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Oblivion:Fortify Fatigue

Fortify Fatigue increases the target's Fatigue level by M points for D seconds. Remember, the more Fatigue you have, the better you are at combat. Swinging heavy weapons requires a lot of Fatigue points and therefore all fighter-type characters should consider creating at least one custom spell with this effect.

Fortifying your Fatigue will increase the damage you do with your attacks. For more details, see The Complete Damage Formula.

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Orc race, or the Dragon Stone Doomstone.
If you have a Fortify Fatigue effect active and less Fatigue than the magnitude of the Fortify Fatigue effect, when the Fortify Fatigue effect expires your character will fall down because of the negative Fatigue.
The damage formula does not take fortify fatigue into account when checking your maximum fatigue, effectively allowing you to increase your damage with fortify fatigue.
Changing fatigue by changing the attributes related to fatigue (eg. via damage or drain attribute) IS considered for maximum fatigue by the damage formula.

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Absorb Fatigue, Damage Fatigue, Drain Fatigue, Restore Fatigue
Fortify Attribute, Fortify Health, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Fortify Fatigue:
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Oblivion:Fortify Health

Fortify Health boosts the target's Health by M points for D seconds.  When the effect expires, the target loses M points of health, unless that would reduce the target's health to 0 or less; i.e. the target is left with at least 1 health point when the effect expires.

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Orc or Redguard race, or the Dragon Stone or Jode Stone Doomstone.
Fortify Health can be used to save you (or your allies) from what would otherwise be inevitable death.  When your health gets dangerously low, a custom Fortify Health spell will boost your health.  Furthermore, when it expires you are always left with at least 1 last health point, which in extreme cases can effectively heal you, potentially for less cost than a Restore Health effect.
If you are fighting an opponent that is unarmed, or has been disarmed, you can drop a weak weapon on the ground that has been enchanted with a fortify health enchantment.  The NPC should pick the weapon up and attack you with it, but will essentially be making you stronger.  This is especially useful against the three argonian prisoners in the Arena.
Fortify Endurance provides a health boost very similar to Fortify Health, although at greater cost.  However, when Fortify Endurance'' expires, the target's health may become negative (without killing the target).

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Absorb Health, Damage Health, Drain Health, Restore Health
Fortify Attribute, Fortify Fatigue, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Fortify Health:
Oblivion:Fortify Magicka

Fortify Magicka increases the target's Magicka by M points for D seconds. This effect is particularly useful when used in enchanting by transcendent Sigil Stones.

While Fortify Magicka can be used to increase your Magicka pool for a short period, it can also be used to quickly fortify your Magicka for just a few seconds. A spell that fortifies 100 Magicka for just a few seconds does not cost much relatively, but gives you enough time to cast a second, more expensive, spell right after. When the Fortify Magicka effect wears off, you will have lost all the excess Magicka, but you will have managed to cast the expensive spell while your Magicka reserve was actually not sufficient at that time. 

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Altmer or Breton race, choosing the Apprentice, Atronach, or Mage Birthsigns, or the Aetherius Stone, Dragon Stone, or Mage Stone Doomstones.

See also
Sections:
Maximizing Magicka: How to obtain the highest values for your total magicka.
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Absorb Magicka, Damage Magicka, Drain Magicka, Restore Magicka
Fortify Attribute, Fortify Fatigue, Fortify Health, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Fortify Magicka:
Oblivion:Damage Skill

No Damage Skill effect exists in Oblivion in any form; it does not even appear in the game's construction set.  (Similarly, no Restore Skill effect exists).  The only ways available to reduce skills are:
Drain Skill
Absorb Skill
Oblivion:Restore Skill

No Restore Skill effect exists in Oblivion in any form; it does not even appear in the game's construction set.  It is not needed, because there is also no Damage Skill effect.  The only ways available to magically increase skills are:
Fortify Skill
Absorb Skill
Oblivion:Damage Fatigue

Decreases the target's Fatigue level by M points each second for D seconds. The total damage is MxD points. Damaged Fatigue will regenerate at ten points per second back to its full value, or it can be restored more quickly by drinking a Restore Fatigue potion or casting a Restore Fatigue spell.

Notes
This effect can be gained for spell making and enchanting via spells, or by choosing the Lover or Serpent birthsigns.

Damaging Fatigue Below Zero

If a target's fatigue drops below zero, it will pass out and become unconscious until its fatigue regenerates to a positive value. This can be demonstrated on the player by lowering your fatigue to zero by jumping, then eating a lot of rat meat to damage your fatigue or removing a fortify fatigue enchanted item from the player. This will drop your fatigue to a negative number and cause you to pass out.

Using damage fatigue can be a particularly useful method for disabling an opponent, rendering them unconscious and defenseless for many seconds. Most importantly, it can immobilize enemies that are immune to paralysis, such as storm atronachs, giving it more utility than a paralysis effect. However, it may be difficult to lower a target's fatigue to a negative value, and the player may have to resort to using a combination of powerful poisons and stacked spells to do the job. It also is not an instantaneous effect like paralysis is.

These spells are much cheaper than Paralyze spells, potentially making them much more useful. Combining several Damage Fatigue effects (spells, poisons, weapon enchantments), amplified by Weakness to Magic, tend to be much cheaper and longer-lasting than Paralyze spells.

Note that it might be more magicka-efficient to use Drain Fatigue to lower your enemy's fatigue below zero.  Its base cost is lower, and it does not naturally regenerate like damaged fatigue does.

See also
Sections:
Drain vs Damage vs Absorb: A comparison of these similar effects.

Related effects:
Absorb Fatigue, Drain Fatigue, Fortify Fatigue, Restore Fatigue
Damage Attribute, Damage Health, Damage Magicka

Alchemy Ingredients
The following alchemy ingredients can be used to create a poison of Damage Fatigue:
Oblivion:Damage Health

Reduce the value of the target's Health by M points each second for D seconds.  (The duration is 1 second if not specified).  The total damage is MxD points.  Health can be magically restored.

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Serpent Birthsign, or the Serpent Stone Doomstone.

See also
Sections:
Drain vs. Damage vs. Absorb: A comparison of these similar effects.

Related effects:
Absorb Health, Drain Health, Fortify Health, Restore Health
Damage Attribute, Damage Fatigue, Damage Magicka
Fire Damage, Frost Damage, Shock Damage

Alchemy Ingredients
The following alchemy ingredients can be used to create a poison of Damage Health:
Oblivion:Damage Magicka

Reduce the value of the target's Magicka by M points each second for D seconds.  (The duration is 1 second if not specified).  The total damage is MxD points.  Magicka can be magically restored, or it will regenerate over a time period (unless the target has Stunted Magicka, for example, is using The Atronach birthsign).

Notes
Although one Damage Magicka spell can be purchased, it is not possible to make any custom spells using this effect (internally this effect is disabled at the Spellmaking Altar).  Custom enchanted items are possible.
This effect can be gained for enchanting via that one spell only.

See also
Sections:
Drain vs Damage vs Absorb: A comparison of these similar effects.

Related effects:
Absorb Magicka, Drain Magicka, Fortify Magicka, Restore Magicka
Damage Attribute, Damage Fatigue, Damage Health

Alchemy Ingredients
The following alchemy ingredients can be used to create a poison of Damage Magicka:
Oblivion:Bound Armor

Bound Armor spells equip you with a specified piece of armor.  All Bound Armor pieces are weightless and look exactly like daedric armor.   

When you cast Bound Armor spells, the conjured armor pieces replace those you are already wearing. This means that all replaced items are going to be temporarily unequipped. If you are wearing armor and are an expert of light or a master of heavy armor, the weight of those replaced items will be added to your overall level of encumbrance. Also, because replaced items are unequipped, you will lose any enchanted properties for the duration of the Bound Armor spell.

To unequip the bound armor before the effect expires, use a Dispel effect.  This will make the bound armor vanish.  There are also some glitches that allow bound armor to be unequipped without vanishing; these glitches allow permanent, weightless armor to be created. Such armor can then be reverse-pickpocketed onto NPCs.

Types of Bound Armor


Notes
Bound Armor can also be obtained from Runestones, specifically Bound Cuirass from Reman Rune Stones, Bound Helmet from Sidri-Ashak Rune Stones, and Bound Gauntlets from Hestra Rune Stones.
Bound Armor effects are not available at the Enchanting Altar.
This effect can be gained for spell making via spells only.
In many cases, a Shield spell can be more useful than a bound armor spell.  The advantages of a shield spell include:
The armor rating for a Shield spell does not depend upon the wearer's armor skill level, whereas the armor rating for Bound Armor does depend upon your skill.  Therefore, if your Light Armor or Heavy Armor skill is less than 100, the armor rating for Bound Armor is significantly reduced relative to the tabulated values.
Shield spells do not reduce your spell effectiveness.
Shield spells do not replace any existing armor or clothing you are wearing, allowing you to still take advantage of any armor rating or enchantments provided by those items.
You cannot repair damaged items in battle, but shield spells cannot be damaged.
Shield spells often provide the same amount of protection as bound armor for less magicka cost.  Bound armor is only cheaper magicka-wise for the large items (Bound Cuirass and Bound Shield), and then only if your armor skill is sufficiently high.  However, bound armor can be better if your Conjuration skill is much better than your Alteration skill.
Permanent bound armor can be reverse-pickpocketed onto casting NPCs to reduce their spell effectiveness (the only reason mage NPCs don't wear armor is because they don't have any in their inventory; if you give them some, they will automatically equip it per the Oblivion AI).

