Chapter 6 Magic

Chapter 6: Magic

“The Charm is intensified by the energy you bring to it, by your own skills, just as all spells are. Your imagination and your Willpower are the keys. There is no need for a spell to give you a resistance to air, or a resistance to flowers, and after you cast the Charm, you must forget there is even a need for a spell to give you resistance to fire. Do not confuse what I am saying: resistance is not about ignoring the fire’s reality. You will feel the substance of flame, the texture of it, its hunger, and even the heat of it, but you will know that it will not hurt or injure you.”
Sotha Sil, “2920, Last Year of the First Era”

M
agic is the general term used for the focusing of the raw energy that flows from Aetherius into Mundus by way of the sun and stars, into various properties and for various purposes. This energy is often referred to as magicka. All magical energy comes from Aetherius and from its magicka Mundus was created. Magicka comprises every spirit, it is the energy of all living things and can be harnessed in a variety of ways. This Chapter contains rules for magic in its most common forms, as well as other aspects of the arcane that may be relevant in the course of the players’ adventure.
The various magic effects are divided into parent Schools of magic. Exactly which schools are recognized, and how they’re organized, varies from era to era in Tamriel, but for the sake of simplicity this rulebook will utilize the following schools:

The school of Alteration revolves around altering the physical and magical properties of the world. This can be used to augment the self and allies, or hinder enemies.


The school of Conjuration focuses on calling upon oth­erworldly entities. These entities can manifest in a number of different forms.


The school of Destruction centers on harming targets in a variety of ways. Either through direct damage, or sapping their abilities and defenses.


The school of Illusion focuses on affecting light and the minds of sentient targets. Illusion can be used to manipulate an enemy’s perception of reality, or augment one’s own.


The school of Mysticism is a more obscure school, and its spells manipulate magicka itself. Mysticism can be used for many effects, including binding and trapping souls, or reflecting spells.


The school of Restoration revolves around augmenting and restoring the abilities and body of a target. It also contains effects that can be used against the undead.


While not a traditional school, Necromancy is the art of raising the dead. It is typically forbidden, or at least taboo, in most places. It draws heavily on techniques from mysticism and conjuration, but is unique enough that we will treat it as a separate school.

Note – Schools
The makeup of the schools of magic have varied drastically over the eras. The division portrayed here is the one utilized in The Elder Scrolls III: Morrowind. If playing a game in a different era, it is possible to simply “regroup” the spells and effects to reflect the historically correct
school-division. Alternatively the group can simply leave things as they are for convenience.
There are a number of ways that any given magical effect can be manifested. The main four methods of using magic (listed below) are the focus of this Chapter, as they are the most common means of manipulating magicka.

Spellcasting allows characters to drawn on their own magicka reserves in order to generate an effect in the physical world. Spell casters cast spells using the skill cor­responding to the school of magic that the spell is associated with. Casters either learn spells, or create them from ones they already know, though this can be risky.


Enchanting involves using the magicka from souls them­selves to fuel magic “stored” within an object. Enchanters can use the Enchanting skill to create a number of different items with many possible effects.


Alchemy uses the magicka trapped within different things as power to fuel potions with magical effects. Alchemists can use the Alchemy skill to create a variety of potions.


Ritual Magic is a form of spellcasting that, while it often requires extensive preparation, can produce potent effects. Thus Ritual Magic uses the same skills used to cast spells, though the amount of power involved means that rituals can prove quite dangerous if botched.

Racial and Birthsign powers can be found in Powers in Chapter
2. Other, advanced forms of magic exist as well, and they are detailed in Chapter 8.

SpellCaStinG

Spellcasting is the act of drawing on one’s own magicka reserves in order to generate an effect in the physical world. Spells require some somatic components, such as incantations and hand motions, along with the internal action of channeling one’s magicka into the desired effect. Combinations of these parts, and the effects they produce, are known as Spells. The act of producing the magic effect is known as “casting” a spell. There are two types of spells: standard and non-standard spells.
Mechanically a given spell consists of one or more Magic Components: each one a paired effect and form (for more information, see Magic Components). A component represents a complete magic effect: a fireball, a healing touch, and so on. The Effect specifies what the magic does, and the Form specifies the targets of the effect.
Standard Spells are “tried and true” spells with only one magic component. Specifically, they are spells that have been refined over generations: simple, elegant incantations and patterns that produce common effects. They do not represent every single way that an effect can be manifested, only the ways that the mages of Tamriel have favored and perfected over time. Learning a Standard Spell costs XP equal to five times the spell level, and requires the character have some means of learning the spell (such as a book or a teacher).
Non-Standard Spells are those spells that have been created for personal use, or those that have multiple magic components. They are personal, custom spells, as opposed to the widely used standard spells.

Casting Spells
Casting a spell takes only a few moments, and involves a number of somatic components. Characters can cast spells in structured time using the Cast Magic action: this takes only one turn to complete, and is resolved differently depending on the effect type of the spell. To cast a spell, follow these steps:
Step 1: Caster Declares Spell and Targets
First the caster must declare the spell that he is casting. Characters can only cast spells that they know. The character must choose a single target for any components that require
such a choice (all such components must have the same target). The maximum range at which a character can target something is equal to twice their Perception score.
Step 2: Casting Test The caster makes a skill test against the appropriate skill as
determined by the school of the spell (the Destruction skill for Destruction spells, and so forth).
Components that count as attacks are resolved as a group through a combat roll: the caster’s casting test is used as the attack test, while the target(s) can choose how they will defend if possible. Of course it is possible that a component may count as an attack and not actually be intended as an attack, such as if it’s being cast on a friendly, willing target.
Only use a combat roll to resolve spells if the target is attempting to defend against it, or if the spell is actually an attack (for example, a charming touch spell may technically “count as an attack,” but common sense dictates that the character might be casting the spell with just that: a simple touch during con­versation, to which his target may be none the wiser). Defer to GM discretion here.
Otherwise, as long as the character passes the casting test, the magic components are manifested and affect their target(s).
Somatic Components
If the character is casting the spell without speaking any incan­tations, by thought alone, the casting test suffers a -20 penalty. Casting a spell requires that the character have both hands free, and casting a spell with only one hand imposes a -10 penalty on the casting test. If the character is casting the spell without any hand motions, either in order to remain still, because he cannot use his hands, or because he is holding something in both hands, the casting test suffers a -20 penalty.
Characters do not have to have human hands to enact these components as long as they have some other similar means.
Step 3: Resolve Spell
Pass or fail, the character reduces his magicka by the cost of the spell. If this would reduce the character’s magicka to below zero, then the caster automatically counts as having failed the casting test.
Resolve any components based on the results of the casting test. All components are manifested simultaneously, meaning they do not benefit from the effects of the other components of the same spell.
If the character was casting a non-standard spell and he failed with degrees of failure beyond his Willpower bonus, or if he critically failed (regardless of whether or not the spell is standard or non-standard), then the spell has backfired. Roll on the backfire table corresponding to the school of the spell and add one to the result for each degree of failure above the character’s Willpower bonus. Rules for backfires can be found in Magical Mishaps.

Creating Spells
Creating a spell is a long process that can take many days of experimentation and practice. It takes a few days of total work to create a spell, though the test should be performed at the end in order to determine how successful the character’s efforts were.
Step 1: Choose Component(s)
In this step the character decides the magic components that he wants the spell to possess. Create magic components using the rules in Magic Components. A spell may include any number of components, though characters may only create components that contain effects that are utilized in spells they already know.
Step 2: Make the Creation Test The caster makes a skill test against the appropriate skill as
determined by the school of the spell. The difficulty of this test is the difficulty of the spell.
The Cost of the spell is equal to the combined costs of all the components contained within the spell.
The Difficulty of the spell is equal to the difficulty of the hardest component, with an additional -10 penalty for each
component beyond one.
The School of the spell is the school of the component with the highest cost (break ties by using the school of the more
difficult component).
Step 3: Create Spell
On success, the spell is created and the character must test it at least once to add it to his list of known spells. On failure, the spell is not created. Any spells that characters create are non-standard spells, and contain the following:
Name (School)
Cost: The magicka cost of casting the spell.
Difficulty: The difficulty of the casting test to cast the spell.

Component Name
Form: Which targets are affected by this component, and
under which conditions.
Effect: The effect of this component, which is applied to
the targets specified by the form.
Repeat as necessary for additional components.

enChantinG

Enchanting is the act of endowing objects with magical prop­erties through the use of a soul and the Enchant skill. Unlike spellcasting, enchantments come in three forms. Enchantments utilize magic components just like spells do. Each enchantment type reflects a different means of activating the component(s) the object is enchanted with. There are three types of enchantments.
“A simple Spell cast once, no matter how skillfully and no matter how spectacularly, is ephemeral, of the present, what it is and no more, But placed in a home, it develops into an almost living energy, maturing and ripening so only its surface is touched when an unskilled hand wields it. You must consider yourself a miner, digging deeper to pull forth the very heart of gold.”
Magister Ilther, “Palla, Book II”
Cast enchantments are magic components “stored” within an item. Their components are invoked using the Cast Magic action. If multiple components are invoked that require a target selection, they must have the same target. The maximum range at which a character can target something is equal to twice their Perception score. Cast enchantments are resolved exactly like spells, except the character must not pass a casting test and instead of magicka cost they have a soul energy cost.
Strike enchantments are magic components stored in weapons that apply when the weapon strikes a target.
Constant enchantments apply their components to whomever is wearing or wielding the item at the beginning of each round.
Souls & Soul Gems
Every being in the Elder Scrolls has a soul. The soul of a being is their essence: it animates their physical being. There are two types of souls: black and white souls. Black Souls are the more powerful souls of higher beings, such as men or mer. White Souls are the souls of lesser beings, such as animals, or Daedra.
Powering an enchantment with a soul first requires that the soul be trapped within a Soul Gem, naturally occurring magic crystals This is accomplished through the use of the Soul Trap effect, which binds the target to a soul gem (through the soul bound condition). If the target dies while under this effect, their soul is captured within the soul gem and turned into soul energy.
Soul Energy reflects the amount of magicka stored within the soul that can be used for enchanting. Once a soul gem has been filled with any amount of soul energy, it cannot have any more added to it. Black souls always have a soul energy of 1500.
There are a number of different soul gems, each of which has its own maximum soul energy and can only hold certain types of souls. A soul may not be trapped within a soul gem whose maximum soul energy is less than the soul energy of that soul.

Item & Material Enchantment Level
The soul energy stored within a soul gem is not the only limiting factor on the strength of an enchantment: different items can all support enchantments of different strengths. Enchantable items have an assigned Enchantment Level (EL), or the maximum soul energy that may be used in enchanting that item. If a soul gem containing more soul energy than the enchantment level is used to enchant an item, the excess soul energy cannot be used in the enchantment and is simply lost.
Not all items in Chapter 7 have a listed enchantment level: the items that do are the ones that tend to use materials with the most potential for enchantment. This does not mean that other items (tools, for example) cannot be enchanted, only that they are not very receptive to it.
Item Charge & Recharging
Cast and strike enchantments do not last forever! Each cast or strike with the item uses a certain amount of soul energy (the enchantment’s Soul Energy Cost) from the item’s Charge. If this would reduce the charge to below zero, then the cast or strike effect can no longer be used and the item must be recharged.
Recharging an item requires that the character be trained in the Enchant skill (though no test is required), and that they have a soul gem with soul energy inside it. A simple minute long ritual is required: on completion, soul energy inside the soul gem is transferred to the item’s current charge. Any soul energy that would exceed the item’s maximum charge is left inside the gem, but otherwise all the soul energy is always transferred. This destroys the soul gem.

