Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Weakness to Frost

Weakness to Frost increases by M% the damage inflicted on the target with subsequent Frost Damage attacks; the effect lasts for D seconds.  For example, a target with Weakness to Frost 50% active will suffer 105 points of damage from an Ice Bolt spell, instead of the usual 70 points.  The Weakness effect must already be active before the Damage effect; the increased damage will not occur if the Weakness and Damage effect are combined into a single spell.

Magnitudes greater than 100% are possible if multiple effects are simultaneously active.  Weakness to Frost can be combined with Weakness to Magic to inflict even more damage: the two enhancements are multiplied together for frost damage caused by spells or enchantments (i.e., Weakness to Frost 100% and Weakness to Magic 50% results in 3 (=2x1.5) times the damage).

Some creatures (and some character races) have natural weaknesses to frost.

Notes
This effect can be gained for spell making and enchanting via spells or choosing the Altmer race.

See also
Sections:
Creature Resistances: A listing of which creatures have natural resistances and weaknesses to various types of damage.
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Frost Damage, Frost Shield, Resist Frost
Weakness to Disease, Weakness to Fire, Weakness to Magic, Weakness to Normal Weapons, Weakness to Poison, Weakness to Shock

Apparel with Weakness to Frost
Greaves of the Sun 50% 
Cursed Red Mountain Shield  10% 
Cursed Shield of Flames  10%
Oblivion:Weakness to Shock

Weakness to Shock increases by M% the damage inflicted on the target with subsequent Shock Damage attacks; the effect lasts for D seconds.  For example, a target with Weakness to Shock 50% active will suffer 21 points of damage from a Shocking Touch spell, instead of the usual 14 points.  The Weakness effect must already be active before the Damage effect; the increased damage will not occur if the Weakness and Damage effect are combined into a single spell.

Magnitudes greater than 100% are possible if multiple effects are simultaneously active.  Weakness to Shock can be combined with Weakness to Magic to inflict even more damage: the two enhancements are multiplied together for shock damage caused by spells or enchantments (i.e., Weakness to Shock 50% and Weakness to Magic 50% results in 2.25 (=1.5x1.5) times the damage).

Some creatures (and some character races) have natural weaknesses to shock.

Notes
This effect can be gained for spell making and enchanting via spells or choosing the Altmer race.

See also
Sections:
Creature Resistances: A listing of which creatures have natural resistances and weaknesses to various types of damage.
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Shock Damage, Shock Shield, Resist Shock
Weakness to Disease, Weakness to Fire, Weakness to Frost, Weakness to Magic, Weakness to Normal Weapons, Weakness to Poison

Apparel with Weakness to Shock
Cursed Cuirass of Purity  5% 
Cursed Viperbane Cuirass  5%
Oblivion:Weakness to Disease

This effect causes the target to be M% more likely to catch a disease from an infected creature, for a duration of D seconds.

It is an almost completely useless magical effect, since only the player is able to catch diseases and only when attacked by a diseased creature. The only time this effect is relevant is when it exists as a negative attribute on an enchanted piece of clothing or armor, usually to offset some more positive attributes. These can be used to improve your chances of catching Porphyric Hemophilia, a disease that can cause Vampirism.

See also
Sections:
Diseases: A complete round-up of various diseases.
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Cure Disease, Resist Disease
Weakness to Fire, Weakness to Frost, Weakness to Magic, Weakness to Normal Weapons, Weakness to Poison, Weakness to Shock

Apparel with Weakness to Disease
Boots of the Swift Merchant 30%
Oblivion:Weakness to Magic

Weakness to Magic increases by M% the magnitude of subsequent offensive magical effects; the effect lasts for D seconds.  For example, a target with Weakness to Magic 50% active will suffer 9 points of damage from a Flare spell, instead of the usual 6 points.  All of the effects listed as offensive spells will be enhanced by an active Weakness to Magic effect, including subsequent Weakness spells.  Therefore, Weakness to Magic 50% followed by Weakness to Fire 50% results in a 75% magnitude Weakness to Fire effect.  

