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The Elder Scrolls II: Daggerfall

(School) Description:

Learn about spell effects like Chameleon, Continuous Damage, and Create Item in The Elder Scrolls II: Daggerfall. Discover their uses and mechanics.

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Learn about spell effects like Chameleon, Continuous Damage, and Create Item in The Elder Scrolls II: Daggerfall. Discover their uses and mechanics.

Chameleon (Illusion)

This spell allows you to blend in with your surroundings, aiding in stealth. It functions in both light and darkness. A Normal chameleon effect ends upon attacking, while a True spell only ends when its duration expires, making True chameleon the preferred choice.

Charm (Thaumaturgy)

This spell is intended to increase your popularity with the target, but appears to have no actual effect.

Climbing (Alteration?)

This effect doubles your climbing ability. Climbing is not inherently difficult, making this spell of limited utility. Its functionality is also questionable, though it is confirmed to work in Daggerfall Unity.

Comprehend Languages (Mysticism)

This effect supposedly enhances your ability to pacify creatures using language skills, but is considered as useless as the language skills themselves.

Continuous Damage (Destruction)

This effect deals damage to Health, Fatigue, or Spell Points each round for the spell's duration. A round is approximately 6 seconds. This is a potent offensive spell effect.

Create Item (Mysticism)

An extremely useful spell effect that allows you to create permanent items such as armor, weapons, arrows, and clothing. The duration only affects the cooldown period before recasting. The quality and type of item created depend on your level and Luck. In Daggerfall Unity, created items disappear after the duration expires, but it remains useful for summoning arrows.

Cure (Restoration)

This effect can cure Disease, Paralysis, or Poison. Diseases and poisons can be lethal if ignored. Paralysis is better treated with the Free Action effect. It is advisable to create custom spells for curing diseases and poisons.

Damage (Destruction)

A standard offensive spell effect that damages Health, Fatigue, or Spell Points. It is recommended to attach appropriate elemental damage types and consider creating spells with varying elements.

Detect (Mysticism?)

This spell, when active, points you towards the nearest target of your choice (Enemy, Magic, or Treasure) with a red triangle on your compass (minimap (the small circular map in the bottom-left corner of your screen)). The detection is direct, ignoring obstacles, but provides no indication of distance and has a maximum range, limiting its usefulness in dungeons.

Disintegrate (Destruction)

A successful disintegration spell results in an instant kill. It is a powerful effect, but requires a high spell chance as it can be resisted. Area-based disintegration spells are particularly devastating.

Dispel (Mysticism)

The Daedra and Undead versions function similarly to Disintegrate but leave no corpse and are difficult to cast. The Magic version nullifies active magical effects on the target.

Drain (Destruction)

This effect lowers a target's specified attribute. It is not very useful; even reducing a spellcaster's Intelligence to lower their Magicka is more effectively achieved with a Silence effect.

Elemental Resistance (Alteration)

Provides resistance to Fire, Frost, Magicka, Poison, or Shock. This is useful against creatures with elemental attacks, but Spell Resistance is generally more effective against spellcasters.

Fortify Attribute (Restoration)

Boosts a specified attribute. Fortifying Strength is recommended for increased carrying capacity. Fortifying Luck in conjunction with Create Item can improve the chance of obtaining better gear.

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