals 70 points of fire damage to a single target, on target.
    Ice Blast, Master, deals 110 points of frost damage to a single target, on target.
    Ice Bolt, Expert, deals 70 points of frost damage to a single target, on target.
    Ice Storm, Expert, deals 50 points of frost damage to all creatures in a 15-ft radius, on target.
    Immolating Blast, Master, deals 110 points of fire damage to a single target, on target.
    Legendary Magicka Drain, Master, deals 120 points of temporary Magicka damage for 1 minute, on touch.
    Lightning Ball, Expert, deals 40 points of shock damage over 2 seconds to all creatures in a 20-foot radius.
    Lightning Blast, Expert, deals 70 points of shock damage to a single target, on target.
    Lightning Bolt, Journeyman, deals 35 points of shock damage to a single target, on target.
    Lightning Grasp, Journeyman, deals 45 points of shock damage to a single target, on touch.
    Lightning Storm, Master, deals 60 points of shock damage over 2 seconds to all creatures in a 20-ft radius, on target.
    Lightning Surge, Expert, deals 80 points of shock damage to a single target, on touch.
    Magicka Drain, Apprentice, deals 30 points of temporary Magicka damage for 30 seconds, on touch.
    Major Enervation, Apprentice, deals 30 points of temporary Fatigue damage for 15 seconds, on target.
    Major Wound, Apprentice, deals 15 points of temporary Health damage for 10 seconds, on target.
    Minor Enervation, Novice, deals 15 points of temporary Fatigue damage for 15 seconds, on target.
    Minor Wound, Novice, deals 5 points of temporary Health damage for 10 seconds, on target.
    Scorching Blow, Expert, deals 80 points of fire damage to a single target, on touch.
    Searing Grasp, Journeyman, deals 45 points of fire damage to a single target, on touch.
    Sever Magicka, Apprentice, deals 40 points of magicka damage to a single target, on target.
    Shock, Apprentice, deals 20 points of shock damage to a single target, on target.
    Shocking Burst, Journeyman, deals 30 points of shock damage over 2 seconds to all creatures in a 20-ft radius, on target.
    Shocking Touch, Novice, deals 10 points of shock damage to a single player, on touch.
    Snowball, Novice, deals 10 points of frost damage to a single target, on target.
    Spark, Novice, deals 10 points of fire damage to a single target, on target.
    Superior Magicka Drain, Expert, deals 100 points of temporary Magicka damage for 30 seconds, on touch.
    Superior Wound, Expert, deals 50 points of temporary Health damage for 10 seconds, on target.
    Weakness to Fire, Apprentice, target is inflicted with a 25% weakness to fire for 30 seconds, on target.
    Weakness to Frost, Apprentice, target is inflicted with a 25% weakness to frost for 30 seconds, on target.
    Weakness to Magicka, Journeyman, target is inflicted with a 25% weakness all Magicka for 30 seconds, on target.
    Weakness to Poison, Apprentice, target is inflicted with a 25% weakness to all poison effects for 30 seconds, on target.
    Weakness to Shock, Apprentice, target is inflicted with a 25% weakness to shock for 30 seconds, on target.
    Winter's Grasp, Journeyman, deals 45 points of frost damage to a single target, on touch.
    Withering Bolt, Expert, deals 40 points of Health damage to a single target, on target.
    Withering Touch, Journeyman, deals 30 points of Health damage to a single target, on touch.​


