Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Banish Daedra

Banish Daedra and Expel Daedra are conjuration spells that send a targeted Daedra back to Oblivion - essentially resulting in a one-hit kill.  Only summoned Atronachs and Familiars (but not Flaming Familiars) are affected; Dremora are immune.  Daedra which are too high level for the spell you are casting are instead pushed back and damaged by the spell, so it's not useless even if fighting higher level atronachs.

Effects
;Banish Daedra
Banish, 15 pts
Banish/Command Daedra Push, 100 pts
Banish - Damage Health, 20 pts for 1 sec
;Expel Daedra
Banish, 20 pts
Banish/Command Daedra Push, 100 pts
Banish - Damage Health, 40 pts for 1 sec
 
 

Notes
The Oblivion Binding perk for Bound Weapons allows you to banish Daedra on strike and has a level cap of 99, enough to take care of any banishable summon.
Dual-casting the spell increases the level of Atronach that can be banished by 120% .  Thus, the spells needed for given types are as follows:
Skyrim:Blizzard

Blizzard is a master level Destruction spell that creates a swirling whirlwind that does frost damage to the health and stamina of any targets within range for 10 seconds.

Effects
Blizzard, 20 pts for 10 secs in 40 ft
On Ice Paralyze, for 3 secs in 40 ft; if the Deep Freeze perk has been unlocked

Perks
Augmented Frost, raises damage to 25 at first rank or 30 at second rank

Notes
Blizzard will affect you and your friends as well as foes, so be sure to get far out ahead of your allies before casting and then fall back so as to encourage them to stay out of the area of effect.
The real benefit of this spell is how much it slows enemies passing through, causing them to take more damage because they spend more time within range. You can back it up with other spells if you've got the magicka, because they'll be easier to hit while slowed by the ice.
The winds will also pick up items and scatter them everywhere. Even people standing outside of the primary area of effect may take some damage from flying debris swirling around.
Casting this spell in areas occupied by non-hostile NPCs will injure or kill them, but will not result in you receiving a bounty. 
This spell only harms actively hostile targets, but can still Paralyze low health non-hostile targets if the Deep Freeze perk has been unlocked.
For Necromage Vampires, Blizzard lasts 50% longer, but the animation does not.

Bugs
 
:*The inverse is also true, Weakness to Magic and Frost will increase the damage of Blizzard.
Skyrim:Call to Arms

Call to Arms is a master level Illusion spell that increases the combat skills, health, and stamina of all allies within 100 feet of the caster for 10 minutes.

Effects
Fortify Marksman, 25 pts for 600 secs in 100 ft
Fortify One-handed, 25 pts for 600 secs in 100 ft
Fortify Two-handed, 25 pts for 600 secs in 100 ft
Fortify Health, 25 pts for 600 secs in 100 ft
Fortify Stamina, 25 pts for 600 secs in 100 ft

Perks
Animage, +8 to Fortify magnitudes when cast on animals.
Kindred Mage, +10 to Fortify magnitudes when cast on people.
Master of the Mind, allows spell to work on undead, daedra, and automata.
This gives the following performance:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on friendly undead, typically people or animals you have raised yourself.  It's also worth noting that if you are a vampire, Champion of the Night will apply to the Fortify magnitude, not the duration, as will Necromage, when cast on undead.

Notes
If a follower who is Protected has had their health reduced to the point where they are crawling around on the ground, this spell will get them to stand up and fight again, mainly due to the Fortify Health part. However, if their health is then reduced again, and not restored before the effect wears off, they may die, as the extra health is removed and reduces them to below 0.
Unlike the earlier spells Courage and Rally, this won't necessarily prevent targets from fleeing, though with increased health and skills it does make it less likely they'll need to.
This spell has by far the longest duration of any (non-permanent) spell in the game.
The effects of this spell are independent from Rally and Courage. Thus, the bonuses from all 3 spells can be stacked together.

Bugs
Skyrim:Calm

Calm is an apprentice level Illusion spell that causes a hostile creature or person up to level 9 to stop fighting for 30 seconds.

