| Home - Wheel of Time Website | |||||||||
| 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. |
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| 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. |
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| 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 |
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| 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 | |||||||||