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Wheel of Time:  Weaves                  
This is a draft list.  It includes all the spells from D&D book and all I could think of from the Robert Jordan's books.  Eventually it will be cross-referenced with existing Morrowind spells.

Right now, WOT D&D spells are at the top. 
Book spells in the middle.
Morrowind spell effects at the bottom.
The three separate lists will be slowly merged, cross referencing them for our final list.
           
Morrowind Spell Name WOT Spell Name Morrowind
School/Skill
WOT School/Skill Weaves Description
Air Earth Fire Spirit Water
  Harness the Wind   Cloud Dancing x       x Conjure wind: 
1 = Blow out candle
2 = Flutter clothes, blow away debris
3 = Propel a boat
4 = Knock over a person
5 = Uproot trees, destroy light buildings.
Shock Damage Lightning Destruction Cloud Dancing x   x     Morrowind:  This spell effect produces bolts of elemental lightning.   The magnitude is the damage received by the first victim along a bolt's path.
WOT
5 = Single bolt
7 = Several bolts
9 = Lighting storm
  Raising Fog   Cloud Dancing x       x Area increases with level.
                   
Base Spells                  
Absorb Attribute                 This effect temporarily transfers a portion of the victim's attribute to the caster. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. The caster may exceed the attribute's maximum for the duration. Whe
Absorb Fatigue                 This effect transfers fatigue from the victim to the caster, wearying the victim and invigorating the caster. The caster may exceed his maximum fatigue for the duration. When the effect ends, the caster loses the borrowed fatigue, and the victim regains d
Absorb Health                 This effect transfers health from the victim to the caster, injuring the victim and vitalizing the caster. The caster may exceed his maximum health for the duration. When the effect ends, the caster loses the borrowed health, and the victim regains lost h
Absorb Magicka                 This effect transfers magicka from the victim to the caster, reducing the victim's spellcasting reservoirs and filling the caster's. The caster may exceed his maximum magicka for the duration. When the effect ends, the caster loses the borrowed magicka, a
Absorb Skill                 This effect temporarily reduces the victim's skill and increases the caster's. When the effect ends, the caster loses the borrowed skill, and the victim regains lost skill.
Almsivi Intervention                 The subject of this effect is transported instantaneously to the altar of the nearest shrine or temple of the Tribunal Temple.
Blind                 This effect obscures the vision of the victim, reducing his chance to hit an opponent with weapon or hand-to-hand attacks.
Bound Battle Axe                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric battle axe. The battle axe appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the b
Bound Boots                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light pair of Daedric boots. The boots appear automatically equipped on the caster, displacing any currently equipped foot armor to inventory.  When the effect ends, the 
Bound Cuirass                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric cuirass. The cuirass appears automatically equipped on the caster, displacing any currently equipped chest armor to inventory.  When the effect ends, the cu
Bound Dagger                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric dagger. The dagger appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the dagger di
Bound Gloves                 The spell effect conjures a lesser Daedra bound in the form of magical, wondrously light Daedric armored gloves. The armored gloves appear automatically equipped on the caster, displacing any currently equipped hand armor to inventory.  When the effect en
Bound Helm                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric helm. The helm appears automatically equipped on the caster, displacing any currently equipped head armor to inventory.  When the effect ends, the helm disa
Bound Longbow                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric longbow. The longbow appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the longbow
Bound Longsword                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric longsword. The longsword appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the lon
Bound Mace                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric mace. The mace appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the mace disappea
Bound Shield                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric shield. The shield appears automatically equipped on the caster, displacing any currently equipped shield to inventory.  When the effect ends, the shield di
Bound Spear                 The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric spear. The spear appears automatically equipped on the caster, displacing any currently equipped weapon to inventory.  When the effect ends, the spear disap
Burden                 This effect temporarily increases the weight carried by the victim, causing faster fatigue loss. The magnitude of the effect is the weight added. When the effect ends, the added weight disappears.
