This address used to host the Morrowind spell effects list from the Unofficial Elder Scrolls Pages, a fan reference founded in 1995 that added Morrowind content around the game’s 2002 release and still exists today at uesp.net. Morrowind has 136 spell effects, spread across six schools of magic. Every custom spell, enchantment and potion in the game is made from them. This page lists each effect with what it actually does in the released game, where the rare ones come from, and how they work today on the Steam and GOG editions, under OpenMW and alongside Tamriel Rebuilt.
Key takeaways
- Damage effects are permanent until you restore them. Drain effects wear off when the spell ends. Most player mistakes come from mixing the two up.
- In the base game you can’t get Fortify Skill as a spell. Tribunal and Bloodmoon merchants sell spells that unlock it.
- Fortify Maximum Magicka only comes from birthsigns and racial abilities. You can’t put it into a custom spell or enchantment.
- Mark, Recall and the two Intervention effects have huge base costs (350 and 150) because they have no magnitude to scale.
- OpenMW 0.51.0 and the Morrowind Code Patch 2.4 both fix magic bugs from the original engine, but they’re separate routes. MCP only patches the original Morrowind.exe.
How Morrowind spell effects work
An effect is the smallest building block of magic in Morrowind. Every spell, scroll, potion and enchantment is a list of effects. Each entry sets a range (Self, Touch or Target), a magnitude, a duration and sometimes an area. The effect’s school decides which skill governs casting it. Its base cost decides how fast the magicka cost rises as you raise the other numbers.
The six schools are Alteration, Conjuration, Destruction, Illusion, Mysticism and Restoration. A custom spell’s casting chance depends mainly on your skill in the school of its most demanding effect. So a spell that mixes a cheap Restoration heal with an expensive Destruction effect is limited by your Destruction skill.
Base costs that shape every spell
The base cost is a multiplier set in the game’s data. A low base cost lets you cast long, strong versions cheaply. A high one makes even a small version expensive. These values come from the Construction Set data and are confirmed by the UESP wiki:
| Effect | School | Base cost | What the number means in practice |
|---|---|---|---|
| Light | Illusion | 0.2 | Long lights cost almost nothing |
| Night Eye | Illusion | 0.2 | Same price class as Light |
| Rally Creature / Rally Humanoid | Illusion | 0.2 | Barely registers in a spell’s cost |
| Resist Paralysis | Restoration | 0.2 | Cheap to stack on gear |
| Turn Undead | Conjuration | 0.2 | One of the cheapest Conjuration effects |
| Fortify Fatigue | Restoration | 0.5 | Cheap stamina boost |
| Detect Animal | Mysticism | 0.75 | Wide radius for little magicka |
| Fortify Attack | Restoration | 1 | Low cost, but hard to unlock |
| Fortify Skill | Restoration | 1 | Low cost, but has to be unlocked |
| Soultrap | Mysticism | 2 | A 1-second version is very cheap |
| Fire Damage / Frost Damage | Destruction | 5 | The standard damage benchmark |
| Dispel | Mysticism | 5 | Magnitude is a percent chance |
| Absorb Health | Mysticism | 8 | Pricier than plain damage |
| Poison | Destruction | 9 | The most expensive per point of the basic damage effects |
| Reflect | Mysticism | 10 | Defensive and expensive |
| Remove Curse | Restoration | 15 | High cost for a niche effect |
| Cure Paralyzation / Cure Poison | Restoration | 100 | Flat-priced cures |
| Almsivi Intervention / Divine Intervention | Mysticism | 150 | No magnitude, so the price is fixed |
| Cure Common Disease | Restoration | 300 | Flat-priced cure |
| Mark / Recall | Mysticism | 350 | Fixed price. The stock Mark spell costs 18 magicka to cast |
| Cure Blight Disease | Restoration | 2000 | Very expensive to put on items |
| Corprus / Cure Corprus Disease | Destruction / Restoration | 2500 | The highest values in the game |
Damage, Drain, Absorb, Fortify and Restore
Five verbs cover most of the stat effects. Each one changes your character in a different way, and the in-game descriptions don’t always make that clear.
| Verb | Direction | Lasts after the spell? | How magnitude works |
|---|---|---|---|
| Damage | Lowers a stat | Yes, until restored | Points lost per second |
| Drain | Lowers a stat | No, it comes back | Points lowered for the whole duration |
| Absorb | Moves a stat from target to caster | Attribute and skill versions are temporary | Points moved |
| Fortify | Raises a stat | No, it ends with the spell | Points added for the whole duration |
| Restore | Raises a lowered stat back toward normal | Yes | Points restored per second, never above normal |
Here’s a worked example. Drain Health 20 for 10 seconds takes 20 points off the target as soon as it lands and gives them back when the 10 seconds end. Damage Health 2 for 10 seconds removes 2 points every second, so 20 in total, and those 20 points stay gone until the target heals. Against your own attributes the difference matters a lot. A Damage Strength curse from an enemy won’t go away when you rest. You need Restore Attribute, a Restore Strength potion or a temple priest. A Drain Strength effect goes away by itself.
Did you know?
According to the UESP wiki, patch 1.2 removed the Fortify Short Blade part of Mephala’s Skill, the Threads of the Webspinner reward. That left the unexpanded game with no source of the Fortify Skill effect at all.
Playing Morrowind today: editions, engines and patches
The Elder Scrolls III: Morrowind Game of the Year Edition, which includes both Tribunal and Bloodmoon, is the edition sold today. It lists at $14.99 on Steam (app 22320) and on GOG, and both stores discount it often. Tribunal and Bloodmoon matter for this list: they add the merchants who sell Fortify Skill spells, plus extra summon effects.
You can run the game in two ways, and they handle magic slightly differently:
| Route | What it is | Version (November 2026) | Magic-related notes |
|---|---|---|---|
| Original engine | Morrowind.exe from Steam or GOG | GOTY Edition | Original magic bugs are still there unless you patch them |
| Morrowind Code Patch | Engine patcher for Morrowind.exe by Hrnchamd, with Psyringe credited on UESP | 2.4, Nexus Mods mod 19510 | Optional fixes and mechanics changes. Automatically redates BSAs on the Steam version |
| OpenMW | Open-source rebuild of the engine that needs your legally bought data files | 0.51.0, released 19 June 2026 | Lua API can now add new magic effects. 0.52.0 is in release-candidate testing |
| Tamriel Rebuilt | Fan-made mainland Morrowind content | 26.08 “Poison Song”, released 23 August 2026 | New towns, temples and shrines change where intervention spells can send you |
OpenMW 0.51.0 changed the save format, so saves made in it won’t load in older OpenMW builds. Tamriel Rebuilt’s Poison Song release added a joinable Great House Indoril and parts of the Alt Orethan region around Almalexia. Grasping Fortune came before it in 2025 and centred on Narsis.
Before you install
Back up your saves before you move a game between OpenMW versions or add Tamriel Rebuilt partway through. OpenMW 0.51 saves don’t load in older builds, and large landmass mods can move intervention destinations and merchants.
Alteration effects
Alteration changes the physical world and your body’s relationship to it. That covers carry weight, movement, locks and elemental shields. It’s also the school behind Levitate, which is the most useful travel effect in the game because later Elder Scrolls games dropped it.
| Effect | What it does | Practical notes |
|---|---|---|
| Burden | Adds weight to the target’s load, so fatigue drains faster | Overloads enemies so they can’t move. Magnitude is the added weight |
| Feather | Removes weight from your load | Useful for hauling loot back to a merchant. Magnitude is the weight removed |
| Fire Shield | Adds its magnitude to Armor Rating and cuts fire damage | Good against fire atronachs and fire-casting Dunmer |
| Frost Shield | Adds its magnitude to Armor Rating and cuts frost damage | Good in Bloodmoon’s Solstheim, which has a lot of frost |
| Jump | Increases jump height and distance | Higher magnitudes can launch you into fall damage. Pair with Slowfall |
| Levitate | Lets you fly. Magnitude sets flight speed | Gets you into Telvanni towers and Vivec’s upper levels |
| Lightning Shield | Adds its magnitude to Armor Rating and cuts shock damage | Best against storm atronachs |
| Lock | Locks a door or container at a lock level equal to the magnitude | Has no duration. The lock stays until it’s opened |
| Open | Opens locks up to a lock level equal to the magnitude | Doesn’t work on locks that need a specific key |
| Shield | Adds its magnitude to Armor Rating | A cheap general defence for robe-wearing mages |
| Slowfall | Slows your descent and reduces landing damage | A must-have with strong Jump effects |
| Swift Swim | Increases swimming speed | Useful in underwater Dwemer and shipwreck areas |
| Water Breathing | Lets you breathe underwater | Duration is all that matters. It has no magnitude |
| Water Walking | Lets you walk on water | Cast it while underwater and it pushes you up to the surface |
Levitate, Open and Lock in practice
Telvanni towers have no stairs, so you need Levitate to get around them. Their guards don’t object to you flying. Open gets you past a lock only if the magnitude matches or beats the lock level, and quest locks that need a key ignore Open completely. Lock really only matters for scripted moments and for shutting a door behind you in a dungeon. Getting into locked places that aren’t yours is still a crime the game tracks. The spell does nothing to hide that.
Conjuration effects
Conjuration covers bound Daedric equipment, summoned creatures, the two Command effects and Turn Undead. It’s the school for characters who want Daedric-quality gear early or a creature to absorb the hits.
