User blog:Kacj321/Skyrim Spells/Enchantments

Spells
=== Alteration: ===
 * Candle Light - Creates a hovering light that lasts for 60s.
 * Oakflesh - Improves the caster's armor rating by 40 points for 60s.
 * Magelight - Ball of light that lasts 60s, and sticks where it strikes.
 * Stoneflesh - Improves the caster's armor rating by 60 points for 60s.
 * Detect Life - Nearby living creatures, but not undead, machines, or daedra can be seen through walls.
 * Ironflesh - Improves the caster's armor rating by 80 points for 60s.
 * Telekenisis - Can pull an object to you from distance. Add it to your inventory or throw it.
 * Waterbreathing - Can breath water for 60s.
 * Detect Dead - Nearby dead can be seen through walls.
 * Ebonyflesh - Improves the caster's armor rating by 100 points for 60s.
 * Paralyze - Targets that fal to resist are paralyzed for 10s.
 * Dragonhide - Caster ignores 80% of all physical damage for 30s.
 * Mass Paralysis - All targets in the area that fail to resist are paralyzed for 15s.
 * Equilibrium - Converts 25 points of health into magicka per second. Caster can be killed by this effect.
 * Transmute - Transmute one piece of unrefined Ore to Silver, or Silver Ore to Gold, if the caster is carrying any.

 Conjuration

 * Bound Sword - Creates a magic sword for 120's. Sheathe it to dispel.
 * Conjure Familiar - Summons a Familiar for 60s. wherever the caster is pointing.
 * Raise Zombie - Reanimate a weak dead body to fight for you for 60s.
 * Bound Battleaxe - Creates a magic battle axe for 120s. Sheathe it to dispel.
 * Conjure Flame Atronach - Summons a Flame Atronach for 60s wherever the caster is pointing.
 * Reanimiate Corpse - Reanimate a more powerful dead body to fight for you for 60s.
 * Soul Trap - If a target dies within 60s, fills a soul gem.
 * Banish Daedra - Weaker summoned daedra are sent back to Oblivion.
 * Bound Bow - Creates a magic bow for 120's. Sheathe it to dispel.
 * Conjure Frost Atronach - Summons a Frost Atronach for 60s wherever the caster is pointing.
 * Revenant - Reanimate a powerful dead body to fight for you for 60s.
 * Command Daedra - Powerful summoned and raised creatures are put under your control.
 * Conjure Dremora Lord - Summons a Dremora Lord for 60s.
 * Conjure Storm Atronach - Summons a Storm Atronach for 60s wherever the caster is pointing.
 * Dread Zombie - Reanimiate a very powerful dead body to fight for you for 60s.
 * Expel Daedra - Powerful summoned daedra creatures are sent back to Oblivion.
 * Dead Thrall - Reanimate a dead body peranently to fight for you. Only works on people.
 * Flame Thrall - Summons a Flame Atronach permanently.
 * Frost Thrall - Summons a Frost Atronach permanently.
 * Storm Thral - Summons a Storm Atronach permanently.
 * Flaming Familiar - Summons a Flaming Familiar which will charge into battleand explode.
 * Summon Arniel's Shade - Summons a Shade of Arniel Gane for 60's, wheever the caster is pointing.
 * Summon Unbound Dremora - Summons an unbound Dremora.