Creating Enchanted Items
To create an enchanted item, follow these steps. Creating an enchanted item takes roughly eight hours, during which the character must be focused on creating the item.
Step 1: Choose Item
First, the enchanter must specify which item they wish to enchant. Enchantments can be applied to all sorts of items, though only some items have a listed enchantment level (as these are the ones most commonly enchanted). If a character wishes to enchant some other item, the enchantment level is left to the GM’s discretion.
Ammunition
Characters enchant ammunition in “batches.” The character must use a Strike enchantment, and if the enchantment is created successfully it is applied to all of the ammo. The cost of the enchantment must be less than the EL of a single shot, but the total soul energy required is equal to the cost of the enchantment times the number of units being enchanted. If enchanted ammunition strikes a target it activates just as a normal strike enchantment would, and the enchantment is removed after it resolves.
Step 2: Choose Soul Gem
Next the enchanter chooses a soul gem. The soul gem must have a non-zero amount of soul energy stored in order for it to be used in an enchantment. Once the soul gem has been used to enchant an item, it will be destroyed entirely.
Step 3: Choose Enchantment Type and Component(s)
In this step the enchanter decides the form of the enchantment (cast, strike, or constant) and the component(s) that he will be enchanting the item with. Enchanters learn effects for use in components by purchasing the Enchanter talent for a particular school of magic. If the enchanter has the talent, he may utilize effects from that school in components for enchantments.
Normally, characters can only create enchantments with one component, though there are exceptions. Create the desired component(s) using the rules in Magic Components.

Cast
Cast enchantments are simply “stored” components and can be applied to any item.

Strike
Strike enchantments can only be applied to weapons, and apply their components on successful hits. Components being created for use in strike enchantments must use the Strike form.

Constant
Constant enchantments can be applied to any item, and their components are applied to whoever is wearing or wielding that item at the beginning of each round. Components which are being created for use in constant enchantments must use the Constant form.

Step 4: Make the Enchanting Test
Next, the enchanter makes an Enchant skill test against the difficulty of the enchantment. On success the enchantment is created, on failure it is not. Either way, the soul gem is destroyed and all the soul energy contained within is lost.
The Soul Energy Cost of the enchantment is equal to the
combined costs of all the components contained within the
enchantment.
The Difficulty of creating the enchantment is equal to the
difficulty of the hardest component, with an additional -10 penalty for each component beyond one. Constant enchant­ments suffer an additional -10 penalty to this test.
If the soul energy cost of the enchantment would exceed the maximum charge value of the item (the soul energy of the soul gem, capped at the enchantment level of the item chosen) then the enchantment cannot be created.
Step 5: Apply Enchantment
If the enchantment test is successful, apply the appropriate quality (listed below) to the now-enchanted item based on the type of enchantment chosen. The charge (and maximum charge) values are set to the soul energy of the soul gem (capped at a maximum by the enchantment level of the item chosen), and the cost is determined by the soul energy cost of the effects chosen (if applicable).
Items may normally only be enchanted once. If the enchant­ment test fails, the item is not enchanted and the soul gem is destroyed (and all soul energy within lost). Be sure to note the enchantment’s magic components somewhere in the item’s profile for reference.

Enchanted (Cast) (Cost, Charge [max])
Items with this quality can be activated using the Cast Magic action to apply the stored magic components. The cost is the soul energy cost each time the effect is activated. This cost comes out of the item’s charge, which begins at (and is capped at) the maximum charge.

Enchanted (Strike) (Cost, Charge [max])
Weapons with this quality apply the stored magic components every time the weapon scores a successful hit. The cost is the soul energy cost each time the effect is applied to a target. This cost comes out of the item’s charge, which begins at (and is capped at) the maximum charge.

Enchanted (Constant)
Items with this quality apply their stored magic components at the beginning of each round.

alChemy
Alchemy allows you to identify certain magical properties in ingredients and create potions.
Potions are bottled liquid mixtures of magical ingredients that provide benefits to a character, or that can be used to harm their enemies. Whenever a character imbibes a potion, its magic components are applied to that character.
A character can also coat a weapon with a potion, in which case it applies its components to the next character that the weapon deals damage to (after mitigation), up to a maximum of three hits (or until an hour has passed, in which case the effect is lost). This can only be done if the potion contains components utilizing effects from the Destruction school, and only those components are applied on the strike.
All potions are created by using alchemical ingredients. All possible ingredients fall into one of several broad Ingredient Types (corresponding to the schools of magic whose effects they can be used to reproduce). All ingredients also have an internal magicka pool known as the Ingredient Pool (which scales with the quality of the ingredients) that is used to determine the strength of the components created from those ingredients.

Creating Potions
Creating any potion takes roughly half an hour, requires a set of alchemical tools, and follows these steps:
Step 1: Choose Ingredients
First, the alchemist chooses the ingredients they will use for the potion. Creating a single potion requires at least one unit of ingredients, plus one additional unit for each component beyond the first. The alchemist will presumably also want a container, such as an alchemical vial, in which to store the complete potion.
Step 2: Choose Component(s)
In this step the alchemist decides magic component(s) that he wants the potion to possess. Alchemists learn effects for use in components by purchasing the Alchemist talent for a particular school of magic. If the alchemist has the talent, he may utilize any effects from that school in components for enchantments.
Create the desired component(s) using the rules in Magic Components: components being created for use in potions
must use the Self form.
Step 3: Make the Alchemy Test
Next, the alchemist makes an Alchemy skill test against the difficulty of the potion.
The Cost of the potion is distributed: each component requires the use of a separate unit of ingredients (of the correct type for the school of the component).
The Difficulty of creating the potion is equal to the difficulty
of the hardest component, with an additional -10 penalty for
each component beyond one.
The cost for each component must be paid from the ingredient pool of the corresponding unit of ingredients. If a pool would be reduced to below zero this way, then the alchemy test fails entirely.
Step 4: Create Potion
On success, the potion is created with all the chosen components. If the character fails, there is a chance the potion might still be produced, but character has caused an alchemical backfire. Roll on the creation backfire table, adding one to the result for each degree of failure. Rules for alchemical backfires can be found in Magical Mishaps. Either way, the ingredients used are consumed.

ritual maGiC

Ritual magic is a hybrid of the other forms of magic: combining elements of spellcasting, enchanting, and alchemy into extended rituals that require preparation and can achieve extremely pow­erful effects.
Rituals require a source of magicka, which is used to pay the ritual’s cost, and require the character to prepare for a certain amount of time. The purpose of the ritual is to amplify the power of the source of magicka chosen. Because characters are harnessing so much energy, there is always a potential for danger if the character errs in the ritual.

Ritual Spellcasting
Ritual spellcasting is a means of utilizing rituals to power a spell. A character can perform a ritual in order to utilize alternative magicka sources to power a particularly costly spell. This may be used to cast any spell that the character knows. To do this, follow these steps:
Step 1: Choose Spell
First, the character must specify what spell they are casting. Characters may only use rituals to cast spells that they know. The character must also prepare for the ritual: this takes roughly six hours.
Step 2: Choose Magicka Source and Ritual Focus
Second the character must choose a source of magicka to fuel the spell. Characters may use their own magicka reserves, a unit of alchemical ingredients, a filled soul gem, or any combination of any number of the above. If multiple characters are cooperating to perform a ritual, they can combine their magicka pools for the purposes of paying the magicka cost of the spell.
Additionally, each ritual requires a ritual focus. This is an item, which can differ from ritual to ritual, that focuses and amplifies the magic forces involved in the ritual. The nature of this item is left to the GM (though he should feel free to pass this decision off to the player performing the ritual), but it should be in some way thematically related to the ritual being performed. This can be anything from a human heart to an ornate tattoo created on the body of the character performing the ritual. The only limit is the imagination of the GM and the players.
Step 3: Make Casting Test
Next, the character makes a standard casting test following all of the rules for spellcasting, except for the final step, to cast the chosen spell. This is a thirty minute extended action. If the test is interrupted, the ritual fails.
Step 4: Resolve Spell
The magicka cost must be paid from the chosen magicka source. If the character is using their own magicka reserves, simply deduct the cost as you would for a spell. If the character is using a soul gem, deduct the cost from its soul energy and destroy the gem. If the character is using alchemical ingredients, deduct the cost from the ingredient pool) and destroy the ingredients.
If the cost would reduce the magicka in the magicka source to below zero, then the casting fails automatically. If the character passed his casting test, the spell is resolved as it normally would.
If the character failed his casting test, the spell is not cast and the ritual has backfired. Roll on the backfire table corresponding to the school of the spell and add one to the resulting roll for each degree of failure. Rules for backfires can be found in Magical Mishaps.

Advanced Rituals
Advanced rituals are unique rituals that require specific steps and have unique magical effects. They represent more obscure forms of magic, often known only to a few. Each one must be learned independently and has its own steps that must be taken, costs that must be paid, and penalties for failure. These rituals are often more specific than ritual spellcasting in the ways that they must be performed. Because these advanced rituals represent obscure, specialized knowledge, the GM should not allow characters to learn them without explicit permission or a particular cause. Learning an advanced ritual costs twenty five XP, and the character must have some means of learning the ritual (such as a book or a teacher).
Rite of Binding
Allows a character to permanently bind a spirit or Daedra in servitude. The ritual requires a magic circle be created, which requires a Conjuration skill test with a -10 penalty. The GM should make this test for the character in secret, and note the results. From this point, the means by which the ritual is performed varies with the entity the character wishes to bind. Knowledge of this ritual is held primarily by advanced students of Conjuration.
Spirit
A character can bind a spirit of their desired type to this world. If they know a particular spirit by name, they can bind that
one specifically (the GM can decide the type of spirit they are). Binding a spirit requires fifteen minutes, and a Mysticism skill test opposed against the Willpower of the spirit in question. The character must also pay 500 magicka, which can be paid with any magicka source as per the normal rules for Ritual Spellcasting. On success, the spirit materializes within the circle. It has the Bound trait.

Daedra
A character can bind a lesser Daedra of their desired type to this world. If they know a particular Daedra by name, they can bind that one specifically. Binding a Daedra requires fifteen minutes, and a Conjuration skill test opposed against the Willpower of the Daedra in question. The character must also pay 1000 magicka, which can be paid with any magicka source as per the normal rules for Ritual Spellcasting. On success, the Daedra materializes within the circle. It has the Bound trait.

Daedric Armor/Weapon
A character can bind a lesser Daedra of their desired type to this world in the form of a Daedric weapon, or a piece of Daedric armor, of the character’s choice. Doing so requires fifteen minutes, and a Conjuration skill test opposed against the Willpower of the Daedra in question. The character must also pay 1000 magicka, which can be paid with any magicka source as per the normal rules for ritual spellcasting. On success, the weapon/armor piece materializes within the circle. It has the Bound (X) quality, where X is the Willpower of the Daedra, and is subject to the normal rules for Daedric equipment as specified in. The Daedra’s Willpower will also determine the quality level of the weapon/armor piece.

If the character fails the Conjuration test, the ritual backfires. Roll a d5 on the conjuration backfire effect table and add their degrees of failure to determine the result.
Rite of Daedric Summoning
Allows a character to attempt to summon a physical manifesta­tion of a Daedric Prince. This ritual is known only to masters of Conjuration, and is very dangerous. The ritual can only be performed on one of the summoning days of the Daedric Prince in question, when they turn their attention to the Mundus and are willing to answer summons.
The character must first prepare a chamber, sealed against all daylight and disturbances, roofed and walled with white stone and floored with black tiles. All surfaces within the chamber must be ritually purified with a solution of void salts.
On the summoning day, the character must create a magic circle and perform a six hour set of incantations, which requires a Conjuration skill test with a -30 penalty. On success, the Daedric Prince will hear their plea. How they respond is left to the GM.
Rite of Daedric Crafting
Allows a character to create Daedric armor or weapons. The Daedra are undisputed masters of craftsmanship, and it is pos­sible for mortals to utilize many of their secret ritual techniques to create Daedric armor and weapony, which draw power from a Daedric soul consumed during the creation of the item itself.

The process for creating Daedric armor or weaponry is the same as it would be for the ebony equivalent, but with an additional -10 penalty to the crafting test. The character may only work at night, and the process also requires the use of a Soul Gem containing the captured soul of a Daedra (keep track of the
Willpower of the particular Daedra).
Halfway through the process the character must make a -10 Enchant skill test: on failure he is unable to bind the soul prop­erly and the only thing that he can salvage from his efforts (if he wishes to complete it) is the ebony version of the item. On success, the soul is bound to the item and its power begins to twist the item into its Daedric form. The Willpower of the captured Daedra caps the item’s quality as specified below. Either way, the soul gem is destroyed and the energy within is lost.
Daedric Item Quality

Terrible < 29
Poor 30-39
Common 40-49
Expensive 50-59
Extravagant 60-69
Exquisite 70+

Rite of Inscription
Allows a character to create a magic scroll. This is a fairly common ritual practiced by mages of all types. Scrolls are pieces of paper containing “stored” spells: a character with the scroll can read the inscription using the Cast Magic action to invoke the magic stored within for no cost and with no skill test.
Creating a scroll simply requires five minutes of ritual prepa­ration followed by a short ritual in which the character casts the spell “onto” a magically prepared scroll. All the character must do is successfully cast the spell they wish to inscribe. On success, the spell does not manifest (though the character still pays the magicka cost), instead the spell is “bound” to the scroll. On failure, it is not.
Rite of Morpholithic Inscription
Allows a character to create a Sigil Stone. This requires a rare Daedric morpholith: a variety of soul gem found only in Oblivion. This ritual is guarded knowledge, known only to the most experienced masters of Conjuration and Mysticism.
The character must first prepare a chamber, sealed against all daylight and disturbances, roofed and walled with white stone and floored with black tiles. All surfaces within the chamber must be ritually purified with a solution of void salts (an expen­
sive alchemical ingredient [mysticism]).
A foursquare table must be placed in the center of a room, with a dish to receive the morpholith. Four censers shall be prepared with incense compounded from gorvix (an expensive alchemical ingredient [mysticism]) and harrada (an expensive alchemical ingredient [conjuration]).
On the equinox, the character must place the morpholith in the dish and intone the rites specified in the Book of Law, beginning at dawn and continuing without end until sunset of the same day. He must also choose a Daedric Prince who he is attempting to contact, and make a Mysticism skill test with a -20 penalty to see if he successfully performed the rites.
The character may then present the purified morpholith to the Daedric Prince for his inscription, assuming the Prince deems him worthy. Once inscribed, the morpholith is transformed into a Sigil Stone. Such an inscription represents a conpact between the character and the Prince in question, which may be invoked through further use of the Sigil Stone.
If the character fails the Mysticism test, the ritual backfires. Roll a d5 on the mysticism backfire effect table and add their degrees of failure to determine the result.

Using the Stone
In the future, if character communicates directly with the Daedric Prince who inscribed the Sigil Stone, he may invoke the compact (known as the conjurational charter) between the two of them. The character then activates the charged Sigil Stone (with a Mysticism skill test). This transports the stone through the liminal barrier, opening a portal between Mundus and the Prince’s realm of Oblivion. The portal may only remain open for a short period of time (a minute at most), and it is the Daedric Prince who gets to decide where the portal leads within their realm.
If the character fails the Mysticism test, the ritual backfires. Roll a d5 on the mysticism backfire effect table and add their degrees of failure to determine the result.
Rite of Mortal Transference
Allows a character to extend their own life through the use of necromantic arts. Requires the fresh heart of a being with a Black soul (man, mer, or beastfolk). Knowledge of this ritual is very uncommon, as it can only be found in obscure black texts.
This ritual can only be performed at night, and requires the char­acter to magically prepare an altar. This requires a Necromancy skill test. The GM should make this test for the character in secret, and note the results. The character must also magically prepare a weapon (any weapon with the Dire quality will do), and a ritual chalice, both of which require Necromancy skill tests.
Once this is complete, the character must place the heart on the altar, and strike it with a prepared weapon. The blood that remains on the weapon must be captured, every drop, into the prepared chalice. If the character drinks the blood from the chalice within five minutes, their natural lifespan will be extended for 1d100 years. If the character is a Lich, this ritual will simply prevent decomposition for this time, and keep them appearing alive.
If the character fails the initial Necromancy test, then the ritual has gone wrong. Their lifespan is not extended. Roll a d5, and then roll the result in d5s and combine the rolls. The character ages (decomposes, for Liches) that many years instead.
Rite of Motion
Allows a character to teleport themselves, or several people, over vast distances. The ritual requires a magic circle be created, which requires a Mysticism skill test. The GM should make this test for the character in secret, and note the results. Knowledge of this ritual is uncommon to most mages, and only usually employed by experts in Mysticism.
The ritual itself is an hour long incantation, requiring a Mysticism skill test with a -20 penalty. The character must also pay 500 magicka, which can be paid with any magicka source as per the normal rules for Ritual Spellcasting. Any characters who will be teleported must be within the circle throughout.
When the character makes the test, he must choose a target location. This can be anywhere that he has ever been, or scried, as long as he can clearly picture the location in his mind. If he passes the test, any characters within the circle (which can include himself) are instantly transported to that location.
Alternatively, the active character can utilize the memories of some other character (assuming they are within the circle) to determine the target location. This requires a Willpower test on the part of the character providing the memories, and adds a -10 penalty to the active character’s Mysticism test.
If the character fails the test by more degrees of failure than their Willpower bonus, the characters are sent to a random location instead (chosen by the GM).
Rite of Necromantic Transcendence
Allows a character to create a black soul gem. This knowledge is rare, and only more experienced students of Necromancy, who have accessed certain profane texts, might know of it.
Creating a black soul gem requires waiting for the coordination of the stars to shine their light on a pre-prepared necromantic altar, this is also known as the Shade of the Revenant. Preparing the altar requires a Necromancy skill test with a +20 bonus, and takes roughly six hours.
The necromancer must then place an empty grand soul gem onto said altar, and perform a five minute incantation, which requires another Necromancy skill test. At the culmination of the incantation, the character must cast some form of Soul Trap magic on the soul gem itself (anything that applies the soul bound condition to the gem will do).
The time at which the Shade of the Revenant occurs is unknown to most, but remains hidden in certain dark necromantic texts. Determining the appropriate timing for the Necromancer’s location requires a Lore skill test made at a -30 penalty, and should only be possible if the character would have been exposed
to such texts.
If everything is done correctly, the grand soul gem will be trans­formed into a powerful black soul gem.
Rite of Sight
Allows a character to cast their vision great distances, even across time. Requires the use of either a Scrying Stone (exceedingly rare artifacts), or a live animal/person to sacrifice. Knowledge of this ritual is uncommon outside advanced students of Mysticism.
This ritual can only be performed at night, and requires the stone be exposed to moonlight. The character must perform a set of incantations beginning ten minutes prior to midnight, which requires a Mysticism skill test with a -10 penalty. During this time the character must mentally focus on the person, place, event, or thing they wish to scry. Characters can only scry things
within the Mundus.
Alternatively, the character can do away with a Scyring Stone, instead killing a live animal or person and reading their entrails just before midnight under the light of the moon. This still requires the Mysticism test, but it is at an additional -20 penalty if the victim has a White soul (animals, beasts, and so forth). Either way, on success when the clock strikes midnight the character begins to receive visions of the desired target. These visions appear either in the stone, or mentally as the character reads the entrails of their victim. The nature of the visions is left to the GM. They can be visions of the past, present, or future of the target. The more DoS achieved on the test, the more information the character receives.
Rite of the Wild Hunt
Allows a character to invoke the ancient Wild Hunt, a trait innate to all Bosmer, which allows them to return to the strange forms they held before the Green Pact. This ritual may only be performed by Bosmer, and requires the participation of at least three dozen of them. While all Bosmer are capable of taking part in the ritual, only a priest of Y’ffre can lead it, and knowledge of the ritual is a closely guarded secret.
The Bosmer involved must perform he ritual inside an already sanctified temple of Y’ffre. The ritual itself involves roughly fifteen minutes of chanted prayers of increasing intensity, at the height of which the priest of Y’ffre must kill himself with a dagger carved from the bone, fang, or talon of a beast.
At this point, the remaining Bosmer lose control of their bodies, and transform into terrible Beasts of the Wild Hunt. The char­acters involved are considered dead, and the beasts tear forth to destroy all within their path until they descend upon one another in an orgy of violence.
Rite of the Wolf Giver
Allows a character to cure themselves of Lycanthropy. This ritual
is known to very few, amongst them the Glenmoril Witches.

The character must first ready an altar of some kind through

several preparatory incantations: this requires a Mysticism skill

test. The GM should make this test for the character in secret,

and note the results.
Once the altar is prepared, the character will need two things:

an innocent victim (alive, for the moment), and a unit of ingre­
dients with restorative properties (a single exquisite alchemical
ingredient [Restoration]).

The victim must be bound to the prepared altar, and their heart

cut out. A short set of incantations must them be performed on
the heart: this requires a Restoration skill test with a -30 penalty.
The GM should make this test for the character in secret, and
note the results. This step consumes the alchemical ingredients,
fusing their magic with the heart.

The heart must then be placed back inside the chest of the victim, and one last set of incantations performed: this requires a Mysticism skill test at a -30 penalty. If the character is suc­
cessful, the body of the victim will twist into a Lycanthrope (of whatever strain the character is infected with) for one minute before disintegrating.
If the character kills the creature within the allotted time, he will be cured of whatever strain of Lycanthropy he currently possesses (and can never contract the disease again). If the character is in their own lycanthrope form when they kill the creature, they will be permanently stuck in that form and can never transform back.
If the character failed any of the three tests required to per­form the ritual, killing the creature will not cure them of their Lycanthropy.
Rite of Undeath
Allows a character to raise undead servants through the use of Necromancy. This ritual requires the corpses, either skeletons or fresh corpses, of beings with Black souls. A corpse cannot be used if it was buried with the proper burial rites of Arkay. This ritual is fairly common amongst Necromancers, but widely forbidden by the various peoples of Tamriel.
Skeletal corpses must be almost entirely complete, and the character must strengthen the skeleton through the use of straps, spikes, or other such means of joint reinforcement.
Fresh corpses can also be used, but if they decay too long they can only be used for their skeletons. Such corpses must be mummified or preserved in some way quickly, to prevent decomposition.
Raising a corpse is a half hour long ritual utilizing dark incan­tations that require a Necromancy skill test with a +20 bonus. The character must also pay 50 magicka for each corpse, which
can be paid with any magicka source as per the normal rules for Ritual Spellcasting.
Characters can raise more than one corpse at once, taking on a -10 penalty for every five additional servants being raised. On success, the corpses are raised as servants of the character. They are either skeletons, or zombies, depending on the type
of corpse used, and they have the Bound trait.
This ritual can also be used to raise one or more deadly Bonewalkers, or the profane Bonelords. These necromantic constructs must be assembled through the use of at least two fresh corpses, cost 100 magicka to raise, and each one created imposes a -20 penalty to the ritual test. If the character fails the Necromancy test, the corpses are still raised but they are hostile to the character.
Rite of Unlife
Allows a character to attain Lichdom. Liches are ancient and powerful sorcerers who have stolen immortality by embracing undeath. Liches live forever in this state, and some are even able to maintain the appearance of their bodies. They are able to gather immense power through years of study and practice, with no natural limit on their lifespan. Becoming a Lich is not a simple task, and the knowledge of this ritual can only be learned through the rare and forbidden Tome of Unlife.
Becoming a Lich essentially requires enchanting one’s corpse with one’s own soul. This is a three step process, and takes roughly two weeks. First, a number of minor rituals are per­formed which result in the character’s soul being bound to a temporary storage vessel, known as a Phylactery. Second, the character must remain near the Phylactery for several days as the transfer of his soul completes.
Finally, a third ritual is performed, ending at the exact moment the transfer completes. During this phase, the character dies, and his soul is re-bound to his corpse, granting him full Lichdom.
In game terms, the first stage requires a week long set of rituals to prepare the Phylactery, and the character’s body, for the tran­sition to undeath. Successfully completing these rites requires passing a -20 Necromancy skill test. The GM should make this test for the character in secret, and note the results. The rites themselves will vary depending on the source from which the character learns of them, but they invariably require a number of gruesome components (the details of which are left to the GM).
The character must also choose an object to be their Phylactery. After the Phylactery is chosen and the preparatory rites are complete, the character is then bound to the Phylactery. If this object passes further than 3 meters away from them while they are bound to it, then the character is killed instantly and their soul destroyed.
The second stage simply requires that the character remain bound to the Phylactery for one week. The third and final stage is a ritual, completed on the last day of the second stage. Completing this ritual requires a Necromancy skill test with a -30 penalty, and several hours. The ritual culminates at the precise moment that the transfer of the character’s soul to and from the Phylactery completes: the character is simultaneously killed and his soul is re-bound to his body. He is now a Lich, and is no longer bound to the Phylactery in any way: apply the appropriate effects. See Lichdom in Chapter 8for details.
If the character fails the test, failed the test for the rites in the first stage, or the ritual is interrupted somehow, then the Lich is killed instantly and their soul destroyed.

Standard SpellS

Standard Spells are “tried and true” spells with only one magic component. Specifically, they are spells that have been refined over generations: simple, elegant incantations and patterns that produce common effects. They do not represent every single way that an effect can be manifested, only the ways that the mages of Tamriel have favored and perfected over time.
Each standard spell profile is defined in terms of a variable cost and effect strength. The variable in both cases is the spell’s Spell Level, a number between 1 and 6 that reflects the strength of that spell’s effect. Each of these levels represents a unique spell that must be learned on its own. Learning a standard spell requires a teacher or aid of some kind, and costs XP based on the level of the spell.
Spell Levels
Spell Level Spell Name XP Cost
1 Lesser (spell name) 10 XP
2 Minor (spell name) 20 XP
3 (spell name) 30 XP
4 Major (spell name) 40 XP
5 Greater (spell name) 50 XP

6 Legendary (spell name) 60 XP
For example, the “Lesser Fireball” (spell level 1) and “Fireball” (spell level 3) spells are separate and much be learned separately. The spells share the same base profile (Fireball) which is used in combination with their spell level to determine the strength and cost of that spell.
Alteration
The school of Alteration revolves around altering the physical
and magical properties of the world. This can be used to aug­ment the self and allies, or hinder enemies.

Barrier
Cost: [Spell Level]5
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Shield): Target gains a magic shield that provides 5*[Spell Level]
bonus armor against physical damage for 1 minute.

Blade-Mender
Cost: [Spell Level]7
Difficulty: +20-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Repair Weapon): Reduces the X value of the Damaged (X)
condition of target weapon by [Spell Level].

Crushing Weight
Cost: [Spell Level]4
Difficulty: +25-(5
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Burden): Reduce the target’s Carry Rating by [Spell Level]
for 2 minutes.

Feather-light
Cost: [Spell Level]4
Difficulty: +25-(5
[Spell Level])
Form: The effect is applied to the source character.
(Feather): Increases the target’s Carry Rating by [Spell Level]
for 2 minutes.

Fire Barrier
Cost: [Spell Level]4
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fire Shield): Target gains a magic shield that provides 5*[Spell
Level] bonus armor against fire damage for 1 minute.

Frost Barrier
Cost: [Spell Level]4
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Frost Shield): Target gains a magic shield that provides 5*[Spell
Level] bonus armor against frost damage for 1 minute.

Iron-Flesh
Cost: [Spell Level]8
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Armor): Target gains 5*[Spell Level] AR to all hit locations
for 8 rounds.

Leap
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Jump): Target increases their DoS or DoF on the next hori­zontal or vertical jump test within 3 rounds by 5*[Spell Level].

Rising Force
Cost: [Spell Level]15
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Levitate): Target gains the Flyer ([Spell Level]) trait for 3
minutes.

Seal
Cost: [Spell Level]6
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Lock): Target door/chest is sealed with a magic lock. Counts
as lock level [Spell Level], but can only be opened with the
Open effect.

Shield-Mender
Cost: [Spell Level]7
Difficulty: +20-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Repair Armor): Restores [Spell Level]d5 missing AR from
target armor piece.

Shock Barrier
Cost: [Spell Level]4
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Shock Shield): Target gains a magic shield that provides
5*[Spell Level] bonus armor against shock damage for 1 minute.

Slowfall
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Slowfall): Target decreases the distance of his next fall within 3
rounds by 5*[Spell Level] meters for the purposes of calculating
damage.

Unhinging
Cost: [Spell Level]3
Difficulty: +40-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Open): Target lock of lock level [Spell Level] or lower is
unlocked.

Water Breathing
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Water Breathing): Target may breathe water as if it were air
for [Spell Level] minutes.

Water Walking
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Water Walking): Target may walk on water as if it were land
for [Spell Level] minutes.

Conjuration
The school of Conjuration focuses on calling upon otherworldly
entities. These entities can manifest in a number of different
forms.
Revoke Existence Cost: [Spell Level]5 Difficulty: +40-(10[Spell Level]) Form: Applies the effects to a target of the source’s choice. Counts as a ranged attack that cannot be defended against. (Banish): Target character with the Summoned or Bound trait, or item with the Summoned (X) or Bound (X) quality, is banished (destroyed/returned to their realm instantly) if their Willpower (or X value) is less than or equal to 10*[Spell Level].
Summon Armor Cost: [Spell Level]5 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Armor): Summons a piece of terrible quality level (one step higher for each [Spell Level] beyond one) Daedric armor of the source character’s choice that appears on the affected target. Target must not be wearing armor on the hit location. If an armor piece would move more than five meters from the target, it vanishes. May be dismissed by the source character at will. The armor has the Summoned (20+[10*[Spell Level]]) quality. Persists for 1 minute then vanishes.
Summon Aureal Cost: [Spell Level]20 Difficulty: +0-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Aureal): Summons an Aureal, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Auroran Cost: [Spell Level]12 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Auroran): Summons an Auroran, which appears
within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Clannfear
Cost: [Spell Level]8
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Clannfear): Summons a Clannfear, which appears
within five meters of the affected character. It has the Summoned
trait and persists for [Spell Level] minutes.

Summon Daedroth
Cost: [Spell Level]12
Difficulty: +20-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Daedroth): Summons a Daedroth, which appears
within five meters of the affected character. It has the Summoned
trait and persists for [Spell Level] minutes.

Summon Dremora
Cost: [Spell Level]12
Difficulty: +20-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Dremora): Summons a Dremora, which appears
within five meters of the affected character. It has the Summoned
trait and persists for [Spell Level] minutes.

Summon Dremora Lord
Cost: [Spell Level]20
Difficulty: +0-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Dremora Lord): Summons a Dremora Lord, which
appears within five meters of the affected character. It has the
Summoned trait and persists for [Spell Level] minutes.

Summon Dremora Thrall
Cost: [Spell Level]8
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Dremora Thrall): Summons a Dremora Thrall,
which appears within five meters of the affected character. It
has the Summoned trait and persists for [Spell Level] minutes.

Summon Flame Atronach
Cost: [Spell Level]8
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Flame Atronach): Summons a Flame Atronach,
which appears within five meters of the affected character. It
has the Summoned trait and persists for [Spell Level] minutes.

Summon Flesh Atronach Cost: [Spell Level]12 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Flesh Atronach): Summons a Flesh Atronach, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Frost Atronach Cost: [Spell Level]12 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Frost Atronach): Summons a Frost Atronach, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Ghost Cost: [Spell Level]8 Difficulty: +30-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Ghost): Summons a Ghost, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Hunger Cost: [Spell Level]16 Difficulty: +10-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Hunger): Summons a Hunger, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Ice Wraith Cost: [Spell Level]16 Difficulty: +10-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Ice Wraith): Summons an Ice Wraith, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Mazken Cost: [Spell Level]20 Difficulty: +0-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Mazken): Summons a Mazken, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Ogrim Cost: [Spell Level]12 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Ogrim): Summons an Ogrim, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Ogrim Titan Cost: [Spell Level]16 Difficulty: +10-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Ogrim Titan): Summons an Ogrim Titan, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Scamp Cost: [Spell Level]4 Difficulty: +40-(5[Spell Level]) Form: The effect is applied to the source character. (Summon Scamp): Summons a Scamp, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Shade Cost: [Spell Level]4 Difficulty: +40-(5[Spell Level]) Form: The effect is applied to the source character. (Summon Shade: Summons a Shade, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Specter Cost: [Spell Level]12 Difficulty: +20-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Specter): Summons a Specter, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Spider Daedra Cost: [Spell Level]16 Difficulty: +10-(10[Spell Level]) Form: The effect is applied to the source character. (Summon Spider Daedra): Summons a Spider Daedra, which appears within five meters of the affected character. It has the Summoned trait and persists for [Spell Level] minutes.
Summon Storm Atronach
Cost: [Spell Level]16
Difficulty: +10-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Storm Atronach): Summons a Storm Atronach,
which appears within five meters of the affected character. It
has the Summoned trait and persists for [Spell Level] minutes.

Summon Weapon
Cost: [Spell Level]8
Difficulty: +20-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Weapon): Summons a single terrible quality level
(one step higher for each [Spell Level] beyond one) Daedric
weapon that appears in one of the target’s open hands. If the
weapon would pass more than five meters from the target, it
vanishes. May be dismissed by the target at will. The weapon
has the Summoned (20+[10*[Spell Level]]) quality. Persists for
1 minute then vanishes. Ranged weapons generate their own

ammo (counts as steel ammo, has no ENC).

Summon Winged Twilight
Cost: [Spell Level]20
Difficulty: +0-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Winged Twilight): Summons a Winged Twilight,
which appears within five meters of the affected character. It
has the Summoned trait and persists for [Spell Level] minutes.

Summon Wraith
Cost: [Spell Level]16
Difficulty: +10-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Wraith): Summons a Wraith, which appears within
five meters of the affected character. It has the Summoned trait
and persists for [Spell Level] minutes.

Summon Xivilai
Cost: [Spell Level]20
Difficulty: +0-(10
[Spell Level])
Form: The effect is applied to the source character.
(Summon Xivilai): Summons a Xivilai, which appears within
five meters of the affected character. It has the Summoned trait
and persists for [Spell Level] minutes.

Destruction The school of Destruction centers on harming targets in a variety
of ways. Either through direct damage, or sapping their abilities
and defenses.
Cloak of Fire
Cost: [Spell Level]9
Difficulty: +40-(10
[Spell Level])
Form: Creates a “cloak” of whirling energy with a radius of
1 meter around the source character. Apply the effect to any
viable targets within the radius (except the source character),

and continue to do so once for each round that they remain
within it. Counts as having a Long reach when engaged. Persists

for 3 rounds.
(Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell
Level]) to hit location.

Cloak of Frost
Cost: [Spell Level]9
Difficulty: +40-(10
[Spell Level])
Form: Creates a “cloak” of whirling energy with a radius of
1 meter around the source character. Apply the effect to any
viable targets within the radius (except the source character),

and continue to do so once for each round that they remain
within it. Counts as having a Long reach when engaged. Persists

for 3 rounds.
(Frost): Target takes [Spell Level]d10 Frost Damage (pen
5*[Spell Level]) to hit location.

Cloak of Lightning
Cost: [Spell Level]9
Difficulty: +40-(10
[Spell Level])
Form: Creates a “cloak” of whirling energy with a radius of
1 meter around the source character. Apply the effect to any
viable targets within the radius (except the source character),

and continue to do so once for each round that they remain
within it. Counts as having a Long reach when engaged. Persists

for 3 rounds.
(Shock): Target takes [Spell Level]d10 Shock Damage (pen
5*[Spell Level]) to hit location.

Cone of Fire
Cost: [Spell Level]6
Difficulty: +40-(10
[Spell Level])
Form: Fires a cone of magical energy at a target of the source
character’s choice. Cone has a fifteen degree angle, and extends
for 15 meters from the source character. Apply the effect to
all viable targets within the cone. Counts as a ranged, area of
effect attack.
(Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell
Level]) to hit location.

Cone of Frost Cost: [Spell Level]6 Difficulty: +40-(10[Spell Level]) Form: Fires a cone of magical energy at a target of the source character’s choice. Cone has a fifteen degree angle, and extends for 15 meters from the source character. Apply the effect to all viable targets within the cone. Counts as a ranged, area of effect attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Cone of Lightning Cost: [Spell Level]6 Difficulty: +40-(10[Spell Level]) Form: Fires a cone of magical energy at a target of the source character’s choice. Cone has a fifteen degree angle, and extends for 15 meters from the source character. Apply the effect to all viable targets within the cone. Counts as a ranged, area of effect attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Eat Armor Cost: [Spell Level]7 Difficulty: +20-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. (Disintegrate Armor): Removes [Spell Level]d5 AR from any armor on affected hit locations.
Eat Weapon Cost: [Spell Level]7 Difficulty: +20-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. (Disintegrate Weapon): Any weapons held by the target gain the Damaged([Spell Level]) quality.
Fireball Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack. (Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell Level]) to hit location.
Fire Bite Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Applies the effects to a target of the source’s choice within melee range. Counts as a ranged attack. (Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell Level]) to hit location.
Fire Bolt Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. (Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell Level]) to hit location.
Fire Rune Cost: [Spell Level]6 Difficulty: +40-(10[Spell Level]) Form: Creates a magic rune on a target surface within 1 meter of the source character. After a 5 second “priming” time, the rune becomes barely visible (-20 to any vision based tests to spot it). If a viable targets passes within 1 meter of the rune, it explodes and applies the effect to all viable targets within 2 meters. Runes persist indefinitely. The explosion counts as a ranged, area of effect attack. (Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell Level]) to hit location.
Fire Storm Cost: [Spell Level]12 Difficulty: +40-(10[Spell Level]) Form: Creates a persistent zone of magical energy at target area that lasts for 2 rounds, and has a radius of 5 meters. Apply the effect to any viable targets within the radius (including the
source character), and continue to do so once for each round that they remain within it. If this would be created on top of a character, counts as a ranged, area of effect attack. (Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell Level]) to hit location.
Frost Ball Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Frostbite Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Applies the effects to a target of the source’s choice within melee range. Counts as a ranged attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Frost Bolt Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Frost Rune Cost: [Spell Level]6 Difficulty: +40-(10[Spell Level]) Form: Creates a magic rune on a target surface within 1 meter of the source character. After a 5 second “priming” time, the rune becomes barely visible (-20 to any vision based tests to spot it). If a viable targets passes within 1 meter of the rune, it explodes and applies the effect to all viable targets within 2 meters. Runes persist indefinitely. The explosion counts as a ranged, area of effect attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Frost Storm Cost: [Spell Level]12 Difficulty: +40-(10[Spell Level]) Form: Creates a persistent zone of magical energy at target area that lasts for 2 rounds, and has a radius of 5 meters. Apply the effect to any viable targets within the radius (including the
source character), and continue to do so once for each round that they remain within it. If this would be created on top of a character, counts as a ranged, area of effect attack. (Frost): Target takes [Spell Level]d10 Frost Damage (pen 5*[Spell Level]) to hit location.
Lightning Ball Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Lightning Bolt Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Lightning Rune Cost: [Spell Level]6 Difficulty: +40-(10[Spell Level]) Form: Creates a magic rune on a target surface within 1 meter of the source character. After a 5 second “priming” time, the rune becomes barely visible (-20 to any vision based tests to spot it). If a viable targets passes within 1 meter of the rune, it explodes and applies the effect to all viable targets within 2 meters. Runes persist indefinitely. The explosion counts as a ranged, area of effect attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Lightning Storm Cost: [Spell Level]12 Difficulty: +40-(10[Spell Level]) Form: Creates a persistent zone of magical energy at target area that lasts for 2 rounds, and has a radius of 5 meters. Apply the effect to any viable targets within the radius (including the
source character), and continue to do so once for each round that they remain within it. If this would be created on top of a character, counts as a ranged, area of effect attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Lightning Touch Cost: [Spell Level]3 Difficulty: +40-(10[Spell Level]) Form: Applies the effects to a target of the source’s choice within melee range. Counts as a ranged attack. (Shock): Target takes [Spell Level]d10 Shock Damage (pen 5*[Spell Level]) to hit location.
Poison Bloom Cost: [Spell Level]6 Difficulty: +30-(10[Spell Level]) Form: Fires a projectile at a target of the source’s choice. Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack. (Poison): Target takes [Spell Level]d10 Poison Damage (ignores armor) to hit location.
Poison Bolt
Cost: [Spell Level]6
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Poison): Target takes [Spell Level]d10 Poison Damage (ignores
armor) to hit location.

Poison Touch
Cost: [Spell Level]6
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Poison): Target takes [Spell Level]d10 Poison Damage (ignores
armor) to hit location.

Flay Spirit
Cost: [Spell Level]
Difficulty: +30-(10*[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Drain magicka): Target loses 5*[Spell Level] magicka.

Sap Strength
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Strength): Target gains the Damaged Strength
(5*[Spell Level]) condition.

Sap Endurance
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Endurance): Target gains the Damaged Endurance
(5*[Spell Level]) condition.

Sap Agility
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Agility): Target gains the Damaged Agility (5*[Spell
Level]) condition.

Sap Intelligence
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Intelligence): Target gains the Damaged Intelligence
(5*[Spell Level]) condition.

Sap Willpower
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Willpower): Target gains the Damaged Willpower
(5*[Spell Level]) condition.

Sap Perception
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Perception): Target gains the Damaged Perception
(5*[Spell Level]) condition.

Sap Personality
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Damage Personality): Target gains the Damaged Personality
(5*[Spell Level]) condition.

Sunbeam
Cost: [Spell Level]6
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Sunlight): Target takes [Spell Level]d10 Fire Damage (pen
5*[Spell Level]) with the Sunlight quality to hit location.

Sunburst
Cost: [Spell Level]20
Difficulty: +30-(10
[Spell Level])
Form: Fires a wave of energy that rushes outward from the
source character, to a maximum distance of 5 meters. Apply
the effect to any viable targets struck. Counts as a ranged, area

of effect attack.
(Sunlight): Target takes [Spell Level]d10 Fire Damage (pen
5*[Spell Level]) with the Sunlight quality to hit location.

Wall of Fire
Cost: [Spell Level]18
Difficulty: +40-(10
[Spell Level])
Form: Source character targets two desired points on the ground.
Creates a “wall” of magical energy, up to 10 meters long and
2 meters high, between these two points. Persists for 3 rounds.
Any viable targets that passes through the wall has effect applied
to them. If the wall would be created on top of a viable targets,
counts as a ranged, area of effect attack.
(Fire): Target takes [Spell Level]d10 Fire Damage (pen 5*[Spell
Level]) to hit location.

Wall of Frost
Cost: [Spell Level]18
Difficulty: +40-(10
[Spell Level])
Form: Source character targets two desired points on the ground.
Creates a “wall” of magical energy, up to 10 meters long and
2 meters high, between these two points. Persists for 3 rounds.
Any viable targets that passes through the wall has effect applied
to them. If the wall would be created on top of a viable targets,
counts as a ranged, area of effect attack.
(Frost): Target takes [Spell Level]d10 Frost Damage (pen
5*[Spell Level]) to hit location.

Wall of Lightning
Cost: [Spell Level]18
Difficulty: +40-(10
[Spell Level])
Form: Source character targets two desired points on the ground.
Creates a “wall” of magical energy, up to 10 meters long and
2 meters high, between these two points. Persists for 3 rounds.
Any viable targets that passes through the wall has effect applied
to them. If the wall would be created on top of a viable targets,
counts as a ranged, area of effect attack.
(Shock): Target takes [Spell Level]d10 Shock Damage (pen
5*[Spell Level]) to hit location.

Weakness to Fire
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Weakness to Fire): Target gains the Weakness (Fire, 10*[Spell
Level]%) trait for 3 rounds.

Weakness to Frost
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Weakness to Frost): Target gains the Weakness (Frost, 10*[Spell
Level]%) trait for 3 rounds.

Weakness to magicka
Cost: [Spell Level]6
Difficulty: +35-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Weakness to magicka): Target gains the Weakness (Magic,
10*[Spell Level]%) trait for 3 rounds.

Weakness to Shock
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Weakness to Shock): Target gains the Weakness (Shock,
10*[Spell Level]%) trait for 3 rounds.

Weakness to Poison
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Weakness to Poison): Target gains the Weakness (Poison,
10*[Spell Level]%) trait for 3 rounds.

Weary
Cost: [Spell Level]2
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(fatigue): Target gains [Spell Level] levels of fatigue.

Illusion
The school of Illusion focuses on affecting light and the minds of

sentient targets. Illusion can be used to manipulate an enemy’s
perception of reality, or augment one’s own.

Blindness
Cost: [Spell Level]4.5 (round down)
Difficulty: +40-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Blind): Target gains the Blind condition for [Spell Level]
rounds.

Calming Touch
Cost: [Spell Level]12
Difficulty: +40-(20
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Calm): Target must make a Willpower test with a -10*[Spell
Level] penalty in order to take any action to start, or continue,
a fight for the next 2 minutes.

Chameleon
Cost: [Spell Level]15
Difficulty: +20-(5
[Spell Level])
Form: The effect is applied to the source character.
(Chameleon): Target gains the chameleon ([Spell Level]) con­dition for the next 3 minutes.

Charming Touch
Cost: [Spell Level]6
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Charm): All Charm tests made against the target within the
next 2 minutes gain [Spell Level] DoS.

Concealment
Cost: [Spell Level]20
Difficulty: +30-(20
[Spell Level])
Form: The effect is applied to the source character.
(Invisibility): Target gains the Invisible condition for [Spell
Level] minutes.

Frenzying Touch
Cost: [Spell Level]12
Difficulty: +40-(20
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Frenzy): Target must make a Willpower test with a -10*[Spell
Level] penalty in order to not attempt to start, or continue, a
fight for the next 2 minutes.

Illuminate Area
Cost: [Spell Level]10
Difficulty: +40-(5
[Spell Level])
Form: Fires a projectile at a target of the source’s choice.
Wherever the projectile lands, it explodes, applying the effect
to all viable targets (including the source character) within 10
meters. Counts as a ranged, area of effect attack.
(Light): Illuminates the target/target area for [Spell Level]
minutes.

Night Eye
Cost: [Spell Level]3
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Night Eye): Target gains the Dark Sight trait for [Spell Level]
minutes.

Paralysis
Cost: [Spell Level]9
Difficulty: +30-(20
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Paralyze): Target is paralyzed for [Spell Level] rounds.

Strike Fear
Cost: [Spell Level]12
Difficulty: +20-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Fear): The target must make a Fear (+20 – 10*[Spell Level]) test.

Sanctuary
Cost: [Spell Level]7
Difficulty: +20-(10
[Spell Level])
Form: The effect is applied to the source character.

(Sanctuary): Attack tests against the target are made at a -10*[Spell Level] penalty for the next 1 minute.
Silence
Cost: [Spell Level]*5

Difficulty: +20-(10*[Spell Level])

Form: Fires a projectile at a target of the source’s choice. If the

target is hit, the effect is applied. Counts as a ranged attack.

(Silence): Target is silenced for [Spell Level] rounds.

Tread Lightly
Cost: [Spell Level]6
Difficulty: +25-(5
[Spell Level])
Form: The effect is applied to the source character.
(Muffle): Target gains the Muffled ([Spell Level]) condition for
the next 3 minutes.

Mysticism
The school of Mysticism is a more obscure school, and its spells manipulate magicka itself. Mysticism can be used for many effects, including binding and trapping souls, or reflecting spells.
Dispel Note: There is only one version of this spell. Count it as being a spell level 3 spell for XP purposes. Cost: 10 Difficulty: +10 Form: The effect is applied to the source character. (Dispel): Removes any magic effects currently affecting the target (except those with the Constant form).
Ethereal Form
Cost: [Spell Level]10
Difficulty: +20-(20
[Spell Level])
Form: The effect is applied to the source character.
(Ethereal Form): Target gains the Incorporeal trait for X minutes.

Magicka Leech
Cost: [Spell Level]6
Difficulty: +20-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Absorb magicka): Target loses 5*[Spell Level] magicka and
the source character gains 5*[Spell Level] magicka.

Magicka Sight
Cost: [Spell Level]3
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Detect Magic): Target gains the Unnatural Senses (Magic,
25*[Spell Level]) trait for 1 minute.

Mark
Note: There is only one version of this spell. Count it as being
a spell level 3 spell for XP purposes.
Cost: 10
Difficulty: +20
Form: The effect is applied to the source character.
(Mark): Places an invisible, magic mark at target’s location.

Recall
Note: There is only one version of this spell. Count it as being
a spell level 3 spell for XP purposes.
Cost: 25
Difficulty: -10
Form: The effect is applied to the source character.
(Recall): Recalls target to one of the source character’s magic
marks, instantly teleporting them there. The target must be
mentally prepared, aware of the effect, and willing.

Soul Trap
Cost: [Spell Level]4
Difficulty: +40-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Soul Trap): Target gains the soul bound condition, and is
linked to the smallest available Soul Gem that can store their
Soul within 1 meter of the source character. Lasts for [Spell
Level] minutes.

Spell Drinker
Cost: [Spell Level]8
Difficulty: +20-(20
[Spell Level])
Form: The effect is applied to the source character.
(Spell Absorption): Target gains the Spell Absorption trait for
[Spell Level] minutes

Spirit Sight
Cost: [Spell Level]3
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Detect Life): Target gains the Unnatural Senses (Life, 25*[Spell
Level]) trait for 1 minute.

