ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 26, 2013 9:24:32 GMT -5
Introduction: In this opening book to the Mundus collection, I will detail the Seven Schools of Magic. Yes, Seven. Few remember the Seventh School of Magic capable of use in our realm of Mundus, Thaumaturgy, and here I shall describe what little I know of this Ancient art alongside the other Schools. The Seven Schools capable of use in Mundus and the realms of Oblivion are as follows: Illusion, Alteration, Destruction, Conjuration, Restoration, Mysticism and finally Thaumaturgy. First, I will attempt to explain the fundamentals of magic to you. What is Magicka? Magicka is the magical force that pervades Nirn, the realms of Oblivion and those of Aetherius. It is a constant, as if it was the air in the room you breathe. However everyone is born with the ability to manipulate the Magicka throughout the world with the power of their mind. While everyone is born with this ability, not everyone has the aptitude to learn it correctly and often some are far naturally better at it than others. A trained mind can absorb Magicka as they live, much how a body absorbs the nutrients from their food as they eat. However a limit is placed on how much Magicka one can absorb and this limit is based on the training of one’s mind to hold larger quantities of Magicka. Once trained to harness Magicka and store it for use it becomes fundamental to the workings of the mind. It is thought all minds harness Magicka to some extent to work and as a mind thinks it tires its natural pool of Magicka. This is why a scholar will tire after writing a section of a book. This mind fatigue is the determining factor that stops Mages from overusing their Magicka pools. The length of time at which one has to wait before their Magicka pools regenerate often takes one to two hours or up to or greater than a day if they have previously over-fatigued themselves. Alchemy has managed to find methods to provide elixirs which will fill aid in replenishing a Mage's Magicka pools or provide a boost to the Mage's natural Magicka regeneration. A Mage can train their ability to absorb and hold Magicka to the point that they have enough to expend on casting a powerful spell. However if they expend too much Magicka too rapidly it can fatigue them to the point of collapse, loss of consciousness or even death. This is the cost of Magicka use and the leading cause of death in Novice Mages who overestimate their power. For example: A Master of Destruction Magicks has trained himself to have a large pool of Magicka at his disposal. Not only that, but he has also trained himself to expend as little Magicka as possible when casting his spells. This allows him to perform miraculous feats such as creating a wall of fire to hold back his enemy and summon a fire storm to finish them off. However this would leave him tired, unable to perform any but the most basic Destruction spells after-wards until he has rested, eaten and replenished his natural Magicka pool. If this very same Destruction Master, who has spent years perfecting his craft, attempted to cast a Master level Restoration spell then it may well kill him. He has the Magicka pool with which to perform the spell and if he knew the ritual he very well could perform it, however he has not spent years perfecting the spell and will simply expend more Magicka than he can afford to lose. Spell Levels: The most important note I can give you here is that the laws of Mundus restrict a Mage's ability to manipulate Magicka. This is why for the convenience of young Mages many Schools of Magic have instituted a ranked system for the spells in their respective Schools. The ranks are as thus: - Novice
Novice level spells are usable by anyone who has learned how to focus their natural Magicka talents into a spell. They are often quite weak, but still greater than what one could normally perform without the use of Magicka. Over use of these spells is rarely harmful, but to the poorly trained Novice or Apprentice Mage they can be quite tiring.
- Apprentice
Apprentice level spells are beyond the usage of the Novice. They require more concentration and more Magicka to cast. With practice Apprentice level spells often become the backbone of any Mage's arsenal due to their relative effectiveness against the overall Magicka cost, which is quite good for the Mage. Over use of these spells can be harmful, if only that they can render an unprepared Novice unconscious if he is not careful or they can fatigue an Apprentice Mage.
- Adept
Adept level spells are where manipulating Magicka becomes much more dangerous for the Mage. The results are often quite marvellous to behold, but they require a large amount of Magicka to cast and if cast incorrectly or without a large enough Magicka pool to sustain them the unfortunate caster could find themselves quickly tiring or even going losing consciousness.
- Expert
Expert level spells are spells that require a lot of knowledge about the School they belong to and a large Magicka pool to boot. They are taxing spells and even Expert level Mages can only cast about a dozen of these spells before they must resort to Apprentice or even Novice level spells due to their rapidly dwindling Magicka pool. If cast by an Apprentice or even Adept level Mage these spells often result in loss of consciousness or prolonged periods of un-wakeable sleep.
- Master
Master level spells are the most devastating spells in a Mage's arsenal and the most dangerous ones too. Master level Mages have even been known to fail whilst casting these deadly spells and often the result is catastrophic for the area around them. The amount of Magicka used in these spells is enough to destroy the area around a Mage if cast incorrectly or the Mage is unprepared to wield them. A Master Mage can usually only cast less than a handful of these spells before they need to resort to lower level spells due to how taxing they are, lest they risk death to themselves or those around them.
- Ancient
Ancient spells exist that are largely forgotten by the Schools they belong to. These spells may not be deadly in their form if they are Apprentice or Adept level, but due to their un-taught nature and the largely trial and error method of gaining them they are often the most dangerous to the casting Mage. As the spells are no longer taught in the common Schools of Magic, mistakes are often made in casting them which can result in chain reactions of Magicka usage and absorption that are powerful enough to tear open the casting Mage and destroy a large radius around them.
A Note on Spellcraft: Spellcraft isn't a definite. Once someone has gathered some mastery over a specific spell, for example the Destruction School's Frost Rune spell, they may alter the properties of that spell to suit them. Generally this is only performed by Adept-level or higher Mages of that School. These alterations are only slight. Using the Frost Rune as an example, a Destruction Mage can make it so the rune cast will focus more on freezing the air around the trap than explode in a flurry of ice shards. Similarly an Adept Destruction Mage can remove the explosive quality from a Fireball, by simply altering their manipulation of the spell's Magicka.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:24:09 GMT -5
Illusion The School of Illusion is the Magical School of the Mind. Illusion magic works not by using Magicka to alter the world around you but by using Magicka to alter the way the mind perceives something. I have listed below the major spell trees in the Illusion school and a number of examples for each tree. { Illusion Spells:} - Berserk
The Berserk family of Spells works to cast the illusion of danger and anger over the mind of the target. It works by making the target believe their friends are also their enemies, believe that all those around them wish to harm them. This puts the mind into its natural state of survival where they will assault all those to ensure their safety. This spell works on all creatures, mortals and Daedra so long as they do not have resistances to it.
- Fury - Novice
Fury is a Novice level Berserk spell used by initiates into the Illusion School. It affects single targets with weak minds.
- Frenzy - Adept
Frenzy is an Adept level Berserk spell used by those more skilled in the Illusion School. It affects single targets but is more affective against those with mental resistances.
- Frenzy Rune - Adept
A Frenzy Rune is a magically inscribed trap placed on the ground of the walls of a structure. It will trigger like any other trap would to the presence of anyone but the caster or those marked by the caster. The person to trigger it is put under the effect of the Frenzy spell.
- Mayhem - Master
Mayhem is a spell known by only the greatest masters of the Illusion school. It works similar to any other Berserk spell however it affects groups not only single targets and will cause utter Mayhem in the ranks of an enemy.
- Charms
Charms are a branch of Illusion magic that works to make the target susceptible to the will of the caster. They all work to do the same thing, make the target an extension of the Mage's will, controlled by the Mage's thoughts. This spell works on all creatures, mortals and Daedra, unless they have resistances to its effects..
- Charm - Apprentice
The base form of the Charms branch is Charm itself. It is a spell learned by many apprentice-level students in the Illusion School as it forms the base of an Illusion Mage's defensive and offensive arsenal.
- Command - Adept
Command is a more advanced form of Charm utilized by Adept level Mages in the Illusion School. It works better against those with higher mental resistances than the regular Charm spells do.
- Dominate - Master
Dominate is a dangerous spell cast by only the most powerful Illusion Mages. It is a spell that completely overwhelms most mental resistances to dominate the mind of another. Dominate can also be used to control a group of beings, if the Mage knows how to manipulate it correctly.
- Fortify Courage
Illusion magic can also be used to convince a combatant that they will win. This spell cannot be used on the Mage, but rather on the Mage's allies to give them greater resolve. This makes people fight longer, harder and last without seeds of a rout appearing in their minds. This spell can be used on most creatures, although it's often reserved for mortal allies or armies.
