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Chapter 1: Introduction
1-1: Credits and Acknowledgements 1-2: License
Chapter 2: Character Creation and Development
2-1: Races 2-2: Attributes 2-3: Skills 2-4: Other Statistics 2-5: Birthsigns 2-6: Levelling
Chapter 3. Combat
3-1: Action Points 3-2: The Combat Process 3-3: The Combat Grid
Chapter 4. Equipment
4-1: Weapons 4-2: Armor 4-3: Shields and Blocking 4-4: Repairing 4-5: Ingredients 4-6: Misc. Items
Chapter 5. Magic
5-1: Spell Effects 5-2: Spellmaking and Specialization 5-3: Enchanting 5-4: Alchemy
Chapter 6. Other Information
6-1: Websites to Visit
Morrowind. Zenimax Media.Chapter 1. Interplay. and never try to make money off of it. and thanks to Interplay for originally conceiving this fantastic system. or both. acknowledge who owns the IP. . and all related terms and images are copyrights of Bethesda Softworks. Thanks to Jason Mical for inventing the SPECIAL adaptation that this is based on. and its parent company. thanks to Bethesda for not yet sueing me. as well as the lore descriptions. Once again. Introduction 1-1: Credits and Acknowledgements The Elder Scrolls. SPECIAL is possibly a copyright of either Bethesda Softworks. Thanks for the Unofficial Elder Scrolls Pages for providing the images in this text. 1-2: License You are free to redistribute and make additions to this game as long as you acknowledge who the original author is.
While Argonians appear reptilian in nature at first glance. is based on Altmer speech and writing. intelligent. such as being able to breathe underwater. and shock. Character Creation and Development 2-1: Races Races define what limitations you can put on your attributes. Years of defending their borders have made the Argonians experts in guerrilla warfare. or the "Cultured People. the common tongue of the Empire. and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. in general. they also exhibit fish. and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races.and amphibian-like qualities. and their natural abilities make them equally at home in water and on land. slow to trust and hard to know. crafts. and whatever special abilities your race may have. having small gills behind their ears. and most of the Empire's arts. how good your resistances are. Tamrielic. They are. Deft. the haughty. are called High Elves." Altmer confidently consider themselves. as the most civilized culture of Tamriel. FR: +0% IR: +0% LR: +0% MR: +0% PR: +100% DR: +50% -Constant Water Breathing . Altmer are the most strongly gifted in the arcane arts of all the races. and sciences are derived from Altmer traditions. and strong-willed. Yet they are fiercely loyal.Chapter 2. tall. they are also somewhat vulnerable to fire." However. with some justice. and will fight to the death for those they have named as friends. frost. the Altmer's smug self-assurance of superiority can be hard to bear. but they call themselves Altmer. FR: -50% IR: -25% LR: -25% Argonian MR: -50% PR: +0% DR: +75% Attributes -STR: 1-9 -PER: 2-12 -END: 2-12 -CHA: 1-8 -INT: 1-10 -AGI: 1-11 -LCK: 1-10 +20 MP Description Argonians are the reptilian denizens of Black Marsh. However. They are well-suited for the treacherous swamps of their homeland. The races are: Altmer (High Elf) Attributes -STR: 1-9 -PER: 1-10 -END: 1-8 -CHA: 1-9 -INT: 2-11 -AGI: 1-10 -LCK: 1-10 Description In the Imperial tongue. a reserved people. golden-skinned peoples of Summerset Isle.
enchantment. and alchemy. they are often collectively referred to as Wood Elves. even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. But most of all. poetic and flamboyant. 10 Rounds) . 20 rounds). Bosmer reject the stiff. a forested province in southwestern Tamriel. (Command Creature. or "the Tree-Sap People". FR: +0% IR: +0% LR: +0% MR: +50% PR: +0% DR: +0% +10 MP -Dragon Skin.Bosmer (Wood Elf) Attributes -STR: 1-7 -PER: 2-12 -END: 1-6 -CHA: 1-11 -INT: 1-10 -AGI: 3-14 -LCK: 2-11 Description The Bosmer are the various barbarian Elven clan-folk of Valenwood. in contrast with their more dour cousins. the Altmer and Dunmer. but "Bosmer". its wild beauty and wild creatures. Many great sorcerers have come out of their home province of High Rock. intelligent and willful. FR: +0% IR: +0% LR: +0% Breton MR: +0% PR: +0% DR: +75% Attributes -STR: 1-9 -PER: 1-10 -END: 1-9 -CHA: 1-10 -INT: 2-12 -AGI: 1-9 -LCK: 1-10 -Beast Tongue. the Bretons feel an inborn. preferring a romantic. the Bosmer are known for their skills with bows. Passionate and eccentric. formal traditions of Aldmeri high culture. In the Empire. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves. and because of their curious natures and natural agility. 5 levels. is what they call themselves. instinctive bond with the mercurial forces of magic and the supernatural. there are no finer archers in all of Tamriel. and in addition to their quick and perceptive grasp of spellcraft. simple existence in harmony with the land. Description Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. (Shield. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit. and thieves. +30 AC. Their ability to command simple-minded creatures is also well known. Bosmer are especially suitable as scouts.