Telekinesis
Cost: [Spell Level]3
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice.
Counts as a ranged attack that cannot be defended against.
(Telekinesis): Target object of [Spell Level] kg or less is magically
moved by the source character for up to 4 rounds. Object cannot
exceed a speed of one meter per second.

Vampiric Touch
Cost: [Spell Level]8
Difficulty: +20-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Absorb Life): Target gains [Spell Level] trauma and the source
character removes [Spell Level] trauma.

Restoration
The school of Restoration revolves around augmenting and restoring the abilities and body of a target. It also contains effects that can be used specifically against the Undead.
Cure Disease Cost: 15 Difficulty: +0 Form: The effect is applied to the source character. (Cure Disease): Cures the target of any common diseases he is suffering from.
Cure Paralysis Cost: 10 Difficulty: +10 Form: The effect is applied to the source character. (Cure Paralysis): Removes the paralyzed condition from the target.
Curing Touch
Cost: 15
Difficulty: +0
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Cure Disease): Cures the target of any common diseases he
is suffering from.

Fortify Strength
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Strength): Target gains the Fortified Strength (5*[Spell
Level]) condition for 1 minute.

Fortify Endurance
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Endurance): Target gains the Fortified Endurance
(5*[Spell Level]) condition for 1 minute.

Fortify Agility
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Agility): Target gains the Fortified Agility (5*[Spell
Level]) condition for 1 minute.

Fortify Intelligence
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Intelligence): Target gains the Fortified Intelligence
(5*[Spell Level]) condition for 1 minute.

Fortify Willpower
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Willpower): Target gains the Fortified Willpower
(5*[Spell Level]) condition for 1 minute.

Fortify Perception
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Perception): Target gains the Fortified Perception
(5*[Spell Level]) condition for 1 minute.

Fortify Personality
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Fortify Personality): Target gains the Fortified Personality
(5*[Spell Level]) condition for 1 minute.

Heal
Cost: [Spell Level]5
Difficulty: +30-(15
[Spell Level])
Form: The effect is applied to the source character.
(Heal): Target removes 5*[Spell Level] trauma.

Healing Touch
Cost: [Spell Level]5
Difficulty: +30-(10
[Spell Level])
Form: Applies the effects to a target of the source’s choice within
melee range. Counts as a ranged attack.
(Heal): Target removes 5*[Spell Level] trauma.

Rejuvenate
Cost: [Spell Level]5
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Rejuvenate): Target removes [Spell Level] levels of fatigue.

Resistance to Fire
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Resistance to Fire): Target gains the Resistance (Fire, 10*[Spell
Level]%) trait for 3 rounds.

Resistance to Frost
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Resistance to Frost): Target gains the Resistance (Frost,
10*[Spell Level]%) trait for 3 rounds.

Resistance to Magicka
Cost: [Spell Level]6
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Resistance to magicka): Target gains the Resistance (Magic,
10*[Spell Level]%) trait for 3 rounds.

Resistance to Shock
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Resistance to Shock): Target gains the Resistance (Shock,
10*[Spell Level]%) trait for 3 rounds.

Resistance to Poison
Cost: [Spell Level]3
Difficulty: +35-(5
[Spell Level])
Form: The effect is applied to the source character.
(Resistance to Poison): Target gains the Resistance (Poison,
10*[Spell Level]%) trait for 3 rounds.

Restore Strength
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Restore Strength): Target affected by Damaged Strength (X)
reduces the X value by 5*[Spell Level].

Restore Endurance
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Restore Endurance): Target affected by Damaged Endurance

(X) reduces the X value by 5*[Spell Level].
Restore Agility
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Restore Agility): Target affected by Damaged Agility (X)
reduces the X value by 5*[Spell Level].

Restore Intelligence
Cost: [Spell Level]10
Difficulty: +30-(10
[Spell Level])
Form: The effect is applied to the source character.
(Restore Intelligence): Target affected by Damaged Intelligence

(X)
reduces the X value by 5*[Spell Level].

Restore Willpower Cost: [Spell Level]10 Difficulty: +30-(10[Spell Level]) Form: The effect is applied to the source character. (Restore Willpower: Target affected by Damaged Willpower

(X)
reduces the X value by 5*[Spell Level].

Restore Perception Cost: [Spell Level]10 Difficulty: +30-(10[Spell Level]) Form: The effect is applied to the source character. (Restore Perception): Target affected by Damaged Perception
(X) reduces the X value by 5*[Spell Level].
Restore Personality Cost: [Spell Level]10 Difficulty: +30-(10[Spell Level]) Form: The effect is applied to the source character. (Restore Personality): Target affected by Damaged Personality
(X) reduces the X value by 5*[Spell Level].
Turn Undead
Cost: [Spell Level]5
Difficulty: +30-(10
[Spell Level])
Form: Fires a projectile at a target of the source’s choice. If the
target is hit, the effect is applied. Counts as a ranged attack.
(Turn Undead): Target with the Undead or Undying trait makes
a Willpower test with a -10*[Spell Level] penalty. On failure,
the target must flee the source character for 1 round.

maGiCal miShapS
Magic has the potential to be dangerous not only to its target, but to its user as well. Erring when casting a non-standard spell, or making a mistake when creating a potion or performing a ritual can have disastrous results. When a magical process Backfires on the one directing the process, refer to the next section to determine what happens. Alchemical backfires work differently and are handled in their own section. The GM should feel free to invent their own backfire effects.
Backfire Tables
Backfire effects are divided by the school of magic of the effect that backfired. By default you should roll a d5 on the appropriate table to determine the effect. You will typically be called to add to this result. The exact amount will be specified in the relevant section. The source character referenced by these effects is the character who caused the backfire.
Alteration Backfire Effects

Breeze A light wind whips up within a few dozen
1
meters of the source character.
Magicka Leak The source character loses 1d10
2
magicka. Who knows where it went?
Swap The source character and another random 3 character within 3d10 meters switch places instantly.
4 Crushing Weight All characters within 3d10 meters (including the source character) feel weighed down. They reduce their action points and Movement Rating by one, and take a -10 penalty to all tests, for 1d5 rounds.
Lurch The world seems to stretch for a few
5 seconds before hurling people and objects to new locations. Each character within 1d10 meters (including the source character) is thrown 2d10 meters in a random horizontal direction. They take fall damage on contact.
Slip and Slide The area within 2d10 meters of the source character becomes an extreme low
6 friction zone for 1d5 rounds. Characters in the
zone cannot stop or slow down, and must make an Agility test each round to not fall prone.
7 Chronological Dilution For the next 1d5 minutes, all spells cast by the source character take effect 1d10 rounds after they are cast. A Perception test is required to notice the sudden appearance of a spell in this fashion.
Uncontrollable Levitation The source character
8 suddenly hovers towards the sky, unable to control himself. He levitates 1d10 meters above the ground and floats there for 1d5 rounds before falling. He is at a -20 penalty to all actions during this time, as he spins uncontrollably.
9 Gravity Unbound All characters, the source character included, within 1d10 meters of the source character fall upwards for 3d10 meters.
10+ Force The character takes [2*WpB]d10 impact damage to a random hit location (this damage ignores all armor and any other forms of resis­tance or mitigation).

Conjuration Backfire Effects Destruction Backfire Effects

Otherworldly Voice All characters within a few dozen meters hear strange voices whispering.
Magicka Leak The source character loses 1d10 magicka. Who knows where it went?
What’s That? An item of alien origin falls through a hole in reality nearby. The item can be any item of the GM’s choosing, but it appears to be made of strange, other worldly material. Whatever it is,
it doesn’t agree with Mundus, and only survives
1d5 rounds before vanishing.
Unbound If the spell would have summoned or
bound an entity of some kind, it works but they
enter the world without the Summoned or Bound
trait or quality (as appropriate), meaning they are
free to do as they wish. If this does not apply, use
the result below.
Backlash The entity the source character is attempting to contact mentally lashes out against them. They lose 3d10 magicka.
Mental Visitor A strange entity slips into the mind of the source character unbidden. He remains there for 1d5 rounds, impeding their actions. They are at a -10 to all tests while he is present.
Suddenly Scamps! There is a flash of light and
1d5 Scamps appear from a rift in reality. They
instantly scatter, intent on causing as much
mischief as possible.
Rift A strange rift opens in reality within 1d10
meters of the source character. Gravity shifts,
pulling all characters within 2d10 meters towards
the rift as if they were falling. Hanging onto a
nearby object requires a successful Strength test,
assuming the character can reach one. The rift
persists for 1d5 rounds. Those who pass through
are sent… somewhere else.
Schloop! The character must make a Willpower 10+ test or be sucked into another realm with a sudden squelching sound, never to be seen again.
Mysterious Pain All characters within a few
1
dozen meters feel a strange prickling pain.
Magicka Leak The source character loses 1d10
2
magicka. Who knows where it went?
Drained The source character suffers the
3
Damaged Strength (1d5) condition.
Energy Burst A wave of energy issues from the source character, knocking everyone (including 4 the source character) within 2d10 meters prone unless they pass a Strength test.
Hoarfrost In a sudden surge of cold, all non-liv­ing matter within 3d10 meters is covered in ice.
5 Characters moving within the frozen area must make an Agility test or fall prone.
Weary The source character gains 1d5-1 (mini­
6
mum 1) levels of fatigue.
Lightning Rod Lightning strikes from above, hitting a random target within 1d5 meters of the7 source character (they are a viable target too) and dealing 3d10 shock damage to the body location.
Redirected If the magic that backfired is a spell with a target, it is redirected and resolved against 8 the source character. Otherwise, use the result
above.
Boom! The source character explodes, dealing 9 [WpB]d10 fire damage to all characters within 3d10 meters. He is killed instantly.
Power Overwhelming Source character must
10 make a Willpower test or die instantly as he burns up from force of the power he has summoned.
Illusion Backfire Effects

Ewww! The magic does nothing except leave behind a terrible smell in the area.
That Totally Worked The source character
believes that he was successful in casting the spell,
but in reality he was not.
Thick Tongue The source character cannot speak
for 1d5 rounds as their tongue feels thick and
heavy in their mouth.
Darkness All lights within 1d100 meters go out for the next 1d10 rounds.
Bang! There is a flash of light, and the source
character and all characters within 2d10 meters
suffer from the Blinded and Deafened conditions
for 1d5 rounds.
Scherioussshly I’am Soobear The source charac­ter gains two levels of fatigue. They feel extremely intoxicated for the next 1d10 minutes.
My Own Worst Enemy Any character who makes eye contact with the source character will appear to them as an enemy.
Seeing Double A double of the source character appears in front of them, and seeks to destroy them for 1d5 rounds before vanishing. The char­acter is not harmed, but must pass a Willpower test each round to not react.
Mental Prison The character is trapped within his own mind for 1d5 days. During this time he is unconscious and helpless.
Just Gone Source character must make a
10+ Willpower test or his mind becomes a “blank slate.” This character must be retired from play.
Mysticism Backfire Effects

Sight All characters within a few dozen meters see
1
glimpses of random events.
Magicka Siphon The source character loses 1d10 2 magicka and a random character within 3d10 meters gains the amount lost.
Forgetful The next time the source character attempts to cast a spell within 1d10 minutes, he3 finds he has forgotten how to use it and cannot remember it until the duration is up.
Twister The character perceives time in a non-lin­4 ear fashion for 1d5 rounds, and must make a Perception test to successfully take any actions.
Endless Sight The source character can see multiple planes of reality, and cannot process 5 the information at once. He gains the blinded condition for 1d5 rounds.
Warp The source character vanishes and reappears
6
at a random location within 3d100 meters.
Involuntary Chat The source character is tele­pathically linked with a random character within 1d100 meters. They can each hear the other’s 7 thoughts for the next 1d5 minutes. Each must make a Willpower test each round to act during this time, as it is difficult to focus.
Spell Reversal For the next 1d10 rounds, spells 8 that the source character casts have the opposite effect. Exactly what this entails is left to the GM.
Anti-Magic Zone Creates a zone of anti-magicka within 1d100 meters of the source character. All characters within lose all their current magicka, all
9 constant enchantments stop working until they leave the zone, all other enchantments lose all charge, and all potions lose their effects. The zone lasts for 1d10 minutes.
Soul Fire The source character must make a 10+ Willpower test or his soul is destroyed, rent apart by magical forces. This kills him instantly.
Restoration Backfire Effects

Flinch All characters within a few dozen meters twitch slightly.
Magicka Leak The source character loses 1d10 magicka. Who knows where it went?
Blight Plants around the source character wither and die within 1d100 meters.
Out of Breath The source character gains 1d5-1 (minimum 1) levels of fatigue.
Localized Aging One of the source character’s
limbs, chosen at random, becomes crippled for
1d10 rounds.
Newfound Strength For the next minute the
character gains the Fortified Strength (5d10)
condition, but if he takes any actions except to
stand still he must make an Agility test at a -40
penalty or fall prone instead, as he is unable to
control himself.
Not Right… The source character’s characteristics
are switched around as their body morphs and
warps. Roll 1d10 for each characteristic, on a six
or higher the characteristic switches place with
the next one on which the result of six or higher
is rolled. This happens every hour for 1d5 hours,
after which the character returns to normal.
Contortions The source character’s muscles begin
8 to spasm uncontrollably, he is rendered entirely
helpless for 1d5 rounds.
Overgrowth One of the source character’s limbs,
chosen at random, begins to grow uncontrollably.
9 The first round is gains the crippled condition, and the character must make an Endurance test
with a -20 penalty. If he fails, the limb is lost the
next round as it explodes in a burst of gore.
Adrenaline The source character’s vital systems
10+ kick into overdrive, and he must make an
Endurance test or die within seconds.

Alchemical Backfires
Backfire effects for potions are divided into two types: creation backfires and potion backfires. By default you should roll a d5 on the creation backfire table. You will often be called to add to or subtract from this result for different reasons: this will be specified in the relevant section.
Creation Backfire Effects

Nothing! The potion seems to be fizzling with no
2
sign of stopping, but is otherwise fine.
Nothing! The potion is created, and apart from
3 being thick, brown, and smell, it appears fine. The potion counts as backfired.
Poof! The potion suddenly erupts into a semi­4 solid pillar of foam, making a huge mess. The potion is lost.
Whoops! The potion has congealed into a solid, rubbery mass and has ruined the tools used to 5 make it. The potion is lost, and the toolset used reduces its quality by one step.
Yuck! The potion smells awful, and seems to be
6
slightly chunky. The potion counts as backfired.
Fizz The potions begins boiling uncontrollably, filling the air with terrible smelling fumes. The7 potion is lost and everyone in the area must pass a Willpower test or begin vomiting.
Poison! The potion begins giving off toxic fumes,
and is now obviously poison. Everyone who
8 breathes the fumes takes 1d10 poison damage to the body (ignores armor). Anyone who drinks
the potion takes 3d10 poison damage to the body
(ignores armor).
It Burns! The potion has turned to a boiling acid,
and burned through its container onto whatever
9 lies below. The character must pass an Agility test
or take 1d5 trauma to a random hit location. The
potion and the tools used to create it are lost.
Wh-What? The potion has turned black, is
10 bubbling uncontrollably, and is giving off steam in a way that sounds like inhuman screaming. The
potion counts as backfired.
Boom! The potion explodes, dealing 2d10 fire
11+ damage to anyone within 1d5 meters. The potion,
tools, and a fair amount of hair are all lost.

Some results on the above table indicate that the potion itself has backfired: this means that the potion has gained some additional (typically negative) effect beyond what the alchemist intended. If the rolled effect would result in a potion backfire simply mark the potion as “backfired” on the character’s sheet and roll 1d10 on the potion backfire table below when it is eventually
consumed to determine the effects.
Potion Backfire Effects

Could be Worse! Roll 2d10 on the minor effects
1-3 table below and apply the result alongside the
potion’s normal effects when consumed.
4 Nothing! When a character consumes the potion, nothing happens.
Yuck! When a character consumes the potion, it
applies its effects as usual, but it tastes terrible!
5 The character must pass a Willpower test with
a -20 penalty or vomit uncontrollably, rendering
themselves helpless for one round.
Poison! When a character consumes the potion
6 they take 2d10 poison damage to the body
(ignores armor) in addition to the usual effects.
I can’t See! When a character consumes the
7 potion, they gain the blinded condition for 1d5 hours in addition to the usual effects as their
vision goes dark.
It Burns! When a character consumes the potion
8 they burst into flames, gaining the burning (1d10) condition on the body location in addition to the
usual effects.

Paralysis! When a character consumes the potion,
they are instantly paralyzed for 1d5 rounds in
addition to the usual effects.
Lethal Poison! When a character consumes the potion, they take 4d10 poison damage to the10+ body (ignores armor) in addition to the usual effects.
Minor Effects

2 Character’s eyes turn blue for 1d5 hours.
3 Character’s breath is minty fresh for 1d5 hours.
4 Character gains a strange scar at random.
5 Character’s skin turns red for 1d5 hours.
6 Character is invisible to himself.
7 Character’s hair turns green for 1d5 hours.
8 Character loses sense of smell for 1d5 minutes.
9 Character’s skin turns transparent for 1d5 minutes.
10 Character’s breath stinks for 1d5 hours.
11 Character smells smoke for the next 1d5 hours.
12 Character sweats profusely for 1d5 minutes.
13 A glaze of frost coats the character’s body.
14 Character becomes extremely thirsty.
15 Character begins to itch all over for 1d5 minutes.

16 Character experiences a strange aftertaste.
17 Character’s hair grows rapidly for the next week.
18 Character feels full like they just ate a large meal.
19 Character’s voice grows deeper for 1d5 hours.
20 Character smells great for the next 1d5 minutes.

maGiC ComponentS

Mechanically, spells, enchantments, and potions consist of one or more Magic Components: each one a paired Effect and Form. A component represents a complete magic effect: a fireball, a healing touch, and so on. The effect specifies what the magic does, and the form specifies the targets of the effect. This section contains the rules necessary to create those components.
Effects have been organized by the school of magic that gov­erns the. Specifically, this section contains Effect Templates: variable profiles that can be used to determine the parameters of a specific effect. Each template has a variable Cost, which represents the magicka required to manifest the effect, whether it’s being cast as a spell or brewed as a potion. Each template also has a variable Difficulty, which will determine the final difficulty of the component.
Effects & Forms
Creating an effect in a vacuum is simple: fill in the variables of the base effect to get what you want, and then do the math to determine how much it costs and how difficult it is. This information is then used to determine the cost/difficulty of the spell, enchantment, or potion that utilizes that effect.
The complicating factor is the presence of the many forms that a given effect can take. Complete effects have two important characteristics: a Target (to whom the effect is applied) and a Source Character. The source character is always the “char­acter of origin:” the character who is casting the spell, drinking the potion, or activating/wearing the enchanted item. The target,
on the other hand, can vary depending on the form.
Forms represent the many different ways that the same effect can be manifested. More accurately, they represent the many ways that an effect can be applied to targets. Forms provide a means by which the effect is delivered to targets, and a cost multiplier (also based on a variable of the player’s choice) to determine the final cost of the component.
Creating Magic Components
Creating a magic component is a fairly simple process:
Step 1: Choose Effect and Variables
First, choose an effect template and fill in all the variables to determine the effect, initial cost, and difficulty of the component.
Step 2: Choose Form
For the chosen effect, choose a corresponding form template and fill in all the variables to produce a form for the effect profile. This will modify the initial cost of the effect by the form’s cost modifier, producing a final cost for the component. Round down if this results in a fractional value.
Step 3: Create Component
The complete component can now be derived. A complete
component contains the following:

Cost: The base cost of the effect multiplied by the form’s cost
modifier. Round down if this results in a fraction.
Difficulty: The difficulty of the component as determined by
the difficulty of the chosen effect.
Form: Which targets are affected, and under what conditions.
Effect: The effect applied to the targets of the form.

Effect & Form Tables
This section contains tables that provide the various effect tem­plates and form templates that players will need to construct
effect profiles.
Form Templates
Form templates contain a set of rules for utilizing a given form, often containing a variable of some kind. They also include a cost mod (which can scale with the variable) that is multiplied by the base cost of an effect to determine the total component cost. Some forms have restrictions regarding when they can be used.
Effect Templates
The various effect templates are divided into their associated governing schools of magic. Each template contains rules for using the effect, which may include variables. They also have an associated base cost, and difficulty (which scale with the variables) that is used to determine the base cost and difficulty of the component. Some effects have restrictions regarding which forms they can be used with.

Form Templates

Fires a projectile at a target of the source’s choice. Wherever the projectile lands, it explodes, applying Ball* the effect to all viable targets (including the source character) within X meters. Counts as a ranged,
X area of effect attack.
Bolt* Fires a projectile at a target of the source’s choice. If the target is hit, the effect is applied. Counts as a ranged attack. 1
Circle Creates a “wall” of magical energy 2 meters high around the edge of a circle with radius X meters. Persists for Y rounds. Any viable targets that passes through the wall has effect applied to them. If the wall would be created on top of a character, counts as a ranged, area of effect attack. X*Y
Cloak Creates a “cloak” of whirling energy with a radius of X meters around the source character. Apply the effect to any viable targets within the radius (except the source character), and continue to do so once for each round that they remain within it. Counts as having a Long reach when engaged. Persists for Y rounds. X*Y

Fires a cone of magical energy at a target of the source character’s choice. Cone has a fifteen degree
Cone angle, and extends for 15*X meters from the source character. Apply the effect to all viable targets 2*X within the cone. Counts as a ranged, area of effect attack.
Constant Enchantments Only. The effect is applied to the character wearing or wielding the
Constant enchanted item every round for as long as they are wearing/wielding that item. When calculating the 40 cost of the effect, set any duration based variables to one.
“Primes” target weapon within reaching distance of the source character with magical energy. The next
Prime Weapon X
X successful attacks with this weapon apply the effect to the target of those attacks.
Creates a magic rune on a target surface within 1 meter of the source character. After a 5 second “priming” time, the rune becomes barely visible (-20 to any vision based tests to spot it). If a viable
Rune X
targets passes within 1 meter of the rune, it explodes and applies the effect to all viable targets within X meters. Runes persist indefinitely. The explosion counts as a ranged, area of effect attack.
Self The effect is applied to the source character. 1
Creates a persistent zone of magical energy at target area that lasts for Y rounds, and has a radius of 5*X meters. Apply the effect to any viable targets within the radius (including the source character),
Storm* 2*X*Y
and continue to do so once for each round that they remain within it. If this would be created on top of a character, counts as a ranged, area of effect attack.
Strike Enchantments Only. The effect is applied to the target of successful hits with the enchanted
Strike weapon. This is applied separately from damage caused by the weapon, meaning of the effect causes 1 damage this is applied as a separate hit.
Applies the effects to a target of the source’s choice. Counts as a ranged attack that cannot be
Target* 1.5
defended against.

Touch Applies the effects to a target of the source’s choice within melee range. Counts as a ranged attack. 1
Source character targets two desired points on the ground. Creates a “wall” of magical energy, up
Wall to 5*X meters long and 2 meters high, between these two points. Persists for Y rounds. Any viable targets that passes through the wall has effect applied to them. If the wall would be created on top of X*Y
a viable targets, counts as a ranged, area of effect attack.
Wave Fires a wave of energy that rushes outward from the source character, to a maximum distance of X meters. Apply the effect to any viable targets struck. Counts as a ranged, area of effect attack. X

*The maximum range at which a character can target something is equal to twice their Perception score.
Alteration Effect Templates

Armor Target gains 5*X AR to all hit locations for Y rounds. X*Y +30-(10*X)
Burden Reduce the target’s Carry Rating by X for Y minutes. 2*X*Y +25-(5*X)
Feather Increase the target’s Carry Rating by X for Y minutes. 2*X*Y +25-(5*X)
Fire Shield Target gains a magic shield that provides 5*X bonus armor against fire damage for Y minutes. 4*X*Y +30-(10*X)

Target gains a magic shield that provides 5*X bonus armor against frost damage for
Frost Shield 4*X*Y +30-(10*X)
Y minutes.

Jump Target increases their DoS or DoF on the next horizontal or vertical jump test within 3 rounds by 5*X. 3*X +35-(5*X)
Levitate Target gains the Flyer (X) trait for Y minutes. 5*X*Y +30-(10*X)
Lock Target door/chest is sealed with a magic lock. Counts as lock level X, but can only be opened with the Open effect. 6*X +30-(10*X)
Open Target lock of lock level X or lower is unlocked. 3*X +40-(10*X)
Repair Armor Restores Xd5 missing AR from target armor piece. 7*X +20-(10*X)
Repair Weapon Reduces the X value of the Damaged (X) condition of target weapon by Y. 7*Y +20-(10*Y)
Shield Target gains a magic shield that provides 5*X bonus armor against physical damage for Y minutes. 5*X*Y +30-(10*X)

Target gains a magic shield that provides 5*X bonus armor against shock damage
Shock Shield 4*X*Y +30-(10*X)
for Y minutes.

Slowfall Water Breathing Target decreases the distance of his next fall within 3 rounds by 5*X meters fpurposes of calculating damage. Target may breathe water as if it were air for X minutes. or the 3*X 3*X +35-(5*X) +35-(5*X)
Water Walking Target may walk on water as if it were land for X minutes. 3*X +35-(5*X)
Conjuration Effect Templates

Banish Target character with the Summoned or Bound trait, or item with the Summoned (X) or Bound (X) quality, is banished (destroyed/returned to their realm instantly) if their Willpower (or X value) is less than or equal to 10*X 5*X 40-(10*X)
Summon Armor Self Form Only. Summons a piece of terrible quality level (one step higher for each X beyond one) Daedric armor of the source character’s choice that appears on the affected target. Target must not be wearing armor on the hit location. If an armor piece would move more than five meters from the target, it vanishes. May be dismissed by the source character at will. The armor has the Summoned (20
[10*X]) quality. Persists for Y minutes then vanishes. 5*X*Y +20-(10*X)
Summon Aureal Self Form Only. Summons an Aureal, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 20*X +0-(10*X)
Summon Auroran Self Form Only. Summons an Auroran, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 12*X +20-(10*X)
Summon Clannfear Self Form Only. Summons a Clannfear, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 8*X +30-(10*X)
Summon Daedroth Self Form Only. Summons a Daedroth, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 12*X +20-(10*X)
Summon Dremora Self Form Only. Summons a Dremora, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 12*X +20-(10*X)
Summon Dremora Lor d Self Form Only. Summons a Dremora Lord, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 20*X +0-(10*X)

Self Form Only. Summons a Dremora Thrall, which appears within five
Summon Dremora Thrall meters of the affected character. It has the Summoned trait and persists for X 8*X +30-(10*X) minutes.
Self Form Only. Summons a Flame Atronach, which appears within five
Summon Flame Atronach meters of the affected character. It has the Summoned trait and persists for X 8*X +30-(10*X) minutes.
Self Form Only. Summons a Flesh Atronach, which appears within five
Summon Flesh Atronach meters of the affected character. It has the Summoned trait and persists for X 12*X +20-(10*X) minutes.
Self Form Only. Summons a Frost Atronach, which appears within five
Summon Frost Atronach meters of the affected character. It has the Summoned trait and persists for X 12*X +20-(10*X) minutes.
Summon Ghost Self Form Only. Summons a Ghost, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 8*X +30-(10*X)
Summon Hunger Self Form Only. Summons a Hunger, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 16*X +10-(10*X)
Summon Ice Wraith Self Form Only. Summons an Ice Wraith, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 16*X +10-(10*X)
Summon Mazken Self Form Only. Summons a Mazken, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 20*X +0-(10*X)
Summon Ogrim Self Form Only. Summons an Ogrim, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 12*X +20-(10*X)

Self Form Only. Summons an Ogrim Titan, which appears within five meters
Summon Ogrim Titan of the affected character. It has the Summoned trait and persists for X 16*X +10-(10*X) minutes.
Summon Scamp Self Form Only. Summons a Scamp, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 4*X +40-(5*X)
Summon Shade Self Form Only. Summons a Shade, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 4*X +40-(5*X)
Summon Specter Self Form Only. Summons a Specter, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 12*X +20-(10*X)
Summon Spider Daedra Self Form Only. Summons a Spider Daedra, which appears within five meters of the affected character. It has the Summoned trait and persists for X minutes. 16*X +10-(10*X)

Self Form Only. Summons a Storm Atronach, which appears within five
Summon Storm Atronach meters of the affected character. It has the Summoned trait and persists for X 16*X +10-(10*X) minutes.
Summon Weapon

Self Form Only. Summons a single terrible quality level (one step higher for each X beyond one) Daedric weapon that appears in one of the target’s open hands. If the weapon would pass more than five meters from the target, 8*X*Y 20-(10*X)it vanishes. May be dismissed by the target at will. The weapon has the Summoned (20[10*X]) quality. Persists for Y minutes then vanishes. Ranged weapons generate their own ammo (counts as steel ammo, has no ENC).
Self Form Only. Summons a Winged Twilight, which appears within five
Summon Winged Twilight meters of the affected character. It has the Summoned trait and persists for X 20*X +0-(10*X) minutes.
Self Form Only. Summons a Wraith, which appears within five meters of the
Summon Wraith 16*X +10-(10*X)
affected character. It has the Summoned trait and persists for X minutes.
Self Form Only. Summons a Xivilai, which appears within five meters of the
Summon Xivilai 20*X +0-(10*X)
affected character. It has the Summoned trait and persists for X minutes.
Destruction Effect Templates

Damage Strength Target gains the Damaged Strength (5*X) condition. 10*X +30-(10*X)
Damage Endurance Target gains the Damaged Endurance (5*X) condition. 10*X +30-(10*X)
Damage Agility Target gains the Damaged Agility (5*X) condition. 10*X +30-(10*X)
Damage Intelligence Target gains the Damaged Intelligence (5*X) condition. 10*X +30-(10*X)
Damage Willpower Target gains the Damaged Willpower (5*X) condition. 10*X +30-(10*X)
Damage Perception Target gains the Damaged Perception (5*X) condition. 10*X +30-(10*X)
Damage Personality Target gains the Damaged Personality (5*X) condition. 10*X +30-(10*X)
Disintegrate Armor Removes Xd5 AR from any armor on affected hit locations. 7*X +20-(10*X)
Disintegrate Weapon Any weapons held by the target gain the Damaged (X) quality. 7*X +20-(10*X)
Drain magicka Target loses 5*X magicka. X +30-(10*X)
Fatigue Target gains X levels of fatigue. 2*X +30-(10*X)
Fire Target takes Xd10 Fire Damage (pen 5*X) to hit location. 3*X +40-(10*X)

Frost Target takes Xd10 Frost Damage (pen 5*X) to hit location. 3*X +40-(10*X)
Poison Target takes Xd10 Poison Damage (ignores armor) to hit location. 6*X +30-(10*X)
Shock Target takes Xd10 Shock Damage (pen 5*X) to hit location. 3*X +40-(10*X)
Sunlight Target takes Xd10 Fire Damage (pen 5*X) with the Sunlight quality to hit location. 4*X +30-(10*X)

Weakness to Fire Target gains the Weakness (Fire, 10*X) trait for Y rounds. X*Y +35-(5*X)
Weakness to Frost Target gains the Weakness (Frost, 10*X) trait for Y rounds. X*Y +35-(5*X)
Weakness to Shock Target gains the Weakness (Shock, 10*X) trait for Y rounds. X*Y +35-(5*X)
Weakness to magicka Target gains the Weakness (Magic, 10*X) trait for Y rounds. 2*X*Y +35-(5*X)
Weakness to Poison Target gains the Weakness (Poison, 10*X) trait for Y rounds. X*Y +35-(5*X)

Illusion Effect Templates

Blind Target gains the Blind condition for X rounds. 3*X 40-(10*X)
Target must make a Willpower test with a 10*X penalty in order to take any
Calm 6*X*Y +40
(20*X)
action to start, or continue, a fight for the next Y minutes.
Chameleon Target gains the chameleon (X) condition for the next Y minutes. 5*X*Y +20-(5*X)
All Charm tests made against the target within the next Y minutes gain X
Charm 3*X*Y +30-(10*X)
DoS.

Fear The target must make a Fear (+30-10*X) test. 8*X +20-(10*X)
Frenzy Target must make a Willpower test with a 10*X penalty in order to not attempt to start, or continue, a fight for the next Y minutes. 6*X*Y +40(20*X)
Invisibility Target gains the Invisible condition for X minutes. 20*X +30-(20*X)
Light Illuminates the target/target area for X minutes. X +40-(5*X)
Muffle Target gains the muffled (X) condition for the next Y minutes. 2*X*Y +25-(5*X)
Night Eye Target gains the Dark Sight trait for X minutes. 3*X +30-(10*X)
Paralyze Target is paralyzed for X rounds. 6*X +30-(20*X)
Sanctuary Attack tests against the target are made at a 10*X penalty for the next Y minutes. 7*X*Y +20(10*X)

Silence Target is silenced for X rounds. 5*X +20-(10*X)
Mysticism Effect Templates Restoration Effect Templates

Absorb Life Target gains X trauma and the source character removes X trauma. 8*X +20-(10*X)
Absorb magicka Target loses 5*X magicka and the source character gains 5*X magicka. 6*X +20-(10*X)
Detect Life Target gains the Unnatural Senses (Life, 25*X) trait for Y minutes. 3*X*Y +30-(10*X)
Detect Magic Target gains the Unnatural Senses (Magic, 25*X) trait for Y minutes. 3*X*Y +30-(10*X)

Dispel Removes any magic effects currently affecting the target (except those with the Constant form). 10 +10
Ethereal Form Target gains the Incorporeal trait for X minutes. 10*X +20-(20*X)
Mark Self Form Only. Places an invisible, magic mark at target’s location. 10 +20
Recalls target to one of the source character’s magic marks, instantly
Recall teleporting them there. The target must be mentally prepared, 25 10
aware of the effect, and willing.
Target gains the soul bound condition, and is linked to the smallest
Soul Trap available Soul Gem that can store their Soul within 1 meter of the 4*X +40
(10*X)
source character. Lasts for X minutes.

Spell Absorption Target gains the Spell Absorption trait for X minutes 8*X +20-(20*X)
Target Form Only. Target object of X kg or less is magically moved
Telekinesis by the source character for up to 2*Y rounds. Object cannot exceed X*Y +30-(10*X)
a speed of one meter per second.

Cure Disease Cures the target of any common diseases he is suffering from. 15 +0
Cure Paralysis Removes the paralyzed condition from the target. 10 +10
Fortify Strength Target gains the Fortified Strength (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Endurance Target gains the Fortified Endurance (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Agility Target gains the Fortified Agility (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Intelligence Target gains the Fortified Intelligence (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Willpower Target gains the Fortified Willpower (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Perception Target gains the Fortified Perception (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Fortify Personality Target gains the Fortified Personality (5*X) condition for Y minutes. 10*X*Y +30-(10*X)
Heal Target removes 5*X trauma. 5*X +30-(10*X)
Rejuvenate Target removes X levels of fatigue. 5*X +30-(10*X)
Replenish Potions and Enchantments Only. Target gains 10*X magicka. 10*X +40-(5*X)
Resistance to Fire Target gains the Resistance (Fire, 10*X%) trait for Y rounds. X*Y +35-(5*X)
Resistance to Frost Target gains the Resistance (Frost, 10*X%) trait for Y rounds. X*Y +35-(5*X)
Resistance to Shock Target gains the Resistance (Shock, 10*X%) trait for Y rounds. X*Y +35-(5*X)
Resistance to magicka Target gains the Resistance (Magic, 10*X%) trait for Y rounds. 2*X*Y +35-(5*X)
Resistance to Poison Target gains the Resistance (Poison, 10*X%) trait for Y rounds. X*Y +35-(5*X)
Restore Strength Target affected by Damaged Strength (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Endurance Target affected by Damaged Endurance (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Agility Target affected by Damaged Agility (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Intelligence Target affected by Damaged Intelligence (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Willpower Target affected by Damaged Willpower (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Perception Target affected by Damaged Perception (X) reduces the X value by 5*Y 10*Y +30-(10*X)
Restore Personality Target affected by Damaged Personality (X) reduces the X value by 5*Y 10*Y +30-(10*X)

Target with the Undead or Undying trait makes a Willpower test with a
Turn Undead 10*X penalty. On failure, the target must flee the source character for 1 5*X +30(10*X) round.

Chapter 6 Magic

Beginning of Third Era cyborgninja21 cyborgninja21