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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
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.
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
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
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
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)
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 ]
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).
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!):
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).
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]
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.
Last edited: February 10, 1997 08:06 -0800