The repeated rise and fall of Cyrodiil has never failed to reorder the continent. and each Empire has marked a new epoch in Tamrielic history.Dunmer (Dark Elves Attributes -STR: 1-10 -PER: 2-11 -END: 1-9 -CHA: 1-8 -INT: 1-10 -AGI: 1-11 -LCK: 1-9 Description Dunmer." The Dunmer and their national character embrace these various connotations with enthusiasm. 3 Rounds) -Voice of the Emperor (Charm. Their hegemony has waxed and waned throughout the eras. producing superior warriors and sorcerers. are the dark-skinned Elven peoples of the Eastern Empire. cosmopolitan province of Cyrodiil. On the battlefield. "Dark" is variously understood to mean "dark-skinned. they are grim. and reserved. Dunmer are noted for their skilled and balanced integration of the sword. also known as Dark Elves. aloof. the Imperials have proved to be shrewd diplomats and traders. they call themselves the "Dunmer". Imperials are also known for the discipline and training of their citizen armies. "Dark Elves" is the common usage. FR: +75% IR: +0% LR: +0% Imperial MR: +0% PR: +0% DR: +0% Attributes -STR: 1-10 -PER: 1-10 -END: 1-10 -CHA: 2-12 -INT: 1-10 -AGI: 1-10 -LCK: 1-10 -Ancestral Guardian (Summon Ancestral Guardian. Though physically less imposing than the other races." and "ill-favored by fate. and among their Aldmeri brethren. have enabled them to subdue all the other nations and races. distrusting and disdainful of other races. and most historians refer to three distinct Empires. the bow and destruction magic. red-eyed Dunmer combine powerful intellect with strong and agile physiques. 25 Points. or Cyro-Nordics. In character. In the Empire. FR: +0% IR: +0% LR: +0% MR: +0% PR: +0% DR: +0% -Star of the West (Paralyze. 6 Rounds) Description Known as Cyrodils. and to have erected the monument to peace and prosperity that comprises the Glorious Empire. The dark-skinned. the well-educated and well-spoken Imperials are the natives of the civilized. 3 Rounds) . and these traits. along with their remarkable skill and training as light infantry. before the time of Talos. but in their Morrowind homeland." "gloomy.
They thrive in the cold. Eager to augment their martial skills beyond the traditional methods of Skyrim. make up the so called 'beast races' of the Empire. and have benefited from nautical trade since their first migrations across the sea from Atmora. reminiscent of their native Atmora. and act as soldiers and mercenaries all over Tamriel. 10 Rounds) +8 Unarmed Damage Description The Nords are a race of tall and fair-haired humans from Skyrim. they excel in all manner of warfare. and may be found all along Tamriel's coasts. along with the Argonians. +20 AC. Khajiit differ greatly from both the varied races of man and mer. 50 Points) Woad (Shield. 5 Rounds) . Khajiit are also fearsome warriors. The Khajiit. They captain and crew the merchant fleets of many regions. well-known for their keen intelligence and agility. Nords are natural seamen. due to their therianthropic qualities. They are enthusiastic warriors. While these traits make them superb thieves. Nord Attributes -STR: 2-12 -PER: 1-10 -END: 2-13 -CHA: 1-9 -INT: 1-7 -AGI: 1-8 -LCK: 1-10 FR: +0% IR: +100% LR: +0% MR: +0% PR: +0% DR: +0% Thunder Fist (Ice Damage.Khajiit Attributes -STR: 1-9 -PER: 1-12 -END: 1-10 -CHA: 1-8 -INT: 1-6 -AGI: 2-13 -LCK: 1-12 Description The Khajiit are a race of feline creatures hailing from the province of Elsweyr. although seldom gifted with the skill to harness magical forces. not only in their skeletal structure (possessed of a tail and aft-jointed legs) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. and are known as a militant people by their neighbors. Physiologically. 10 Levels. FR: +0% IR: +0% LR: +0% MR: +0% PR: +0% DR: +0% -Constant Night Eye -Eye of Fear (Demoralize Humanoid.
but they have slowly won acceptance in the Empire. and quickness of foot. wiry-haired Redguards of Hammerfell seem born to battle. also known as the "City of the Pariah. though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers. and Orc warriors in heavy armor are among the finest front-line troops in the Empire." They are noted for their unshakable courage in war and their unflinching endurance of hardships. Dragontail Mountains. Orcs have been widely feared and hated by the other nations and races of Tamriel. but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. "Corrupt Elves. -15 AC. Fortify Strength +1. are sophisticated barbarian beast peoples of the Wrothgarian Mountains. than as rank-and-file soldiers." or "Pariah Folk" in ancient times.Orcs Attributes -STR: 3-13 -PER: 1-9 -END: 2-12 -CHA: 1-7 -INT: 1-7 -AGI: 1-10 -LCK: 1-10 Description Orcs. In addition to their cultural affinities for many weapon and armor styles. 5 Rounds) . 6 Rounds) Description The most naturally talented warriors in Tamriel. Fortify Endurance +1. Redguards do not share the same blood as the other human races. and are fearsome when using their berserker rage. or as free-ranging heroes and adventurers. in particular for their distinguished service in the Emperor's Legions. Redguards are also physically blessed with hardy constitutions. FR: +0% IR: +0% LR: +0% MR: +0% PR: +75% DR: +75% Adrenaline Rush (Fortify Agility +1. Fortify Attack +15. In the past. Orc armorers are prized for their craftsmanship. FR: +0% IR: +0% LR: +0% Redguard MR: +25% PR: +0% DR: +0% Attributes -STR: 2-12 -PER: 1-10 -END: 1-11 -CHA: 1-10 -INT: 1-9 -AGI: 1-10 -LCK: 1-10 -Berserk (Fortify Health +25. and they have no connection with the ancestral human homeland of Atmora. also called Orsimer. resistance to poison. and Orsinium. Most Imperial citizens regard the Orc society as rough and cruel. the darkskinned.
Whether or not they hear the enemy creeping up behind them or how well they shoot ranged weapons relies of good perception. or hit where you want. 1-Handed . and are certainly one of the most important things to think about when designing a character.STR+STR+STR+PER Blade. and the attributes that make them up: Weapons • • • • • • • • • Axe. Perception (PER): The innate senses of a character. If your character prefers to talk his way out of situations. 2-3: Skills Skills represent the learned abilities of a given character. Intelligence (INT): The character's deductive abilities. 2-Handed . their Destruction skill would be 33%) . and grows by 2% as opposed to 1% if it gets raised at levelup.STR+STR+END+END Marksman . Everything from lifting stuff to hitting stuff is governed by strength.STR+PER+PER+LCK Thrown Weapons .STR+STR+PER+PER Axe. 1-Handed .STR+STR+PER+LCK Unarmed . Each character is given 45 points to distribute among their attributes. Agility (AGI): The quickness and stability of a character's movements. Luck (LCK): The ability of a character to come out on top where his normal skills fail.2-2: Attributes Attributes represent the physical properties of a given character. The starting value of tag skills is double what the untagged skill would be (30% becomes 60%). and define many important aspects of character development. Whether you want to dodge fast. each skill is the sum of four attribute scores (If the character's Strength was 6 and their Intelligence was 9. this is one attribute to focus on.STR+STR+AGI+AGI . Below is a list of all the skills.The attributes for SPECIAL are as follows: • • • • • • • Strength (STR): The physical strength of a character. Charisma (CHA): The charm of a character. that is. Each character gets three Tag Skills. How long they can take the pain before falling over and how much they can stand the elements is based on endurance.STR+STR+STR+END Blunt. 2-Handed . agility deserves priority. 1-Handed: PER+PER+AGI+STR Blade. 2-Handed: PER+STR+STR+AGI Blunt. Endurance (END): The physical hardiness of a character. skills that the player is especially gifted in. sorted into general categories. Every form of Magicka requires good intelligence. as well as their magical capacity. The starting value of skills if determined by attributes. Add your luck rating to every percentile roll you do. sneak undetected.
INT+INT+INT+CHA Alchemy • • Herbalism .CHA+CHA+CHA+INT Magic: Alteration .INT+INT+INT+END Destruction .INT+INT+PER+PER Potionmaking .INT+INT+INT+PER Enchant .INT+INT+CHA+CHA Mysticism .INT+INT+PER+LCK Thievery • • • Lockpicking: INT+INT+PER+LCK Sneak: AG+AG+PER+PER Pickpocket: AG+AG+PER+LCK .INT+INT+STR+PER Conjuration .Armor • • Blocking .STR+STR+INT+PER Diplomacy • • • • • • • • • • Barter .CHA+CHA+INT+LCK Persuasion .PER+PER+END+END Smithing .CHA+INT+INT+INT Deception .INT+INT+INT+INT Restoration .INT+INT+INT+STR Illusion .