Bugs
 
A simple work around is to resist arrest and wait for the bound armor to wear off, and then yield.
 
Removing the armor that you were previously wearing from your inventory before the Bound Armor timer runs out may fix it. The armor you were wearing may exhibit strange qualities, such as falling through the environment. Removing it to a container may be safer than simply dropping it.
 

See also
Sections:
Armor: All armor available in the game, and its effects

Related effects:
Bound Weapon
Oblivion:Bound Weapon

Bound Weapon spells equip you with the specified weapon for a duration of D seconds, after which the weapon vanishes.  Bound weapons are all identical to Daedric weapons in appearance, but the damage and health of bound weapons are not the same as those of true Daedric weapons.  Most of the weapons do less damage than true Daedric; the only exception is the claymore (Bound Sword) which does more damage than a true Daedric Claymore (and therefore does more damage than any unenchanted claymore).  All bound weapons have extremely high health, which means that they are unlikely to be noticeably damaged during the typical lifetime of a bound weapon.  All conjured weapons are weightless and have zero value.  

If you sheathe your weapon while the Bound Weapon spell is active, the spell will be removed, causing the weapon to evaporate. This has practical use as described on the Conjuration training page.  Alternatively, Dispel effects can be used to cancel a Bound Weapon before the effect expires; the weapon will vanish.  There are also some glitches that allow bound weapons to be unequipped without vanishing; these glitches allow permanent, weightless weapons to be created.

Types of Bound Weapon


Notes
These effects can be gained for spell making via spells only.
All Bound Weapons are capable of damaging creatures with resistance to normal weapons, such as ethereal undead.
Bound Weapons can also be obtained from Runestones.
There is a Bound Axe test potion (available in the editor, but not anywhere in the game).
Bound Weapon effects are not available at the Enchanting Altar.
The Bound Sword is the weapon with the highest base damage in Oblivion, only equaled by Nerveshatter and the Perfect Amber Hammer in the Shivering Isles.
The Priests of Order have a unique bound dagger spell (formID  ) that can only be added with console commands.

Bugs
 

See Also
Sections:
Weapons A list of all weapons available in Oblivion and their damage.
Related Effects:
Bound Armor A list of all available Bound Armor spells.
Oblivion:Charm

Charm increases the disposition of the target by M points; the effect lasts for D seconds.  During that period, the target will act more favorably towards the caster, being more willing to provide the caster with information, or buy/sell goods at more reasonable prices.

Notes
This effect can be gained for spell making  via spells, choosing the Imperial race, or achieving 50% Vampirism which bestows the ability Vampire's Seduction.
Charm can be used instead of the Persuasion mini-game.  It can also be used to supplement Persuasion, i.e., to increase a NPC's disposition past its maximum value.
Charm spells only need to last briefly (a few seconds) to be effective: as long as you can start a conversation with the target before the effect expires, the effect will persist through the entire conversation. Thus, when making your own Charm spells, you can set the magnitude very high, because of the very short duration of the spell.
NPCs at 100 disposition can be stolen from without consequence. They will, however, make comments showing that they are aware that you have stolen from them, such as ''"You can have that one. Just don't take another."
They will still report you if you pickpocket them.
In addition to the Charm spells that can be purchased, it is possible to acquire a free (but magicka-expensive) Captivate spell by completing the Bravil Recommendation quest, useful for creating custom spells.
Large magnitude Charm spells will temporarily stop enemies from attacking you (see the Disposition page).
Charm'' is one of the enchantments available for making a custom mage's staff (it is also found on random generic staves).
Effect is stackable if multiple spells of different names are used.

See also
Sections:
Disposition: The advantages to increasing someone's disposition, and how you can do it.
Speechcraft: The non-magical way to increase disposition.

Related Effects:
Fortify Personality, Fortify Mercantile
Oblivion:Cure Disease

Cure Disease acts instanteously to heal any negative effects caused by a disease; the effect has no magnitude or duration.  A single Cure Disease spell or potion will even heal multiple diseases, if you have been infected multiple times.  However, Cure Disease is only effective against the disease Porphyric Hemophilia (a.k.a. Vampires' disease) during the first three days after infection.  Thereafter, more extreme measures are necessary, as detailed under Curing Vampirism.