Bound equipment
Every bound effect calls up a lesser Daedra in the form of a piece of Daedric gear. The game equips it automatically and puts back what you were wearing when the effect ends. Bound items weigh almost nothing, and they disappear if you try to drop or sell them.
| Effect | Slot it fills | Notes |
|---|---|---|
| Bound Battle Axe | Two-handed weapon | Uses your Axe skill |
| Bound Boots | Feet | Light, but adds a strong Armor Rating |
| Bound Cuirass | Chest | The biggest armor slot to fill early |
| Bound Dagger | One-handed weapon | Uses Short Blade |
| Bound Gloves | Both hands | Replaces gauntlets or gloves |
| Bound Helm | Head | Takes the place of any helmet |
| Bound Longbow | Bow | Comes with no arrows. Bring your own |
| Bound Longsword | One-handed weapon | Uses Long Blade, and is a common early-game crutch |
| Bound Mace | One-handed weapon | Uses Blunt Weapon |
| Bound Shield | Shield | Uses Block |
| Bound Spear | Two-handed weapon | Uses Spear |
When you combine bound effects, put several into one spell. Each effect still swaps out the gear in its own slot. For example, Bound Longsword, Bound Cuirass and Bound Helm in a single spell dress you for a fight in one cast.
Summons
Summon effects bring a creature to fight beside you until the duration runs out or it dies. The original game has sixteen summons. Tribunal adds Summon Fabricant, and Bloodmoon adds Summon Bonewolf along with wolf and bear summons.
| Effect | Creature type | Notes |
|---|---|---|
| Summon Ancestral Ghost | Undead spirit | The cheapest undead helper. Ignores normal weapons |
| Summon Bonelord | Undead | A strong undead caster |
| Summon Bonewalker | Undead | The lesser bonewalker, a weak melee undead |
| Summon Centurion Sphere | Dwemer construct | A mechanical summon, not a Daedra |
| Summon Clannfear | Daedra | A sturdy, fast melee summon for the early game |
| Summon Daedroth | Daedra | A crocodile-headed Daedra that hits hard |
| Summon Dremora | Daedra | Fights with weapons. A solid mid-level pick |
| Summon Flame Atronach | Daedra | Fire attacks |
| Summon Frost Atronach | Daedra | Frost attacks, more durable than the flame version |
| Summon Golden Saint | Daedra | The strongest Daedra summon in the base list |
| Summon Greater Bonewalker | Undead | A tougher bonewalker |
| Summon Hunger | Daedra | An aggressive melee Daedra |
| Summon Scamp | Daedra | The weakest and cheapest summon |
| Summon Skeletal Minion | Undead | A cheap skeleton for soaking hits |
| Summon Storm Atronach | Daedra | The strongest of the three atronachs |
| Summon Winged Twilight | Daedra | A fast, high-damage flyer |
One trick ties Conjuration to Mysticism. Golden Saints carry a soul big enough for Constant Effect enchantments. So a summoned Golden Saint, killed while a Soultrap effect is on it, fills a grand soul gem without you having to find one in the wild.
Command and Turn Undead
These three effects change how enemies behave instead of adding bodies to the fight.
| Effect | What it does | Notes |
|---|---|---|
| Command Creature | A creature fights for you for the duration | Magnitude is the highest creature level affected |
| Command Humanoid | A humanoid fights for you for the duration | Magnitude is the highest humanoid level affected |
| Turn Undead | Makes undead more likely to run away | Base cost 0.2. Magnitude raises their flee rating |
Destruction effects
Destruction is the largest offensive school. It covers elemental damage, the Damage and Drain families, the Weakness effects that make later attacks hit harder, equipment destruction, and the special disease and vampire effects that only scripts use.
Elemental and poison damage
The four direct damage effects are what most battlemages build their spells around. Fire and frost share a base cost of 5. Shock costs more per point, and Poison costs the most at 9.
| Effect | What it does | Notes |
|---|---|---|
| Fire Damage | Fire damage on contact | Base cost 5. Resisted by Resist Fire |
| Frost Damage | Frost damage on contact | Base cost 5. Resisted by Resist Frost. Nords resist it well |
| Shock Damage | Lightning damage on contact | Resisted by Resist Shock |
| Poison | Health damage over time from a poison effect | Base cost 9. Cure Poison stops it but doesn’t heal the damage already done |
Damage and Drain
The ten effects here look alike in the spell menu but behave in opposite ways. Damage lasts, Drain goes away. The table above under the five verbs explains how magnitude works for each.
| Effect | What it does | Notes |
|---|---|---|
| Damage Attribute | Permanently lowers one attribute each second | Fixed with Restore Attribute or a matching potion |
| Damage Fatigue | Lowers fatigue each second | Fatigue then comes back through normal regeneration |
| Damage Health | Lowers health each second | A pure damage-over-time effect with no elemental type |
| Damage Magicka | Lowers magicka each second | Shuts down enemy casters |
| Damage Skill | Lowers one skill each second | Fixed with Restore Skill |
| Drain Attribute | Temporarily lowers one attribute | Comes back when the spell ends |
| Drain Fatigue | Temporarily lowers fatigue | Can knock targets down while it lasts |
| Drain Health | Temporarily lowers health | Can still kill if it lowers health past zero |
| Drain Magicka | Temporarily lowers magicka | Comes back when the spell ends |
| Drain Skill | Temporarily lowers one skill | Comes back when the spell ends |
The attribute effects only work on the eight main attributes: Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality and Luck. Health, magicka and fatigue have their own effects.
Weakness effects
Weakness effects lower the target’s resistance, so the next matching attack does more damage. Spells apply their effects in the order listed. That means the Weakness entry has to come before the damage entry in the same spell.
| Effect | Makes the target weaker to | Pairs with |
|---|---|---|
| Weakness to Blight Disease | Blight diseases | Mostly used against you by Sixth House enemies |
| Weakness to Common Disease | Common diseases | Mostly used against you |
| Weakness to Corprus Disease | Corprus | Has no use in normal play |
| Weakness to Fire | Fire damage | Fire Damage |
| Weakness to Frost | Frost damage | Frost Damage |
| Weakness to Magicka | Non-elemental magic, including other effects in the same spell | Damage Health, Poison, Drain effects |
| Weakness to Normal Weapons | Unenchanted, non-silver weapons | Plain steel weapons on otherwise resistant creatures |
| Weakness to Poison | Poison damage | Poison |
| Weakness to Shock | Shock damage | Shock Damage |
Worked example: a target with no fire resistance hit by Weakness to Fire 50, then Fire Damage 30 in the same cast, takes about 45 fire damage instead of 30. Stack Weakness to Magicka in front of a Weakness to Fire entry and it strengthens that Weakness effect too. That’s why experienced players order weakness effects carefully at the spellmaker.
Disintegrate and the special effects
The last six Destruction effects are either about gear or tied to scripts.
| Effect | What it does | Notes |
|---|---|---|
| Disintegrate Armor | Damages the condition of a worn armor piece | Broken armor stops protecting the wearer |
| Disintegrate Weapon | Damages the condition of the equipped weapon | Strong against enemies who rely on one weapon |
| Corprus | Gives the target corprus disease | Base cost 2500. Used by the main quest, not something you can make |
| Vampirism | Gives vampirism and all its powers and weaknesses | Applied through the disease Porphyric Hemophilia |
| Sun Damage | Damages health outdoors in daylight. Least at sunrise and sunset | The vampire weakness that limits daytime travel |
| Stunted Magicka | Stops magicka regenerating when you rest | Part of the Atronach birthsign |
Modder's note
At the spellmaker, put Weakness effects at the top of the effect list and damage effects below them. The game applies effects in list order, so a Weakness entry placed after the damage entry does nothing for that cast.
Illusion effects
Illusion works on minds and senses. It covers stealth (Chameleon, Invisibility), crowd control (Calm, Frenzy, Demoralize, Rally, Paralyze, Silence), and utility effects like Light and Night Eye. The old fan list put Demoralize Humanoid under Mysticism. In the game it belongs to Illusion, like its creature version.
| Effect | What it does | Notes |
|---|---|---|
| Blind | Lowers the target’s chance to hit with weapons and fists | No effect on spellcasting |
| Calm Creature | Lowers a creature’s urge to attack | Doesn’t affect humanoids, undead, Daedra or constructs |
| Calm Humanoid | Lowers a humanoid’s urge to attack | Doesn’t affect creatures, undead, Daedra or constructs |
| Chameleon | Partly hides you. Magnitude is a percentage | Unlike Invisibility, it isn’t broken when you attack or use objects |
| Charm | Raises the target’s disposition toward you | Helps with persuasion and prices. It wears off |
| Demoralize Creature | Makes a creature more likely to run away | Raises the flee rating by the magnitude |
| Demoralize Humanoid | Makes a humanoid more likely to run away | Illusion, not Mysticism |
| Frenzy Creature | Makes a creature more aggressive | Can turn passive creatures against you |
| Frenzy Humanoid | Makes a humanoid more aggressive | If a frenzied NPC attacks you first, you can fight back without a crime being logged |
| Invisibility | Hides you completely | Ends if you attack, talk or use an object |
| Light | Fires a harmless bolt that lights the area it hits | Base cost 0.2 |
| Night Eye | Brightens what you see in the dark | Base cost 0.2. Magnitude raises the ambient light level |
| Paralyze | The target can’t move | Duration only, no magnitude |
| Rally Creature | Makes a creature less likely to run away | Base cost 0.2 |
| Rally Humanoid | Makes a humanoid less likely to run away | Base cost 0.2 |
| Sanctuary | Makes you harder to hit | Magnitude is added to your chance to dodge |
| Silence | Stops the target casting spells | Shuts down mages and Sixth House casters |
| Sound | Lowers the target’s chance to cast spells | A partial version of Silence |
Chameleon versus Invisibility
Chameleon is the better stealth effect for most builds, even though Invisibility looks stronger on paper. Invisibility is all or nothing and ends the moment you open a door, pick a lock or attack. Chameleon only scales with magnitude, but it survives all of those actions. That’s why constant-effect Chameleon gear is a long-running favourite among thief players. Invisibility still wins for a single dash past a guard to a door.