To calculate starting MP. MP Healing (MPH): How many MP a character regenerates in either 12 waking hours or 3 sleeping hours. To calculate starting HP. A complete list of these. along with the formula used to figure them out. and generally serve the most active role in gameplay. there is no protection against Lightning. equal to END / 3. Carry Weight (CW): How many pounds worth of items you can carry. Equal to 2 x PER. Poison Resistance (PR): Your chances of avoiding being poisoned by a poisonous attack.2-4: Other Statistics These are the things that are derived from the scores of the main Attributes. HP Healing (HPH): How many HP a character regenerates in either 24 waking ours or 6 sleeping hours. Fire and Ice Resistance are equal to 3 x END. Equal to 4 x END. Magicka Points (MP): Measures how many spells you can cast before your MP runs out. rounded down. Action Points (AP): How many things you can do in one round of combat. Sequence (SQ): The number used to figure out combat round hierarchy. as well as how much damage is added to each attack in armed combat. equal to 5 x END. Fire/Ice/Lightning Resistance (F/I/L): Your chances of avoiding being hurt by an attack of any of the three elements. Magicka Resistance (MR): Your chances of avoiding a magical attack. measured as a percentage. equal to INT + END. whoever has the highest sequence goes first. are below: Health Points (HP): How much damage you can take before you die. Disease Resistance (DR): Your chances of avoiding catching a disease from a diseased creature or NPC. although whoever initiates combat always gets the first round. . use 15 + (INT * 3). Normal Weapons Resistance (NWR): Some creatures have a chance to avoid taking damage from unenchanted weapons. however. Your base AC is equal to your Agility score. Armor Class (AC): Your chances of avoiding a physical attack. use 15 + (STR + (2 X EN)). This isn't possible for regular people. Equal to STR – 5. rounded down). equal to 25 + (25 x STR) Melee Damage (MD): How much damage you do in unarmed combat. Equal to 5+ (1/2 AGI. but without special help. equal to INT.
but are often arrogant and absent-minded. The Mage The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men.2-5. and her Season is the darkest month of Evening Star. The Apprentice The Apprentice's Season is Sun's Height. Those born under the sign of the Lover are graceful and passionate. the Shadow. Those born under the sign of the apprentice have a special affinity for magick of all kinds. the Golem. Those born under the sign of the Lady are kind and tolerant. 5 Rounds) +1 Charisma +1 Endurance . +2 Agility +1 Luck +2 Strength +1 Endurance +1 Intelligence +20 MP The Charges The Lady The Lady is one of the Warrior's Charges and her Season is Heartfire. and the Ritual. Birthsign Description The Thief The Thief is the last Guardian Constellation. Birthsigns Everybody in Tamriel is born under a certain astrological sign. The Warrior's own season is Last Seed when his strength is needed for the harvest. and the Tower. but are more vulnerable to magick as well. Lover's Kiss (Paralyze. They will run out of luck eventually. and the Lord. but prone to short tempers. Different signs give different bonuses and different special abilities. and rarely live as long as those born under other signs. though they take risks more often and only rarely come to harm. Her Charges are the Lover. the Steed. The signs are: The Guardians The Warrior The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. Those born under the sign of the Warrior are skilled with weapons of all kinds. Those born under the Mage have more magicka and talent for all kinds of spellcasting. His Charges are the Lady. +30 MP -50 Magicka Resistance The Lover The Lover is one of the Thief's Charges and her season is Sun's Dawn. His Charges are the Apprentice. however. Those born under the sign of the Thief are not typically thieves.
Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines. The Shadow grants those born under her sign the ability to hide in shadows. 10 Rounds) The Steed The Steed is one of the Warrior's Charges. 25 Points on target. 75 Points) Beggar's Nose (Detect Being/Key/Enchantment. Star Curse (Damage Health. but they cannot generate magicka of their own. Those born under the sign of the Steed are impatient and always hurrying from one place to another. and her Season is Mid Year. Those born under the sign of the Lord are stronger and healthier than those born under other signs.The Lord The Lord's Season is First Seed and he oversees all of Tamriel during the planting. 10 rounds) Mara's Gift (Restore Health. 10 Points on caster) . Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. Moonshadow (Invisibility. 75 Points) The Tower The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under this sign are the most blessed and the most cursed. 75 Points) -25 Fire Resistance The Atronach The Atronach is one of the Mage's Charges. Those born under this sign are natural sorcerers with deep reserves of magicka. +5 AP The Ritual The Ritual is one of the Mage's Charges and its Season is Morning Star. 15 Rounds) The Serpent The Serpent wanders about in the sky and has no Season. +50 MP 50% Spell Absorption Stunted Magicka The Shadow The Shadow's Season is Second Seed. 25 Squares. though its motions are predictable to a degree. Blood of the North (Restore Health. Its season is Sun's Dusk. Tower Key (Open Lock. Blessed Word (Turn Undead creature.
