This page lists all of the spells that appear in Oblivion. Spells can be purchased from spell merchants, received as rewards for quests, and received during character creation depending on chosen major skills. Almost every spell has a corresponding tome that is only introduced with the Spell Tomesofficial download. Reading a tome will allow you to instantly learn its spell, and there are some spells in the game that can only be acquired through reading its tome.
The Unofficial Oblivion Patch changes the magnitude of this spell to 20 to allow all Easy-level locks to be opened. It also changes the spell from on-Touch to on-Target.
This is the only on-touch Open spell in the game, and it is impossible to create other touch Open spells; see the effect's notes. It is cheaper than a custom spell of the same magnitude because it is on-touch instead of on-target.
Flame Shield is listed as a Journeyman-level spell in the Construction Set, but has a magnitude and duration that automatically makes it a Master-level spell. It appears the intended effect should have been 20% for 30 secs on Self, like the other Journeyman-level elemental shield spells.
Due to an oversight, the spell costs significantly more magicka to cast than a comparable custom spell made at a Spellmaking Altar. The highest level of Finger of the Mountain is almost impossible to cast for most characters without significant amounts of Fortify Magicka.
The two highest levels of Finger of the Mountain are the two most expensive spells to cast in the entire game. Even with level 100 Destruction skill the strongest version of the spell costs 710 magicka.
Wizard's Fury is significantly cheaper (>50% cheaper) than an equivalent custom spell made at the Spellmaking Altar. The costs in parentheses provide the magicka costs of the comparable custom spell.
The two lowest-leveled versions of the spell appear with a Shock icon in the player's inventory and appear as a lightning bolt; all the others show a Fire icon and act as a fire ball. This is due to a spell's appearance being linked to the highest costing effect.
The cost for most spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar it would have the same magicka cost as the built-in spell. However, there are a few notable exceptions, as noted in the tables. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
Cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master
The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant). Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
Spells can be added via the console using the player.addspell command, followed by its Form ID. For example, player.addspell 000A9822 would add Heal Major Wounds to the list of known spells. The command PlayerSpellBook or psb will add every spell defined in the game, including those from mods, test spells, and others not normally accessible to the player. Due to the amount of spells added this can have an adverse effect on game performance when accessing the spell list. Not all spells unlocked through this command will work, and some will not work as expected.
The game does not feature any way to remove a known spell except for using the command player.removespell followed by the spell's Form ID, e.g. player.removespell 000A97CA would remove the spell Calming Touch from the list of known spells. This method does not allow you to use the spell's name again for custom spells; the game will simply act as if a spell of the same name still exists.
The game uses the default starting spell Heal Minor Wounds as a fallback when casting a scroll spell, and therefore it is not recommended to remove it using any method.
Several modifications can be used to rename and remove spells: Wrye Bash allows you to both rename and delete spells. There is also an OBSE-based mod which allows you to remove spells while in-game. If you don't want to or are unable to use either of these, then your only choice is the console. A recent version of COBL allows for spells to be deleted too.