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< Oblivion: People / Spell Merchants
(RefID: 0002D06B)
Home City Anvil
Location Anvil Mages Guild
Race Wood Elf Gender Male
Level 10 Class Mage
RefID 0002D06B BaseID 0002D018
Available 12am-3am, 8am-9pm every day
Gold 10 Mercantile Novice (15)
Spells Alteration SpellsConjuration SpellsDestruction SpellsMysticism SpellsRestoration Spells
Other Information
Health 40 Magicka 50
Responsibility 50 Aggression 5
Faction(s) Anvil Citizen; Guild for Mages Journeyman(Journeyman Journeyman)
Thaurron in the Anvil Mages Guild Hall

Thaurron, a Wood Elf mage, is a Journeyman of the Mages Guild who sells spells at the local Anvil Guild Hall. He is among the few people in Cyrodiil to have managed to tame an Imp. His pet, Sparky, can be seen constantly following him around.

He lives an uneventful lifestyle, eating only once a day, at dinner, from 9pm to midnight, and sleeping in his bed in the Living Quarters from 3am to 8am. He will spend the rest of his day wandering around the Guild building.

When you meet him for the first time, he will briefly introduce himself: "I greet you. Thaurron, Journeyman of the Mages Guild." Just like fellow Guild member Marc Gulitte, he's quite happy with Carahil's leadership of the chapter: "Carahil supported Arch-Mage Traven's appointment from the beginning, and I don't believe the rumors that she just wanted his job at this hall." If you haven't joined yet, he will give you some advice: "Any of the local guild heads can get you into the guild. If you're in a hurry, speak with Carahil. She should be somewhere around here."

Unlike others, he doesn't think that Anvil and the countryside surrounding it are without any action: "I believe some people think of Anvil as a slow, sleepy place compared to eastern Cyrodiil, but there's plenty of trouble up north to be found." One of those perils is Malacath's Shrine, and once you have read Modern Heretics or spoken with Ulene Hlervu about "Cheydinhal", a new "Daedra shrines" conversation topic will appear. When you speak to Thaurron about this, he will say: "There's a Malacath Shrine west of Fort Sutch, west of the Gold Road to Hammerfell. But I stay away. I like my skin on the outside, in one piece." and then mark the shrine's location on your map.

He wears middle-class attire, consisting of a quilted doublet, tan linens and a pair of doeskin shoes. His only other possession is a small amount of gold.

He doesn't wield any weapons, relying instead on a set of basic spells from all of the magical schools, though in practice he is unable to cast his Journeyman-level spell and some Apprentice-level spells (see Bugs). These are the same spells that you can buy cheaply from him, since his Mercantile is a mere 15. He will always be available for bartering when not sleeping or eating.



  • A combination of his magical schools' skill levels and his total available magicka results in Thaurron being unable to cast any spell with a magicka cost above 48.


Thaurron has the following spells for sale:

Spell Name Level Cost Effects
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
Remote Manipulation Apprentice 28 Telekinesis 10ft for 20sec on Target
Soul Trap Apprentice 60 Soul Trap for 20sec on Touch
Absorb Attribute: Agility* Novice 14 Absorb Agility 5pts for 20sec on Touch
Absorb Attribute: Endurance* Novice 14 Absorb Endurance 5pts for 20sec on Touch
Absorb Attribute: Intelligence* Novice 14 Absorb Intelligence 5pts for 20sec on Touch
Absorb Attribute: Luck Novice 14 Absorb Luck 5pts for 20sec on Touch
Absorb Attribute: Speed* Novice 14 Absorb Speed 5pts for 20sec on Touch
Absorb Attribute: Strength* Novice 14 Absorb Strength 5pts for 20sec on Touch
Absorb Attribute: Willpower* Novice 14 Absorb Willpower 5pts for 20sec on Touch
Absorb Fatigue Novice 11 Absorb Fatigue 10pts on Touch
Absorb Health* Novice 12 Absorb Health 5pts on Touch
Absorb Magicka Novice 14 Absorb Magicka 10pts on Touch
Absorb Skill: Acrobatics* Novice 16 Absorb Acrobatics 5pts for 10sec on Touch
Absorb Skill: Athletics* Novice 16 Absorb Athletics 5pts for 10sec on Touch
Absorb Skill: Illusion Novice 16 Absorb Illusion 5pts for 10sec on Touch
Absorb Skill: Security* Novice 16 Absorb Security 5pts for 10sec on Touch
Absorb Skill: Hand to Hand* Apprentice 40 Absorb Hand to Hand 10pts for 10sec on Touch
Absorb Skill: Light Armor* Apprentice 40 Absorb Light Armor10pts for 10sec on Touch
Absorb Skill: Mercantile Apprentice 40 Absorb Mercantile 10pts for 10sec on Touch
Absorb Skill: Mysticism* Apprentice 40 Absorb Mysticism 10pts for 10sec on Touch
Absorb Skill: Restoration* Apprentice 40 Absorb Restoration 10pts for 10sec on Touch
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self
Leech Health* Apprentice 30 Absorb Health 10pts on Touch
Minor Magic Resistance** Journeyman 128 Resist Magic 15% for 20sec on Self

* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.
** Indicates spells with effects which cannot be purchased anywhere else.

Purchased Spell Notes
  • The magicka cost for most purchasable 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 purchasable spell. There are a few exceptions. 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.
  • The magicka 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)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • 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.