Calm Creature                 This effect temporarily reduces a creature's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undea
Calm Humanoid                 This effect temporarily reduces a humanoid's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undea
Chameleon                 This effect lets the target blend into the surroundings so no one can see him. The target can attack and use objects without disrupting the effect, but chameleon may range from 1% to 100% effectiveness. The effect's magnitude is the degree of concealment.
Charm                 This effect temporarily increases the target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value.
Command Creature                 This effect compels a creature to fight the caster's enemies for the duration of the effect. The magnitude is the level of creature affected. When the effect ends, the creature returns to its normal behavior.
Command Humanoid                 This effect compels a humanoid to fight the caster's enemies for the duration of the effect. The magnitude is the level of humanoid affected. When the effect ends, the humanoid returns to its normal behavior.
Corprus                 This effect gives the victim corprus disease. Corpus is a special disease with unique properties. The victim remains affected by the disease until it is cured.
Cure Blight Disease                 This effect cures the subject of any and all blight diseases.
Cure Common Disease                 This effect cures the subject of any and all common diseases.
Cure Corprus Disease                 This effect cures the subject of corprus disease.
Cure Paralyzation                 This effect cures the subject of paralyzation.
Cure Poison                 This effect cures the subject of poisons affecting the subject. The effect does not restore health lost to poisons.
Damage Attribute                 This effect lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes do not return to their original values
Damage Fatigue                 This effect lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore fatigue spell or potion.
Damage Health                 This effect lowers the value of a victim's health. Any derived attributes are recalculated. Health does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore health spell or potion. Th
Damage Magicka                 This effect lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore magicka spell or potion.
Damage Skill                 This effect lowers the value of one of a victim's skills. Skills do not return to their original values at the end of the spell's duration; they can only be restored with the appropriate restore skill spell or potion. The magnitude is the units of skill l
Demoralize Creature                 This effect temporarily increases a creature's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the creature's flee rating returns to normal. Humano
Demoralize Humanoid                 This effect temporarily increases a humanoid's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatu
Detect Animal                 The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The e
Detect Enchantment                 The caster of this effect can detect enchanted items; they appear on the map as symbols. The effect's magnitude is the range in feet from the caster that enchanted items are detected.
Detect Key                 The caster of this effect can detect keys; their locations appear on the map as symbols. The effect's magnitude is the range in feet from the caster that keys are detected.
Disintegrate Armor                 This effect damages the health rating of an equipped piece of armor on a touched or ranged victim.
Disintegrate Weapon                 This effect damages the health rating of an equipped weapon on a touched or ranged victim.
Dispel                 This effect removes magicka-based spell effects from the subject. It does not affect abilities, disease, curses, or constant magic item effects. The magnitude is the chance an effect is removed.
Divine Intervention                 The subject of this effect is transported instantaneously to the altar of the nearest shrine of the Imperial cult.
Drain Attribute                 This effect temporarily lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes return to their original v
Drain Fatigue                 This effect temporarily lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue returns to its original value when the spell ends. The magnitude is the units of fatigue reduced each second of duration.
Drain Health                 This effect temporarily lowers the value of a victim's health. Any derived attributes are recalculated. Health returns to its original value when the spell ends. The magnitude is the units of health reduced each second of duration.
Drain Magicka                 This effect temporarily lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka returns to its original value when the spell ends. The magnitude is the units of magicka reduced each second of duration.
Drain Skill                 This effect temporarily lowers the value of a victim's skill. The skill returns to its original value when the spell ends. The magnitude is the units of skill reduced each second of duration.
EXTRA SPELL                  
Feather                 This effect temporarily reduces the target's encumbrance, resulting in a slower loss of fatigue. The magnitude is the units of weight removed from encumbrance.
Fire Damage                 This spell effect produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing damage.
Fire Shield                 This effect creates a shield of elemental fire around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from fire attacks.
Fortify Attack                 This effect raises the subject's chance of making a successful attack with a weapon or hand-to-hand attack.
