SPELLS AND THEIR EFFECTS

As used in the table, "School" is the school(s) of magic the spell uses as per the manual (D=Destruction, M=Mysticism, I=Illusion, R=Restoration, A=Alteration, T=Thaumaturgy), "Range" is the area of effect of the spell, "Duration" is how long the effect will last (in rounds), "Magnitude" is how well it does what it's supposed to do, and "Chance" is the chance of successfully creating the effect.  "Effect" is what the spell does and is more or less equivalent to what you'll select if you use the spell-maker to duplicate the effect of the spell.

Please note that Duration, Magnitude and Chance are functions of the level of the caster.  Each spell has a base number plus an additional number per level of the caster.  For example, Fenrick's Door Jam has a base duration of 1 round plus 1 round for each 25 levels of the caster and a base chance of success of 6% plus 1% per 10 levels of the caster.  These are abreviated as 1 + 1/25 and 6 + 1/10, respectively.  Thus, a 25th level caster would have a duration of 2 rounds and a 8.5% chance of success in casting the spell.

Some spells, especially Destruction spells, give a duration for the spell.  This duration is probably not accurate.  Most of these spells are one-shot damage spells and do not inflict continuous damage.  For continuous damage, the effect (at least in the spell-maker) is listed as "Continuous Damage", not "Damage" and the effect doesn't seem to work, anyway.

NAME SCHOOL RANGE DURATION MAGNITUDE CHANCE EFFECT
Fenrick's Door Jam

M

Touch

1 + 1/25

one object

6 + 1/10

Lock - locks doors and chests
Tame

T

Touch

5 + 5/1

one creature

10 + 10/1

Pacify Animal
Quiet Undead

T

Touch

5 + 5/1

one creature

10 + 10/1

Pacify Undead
Balyna's Balm

R

Caster

instant

1 + (2-10)/2

n/a

Heal Health
Recall

M

Caster

instant

n/a

n/a

Teleport
Calm Humanoid

T

Touch

5 + 5/1

one creature

10 + 10/1

Pacify Humanoid
Charm Mortal

T

Touch

5 + 5/1

one creature

10 + 10/1

Charm (increases your reaction roll for the target only)
Orc Strength

R

Caster

5 + 1/1

n/a

(1-10) + 2/1

Fortify Attribute: Strength (actually only adds about 15 points)
Wisdom

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Intelligence (adds about 15 points)
Iron Will

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Willpower (adds about 15 points)
Nimbleness

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Agility (adds about 15 points)
Feet of Notorgo

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Speed (adds about 15 points)
Fortitude

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Endurance (adds about 15 points)
Charisma

R

Caster

5 + 1/1

n/a

(1-10) + (3-4)/1

Fortify Attribute: Personality (adds about 15 points)
Jack-of-Trades

R

Caster

5 + 1/1

n/a

(1-10) + 3/1

Fortify Attribute: Luck (adds about 15 points)
Energy Leech

D/R

Touch

1 + 1/1

one creature

(1-10) + 5/1

Transfer Fatigue
Bouyancy

A/T

Caster

1 + 1/1

n/a

n/a

Water Walking (cheap practice spell)
Frostbite

D

Touch

1 + 1/1

one creature

(1-9) + (1-3)/2

Damage Health
Levitate

T

Caster

2 + 1/1

n/a

n/a

Levitate
Light

I

Caster

1 + 4/1

area in front of caster

n/a

Light
Invisibility

I

Caster

3 + 2/1

n/a

n/a

Invisibility (Normal) - dispelled when you attack something
Shock

D

Touch

1 + 1/1

one creature

(1-20) + (1-4)/1

Damage Health - cheap Destruction spell for practicing
Wizard's Fire

D

Target at Range

1 + 1/1

one creature

(1-15) + (1-4)/1

Damage Health (continuous damage does not work)
Strength Leech

R/D

Touch

5 + 1/1

one creature

(1-9) + 1/1

Drain Strength
Free Action

A/R

Caster

(2 + 1/1)??

20 + 5/1

n/a

Cure Paralyzation (spell lists no duration, but it has one - effect is also "Immunity to Paralyzation")
Resist Cold

A

Caster

2 + 1/1

30 + 5/1

n/a

Elemental Resistance Frost (half damage if unsuccessful)
Resist Fire

A

Caster

2 + 1/1

30 + 5/1

n/a

Elemental Resistance Fire (half damage if unsuccessful)
Resist Shock

A

Caster

2 + 1/1

30 + 5/1

n/a

Elemental Resistance Electricity (half damage if unsuccessful)
Fireball

D

Area at Range

1 + 1/1

multiple creatures

1 + (1-7)/1

Damage Health (continuous damage does not work)
Cure Poison

R

Caster

instant

60 + 2/1

n/a

Cure Poison
Ice Bolt

D

Target at Range

1 + 1/1

one creature

(1-35) + (1-5)/1

Damage Health (continuous damage does not work)
Open

M

Caster

1 + 1/1

20 + 2/1

n/a

Opens locked doors and chests
Wizard Lock

M

Caster

1 + 1/1

20 + 4/1

n/a

Locks doors and chests
Ice Storm

D

Area at Range

1 + 1/1

multiple creatures

(1-30) + (1-5)/1

Damage Health (continuous damage does not work)
Shield

A

Caster

5 + 2/1

n/a

(1-12) + 1/1

Shield (absorbs melee damage up to the limit of the spell)
Spell Shield

R/A/T

Caster

1 + 1/1

50 + 2/1

n/a

Spell Resistance
Spider Touch

A

Touch

1 + 1/1

5 + 15/1

Paralyze
Heal

R

Caster

instant

n/a

(1-10) + 5/1

Heal Health
Soul Trap

M

Touch

10 + 2/1

10 + 5/1

n/a

Soul Trap (if you don't have an empty soul gem, the critter won't die until the spell wears off - makes for long fights at high levels)
Cure Disease

