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A large part of Daggerfall is magic. There are both magical items and magical spells. There is a Mages Guild, which trains and sells spells, makes magical items, and gives quests for magical items. If you become a fighter with no magical ability, I believe you will be at a large disadvantage. This page mainly deals with item magic, the Schools of Magic page deals with spell casting. I didn't know where to put Daedra summoning; you can get a powerful magical item, so I put it here.

Here are the general sections within this page; you can click on them or just scroll down. After each section is a "To Top" button to bring you back up here.

Magic Item spell costs | Item Magika | Daedra Summoning


Magic Item spell costs

Creating magic items is very useful in Daggerfall, as you would expect. It is a little expensive, but you can have exactly what you want. Most of what you could cast with spell points you can create as a magic item, and you can do even more! When you create a magic item, you add spells to the item. Each item has a base amount of magic it can hold (see the next section, Item Magika), but you can add "side effects," basically disadvantages. The costs for the spells and side effects in magika points are listed below, broken down by how the effect is started. I also try to sort them within the effect by cost order, since I usually have a "budget" of magika points that I can apply. If I know the spell I want to add, I just add it, then look at what I have left over (or how much I need to add).

A note about the enchanting cost: if you add a disadvantage, that does not affect the price; however, when you add more spell effects, that makes the cost go up. For example, if you add "Feather Weight" to anything, it costs 1,000 gp (+100 Magika). Adding the side effect "Extra Weight" would still cost you 1000 gp, from the +100 Magika points.

Cast When Used

These effects you do not have to equip to "use", just press the wand button and they are all listed; however, you cannot have them in your wagon to "use" them. [If an item has multiple effects to "use," what happens?]

  130	Stamina
  250	Light
  330	Levitate
  360	Heal
  380	Shock
  470	Fireball
  480	Wizard's Fire
  480	Strength Leech
  480	Recall (Teleport)
  540	Invisibilty
  760	Lightning
  840	Fire Storm
  900	Open
  920	Troll's Blood
  930	Balyna's Antidote
  990	Ice Bolt
1,020	Cure Poison
1,020	Wildfire
1,020	Toxic Cloud
1,040	Shield
1,300	Spell Drain
1,420	Ice Storm
1,530	Silence
1,560	Resist Cold
1,560	Resist Fire
1,560	Resist Shock
1,610	Wizard Rend
1,650	Free Action
1,650	Resist Poison
1,740	Wizard Lock
1,750	God's Fire
1,930	Shalidor's Mirror
1,980	Spell Shield
2,140	Medusa's Gaze
2,290	Far Silence
3,030	Force Bolt

Cast When Held

These effects start when you equip the item, by casting the spell. If the spell is going to wear off, the item automatically casts the spell again. If you constantly equip and unequip the item, it will wear out quicker than if you wait until you need it for a while, equip it, and then unequip after a while. But don't sleep with them equipped! Also, the effects are additive; this works mainly in the main character attributes (STR, INT, WIS, etc.). For example, if you have two items with "C/H: Orc Strength", your strength goes up ?? points.

  150	Shadow Form
  170	Water Breathe
  170	Water Walking
  210	Chameleon
  240	Slowfalling
  330	Levitate
  540	Invisibility (not true invisibility -- wears off when you strike with weapon)
  920	Troll's Blood
1,020	Orc Strength (Strength +15)   <-- why a different cost?
1,200	Wisdom (Wisdom +15)
1,200	Iron Will (Willpower +15)
1,200	Nimbleness (Agility + 15)
1,200	Feet of Notorgo (Speed + 15)
1,200	Fortitude (Endurance + 15)
1,200	Charisma (Charisma +15)
1,200	Jack of Trades (Luck +15)
1,230	Spell Resistance
1,560	Resist Cold
1,560	Resist Fire
1,560	Resist Shock
1,590	Tongues
1,650	Free Action
1,650	Resist Poison  <-- why a different cost?
1,720	Spell Reflection
1,720	Spell Absorption

Cast When Strikes

These effects are cast when the weapon they are applied to successfully hit an opponent. I have not tried to apply them to non-weapons, although it appears to let you!

  480	Wizard's Fire
  780	Hand of Sleep
  840	Fire Storm
  930	Magika Leech
  990	Ice Bolt
1,020	Wildfire
1,260	Energy Leech
1,380	Vampiric Touch
1,420	Ice Storm
1,620	Paralysis
1,830	Hand of Decay
4,230	Sphere of Negation

Other

These spell effects are not "cast" as the others are, but are always in effect. If you have multiple items with the same spell effect, the effects are additive (for example, each "Enhances Skill: Mercantile" makes your Mercantile skill go up 15%).