Fortify Attribute                 This effect temporarily increases the value of one of a subject's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes return to their origin
Fortify Fatigue                 This effect temporarily increases the value of a subject's fatigue. Any derived attributes are recalculated. Fatigue returns to its original values when the spell ends. The magnitude is the value of the increase in fatigue.
Fortify Health                 This effect temporarily increases the value of a subject's health. Any derived attributes are recalculated. Health returns to its original values when the spell ends. The magnitude is the value of the increase in health.
Fortify Magicka                 This effect temporarily increases the value of a subject's magicka. Any derived attributes are recalculated. Magicka returns to its original values when the spell ends. The magnitude is the value of the increase in magicka.
Fortify Maximum Magicka                 This effect temporarily modifies the multiplier used to derive the amount of magicka a character has.  The magnitude is multiplied by a character's Intelligence to derive magicka.  The standard multiplier is 0.5 (Intelligence * 0.5).  A magnitude of 2 pro
Fortify Skill                 This effect temporarily increases the value of one of a subject's skills. The skill returns to its original value when the spell ends. The magnitude is the value of the increase in the skill.
Frenzy Creature                 This effect temporarily increases a creature's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, unde
Frenzy Humanoid                 This effect temporarily increases a humanoid's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, unde
Frost Damage                 This spell effect produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes frost damage over the area of the spell.
Frost Shield                 This effect creates a shield of elemental frost around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from frost attacks.
Invisibility Folded Light Illusion Illusion           This effect conceals the presence of the subject from observers. If the subject attacks, speaks, or activates an object, the effect is dispelled. This magnitude of this effect is not variable; the subject is always 100% invisible.
Jump                 This effect increases the height and distance of the target's jumps.  The magnitude is proportional to the increase in a jump's height and distance.
Levitate                 This effect temporarily enables the target to levitate into the air.  The magnitude is the speed at which the subject can move through the air.
Light Light Illusion Elementalism           This effect creates a projectile of coherent light. Upon striking a target, the projectile illuminates the area for the duration of the effect.  The light projectile does not cause any damage.
Lightning Shield                 This effect creates a shield of elemental shock around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from shock attacks.
Lock                 This effect locks a container or door. The magnitude of the effect is the lock level placed on the container or door. The effect has no duration; the container or door remains locked until unlocked by key, pick, or spell.
Mark                  
Night Eye                  
Open                  
Paralyze Harden Air
Wrapped in Air
Illusion Elementalism           Morrowind:  This effect renders the target unable to move.  This effect has no magnitude, only duration.
Poison                  
Rally Creature                  
Rally Humanoid                  
Recall                  
Reflect                  
Remove Curse                  
Resist Blight Disease                  
Resist Common Disease                  
Resist Corprus Disease                  
Resist Fire                  
Resist Frost                  
Resist Magicka                  
Resist Normal Wapons                  
Resist Paralysis                  
Resist Poison                  
Resist Shock                  
Restore Attribute                  
Restore Fatigue                  
Restore Health                  
Restore Magicka                  
Restore Skill                  
Sanctuary                  
sEffectSummonCreature01                  
sEffectSummonCreature02                  
sEffectSummonCreature03                  
sEffectSummonCreature04                  
sEffectSummonCreature05                  
Shield False Wall Alteration Elementalism           Morrowind:  This effect creates a magical shield around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating.
                   
Silence                  
SlowFall                  
Soultrap                  
Sound                  
Spell Absorption                  
Stunted Magicka                  
Summon Ancestral Ghost                  
Summon Bonelord                  
Summon Bonewalker                  
Summon Centurion Sphere                  
Summon Clansfear                  
Summon Daedroth                  
Summon Dremora                  
Summon Flame Atronach                  
Summon Frost Atronach                  
Summon Golden Saint                  
Summon Greater Bonewalker                  
Summon Hunger                  
Summon Scamp                  
Summon Skeletal Minion                  
Summon Storm Atronach                  
Summon Win