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Oblivion:Atronach

Atronach may refer to several things:
The Atronach, one of the thirteen Birthsigns you can select for your character during character creation
Flame Atronach, a fiery variety of Daedra
Frost Atronach, an icy variety of Daedra
Storm Atronach, a stormy variety of Daedra
Oblivion:Frost Damage

Use frost to damage the target's health by M points each second for D seconds (total damage MxD points).  Frost damage is not decreased by Armor. It is reduced by Frost Shield and Resist Frost; it is enhanced by Weakness to Frost.

Of the three elemental damage effects, frost is the cheapest in Magicka cost (7.4 for frost vs. 7.5 for fire and 7.8 for shock).   All three are cheaper than Damage Health (cost=12).

Notes
This effect can be gained for spell making and enchanting via spells, or choosing the Nord race.
Frost Damage is one of the enchantments available for making a custom mage's staff (it is also found on random generic staves).
Frost damage has a Fog projectile, as opposed to a Bolt like Shock Damage or a Ball like Fire Damage; Unlike the other two elemental damage effects, the Area of a Frost Damage spell dictates the size of the actual projectile, not simply the size of the explosion upon impact, and all targets caught inside the projectile's flight path will be affected by the Frost Damage.  The projectile fog also lingers for a short time after impact, damaging anything that passes through it.  This makes Frost Damage the most effective way to damage as many foes as possible with one cast.

In general, Frost Damage is ineffective against undead, Grummites , and Nords. Frost damage is most effective against Flame Atronachs, Dark Seducers , and Spider Daedra.  See Creature Resistances for a complete summary of weaknesses and resistances to Frost Damage.
Frost bolts dissipate after traveling through the air for a few seconds. The farther the bolt goes, the less damage it does upon contact. This makes killing with frost spells difficult from a distance greater than 80 to 100 feet. This is also true for custom spells combining multiple effects if frost is the dominant effect. The entire projectile may vanish completely far sooner than any other would.

See also
Related effects:
Frost Shield, Resist Frost, Weakness to Frost
Damage Health, Fire Damage, Shock Damage

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

Use shock to damage the target's health by M points each second for D seconds (total damage MxD points).  Shock damage is not decreased by Armor. It is decreased by Shock Shield and Resist Shock; it is enhanced by Weakness to Shock.

Of the three elemental damage effects, shock is the most expensive in Magicka cost (7.8 for shock, vs 7.4 for frost and 7.5 for fire).  All three are cheaper than Damage Health (cost=12).

Notes
This effect can be gained for spell making and enchanting via spells only.
Shock Damage is one of the enchantments available for making a custom mage's staff (it is also found on random generic staves).
When cast at a target, Shock Damage appears as a lightning bolt that travels twice as fast as other magic effects.  Shock Damages projectile speed is set to 2.0; all other effects in the game have a projectile speed of 1.0.
In general, there are very few things that resist Shock Damage (Storm Atronachs and Spriggans being the prime exceptions). In particular, almost all daedra are vulnerable to Shock damage.  See Creature Resistances for a complete summary of weaknesses and resistances to Shock Damage.

See also
Related effects:
Shock Shield, Resist Shock, Weakness to Shock
Damage Health, Fire Damage, Frost Damage

Alchemy Ingredients
The following alchemy ingredients can be used to create a poison of Shock Damage:
Oblivion:Command Creature

Make the targeted creature fight for you for D seconds. The affected creature will behave much like a summoned creature. They will ignore your presence, engage hostiles, and turn hostile if you hit them 3 times.

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 Command Creature 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 by choosing the Bosmer race.
Undead are affected by this attack. 
If a creature under your command kills another person/creature, it will be added to your kill count.

Tips
Using Command effect is advantageous in stealth combat: perform one or more stealth hits, then issue a short Command - the target will forget about your presence.
A creature tagged by Command in a group of hostiles becomes its comrades' target of attack immediately, and stay so even after Command effect wears off. Therefore, the Command effect need only be 1 sec, if the objective is to sow discord in a group.
A weapon enchanted with command creature on strike for a short time leaves the target bewildered as it is repeatedly struck by its renewed friend.

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

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

Make the targeted humanoid fight for you for D seconds. The afflicted humanoid will behave very much like a summoned creature. They will ignore your presence, engage hostiles, and will turn hostile if you hit them 3 times.

