
Lighting Speed: The caster moves with meteoric speed, making everything slow down almost to motionlessness for seconds. Etherealness: The target's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment. Animate Lock: The caster can infuse almost any lock with magic energies, causing it to unlock itself on his behalf. Absorb Essence: The caster absorbs points of health, magicka and stamina per second from the target. Telekinetic Nova: The caster evokes an explosion of telekinetic forces, maiming all nearby targets and sending them flying through the air. Unpredictable side-effects like cloth-phobia might occur. Telekinetic Disarray: The caster magically removes all worn equipment from the target, though one should beware. Although potent, the spell is rumored to be very unstable, and various side-effects have been reknown to be the consequence of its casting. Polymorph: The caster attempts to turn the target into a harmless animal for seconds. Paralyze (Rank I): The caster tries to telekinetically imprison the target for seconds. Mage Shield (Rank II): Improves the target's armor rating by points for seconds. Mage Armor (Rank IV): Improves the caster's armor rating by points for seconds. Detect Death: The caster detects all nearby dead and can sense them even through walls. Arcane Mending: The caster mends the target automaton or atronach telekinetically, restorating points of health. Absorb Magicka: The caster absorbs points of magicka per second from the target. Therefore, unarmed damage, health and carrying capacity are increased by points for seconds. Transmute: Muscles (Rank II): The touched target's raw strength and body tissue becomes magically reinforced. Transmute: Minerals: Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any.
Also, the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor.
Transmute: Water: The caster is able to transmute small amounts of water into air, allowing him to breath underwater for seconds. Telekinetic Hand: The caster grabs the target item from afar. Mage Shield (Rank I): Improves the target's armor rating by points for seconds. Mage Armor (Rank III): Improves the caster's armor rating by points for seconds. Detect Life: The caster detects all nearby living beings and can sense them even through walls. Absorb Stamina: The caster absorbs points of stamina per second from the target. Absorb Health: The caster absorbs points of health per second from the target. Transmute: Muscles (Rank I): The caster's raw strength and body tissue becomes magically reinforced. Mage Armor (Rank II): Improves the caster's armor rating by points for seconds. Light (Rank II): The caster creates a ball of bright light that lasts seconds and sticks where it strikes. Featherfalling: The caster's feet become surrounded by a telekinetic field that negates all falling damage for seconds.
However, the spell requires a piece of quicksilver ore to work properly.
Animate Lockpick: The caster infuses simple inanimate lockpicks with life, making them able to pick locks almost by themselves.Mage Armor (Rank I): Improves the caster's armor rating by points for seconds.Light (Rank I): The caster creates a bright hovering light that lasts for seconds.Absorbing Grasp: The caster absorbs points of health from the touched target.