Uninfused effigies can be bought from Khajiit Caravans and infused using a filled grand or black soul gem by activating them in your inventory.
There is only 1 uninfused effigy per caravan, effectively capping the number of effigies you own to 3.
Effigies are permanent effects bound to your character.
Incoming physical and magical attacks do 25% less damage when at near-full health. Most healing and health-absorbing effects are 33% less effective.
Alteration spells are 15% cheaper to cast, and spells from other schools are 15% costlier to cast.
Increases the strength of non-elemental destruction spells by 10% so long as you have not taken any specialization into the destruction elemental spells. All destruction spells cost 10% more.
Decreases enchantment drain rate by 33%, but decreases magicka regeneration by 150%.
While sneaking, increases movement noise by 150% but increases physical damage by 20%. Does not work with bows.
Power attacks cost 50% less stamina; lowers natural regeneration of stamina by 50%.
While in combat, lowers movement speed by 10%, but casting spells is 15% easier.
Increases spell power by 15% if a one-handed weapon is equipped in the right hand, otherwise lowers spell power instead.
Recharges your equipped weapon with 15% of a slain enemy's soul. Weapon enchantments are 10% weaker.
Melee weapons deal 15% more damage but swing 10% slower.
Unarmed attacks are 15% stronger, but you move and attack 15% slower while not having both hands unarmed.
Increases magicka regeneration by 100%, but lowers movement speed by 20% while casting spells.
Potions are 10% stronger when being created, but melee weapons do 15% less damage.
Conjuration spells are 15% cheaper to cast, and spells from other schools are 15% costlier to cast.
Regenerate stamina quickly when out of combat. Does not work while sneaking.
While moving backwards, increases melee damage by 15%.
Destruction spells are 15% cheaper to cast, and spells from other schools are 15% costlier to cast.
Increases the strength of shouts by 15%, but increases shout cooldown by 25%.
Increases attack speed and lowers movement speed by 10%.
Increases the strength of lightning, fire, and frost shouts and spells by 10% while maintaining a summon of that element, otherwise reduces the strength by 20%.
Increases damage by 75% against blocking enemies
Food benefits core attribute bonuses 50% more (health/stamina/magicka), but movement speed is decreased by 5%.
Increases carry weight by 50, but bartering is 15% worse.
The chance to recover shot arrows is tripled.
Illusion spells are 15% cheaper to cast, and spells from other schools are 15% costlier to cast.
Increases carrying capacity by 20 points and mass by 5% of that and grants immunity to knockdown attacks. Lowers movement speed by 10%.
Grants the ability to summon or raise 1 more undead, but lowers their duration by 50% or 75%, respectively.
Grants the Nightweave lesser power, allowing you to turn invisible for a short duration at will.
All non-illusion spells are silent, but 15% weaker.
Grants the ability to conjure 1 more daedra, but their duration is reduced by 50%.
Poisons are 10% stronger. Poison resistance is decreased by 25%.
Increases strength of healing spells by 25%.
Raised dead are granted 100 armor, 10% stronger melee and spell damage, and 5% faster movement speed. As a result, you suffer 75% reduced health regeneration and 25% reduced stamina regeneration.
Increases damage on bows, increasing with closeness to target.
Restoration spells are 15% cheaper to cast, and spells from other schools are 15% costlier to cast.
Grants spell “Channel Stamina.” Convert 15 points of magicka into 20 points of stamina stamina per second. Cannot be used when mentally drained.
Rune spells are 15% stronger and can be cast 50% further away, but all other spells are 15% weaker.
Clothing and armor enchantments are 10% stronger but you take 15% more damage.
Scrolls are 33% stronger or last 33% longer, but weapon and staff enchantments have their power or duration reduced by 33%.
Increases spell power by 15% if a shield is equipped, otherwise lowers spell power instead.
Bows do bonus damage increasing with distance, but your armor rating is lowered by 15%.
Attacks are 20% stronger if the enemy is actively attacking, but 10% weaker if they are not.
When at near-full magicka, increases spell power by 20% and lowers spell cost by 10%. When under one-third magicka, decreases spell power by 20%.
Weapon enchantments and infusions are 15% stronger but weapon damage is reduced by 25%.
Wielding 2 of the same weapon type increases attack speed by 5%, but otherwise decreases attack speed by the same amount. Lengthens casting time of spells by 25%.
Gain 7.5% movement speed but take 15% increased physical and magical damage
Spells are cast 25% faster but cost 10% more.
Grants the ability to invoke 1 more spirit, but their duration is reduced by 50%.
Incoming physical attacks have a 15% chance at being avoided if sprinting with your weapons and spells sheathed.
Increased damage with ranged weapons by 10% when not moving. Lowers movement speed by 4%.
Hostile spells are 20% stronger when hidden.
10% stronger staves, but 15% weaker physical damage
33% chance to reflect 250% damage while blocking.
Spells that target a location can be cast 50% further away. While casting any empowered concentration spell, incoming physical and magic damage is reduced by 25%.
While in combat, increases physical and magical damage output with decreasing health percentage. Maximum output is 80% physical and 45% magical when below 10% health. Does not work when sneaking.