
A paralyzed opponent can be dispatched with ease. This is one of the most prized enchantments among warriors. The affected creature becomes rigid and unable to move for a short time. It is important to note that self-willed undead are not affected by banishment. Summoned atronach return to the Oblivion plane from whence they came. The banishment breaks the link between the caster and the creature. Banishment only affects summoned atronachs or undead raised by wizards. The rarest of enchantments are those of banishment and paralyzation. Absorbing health can actual steal the life from a creature. As discussed above, absorbing magicka and stamina is not in itself deadly. These are sometime referred to as vampiric enchantments. The weapon becomes a conduit, transferring the stolen energy from the victim to the wielder. There are three known types that drain the victims health, magicka, or stamina. Noticablely more rare are the absorb enchantments. To use it against men or elves is abhorrent. This form of magic should only be used against beasts and monsters. Should he die shortly thereafter, he soul is siphoned off to a nearby soul gem. Upon entering the blood, the victim's soul is bound. There is no known fear enchantment that will affect dwarven machines.Ī particularly insidious, but somewhat common enchantment, is soul trap. The latter cause draugr, skeletons, vampires and the like to flee. The former will only affect living creatures, not undead, or magical constructs such as atronachs and dwarven automatons. There are two varieties, one for the living, and one for the undead. Unlike the elemental enchantments, the enchantment along cannot kill, although the weapon itself can still take a life.Įqually less common are the enchantments of fear. These drain off a wizards reserve of power, tiring him magically just as the weapons that strain stamina tire their victims physically.

Only slightly less common are weapon enchantments that drain magicka or stamina. The simple, yet effective enchantments burn, freeze or shock when they draw blood.

The most common are fire, frost and lightning. Weapon such as axes and bows can hold a wide variety of enchantments. Those who follow may choose to revise this work as needed. New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated.

No pretense is made that this list is complete. Within this catalogue are all the known varieties of weapon enchantments the modern mages can cast.