000 XP Upon levelup.000 171.000 21.000 6.000 78. Once enough experience points have been earned. the player levels up.000 120.000 36.000 45. As such: .000 10.000 153.000 55.000 210. equal to 5 + (2 X INT). the more points it takes to increase said skill. Below is a chart for how much XP it takes for each levelup: Level XP 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 n 0 1. Also.000 136. and your MP by 3 + (INT / 2). your HP is increased by 3 + (END / 2). the higher the skill you want to increase is.000 3. you get a number of points to increase your skills with.000 66.000 (n*(n-1)/2) * 1.000 190.000 105. However.000 15.000 28.2-6: Levelling Throughout their adventures.. the players will gain experience points (XP).000 91.
say you had 10 AP. and another 5 to swing the weapon. Here is a chart of typical combat actions. and the AP it takes to pull them off: Action Moving 1 Square Attacking with a melee weapon AP 1 Varies per weapon Attacking with a Weapon ranged weapon AP +1 to reload Attacking unarmed Casting a spell Using an enchantment Accessing Inventory 1 4 3 5 . you could swing it twice in one round.Current % 1-100 101-125 126-150 151-175 176-200 201+ Cost to Increase 1 2 3 4 5 6 Chapter 3. every combatent has Action Points. These represent the amount of things you can do in one round of combat. If your target was right next to you. If your target is 5 spaces away. For example. Combat 3-1: Action Points In combat. a melee weapon that takes 5 AP to swing. you would take 5 AP to walk up to it. all in the span of 1 round.
Lightning) also require a roll against whatever elemental resistance score is necessary if the first two resistance tiers fail. Any special spells the target may have to resist magicka attacks (Reflect. Ranged weapons suffer a -2% penalty for every square of distance the attacker is from the target. its whatever skill their weapon falls under. they roll against their Potion Resistance score. In the case of a potion attack. For spells and enchantments. they dodge the attack completely. in humanoids. the attack hits their HP. the attack hits the Durability score of both their armor and the attacker's weapon. Spell Absorption. Elemental spells (Fire. if the result lands in the range of Dodge AC. If it doesn't land in either. Attacker rolls d100 check to determine whether or not their attack connected. 2. 3. its their Chance To Hit score. Enchantment and potion-based spells do not require this. 3. the target rolls a d100 check against their Magicka Resistance score to see if they resist the spell or not. Caster rolls a d100 check to determine whether or not they succeeded in casting their spell. any relevant bonuses or detriments are added to whatever appropriate rolls. Target rolls d100 check against their AC score.3-2: The Combat Process There are two kinds of combat in EST: regular. Magical: 1. 2. any relevant bonuses or detriments are added to whatever appropriate rolls. Below are the processes for both: Regular: 1. if it lands in their Armor AC. In both cases. Ice. etc) will be counted first. In both cases. Ranged spells suffer a -2% penalty for every square of distance the spellcaster is from their target. and magical. in creatures. .
. Min. you can try to repair them. 4-1: Weapons Weapons are described in the following terms: Skill: What skill is used to determine a successful attack. Value: How much gold it costs. Equipment NOTE: This chapter only describes how equipment works in terms of game rules. he can choose to avoid attacking for that round and block any incoming physical attack with his shield. Weight: How much space it takes up in your inventory. Strength: The base level of strength it takes to wield the weapon in question. However. The player can also block with his weapon. Value: How much gold it costs. Enchantment: The maximum number of points you can make any enchantments on the item. refer to EST Campagin Settings. the weapon breaks and can't be used again until it's repaired. Durability: How worn down the weapon is. regardless of whether you succeed or fail in your repair attempt. it will count against the use quota. how much damage you do is also taken away from the weapon's Durability score. the shield's Durability score will absorb the attack as opposed to the player.Chapter 4. Enchantment: The maximum number of points you can make any enchantments on the item. How many Durability points you can repair is based on how high your Smithing skill is. you can only repair as many Durability points as your Smithing skill's score is. Regardless. 4-4: Repairing If your character's weapons or armor are broken or in a poor state of quality. Weight: How much space it takes up in your inventory. Once the score reaches 0. For actual lists of equipment. Durability: How much abuse your armor can take before breaking. all of which have a certain numer of uses. AP: How many AP it takes to use the weapon. If he makes a successful check against his Blocking skill. You need armorer's hammers to repair things. 4-3: Shields and Blocking If your character has a shield. the weapon's Durability score will take double the blocked damage than with a regular shield. the number you set to repair is the number you have to roll a check against to make a successful repair. 4-2: Armor Armor statistics are as such: AC: How much the armor adds to your AC score. Damage: The dice roll used for damage. For every attack you make that is counteracted by the target's armor.
if successful you get 1d4 samples of the ingredient. zilch. and Retort.4-5: Ingredients Ingredients are used for brewing potions. the player will only be able to harness one of the ingredient's four spell effects. In order to make any potion. Alchemy Tools: There are four types of alchemy tools: Mortar and Pestle. Like with armorer's hammers. they have a set number of uses before breaking. and higher quality lockpicks have more uses. 4-6: Misc. Calcinator. • . if not. the others are needed to harness the rest. Soulgems: Used to hold the souls of downed monsters. Items • • Lockpicks: Needed to pick locks. with a mortar and pestle. However. Alembic. the player needs at least a mortar and pestle. They can be found either in stores or can be harvested from plants. Making a successful harvest means rolling an Herbalism check. Higher quality lockpicks also give bonuses to the player's chances of picking a lock. Higher quality soulgems can hold more powerful souls.
the more powerful the Open spell or lockpicker will need to be. . 5m = 1 Round Lets the target walk on top of water for the duration of the spell. 7m = 1 Round Lets the target breathe underwater for the duration of the spell. etc. 3m = 1% FR 3m = 1% IR 3m = 1% LR 2m = 1 Lock Point 2m = 1 Lock Point Increases the chances for the target to avoid Fire attacks. The spell's effect will persist for as long as the spell's Duration is. 1m = 1 Pound Removes weight from the target for the duration of the spell. and alchemy. and ones marked with a * will have their effect take its toll every round (for example. The more powerful the spell is. 10m for 2 rounds. For every round you make the spell last. every 4 magnitude points reducing Point any damage the target takes by 1. the cost of the spell will be multiplied by the number of rounds (A spell costing 5m would equal 5m for 1 round. the target will be unable to move. 5m = 1 Square Increases the number of squares the target can move per Action Point if they're in water. Duration is how long it lasts in terms of combat rounds. 5-1: Spell Effects and Cost Each spell costs a certain number of points to invoke. and what those points are varies depending on what type of magic you're doing. 15m for 3 rounds. Increases the chances for the target to avoid Lightning attacks. How much a spell costs depends on two things: Magnitude and Duration. Locks the target door or container until it's unlocked. Increases the chances for the target to avoid Ice attacks. Opens the target locked door or container. Magnitude is a measure of how many points the power of your spell equals out to. enchanting.) School of Alteration Burden Feather Fire Shield Ice Shield Lightning Shield Lock 1m = 2 Pounds Adds weight to the target for the duration of the spell. Open Shield Swift Swim Water Breathing Water Walking 4m = 1 Damage Creates a shield around the target. a Damage Health spell of 20 lasting 3 rounds would take away 60 HP). If it goes over the maximum Carry Weight. Magic There are three ways to manipulate magic in game: spellmaking.Chapter 5.
Doing this empties the soulgem. with or without the creature's soul. 20m = 1 Round Gives the target a weightless Daedric shield. they can have them make the creature summonable at any time. The more powerful that creature's soul is. 15m = 1 Round Summons whatever creature the caster might have soultrapped. 10m = 1 Round Makes any target undead creature run away from the caster for the duration of the spell. 1m = 1 Soul If the player takes a filled soulgem to a spellmaker. the more powerful the spell will have to be. 25m = 1 Level Finds the target humanoid under the will of the caster. Doing this will empty the soulgem. 1m = 1 Soul Finds the target creature under the will of the caster. 15m = 1 Round Gives the target a weightless version of the Daedric weapon of the caster's choice (ranged ones have unlimited ammo).School of Conjuration Bound Armor Bound Shield Bound Weapon Command Creature Command Humanoid Summon Creature (by vessel) Summon Creature (by will) Turn Undead 25m = 1 Round Gives the target a weightless suit of Daedric armor. .
