Successful Cast: +1.0
"Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world."
The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, teleport the caster's body, manipulate the world with telekinesis, absorb or reflect magical energies, and sense unseen objects at a distance.
See mysticism spells to find vendors for this school.
The following races receive bonuses to their Mysticism skill:
The following classes have Mysticism as a Major skill:
The following classes have Mysticism as a Minor skill:
If a new character's Mysticism skill × 2 + Willpower / 5 + Luck / 10 is at least the listed value, they can receive the following starting spell:
- 69: Detect Creature (Detect Animal 50-100 pts for 5 secs on Self, Cost: 19)
Other Mysticism spells are listed here.
The Master Trainer of Mysticism is Ardarume at the Gateway Inn: West Wing in Sadrith Mora. Other trainers of note are:
See Mysticism Trainers for the complete list.
To train yourself, create a custom spell with a casting cost of 1. You will be able to cast it many times until your magicka runs dry.
The following books will increase your Mysticism skill:
The following factions include Mysticism as one of their favored skills:
The school of Mysticism includes the following effects:
Absorb Skill is unused in the game, and only found on a developers' test item, Clutterbane.
- Demoralize Humanoid appears to be an Illusion spell, but it was set up to be Mysticism by mistake.
- This bug is fixed by version 1.6.1820 of the Morrowind Code Patch.