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.
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.