    Illusion Spells

    Alluring Gaze, Novice, increases the Disposition of a character up to his/her 3rd level for 30 seconds, on target.
    Beguiling Touch, Novice, increases the Disposition of a character up to his/her 3rd level for 30 seconds, on touch.
    Calming Touch, Journeyman, reduces aggression of target creature by 30 for 20 seconds, on touch.
    Candlelight, Journeyman, creates a 40-ft sphere of light around the caster for 3 minutes, on self.
    Chameleon, Journeyman, conceals caster by 25% for 30 seconds, on self.
    Cloak, Master, conceals caster by 75% for 30 seconds, on self.
    Command Creature, Apprentice, forces creature of level 2 or lower to fight for the caster for 30 seconds, on target.
    Command Humanoid, Apprentice, forces humanoid of level 2 or lower to fight for the caster for 30 seconds, on target.
    Commanding Touch, Apprentice, forces a creature of level 3 or lower to fight for the caster for 30 seconds, on touch.
    Daylight, Master, creates a 60-ft sphere of light around the caster for 8 minutes, on self.
    Debilitate, Journeyman, paralyzes a single target for 3 seconds, on touch.
    Dominate Creature, Expert, forces a creature of level 9 or lower to fight for the caster for 30 seconds, on target.
    Dominate Humanoid, Expert, forces a humanoid of level 9 or lower to fight for the caster for 30 seconds, on target.
    Dominating Touch, Journeyman, forces a humanoid of level 6 or lower to fight for the caster for 30 seconds, on target.
    Enthralling Presence, Journeyman, increases the Disposition of all characters up to their 6th level within 20 ft for 30 seconds, on target.
    Eyes of Eventide, Apprentice, allows the caster to see in the dark for 15 seconds, on self.
    Eyes of Midnight, Journeyman, allows the caster to see in the dark for 30 seconds, on self.
    Fearful Gaze, Expert, increases the chances of a creature fleeing for 30 seconds, on target.
    Frenzy, Novice, increases the aggression of a creature for 30 seconds,
    Ghostwalk, Expert, renders the caster invisible for 1 minute - effect will end if the target attacks, on self.
    Grasp of Terror, Master, greatly increases the chance of a creature fleeing for 30 seconds, on touch.
    Heroic Touch, Apprentice, decreases the chances of an ally fleeing for 60 seconds, on touch.
    Heroism, Apprentice, decreases the chances of an ally fleeing for 45 seconds, on touch.
    Hush, Journeyman, silences a single target for 10 seconds, prevents spellcasting, on target.
    Illuminate, Novice, creates a 10-ft sphere of light around a target for 90 seconds, on self.
    Immobilize, Expert, paralyzes a single target for 7 seconds, on touch.
    Inspiration, Novice, decreases the chance of an ally fleeing for 20 seconds, on target.
    Inspiring Touch, Novice, decreases the chance of an ally fleeing for 30 seconds, on touch.
    Mesmerizing Grasp, Apprentice, increases the Disposition of a character up to his/her 6th level for 30 seconds, on touch.
    Moonlight, Apprentice, creates a 30-ft sphere of light around the caster for 2 minutes, on self.
    Mute, Expert, silences all targets in a 15-ft radius for 15 seconds thus preventing spellcasting, on target.
    Pacification, Apprentice, slightly reduces the aggression of a single target for 20 seconds, on target.
    Paralyze, Master, paralyzes a single target for 10 seconds, on touch.
    Rage, Apprentice, increases the aggression of a creature for 40 seconds, on target.
    Seductive Charm, Apprentice, inreases the Disposition of a character up to his/her 6th level for 30 seconds, on target.
    Serenity, Novice, slightly reduces the aggression of a single target for 10 seconds, on target.
    Shadow, Expert, conceals the caster for 50% for 30 seconds, on self.
    Shadow Shape, Journeyman, renders the caster invisible for 30 seconds - effects will end if the caster attacks, on self.
    Silence, Master, silences a single target for 10 seconds, preventing spellcasting, on target.
    Soothing Touch, Novice, slightly reduces the aggression of a single target for 15 seconds, on touch.
    Spectral Form, Master, renders the caster invisible for 2 minutes, effect will end if the caster attacks, on self.
    Starlight, Novice, creates a 20-ft sphere of light around the caster for 1 minute, on self.
    Terrifying Presence, Master, greatly increases the chance of a creature fleeing for 30 seconds, on target.
    Torchlight, Expert, creates a 50-ft sphere of light around the caster for 4 minutes, on self.
    Touch of Fear, Apprentice, increases the chances of a creature fleeing for 20 seconds, on touch.
    Touch of Frenzy, Novice, increases the aggression of a creature for 30 seconds, on touch.
    Touch of Rage, Apprentice, increases the aggression of a creature for 30 seconds, on touch.
    Voice of Dread, Journeyman, increases the chances of a creature fleeing for 20 seconds, on target.
    Voice of Rapture, Journeyman, increases the Disposition of a character up to his/her 9th level for 30 seconds, on target.