Effects
Calm, 9 pts for 30 secs

Perks
Illusion Dual Casting, multiplies effective level by 2.2 (rounded down).
Animage, animals 8 levels higher can be affected.
Kindred Mage, people 10 levels higher can be affected.
Hypnotic Gaze, all targets 8 levels higher can be affected.
Master of the Mind, allows spell to work on undead, daedra, and automata.
Note that most of these perks will stack, so the overall effective values for the spell with perks are as follows:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on vampires, when it will come up that Kindred Mage does not apply, even though vampires have black souls.  Death Hounds are not affected by Animage, but they are not animals to begin with; more generally, the perks will not combine when fighting people or animals raised by necromancers.
Skyrim:Candlelight

Candlelight is a novice level Alteration spell that creates a floating ball of light that hovers around the caster for 60 seconds.

Effects
Candlelight, 5 pts for 60 secs

Perks
Stability, raises duration to 90 secs
Alteration Dual Casting, increases duration to 132 secs, if cast with both hands

Notes
Stability and Alteration Dual Casting perk effects stack rendering its duration to 198 secs, if cast with both hands.
Understandably not recommended for stealth. Magelight may be preferable in these situations as it doesn't constantly reveal your location.
NPCs will comment on the light if you approach them with it active.
Interestingly, during the Dragonborn add-on, when entering some Black Books where dark areas can inflict damage, this spell, and Magelight by extension, has the same effect as using a torch in that it can protect the player-character, so long as it is maintained.
Skyrim:Circle of Protection

Circle of Protection is an expert level Restoration spell, which will cause any undead up to level 20 who enter the circle to flee from combat for 30 seconds.

Effects
Circle of Protection, 20 pts for 30 secs

Perks
Necromage, increases duration to 45 seconds and affects undead up to level 25.
Restoration Dual Casting, affects undead 220% levels higher.  These perks stack; thus the levels of undead that will be affected are:


Notes
The fear duration is independent from the circle's duration, i.e.: If an undead creature enters the circle after 29 seconds, it will still flee for a full 30 seconds, even though the circle itself has expired.
The circle does not move with the caster, but stays where it is when cast for 30 seconds.  There is no requirement that the caster remain within the circle to keep it going.
You can only have at one Circle of Protection active at a time.  Casting a second will dispel the first.  However, you can cast it along with a Guardian Circle, and have both running at once.
You can restore your magicka by staying inside the circle if you have the Spell Absorption ability.
Skyrim:Close Wounds

Close Wounds is an adept level Restoration spell, which will instantly restore the health of the caster by 100 pts.
Effects
Restore Health, 100 pts
Restore Stamina, 100 pts; if the Respite perk is unlocked.

Perks
Regeneration, increases health (and stamina with the Respite perk) restoration to 150.

Notes
From a pure health per magicka standpoint, Close Wounds is generally the most efficient healing spell once magicka not regenerating while a spell is being cast is accounted for. It becomes more efficient than Healing once you have about 70 magicka. Obviously, for smaller amounts of health, Healing may be more efficient regardless of level.
Can be a reward for completing Pilgrimage if Restoration skill is at least 40.
Skyrim:Command Daedra

Command Daedra is an expert level Conjuration spell that takes control over a targeted summoned Daedra of up to level 20.

Effects
Command, 20 pts
Banish/Command Daedra Push, 100 pts

Notes
Though its casting cost is greater than that for a Flame Atronach or Frost Atronach, it allows you to save time by both getting rid of an enemy and getting help to defeat the remaining ones. If your enemy summons a Storm Atronach, you'll need to dual-cast the spell, since Storm Atronachs are level 30 - too high for this spell if single-cast. This spell does not work at all on Dremora Lords. If your goal is just to get rid of your enemies' summons, Banish Daedra and Expel Daedra both have a lower casting cost. Additionally, the Oblivion Binding perk for Bound Weapons allows you to banish Daedra on strike.
Skyrim:Conjure Dragon Priest

Conjure Dragon Priest is an expert level Conjuration spell that summons a spectral Dragon Priest to aid you in combat. It cannot be learned by the player through normal means, but it is one of the spells that may be cast by the Konahrik mask when the wearer is badly damaged.

 
Effects
Conjure Dragon Priest, for 60 secs

Perks
Summoner, increases range to 48 ft at first rank or 72 ft at second rank.
Atromancy, extends duration to 120 secs.