Permanantly lowers the target's ability to resist ice damage. Permanantly lowers the target's ability to resist infection from poison attacks.School of Destruction Damage Attribute* Damage Health* Damage Magicka* Damage Skill* Disintegrate Armor* 25m = 1 Permanantly damages the attribute of the caster's choice on the target Attribute Point humanoid. Weapon* Durability Point Fire Damage* Ice Damage* Lightning Damage* Weakness to Disease* Weakness to Fire* Weakness to Ice* Weakness to Lightning* Weakness to Magicka* Weakness to Poison* 6m = 1 HP 6m = 1 HP 6m = 1 HP 2m = 1% Disease Resistance 2m = 1% Fire Resistance 2m = 1% Ice Resistance 2m = 1% Lightning Resistance 2m = 1% Magicka Resistance 2m = 1% Poison Resistance Permanantly damages the target's health with elemental fire. . Disintegrate 1m = 1 Permanantly damages the target's currently equipped weapon. Permanantly lowers the target's ability to resist spells. Permanantly damages the skill of the caster's choice on the target humanoid. if the caster desires). 8m = 1 HP 8m = 1 MP 2m = 1 Skill Point 1m = 2 Durability Points Permanantly damages the target's health. Permanantly lowers the target's ability to resist disease infection. Permanantly damages the target's currently equipped armor (or shield. Permanantly lowers the target's ability to resist fire damage. Permanantly lowers the target's ability to resist lightning damage. Permanantly damages the target's magicka. Permanantly damages the target's health with elemental lightning. Permanantly damages the target's health with elemental ice.
1m = 1 Soul Point If the target creature is running away. 50m = 1 Round Makes the target completely unable to cast spells. and adding a bonus to sneak rolls. Adds a bonus to all Diplomacy rolls (Barter. making all Sneak rolls an automatic success. Night Eye Paralyze Rally Creature Rally Humanoid Sanctuary Silence Sound 15m = 1 Round If the target humanoid is running away. Unlike Invisibility. Makes the target creature automatically run away from the caster. creates a 1d100 chance every round for the target to miss any physical attacks they make. Deception). this spell doesn't cancel from environement interaction. 2m = +1% Sneak Bonus 3m = +1% Bonus 1m = 1 Soul Point Blends the target into the environment. Persuasion. this spell will make them stop. making them harder to see. 40m = 1 Round Turns the target completely invisible. this spell will make them stop. 20m = 1 Level Makes the target creature not want to attack. 20m = 1 Round Lets the target see in the dark. Males the target creature not want to attack. 15m = 1 Level Makes the target humanoid automatically attack any living things nearest to it. the spell will cancel. 1m = 1 Soul Point Makes the target creature automatically attack any living things nearest to it. 2m = 1% Decreases the target's chances of successfully casting spells by meddling with their skill checks.School of Illusion Blind Calm Creature Calm Humanoid Chameleon 1m = 1% Blindness 2m = 1 Soul Point Obscures the vision of the target. if they do anything that requires a skill roll. . However. Charm Demoralize Creature Demoralize Humanoid Frenzy Creature Frenzy Humanoid Invisibility 15m = 1 Level Makes the target humanoid automatically run away from the caster. 35m = 1 Round Makes the target unable to move or do anything that requires a skill roll. 3m = 1 AC Increases the target's chances of avoiding physical attacks.
5m = 1 Square Detects any living being or creature in a radius around the target. Teleports the target back to the last Mark spot set. Sets the spot the target is currently standing as a spot to teleport back to with the Recall spell. Immediately teleports the target to the nearest Imperial Cult shrine. Useful for blinded characters and for seeing around corners. Creates a 1d100 chance for the target to send any spells cast at them back at the caster. even after the spell is over. even after the spell is over. 10m = 1% 8m = 1 Creates a 1d100 chance for the target to not only stop any incoming spells. Enchantment Detect Key Dispel Divine Intervention Mark Recall Reflect Soultrap Spell Absorption Telekinesis 5m = 1 Square Detects any key in a radius around the target. but also absorb their casting cost. Lets the target pick up items from the distance defined by the spell. their soul will fill one of the caster's soulgems. Takes away from the target the skill of the caster's choice and gives it to the caster. until the spell is over. . converting it into magicka. 10m = 1 Round If the target monster is killed while the spell is still active. Detect 5m = 1 Square Detects any enchanted item in a radius around the target. Only one spot can be marked at a time. 10m = 1HP 10m = 1MP 5m = 1 SP 75m Takes points away from the target's MP and gives it to the caster. 5m = 1% 75m 100m 50m 8m = 1% Creates a 1d100 chance to automatically disable every temporary magic effect (good or bad) on the target. Takes points away from the target's MP and gives it to the caster.School of Mysticism Absorb Attribute Absorb Health Absorb Magicka Absorb Skill Almsivi Intervention Detect Being 30m = 1 Takes points away from the target the attribute of the caster's choice and Attribute Point gives the points to the caster. until the spell is over. Immediately teleports the target to the nearest Tribunal temple.