    Mysticism Spells

    Dispel Other, Apprentice, 30% of dispelling a magical effect on the target, on target.
    Greater Dispel, Journeyman, 75% chance of dispelling a magical effect, on self.
    Greater Dispel Other, Journeyman, 60% chance of dispelling a magical effect, on target.
    Greater Life Detection, Journeyman, detects creatures in a 60-ft radius for 1 minute, on target.
    Greater Soul Trap, Journeyman, captures a dying creature's soul; lasts 30 seconds, on self.
    Greater Spell Reflection, Journeyman, 15% chance to reflect a spell on the caster for 30 seconds, on self.
    Legendary Dispel, Master, dispels any magical effect, on self.
    Legendary Life Detection, Master, detects creatures in a 120-ft radius for 2 minutes, on self.
    Legendary Soul Trap, Master, captures dying creatures' souls in a 20-ft radius; lasts one minute, on self.
    Legendary Spell Absorption, Master, 50% chance to absorb a hostile spell as Magicka; lasts 45 seconds, on self.
    Legendary Spell Reflection, Master, 50% chance to reflect a spell on the caster for 45 seconds, on self.
    Major Dispel, Apprentice, 45% chance of dispelling a magical effect, on self.
    Major Life Detection, Apprentice, detects creatures in a 60-ft radius for 1 minute, on self.
    Minor Dispel, Novice, 25% chance of dispelling a Magickal effect, on self.
    Minor Life Detection, Novice, detects creatures in a 60-ft radius for 20 seconds, on self.
    Movement Mastery, Master, manipulates objects up to 40-ft away for 1 minute, on self.
    Psychic Motion, Journeyman, manipulates objects up to 20-ft away for 30 seconds, on self.
    Remote Manipulation, Apprentice, manipulates objects up to 10-ft away for 20 seconds, on self.
    Soul Trap, Apprentice, captures a dying creature's soul; lasts 20 seconds, on self.
    Spell Absorption, Journeyman, 25% chance to absorb a hostile spell as Magicka, lasts 20 seconds, on self.
    Superior Dispel, Expert, very high chance to dispel any magical effect, on self.
    Superior Life Detection, Expert, detects creatures in a 120-ft radius for 2 minutes, on self.
    Superior Soul Trap, Expert, captures dying creatures' souls in a 10-ft radius for 2 minutes, on self.
    Superior Spell Absorption, Expert, 35% chance to convert a hostile spell into Magicka; lasts 30 seconds, on self.
    Superior Spell Reflection, Expert, 30% chance to reflect a spell on the caster for 20 seconds, on self.
    Telekinesis, Expert, manipulates objects up to 30 feet away for 45 seconds, on self.​