 
Notes
The stats of the Dragon Priest summoned are:
Skyrim:Conjure Dremora Lord

Conjure Dremora Lord is an expert level Conjuration spell that summons a Dremora Lord to aid you in combat.

 
Effects
Conjure Dremora Lord, for 60 secs

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Atromancy, increases duration to 120 secs.
Twin Souls, lets you have two Dremora Lords summoned at the same time.

 

Notes
Conjured Dremora Lords leave no bodies when killed, and thus cannot be used to harvest Daedra Hearts or their enchanted weapons without exploiting glitches (see below).
Dremora Lords can and will pick up nearby weapons and staves, which means they may swipe unique items should they enter combat near them. Once they have an item there is no way to retrieve it.
This is the only viable way to convince the Lord to use any of his 4 One-handed perks or his battleaxe-specific perk, as otherwise he will only wield his default Greatsword.
A glitch can occur in the game by conjuring a Dremora Lord and then entering a different cell before the Dremora fully materializes. If timed properly, the summoned Dremora will not follow the player into this other cell and be left behind. If the player then saves the game and re-loads it before going back to the previous cell, they will find a permanent (and hostile) Dremora Lord in the same general area as the spot where the spell was cast, sometimes alongside the Dremora Lord summoned by the player's spell (which it will attack immediately).
The Dremora's body will initially become transparent if killed, but its body can still be interacted with (although its weapons and armor cannot be looted, the player can still extract the Daedra Heart). The permanent Dremora Lords are too strong to be affected by Dead Thrall or Command Daedra, so there is little efficiency in executing this glitch except to harvest Daedra Hearts or instill conflict in a settlement without receiving a bounty. Strangely, the permanent Dremora created by this glitch (provided that they don't detect the player or anyone else they may deem a threat) will interact with their environment like normal NPCs (sitting in chairs, sleeping in beds, etc.), a trait seldom seen by the Daedric races in canon.
The stats of the Dremora Lord summoned are:


Translated directly, this means his equipment, skills, and perks give him:
32.052% physical damage reduction from his armor.
While blocking an attacker with base weapon damage d, he will block (30+0.452*e)% damage - for example, when fighting himself, he can block 40.848%.
50.4 physical damage per second from swinging his sword, plus 5.04 critical (bypasses armor) physical damage per second, plus 22.4 fire damage per second (the damage from the fire enchantment tapers).
He can power attack, doubling only the first of the values above (to 100.8), which will cost him 64.5 Stamina; he recovers 23 Stamina per second, i.e. he needs 2.8 seconds to recover from Power Attacking, and he can at maximum power attack 4 times in a row without needing a break.
Skyrim:Conjure Familiar

Conjure Familiar is a novice level Conjuration spell that summons a Familiar to aid you in combat. It is likely your first summoning spell, particularly if you are a Breton, as this is one of their starting spells. The Familiar appears as a ghostly wolf, and is limited to melee attacks only.

 
Effects
Conjure Familiar, for 60 secs

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Conjuration Dual Casting, multiply spell cost by 2.8 (base 299.6, before reductions) in exchange for increasing the duration to 132 seconds.
 

Notes
The Familiar is technically considered a Daedra, which only means that it is subject to Banish Daedra spells.
Though it appears as a ghost, it is not undead, and thus not subject to spells that affect the undead.
The stats of the Familiar summoned are:
Skyrim:Conjure Flame Atronach

Conjure Flame Atronach is an apprentice level Conjuration spell that summons a Flame Atronach to aid you in combat.  

 
Effects
Conjure Flame Atronach, for 60 secs
:or
Conjure Potent Flame Atronach, for 60 secs (with Elemental Potency perk)

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Atromancy, extends duration to 120 secs.
Elemental Potency, summons the more powerful Potent Flame Atronach.

 

Notes
The stats of the Flame Atronachs summoned are:
Skyrim:Conjure Frost Atronach

Conjure Frost Atronach is an adept level Conjuration spell that summons a Frost Atronach to aid you in combat.  

 
Effects
Conjure Frost Atronach, for 60 secs
:or
Conjure Potent Frost Atronach, for 60 secs (with Elemental Potency perk)

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Atromancy, extends duration to 120 secs.
Elemental Potency, summons the more powerful Potent Frost Atronach.

 

Notes
The stats of the Frost Atronachs summoned are:
Skyrim:Conjure Storm Atronach

Conjure Storm Atronach is an expert level Conjuration spell that summons a Storm Atronach to aid you in combat.  

 
Effects
Conjure Storm Atronach, for 60 secs
:or
Conjure Potent Storm Atronach, for 60 secs (with Elemental Potency perk)

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Atromancy, extends duration to 120 secs.
Elemental Potency, summons the more powerful Potent Storm Atronach.

 

Notes
The stats of the Storm Atronachs summoned are:
Skyrim:Courage

Courage is a novice level Illusion spell that prevents the target from fleeing and grants them extra health and stamina for 60 seconds.

Effects
Courage, 100 pts for 60 secs
Fortify Health, 25 pts for 60 secs
Fortify Stamina, 25 pts for 60 secs

Perks
Illusion Dual Casting, multiplies duration by 2.2 (rounded down).
Animage, +8 to Fortify magnitudes when cast on animals.
Kindred Mage, +10 to Fortify magnitudes when cast on people.
Master of the Mind, allows spell to work on undead, daedra, and automata.
This gives the following performance:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on friendly undead, typically people or animals you have raised yourself.  It's also worth noting that if you are a vampire, Champion of the Night will apply to the Fortify magnitude, not the duration, as will Necromage, when cast on undead.

Notes
If a follower who is Protected has had their health reduced to the point where they are crawling around on the ground, this spell will get them to stand up and fight again, mainly due to the Fortify Health part. However, if their health is then reduced again, and not restored before the effect wears off, they may die, as the extra health is removed and reduces them to below 0.
This spell can be cast on enemies as an inexpensive way to level Illusion early in the game.
The effects of this spell are independent from Rally and Call to Arms. Thus, the bonuses from all 3 spells can be stacked together.
Skyrim:Detect Dead

Detect Dead is an expert level Alteration spell that allows you to see nearby undead creatures and dead bodies through any obstacle. Friendly targets will appear as glowing blue particles, while enemies will appear as red or pink particles. The effect lasts for approximately one second after you stop concentrating.

Effects
Detect Undead Enemy Exterior, in 200 ft
Detect Undead Enemy Interior, in 100 ft
Detect Undead Friend Exterior, in 200 ft
Detect Undead Friend Interior, in 100 ft

Notes
Aside from detecting nearby undead, this spell can be useful to detect fallen foes that may be hard to find and loot after a battle, especially in grass-covered areas or in the dark. It will also make it easier to determine fallen allies, as it will differentiate between friend or foe.
The game's definition of enemy or friendly may not always match what you expect. Some creatures or NPCs that will only attack you if they get close, such as sleeping draugr, will be highlighted in blue when at a distance. Once you approach and the enemy attacks, its color will change to red.
Most skeletons' body parts will scatter individually, and will leave a faint trail from its origin when this spell is used.
Also related is the Detect Life spell, which can detect living NPCs and creatures the same way this spell detects undead.
Casting this spell with two hands or dual-casting does not have any effect on the range of the spell, thus only draining your magicka faster. This also applies to Detect Life.
You will gain Alteration skill XP at a faster rate while casting this spell when there are more (un)dead in range, as you get XP for each affected target. Casting this spell in a raided dungeon, a crowded vampire lair, or after a battle scene can increase your skill level very rapidly. One could move bodies and collect them on a pile to keep them in range.
Skyrim:Detect Life (spell)

Detect Life is an adept level Alteration spell that allows you to see nearby living NPCs and creatures through any obstacle. Friendly targets will appear as glowing blue particles, while enemies will appear as red or pink particles. The effect lasts for approximately one second after you stop concentrating.