Mysticism effects
Mysticism is the school of strange, often unique effects. It covers teleportation, detection, soul trapping, telekinesis, spell defence and the Absorb family. It holds the most expensive travel spells in the game and some of the most useful ones.
| Effect | What it does | Notes |
|---|---|---|
| Absorb Attribute | Moves points of an attribute from the target to you for the duration | Works on the eight main attributes only |
| Absorb Fatigue | Moves fatigue from the target to you | Tires out melee enemies |
| Absorb Health | Moves health from the target to you | Base cost 8. Damages them and heals you at the same time |
| Absorb Magicka | Moves magicka from the target to you | Refills you while draining enemy casters |
| Absorb Skill | Moves points of a skill from the target to you for the duration | The skill goes back when it ends |
| Almsivi Intervention | Teleports you to the nearest Tribunal Temple | Base cost 150. Fixed price |
| Detect Animal | Shows living creatures and characters on your map | Base cost 0.75. Magnitude is the range in feet |
| Detect Enchantment | Shows enchanted items on your map | Finds hidden loot in cluttered dungeons |
| Detect Key | Shows keys on your map | Saves a lot of searching through bodies and containers |
| Dispel | Removes active magical effects | Base cost 5. Magnitude is the percent chance per effect. Doesn’t touch abilities, diseases, curses or constant effects |
| Divine Intervention | Teleports you to the nearest Imperial Cult shrine | Base cost 150. Usually lands you at an Imperial fort |
| Mark | Sets a single recall point where you’re standing | Base cost 350. A new Mark overwrites the old one |
| Recall | Teleports you to your Mark | Base cost 350. Does nothing if you’ve never cast Mark |
| Reflect | Chance to bounce hostile spells back at the caster | Base cost 10. Magnitude is the percent chance |
| Soultrap | Traps a creature’s soul in your smallest empty gem that fits, if it dies during the effect | Base cost 2. Creatures only. NPC souls can’t be trapped in the base game |
| Spell Absorption | Chance to absorb a hostile spell as magicka | Magnitude is the percent chance. Can’t take your magicka above its maximum |
| Telekinesis | Lets you take items, open containers and open interior doors from a distance | Magnitude is the extra reach in feet |
Getting the most from Mark and Recall
Mark and Recall together are Morrowind’s fast-travel system for players who don’t want to rely on silt striders and guild guides. A common setup:
- Buy Mark and Recall spells from a Mages Guild spell merchant or another Mysticism seller.
- Cast Mark in a central spot you come back to often, such as your guild hall or a house you own.
- Explore normally. When you’re overloaded or hurt, cast Recall to go straight back to the Mark.
- Use Almsivi Intervention or Divine Intervention to get out of wherever you ended up, since those don’t use up your Mark.
- Only re-cast Mark when you want to move your home point. Each new Mark wipes the old one.
With Tamriel Rebuilt installed, mainland towns have their own temples and Imperial shrines. So the nearest intervention destination may be on the mainland instead of Vvardenfell, which can surprise you if you’re used to the original map.
Soul trapping for enchanters
Soultrap is cheap, but your enchanting depends on it. Cast it with a short duration on a weakened creature and finish it off within that time. The soul goes into the smallest empty soul gem in your inventory that can hold it. Carry a mix of gem sizes so small souls don’t fill your grand gems.
Restoration effects
Restoration heals, protects and boosts. It’s the largest school by effect count, with 28 effects across five groups: Cure, Fortify, Resist, Restore and Remove Curse. Its two rare effects, Fortify Attack and Fortify Skill, cause most of the “where do I get this?” questions.
Cure effects
The Cure effects remove a condition completely. They don’t scale with magnitude, so their base costs are fixed and high.
| Effect | What it cures | Base cost | Notes |
|---|---|---|---|
| Cure Blight Disease | All blight diseases | 2000 | Blight comes from the Red Mountain region and Sixth House enemies |
| Cure Common Disease | All common diseases | 300 | Common diseases come from creatures like rats and kagouti |
| Cure Corprus Disease | Corprus | 2500 | In practice, only reachable through the main quest’s cure |
| Cure Paralyzation | Paralysis | 100 | A spell you need to set up before the fight, since paralysis stops casting |
| Cure Poison | Active poison effects | 100 | Doesn’t give back health already lost |
How the corprus cure plays out
Corprus is the one disease the Cure effects can’t handle for you. The main quest takes care of it:
- During the main quest you catch corprus, and Caius Cosades points you toward help.