    Restoration Spells

    Absorb Attribute: Agility, Novice, transfers 5 points of Agility from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Endurance, Novice, transfers 5 points of Endurance from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Luck, Novice, transfers 5 points of Luck from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Speed, Novice, transfers 5 points of Speed from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Strength, Novice, transfers 5 points of Strength from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Willpower, Novice, transfers 5 points of Willpower from an enemy to the caster for 20 seconds, on touch.
    Absorb Attribute: Intelligence, Novice, transfers 5 points of Intelligence from an enemy to the caster for 20 seconds, on touch.
    Absorb Fatigue, Novice, transfers 10 points of fatigue from an enemy to the caster, on touch.
    Absorb Health, Novice, transfers 5 points of health from an enemy to the caster, on touch.
    Absorb Magicka, Novice, transfers 10 points of Magicka from an enemy to the caster, on touch.
    Absorb Skill: Acrobatics, Novice, transfers 5 points of Acrobatics skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Acrobatics, Novice, transfers 5 points of Acrobatics skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Alteration, Novice, transfers 15 points of Alteration skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Athletics, Novice, transfers 5 points of Athletics skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Blade, Expert, transfers 25 points of Blade skill from an enemy to the caster for 15 seconds, on touch.
    Absorb Skill: Block, Journeyman, transfers 15 points of Block skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Blunt, Expert, transfers 25 points of Blunt skill from an enemy to the caster for 15 seconds, on touch.
    Absorb Skill: Conjuration, Journeyman, transfers 15 points of Conjuration skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Destruction, Expert, transfers 15 points of Destruction skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Hand-to-Hand, Apprentice, transfers 10 points of Hand-to-Hand skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Heavy Armor, Journeyman, transfers 15 points of Heavy Armor skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Illusion, Novice, transfers 5 points of Illusion skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Light Armor, Apprentice, transfers 10 points of Light Armor skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Marksman, Journeyman, transfers 15 points of Marksman skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Mercantile, Apprentice, transfers 10 points of Mercantile skill from an enemy to the caster for 15 seconds, on touch.
    Absorb Skill: Mysticism, Apprentice, transfers 10 points of Mysticism skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Restoration, Apprentice, transfers 10 points of Restoration skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Security, Novice, transfers 5 points of Security skill from an enemy to the caster for 10 seconds, on touch.
    Absorb Skill: Sneak, Expert, transfers 25 points of Sneak skill from an enemy to the caster for 15 seconds, on touch.
    Consume Health, Journeyman, transfers 20 points of Health from enemy to the caster, on touch.
    Convalescence, Apprentice, heals 15 points of Health damage to another creature, on target.
    Cure Disease, Journeyman, removes disease from the caster, on self.
    Cure Paralysis, Apprentice, removes paralysis from the caster, on self.
    Cure Poison, Apprentice, removes effects caused by poison from the caster, on self.
    Devour Health, Expert, transfers 40 points of health from the enemy to the caster, on target.
    Fortify Agility, Apprentice, increases the caster's Agility attribute by 5 for 90 seconds, on self.
    Fortify Endurance, Apprentice, increases the caster's Endurance attribute by 5 for 90 seconds, on self.
    Fortify Fatigue, Novice, increases the caster's max Fatigue by 25 for 45 seconds, on self.
    Fortify Health, Apprentice, increases the caster's max Health by 30 for 30 seconds, on self.
    Fortify Intelligence, Apprentice, increases the caster's Intelligence attribute by 5 for 90 seconds, on self.
    Fortify Luck, Apprentice, increases the caster's Luck attribute by 5 for 90 seconds, on self.
    Fortify Magicka, Journeyman, increases the caster's max Magicka by 30 for 30 seconds, on self.
    Fortify Personality, Apprentice, increases the caster's personality attribute by 5 for 90 seconds, on self.
    Fortify Speed, Apprentice, increases the caster's Speed attribute by 5 for 90 seconds, on self.
    Fortify Strength, Apprentice, increases the caster's Strength attribute by 5 f0r 90 seconds, on self.
    Fortify Willpower, Apprentice, increases caster's Willpower attribute by 5 for 90 seconds, on self.
    Greater Convalescence, Journeyman, heals 40 points of Health damage over 2 seconds to target creature, on target.
    Greater Fortify Agility, Journeyman, increases the caster's Agility attribute by 10 for 90 seconds, on self.
    Greater Fortify Endurance, Journeyman, increases the caster's Endurance attribute by 10 for 90 seconds, on self.
    Greater Fortify Fatigue, Apprentice, increases the caster's max Fatigue by 50 for 45 seconds, on self.
    Greater Fortify Health, Expert, increases the caster's max Health by 60 for 30 seconds, on self.
    Greater Fortify Intelligence, Journeyman, increases the caster's Intelligence attribute by 10 for 90 seconds, on self.
    Greater Fortify Luck, Journeyman, increases the caster's Luck attribute by 10 for 90 seconds, on self.
    Greater Fortify Magicka, Expert, increases the caster's max Magicka by 60 for 60 seconds, on self.
    Greater Fortify Personality, Journeyman, increases the caster's personality attribute by 10 for 90 seconds, on self.
    Greater Fortify Speed, Journeyman, increases the caster's Speed attribute by 10 for 90 seconds, on self.
    Greater Fortify Strength, Journeyman, increases the caster's Strength attribute by 10 f0r 90 seconds, on self.
    Greater Fortify Willpower, Apprentice, increases caster's Willpower attribute by 10 for 90 seconds, on self.
    Heal Greater Wounds, Journeyman, heals 40 points of Health damage over 2 seconds, on self.
    Heal Legendary Wounds, Master, heals 180 points of Health damage over 6 seconds, on self.
    Heal Major Wounds, Apprentice, heals 25 points of Health damage, on self.
    Heal Minor Wounds, Novice, heals 10 points of Health damage, on self.
    Heal Superior Wounds, Expert, heals 100 points of Health damage, on self.
    Leech Health, Apprentice, transfers 10 points of Health from an enemy to the caster, on self.
    Major Respite, Apprentice, restores 80 points of Fatigue to the caster, on self.
    Minor Magic Resistance, Journeyman, grants 10% magic resistance for 10 seconds, on self.
    Minor Respite, Novice, restores 15 points of Fatigue to the caster, on self.
    Restore Agility, Apprentice, heals 5 points of Agility damage.
    Restore Endurance, Apprentice, heals 5 points of Endurance damage.
    Restore Intelligence, Apprentice, heals 5 points of Intelligence damage.
    Restore Luck, Apprentice, heals 5 points of Luck damage.
    Restore Personality, Apprentice, heals 5 points of Personality damage.
    Restore Speed, Apprentice, heals 5 points of Speed damage.
    Restore Strength, Apprentice, heals 5 points of Strength damage.
    Restore Willpower, Apprentice, heals 5 points of Willpower damage.
    Superior Convalescence, Expert, heals 80 points of Health damage over 4 seconds to target creature, on target.
     
    Laatst bewerkt: 1 apr 2006
  2. C H i L

    C H i L Active Member

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    Ik denk niet dat mensen er iets gaan aan hebben, maar toch respect voor al het typ- en opzoekwerk.

    Net zoals bij de armor list zou de locatie van de spell/voorwerp handig zijn.
    Ook zou het overzichtelijker zijn als je alles links zou uitlijnen.
     
    Laatst bewerkt: 1 apr 2006
  3. ormagon

    ormagon l!ve gamer

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    Ik ben hem nog aan het verduidelijken.

    De plek van de spell's weet ik allemaal niet,
    dit heb ik gewoon uit de Construction set.
    Allemaal beetje opgezocht, geordend enzo.

    Het is vooral handig voor als je een nieuw
    character maakt, dan kun je zien wat je
    met alle types kunt, en of je het als
    major skill wil gaan gebruiken of niet.
     
  4. Meanzo

    Meanzo A-Style

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    shit hoelang ben je daarmee bezig geweest?
     
  5. ormagon

    ormagon l!ve gamer

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    Het kost heel even maar dan heb je ook wat ;)
     
  6. Ceastro13

    Ceastro13 Momochi ZaBuZa

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    weet iemand waar je paralyze haalt en die charm spell?
     
  7. DiaL

    DiaL XBW Senior

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  8. Zeroine 83

    Zeroine 83 Active Member

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    Deze vallen onder de School of Illusion niet ? De Mage Guild die daarin gespecialiseerd is zit in Bravil geloof ik....
     
  9. Ceastro13

    Ceastro13 Momochi ZaBuZa

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    bedankt man ik ga het gelijk chekken
     
  10. hayabusa halo

    hayabusa halo Half-shark, half-man, skin like alligator

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    charm spell krijg je als je zo'n quist haalt van een mage quild..
    waar je die staff moet terug brengen;)
     
  11. Forgottensoul

    Forgottensoul The One

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    Wat is de beste summon creature (Conjuration)?
     
  12. D3d287

    D3d287 Active Member

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    Hmmm, ik zelf roep meestal een daedra lord op:)
     
  13. BaRT BeST

    BaRT BeST Goedendag

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    destruction, wizard's fury. krijg je als je bepaalde opdrachten hebt volbracht voor de arcane university:)
     

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