|Weakness to Magic|
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Weakness to Magic M% for D seconds
Weakness to Magic increases by M% the magnitude of subsequent offensive magical effects; the effect lasts for D seconds. For example, a target with Weakness to Magic 50% active will suffer 9 points of damage from a Flare spell, instead of the usual 6 points. All of the effects listed as offensive spells will be enhanced by an active Weakness to Magic effect, including subsequent Weakness spells. Therefore, Weakness to Magic 50% followed by Weakness to Fire 50% results in a 75% magnitude Weakness to Fire effect.
Magnitudes greater than 100% are possible if multiple effects are simultaneously active.
Some creatures (and some character birthsigns) have natural weaknesses to magic.
- This effect can be gained for spell making and enchanting via spells or choosing the Apprentice Birthsign.
- Note that there is only one spell with this effect, and it requires Journeyman in Destruction. If you want this effect for spellmaking and enchanting at the beginning of the game, you MUST take the Apprentice Birthsign.
- For effects with no magnitude (notably Paralyze and Silence), a Weakness spell increases the effect's duration, instead of the effect's magnitude.
- If a person has a 100% resistance to magic (immunity to magic), weakness to magic is still ineffective against them, since even the weakness to magic effect is resisted.
- A Weakness to Magic spell amplifies all effects of a spell, as long as the spell contains just one negative effect.
- This bug is fixed by version 1.1.511 of the Official Oblivion Patch.
- Resistances and Weaknesses: General information on how resistances and weaknesses interact.
Apparel with Weakness to Magic