R

Caster

instant

15 + 5/1

n/a

Cure Disease - there isn't always a temple handy
Balyna's Antidote

R

Caster

instant

15 + 5/1

n/a

Cure Poison
Null Magica

M

Touch

instant

10 + 2/1

n/a

Dispel Magic
Holy Touch

M

Touch

instant

10 + 2/1

n/a

Dispel Undead
Holy Word

M

Area Around Caster

instant

10 + 2/1

n/a

Dispel Undead
Banish Daedra

M

Touch

instant

10 + 5/1

n/a

Dispel Daedra
Hand of Decay

D

Touch

instant

10 + 3/1

n/a

Disintegrate
Sphere of Negation

D

Target at Range

instant

10 + 2/1

n/a

Disintegrate
Magica Leech

D/R

Touch

5 + 2/1

one creature

(1-15) + (1-5)/1

Continuous Damage: Spell Points
Vampiric Touch

R/D

Touch

5 + 2/1

one creature

(1-15) + (1-5)/1

Transfer Health
Sleep

D/A

Target at Range

5 + 2/1

one creature

(1-15) + (1-5)/1

Continuous Damage: Fatigue
Paralysis

A

Touch

3 + 1/1

25 + 2/1

n/a

Paralyze
Tongues

M

Caster

1 + 1/1

20 + 2/1

n/a

Comprehend Languages (I have found absolutely no use for this spell)
Spell Absorption

R

Caster

1 + 1/1

10 + 5/1

n/a

Spell Absorption
Spell Reflection

T/M

Caster

1 + 1/1

10 + 5/1

n/a

Spell Reflection
Shadow Form

I

Caster

1 + 1/1

n/a

n/a

Shadow Normal (dispelled when you attack something)
Silence

M

Touch

1 + 1/1

35 + 2/1

n/a

Silence (only effective against spell-casters)
Troll's Blood

R

Caster

5 + 5/1

n/a

1 + 1/1

Regenerates Health
Fire Storm

D

Area Around Caster

1 + 1/1

n/a

(1-20) + (1-5)/1

Damage Health (continuous damage does not work)
Resist Poison

A

Caster

1 + 1/1

50 + 5/1

n/a

Elemental Resistance: Poison (half damage if unsuccessful)
Spell Drain

A/D

Target at Range

1 + 1/1

n/a

(1-50) + (1-5)/1

Damage Spell Points
Far Silence

M

Target at Range

1 + 1/1

35 + 2/1

n/a

Silence (only works against spell casters)
Toxic Cloud

D

Area Around Caster

1 + 1/1

n/a

(1-25) + (1-5)/1

Damage Health
Shalidor's Mirror

T

Caster

1 + 1/1

35 + 1/1

n/a

Spell Reflection
Lightning

D

Target at Range

1 + 1/1

n/a

(1-25) + (1-5)/1

Damage Health
Gods' Fire

D

Target at Range

1 + 1/1

n/a

(1-50) + 10/1

Damage Health
Wildfire

D

Target at Range

1 + 3/1

n/a

(1-15) + (1-5)/1

Continuous Damage Health
Wizard Rend

A/M

Touch

1 + 1/1

10 + 5/1

(1-14) + 1/1

Damage Spell Points and Paralyze
Medusa's Gaze

A

Target at Range

1 + 1/1

1 + 8/1

n/a

Paralyze

Force Bolt

D/A

Target at Range

1 + 1/1

10 + 5/1

(1-30) + (1-10)/1

Damage Health and Paralyze
Slowfalling

A

Caster

3 + 1/1

n/a

n/a

Slowfall
Spell Resistance

R/A/T

Caster

1 + 1/1

25 + 2/1

n/a

Spell Resistance
Stamina

R

Caster

instant

n/a

(1-8) + 2/1

Heal Fatigue
Water Walking

A/T

Caster

5 + 2/1

n/a

n/a

Water Walking
Water Breathing

A

Caster

5 + 2/1

n/a

n/a

Water Breathing
Chameleon

I

Caster

3 + 1/1

n/a

n/a

Chameleon Normal (dispelled if you attack something)
Jumping

A/R

Caster

3 + 1/1

n/a

n/a

Manual says it boosts your jumping skill, spell description in game says "Diminution" - you become half-size (doesn't do anything in either case, don't waste your money)

"Flare" is a spell listed in the manual, but I've never found it and am told it doesn't work anyway.

The following spells are listed in the manual, but I haven't come across them yet (doesn't mean they're not out there, just means I haven't come across them, but then again I haven't looked real hard).  They can be duplicated in a spell-maker: