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The School of MysticismEdit
Mysticism 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 among many others. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this experimental path.
The School of RestorationEdit
Restoration is devoted to the salubrious and soothing powers of Magicka, evident in spells like cure poison and Troll's Blood. Buying, creating, and casting Spell devised to heal a target are less expensive for mages of this path.
The School of ThaumaturgyEdit
Thaumaturgy 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. This skill also exists in Battlespire.
The School of IllusionEdit
Illusion 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 illumination are less expensive for mages skilled in this path.
The School of DestructionEdit
The School is concerned with the purely destructive capabilities of Magicka evident in spells like Fireball and Acidic Field. Buying, creating, and casting spell devised to harm or destroy a target is less expensive for mages skilled in this path.
The School of AlterationEdit
The 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.
Table of skillsEdit
|Alteration||Willpower||Governs the use of Alteration spells.|
|Archery||Agility||Governs the use of bows and other ranged weaponry.|
|Axe||Strength||Governs the use of axes.|
|Backstabbing||Agility||Governs the chance of performing a successful sneak attack from behind a target. A successful strike delivers triple damage upon the target. Exists in Battlespire.|
|Blunt Weapon||Strength||Governs the use of blunt weaponry.|
|Centaurian||Intelligence||Governs a character's ability to speak Centaurian. Those with a high Centaurian skill will be less likely to be attacked by Centaurs.|
|Climbing||Strength||Governs a character's ability to climb or scale a surface.|
|Critical Strike||Agility||Governs the character's chance of performing a critical strike on a target. Exists in Battlespire.|
|Daedric||Intelligence||Governs a character's ability to speak Daedric. Those with a high Daedric skill will be less likely to be attacked by Daedra.|
|Destruction||Willpower||Governs the use of Destruction spells.|
|Dodging||Speed||Governs a character's ability to dodge attacks from enemies. A character with a high Dodging skill will be less likely to be hit by an attack.|
|Dragonish||Intelligence||Governs a character's ability to speak Dragonish. Those with a high Dragonish skill will be less likely to be attacked by Dragons.|
|Etiquette||Personality||Governs a character's ability to be polite and mannerly in conversation.|
|Giantish||Intelligence||Governs a character's ability to speak Giantish. Those with a high Giantish skill will be less likely to be attacked by Giants.|
|Hand-to-Hand||Agility||Governs the use of hand-to-hand combat. Characters with a high Hand-to-Hand skill will be able to inflict more melee damage upon enemies when not using weapons.|
|Harpy||Intelligence||Governs a character's ability to speak Harpy. Those with a high Harpy skill will be less likely to be attacked by Harpies.|
|Illusion||Willpower||Governs the use of Illusion spells.|
|Impish||Strength||Governs a character's ability to speak Impish. Those with a high Impish skill will be less likely to be attacked by Imps.|
|Jumping *||Stength||Governs a character's ability to jump. Those with a high Jumping skill will be able to jump far and high.|
|Lockpicking||Intelligence||Governs a character's ability to pick locks|
|Long Blade||Agility||Governs the use of long bladed weaponry.|
|Medical||Intelligence||Governs a character's healing rate. Those with a high Medical skill will heal fast.|
|Mercantile||Personality||Governs a character's ability to haggle with merchants.|
|Mysticism||Willpower||Governs the use of Mysticism spells.|
|Nymph||Intelligence||Governs a character's ability to speak Nymph. Those with a high Nymph skill will be less likely to be attacked by Nymphs.|
|Orcish||Intelligence||Governs a character's ability to speak Orcish. Those with a high Orcish skill will be less likely to be attacked by Orcs.|
|Pickpocketing||Agility||Governs a character's ability to steal items from unwary targets.|
|Restoration||Willpower||Governs the use of Restoration spells|
|Running||Speed||Governs a character's ability to run. Those with a high running skill will be able to run fast..|
|Short Blade||Agility||Governs the use of short bladed weaponry.|
|Spriggan||Intelligence||Governs a character's ability to speak Impish. Those with a high Spriggan skill will be less likely to be attacked by Spriggans.|
|Stealth||Agility||Governs a character's ability sneak and remain hidden.|
|Streetwise||Personality||Governs a character's ability to be blunt and informal while in conversation.|
|Swimming||Endurance||Governs a character's speed, endurance, and ability to hold their breath while swimming.|
|Thaumaturgy||Willpower||Governs the use of Thaumaturgy spells.|
Table of Thaumaturgy SpellsEdit
|Spell||Range||Magnitude||Chance of Success (%)||Duration (in-game minutes)||Spell Effect(s)|
|Buoyancy||Caster only||-||-||1 + 1/per level||Water Walking|
|Calm Humanoid||On Touch||-||10 + 10/per level||5 + 5/per level||Pacify Humanoid|
|Charm Mortal||On Touch||-||10 + 10/per level||5 + 5/per level||Pacify Humanoid|
|Ghost Form||Caster only||does not exist in the game||Invisibility and Levitation|
|Levitate||Caster only||-||-||2 + 1/per level||Levitation|
|Quiet Undead||On Touch||-||10 + 10/per level||5 + 5/per level||Pacify Undead|
|Shalidor's Mirror||Caster only||-||35 + 1/per level||1 + 1/per level||Spell Reflection|
|Spell Resistance||Caster only||-||25 + 2/per level||1 + 1/per level||Spell Resistance|
|Spell Shield||Caster only||-||50 + 2/per level||1 + 1/per level||Spell Resistance|
|Spell Reflection||Caster only||-||10 + 5/per level||1 + 1/per level||Spell Resistance|
|Tame||On Touch||-||10 + 10/per level||5 + 5/per level||Pacify living non-humanoid foe|
|Water Walking||Caster only||-||-||5 + 2/per level||Water Walking|
Skills by FactionEdit
Each of the Factions in Daggerfall can help to teach certain skills to the character, if their disposition is high enough.
|Stendarr||Axe||Blunt Weapon||Critical Strike||Daedric||Dodging||Medical||Orcish||Restoration||Spriggan|
|Fighters Guild||Axe||Archery||Blunt Weapon||Critical Strike||Giantish||Jumping||Long Blade||Orcish||Running||Short Blade||Swimming|
|Thieves Guild||Blunt Weapon||Backstabbing||Climbing||Dodging||Jumping||Lockpicking||Pickpocket||Shortblade||Stealth||Streetwise||Swimming|
|Dark Brotherhood||Archery||Backstabbing||Critical Strike||Climbing||Daedric||Destruction||Dodging||Running||Shortblade||Stealth||Streetwise||Swimming|