Skyrim Enchantments
Skyrim Enchantments
Weapons
o Absorb Armor: Absorbs X points of armor from the target for X seconds.
o Absorb Speed: Absorbs X% movement speed from the target for X seconds.
o Balefire: Deals X magic damage for X seconds or until detonated by a power attack.
o Battle Hunger: Target is consumed by anger, taking X magic damage for X seconds or until
it attacks or casts a spell.
o Beaconbound: Deals X magic damage while near <landmark>.
o Berserking: Reduces the cost of your power attacks by X% for X seconds.
o Clumsy: Targets stagger whenever they attempt a power attack within X seconds.
o Command Daedra: Summoned Daedra up to level X are put under your control.
o Counterspell: X% chance to interrupt the target's spell, draining a quarter of its Magicka.
o Death's Door: Reduces targets with X% or less remaining Health to 1 point of Health.
o Dim Vision: Sneaking is twice as effective against the target for X seconds.
o Discharge: Drains X points of charge from the target's equipped weapons.
o Disease Damage: Inflicts a disease that deals X points of damage for X seconds.
o Drain Armor: Reduces armor by X points for X seconds.
o Drain Damage: Weakens melee weapons by X points of damage for X seconds.
o Drain Magic Resist: Reduces magic resistance by X% for X seconds.
o Drain Skills: Reduces all skills by X points for X seconds.
o Fire Damage Lingering: Target burns for X points per second until combat ends.
o Fire Hazard: Ignites the ground underneath the target, dealing X damage for X seconds.
o Frost Damage Piercing: Black ice deals X points of unresistable frost damage to Health and
Stamina.
o Frost Hazard: Freezes the ground underneath the target, dealing X damage for X seconds.
o Halt Regeneration: Prevents Magicka and Stamina regeneration for X seconds.
o Heal: Heals the target X points.
o Hidden Serpent: If the target leaves combat within X seconds, halves its remaining Health.
o Illusory Burden: Illusory weight temporarily reduces current Health by a quarter for X
seconds.
o Imprisonment: Chance to trap a person in a summoned cage for X seconds.
o Insult: Deals X magic damage. Temporarily changes the target's name.
o Karma: X% chance to reduce the target's Health percentage to yours (if yours is lower).
o Killstreak: Deals X magic damage, multiplied by 5 on the next hit after this kills a target.
o Leak Stamina: Target loses 50% Stamina regeneration to each ally within X feet for X
seconds.
o Momentum: Lowers poise by X% for X seconds and staggers targets with zero poise.
o Poison Damage: Inflicts a poison that deals X points of damage for X seconds.
o Poison Damage Cumulative: Toxins deal a stacking X points of poison damage for X
seconds.
o Power Attack Damage: Power attacks deal X extra damage.
o Power Surge: X% chance on striking to release your currently selected power.
o Resonance: Sonic vibrations deal magic damage equal to X% of the target's current Health.
o Rolling Thunder: If the target dies within X seconds, X% chance to refresh your shout
cooldown.
o Shifting Earth: If the target is staggered, X% chance to summon a spike of rock that flips
the target into the air.
o Shock Damage Wild: Delivers a X point static shock, 10% chance to deal 5 times damage.
o Shock Hazard: Electrifies the ground underneath the target, dealing X damage for X
seconds.
o Skyhook: Chance to lift the target's feet off the ground, immobilizing it for X seconds.
o Sound: Chance to create a distracting noise that interrupts spellcasting for X seconds.
o Steal Weapons: X% chance to steal a humanoid target's equipped weapons.
o Stormbringer: Deals X shock damage as magic and applies the effect of many equipped
shouts.
o Sun Damage: Scorches undead for X points of damage.
o Threshold Death: Living target gets a stacking X point curse for X seconds and is slain when
this exceeds its Health.
o Threshold Throw: Target gets a stacking X point curse for X seconds and is launched when
this exceeds its Health.
o Threshold Wail: Target gets a stacking X point curse for X seconds and its Health is halved
when this exceeds its Health.
Armors