Skyrim talk:Soul Trap (effect)

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Summoned Creatures Resistant to Soul Trap[edit]

Apparently summoned creatures are resistant to soul trapping effects, removing this bug/exploit/feature from previous games in this series. Unknown whether this can be changed using the Creation Kit. Jimhsu 22:48, 19 November 2011 (UTC)

List of creatures[edit]

I was wondering if someone could post a list of creatures and they're respective soul size either here or on the "soul gem" page. It would help a lot to know what to hunt. 19:45, 22 November 2011 (UTC)

I wrote what was above. I found "souls" page, which does exactly that, so there is no need. ZeNinjaHawk 19:48, 22 November 2011 (UTC)

Fiery Soul Trap[edit]

It's probably worth a mention that the Steel Battleaxe of Fiery Souls actually has the Fiery Soul Trap enchantment on it, dealing damage and applying the Soul Trap effect to the target. --Fluff 23:18, 28 November 2011 (UTC)

It's a distinct effect, so it should probably get its own page, but yes: right now the article says that disenchanting it gives you "Normal" Soul Trap, which is incorrect. Aliana 22:49, 30 December 2011 (UTC)

I was wondering if a weapon with both Soul Trap and Fiery Soul Trap would capture two souls from an enemy or only one. --Rasimpson 03:53, 27 January 2012 (UTC)

Will a soul trap enchantment work on a one-shot kill?[edit]

Haven't seen this clarified anywhere. Thanks!

Yes, if a weapon has the Soul Trap enchantment, then when it hits the enemy, the soul trap spell gets cast on them, and they die in "zero seconds". The smallest amount of time a soul trap enchantment can have is that the enemy must die within one second of casting. Since zero seconds is less than one second, the soul trap succeeds.
--Nicklink483 16:13, 8 December 2011 (UTC)
This is a very useful technique, as a weapon enchanted with soul trap that has a 1 second duration will have a very large number of uses, allowing for example a greatsword to have 400+ soul trap casts on a single charge. I have one Ancient Nord Greatsword that has 700+ uses for a 1 second soul trap enchantment, and It works great for farming souls. Because of the Soul Siphon perk I never have to recharge it. You do need to be careful that you don't kill too many low level enemies and fill grand soul gems with lesser souls.
would that technique be worth noting on the page? Qwertyone 01:25, 14 December 2011 (UTC)
It would definitely be worth mentioning. I actually came here only to find out whether soul siphon and soul trap can work in conjuntion, or if soul trap would take the entire soul, leaving nothing for siphon :)

Black Soul Gem / The Black Star[edit]

Can someone confirm that these gems only capture black souls? With which version/patch was the former behavior (these 2 gems can trap any soul, see Revision as of 08:18, 19 December 2011 [1]) removed? If its true, there are other pages which should be updated: Skyrim:The Black Star and Skyrim:Azura's_Star#Miscellaneous_Items. --Psychomc 21:40, 21 December 2011 (UTC)

To confirm, as of December 24, game version on PC, the Black Star can capture Petty and Common souls. — Unsigned comment by (talk) at 02:51 on 26 December 2011


Does anyone beleve that the current image for Soul Trap should be changed to the Skyrim Conjuration image? My last edit was undone because "a generic conjuration image is not a more accurate replacement on a page for a specific effect". Skyrim effects are animations are portraid by animations and cannot be used. But oblivion images are out of date; and I beleve that the generic conjuration image is more fitting. Does anyone agree?--Cole1 23:25, 30 December 2011 (UTC)

There is already some discussion at Template_talk:Effect_Summary. --Alfwyn 23:42, 30 December 2011 (UTC)

Follower Glitch: Filling Multiple Soul Gems with a Single Kill[edit]

There seems to be a bug that causes followers to capture multiple souls on a single kill. I gave Stenvar a Mace of Souls and a dozen petty gems, and after he killed a wolf, I checked his inventory and found that all the gems were filled. 07:35, 11 January 2012 (UTC)