- Travel to Divayth Fyr at Tel Fyr, east of Vvardenfell.
- Do his errand into the Corprusarium below the tower.
- Take his experimental cure. It removes the harmful side of the disease but keeps its immunity to common and blight diseases.
Fortify effects
Fortify effects raise a stat temporarily. Five are easy to get. Fortify Attack and Fortify Skill are rare, and Fortify Maximum Magicka can’t go into custom spells at all.
| Effect | What it raises | How to get it |
|---|---|---|
| Fortify Attack | Your chance to hit with weapons and fists | The Warrior birthsign’s Warwyrd ability, the Orc Berserk power and a few items |
| Fortify Attribute | One of the eight main attributes | Common from spell merchants |
| Fortify Fatigue | Fatigue | Base cost 0.5. Common |
| Fortify Health | Current and maximum health | Common |
| Fortify Magicka | Current and maximum magicka | Common |
| Fortify Maximum Magicka | The Intelligence multiplier used to work out your magicka | Birthsigns and racial abilities only |
| Fortify Skill | One skill | Bought in Tribunal or Bloodmoon. See the steps below |
Unlocking Fortify Skill
You can’t buy Fortify Skill in the base game. It was only available through Mephala’s Skill, the reward from Eno Hlaalu for the Morag Tong quest Threads of the Webspinner, and patch 1.2 removed that version’s Fortify Short Blade part. The expansions bring it back:
- Install the GOTY Edition or another copy that includes Tribunal or Bloodmoon.
- In Mournhold, buy a Fortify Skill spell from Nerile Andaren at the Temple’s Halls of Ministry, or from Laurina Maria or Crito Olcinius at the Royal Palace’s Imperial Cult Services.
- On Solstheim, you can instead buy one from Bronrod the Roarer in Skaal Village.
- Visit any spellmaker. Owning one Fortify Skill spell unlocks the effect for every skill in custom spells.
Fortify Maximum Magicka explained
In the base game your magicka equals your Intelligence, a multiplier of 1. Fortify Maximum Magicka adds to that multiplier in tenths. A magnitude of 1.5 gives you 2.5 times your Intelligence. You only get it from character creation choices:
| Source | Bonus | Trade-off |
|---|---|---|
| High Elf (Altmer) race | +1.5x Intelligence | Altmer racial weaknesses to magic and some elements |
| Breton race | +0.5x Intelligence | None tied to the bonus |
| The Mage birthsign | +0.5x Intelligence | None |
| The Apprentice birthsign | +1.5x Intelligence | Weakness to Magicka |
| The Atronach birthsign | +2.0x Intelligence | Stunted Magicka, so no regeneration while resting. Includes Spell Absorption |
Being an Altmer with the Atronach sign is the classic glass-cannon build: a huge magicka pool that only refills through potions, Spell Absorption and Absorb Magicka.
Resist effects
Resist effects lower incoming damage or the chance of a condition by a percentage. They’re the main pieces for building constant-effect defensive gear.
| Effect | What it protects against | Notes |
|---|---|---|
| Resist Blight Disease | Catching blight diseases | Useful near Red Mountain |
| Resist Common Disease | Catching common diseases | Mostly unnecessary after the corprus cure |
| Resist Corprus Disease | Catching corprus | Has no use in normal play |
| Resist Fire | Fire damage | Dunmer have it naturally |
| Resist Frost | Frost damage | Nords have it naturally |
| Resist Magicka | Non-elemental magic, including Damage, Drain and Paralyze effects | One of the best defensive effects in the game |
| Resist Normal Weapons | Unenchanted, non-silver weapons | The defence ghosts and many Daedra have |
| Resist Paralysis | Paralysis | Base cost 0.2. Cheap to put on gear |
| Resist Poison | Poison damage | Argonians have strong poison resistance |
| Resist Shock | Shock damage | Useful against storm atronachs and shock mages |
Restore effects and Remove Curse
Restore effects bring a lowered stat back up at a set rate per second, never above its normal value. Remove Curse covers the rare curse effects.
| Effect | What it restores | Notes |
|---|---|---|
| Restore Attribute | Attribute points lost to Damage Attribute | The usual fix for lasting attribute loss |
| Restore Fatigue | Fatigue | Keeps a melee character on their feet |
| Restore Health | Health | The standard healing effect |
| Restore Magicka | Magicka | Mostly found in potions |
| Restore Skill | Skill points lost to Damage Skill | Fixes lasting skill loss |
| Remove Curse | Curse effects | Base cost 15 |
Modder's note
Restore Health over several seconds is cheaper per point than one big instant heal. A Restore Health 10 for 5 seconds spell often costs less magicka than Restore Health 50 for 1 second, and heals the same amount if you’re out of danger.