 Destruction
=== Illusion === === Restoration ===
 * Flames - A gout of fire that does 8 points per second. Targets on fire take extra damage.
 * Frostbite - A blast of cold that does 8 points of damage per second to Health and Stamina.
 * Sparks - Lightning that does 8 points of shock damage to Health and Magicka per second.
 * Fire Rune - Cast on a nerby surface, it explodes for 50 points of fire damage when enemies come near.
 * Firebolt - A blast of fire that does 25 points of damage. Targets on fire take extra damage.
 * Frost Rune - Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near.
 * Ice Spike - A spike of ice that does 25 points of frost damage to Health and Stamina.
 * Lightning Bolt - A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka.
 * Lightning Rune - Cast on a nearby surface, it explodes for 50 points of shock damage when enemies come near.
 * Chain Lightning - Lighting bolt that does 40 points of shock damage to Health and Magicka and half to Magicka, then leaps to a new arget.
 * Fireball - A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage.
 * Flame Cloak - For 60s, opponents in melee range take 8 points of fire damage per second. Targets on fire take extra dmage.
 * Frost Cloak - Fore 60s, opponents in melee range take 8 points of frost damage and stamina damage per second.
 * Ice Storm - A freezing whirwind that does 40 points of frost damage per second to Health and Stamina.
 * Lightning Cloak - For 60s, nearby opponents take 8 points of shock damage and half magicka damage.
 * Icy Speak - A spear of ice that does 60 points of frost damage to Health and Stamina
 * Incinerate - A blast of fire that does 60 points of damage. Targets on fire take extra damage.
 * Thunderbolt - A thunderbolt that does 60 points of shock damage to Health and half that to Magicka.
 * Wall of Flames - Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second.
 * Wall of Frost - Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second.
 * Wall of Storms - Sprayed on the ground it creates a wall of lightning that does 50 points of shock damage per second.
 * Blizzard - Targets take 20 points of frost damage for 10s, plus stamina damage
 * Fire Storm - A 100 point fiery explotion centered on the caster. Does more damage to closer targets.
 * Lightning Storm - Target takes 75 points of shock damage per second to Health, and half that to Magicka.
 * Arniels Convection Burns the target 1 points per second. Targets on fire take extra damage.
 * Vampiric Drain - Absorb Health from the target.
 * Courage - Target won't flee for 60s and gets some extra health and stamina.
 * Clarivoyance - Shows the path to the current goal.
 * Fury - Creatures and People up to Lv6 will attack anything nearby for 30s.
 * Calm - Creatures and people up to Lv9 won't fight for 30s.
 * Fear - Creatures and people up to Lv9 flee from combat for 30s.
 * Muffle - You move more quietly for 180s.
 * Frenzy - Creatures and people up to Lv14 will attack anyone nearby for 60s.
 * Rally - Targets won't flee for 60s and get extra health and stamina.
 * Invisibility - Caster is invisible for 30s. Activating an object or attacking will break the spell.
 * Pacify - Creatures and people up to Lv20 won't fight for 60s.
 * Rout - Creatures and people up to level 20 flee from co bat for 30s.
 * Call to Arms - Targets have improved combat skills, health and stamina for 10m.
 * Harmony - Creatures and people up to Lv25 won't fight for 60s.
 * Hysteria - Creatures and people up to Lv25 flee from combat for 60s.
 * Mayhem - Creatures and people up to Lv25 will attack anyone nearby for 60s.
 * Vision of the Tenth Eye - See what others cannot.
 * Vistion of the Tenth Eye (Sperate Spell from above) - See what others cannot.
 * Healing - Heals the caster 10 points per second.
 * Lesser Ward - Increases armor rating by 4 pointsand negates up to 40 points of spell damage or effects.
 * Fast Healing - Heals the caster 50 points.
 * Healing Hands - Heals the target 10 points per second, but not undead, atronachs, or machines.
 * Steadfast Ward - Increases armor rating by 60 points and negates up to 60 points of spell damage or effects.
 * Turn Lesser Undead - Undead up to Lv6 flee for 30s.
 * Close Wounds - Heals the caster 100 points.
 * Greater Ward - Increases armor rating by 80 points and negates up to 80 points of spell damage or effects.
 * Heal Other - Heals the target 75 points, but not undead atronachs, or machines.
 * Repel Lesser Undead - All affected undead up to level 8 flee for 30s.
 * Turn Undead - Undead up to Lv13 flee for 30s.
 * Circle of Protection - Undead up to Lv30 entering the circle will flee.
 * Grand Healing - Heals everyone close to the caster 200 points.
 * Repel Undead - All affected undead up to Lv16 flee for 30s.
 * Turn Greater Undead - Undead up to Lv21 flee for 30s.
 * Bane of the Undead - Sets undead up to Lv30 on fire and makes them flee for 30s.
 * Guardian Circle - Undead up to Lv35 enteringthe circle will flee. Caster heals 20 health per second inside it.

