Skyrim:Enchanting Effects

Skyrim: Skills: Enchanting / Magical Effects

This page documents the Magical Effects that can be used for Enchanting items.

Enchantment EffectsEdit

Enchantment effects can only be put on items that are equipped to certain locations.

Apparel EffectsEdit

Apparel enchantments improve the player's attributes, or provide the player with useful new abilities or resistances. An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it. This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks.

Apparel Effect Body Area Base Magnitude Base Cost[1] Disenchant
Head Neck Chest Hands Finger Feet Shield
Fortify Skill SR-icon-spell-Magic Hat.png Alchemy Yes☑ Yes☑ Yes☑ Yes☑ +8% potion strength 167
SR-icon-spell-Magic Hat.png Alteration Yes☑ Yes☑ Yes☑ Yes☑ -8% casting cost 206
SR-icon-spell-Magic Hat.png Archery Yes☑ Yes☑ Yes☑ Yes☑ +13% damage 352
SR-icon-spell-Magic Hat.png Barter Yes☑ Prices improved by 8% 206
SR-icon-spell-Magic Hat.png Block Yes☑ Yes☑ Yes☑ Yes☑ +13% damage blocked 235
SR-icon-spell-Magic Hat.png Conjuration Yes☑ Yes☑ Yes☑ Yes☑ -8% casting cost 246
SR-icon-spell-Magic Hat.png Destruction Yes☑ Yes☑ Yes☑ Yes☑ -8% casting cost 256
SR-icon-spell-Magic Hat.png Heavy Armor Yes☑ Yes☑ Yes☑ Yes☑ +8 skill 157
SR-icon-spell-Magic Hat.png Illusion Yes☑ Yes☑ Yes☑ Yes☑ -8% casting cost 226
SR-icon-spell-Magic Hat.png Light Armor Yes☑ Yes☑ Yes☑ Yes☑ +8 skill 137
SR-icon-spell-Magic Hat.png Lockpicking Yes☑ Yes☑ Yes☑ Yes☑ +13% 168
SR-icon-spell-Magic Hat.png One-Handed Yes☑ Yes☑ Yes☑ Yes☑ +13% damage 369
SR-icon-spell-Magic Hat.png Pickpocket Yes☑ Yes☑ Yes☑ Yes☑ +13% multiplier to success chance 184
SR-icon-spell-Magic Hat.png Restoration Yes☑ Yes☑ Yes☑ Yes☑ -8% casting cost 231
SR-icon-spell-Magic Hat.png Smithing Yes☑ Yes☑ Yes☑ Yes☑ +8% tempering strength 236
SR-icon-spell-Magic Hat.png Sneak Yes☑ Yes☑ Yes☑ Yes☑ +13% 672
SR-icon-spell-Magic Hat.png Two-Handed Yes☑ Yes☑ Yes☑ Yes☑ +13% damage 369
Fortify Attribute SR-icon-spell-Magic Hat.png Healing Rate Yes☑ Yes☑ Yes☑ +10% 251
SR-icon-spell-Magic Hat.png Health Yes☑ Yes☑ Yes☑ Yes☑ +20 202
SR-icon-spell-Magic Hat.png Magicka Yes☑ Yes☑ Yes☑ Yes☑ +20 188
SR-icon-spell-Magic Hat.png Magicka Regen Yes☑ Yes☑ Yes☑ +20% 53
SR-icon-spell-Magic Hat.png Stamina Yes☑ Yes☑ Yes☑ Yes☑ +20 161
SR-icon-spell-Magic Hat.png Stamina Regen[2] Yes☑ Yes☑ Yes☑[2] Yes☑[2] +10% 125
Fortify Other SR-icon-spell-Magic Hat.png Carry Weight Yes☑ Yes☑ Yes☑ Yes☑ +15 393
SR-icon-spell-Magic Hat.png Alteration &
Magicka Regen
Yes☑ -5% casting cost
+10% Magicka Regen[3]
SR-icon-spell-Magic Hat.png Conjuration &
Magicka Regen
Yes☑ -5% casting cost
+10% Magicka Regen[3]
SR-icon-spell-Magic Hat.png Destruction &
Magicka Regen
Yes☑ -5% casting cost
+10% Magicka Regen[3]
SR-icon-spell-Magic Hat.png Illusion &
Magicka Regen
Yes☑ -5% casting cost
+10% Magicka Regen[3]
SR-icon-spell-Magic Hat.png Restoration &
Magicka Regen
Yes☑ -5% casting cost
+10% Magicka Regen[3]
SR-icon-spell-Magic Hat.png Unarmed Yes☑ Yes☑ +5 damage 88
Resist SR-icon-spell-Magic Hat.png Disease Yes☑ Yes☑ Yes☑ Yes☑ +25% 55
SR-icon-spell-Fire.png Fire Yes☑ Yes☑ Yes☑ Yes☑ +15% 176
SR-icon-spell-Ice.png Frost Yes☑ Yes☑ Yes☑ Yes☑ +15% 186
SR-icon-spell-Magic Hat.png Magic[4] Yes☑ Yes☑ Yes☑ +8% 187
SR-icon-spell-Magic Hat.png Poison Yes☑ Yes☑ Yes☑ Yes☑ +15% 39
SR-icon-spell-Shock.png Shock Yes☑ Yes☑ Yes☑ Yes☑ +15% 196
Other SR-icon-spell-Magic Hat.png Muffle Yes☑ n/a 105
SR-icon-spell-Alteration.png Waterbreathing Yes☑ Yes☑ Yes☑ n/a 100
Apparel Effect Head Neck Chest Hands Finger Feet Shield Base Magnitude Base Cost Disenchant
  1. ^ Rounded down.
  2. ^ a b c Although armors, necklaces and rings can be disenchanted in order to gain the enchantment, armors, necklaces and foot apparel can be enchanted. Therefore you can equip four items (neck, chest, finger, feet) with that enchantment.
  3. ^ a b c d e The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
  4. ^ There are two versions of this effect, allowing it to be applied twice. The second version is from the Shield of Solitude and has a base magnitude of 10%.
    • PC Only This issue has been addressed by the Unofficial Skyrim Patch; the shield has been altered to use the normal version of the effect.