  100	Feather Weight
  200	Extra Spell Points during Full Moon, Half Moon, or New Moon
  400	Increase Weight Allowance 25%
  500	Extra Spell Points during Spring, Summer, Fall, or Winter
  500	Improves Talent: Hearing
  600	Improves Talent: Athleticism
  600	Improves Talent: Adrenaline Rush
  600	Increase Weight Allowance 50%
  700	Strengthens Armor
  700	Extra Spell Points Near Undead
  800	Extra Spell Points Near Daedra
  800	Potent vs. Undead
  900	Potent vs. Daedra
  900	Repairs Objects
  900	Enhances Skill: Medical, Etiquette, Streetwise, Jumping, etc.
  900	Extra Spell Points Near Humanoids
1,000	Extra Spell Points Near Animals
1,000	Potent vs. Humanoid
1,000	Vampiric Effect When Strikes
1,000	Good Reputation with Commoners, Merchants, Scholars, Nobility, Underworld
1,200	Potent vs. Animals
1,500	Absorbs Spells
2,000	Vampiric Effect at Range (how to invoke?)
3,000	Regenerates Health in Sunlight
3,000	Regenerates Health in Darkness
4,000	Regenerates Health all the time
5,000	Good Reputation with all (see in 1,000 above)

Side Effects

If the item you want to enchant does not have enough magika points, you can add a side effect. This is basically a disadvantage, but increases the amount of magika the item can store. The price of the item does not go up or down because you add a side effect, but when you add additional effects, the price will increase. Some side effects can be added multiple times; these are marked with '*'.

Bound Souls:

Soul            | Magika | + = magic effect, - = side effect
----------------+--------+------------------------------------------------------
Air Atronach    |    300 | + Cast/Held: Slowfalling
                |        | + Featherweight
                |        | - Deteriorates in sunlight
Ancient Vampire |  1,000 | (none)
Daedra Lord     |  8,000 | + Potent vs. Daedra
                |        | - User takes damage in Holy Places
                |        | - Extra Weight
Daedra Seducer  |  1,500 | + Good reputation with all
                |        | - Item Deteriorates in sunlight
                |        | - Item Deteriorates in Holy Places
                |        | - Health Leech unless used weekly
                |        | - Bad Reactions from animals
Daedroth        |    100 | - Item Deteriorates in Holy Places
                |        | - Low damage vs. daedra
                |        | - Bad reactions from daedra
Dreugh          |    100 | (none)
Earth Atronach  |    300 | + Strengthens Armor
                |        | - Extra Weight
Fire Atronach   |    300 | + Cast/Used: Resist Fire
Fire Daedra     |    500 | + Cast/Used: Resist Fire
                |        | + Enhances Skill: daedra
                |        | - Bad reactions from animals
Frost Daedra    |    500 | + Cast/Used: Resist Cold
                |        | + Enhances Skill: daedra
                |        | - Item Deteriorates in Holy Places
Ghost           |    300 | + Featherweight
                |        | - Item Deteriorates in Holy Places
                |        | - Low damage vs. undead
Giant           |     30 | (none)
Imp             |     10 | (none)
Lamia           |    100 | (none)
Nymph           |    100 | (none)
Slaughterfish   |      0 | (none)
Water Atronach  |    300 | + Cast/Used: resist fire
                |        | + Cast/Used: ice storm
                |        | + Cast/Held: resist cold
                |        | + Strengthens armor
Wereboar        |    140 | (none)
Werewolf        |     90 | (none)
Wraith          |    300 | + Regenerates health in darkness
                |        | - Deteriorates in holy places
                |        | - Low damage vs. undead

[ To-Do: other side effects ]

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Item Magika

Some items can hold magika, and each one has a different amount it can hold. You can increase this amount by adding a side effect (see above), but the base is always the same for the items. The tables below are split between those items that are always the same (such as gems) and those that are variable (such as weapons).

Items with fixed Magika Points

These items are grouped by type below, but each group is sorted by magika points.

Gems:

3,000	Diamond
2,750	Emerald
2,250	Sapphire
1,750	Ruby
  400	Amber
  200	Jade
  150	Malachite
  100	Turquoise

Equippable magic items:

2,300	Amulet (jewelled)
2,050	Torc
  600	Cloth Amulet
1,720	Bracelet
1,800	Ring
1,500	Bracer
	Mark

Items that hold magic, but you do not equip them:

1,200	Wand
   30	Glass bottle (will always break after one use)

Items that I cannot add magical effects to (some of them I have gotten as magical items though!):

Items with Variable Magika Points

Weapons and Armor have a base amount of magika that they can hold, but this is modified by what type of material each item is made from. The table below shows the base values and modifiers, and what numbers each translates to (for your convenience; we wouldn't want you to have to multiply!). If you have problems reading this (small screen resolution), just save it to a TEXT file, and pull it into a word processor; this is NOT an HTML table. All the numbers are calculated by multiplying the modifier ("Modif.") by the base value for that type of armor or weapon (the "--Base--" column).

				--Base--				Adaman-
	Iron	Leather	Chain	Steel	Elven	Mithril	Dwarven	Silver	tium	Ebony	Orcish	Daedric
Modif.	0.75	1.00	1.00	1.00	1.25	1.25	1.50	1.75	1.75	2.00	2.50	3.00

Armor
L.Pldrn	 30	 40	 40	 40	 50	 50	   60	   70	   70	   80	  100	  120
R.Pldrn	 30	 40	 40	 40	 50	 50	   60	   70	   70	   80	  100	  120
Greaves	 37	 50	 50	 50	 62	 62	   75	   87	   87	  100	  125	  150
w/bands					108
Boots	131	175	175	175	218	218	  262	  306	  306	  350	  437	  525
Gauntlt	300	400	400	400	500	500	  600	  700	  700	  800	1,000	1,200
Cuirass	300	400	400	400	500	500	  600	  700	  700	  800	1,000	1,200

Axes
War Axe	375	---	---	500	625	625	  750	  875	  875	1,000	1,250	1,500
BttlAxe	393	---	---	525	656	656	  787	  918	  918	1,050	1,312	1,575

Blunt Weapons
Flail	337	---	---	450	562	562	  675	  787	  787	  900	1,125	1,350
Mace	375	---	---	500	625	625	  750	  875	  875	1,000	1,250	1,500
Warhmmr	412	---	---	550	687	687	  825	  962	  962	1,100	1,375	1,650
Staff	525	---	---	700	875	875	1,050	1,225	1,225	1,400	1,750	2,100

Short Blades
Dagger	150	---	---	200	250	250	  300	  350	  350	  400	  500	  600
Tanto	165	---	---	220	275	275	  330	  385	  385	  440	  550	  660
Shrtswd	300	---	---	400	500	500	  600	  700	  700	  800	1,000	1,200
Wakazas	337	---	---	450	562	562	  675	  787	  787	  900	1,125	1,350

Long Blades
Brdswd	375	---	---	500	625	625	  750	  875	  875	1,000	1,250	1,500
Katana	450	---	---	600	750	750	  900	1,050	1,050	1,200	1,500	1,800
Longswd	450	---	---	600	750	750	  900	1,050	1,050	1,200	1,500	1,800
Saber	393	---	---	525	656	656	  787	  918	  918	1,050	1,312	1,575
Claymor	525	---	---	700	875	875	1,050	1,225	1,225	1,400	1,750	2,100
DaiKatn	525	---	---	700	875	875	1,050	1,225	1,225	1,400	1,750	2,100

Bows
ShrtBow	150	---	---	200	250	250	  300	  350	  350	  400	  500	  600
LongBow	262	---	---	350	437	437	  525	  612	  612	  700	  875	1,050

I have never gotten any armor made of silver; this may be an invalid combination (does anyone know?).

Finally, helms act differently from other types of armor. The following list shows the helm values that I have seen, and their Magika potential:

There may be other helm types ... as I find them, I will add them (or if YOU find something, let me know).

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Daedra Summoning

Daedra can only be summoned on certain days.The list below shows what days are valid for which daedra, and the daedra name if I know it. The daedra I have successfully summoned have given me the option of doing them a favor in return for a powerful magical item (an "artifact"); this is listed also.

[To Do: fill in table]

  • 1st of Morning Star
  • 13th of Morning Star - Meridia
  • 2nd of Sun's Dawn - Sheogorath (Wabberjack => transform to another creature, from bat to lich, randomly!)
  • 16th of Sun's Dawn - Sanguine (The Sanguine Rose => summon daedroth)
  • 5th of First Seed - Hermaeus Mora (King Edward X => +30 ability points)
  • 21st of First Seed - Azura (Azura's Star => reusable soul gem)
  • 9th of Rain's Hand - Peryite (Spell Breaker shield => absorbs spells)
  • 9th of Second Seed - Namira (Ring of Namira => attacker takes damage when attacking you)
  • 5th (12th) of Mid Year - x (y => z); summoned at coven, not at Mages Guild.
  • 10th of Sun's Height - Vaernima (Skull of Corruption => summon "dark" clone to fight opponent)
  • 3rd of Hearth's Fire - Nocturnal
  • 8th of Frost Fall
  • 13th of Frost Fall
  • 2nd of Sun's Dusk - Boethia
  • 20th of Sun's Dusk
  • 20th of Evening Star - Molag Bal
  • It costs 100,000 gp to summon a daedra at the Mages Guild. I have summoned at a coven, it cost 200,000 gp. Make sure you save before summoning, since sometimes they don't feel like honoring us with their presence, and your 100,000 gp are forfeit! I saved, summoned, and was disappointed. I reloaded, summoned, and the daedra showed up.

    Once you summon a daedra, you cannot summon them again. If you do summon them again, they will scold you and send a lesser daedra to "whoop up on ya" (my words, not theirs). These are pretty hard to kill, but if you do soul captures... I have gotten daedra seducers and daedra lords, usually daedroths.

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    Last edited: February 10, 1997 08:06 -0800