- Courage - Novice
Courage is the base of the Fortify Courage branch of Illusion. It is used by Novice Illusion Mages to empower their allies with the zeal with which to protect the Mage.
- Rally - Adept
Rally is an Adept level Illusion spell that is used by Illusion Mages to turn the tides of battles in their favour. If the battle looks as if it is going badly the Madge can use the Rally ability to inspire his allies and clear and doubt of victory from their minds, ensuring they do not route.
- Call to Arms - Master
The Call to Arms is a spell used by Master Illusion Mages that has the ability to completely alter the course of a battle. Call to Arms taps directly into the minds of the Illusion Mage's allies and fills them with hope, inspiration and even a little hint of Magicka to replenish their fatigue. This can turn a weary army into a battle-ready force. However as with all Master level spells, the Illusion Mage is greatly fatigued after its use.
- Invisibility
With Illusion magicks it is possible to convince the minds of those who look upon you that you are not there. Often the illusion will be broken if the Mage interacts with his environment but powerful Illusion Mages can counter this.
- Chameleon - Novice - Master
Chameleon is the work around developed by Illusion Mages that allows one to remain invisible while interacting with their environment. Novices in the Illusion arts can perform this spell but the level of how convincing the Illusion spell is depends on the skill, with only the true Masters of Illusion having the knowledge required to truly turn themselves Invisible while maintaining the ability to interact with their environment and even harm those under the spell's effect.
- Shadow Form - Apprentice
Shadow Form is an Invisibility spell that is of the lowest level. This spell convinces those around you that you truly do not exist. However the spell only works within the shadows as it primarily works to convince the minds that you are nothing but a shadow. Light magicks are enough to disperse Shadow Form.
- Invisibility - Expert
True Invisibility Illusion magic is something that only an Expert within the School of Illusion is capable of performing. It convinces the minds of those around you that you truly are not there, however the downside is that the Mage cannot interact with their surroundings without breaking the illusion.
- Pacification
Pacification is an Illusion Magic branch where the Mage influences the mind of a hostile beast, mortal or Daedra to calm them into a more peaceful mood.
- Calm - Apprentice
Calm is the most basic form of the Pacification branch. It is utilized by Apprentice level Illusion Mages primarily on animals that are hostile or panicked, although Daedra and mortals with a lower mental resistance can also be affected by this spell.
- Pacify - Expert
Pacify is an Expert level Illusion spell that was created to be used primarily against mortals, although it still works against creatures and often Daedra too. Pacification can turn an angry and hostile warrior into an agreeable fellow.
- Harmony - Master
Harmony is a Master level Illusion spell that works to Pacify a group of individuals and clear their minds of all aggressive thoughts for a period of time. It takes a lot of Magicka to extend the reach into the minds of so many people so only those who are Masters of the art of Illusion have any hope of success without killing themselves in the process.
- Paralysis
Paralysis Illusion works in the manner that it convinces the mind of an enemy that they no longer have control over their muscles. In effect the Paralysis branch of Illusion freezes the muscles in place from their last movement, freezing swordsman mid-stroke and Mages mid-cast. Restoration Mages too have access to this power, but as Restoration is the School of the Body paralysis through this manner is often permanent.
- Paralyze - Expert
Paralyze is the lowest form of Paralysis magic available to Illusion Mages. This does not mean it is open to the Novice Mage, no on the contrary it takes many years practice to master the magic and even then one must be at the least of an Expert level in the School of Illusion.
- Mass Paralysis - Master
Mass Paralysis is the extension of the Paralyze spell where a Master Illusion Mage can convince entire groups that they are without the use of their bodies. A taxing spell that would out right kill lesser Mages or place them in a deep, un-wakeable, sleep.
- Medusa's Gaze - Master/Ancient
I know of an old Spell, one few know how to cast any more. It is called Medusa's Gaze and it is truly Ancient. The spell assumes a similar effect to the gaze of the beast it is named after and the target is paralyzed until cured, which could be never.
- Sanctuary - Expert/Ancient
Sanctuary is an Ancient spell known to few people that crosses the border between Illusion and Restoration magic. It utilizes powerful Magicks to convince those around you against attacking you while simultaneously using Restoration magic to heal wounds you have already received.
- Silence Mages
The ability to Silence Mages is used in the School of Illusion as its primary defence against other spell casters. Silence works by paralyzing a Mage's ability to utter the words of power needed to cast spells. This works as long as the Mage that is targeted has a low mental resistance and doesn't know how to cast their spells without words.
- Silence - Adept
Silence is the most basic form of Silence Mages and the most widely known. It does as was described above and convinces the Mage that they can no longer talk. This takes a lot of Magicka as the mind of a Mage is a hard thing to manipulate, which is why it is an Adept level spell.
- Wizard's Bane - Master/Ancient
A rarer and more powerful spell is the Ancient spell of Wizard's Bane. It would require a Master Illusion Mage to cast as the level of Magicka required is immense. The spell works to completely sever a Mage's mind from his knowledge of how to manipulate Magicka. Possibly the reason it has fallen out of the collective memory of spell casters, nobody wishes it upon themselves.
- Sound Manipulation
Sound Manipulation is the manner of casting Illusions upon a target's mind that manipulates how they perceive sounds. This works on all creatures, mortals and Daedra and is relatively simple to learn.
- Muffle - Apprentice
The Muffle spell works to silence your movements by projecting an Illusion field that makes those within range of your spell fail to hear your movements. A spell often used by assassins or thieves with a working knowledge of Illusion magic as it is only an Apprentice level spell.
- Throw Sound - Expert
Throw Sound is a far harder Sound Manipulation spell to cast. It requires that the Illusion Mage break through the mental barriers of their target (or target groups) mind and trick them into believing they just heard a sound. The hardest part is directing where the sound to appear from where you wish, which is quite hard to grasp for the Novice Mage. This is why it is considered an Expert level spell.
- Terror
Terror spells are used by Illusion Mages to cause fear and distress amongst a target or a group of targets. These spells work by convincing the enemy that they have lost, all hope is gone and they are soon to die. This should cause their basic instinct to flee to kick in, unless the target has a high enough willpower to resist such magic. The manner in which Terror spells manipulate the enemy depends upon the target. Some will fall into this baser instinct and flee while others will resist yet the resistance causes them to falter, opening them up for offensive capabilities.
- Fear - Apprentice
Fear is the lowest level Terror spell in an Illusion Mage's arsenal. It is often used by Apprentice Illusion Mages to give themselves a little breathing space with which to cast more offensive spells.
- Demoralize - Adept
Demoralize is a higher level Terror spell that tends to ignore attempting to cause an enemy to flee and simply works to make them falter in combat. It works very well at what it does, too, but the added focus of attempting to manipulate the enemy often drains all but the most Adept Illusion Mages.
- Rout - Expert
Rout is an Expert level Terror spell that causes an entire group of opponents to know fear and hopefully cause them to flee from battle. This rout may be illusion but if used on large forces in the midst of combat it can lead to a staggering effect that may rout the entire force. But the size of this spell is very taxing on an Illusion Mage.
- Hysteria - Master
Hysteria is one of the most advanced forms of Terror spells and is effectively a more powerful version of Rout. It can effect entire battalions of an army with a minor form of Terror or centralize onto smaller groups for a deeper dose of Fear. This spell is often only utilized by Master Illusion trained War Mages employed by the armed forces of Tamriel.
- Vision Manipulation
Vision Manipulation is the method of creating the Illusion over a target's mind that their eye sight has been altered. This can be used on either the Mage, their allies or their enemies to different effects.
- Blind - Novice
Blind is an offensive Vision Manipulation spell used on an Illusion Mage's enemies. It has the effect of convincing a target that their vision has been altered in some way. Novice Illusion Mages can cause the target to have double vision, Adept Mages can convince a target that their vision is completely blurred while Expert Illusion Mages can convince their enemy that they have suddenly become completely blind.