Weapon EffectsEdit

Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.

Weapon Effect School Base Magnitude Base Cost[1] Disenchant
Absorb SR-icon-spell-Absorb.png Health Destruction 8 31
SR-icon-spell-Absorb.png Magicka[2] Destruction 10 21
SR-icon-spell-Absorb.png Stamina[2] Destruction 10 22
Damage SR-icon-spell-Magic Hat.png ChaosDB Destruction 10 19
SR-icon-spell-Fire.png Fire Destruction 10 11
SR-icon-spell-Ice.png Frost Destruction 10[3]
50%[4] slow for 2 seconds[5]
SR-icon-spell-Magic Hat.png Magicka Destruction 15 15
SR-icon-spell-Shock.png Shock Destruction 10[6] 14
SR-icon-spell-Magic Hat.png Stamina Destruction 15 29
Repel SR-icon-spell-Banish.png Banish Conjuration Level 10 113
SR-icon-spell-Illusion Dark.png Fear Illusion Level 10, for 30 seconds 16
SR-icon-spell-Turn Undead.png Turn Undead Restoration Level 10, for 30 seconds 29
Apply Effect SR-icon-spell-Paralyze.png Paralyze Alteration 26%[4] chance for 2 seconds[7] 34
SR-icon-spell-Banish.png Soul Trap Conjuration 4 seconds[7] 9
Special SR-icon-spell-Magic Hat.png Briarheart Geis[8] Destruction +5 damage vs. Nords 0
SR-icon-spell-Fire.png Fiery Soul Trap Conjuration 5 seconds[7]
10 fire damage[4]
SR-icon-spell-Magic Hat.png Huntsman's Prowess Destruction +3 damage vs. Animals 3
SR-icon-spell-Light.png Silent Moons Enchant Destruction +10 damage between 9pm and 5am 5
SR-icon-spell-Shock.png Smithing Expertise Destruction 5 shock damage
+5 Smithing[4]
  1. ^ Rounded down.
  2. ^ a b There are two versions of this effect, allowing it to be applied twice.
  3. ^ The magnitude of this effect applies to both damage and stamina damage.
  4. ^ a b c d The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
  5. ^ The duration of this part of the effect is fixed regardless of skill, soul used, or perks.
  6. ^ The magnitude of this effect applies to both damage and, at half value rounding down, magicka damage.
  7. ^ a b c Only the duration is affected by Enchanting level and perks.
  8. ^ This effect is found on the Briarheart Geis, a weapon that cannot be found in game.

Skill and Perk InteractionEdit

  • Elemental effects are affected by the appropriate Destruction perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two elemental effects and their corresponding Destruction perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier.
  • Stability affects the duration of Paralyze effects.
  • Kindred Mage affects the level of Fear effects against appropriate NPCs. Animage likewise boosts the effective level versus animals.
  • Aspect of Terror does NOT affect the level of Fear effects.
  • Necromage affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows Turn Undead effects of level 40 or higher to work on Dragon Priests (level 50).
  • Necromage also improves the enchantments on items by 25% if the player is a Vampire.
  • The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.
  • Damage Stamina is affected by both Fire Enchanter and Augmented Flames due to an erroneous keyword.


  • Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.
  • Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a "+32% Fortify Enchanting" potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.
  • Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragon's breath attack without taking significant damage.
  • Nearly all enchantments are available at level 1. Known exceptions are Banish and Paralyze (both at level 22).

Enchanting for ProfitEdit

  • If you are mass enchanting your items, weapons offer a greater profit per soul gem used. Weapon enchantment prices are calculated by base uses; the fewer base uses an enchantment has, the more expensive the enchantment will be. The Banish enchantment is by far the most profitable weapon enchantment, followed by Absorb Health and Paralyze.
  • Although weapons are more profitable overall, the price difference from higher soul gems is greater for apparel. So, if you have fewer soul gems than you have weapons to enchant, it's usually more profitable to use the smaller soul gems on the weapons, and save the larger ones for apparel.
  • If you wish to mass enchant apparel, the most profitable enchantments at the petty soul level are usually Waterbreathing and Muffle, though Fortify Sneak can edge them out at high levels. Waterbreathing can be applied to helms, rings, and necklaces, while Muffle can be applied to footwear. (Waterbreathing and Muffle have no magnitude or duration, so they are just as effective and valuable with a petty soul as with a grand one.) If you use at least lesser souls, Fortify Sneak will surpass it. However, no wearable item enchantments are as profitable as the above-mentioned weapon ones per soul used.
  • Regardless of what you're enchanting, at very low skill levels with smaller soul gems, enchanting prices will vary somewhat from their base cost, so check other enchantments to see which is the most profitable. For example, you may find that an item enchanted with Fortify Destruction & Magicka Regen is worth more than one enchanted with Fortify Destruction, even though Fortify Destruction is normally the more profitable of the two.

Effect Charges and StrengthEdit


The net magnitude of the effect follows this formula, rounded down:

net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Potion effect) * (1 + Enchanter perk) * (1 + specific perk modifier) * (1 + Seeker of Sorcery effect)

if you have Unofficial Patch installed or

net magnitude = base magnitude * soul multiplier * skill multiplier1 * (1 + Enchanter perk) * (1 + specific perk modifier) * (1 + Seeker of Sorcery effect)

if you do not have Unofficial Patch installed.

Soul multiplier is as follows:

Class Multiplier
Grand x1
Greater x2/3
Common x1/3
Lesser x1/6
Petty x1/12

Skill multiplier is 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude.

Skill multiplier1 is 1 + (skill * (1 + Potion effect)/100) * (skill * (1 + Potion effect)/100 - 0.14) / 3.4

Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 4.21875x.


For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but generally not affected by the soul used. However, if the soul is so small that the Number of Uses can not reach 1, then the maximum magnitude will be adjusted to make sure the weapon has 1 use:

Maximum Magnitude = floor(floor(base enchantment magnitude * skill multiplier * (1 + Potion effect) * (1 + Enchanter perk modifier) * (1 + specific Enchanting perk modifier) * (1 + Seeker of Sorcery effect)) * (1 + elemental Destruction perk modifier))

Where skill multiplier is the same as for apparel, including the difference when installing Unofficial Patch. Note that multiple perk modifiers continue to add up - for example, the Chaos effect can incorporate up to 3 specific Enchanting perk modifiers and 3 elemental Destruction perk modifiers.

The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used).

 Charges Per Use = 3 * (base enchantment cost * magnitude / maximum magnitude)^1.1 * (1 - sqrt(skill/200))
 Net Number of Uses = soul charge capacity / charges per use

Note: base enchantment cost must be calculated according to the formula listed here when the enchantment is set to "Auto-Calculate".

To give you a rough idea of how this scales, removing the flooring from the maximum magnitude calculation allows the terms to be rearranged:

 Approximate Maximum Magnitude = base enchantment magnitude * (1+(skill/100)*(skill/100-0.14)/3.4) * (1 + fortify enchanting potion) * (1 + (number of enchanter perks)/5) * (1 + other perk modifier) * (1 + other perk modifier) ...
 Approximate Charges Per Use = 3 * (base enchantment cost / base enchantment magnitude)^1.1 * magnitude^1.1 * (1 - sqrt(skill/200)) / (1+(skill/100)*(skill/100-0.14)/3.4)^1.1 / product(potion and perk modifiers)^1.1

The charges per use are approximately a constant set by the enchantment, multiplied by a value set by skill, then modified upwards by magnitude raised to 1.1 and downwards by other modifiers raised to 1.1; those first two are:

 Constant Portion = 3 * (base enchantment cost / base enchantment magnitude)^1.1
 Skill Portion = (1 - (skill/200)^0.5)/((1 + ((skill-14)/100)*skill/340)^1.1)

As net uses goes up as charges per use go down, this effectively gives you a net use multiplier based on skill of:

 Net Use Skill Multiplier = ((1 + ((skill-14)/100)*skill/340)^1.1)/(1 - (skill/200)^0.5)

This has a value of 1.38 at skill level 15, and a value of 4.375 at skill level 100. Again, this is approximate, as the flooring operations that occur when setting the maximum magnitude introduce important rounding errors later when determining actual net uses. At skill level 200, Charges Per Use is 0 and Net Uses is infinity, and beyond that, Charges Per Use ceases to be a real number, which is why Fortify Enchanting Potions fortify enchantments directly, rather than adding to skill - it is fundamental to how enchanting works that the skill number used in the above arithmetic never be above 200, and as just explained, even equaling 200 is problematic. The highest Enchanting skill reachable in the game, without mods, is 110, using Ahzidal's GeniusDB, which has a Net Use Skill Multiplier of 5.21.

Soul charge capacities are as follows:

Class Capacity
Grand 3000
Greater 2000
Common 1000
Lesser 500
Petty 250

If the weapon has two effects, the charges per use are added together, resulting in fewer uses.

A graph of the net use multiplier by Enchanting skill level:

SR-graph-Enchantment Net Uses Accurate.png


  • The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.
  • The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.
  • The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.
  • The number of uses and charges per use is not fixed at the time of the enchanting. If you use a Fortify Enchanting by 99% potion with 100 enchanting skill to enchant a weapon with a powerful enchant, and then use it later (while not under effect of said potion), it will run out of charges very fast, because number of charges per use is calculated at the moment of the usage.
  • Some enchantment effects cannot be applied to followers, or do not confer the expected benefits to them. See here.
  • Enchantment effects stack with one another and with alchemy effects.


  • If you equip a shield with magical effects and a one-handed weapon, then equip a two-handed weapon, and then switch back to the one-handed weapon, the shield will be automatically re-equipped but without the magical effects.
    • Unequipping and re-equipping the shield fixes this.
  • Game erroneously modifies Enchanting instead of Enchanting Power Modifier like other alchemy effects.
    • This bug is solved by Unofficial Skyrim Patch.