Effects
Detect Life Enemy Exterior, in 200 ft
Detect Life Enemy Interior, in 100 ft
Detect Life Friend Exterior, in 200 ft
Detect Life Friend Interior, in 100 ft

Notes
In addition to location, you can also notice other information about the living creatures in the area, such as size and physical position. This can be useful for determining the target's species and whether an NPC is asleep before entering their bedroom, for example.
The game's definition of enemy or friendly may not always match what a player expects.
Some creatures or NPCs that will only attack you if they get close, such as some bandits and wolves, will be highlighted in blue when at a distance. Once you approach and the enemy attacks, its color will change to red.
Some non-hostile creatures that flee you, such as deer or foxes, will show in red. This is because they enter combat with you upon sight like any other wild animal, but their combat AI tells them to flee as soon as the fight starts.
Friendly NPCs actively engaged in activities such as smithing and chopping wood will also appear with a red aura.
A similar effect is available from the Aura Whisper shout. Unlike the spell, Aura Whisper identifies all living creatures as well as Dwarven automatons, but does not distinguish friend from foe.
Also related is the Detect Dead spell, which can detect dead or undead NPCs and creatures.
Casting this spell with two hands or dual-casting does not have any effect on the range of the spell, thus only draining your magicka faster. This also applies to Detect Dead.
You will gain Alteration skill XP at a faster rate while casting this spell when there are more creatures in range, as you get XP for each affected target. Casting this spell in a city market or other crowded area can increase your skill level very rapidly.
Skyrim:Fade Other

Fade Other is an expert level Illusion spell that causes the target to become invisible for 30 seconds.  It cannot be found in the game, and there is no spell tome for it, but it does work.

Effects
Fade Other on target for 30 secs

Perks
 

Notes
  You can give yourself the spell using the console command:  .
The spell was probably intended to be available, as there is dialogue voiced for it when you cast it on your allies, as well as a world interaction where a child can ask you to make them invisible.  It is unknown why it was never made available.
Skyrim:Fast Healing

Fast Healing is an apprentice level Restoration spell, which will instantly restore the health of the caster by 50 pts.
Effects
Restore Health, 50 pts
Restore Stamina, 50 pts; if the Respite perk is unlocked.

Perks
Regeneration, increases health (and stamina with the Respite perk) restoration to 75.

Notes
Comparing this to Healing and Close Wounds, Fast Healing is generally the least efficient of the three. Close Wounds will always be more efficient than Fast Healing, and Fast Healing does not become more efficient than Healing until you have 330 magicka. Fast Healing and Close Wounds are obviously preferable in an emergency though, since they work instantly.
Skyrim:Fear (spell)

Fear is an apprentice level Illusion spell that causes a creature or person up to level 9 to flee from combat for 30 seconds.

Effects
Fear, 9 pts for 30 secs

Perks
Illusion Dual Casting, multiplies effective level by 2.2 (rounded down).
Animage, animals 8 levels higher can be affected.
Kindred Mage, people 10 levels higher can be affected.
Aspect of Terror, all targets 10 levels higher can be affected
Master of the Mind, allows spell to work on undead, daedra, and automata.
Note that most of these perks will stack, so the overall effective values for the spell with perks are as follows:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on vampires, when it will come up that Kindred Mage does not apply, even though vampires have black souls.  Death Hounds are not affected by Animage, but they are not animals to begin with; more generally, the perks will not combine when fighting people or animals raised by necromancers.
Skyrim:Fire Rune

Fire Rune is an apprentice level Destruction spell that creates a rune which will explode when enemies come near, causing fire damage and setting targets on fire, dealing 30% of the immediate spell damage, scaling down quadratically over 2 seconds. You can't cast it just anywhere. When you press the cast button, the cross-hair will let you know if you are pointing at a valid surface within range. If it is red, then you can't cast the spell there.
 
Effects
Fire Rune, 50 pts for 2 sec

Perks
Rune Master increases range to 100 feet.

Notes
You can set off fire runes (your own or others) using any other Destruction spell from a distance.
Skyrim:Firebolt

Firebolt is an apprentice level destruction spell that deals fire damage and sets targets on fire, dealing 30% damage and scaling down quadratically over 1 second.

Effects
Firebolt, 25 pts for 0+1 sec
Perk Impact Stagger, 0.25 pts; if the Impact perk has been unlocked
Intense Flames Fear, 99 pts for 15 secs; if the Intense Flames perk has been unlocked

Perks
Augmented Flames, raises damage to 31.25 at first rank or 37.5 at second rank
Aspect of Terror, raises damage by 10 pts (15 if both ranks of Augmented Flames are unlocked first).

Notes
Like most Fire spells, it can be used to set off Fire Runes or Oil Slicks from a safe distance.    Also, casting it or merely having it ready to cast in an area with Flammable Gas will result in a massive explosion.