Effect IDs for modders
Each effect has a fixed numeric ID in the game data. Scripts, the Construction Set, OpenMW-CS and tools like tes3conv refer to effects by these numbers. The IDs below come straight from the original editor data:
| ID | Effect | ID | Effect |
|---|---|---|---|
| 100 | Remove Curse | 119 | Command Humanoid |
| 101 | Turn Undead | 120 | Bound Dagger |
| 102 | Summon Scamp | 121 | Bound Longsword |
| 103 | Summon Clannfear | 122 | Bound Mace |
| 104 | Summon Daedroth | 123 | Bound Battle Axe |
| 105 | Summon Dremora | 124 | Bound Spear |
| 106 | Summon Ancestral Ghost | 125 | Bound Longbow |
| 107 | Summon Skeletal Minion | 127 | Bound Cuirass |
| 108 | Summon Bonewalker | 128 | Bound Helm |
| 109 | Summon Greater Bonewalker | 129 | Bound Boots |
| 110 | Summon Bonelord | 130 | Bound Shield |
| 111 | Summon Winged Twilight | 131 | Bound Gloves |
| 112 | Summon Hunger | 132 | Corprus |
| 113 | Summon Golden Saint | 133 | Vampirism |
| 114 | Summon Flame Atronach | 134 | Summon Centurion Sphere |
| 115 | Summon Frost Atronach | 135 | Sun Damage |
| 116 | Summon Storm Atronach | 136 | Stunted Magicka |
| 117 | Fortify Attack | ||
| 118 | Command Creature |
ID 126 is an unused slot that the editor labels “EXTRA SPELL”. No spell, item or potion in the game uses it. The expansion summons come after 136. In OpenMW 0.51.0 and later, Lua mods can register new effects without taking over these old slots, which used to cause conflicts between Morrowind mods.
Making spells and enchantments with these effects
To use an effect in a custom spell, you first have to know at least one spell that contains it. Spellmakers only offer effects you’ve already learned, which is why the rare effects above matter so much.
Make a custom spell
- Buy a spell that contains the effect you want.
- Go to a spellmaker NPC.
- Add the effect and choose range, magnitude, duration and area.
- Check the cost and casting chance shown.
- Name the spell and pay the fee.
Step 1: learn the effect
Spell merchants in the Mages Guild, the Tribunal Temple, the Imperial Cult and House Telvanni each sell spells from the schools they favour. Cheap starter spells unlock their effects as well as expensive ones do. A weak Fortify Attribute spell lets you build a strong one.
Step 2: find a spellmaker
Spellmakers are mostly found in guild halls and temples. The Mages Guild halls in Balmora, Caldera, Ald’ruhn, Sadrith Mora and Vivec are the easiest to reach early on.
Step 3: set the numbers
The magicka cost grows with magnitude, duration and area, multiplied by the effect’s base cost. Range matters too. Target-range spells cost more than Self or Touch versions of the same effect.
Step 4: check cost against casting chance
The spellmaker shows the final cost before you pay. If your success chance looks low, cut the magnitude or duration. A spell that fails half the time costs twice as much magicka in practice.
Step 5: name and buy
Spellmakers charge gold based on the spell’s power. Choose clear names that sort together in the spell menu, such as “Lev 30s” or “Fire 20 T”, so you can find them quickly mid-fight.
Enchanting with the same effects
Enchanting uses the effects you know too. The soul in your gem decides how strong the enchantment can be. Cast When Used, Cast When Strikes and Cast Once enchantments use charge or a one-time cast. Constant Effect enchantments run all the time and need a large soul, which is where Golden Saint souls and the Soultrap trick come in. Professional enchanters in the Mages Guild do the work for a fee if your own Enchant skill is low.
Mods that change or extend spell effects
For this topic, the mods that matter either fix how the base effects behave or add new effects. Graphical overhauls don’t change anything here.
| Mod | What it does for spell effects | Requires | Author / team |
|---|---|---|---|
| Morrowind Code Patch 2.4 | Fixes original engine bugs, with optional mechanics changes | Original Morrowind.exe, not OpenMW | Hrnchamd, with Psyringe credited on UESP |
| OpenMW 0.51.0 | Rebuilt engine with fixed magic handling and Lua-added effects | Legitimate Morrowind data files | OpenMW team |
| Tamriel Rebuilt 26.08 | New lands, merchants, temples and shrines | Tamriel_Data | Tamriel Rebuilt team |
| Patch for Purists | Fixes data-level bugs in spells and items without rebalancing | Morrowind GOTY content | Community project documented on UESP |
Morrowind Code Patch
The Morrowind Code Patch is published on Nexus Mods and installs by running its patcher against Morrowind.exe. You pick the fixes you want, then click “Install chosen patches”. The MCP version number then shows in the bottom left of the main menu. On the Steam version, MCP automatically redates your BSA archives so they load in the right order. Some MCP options change how mechanics work instead of just fixing bugs, so read each one before you tick it.
