A Powerful Spirit is a Temples quest in The Elder Scrolls II: Daggerfall. having joined the Benevolence of Mara, the Agent is tasked with destroying an undead creature polluting a sacred site.


After joining the Benevolence of Mara, the Agent will have to complete a series of randomly assigned quests on their behalf, in order to gain ranks and associated benefits.


  • Speak with a Missionary from the Benevolence of Mara.
  • Journey to and then enter the dungeon specified.
    • Track down the undead creature and kill it.
  • Return to the Missionary before the time limit expires to complete the quest.


After joining the Benevolence of Mara a Missionary from the Temple will offer the Agent a quest that goes beyond the morals of the Temple. The Benevolence's philosophy "forbids [them] to harm another living creature willingly," but this must be briefly ignored as a spirit has begun haunting one of their sacred sites. The Agent is duly tasked with destroying the spirit's mortal form, found in one of the Iliac Bay's many dungeons.

The Troubled SpiritEdit

The Agent must journey to and then enter the specified dungeon to begin their hunt, battling through the usual collection of dungeon creatures. The spirit can be found at any point within, although identifying which creature the spirit inhabits is impossible to determine. Indeed, it is only when the creature is destroyed that the spirit utters:

"My spirit will now rest at peace."
―A Troubled Spirit[src]

With that the dungeon will be cleansed, meaning the Agent can return to the Missionary to complete the quest.


The Missionary will reward the Agent with a random amount of GoldIcon, if they return before the time limit expires. The success or failure of the Agent in undertaking the quest will affect their reputation in the Temple:

Faction Reputation
Mara +5
Benevolence of Mara +2
Faction Reputation
Mara -2
Benevolence of Mara -1


A Powerful Spirit - h0b00y00
IDJournal Entry
0 [Date]:

[Missionary's name] of [town] asked me to rid [dungeon], a holy place for the Benevolence of Mara, of a haunting spirit of some sort. I have [x] days to cleanse [dungeon] of it's haunt.

  • Quest accepted


  • When asked for any news, NPCs will have a variety of responses referencing the quest:
    • Acceptance:
      • "That [dungeon] has always been creepy. Now it supposed to be haunted."
      • "As far as I'm concerned, leave the haunt alone. No one goes near it anyway."
    • Success:
      • "You know, even with [dungeon] free of ghosts, I ain't going there."
      • "The Benevolence of Mara's happy that their [dungeon] is clean again."
    • Failure:
      • "I wish they had just left [dungeon] alone. Now the wraith's out here with us."
      • "Typical. They chase the ghosts out to where they can do real harm."
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