I have seen this behavior myself multiple times, but I was not able to reproduce this behavior consistently. I do not know what triggers this to happen. I have read other accounts of this happening elsewhere on internet as well. --Abacus707 23:44, 26 June 2012 (UTC)
I just thought I'd try out a soul trapping follower and this happened, but after moving a few of the filled gems between me and my follower's inventory I noticed something odd. Something about the souls doesn't "stick". From a stack of 25 apparently filled lesser soul gems, if I took a single one out it would lose the soul and become an empty lesser gem. After taking out the whole stack, I started giving gems back to the follower one by one, and they would also empty after the switch. I started giving the follower small stacks as well (traded at least 2, up to 10), and the same thing happens. However, I traded the final gem by itself over the their inventory and this one kept the lesser soul. Tried on another stack of filled petty gems, if any number of filled gems are traded they will keep their strange filled tag, but it seems when you reduce the stack to a single gem by any means the excess will become empty leaving one filled gem. Unfortunatly, when I thought to test if you could use a stack of these gems to recharge weapons it didn't seem to trigger again. Playing on Xbox, the follower was Iona with a custom enchanted soul trap war axe. 13:37, 18 August 2012 (UTC)
I seem to get this problem consistently when having a follower (in this case, Vilkas) equipped with a bow with a soul trap enchantment on it (in this case, a glass bow with soul trap/shock damage). To avoid them reverting to their own default hunting bow, remove all arrows from their inventory. As long as they carry the enchanted bow but no arrows they should use the enchanted bow instead of their default, and with an apparently infinite supply of arrows (don't ask me which kind). PS3/1.6 --Anbalsilfer 13:37, 23 August 2012 (UTC)
Correction, on closer investigation I found that the problem seems to be unrelated to the type of weapon. Rather, the glitch seems to affect individual stacks of soul gems. I am not yet sure what triggers the glitch, causing a stack of soul gems to be treated like a single gem when placed in a follower's inventory, but I *have* found out how to fix it: simply remove the stack from the follower's inventory, drop it on the ground and pick it up again to empty the gems if they are apparently filled, then give back the empty soul gems to the follower one-at-a-time. They will stack automatically in the follower's inventory and after this, the gems should fill properly. --Anbalsilfer 12:39, 24 August 2012 (UTC)

Killcam Glitch[edit]

Executing a cinematic kill using a Soul Trap enchanted weapon may cause the victim's corpse to float in place wherever it was when the soul-capturing animation started. (Happened to this editor on PS3; haven't yet had a second cinematic kill to confirm or deny this as a consistent bug) — Unsigned comment by (talk) at 07:30 on 23 February 2012

I don't know as to the first glitch specified, but the one involving the cinematic kills and soul trap I've experienced, but a bit differently. Multiple times I used a soul trap enchanted bow to finish several enemies in the cinematic fashion, and their bodies had physics applied normally, but their weapons were always frozen where they had been before the enemy was killed (experienced on the Xbox 360 version). DrVector 05:22, 1 June 2012 (UTC)


do we know the in game lore of how this works? is the soul destroyed upon enchanting, do we just steal its life force and send it on its way ect? what about azura's star? does that send the soul to her or just wherever it would have gone ect? if all magic items are made this way does that mean my sword has a soul and possibly some rudimentery sentience or is it just stuck in a battery?

just wondering if any books in past games answer anything like that for rp reaspns


nevermind, daggerfall gives me my answer. its the soul and its stuck there until the weapon breaks.

As for Daggerfall: firstly, enchanting was done with or without soulgems; all the soul added was a higher capacity for enchantment and a few added traits (good or bad) depending on the creature. However, if that item ever broke, then the trapped creature breaks free and, being rightfully pissed off, tries to kill you. I seem to remember game literature or perhaps the manual hinting that the released is the ghost/spirit/whatever of the creature; but as far as the game goes, they weren't any different from their fully corporeal selves. — Unsigned comment by (talk) at 17:53 on 7 July 2012

Soul Trap Interacts with Dawnbreaker?[edit]

I equipped the Soul Trap spell in my left hand and Dawnbreaker in my right, intending to do a bit of soul farming. To my surprise, every time I cast Soul Trap on a draugr and then kill it with Dawnbreaker, it triggers the "explosion" effect, disabling or disintegrating every other draugr in the room. Something about the way Soul Trap is coded seems to be forcing the chance for the explosion effect from Dawnbreaker up to 100%. 01:47, 14 July 2012 (UTC)

For clarity im going to put this here even if you have worked it out for yourself. Remember skyrim is just the latest instalment for the elder scrolls series, in a world with this much lore its almost impossible it has not been answered, its a case of going to the lore sections and looking there rather than assuming it should be on the current game page...the lore for this game covers huge timezones but they are for the most part 99.9% accurate across all, its something they have strived for between games as this is a "world" rather than just a one game instalment. Just because you played skyrim and got the question does not mean the answer has to be designated to skyrim as this spell has been in the game for quite some time (as you found out). I admit the above person im replying to is probably long gone and was a one off comment but this is here to serve as a note to others who may come across. We have a Lore section on the wiki that covers data from Elder Scrolls as a general source and not just one game, use it. - Killerchronic (talk) 02:01, 16 May 2013 (GMT)

Dawnguard issue with Fiery Soul Trap[edit]

Since Fiery Soul Trap redirects to this article, I'm going to put this here. I had the Fiery Soul Trap enchantment, used it to enchant two swords, then installed Dawnguard. I lost access to the Fiery Soul Trap enchantment after the DLC install when I went to enchant two new swords with it. Since I had already disenchanted the one weapon that has the original enchantment prior to installing Dawnguard, I had to use console commands to recover the enchantment. Has anyone else experienced this? 20:00, 22 August 2012 (UTC)

enchant id firey soul trap[edit]

since apparently soul trap and fiery soul trap are on the same page it would probably be a good idea to include stats and enchant id for fiery soul trap as well as whats already there. that and I've looked everywhere i either Don't find the enchant id for fiery soul trap or just find the id for soul trap. — Unsigned comment by (talk) at 16:35 on 28 August 2012

The Fiery Soul Trap record uses the two effects Soul Trap (a different version than the regular Soul Trap) and Fire Damage. I'm not sure if this is what you're looking for, but hopefully it helps. ABCface 16:49, 28 August 2012 (UTC)

Improved Fiery Soul Trap[edit]

Is it worth noting that the 10 points of Fire Damage attached to Fiery Soul Trap can actually be raised with the appropriate perks? I currently have Fire Enchanter and both ranks of Augmented Flames, and my Fiery Soul Trap does 22 points of Fire Damage. (Unfortunately, I didn't think to check at the time whether either or both of these perks are what contributes to the improvement.) SonGoharotto (talk) 15:42, 13 October 2012 (GMT)

Soul Trap Effect on surroundings. floor, walls, doors etc.[edit]

I have a Bow dual enchanted with Soul Trap and Fire, now if I misfire and hit a door, nine times out of ten the door glows blue. I just started running around in Kagrumez when one of my arrows hit the floor and now the entire room except the ceiling is purple. It's not game breaking in any way just annoying, I thought it'd be worth mentioning. Not sure if re-loading fixes this, I think exiting the cell and re-entering does as it first happened 40 hours ago in Halted Stream Camp and I've been there since. If it makes much of a difference, it first happened with both Dawnguard and Hearthfire installed and it seems to be more frequent now that Dragonborn is installed. Not sure why its happening, the spell itself doesn't do this and neither do melee weapons with the Soul Trap Effect. Has anyone else experienced this? Tuaire (talk) 16:31, 9 December 2012 (GMT)

I hit a chair in Breezehome once and the effect has never gone away, even after savegame conversion of PS3 to PC. — Unsigned comment by (talk) at 16:56 on 16 March 2013‎
I've accidentally shot a Tanning Rack and a Large Sack at Lakeview Manor with a Soul Trap-enchanted Crossbow. They glow, they hiss, and no console command I've found will stop this other than MarkForDelete. Using MarkForDelete will dispel the soul trap when you use it and leave the container until it reloads, but there's no way to un-MarkForDelete.Victortyne (talk) 03:05, 4 October 2013 (GMT)
If you want to fix this effect >do NOT use "MarkForDelete"< (<-do not use it at all ingame unless you absolutely must) instead use disable/enable if you have the correct item selected. if you dont have the ID and have problems selecting it make sure you save before any console command and keep clicking +"disable" until the correct item dissapears then dont click anything else xept for reloading your save. if you did it correctly and open the console your last item clicked should still be selected then you can type "disable" and "enable" again to quickly remove the Soultrap effect. 09:00, 10 March 2015 (GMT)

Soul Trap + Fiery Soul Trap[edit]

Using the extra effect perk from Enchanting, would a weapon with both enchantments result in filling 2 soul gems? Either way it should be noted. I'll see about testing it out tomorrow (it's 10 PM here). Mikeyboy52 (talk) 13:52, 25 January 2013 (GMT)

My tests show that it doesn't, feel like there should be a note. Mikeyboy52 (talk) 09:52, 26 January 2013 (GMT)

Soul trapping ore veins?[edit]

I just discovered that if I shoot an ore vein with my bow enchanted with soul trap it will glow and make the noise like it's soul trapped. The enchantment it supposed to soul trap for 2 seconds and it doesn't look like it's stopping. I'm not sure whether to add this to the Notes or maybe make a Bugs section...? Valus (talk) 04:22, 31 January 2013 (GMT)

Does it fill a soul gem? If not then its a glitch in sounds which is no point adding anywhere. Also you need to test multiple veins and types and with different, bows/arrows or even spell. To add something to either of those sections on the main page it must not be a 1 off glitch, it must be repeatable and with accurate instructions on how to do so. So in short no, you did right by not adding it. However you seem to have left it at that so someone else will have to go test, you never stated what ore, where, bow, arrow, all of which matter, it could be a glitch with a combo of only those things you used and never repeatable by anything other than that. Basically useless info unless you come back and fill us in. - Killerchronic (talk) 02:05, 16 May 2013 (GMT)

Fiery Soul Trap Page[edit]

Moved to Community Portal Lord Eydvar Talk|Contribs 01:22, 25 February 2013 (GMT)

Mages Flee when Soul Trapped - Please confirm?[edit]

Found this under the TV Tropes: Skyrim article (Section: "Artificial Brilliance:")

"Most enemies will not give two skeever droppings if you cast Soul Trap on them - except mages. Cast Soul Trap on them, and they'll completely break off any attacks and run the hell away, because they know what you just hit them with and they don't want to be used as fuel for your next enchantment."

Is this true? Or is this just the usual TV Tropes bullocks? -- 01:23, 18 June 2013 (GMT)

I've seen enemies flee after having soul trap cast on them. I'd have to do some testing to see if it's peculiar to mages, I'll try hitting some undamaged mages with it sometime and see if the effect is different from regular bandits.
You'd also have to test it on warlocks, necromancers, forsworn shamans, and bandit hedge wizards separately. --Morrolan (talk) 14:44, 4 October 2013 (GMT)
It happens entirely randomly with all humans and on rare occasion, monsters. I've noticed the effect hundreds of times but have never found a common denominator. In order of probability of it happening, various low HP characters flee first. Spell casters and weak bandits. Then it works on up the HP ladder. All humans, including soldiers, Thalmor, Vigilants of Stendarr, Dremora, Falmer, Foresworn, vampires and werewolves. When it happens, all will panic and run as the Fear effect, eventually stopping, hunkering down and cringing. Flame Atronachs occasionally take off across the landscape, stopping eventually at random, turning non hostile. Another oddity that I've noticed only with Hagraven is they will occasionally suddenly stop in their tracks, allowing your character to walk right up to them. If anyone sees some commonality in these, or knows of some script going on behind the scenes, I'd very much appreciate their posting it. (Addendum: Use bows exclusively, tested over many RL months. Bow presently used, Dragonbone, total damage about 320, fired about 7,000 dwarven arrows. Soul Trap effect duration, 2 seconds. -With Enchanting skill 100 and an enchanting potion quaffed, I've never had to recharge the bow. I have no idea the number of Soul Traps it has. After fights the misses commonly leave bits of the scenery soul trapped which usually remains until either, leaving and reentering the cell or the cell resetting.) Sniffles (talk) 10:11, 12 March 2014 (GMT)