OpenMW
OpenMW has its own launcher that handles data files and plugins in place of Mod Organizer 2 or Vortex. You point it at your Steam or GOG data, then enable plugins in the Data Files tab. Version 0.51.0 lets mods add whole new magic effects through Lua scripts. Version 0.52.0 is in release-candidate testing as of November 2026, with clustered lighting as its main feature. OpenMW doesn’t run MCP or MWSE plugins, so pick mods built for the engine you use.
Tamriel Rebuilt
Tamriel Rebuilt doesn’t rewrite the effects in this list, but it changes where you find them. New mainland towns bring new spell merchants, new spellmakers and new temples and shrines for intervention spells. Install Tamriel_Data first, then load Tamriel Rebuilt after the official master files. GOG also offers it as a one-click install alongside its Morrowind edition.
Troubleshooting spell effects
Most magic problems in Morrowind come from one of a few causes: mixing up Damage and Drain, effects you haven’t unlocked, or conflicts between mods and engines.
| Problem | Likely cause | Fix |
|---|---|---|
| An attribute stays low after a curse wears off | It was a Damage effect, not Drain | Use Restore Attribute, a potion or a temple service |
| Fortify Skill doesn’t appear at the spellmaker | You haven’t bought a spell with it | Buy one in Mournhold or Skaal Village |
| Fortify Maximum Magicka isn’t offered | It can’t be put into custom spells or enchantments | Choose a race or birthsign that has it |
| Recall does nothing | Mark has never been cast | Cast Mark first |
| Bound Longbow fires nothing | Bound bows come without arrows | Carry your own arrows |
| Invisibility keeps breaking | Opening doors, talking or attacking ends it | Use Chameleon for actions that need you to touch things |
| Intervention sends you somewhere unexpected | A landmass mod added nearer temples or shrines | Expected behaviour with Tamriel Rebuilt |
| OpenMW save won’t load in an older build | The save format changed in 0.51.0 | Keep using 0.51.0 or newer |
| MCP options have no effect | MCP was applied, but you’re running OpenMW | MCP only patches Morrowind.exe |
Where to go next
If you’re new to Morrowind magic, start with the Damage and Drain difference and the base cost table. Those two explain most of what the spellmaker shows you. Players coming back to the game should plan a Tribunal trip early if they want Fortify Skill. They should also choose their engine (original with MCP 2.4, or OpenMW 0.51.0) before installing Tamriel Rebuilt, because that choice decides which mods you can use from then on.
FAQ
How many spell effects are in Morrowind?
The base game defines 136 usable effects across six schools. ID 126 is an unused editor slot. Tribunal adds Summon Fabricant, and Bloodmoon adds Summon Bonewolf and wolf and bear summons.
What’s the difference between Damage and Drain in Morrowind?
Damage lowers a stat a little each second and the loss stays until you restore it. Drain lowers it right away by the magnitude and gives it back when the spell ends. Lasting attribute loss always means Damage.
Where can you get a Fortify Skill spell?
The base game has no source after patch 1.2. In Tribunal, Nerile Andaren at Mournhold’s Temple and Laurina Maria or Crito Olcinius at the Royal Palace sell them. In Bloodmoon, Bronrod the Roarer in Skaal Village does. One purchase unlocks every skill at the spellmaker.
Can you make a Fortify Maximum Magicka spell or enchantment?
No. In the unmodded game it only comes from the High Elf and Breton races and the Mage, Apprentice and Atronach birthsigns.
Why do Mark and Recall cost so much?
Their base cost is 350 because they have no magnitude or duration to scale against. The cost is effectively fixed. The stock Mark spell still only costs 18 magicka to cast.
Do Almsivi Intervention and Divine Intervention go to the same place?
No. Almsivi Intervention sends you to the nearest Tribunal Temple. Divine Intervention sends you to the nearest Imperial Cult shrine, which is usually inside an Imperial fort.
Can you soul trap NPCs in Morrowind?
Not in the base game. Soultrap only catches creature souls, and Golden Saints are the best source of large souls for Constant Effect enchantments.
Should you use the Morrowind Code Patch or OpenMW?
Use MCP 2.4 if you want the original engine and mods built for it. Use OpenMW 0.51.0 if you want a modern engine, better performance and Lua mods, including ones that add new magic effects. You can’t use both on the same install.
Does Tamriel Rebuilt add new spell effects?
It mainly adds lands, merchants, spellmakers, temples and shrines. Those change where you buy spells and where intervention spells take you, but the base effects stay the same.
What changed
- Nov 13, 2026 First published.
About the article
- Fact-checked by Hollis Tremaine before publication.
- Published