Magnitudes greater than 100% are possible if multiple effects are simultaneously active.

Some creatures (and some character birthsigns) have natural weaknesses to magic.

Notes
This effect can be gained for spell making and enchanting via spells or choosing the Apprentice Birthsign.
:* Note that there is only one spell with this effect, and it requires Journeyman in Destruction. The only other way to acquire this effect for spell making and enchanting is to take the Apprentice Birthsign at the beginning of the game.
For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
If a person has a 100% resistance to magic (immunity to magic), weakness to magic is still ineffective as it is a magical effect.

Bugs
 
However, there is a workaround for this in patched versions of Oblivion; only on self spells are affected by the patch, meaning that on touch/target spells will still affect creatures, npcs, and the player. To make the exploit work you simply need to have the spell be reflected back at you while under the effect of weakness to magic, which will amplify all effects of the spell, positive and negative, just like in the unpatched game.  

See also
Sections:
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Spell Absorption, Reflect Spell, Resist Magic
Weakness to Disease, Weakness to Fire, Weakness to Frost, Weakness to Normal Weapons, Weakness to Poison, Weakness to Shock

Apparel with Weakness to Magic
Cursed Gauntlets of Resilient Flesh  5% 
Cursed Stoneskin Gauntlets  5%
Oblivion:Turn Undead

Decrease the Confidence (willingness to fight) of an undead creature, up to level L.  Afflicted targets will disengage combat and attempt to run away in fear.  For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion.  One implication is that the enemy levels affected by any Turn Undead spell will be less than the quoted values if your Spell Effectiveness is less than 100%.

Notes
This effect can be gained for spell making and enchanting via spells or choosing the Ritual Birthsign.
Turn Undead is among the most powerful disabling effects in the game. A zombie who is running is a zombie who isn't fighting you. With a good spell, you can send entire armies of undead running for the hills. Makes for excellent target practice.
This spell is perfect against summoned undead since you disable the conjured creature but the summoner will not call for a new one.
If you get in your target's way while he's running, he may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
Fleeing enemies can bring in all sorts of trouble. Use caution when turning fast runners or for extended periods of time.
With judicious use of terrain, this spell can also be deadly. Using this spell on undead to force them into and onto pit traps, spike traps, and swinging blade traps can effectively eliminate the undead threat entirely.
If you are planning to use this spell to train, do not use it on townsfolk. It is considered a hostile spell and an assault. Instead, summon an undead of your own and cast this spell upon it to train.

See also
Sections:
Magnitude to Level Conversion: Convert level into magnitude points.

Related effects:
Summon
Command Creature, Command Humanoid, Frenzy, Rally
Calm, Demoralize
Oblivion:Elemental Damage

There are three types of elemental damage:
Fire Damage
Frost Damage
Shock Damage
These three effects work very similarly, although their magical costs are slightly different  (see Spell Effects; frost is the least expensive and shock is the most expensive)

See Also
Fire Shield, Frost Shield, Shock Shield
Resist Fire, Resist Frost, Resist Shock
Weakness to Fire, Weakness to Frost, Weakness to Shock
Oblivion:Elemental Shield

There are three types of elemental shield:
Fire Shield
Frost Shield
Shock Shield
These three effects work very similarly and all cost the same amount (see Spell Effects).

See Also
Fire Damage, Frost Damage, Shock Damage
Resist Fire, Resist Frost, Resist Shock
Weakness to Fire, Weakness to Frost, Weakness to Shock
Oblivion:Resist Element

There are three types of Resist Element effects:
Resist Fire
Resist Frost
Resist Shock
These three effects work very similarly and have the same magicka costs (see Spell Effects)

See Also
Fire Damage, Frost Damage, Shock Damage
Fire Shield, Frost Shield, Shock Shield
Weakness to Fire, Weakness to Frost, Weakness to Shock
Oblivion:Weakness to Element

There are three types of Weakness to Element effects:
Weakness to Fire
Weakness to Frost
Weakness to Shock
These three effects work very similarly and have the same magicka costs (see Spell Effects)

See Also
Fire Damage, Frost Damage, Shock Damage
Fire Shield, Frost Shield, Shock Shield
Resist Fire, Resist Frost, Resist Shock
Oblivion:Rally

Increase target's Confidence (willingness to attack). Fleeing NPCs will stop running and return to combat.