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 Command Humanoid 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 only.
As with many other custom level-dependent spells such as Frenzy and Calm, the maximum displayed magnitude is Level 25, but they will actually affect all levels as long as Spell Effectiveness is 100%, thus precluding the use of armor.
If you kill a target that has been affected by this spell, it will count as a murder in your statistics page. You do not get a bounty even if in front of witnesses (e.g. arena); however you will still initiate the Dark Brotherhood quest line.

Tips
Commanded humanoids are vulnerable to backstabbing. Just command them, get some stealth attacks in, and command them again.
Using command humanoid spells on otherwise non-hostile NPCs can result in a significant drop in their disposition towards you.
Command Humanoid spells are especially useful against vampires, as it can be used to lure vampires out into daylight and rapidly kill them.

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

Related effects:
Command Creature, Summon
Frenzy, Rally
Calm, Demoralize, Turn Undead
Oblivion:Restore Fatigue

Increases the value of the target's Fatigue by M points each second for D seconds.  (The duration is 1 second if not specified).  The total increase is MxD points.  Restore Fatigue only repairs previous damage (whether from a Damage Fatigue effect or from swinging your weapon many times); Restore Fatigue will not increase Fatigue past its base value.  Also, Restore Fatigue will not heal a Drain Fatigue effect.

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

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.
Options for Healing: Differences between all the various healing effects.

Related effects:
Absorb Fatigue, Damage Fatigue, Drain Fatigue, Fortify Fatigue
Restore Attribute, Restore Health, Restore Magicka
Cure Disease, Cure Poison, Dispel

Alchemy Ingredients
Restore Fatigue potions are by far the easiest to create, due to the sheer number of alchemy ingredients which have the effect available at Novice level, and the fact that most of these ingredients are extremely common.  Creating these is the fastest way to level your Alchemy skill, an easy source of income and Mercantile practice as well. Restore Fatigue potions are also very handy for characters that rely largely or exclusively on physical combat, such as those characters that go into battle swinging heavy Claymores or Warhammers. Especially when fighting multiple opponents, a Restore Fatigue potion keeps your stamina up and helps you to keep dishing out the damage. The usefulness of Restore Fatigue potions to physical combat characters is augmented by the fact that these potions are easy and cheap to create, since all a warrior needs is an Alchemical apparatus and a knowledge of where to find food (such as Inns or farms.)  The complete list of ingredients which have the effect is below:
Oblivion:Restore Health

Increases 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 increase is MxD points.  Restore Health only repairs previous damage (for example, from a Damage Health effect, from being hit by a weapon, or falling a long distance); Restore Health will not increase Health past its base value.  Also, Restore Health will not heal a Drain Health effect.

Notes
Since all players start with the spell Heal Minor Wounds this effect is immediately available for spell making as soon as the player gains access to the appropriate altars.
This effect cannot be used for enchanting.

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.
Options for Healing: Differences between all the various healing effects.

Related effects:
Absorb Health, Damage Health, Drain Health, Fortify Health
Restore Attribute, Restore Fatigue, Restore Magicka
Cure Disease, Cure Poison, Dispel

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

Increases 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 increase is MxD. Restore Magicka only repairs previous damage (for example, from a Damage Magicka effect or from casting a lot of spells); Restore Magicka will not increase Magicka past its base value. Also, Restore Magicka will not heal a Drain Magicka effect.

Most characters naturally regenerate magicka over time. However, characters with Stunted Magicka (e.g., characters with the Atronach birthsign) will rely much more heavily on Restore Magicka to replenish magicka reserves.

Notes
Potions are the most common way to Restore Magicka. The game's default potions provide instant restoration, but custom potions can provide larger total restoration (just spread over time), can be less heavy, and can be created in large quantities. The ingredients that provide Restore Magicka are all listed below; see the individual ingredient pages for tips on how to find the ingredients.
Other than potions, game features that provide Restore Magicka include:
Welkynd Stones provide immediate, 100% magicka restoration. However, Welkynd Stones are a finite resource, and are also relatively heavy.
Ayleid Wells provide 400 points of restoration.
Magicka Essences found in Planes of Oblivion provide up to 250 points (level-dependent).
The Blessing of Arden-Sul  provides 500 points.
The Court Healer  provides 500 points.
The Basin of Renewal in the Arena provides 1000 points.
Magicka regeneration is also possible using the Absorb Magicka and Spell Absorption effects.

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.
Options for Healing: Differences between all the various healing effects.

Related effects:
Spell Absorption
Absorb Magicka, Damage Magicka, Drain Magicka, Fortify Magicka
Restore Attribute, Restore Fatigue, Restore Health
Cure Disease, Cure Poison, Dispel

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Restore Magicka:
Oblivion:Trossan Camp

This is an insignificant bandit camp located deep in the Nibenay Basin, east of the Yellow Road and north of the unmarked road to Malada. It overlooks the Ayleid ruins of Mackamentain to the south, with convenient access to the ruins' Ayleid Well. There are two bedrolls out in the open, beside a cold campfire and a pair of tan bowls. The large tent contains another bedroll and a locked chest with minor loot. One or two bandit enemies inhabit the camp. Seven Monkshood plants can be found in the vicinity of the camp.
 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Camp Chest (locked)
3 bedrolls
Flora
Seven Monkshood plants
Oblivion:Garnet Camp

Located on a steep hill between the two branching headwaters of the Panther River near the border of Black Marsh, Garnet Camp is, with the exception of the bandit inhabitants, a peaceful spot in beautiful surroundings. It consists of two small tents with bedrolls, a cooking pot over an unlit campfire, and two convenient stools. Two sacks sit next to the southernmost tent, namely an open grain sack (safe for storage) and a tied sack with some minor loot. Four Lily of the Valley flowers light up the camp itself, while five Foxglove flowers can be found a few feet up the mountain to the east. When looking south, the Panther River is clearly visible and, along its shore, the ruined tower of Fort Redman. To the northeast, an unmarked lake can be glimpsed through the treetops, along with the entrance to Leafrot Cave, the hiding place of a would-be lich during the quest Affairs of a Wizard.
 
Occupants
1-2 Campsite Bandits (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Camp Sack
1 open grain sack (non-respawning)
2 bedrolls
Flora
5 Foxglove flowers
4 Lily of the Valley flowers
Oblivion:Last Chance Camp

The camp contains two small tents, with an unlit fire nearby. From the camp itself, you can see a good view of the borderline of mountains that separate Hammerfell from Cyrodiil. The only items of interest would be the two sacks near the unlit fire, which contain food ingredients, and also some of the flora found around the campsite.

 

Occupants

1 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
1 Bandit Enemy (50% probability melee Bandit, 25% archer Bandit, 12% Dog, 12% Nuisance Animal)

Contents

2 bedrolls
1 grain sack
1 sack (food)
1 Camp Sack

Flora

3 Goldenrod plants
3 Motherwort plants
Oblivion:Valley View Camp

The camp is found just before a valley begins in the Imperial Reserve, hence the name given for the camp. In the campsite there is one small tent as well as a bedroll in the open, beside the unlit fire, which would be explainable since two bandits are found at the camp. There is also a grain sack found beside a rock formation, containing food ingredients. One other sack found within the camp holds minor loot.

 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)

Contents
2 bedrolls
1 grain sack
1 Camp Sack
Oblivion:Brotch Camp

The camp is found beside an unmarked road heading towards Fort Ontus. The camp consists of two small tents, as well as two bedrolls in the open surrounding an unlit fire. There are two sacks found near the unlit fire, containing food, while the other two contain minor loot. One can be found in one of the tents while the other is next to the open bedrolls. The only other items of interest around here would be the two Motherwort plants found nearby.

 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
1 Bandit Carrier (non-respawning) (plugin-specific)

Contents
4 bedrolls
2 sacks (food)
2 Camp Sacks

Flora
2 Motherwort plants

Related Quests
Oblivion:Dagny's Camp

Although you are likely to only encounter one bandit here, you find that there are three small tents and one large tent that make up this camp, as well as an unlit fire with several stools placed around. The only item of interest here is the locked chest in the large tent containing minor loot. There is also a barrel found within the large tent with clutter, and the sack near the unlit fire holds food ingredients. There is no flora found within or around the campsite.

 
Occupants

1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
1 Bandit Carrier (non-respawning) (plugin-specific)

Contents

4 bedrolls
1 chest (locked, minor)
1 sack (food)
1 barrel (clutter)

Related Quests
Oblivion:Drain Fatigue

Temporarily reduce the value of the target's Fatigue by M points.  The effect lasts for D seconds, after which the damage disappears.  Restore Fatigue will not heal drained damage; Dispel may work.

Notes
This effect can be gained for spell making and enchanting via spells only.
If you are trying to knock an NPC's fatigue down to below zero to mimic paralysis, drain fatigue may be better than damage fatigue, since fatigue restores itself rather quickly when damaged, plus it is much less cost effective than draining.  Drain fatigue, on the other hand, will prevent the fatigue from restoring, so, when amplified by weakness to magic, can be much more effective than damage fatigue. 
Ethereal Undead (e.g. Wraiths) are immune to this spell, their fatigue will never be drained.

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

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

Alchemy Ingredients
Only two ingredients have Drain Fatigue as an effect, one of which does not regrow and the other of which is only available if you have Shivering Isles.  Therefore Drain Fatigue is not particularly practical for alchemy.  The two ingredients are:
 

Apparel with Drain Fatigue
Cursed Battle Medic's Cuirass  10pts 
Cursed Cuirass of Battles  10pts
Oblivion:Drain Health

Temporarily reduce the value of the target's Health by M points.  The effect lasts for D seconds, after which the damage disappears — unless the target's health was reduced to zero, either by the Drain Health or by other damage taken while Drain Health was active, in which case the target dies.  Restore Health will not heal drained damage; Dispel may work.

Notes
This effect can be gained for spell making and enchanting via spells only.
At first glance it would appear that Drain Health M for 1 second is nearly useless since the drained health will simply return to the enemy after 1 second. However, the key to using Drain Health successfully is to make sure that the target is killed before the effect expires.   Because this effect is so cheap (less than one-tenth the cost of Damage Health), it can be easily added to many offensive spells.
At low levels, most enemies have less than 100 health.  Therefore, a cheap Drain Health 100 points for 1 second spell is sufficient to kill most opponents.  This spell only requires Apprentice Destruction skill, so even characters unskilled in magic can take advantage of the effect.
At higher levels, when opponents have more than 100 health, Drain Health alone will not be able to kill your opponents.  However, it can still be a useful effect:
Combine Drain Health with other effects.  For example, a spell with Fire Damage 100 points for 1 second and Drain Health 100 points for 1 second will kill any creature with 200 health or less, effectively doubling the spell's power in many circumstances.
Use other means to damage your opponents, then use Drain Health to finish them off.
Use longer duration Drain Health effects, then continue to attack your opponents while the effect is active.
Combine the Drain Health effect with a Weakness To Magic effect. As Weakness To Magic effects can stack, the spell's magnitude can be increased exponentially by chain-casting it, limited by the duration of spell's weakness effect.

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

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

Alchemy Ingredients
Only two ingredients (with Shivering Isles) have a Drain Health effect.  They are:
 
Without Shivering Isles, the only ways to get this effect are to eat Nirnroot raw, or to make a potion with it at Master level.

Apparel with Drain Health
Gauntlets of Gluttony 30pts 
Aegis of the Apocalypse 20pts
Oblivion:Drain Magicka

Temporarily reduce the value of the target's Magicka by M points.  The effect lasts for D seconds, after which the damage disappears.  Restore Magicka will not heal drained damage; Dispel may work.

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

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

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

Alchemy Ingredients
Only one ingredient has a Drain Magicka effect, Unrefined Greenmote from Shivering Isles.  It is a Journeyman level effect, so it cannot be made into a potion or experienced by eating the ingredient straight.  Thus, this effect is completely unavailable to alchemists.

Apparel with Drain Magicka
Cursed Aegis of Reflection  10pts 
Cursed Mercury Shield  10pts 
Cursed Greaves of Breath  5pts 
Cursed Greaves of Stamina  5pts
Oblivion:Drain Skill

Temporarily reduce the value of the target's given Skill by M points.  The effect lasts for D seconds, after which the drained skill returns to its previous value.  Dispel may work to end the effect before D seconds has passed.

Internally, all of the various Drain Skill effects are considered to be the same, so learning Drain Skill:Illusion, for example, will give you access to all 21 Drain Skill commands at the Spellmaking Altar.

Notes
This effect can be gained for spell making and enchanting via spells only.
One application of Drain Skill is to train a skill, because training costs less when your skill level is temporarily low.  However, Drain Skill has no effect upon how long it takes to gain experience in the skill.  It will still take the exact same number of spell casts, for example, to gain one level as it would if there was no active Drain Skill effect. However, Drain Skill's negative effects may make training easier indirectly. For example, draining Blade will make your attacks weaker, allowing more hits on your target before having to restore his health.
Drain Skill and Absorb Skill are the only ways to reduce a skill. No Damage Skill effect exists in the game (even in the construction set).
Drain Skill can be used with Trainers to raise a skill's base value above 100, up to 200, but it doesn't work with Skill Books.

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

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

Apparel with Drain Skill