30m = 1 Increases the attribute of the caster's choice on the target humanoid. Increases the target's chances to avoid ice attacks. Increases the target's chances of avoiding magicka attacks. Restores any damage skill points on the target. Lets a paralyzed target move again.School of Restoration Cure Disease Cure Paralyzation Cure Poison Fortify Attack Fortify Attribute Fortify Health Fortify Magicka Fortify Skill Resist Disease Resist Fire Resist Ice Resist Lightning Resist Magicka Resist Paralysis Resist Posion Restore Attribute Restore Health* Restore Magicka* Restore Skill 300m 100m 100m 20m = 1% Cures any and all diseases the target may have. Increases the target's chances of making successful physical attacks. Increases the target's chances to avoid fire attacks. Attribute Point 5m = 1 HP 5m = 1 MP 4m = 1 Skill Point 2m = 1% 3m = 1% 3m = 1% 3m = 1% 3m = 1% 2m = 1% 3m = 1% Increases the target's HP. Increases the skill of the caster's choice on the target humanoid. Attribute Point 3m = 1 HP 3m = 1 MP 3m = 1 SP Restores any damaged health points on the target. Increases the target's MP. Increases the target's chances of avoiding disease infection. Creates a d100 chance for the target to avoid paralysis spells. Cures any poison the target may be inflicted with. . Restores any damaged magicka points on the target. Increases the target's chances to avoid lightning attacks. 25m = 1 Restores any damaged attribute points on the target. Increases the target's chances of avoiding posion attacks.
the alembic. 5-3: Enchanting Another way to use magic is to enchant items with spells. potionmaking. Either in any scenario. keep in mind that Maximum Enchantment on items only applies to how powerful the enchantment is. and their power is measured numerically. and any enchantments you make on an item have to land below it. In order to make a potion. but you have to roll a check against your Enchant skill to determine success. The more powerful or long-lasting your spell is. Souls are obtained from creatures through the Soultrap spell. the more MP it will cost. and cast it without any money-cost. There are two avenues to making castable spells. Enchanting it yourself means no fee. Going to an enchanter means means always making successful enchantments. the spell you get cannot have any of its data changed. and an item you want to enchant. they can't do the same with the other magicka schools. Doing this.5-2: Spellmaking Magnitude in spellmaking equals magicka (MP). Those will be useful considering that the enchantment will take charge points equal to the spell's power to invoke. where you can define what effect you want out of the list above. the others of which are the calcinator. 5-4: Alchemy Another way to use magic is through alchemy. the more powerful a soul you'll need. but also means a fee equal to the power of your enchantment times 2. However. if you have three of the tools. however. choose how powerful a spell they want to make out of it.. successful or not. Every character can choose to specialize in one of the six magicka schools. Every item has a Maximum Enchantment score. If you have a creature's soul trapped in a soulgem. The mortar and pestle is one of four alchemy tools. first you need a soul. The second avenue is to simply invent spells on the fly. They can then take any effect within that school. . and a complete alchemy toolset is required to harness all four. In order to enchant. and still have to buy spells for those. The item you want to enchant also factors into the process. the soulgem and the soul within it will be destroyed. you can harness three of the spell effects. you need at least a Mortar and Pestle. etc. costs a fee equal to how many MP the spell costs times 2. you can either take it them to an enchanter. once it runs out of charge points. and have it made for you to cast. or enchant the item yourself. Also. the enchantment can't be invoked again until it is recharged with another soul.a. and the retort. One is to go to a spellmaker. Also.k. not how much ammo you want for it. Any leftover points in the soul used will be multiplied by 2 and used as charge points. and at least two ingredients. magnitude is represented as soul points. Each ingredient has four spell effects in it. a. With enchanting. the more powerful or longlasting your spell is.
but you have one sample of Alit Hide and another sample of Kwamma Cuttle. that's when you decide how powerful you want to make it. However. . a successful d100 check against the target's Resist Poison score is needed to successfully infect.In order to harness a desired spell effect in a potion. the ingredients used in the process will be destroyed. Potions can be extremely useful because of their versatility. For example. you could. if your Alchemy skill is 50. The magnitude of spell effects is represented in potionmaking by your Alchemy skill. Harmful poisons can be brewed and used against enemies. you need at least two different ingredients with that same effect. you can't brew a Resist Posion potion. if you have two samples of Alit Hide. you can't brew potions of power equal to 51 or higher.Regardless of whether you successfully brew a potion or not. How powerful you want to make the potion is the number you have to roll a d100 check against. Once you have the desired effect ready. two samples of one ingredient will not work.
com/bgsforums/ The Imperial Library . including an extensive Lore forum.An all-encompassing wiki of everything to do with the Elder Scrolls series. ◦ http://www. including transcripts of every book in every game.The official forums for the entire Elder Scrolls series.Chapter 6: Other Information 6-1: Websites to Visit • The Unofficial Elder Scrolls Pages .imperial-library. good for questions. ◦ http://www.uesp.Probably the most extensive lore guide available.bethsoft. ◦ http://www.info/ • • .net/wiki/Main_Page Bethesda Game Studios Forums .
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