Notes
This effect can be gained for spell making and enchanting via spells only.
This spell works on NPCs who are fleeing to call the guards.
Rally is an excellent spell for stopping a mortally wounded enemy from fleeing. Necromancers are especially adept at running away. This spell can also be used on deer to force them to fight you instead of running away. This is useful if you play a melee fighter and wish to fight the deer with melee weapons to train your melee combat skills and also to take their venison which is useful for making restore health potions. Note that if the deer detects you before you hit them with this spell, they may continue to flee from you even under the effect of this spell but if you can catch up with them and come close enough to them, they will turn around and attack you.
Use this in conjunction with Frenzy and they will attack nearby targets in a heartbeat. If they attack you, you can kill them with no bounty on your head.

See also
Related effects:
Command Creature, Command Humanoid, Frenzy
Calm, Demoralize, Turn Undead
Oblivion:Calm

Causes the target to stop moving and prevents them from performing any actions. They will still be aware of your presence. Attacking the target will dispel the effect. Calm works on both humanoids and creatures, including Daedra and undead.

For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion.  One implication is that the enemy levels affected by any Calm spell will be less than the quoted values if your Spell Effectiveness is less than 100%.

Notes
This effect can be gained for spell making via spells only.
Calm (as well as Demoralize) will not work if the spell reaches its target before the enemy detects you. This may happen if you cast it in sneak mode or while under the invisibility effect. Casting Calm will dispel the invisibility, but only after the spell actually hits the enemy. In order to be detected before the spell reaches its target, couple the Calm effect with any "on Self" effect (for example, Light 3ft for 1 second on self) in a single spell. 
Alternatively, couple Calm with any hostile short-duration effect (e.g. Soul Trap) in a single spell to force enemies to detect you (beware, however, that such a spell combination will be considered hostile and can incur a bounty when cast on friendly NPCs). The spell needs to be targeted, on-Touch spells will fail to work. Command spells are not affected by this bug.
Calm effects do not stack. If a target is affected by several custom Calm spells, the duration is defined by the last spell that affected the target, which replaces any previous spells with the same effect.
Calm (as well as Demoralize) is not affected by Resistance to Magic in any way, unless the target has 100% Resistance to Magic. Therefore, it is preferable to other incapacitation spells when fighting enemies with magical resistance, since neither the magnitude, nor the duration are ever reduced.
The Calm effect is dispelled when ANY damage is dealt to a victim affected by this effect, not just damage dealt by the player character. Even damage dealt by traps will dispel the effect. The only exception is damage reflected by Reflect Spell/Reflect Damage, which will not cancel the calmed state.
The Helm of the Crusader adds a powerful and cheap lesser power called Serene Beauty: Calm up to Level 25 for 10 seconds on touch, for a base magicka cost of 25 (instead of 170).

See also
Sections:
Magnitude to Level Conversion: Convert level into magnitude points.

Related effects:
Demoralize, Turn Undead
Command Creature, Command Humanoid, Frenzy, Rally
Oblivion:Demoralize

Decrease target's Confidence (willingness to fight). Undead are not affected by this spell; you must use Turn Undead on them instead. Afflicted targets will disengage combat and attempt to run away in fear.

For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion.  One implication is that the enemy levels affected by any Demoralize spell will be less than the quoted values if your Spell Effectiveness is less than 100%.

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Khajiit race, or achieving 75% Vampirism which bestows the ability Reign of Terror.
Demoralize is among the most powerful disabling effects in the game. An enemy who is running is an enemy who isn't fighting you. With a good spell, you can send entire armies running for the hills. Makes for excellent bow practice.
Demoralize (as well as Calm) will not work if the spell reaches its target before the enemy detects you. This may happen if you cast it in sneak mode or while under the invisibility effect. Casting Demoralize will dispel the invisibility, but only after the spell actually hits the enemy. In order to be detected before the spell reaches its target, couple the Demoralize effect with any "on Self" effect (for example, Light for 1 sec on self) in a single spell. 
Alternatively, couple Demoralize with any hostile short-duration effect (e.g. Soul Trap) in a single spell to force enemies to detect you. The spell needs to be targeted, on-Touch spells will fail to work. Command spells are not affected by this bug. 
If you get in your target's way while he's running, he may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
Fleeing enemies can bring in all sorts of trouble. Use caution when Demoralizing fast runners or for extended periods of time.
At one point in development, it appears that two separate Demoralize effects were planned, one for creatures and one for humanoids (much like it was in Morrowind, and similar to Command Creature and Command Humanoid). Although this was changed before release, there are some redundancies left by it, for example with Arrows.
If an enemy strikes you with a Demoralize effect, your active effects will say that you are demoralized, but it will not actually affect you since you are not an NPC.
At high levels, especially if you are wearing armor (reducing your Spell Effectiveness), demoralize spells may not affect some creatures.  An alternative is to Summon a fairly weak but fast running creature, then cast demoralize on your summoned creature. If the enemy has its attention on the summoned creature, the enemy will chase it and therefore run away from you.

See also
Sections:
Magnitude to Level Conversion: Convert level into magnitude points.

Related effects:
Calm, Turn Undead
Command Creature, Command Humanoid, Frenzy, Rally, Summon
Oblivion:Night-Eye

Night-Eye allows you to see in the dark for D seconds; unlike Light there is no distance limitation on Night-Eye.  Night-Eye is the only way of seeing in the dark that does not increase your detectability.  (One could increase the brightness of the game, but it would have a side effect of making bright areas blinding.)  However, it also makes everything appear blue, and therefore makes it more difficult to pick out items and more difficult to recognize dark corners to sneak in.

Notes
Most pieces of enchanted apparel using this effect spell it "Nighteye" instead of "Night-Eye".
Night-Eye is one of three spell effects that have only a Duration (no magnitude).  It is often better to enchant a piece of jewelry with the effect than to use a spell, unless you must use your apparel slots for more important enchanted items. Assign a hotkey to be able to quickly take the item on and off if you don't want the game to be permanently tinted blue.
Rather than take up an item slot just for the Nighteye enchantment, you should consider the free, easily findable Unique Item, Fin Gleam, a Light Helmet which proves to be exorbitantly useful when considering all the potions you '''didn't''' need to buy.  (Note that it also provides you with 20 ft life detection and water breathing).
There are a couple ways of obtaining Night-Eye as a Lesser Power, which means that the effect is available with minimal Magicka cost (however, as with all lesser powers, you do not gain any Illusion experience from casting the spell):
Khajiit have the Eye of Night lesser power.
Vampires have the Hunter's Sight lesser power (available at 25% vampirism, i.e., for all vampires).
The above and spells are the only ways to gain this effect for spell making and enchanting.

See also
Sections:
Sneak: Tips on how to sneak effectively

Related effects:
Detect Life, Light
Chameleon, Invisibility

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Night-Eye:
Oblivion:Lerexus Callidus

Lerexus Callidus is an Imperial guard having problems with illegal drug activities near Leyawiin, caused by a Dunmer named Kylius Lonavo who is refining and dealing Skooma from the abandoned settlement of Greyland.

Lerexus can be found near the western gate to Leyawiin, standing in the middle of the crossroads near Five Riders Stables in all kinds of weather, eagerly awaiting your arrival. When you get near he will invite you to engage in conversation: "Well met, adventurer. A moment of your time if you please." When you approach him, he will look at you and say: ''"Hmmm. Perhaps you'll be able to assist me. I'm after some skooma dealers." When asked about the problem, he will readily elaborate: "A small group of Skooma dealers led by a Dunmer named Kylius Lonavo is holed up in the Greyland Settlement just up the road. I've been trying to catch Lonavo for months, but every time I approach the place, his lookout sees me and he goes running. I need someone to go in there and put a stop to those fetchers. I don't care what it takes. We must get that poison they're selling off the street. Bring me Lonavo's ring as proof he's... been dealt with... and I'll give you the bounty on him." If you ask him again, he will provide some free advice: "Don't turn your back on Lonavo for a second. He wouldn't think twice about burying his blade there." He will bid you farewell with the words: "Be vigilant. Lonavo is a snake. "''

After you have wiped out Kylius and his Marauder friend, and have picked up the ring as requested, Lerexus will be overwhelmed with joy: ''"You've done it! I can't even begin to thank you enough. By the Divines, I salute you in the name of the Legion. Here is your well-earned reward." He will then turn around and head towards Castle Leyawiin. If you approach him at this point, he will simply say: "Sorry, I must check in at Leyawiin Castle. Excuse me."'' This will be the last time you see Lerexus; when he goes through the door to the Lords' Manor Private Quarters inside the Castle, he is disabled and is never seen again.

Lerexus' armor is rarely seen outside the Imperial City (see notes) as he is equipped with an almost complete set of Imperial Legion armor; boots, cuirass, gauntlets and greaves. In combat, he relies on his silver longsword and a Legion shield. Additionally, he carries three pieces of randomly chosen lower-class attire and a small amount of gold.
 

Related Quests


Notes
Lerexus is both a Leyawiin City Guard and a member of the Imperial Legion, making him the only city guard outside the Imperial City to wear Legion Armor. Also, a snippet of unused dialogue suggests that he was intended for a life in the Imperial City after the quest: ''"If you'll excuse me, I'm off to Leyawiin Castle to check in and then the Imperial City for some rest and relaxation."''

Bugs
Lore:Manifesto Cyrodiil Vampyrum

On  :

Know first that we are no simple tribe of savages, tearing throats with the orgiastic abandon of our scattered, tribal brethren. Ours is a civil fraternity, to which we are bound - every one - by our dual hunger for flesh and influence. By the virtue of Imperial structure and bureaucracy, Cyrodiil has become our stronghold in the third era, and we suffer no savage rivals within our boundaries, reveal ourselves to none, and manipulate the hand of society to mete out our agendas.



On Our Dual Patrons:

To Kin-father Molag Bal, who brought forth the   to spite Arkay, we owe our existence, as do all vampires, though not all honor Him. For him we revel in the feast, and acknowledge the gift adrift in our veins. To patron Clavicus Vile, beacon o'er our affairs, we owe our successes and social stature. Our bond with Vile makes us unique among our kind, for his guidance steels our savage craving with reason and savvy. For him we live amidst mankind, and twist them to our will from offices of power.



On Our Rivals:

Most barbaric tribes think themselves powerful by the gift of Bal's blood alone, and squander the gift. There are those, however, who show signs of enlightenments, and earn our attention - those such as  , who live within the walls of Breton cities, or the Whet-Fang sodality of Black Marsh, who use magicka to keep captives catatonic and harvest from them the red nectar. These foes may one day threaten to impugn our sovereignty within the boundaries of Cyrodiil, thus compelling our vigilance. Should any encroach upon our dominion, our wrath must be swift and total.



On Our Conduct:

To preserve our ideals and way of life, two primary edicts shall be observed. Above all, reveal thyself and our Order to no other, for discretion is the greatest of our virtues. Do not feed where you may be found out, or on those who may not suspect your passing. Avoid daylight by lifestyle; dispel common belief in our kind, and maintain supple appearance through satisfaction of the thirst. Second, devote your pursuits to the procurement of influence, political and otherwise. Our strength is not in physical numbers, but in skillful manipulation of society. Always be mindful of our Patrons, and preserve the Order. Devote yourself to these ideals always, and the Order shall count you amongst our own.