Enchantments

 * Absorb Health - Absord # Health.
 * Absrb Magicka - Absorb # Magicka.
 * Absorb Stamina - Absorb # Stamina.
 * Banish - Banishes Summoned Daedra below level #.
 * Fear - Creatures below level # flee for 30s.
 * Fire Damage - +# Fire Damage.
 * Frost Damage - +# Frost Damage.
 * Magicka Damage - +# Magicka Damage.
 * Paralyze - Paralyze creatures below level #.
 * Shock Damage - +# Shock Damage.
 * Soul Trap - Soul traps creatures that die within # seconds.
 * Stamina Damage - +# magicka damage.
 * Turn Undead - Undead beow level # flee for 30s.

Armor Items that you can enchant:
 * Head (H)
 * Chest ©
 * Hands (Hd)
 * Feet (F)
 * Shield (S)
 * Ring ®
 * Necklace (N)

Enchants:
 * Fortify Alchemy - Potions and Poisons you craft are #% stronger (H) (Hd) ® (N)
 * Fortify Alteration - Alteration spells cost #% less to cast (H) © ® (N)
 * Fortify Archery - Increases bow damage by #% (H) (Hd ® (N)
 * Fortify Block - When blocking you black #% more damage. (Hd) (S) ® (N)
 * Fortify Carry Weight - +# Carry weight. (Hd) (F) ® (N)
 * Fortify Conjuration - Conjuration spells cost #% less to cast. (H) © ® (N)
 * Fortify Destruction - Destruction spells cost #% less to cast. (H) © ® (N)
 * Fortify Healing Rate - Increase your health regereation rate by #%. © ® (N)
 * Fortify Health - +# Health. (S) © ® (N)
 * Fortify Heavy Armor - Increase your heavy armor skill by #. © (Hd) ® (N)
 * Fortify Illusion - Illusions splls cost #% less to cast. (H) © ® (N)
 * Fortify Light Armor - Increase your light armor skill by #. © (Hd) ® (N)
 * Fortify Lock Picking - Locks are #% easier to pick (H) (Hd) ® (N)
 * Fortify Magicka - +# Magicka (H) (Hd) ® (N)
 * Fortify Magicka Rate - Increase your magicka regeration rate by #% (H) © ®
 * Fortify One-handed - Increase one-handed weapon damageby #%. (H) (F) ®(N)
 * Fortify Pickpocket - Pickpocketing items is #% easier. (Hd) (F) ® (N)
 * Fortify Restoration - Restoration spells cost #% less to cast. (H) © ® (N)
 * Fortify Smithing - Weapon and Armor improvments are #% stronger. © (Hd) ® (N)
 * Fortify Sneak - Sneaking is #% easier. (Hd) (F) ® (N)
 * Fortify Speech - Prices you get are #% better. (N)
 * Fortify Stamina - +# Stamina
 * Fortify Stamina Rate - Increases your stamina regeration rate by #%. © (F) ® (N)
 * Fortify Two Handed - Increases your two-handed weapon damage by #%. (Hd) (F) ® (N)
 * Fortify Muffle - You move silently when sneaking (F)
 * Resist Disease - +#% disease resistance. © (S) ® (N)
 * Resist Fire - +#% fire resistance. (F) (S) ® (N)
 * Resist Frost - +#% frost resistance. (F) (S) ® (N)
 * Resist Magic - +#% magic resistance (all forms of magic). (S) ® (N)
 * Resist Poison - +#% poison resistance. © (S) ® (N)
 * Resist Shock - +#% shock resistance. (F) (S) ® (N)
 * Resist Waterbreathing - You do not drown when swimming. (H) ® (N)