Notes
This effect can be gained for spell making via spells only.

See also
Sections:
Disease: A listing of the diseases you can contract.
Options for Healing: Differences between all of the various healing effects

Related Effects:
Resist Disease, Weakness to Disease
Cure Poison, Cure Paralysis, Dispel
Restore Attribute, Restore Fatigue, Restore Health, Restore Magicka

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Cure Disease:
 
Note: Since this effect has no magnitude or duration, wortcraft is just as effective as alchemy: eating raw Clannfear Claws, Mandrake Root, Root Pulp, or Shepherd's Pie will fully cure any diseases.
Oblivion:Cure Paralysis

Cure Paralysis relieves the target affected by a Paralyze spell allowing it to get up to its feet. This effect has neither magnitude nor duration.

Notes
This effect can be gained for spell making via spells only.
You cannot use a Cure Paralysis spell on yourself unless you are not already paralyzed (which defeats the whole point of using the spell in the first place). The built-in spell is "on touch", but even if you create a custom "on self" spell, you can not cast it while you are paralyzed.  However, you can drink a Cure Paralysis potion while paralyzed, and it will immediately rid you of the paralysis; it will still take you a second to get to your feet. Meanwhile, the "cure paralysis" scroll which can be found in the game - which is cast on oneself - is entirely useless because you can't cast spells while paralyzed.
If you make a custom spell which casts both paralysis on touch and cure paralysis on self then you can never be paralyzed by having the spell reflected because the effects will happen at the same time.

See also
Sections:
Options for Healing: Differences between all of the various healing effects

Related Effects:
Paralyze, Resist Paralysis
Cure Disease, Cure Poison, Dispel

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Cure Paralysis:
Oblivion:Cure Poison

Cure Poison heals any negative effects caused by a poison. This effect has neither magnitude nor duration.

Note that this effect only affects active poisons. For example, if you are hit with a poison of illness, doing ten health damage instantly, cure poison will have no effect, since the poison has already dispelled on its own. However, poisons with a duration, such as paralyze poisons, can be cured to prevent the poison from running its full course.

Notes
This effect can be gained for spell making via spells or choosing the Serpent birthsign.

See also
Sections:
Poisons: Available poisons in the game.
Alchemy: Learn to make your own poisons.
Options for Healing: Differences between all of the various healing effects.

Related Effects:
Resist Poison, Weakness to Poison
Cure Disease, Cure Paralysis, Dispel
Restore Attribute, Restore Fatigue, Restore Health, Restore Magicka

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Cure Poison:
 
Note: Since this effect has no magnitude or duration, wortcraft is as good as alchemy.  You can cure any poison effects by eating a Hound Tooth or Hunger Tongue straight.
Oblivion:Detect Life

Reveals all visible and invisible creatures within M feet surrounding them with a soft purple glow. Detect Life works through obstacles such as houses, interior doors (but not exterior ones, since it doesn't extend to other cells), walls and hillsides. At higher magnitudes, the purple glow around creatures within range appears sharper making it possible to more easily distinguish between the subjects as to who or what they are: human beings from animals, for example.

Notes
This effect can be gained for spell making and enchanting via spells; or becoming a Vampire, which bestows the ability Hunter's Sight.
The game has a rather expansive definition of "life" which includes the undead.
Detect Life detects invisibility making it easier to fight those spellcasters and creatures who tend to render themselves invisible before or even during combat.
Creatures within reach will leave a blurry purple trail behind as they move. The faster they move, the less distinct the trail will be.
Detect Life doesn't work beyond the map area you are currently in. This limitation is especially noticeable in cities. If you are on the street looking at a house, you can often see the people standing on the other side of it, but you cannot see anyone standing inside.
The max range of Detect Life can be extended if you are at least a Journeyman of Marksman; just zoom in then out and all the creatures within the bow's zoom range and your current Detect Life range will be lit by Detect Life.
It is very hard to make out people's faces when Detect Life is active. Conversations and persuasion minigames are much easier if you first unequip any items with Detect Life enchantments.
Detect Life effects stack. Therefore if you have a ring of Detect Life 20, a helm of Detect Life 10, and an amulet of Detect Life 30, your total Detect Life is 60 giving you a 60 foot range on detection.
NPCs do not make use of the Detect Life effect. If you are invisible or have 100% Chameleon, NPCs with Detect Life (such as the Gray Fox, who obtains it from the Gray Cowl) will still be unable to see you; the sneak eye will still be dim, even if you are standing right in front of them.

See also
Related Effects:
Chameleon, Invisibility

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Detect Life: