Morrowind:Illusion Spells

middle|link|alt= Blind==
This effect obscures the vision of the victim, reducing his chance to hit an opponent with weapon or hand-to-hand attacks.


middle|link|alt= 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, undead, Daedra, and artifacts are not affected.


middle|link|alt= 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, undead, Daedra, and artifacts are not affected.


middle|link|alt= 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.

 
 

middle|link|alt= 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.


middle|link|alt= 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. Humanoids, undead, Daedra, and artifacts are not affected.


middle|link|alt= Demoralize Humanoid==
This effect temporarily increases a humanoid's flee rating (i.e., their 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. Creatures, undead, Daedra, and artifacts are not affected.
Demoralize Humanoid is actually a Mysticism spell due to a mistake by the developers.  See Demoralize Humanoid for its full listing.

middle|link|alt= 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, undead, Daedra, and artifacts are not affected.


middle|link|alt= 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, undead, Daedra, and artifacts are not affected.


middle|link|alt= Invisibility==
This effect conceals the presence of the subject from observers. If the subject attacks, speaks, or activates an object, the effect is dispelled. The magnitude of this effect is not variable; the subject is always 100% invisible.


middle|link|alt= Light==
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.


middle|link|alt= Night-Eye==
This spell temporarily endows the subject with infravision, or the ability to see in the dark. The effect's magnitude is how much the ambient light level is raised.


middle|link|alt= Paralyze==
This effect renders the target unable to move. This effect has no magnitude, only duration.


middle|link|alt= Rally Creature==
This effect temporarily decreases a creature's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected.


middle|link|alt= Rally Humanoid==
This effect temporarily decreases a humanoid's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected.


middle|link|alt= Sanctuary==
This effect causes the target to be harder to hit. The magnitude is the value that is added to the target's chance to dodge attacks.

 

middle|link|alt= Silence==
The effect temporarily renders a victim unable to cast spells.


middle|link|alt= Sound==
This effect produces a disorienting noise in the victim's mind. The magnitude is the reduction in the victim's chance to successfully cast spells (and the relative magnitude of the sound's volume).


See Also