- Night-Eye - Apprentice
Night-Eye is an Apprentice level Illusion spell cast upon the Mage or the Mage's allies that attempts to convince the eyes that it sees daylight. The eyes of the target will pick up even the slightest light, allowing them to see throughout darkness at a level much higher than their natural ability.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:26:42 GMT -5
Alteration The School of Alteration is the Magical School of the World and it revolves around altering the World around you. Spells in this school change the world around the caster and are often confused with those of Illusion magic. However the difference between the two schools is that Alteration spells affect all in the world while Illusion spells merely affect those cast upon them. I have listed below a list of the major spell branches in the School of Alteration. { Alteration Spells:} - Armoured Skin
Armoured Skin spells work to alter the caster's flesh to become harder to the touch. This works to reduce physical damage taken from melee blows or other physical damage such as fired arrows.
- Oakflesh - Novice
Oakflesh is a low level spell in the Armoured Skin branch. It hardens the caster's skin to a hardness similar to an Oak tree. This spell is only useful for negating slight nicks of minor injuries as a well-placed sword swing will still cut through the skin but it would stop a swing that would dismember a limb and merely make it cut through to the bone. Novice Alteration Mages make much use of this spell throughout combat, due to its ease of casting and the ease of keeping it active.
- Stoneflesh - Apprentice
Stoneflesh is the next level of the Armoured Skin branch of Alteration magic. It alters the skin to the density of stone, meaning many sword swings will merely create minor wounds instead of major ones. However this spell fails to defend against the might of blunt weaponry which often causes deep flesh wounds to Alteration Mages that have cast Stoneflesh.
- Ironflesh - Adept
Ironflesh makes away with the weakness to blunt weaponry that Stoneflesh has by hardening the caster's skin to the point where it is as strong as iron. Hits against an Alteration Mage under the effects of Ironflesh will cause minor wounds, be it from a blunt or bladed weapon.
- Ebonyflesh - Expert
Ebonyflesh is an Alteration spell that requires much more Magicka than the other spells in the Armoured Skin branch. However the payoff is that the skin of the caster becomes as hard as Ebony and only weapons made of higher quality material can do any more than the most minor of wounds to the caster.
- Dragonhide - Master
Dragonhide is a Master level Armoured Skin spell that takes a lot of concentration, practice and Magicka to pull off. But if successful the caster's skin is hardened to the point of Dragonscale without the dangers of weapons slipping through it like on the hide of actual Dragons. This practically makes the caster invulnerable to physical damage for a small time, unless the weapons utilized are of the highest quality of enchanted to dispel.
- Body Manipulation
The Body Manipulation branch of the School of Alteration was once primarily used as a non-offensive branch capable of augmenting the caster's body to aid in traversing obstacles normally problematic in normal situations. However a recent sub-branch of Body Manipulation has come from the wreckage of Morrowind, which uses Body Manipulation in an offensive manner.
- Water Breathing - Apprentice
The Water Breathing spell is a relatively simple to cast and easy to maintain spell that alters one’s body enough that it can breathe underwater. Apprentice Alteration Mages can cast this spell without much effort, but it is kept from the hands of Novice level Mages due to their relatively smaller Magicka pool and the likelihood of them drowning.
- Water Walking - Apprentice
The Water Walking spell is an amalgamation of the Mass Manipulation and Body Manipulation branches of the School of Alteration. It manipulates the mass of the body in and simultaneously increases the density of the water below the body to allow the Mage to walk over water as if it was solid ground. This magic isn't particularly taxing in itself, but if utilized to provide an entire group with water walking abilities then it is quite draining. Running low on Magicka while using this technique could lead to death, as when the Mage hits the water they would be too tired to swim properly.
- Ash Shell - Adept
Ash Shell is a new spell to the Alteration family that is based around the Body Manipulation magicks of Armoured Skin. The Ash Shell was invented by Dunmer in the extensive New Ashlands of Morrowind as a method of combating bold raiding attempts. It works by hardening the targets skin into a texture that resembles compacted ash. This in itself seems quite weak but with the power of the Magicka used it can be used to petrify an opponent until the magic is released. However the Ash Shell also renders the opponent immune to injury, which makes it only good for putting distance or setting runes against the enemy.
- Ash Rune - Expert
An Ash Rune is a runic inscription of the Ash Shell spell used as a trap. Like the Ash Shell spell it was developed by Dunmer Mages in the post-Red Year Morrowind. However unlike the Ash Shell spell this spell isn't activated until an opponent steps over the runic inscription. The opponent is then temporarily petrified in the Ash Shell. House Telvanni makes extensive use of this Runic trap in its prisons. It does require more Magicka to cast than Ash Shell, due to it needing to remain active for long durations without the Mage's intervention.
- Swift Swim - Expert
Swift Swim is a spell in the Body Manipulation branch of Alteration. It is similar to Water Walking in that it takes several principles from the Mass Manipulation branch too. It works to alter the density of the water around the caster and make it easier to swim through, while simultaneously altering the muscle density of the body to that suited to a more aquatic nature. It is an Expert level spell that is quite hard to master and has since fallen into disfavour over the easier to cast Fortify Speed of the School of Restoration which aids in movement both on land and in the water.
- Deflection
Deflection is a branch of Alteration magic similar to the Wards branch of Restoration magic. However the Deflection magic works in a completely different manner than the Wards branch to produce the same ends: Creating a magical Shield that deflects damage.
- Shield - Novice - Expert
Shield is the base spell in Alteration's Deflection branch. It alters the density of the air around the target to cling to them as an extra layer of defence. Lower levels of this Shield spell require the caster to spend little energy and will cause melee attacks to cut a little less deep than they normally would have. Higher levels of this Shield expend more Magicka but can eventually create an almost impenetrable wall of air around the caster. However they are all incapable of deflecting magical attacks.
- Fire Shield - Apprentice - Master
Fire Shield is an alteration of the regular Shield spell that also adds a resistance to fire-based magic into the Shield spell. This added tax of putting a Resist spell into the Shield's Magicks creates a more expensive spell only capable by Apprentice and higher level Alteration Mages. However as with the regular Shield spell, the level of defence the Shield provides improves with practice.
- Frost Shield - Apprentice - Master
Frost Shield is a spell exactly the same as the Fire Shield spell above only the Frost Shield adds a resistance to frost-based Magicks and even cold weather into the Shield spell. Again, a similar expense is required to do this and the effectiveness of the spell depends on the experience of the Mage casting it.
- Shock Shield - Apprentice - Master
Shock Shield is similar to the two elemental shields above. Generally it is considered harder to create a Shock Shield as Shock based Magicks are notable for releasing pooled Magicka from the target and it also has a similar effect on Shields. This makes the Magicka cost greater than the other Shield spells but if performed correctly it works far better against Spellswords.
- Force Wall - Expert
Force Wall is a high level spell in the Deflection branch of Alteration that increases the air density within a target region, literally creating a wall out of thin air. This isn't that costly in terms of Magicka to create but it does cost a large proportion of a Mage's Magicka to maintain the Force Wall against repeated assaults. This is why it is an Expert level spell as any lower levels of Alteration Mages would succumb to fatigue too quickly to utilize it.
- Equilibrium - Novice
Equilibrium is a very dangerous spell, but one open to Novices in the School of Alteration due to its very useful nature. Equilibrium is cast over a period of time and works to convert the life force of the caster into Magicka. This is okay to be cast over a few seconds, but after the thirty second mark side effects begin to kick in. Cuts begin to appear along the skin, which slowly widen as casting continues, these cuts are followed by nose bleeds, the taste of blood in ones mouth, coughing up said blood and going unconscious from blood loss. This eventually leads to the Mage bleeding to death after about the two minute mark. Novice Alteration Mages often come across the minor forms of these side effects before giving up on casting this spell and put it aside for when it is an absolute necessary. Those who don't often fail to make it to Apprentice level.
- Light
Light spells are another branch of the School of Alteration that works to manipulate the Light density in an area, creating Light and theoretically creating darkness however this has never been accomplished and quite frankly it would be disturbing if it could.
- Illuminate - Novice
Illuminate is the lowest level of Light spells and it works to slightly illuminate a small area, say the size of a writing desk, wherever the Mage casts it. This spell isn't too taxing and doesn't require a lot of Magicka to maintain. However it should be noted that the light produced isn't that much brighter than the background light it is cast upon. Merely useful for finding lost change if you ask me.
- Candlelight - Novice
Candlelight is another low level Light spell but a more useful one than Illuminate. Casting this spell is simple and cheap in terms of Magicka, which makes it a must-have for almost any Mage Alteration or not. This spell focuses the light density just above the Mage's head, creating a bright floating orb of light that follows the Mage around until dismissed. Brilliant for exploring ruins or reading a good book.
- Magelight - Apprentice
Magelight is a slightly more advanced form of Candlelight. Instead of focusing the light density above the Mage's head, Magelight focuses the light density in a targeted location. This extra Magicka exerted in propelling the spell makes it more taxing, but not too much. Magical Colleges often keep these lights permanently lit using focal points to help light their grounds during the night time hours.
- Flare - Adept
Flare is a more powerful version of the Illuminate spell. It increases the light density in an area quite dramatically and over a larger area. Flare has the ability to light up a field at night, although the Magicka expended in this spell is greater and it requires more to keep the spell running. Making it an Adept level spell.
- Torchlight - Expert
Torchlight is one of the most powerful spells in the Light branch of Alteration. It creates a beam of heightened light density before the casters palms which can be manipulated to either lighten a darkened corridor or temporarily blind the eyesight of an opponent. This level of spell is quite taxing on a Mage which is why it is an Expert level spell, keeping it out of the hands of Apprentices and Adept which are not prepared for the massive drain on Magicka.
- Lock Manipulation
Lock Manipulation is a branch of the School of Alteration that was invented primarily for the purpose of getting into your house when you have lost your keys. I jest, but the purpose of these spells are all to do with breaking entry through a lock or magically locking something without the use of a key.
- Open Lock - Novice - Master
Open Lock spells are part of the Lock Manipulation branch of Alteration. They work by manipulating the tumblers inside a lock until the lock opens. Quite simple in theory, but the more tumblers inside a lock the longer the magic must take to test all the different combinations. This can be further problematic when the lock is magically augmented to fit one key, often performed by Mages. This augmentation can be worked around by Expert or Master level Alteration Mages, who expend far more Magicka than is normally required in opening a lock to break through the enchantment as well.
- Lock - Apprentice - Master
The Lock spell does the complete opposite of the Open Lock spell and is cast upon a lock to close it without a key. This can be used after the Open Lock spell has been used to convince the owner of the locked item/property that it hasn't be interfered with. More skilled Alteration Mages can also use the Lock spell to put enchantments upon a lock which require the Open Lock spell to break. This can also be used in tandem with a key to magically augment the lock to the key.
- Mass Manipulation
Mass Manipulation is a branch of the School of Alteration that works by altering the mass of an object or rarely a person or creature. Generally objects are easier to manipulate in this manner than living creatures, although the deceased remains of creatures seem to be no different than objects in this regard.
- Burden - Novice - Master
Burden is a Novice level Alteration spell that increases the mass of an object thus making it heavier to handle. This can be used to train an Alteration Mage's mind by manipulating the mass of coins or other smaller items and it is often the first thing taught to Alteration students. However the more experiences a Mage is with this spell the more they can do, from increasing the weight of a sword in an opponent’s hands to increasing the weight of their armour and practically paralyzing them. The general rule is, the bigger the item the more Magicka it costs to manipulate and maintain the spell.
- Feather - Apprentice - Master
Feather spells are the opposite of the Burden spells used by Novices. They are generally more taxing to perform but they can be quite useful for the Mage with a large load to carry. Apprentice Alteration Mages often use this spell to lighten the load of their spell tomes or to make carrying bales of water easier. However more experiences Alteration Mages can use this spell over short periods of time to make an enemies weapon lighter just before they swing, making them lose control of their swing. Or even lighten their own weight to walk across thin ice.
- Jump - Apprentice
Jump is a Mass Manipulation spell related to the Ancient art of Thaumaturgy but retained by the Alteration Mages of today. It works to lower the mass of the caster or their allies, allowing them to expend little physical energy in jumping distances much further or higher than they normally could. The Magicka expense isn't too great as well, due to the generally short-term effect of the spell.
- Slowfall - Expert
Slowfall is a Mass Manipulation spell similar to Jump in that it is related to the Ancient art of Thaumaturgy. Slowfall alters the weight of the caster or his target dramatically, allowing them to gently glide down towards the ground. The expense of this spell comes in just how much mass must be reduced in the target and the length of time it needs to be maintained. Often a Mage will run out of Magicka to maintain the spell before they hit the ground.
- Object Destruction
Object Destruction is a branch of the School of Alteration that effectively destroys an object it is cast upon. Few spells in this branch exist to the modern day, having been forgotten in ages gone, however two notable spells exist that have been kept alive by Alteration Mages.
- Pitfall - Expert
The Pitfall spell is the first of these Object Destruction spells to exist throughout the Eras. It is used to destroy the ground or flooring beneath someone, effectively creating a pit the height of two people where the spell was cast. This in itself is an extremely taxing spell, but lower Magicka costing variants of the Pitfall spell exist that merely alters the consistency of the ground below someone, turning solid earth into sinking mud.
- Passwall - Expert
Passwall is the second of these Object Destruction spells to exist in the Fourth Era. It is an Alteration Spell that can be used to destroy walls in a violent explosion. The Magicka requirements of the spell depend on what the wall is made from. Mudbrick would be easy enough to break, wood too, but brick or buildings reinforced with iron would be far more taxing. The thickness of the Wall also determines the cost of the spell, with housing walls being easy to destroy and city defence walls taking a team of Expert Alteration Mages to breach.
- Object Creation
Object Creation is the branch of Alteration magic that uses Magicka to create objects from other objects. The art of creating objects out of pure Magicka has been lost to time, although Alteration Mages are hard at work attempting to recreate the spells required to do so.
- Transmute - Adept
Transmute is an Alteration spell used to alter the type of Ore it is cast upon. For example, Iron Ore could be turned to Silver Ore and Silver Ore turned to Gold Ore. This spell is quite a rare find as most of the tomes it is taught by have been mysteriously destroyed. However those that know the spell often refuse to use its powers or teach it, due to the effects it could have on the prices of Gold. It is also quite a taxing spell to perform, especially in more than just hand-sized ore chunks.
- Earth Wall - Expert
Earth Wall is an Alteration spell that manipulates the ground or the floor of an area to rise up and form a solid wall of Stone to block passage. This spell is a permanent alteration, so the Magicka required isn't expended on keeping the wall in place unlike the Force Wall spell however it is also harder to take down than simply ending the spell. The Magicka cost in creating the Earth Wall is the most expensive part of the spell, which is why it is of Expert level in the School of Alteration.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:31:48 GMT -5
Destruction The School of Destruction is the Magical School of Pure Magicka. While the spells cast by other Schools could also be considered of Pure Magicka, the majority of spells of Destruction are purely formed through Magicka and without the altering, usage or summoning of anything but Magicka. It should be warned that the prolonged usage of Destruction magicks are the most damaging and often cause their casters to go mad with age. Few reach a sufficient level to be called Master without dying in a horrible accident or being driven insane by the purest of Magicka. { Destruction Spells:} - Damage
Damage spells are spells cast by a Destruction Mage against an opponent that directly damages the target physically or mentally. These Spells are used by altering the flow of Magicka around the caster to tear at the target, generally the caster has to be close to the target but more Magicka consuming variants exist that allow for the ranged application of these general effects.
- Damage Fatigue - Novice
Destruction spells that utilize Damage Fatigue use Magicka to tear at the body of an enemy and tire them out. This is usually performed by reducing the energy available to the muscles of the body by using Magicka to deplete its presence.. Generally spells that are Damage Fatigue in effect are quite simple to cast and are the first Damage spells used by Novice Destruction Mages.
- Damage Magicka - Apprentice
Damage Magicka is the next level of Damage spell often learned by Apprentice Destruction Mages. Damage Magicka spells are cast by manipulating Magicka to strike directly at the opponent's mind. This is often used against other Mages as it either successfully tears a wound in the mind's natural Magicka reserves or forces the enemy Mage to put a defence around their precious Magicka reserves.
- Damage Attribute - Adept
Damage Attribute spells directly assault the energy levels in the organs or muscles responsible for the 'attributes' of an enemy. Attributes like the Strength of an enemy can be damaged by reducing the energy available in the muscles of the arms. A targets speed could be damaged by reducing the energy available in the muscles of the legs. Even a targets basic levels of their Personality or Intelligence can be damaged by using Magicka to deplete the energy available in the mind of the opponent. The art of focusing the Magicka to damage these areas is quite stressful for the Mage who has to provide excess Magicka in so fine-targeting the Magicka.
- Damage Health - Adept
Damage Health is a terrible spell with quite a Magicka cost for the Mage who casts it. Generally it falls to Destruction Mages of an Adept level to cast this spell as the spell requires the Mage to focus their Magicka into a direct strike at their opponent. Magicka is a normally harmless force, to focus it into a force that can damage an opponent would require a massive concentration that Apprentice and Novice Mages can't cope with. The intensely focused Magicka strikes at the flesh of the target, tearing it asunder as one would a sword.
- Disintegrate
Disintegrate is a branch of the School of Destruction that utilizes Magicka to damage a target Object by magically aging it. The object in question will go through its natural processes of aging and if enough Magicka is used it may very well disintegrate into nothing but the ash and powders that all things originate from.
- Disintegrate Weapon - Apprentice - Master
Disintegrate Weapon is the lowest offensive spell in the Disintegrate category. Of course spells exist where Destruction Mages can Disintegrate regular objects, like an Apple. The Magicka required to damage a weapon's quality, dulling a blade's edge or cracking a mace, are quite simple but require a concentrated effort by the caster. This is why even the lowest levels of Disintegrate Weapon require a Mage to be at least Apprentice level. However a Master Destruction Mage can render a weapon operable with enough Magicka.
- Disintegrate Armour - Adept - Master
Disintegrate Weapon is the second offensive spell in the Disintegrate category. It requires more Magicka to cast than the Disintegrate Weapon spell but the damage done to the armour is often more valuable to a Spell-sword or a War Mage than damage done to a weapon. A crack in an Iron chest piece can be targeted by an axe swing to shatter the piece. As with the Disintegrate Weapon spell, Master Destruction Mages can completely destroy a piece of armour with enough Magicka, but it is tiring and almost unfeasible in combat.
- Hand of Decay - Master/Ancient
You may have been wondering as you read the Disintegrate branch why Mages haven't developed a spell that decays a creature or even a Mortal to their original compounds, aging them within minutes. I know of a spell that could do such a thing, but the Magicka required to breakdown the body is so extensive that it would require a very experienced Master Destruction Mage. However the spell, Hand of Decay, is Ancient and forgotten by most Destruction Mages and the few who know of it are reluctant to teach it to others. The spell is cast by placing the hand upon a being and they will age far quicker than normal, even a few seconds of this spell cast upon its victim will age them a decade.
- Sphere of Negation - Master/Ancient
A ranged version of the Hand of Decay spell exists, the Sphere of Negation, but it is so horribly vile that it has been outlawed by almost all teaching establishments of Magic since the spells discovery. Even the Psijic Order refuses to teach it and merely keep a book on the casting of it locked away from sight. But a number of Mages know it, dangerous Masters of Destruction who earned the spell through dark deals with Daedra or by undertaking the lengthy journey of finding a Mage who knew of the spell. The Sphere is outlawed not just for its ability to age a target at range, but because it is cast upon an area and all life within its reach is affected by the horrible power of Pure Magicka.
- Drain
The Drain branch of Destruction Magic is quite a nasty one to witness. Drain is a temporary effect of weakness granted upon a target by the Destruction Mage. The Mage has the ability to damage the muscle fatigue level, Magicka stores, organs that affect the 'Attributes' of a person and finally the overall health of the target itself.
- Drain Fatigue - Apprentice
Drain Fatigue spells are done by draining the target's energy levels in their muscles. The difference between Drain and Damage however is that Drain effects cannot be healed by Magic, requiring time for the spell to wear off. This is why the spells generally require more Magicka to cast.
- Drain Skill - Apprentice
Drain Skill spells work by draining the energy out of the muscles that are used in the performing of a certain action or by blocking the mind from remembering some of the lessons it has learned in this particular skill set. While all this may seem complicated, the spells are quite easy to cast as the Destruction Mage can merely will the Magicka they cast to fulfil their goal. If the Destruction Mage wishes to Drain a target of their skill with Swords then the Magicka will weaken their arms and dull their memory of certain sword techniques or lower their reaction time. Like all Drain spells, this effect lasts until dispelled or a sufficient amount of time has passed for it to wear off.
- Drain Health - Adept - Master
Drain Health spells are designed to weaken an opponent through Magical means for a set period of time. The spells could work to weaken the defence of the target's skin, cause pain in nerve endings, restrict blood flow or even block certain organs that lowers the target's adrenaline levels. All of these serve to weaken the target so they may be dispatched easier. Each has a varying degree of just how much it weakens the target and the higher level of weakening the higher the Magicka cost for the caster. Master Destruction Mages can use this spell with devastating effect, pinpointed the heart as their organ of choice and slowing or even stopping it.
- Drain Magicka - Adept
Drain Magicka spells work to partition the deplete and obstruct the target's natural Magicka pools. The way I can describe this spell is to imagine a lake. If you take water from the lake then ground water will eventually fill it. However if you take water from the lake and dam a section of it then that section will not fill. This is how the Drain Magicka spell works, the Magicka is taken away as it is in a Damage Magicka spell but the Magicka fails to regenerate until the effect is dispelled or it wears off. The level of Magicka required to perform this act is quite large, requiring Adept level Mages or higher.
- Drain Attribute - Expert
Drain Attribute spells are spells that target the organs of an opponent which would result in the damaging of the 'attributes' like Strength, Intelligence and Speed. Like all the other Drain spells, the effect isn't repairable by Magic but is dispellable and will wear off with time. The Magicka required to target the individual organs of the body and sap their energy are quite intensive and require an Expert hand in casting.
- Fire Manipulation
The most common branch of Destruction Magic is the branch that deals in Fire Manipulation. Destruction Mages tend to start out with Fire Manipulation spells, not to mention how useful they are in surviving out on expeditions as they can be used to quite easily start a fire. Below are some examples of Fire Manipulation spells.
- Flames - Novice
The Flames spell is a good example of an entry-level Destruction spell and the first Fire Manipulation spell many people learn. This spell doesn't require much Magicka to cast but if maintained too long will tire out Novice Mages. The spell works by manipulating Magicka to create a torrent of flames from the hand of the caster. The spell can be further manipulated by utilizing both hands, increasing the density and heat of the flames produced, but doubling the cost in Magicka terms. The range of this spell is quite minimal.
- Firebolt - Apprentice
Firebolt is a Fire Manipulation spell that manipulates a caster's Magicka pool to generate a small hand-held bolt of fire. This bolt is launched by the Mage at their target, and if they have aimed well it should hit and burn the target, possibly even setting it alight. The Firebolt is a simple spell and its Magicka cost isn't too intensive, so the Destruction Mages gain access to this spell at Apprentice level.
- Fire Rune - Apprentice
A Fire Rune is a spell where the Mage manipulates their Magicka to inscribe a Magicka-infused rune on any surface. This rune will store that Magicka and expel it as an explosion of fire when it is triggered by the footsteps of anyone or anything not correctly marked by the Mage. The cost of this spell is quite intensive, due to the Mage needing to fill it with enough Magicka to sustain its presence for a long time. For this reason it is seldom used in combat, but the Apprentice Destruction Mage could quite easily cast one or two runes out of combat.
- Ignite - Apprentice
The Ignite spell is a Fire Manipulation spell cast able by Apprentice Mages due to its low cost of Magicka. This spell is formed in the hands of a Destruction Mage much like the Firebolt, however it is a weaker hitting spell. It does however ignite the enemy on fire, covering them in a Magicka residue which burns on even non-flammable substances like metal. This fire lasts for roughly five to ten seconds, but that is enough of a distraction and a damage to allow a Destruction Mage to power up a harder-hitting spell.
- Flame Cloak - Adept
Flame Cloak is a Fire Manipulation spell that coats the caster in a burning Magicka residue. This Magicka residue floats around the caster, who is immune to its effects, and burns any who get into distance. Occasionally the Magicka residue will set fire to an opponent too. Keeping this Flame Cloak up is a taxing act on Destruction Mages, meaning an Adept or better Mage is required to cast it.
- Fireball - Adept
Fireball is a Fire Manipulation spell that creates a larger ball of fire than the Firebolt spell. It fires similarly to the Firebolt spell too, albeit the ball is larger. However upon impact it can be seen why the Fireball spell requires more Magicka to power, at an Adept level. The Fireball explodes upon contact with a surface, burning its surroundings and often igniting anything within range of the target.
- Incinerate - Expert
Incinerate is a far more powerful version of the Firebolt and Fireball spells. The flames summoned by this spell are hinted with blue, a hint at the heat and damage this spell will produce when cast. When fired the Incinerate spell will hopefully hit its target with force, burning the target quite severely and usually setting them on fire too. The level of Magicka required to generate this spell makes it an Expert level spell and very few Mages can cast many of them without tiring.
- Wall of Flames - Expert
Wall of Flames is a spell that paints the targeted surface with a burning Magicka residue that creates, as the name suggests, a wall of burning flames. The size of this wall depends on the Magicka summoned, but the heat of any is capable of burning anything that passes into it. The Magicka required makes this spell an Expert level, but larger and more dangerous variants are Master spells.
- Fire Storm - Master
The epitome of Fire Manipulation spells is the Fire Storm. A Master level Mage is required to support the Magicka needed in casting this spell and the caster must remain focused so as not to fail and end up incinerating themselves. The Fire Storm spell is cast with both hands and requires a few seconds of concentration to power up. When released by the Mage the area around them ignites in a wall of fire, which the Mage may direct at their will to whip up a whirling inferno, a flurry of lashing fire magicks that the Mage can use to seek out their targets amongst the chaos. A spell of this Magicka output will tire out even a Master Mage, reducing their available arsenal to just lower level Destruction spells.
- Frost Manipulation
The branch of Frost Manipulation is a branch of Destruction Magic often taken up by Destruction Mages in the warmer climates of Tamriel, where the magic produced by it are more damaging to the inhabitants of these regions and more capable of aiding them in withstanding the often overwhelming heat. However this branch of Destruction is open to all Mages and many choose it for its slowing effects on Melee combatants.
- Frostbite - Novice
Frostbite is a Frost Manipulation spell that manipulates the caster's Magicka into a freezing cold torrent of ice chips. The torrent of Icy shards not only lowers the temperature of the target but each shard runs the risk of embedding into the target. It litters them in freezing cold, often cripplingly so, shards that can cause major damage if maintained for long enough. This spell is low cost but must be maintained while casting, which can tire a Novice Mage if performed for too long.
- Freeze - Apprentice
The Freeze Destruction spell is a low-cost spell that forms a small spike of Ice in the caster's hands. This spike can be magically propelled forwards to embed in the target. However the damage isn't from the embedded spike, which often shatters on armour, rather it is the lingering cold effect after it hits that works to slow the target down or at the least distract them.
- Ice Spike - Apprentice
Ice Spike is a spell that summons a larger shard of Ice than the one used in the Freeze spell. This costs more Magicka to cast, but not significantly. Instead the Ice Spike spell swaps the lingering cold effect of the Freeze spell for a much more damaging shard of Ice that penetrates deeper into armour and skin.
- Frost Rune - Apprentice
Frost Rune is a Frost Manipulation spell where the Mage manipulates their Magicka to inscribe a magical rune on a surface. This rune stores Magicka that will be released when triggered in the form of an explosion of ice shards and cold frost. The rune is triggered by anything passing over it that isn't marked as safe by the caster of the rune. The Magicka required to cast this spell is quite large, which limits its use in combat, but it is generally cast outside of combat in defence of an area which allows the Mage time to recuperate.
- Ice Storm - Adept
Ice Storm is a Frost Manipulation spell that summons forth a whirlwind of frost and ice shards in front of the caster. The summoned whirlwind will proceed in a slow line from the caster, but as it moves it expands to a maximum width of roughly three meters. This spell also has an environmental factor to it due to the whirlwind picking up small, loose, objects as it passes. In desert environments this will add a storm of grating sand to the wind, in rocky environments pebbles will pelt anyone caught in the wind along with the ice shards, and so on for other environmental types. The Magicka required to summon this storm is quite impressive, which is why it has been placed into the Adept level of the School of Destruction..
- Frost Cloak - Adept
Frost Cloak is a Frost Manipulation spell that surrounds the caster in a fine mist of frost. This frost clings to any opponent that attempts to come within range, freezing the limb to the core. The frost also forms shards of ice when disturbed, which further damage opponents by embedding into their armour or skin. The Magicka required to keep this spell active is quite strenuous on a Mage, especially any Mages Adept level or below.
- Icy Spear - Expert
The Icy Spear spell forms a small ice spike in the hand of the caster. However when this spike is magically launched towards its target, it expends to roughly half the size of a spear. This spear has the penetrating power of a throwing spear and does a similar level of damage to a body. However this spell is quite taxing on a Mage who attempts to use it often, but that doesn't stop it from being an Expert or Master level staple attack.
- Wall of Frost - Expert
Wall of Frost is a Frost Manipulation spell that paints the targeted surface in a Magicka residue as cold as the glaciers of Skyrim. This residue expands quickly to form up to three foot long ice spikes within any number of directions. This creates a daunting wall of sharp ice spikes capable of spearing an enemy combatant. The wall can be smashed apart by melee weaponry and it is possible to wade through the spikes but it is likely that no matter which method you use to pass this wall you will be cut or punctured by one of the spikes, not to mention slowed by the cold emanating from them and the process of getting through them in the first place. Generally this spell is used to hold back groups of enemies for a more powerful assault. The Magicka required to not only cast but to maintain this magical wall is quite
- Blizzard - Master
Blizzard is the more powerful assault often opted for after a Wall of Frost has been placed. It is one of the most powerful Frost Manipulation spells in existence and it is truly awesome to witness. Casting the spell takes a number of seconds to gather the required Magicka, it is then released from both hands first as a gust of wind which knocks back opponents. This wind begins to whirl around the caster, only to be joined by a deathly frost and a mass of ice shards that can tear through flesh and embed in armour. The blizzard will also pick up loose objects on the floor, creating a further environmental hazard that is dependent on the landscape the spell is cast on.
- Shock Manipulation
One branch of the school of Destruction is Shock Manipulation, where the Mage manipulates their Magicka reserves to create spectacular effects of lightning discharge to cripple their victims. This branch is often chosen by Mages that wish to fight other Mages, due to the strange ability of Shock magicks to drain the natural Magicka pool of its target.
- Sparks - Novice
Sparks is one of the least Magicka consuming Shock Manipulation spells that can be cast by a Destruction Mage. It works by channelling the Mage's Magicka into a stream of lightning that shocks the anyone within the limited range. This spell is often used in torture, due to the immense pain caused to the target and the relative ease to manipulate the level of danger the target is under. However if channelled for long enough the spell can and will kill, if the Novice Mage can withstand the Magicka cost of this.
- Lightning Bolt - Apprentice
Lightning Bolt is a Shock Manipulation spell that generates a ball of lightning in the caster's hand. This lightning can be released from the caster's palm as a bolt of lightning similar to those that arch across the sky during a thunder storm, which burns through the victim. This lightning travels much faster than any other projectile, making it almost impossible to dodge and barely possible to react to.
- Lightning Rune - Apprentice
Lightning Rune is a Shock Manipulation spell where the caster uses their Magicka to inscribe a magical rune onto a surface which holds enough Magicka to explode violently in a shower of lightning and sparks when triggered by the footsteps of anything not marked by caster. Like all other rune inscribing spells the Magicka required to cast it is too expensive for usage in combat, so runes are often cast in advance of combat or to trap an area.
- Chain Lightning - Adept
Chain Lightning is a spell where the caster launches a lightning strike at their enemy. This strike is provided with further Magicka by the caster that will then jump to others in a group and strike them all. This spell is quite costly, due to the jumping effect, so it is rated as an Adept spell by most colleges of Magic.
- Lightning Cloak - Adept
Lightning Cloak is a spell where the caster surrounds themselves in an energized Magicka field. This field is generated by the caster and electrocutes every opponent that passes through it, such as with a sword swing. The shock given by this cloak can burn skin, straight through to the bones and even travel to the other organs of the body. The Lightning Cloak spell requires a lot of Magicka to keep stable, a reason it is restricted to Adept level Mages or better.
- Thunderbolt - Expert
Thunderbolt is a more deadly version of the Lightning Bolt spell. It works in a similar manner, creating a ball of lightning in the hand of the caster which is then launched at a target. However the lightning released by this spell is much more dangerous, indicated by its larger size and the clap of thunder that accompanies it. If this spell would strike an unarmoured combatant, it would kill them. If this spell would strike an armoured combatant, it would go quite a way to killing them. This spell is expensive, just over a dozen of these can be cast by a Master Mage before they tire and have to use lower Magicka spells. Expert Mages can cast this spell, but barely a handful of times before tiring.
- Wall of Storms - Expert
Wall of Storms is a Shock Manipulation spell that coats the ground in an energized Magicka residue which shocks any who attempt to pass it. The shock is quite painful and easily burns exposed skin. This helps Shock Manipulation specialized Mages keep enemies at bay for long enough that the Mage can cast expensive spells. But the Wall of Storms is quite expensive to cast and maintain.
- Lightning Storm - Master
Lightning Storm is the most powerful spell in the Shock Manipulation branch of the School of Destruction. It is formed by a Master Destruction Mage channelling a massive amount of Magicka into a beam and converting that Magicka into a huge stream of lightning with enough power to electrocute a Mammoth. This spell is cast in a beam, which must be channelled by the Mage. Anything struck by this beam is usually killed instantly, but the beam can be dodged and the Mage will tire from using it for a prolonged period of time.
- Weakening
The Weakening branch of the School of Destruction focuses on utilizing a caster's Magicka to tear at the natural defences of an opponent. This effect is either done through touch, which requires less Magicka to cast, or at range where the spell is propelled towards the target.
- Weakness to Common Disease - Novice
The first spell that many Destruction Mages learn in the Weakening branch is a spell that assaults the immune system of the target. This spell results in a weakening of the targets immunity to common diseases like Ataxia and the Droops. The spell is quite simple to cast and of a low cost, allowing Novice Mages to utilize it.
- Weakness to Poison - Apprentice
Weakness to Poison is the second spell in the Weakening branch of the School of Destruction. It converts the caster's Magicka into a harmful spell that weakens the target's defences against Poisons both natural and created. This spell requires more Magicka to cast than the Weakness to Common Diseases, meaning it is opened to Mages of an Apprentice level and above.
- Weakness to Fire - Adept
The Weakness to Fire spell is cast by a Mage to weaken a targets defences against fire and fire-based magic. This spell manipulates the caster's Magicka to alter the properties of the target's skin, making it temporarily more flammable and damaged by heat. This spell requires quite a lot of Magicka, limiting it to Adept or higher Mages.
- Weakness to Frost - Adept
Weakness to Frost is a spell in the Weakening branch that targets an opponents defences against the cold and frost-based magic. The overall effect is a weakening of the properties in the skin that defend against the cold. This effect is temporary, but it requires a lot of Magicka to cast which limits it to Adept or higher Mages.
- Weakness to Shock - Adept
Like the other two elemental weakness spells, Weakness to Shock manipulates a casters Magicka to alter the properties in a targets body that defend against the effects of shock-based magic. Overall this spell's effect is a temporary increase in the damage done by shock magicks against the target until the spell wears off or is dispelled. As with the other elemental weakness spells, the Magicka cost is quite high and is thus limited to Adept or better Mages.
- Weakness to Magic - Expert
Weakness to Magic is overall the most dangerous Weakening spell that a Destruction Mage can cast upon a target. This spell manipulates a casters Magicka to alter the properties of the target in such a way that they have less defence against any Magical attacks, physical and mental, which end up causing more damage to a target than they normally would. This effect is temporary and the spell costs quite a bit of Magicka to cast, which makes it an Expert level spell.
- Whirlwind Cloak - Adept
Whirlwind Cloak is a rediscovered spell of a branch of Destruction long forgotten. This ancient branch was known as Air Manipulation, but it fell into disfavour with the rise of Frost Manipulation, which spells share much in common with Air Manipulation. Whirlwind Cloak generates a field of Magicka around the caster that whips up a flurry of wind. This wind remains gentle when the caster is out of combat, but when opponents reach the caster and enter into melee they find themselves buffeted with winds that slow their movements and are even known to launch smaller enemies backwards or the swords out of their hands. The Magicka needed to power this spell is quite similar to the other spells that generate the Cloak effect, an Adept level Mage is required to power it.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:36:16 GMT -5
Conjuration The School of Conjuration is otherwise known as the Magical School of Borrowed Power, due to the majority of the spells expending Magicka to conjure powerful items or summon Daedra from the realms of oblivion to fight for the caster. The spells in this category are often the most dangerous to the caster, due to the nature of borrowing their power from sources that can be quite easily taken from them or summoned incorrectly. { Conjuration Spells:} - Banish
Banish spells are used to force summoned Daedra back into the plane of Oblivion from which they came. The power of some Daedra is too great for certain Banish spells, but there is always a greater version of the Banish spells that can perform the act.
- Banish Daedra - Adept
The first Banish spell is just called 'Banish Daedra' where the caster uses their Magicka pools to force the Daedra back into the realm of Oblivion and sever their connection to the realm of Mundus. This act requires quite a bit of Magicka even for the smallest of Daedra and this spell won't work on any of the Greater Daedra such as Dremora and Xivilai.
- Expel Daedra - Expert
Expel Daedra is the more powerful variant of Banish Daedra that works to force Daedra back into their native realm of Oblivion. This spell requires much more Magicka to cast than the lower variant but the upside to this spent Magicka is the ability to banish Greater Daedra as well as Lesser Daedra and Atronachs.
- Bind Armour
The art of Binding Daedric Armour is similar to the process of Summoning a Daedra itself. This is due to the unique method of producing Daedric equipment where the soul of a Daedra is bound to the ebony equipment during its creation. This has had the side effect of allowing Conjurers to summon and bind the Daedric Armour to them for a temporary period of time.
- Bound Boots - Novice
One of the easiest spells to cast in the Bind Armour branch of Conjuration is the Bound Boots spell which summons a pair of Daedric Boots around the casters feet.
- Bound Helm - Novice
The Bound Helm spell is another spell that costs a low amount of Magicka and summons a Daedric armour piece. This one summons a Daedric Helmet around the casters head.
- Bound Gauntlets - Novice
The final Novice-level Bind Armour spell is the Bound Gauntlet spell which summons a pair of Daedric Gauntlets around the hands of the caster, by far one of the more useful cheap Bind Armour spells due to the act of defending the caster's hands.
- Bound Greaves - Apprentice
Bound Greaves is an Apprentice level spell that summons and binds a pair of Daedric Greaves to the casters legs. The size of this armour piece requires more Magicka to be expended than the smaller Novice-level armour pieces.
- Bound Cuirass - Expert
Bound Cuirass is an Expert level spell in the Bind Armour branch and the spell that costs the most Magicka in the branch to cast. This is due to the overall size of the armour piece, the Daedric Cuirass, which is used to cover the upper body of the caster.
- Bound Item
The Bind Item branch of Conjuration is very similar to the Bind Armour branch of Conjuration, only the items summoned from the Daedric planes are different in the two branches. Again the reason that these items are summon able and bind able for a temporary period is that they are infused with the spirit of a Daedra upon their creation. This spirit is what is summoned by the Conjuration Mage.
- Bound Arrows - Novice
The smallest items require the least Magicka to summon to Mundus. Thus the Daedric Arrows are the easiest items to summon from a Daedric Plane. These arrows are temporary for the Mage, who has to quickly fire them before they return to the plane in which they originated. This is often more deadly for the target than if shot with an actual arrow, due to the Bound Arrow leaving a hole in the enemy when it returns to its origin.
- Bound Dagger - Novice
The Bound Dagger spell is a spell that summons a Daedric Dagger from one of the many Planes of Oblivion. This spell requires little in the way of Magicka, due to the dagger's overall size, making it a perfect melee-ready spell for a Novice Conjuration Mage or even a Mage in any of the other Schools of Magic. Although the Daedric Dagger is only temporarily on this plane, then another must be summoned.
- Bound Sword - Novice
Bound Sword is a Bind Item branch Conjuration spell that summons a Daedric Sword into the hand of the caster for a temporary period of time. This spell is more expensive than say the Bound Dagger spell, but still capable of casting by a Novice Conjuration Mage.
- Bound Mace - Novice
Bound Mace summons a Daedric Mace into the hand of the caster, a powerful blunt weapon made of one of the hardest materials known to Tamrielic blacksmiths. As with the sword, the spell is cheap to cast and cast-able by a Novice Conjuration Mage.
- Bound War Axe - Novice
The Bound War Axe spell summons a Daedric War Axe into the hand of the caster. This spell is easy enough to cast and cheap in terms of Magicka, making it easily cast-able by any Novice Conjuration Mage.
- Bound Shield - Apprentice
The Bound Shield spell is where the Bind Item branch gets a little more complicated. When this spell is cast it will summon a Daedric Shield into the hand that released the spell. However the Daedric Shield is quite a large item, meaning the Magicka cost of summoning it turns it from a Novice Conjuration spell into an Apprentice Conjuration spell.
- Bound Battleaxe - Adept
The Bound Battleaxe spell isn't hard to cast, rather it requires much more Magicka to summon it from a Daedric Plane than the one-handed War Axe does. Once this spell is released the Mage will find their hands filled by a Daedric Battleaxe for the duration of the spell. This axe is deadly, making the Magicka cost often worth the risk.
- Bound Bow - Adept
The Bound Bow spell is an Adept-level Bind Item spell that temporarily puts a Daedric Bow in the hands of the caster. This spell doesn't provide arrows however, which must be summoned separately which adds quite a significant Magicka cost onto the already significant cost that makes it an Adept level spell in the first place.
- Bound Longsword - Adept
The Bound Longsword spell summons a large Daedric Longsword into the hands of the caster. This sword is devastating against many foes, due to the pure hardness and sharpness of the blade. However the spell requires quite a lot of Magicka to cast, making it of Adept level.
- Bound Spear - Adept
The Bound Spear spell summons a Daedric Spear into the hands of the caster, a generally light-weight two-handed weapon that has saved many an Conjuration Mage from a mounted combatant. However the overall size of the weapon makes it costly to summon to Mundus, thus it is an Adept level spell.
- Bound Warhammer - Adept
The Bound Warhammer spell summons one of devastating weapons summon able by a Conjuration Mage. This spell summons a Daedric Warhammer into the hands of the Conjuration Mage, a spell strong enough crush most armour and definitely the bones of the target. However two downsides exist with this spell, its cost which makes it an Adept level spell and the weight of the weapon which most Mages simply cannot handle.
- Bound Bow with Arrows - Expert
The Bound Bow with Arrows spell combined the Adept-level Bound Bow spell and the Novice-level Bound Arrow spell to summon a Daedric Bow and a full quiver of Daedric Arrows for the Conjuration Mage's use. As with all Bound Item spells, the summoned items are only temporary even with the Expert-level Magicka cost. However a well trained Conjuration Mage with a passion for Archery will find this spell well suited to their needs.
- Conjure
The Conjure branch of Conjuration focuses on manipulating the casters Magicka pools to conjure into being a guardian for the Conjuration Mage. It is unknown where these guardians come from but it is highly unlikely to be one of the Daedric Planes of Oblivion, rather it is thought to be conjured from the bones deep beneath Mundus or from a Plane of Oblivion unaffiliated with Daedra. Even from Aetherius itself. If these Conjure spells go wrong the consequences are quite dangerous. A distracted caster could forget to bind the conjured being to their will, which would result in conjuring a hostile being.
- Conjure Familiar - Novice
The Conjure Familiar spell is a low-cost Conjuration spell that summons a ghostly wolf to the caster. I do not know where this wolf originates, it could either be pure Magicka or summoned from a lower plane of Aetherius where the spirits of animals end up.
- Conjure Ancestral Ghost - Novice
The Conjure Ancestral Ghost spell is another low-cost Conjuration spell. However its use is limited. The caster summons a ghost of one of their ancestors from the planes of Aetherius, a spell made easier by the spiritual attachment between ancestors and their descendants. However the ancestor conjured may not be too pleased with the conjuring and refuse aid to the conjurer, or worse could be angry at the Mage and attempt to attack them. Worst case scenario is you summon an ancestor that is upset with your actions and merely berates you with complaints while allowing you to be attacked.
- Conjure Skeletal Minion - Novice
Conjure Skeletal Minion is a spell that has the highest cost of all the Novice spells. This is due to the size of the minion compared to other Novice-level conjured minions. But also the Skeletal Minion is the most useful and they usually come prepared with a similarly conjured weapon. Although the bones of this minion are loosely bound and likely to crumble under a prolonged assault.
- Conjure Boneman - Apprentice/Ancient
There is a Plane of Oblivion known as the Soul Cairn that is overseen by the Ideal Masters. They are a group of god-like Necromancer spirits that crave souls and they are the primary source of Soul Gems in Mundus. They have a number of powerful Undead constructs at their disposal that are quite easy to conjure compared to the power of constructs conjured by similar outputs of Magicka. One of these being the Boneman, a skeleton with blackened tightly-bound bones and equipped with powerful weaponry. However the downside to this is a deal must be struck first to acquire this spell from the Ideal Masters and few ever manage to contact them. Those that do have to supply a lot to gain these spells and few of them pass the knowledge on. Thus it is hard to find someone to teach these Ancient spells.
- Conjure Bonewalker - Apprentice
Conjure Bonewalker is a spell that conjures a fully constructed Bonewalker to the caster for a temporary period of time. This minion is usually much harder than a Skeleton, but doesn't have the ability to utilize any weaponry other then the arms it is supplied with.
- Conjure Faded Wraith - Apprentice
Conjure Faded Wraith is an Apprentice-level Conjuration spell that summons the lowest of Wraiths from the realms of Aetherius. A Wraith is an angry, vengeful spirit and often casts curses upon the target of their ire before they disperse back to Aetherius.
- Conjure Flaming Familiar - Apprentice
The Conjure Flaming Familiar spell is an Apprentice-level Conjuration spell which creates a Familiar ghostly wolf alongside the caster. This ghostly wolf spirit appears to be aflame and will charge towards the target of the Conjuration Mage and explode violently in a ball of fire much akin to the Fireball spell of the School of Destruction.
- Conjure Ghost - Apprentice
Conjure Ghost is an apprentice-level spell that conjures a relatively docile spirit from Aetherius. This spirit is bound to the caster's will and will assault any target that the Mage has or defend against any attack performed on the Mage.
- Conjure Skeleton - Apprentice
The Conjure Skeleton spell conjures a more tightly-bound version of the Skeleton Minion that can last longer in combat before crumbling and returning to its original point. As with all other conjured Skeletons this one comes equipped with a weapon.
- Conjure Zombie - Apprentice
The Conjure Zombie spell works to conjure the decaying remains of a corpse to the caster. This being is bound to the will of the caster and it will whatever the caster wishes, but mostly this is limited to attacking targets.
- Conjure Ash Spawn - Adept
A rarer spell in the Conjure branch of Conjuration is a spell that conjures an Ash Spawn to the caster. This spell was developed in post-Red Year Morrowind after the first Ash Spawn began assaulting the refugees. Few non-Dunmer Conjuration Mages know how to use this spell and it is clear that the conjured Ash Spawn consists of ash conjured from Morrowind. The act of binding this usually vicious creation requires quite a lot of Magicka, barring its use to all but Adept Conjuration Mages.
- Conjure Greater Bonewalker - Adept
Conjure Greater Bonewalker will conjure a larger, more tightly bound, version of the Bonewalker. This spell requires more Magicka to conjure than the lesser Bonewalker variant, due to the art of binding the bones together tighter to withstand more punishment.
- Conjure Headless Zombie - Adept
Conjure Headless Zombie is a spell that conjures a decayed corpse to the caster, similar to the Conjure Zombie spell. However this spell more tightly binds the flesh of the Zombie, creating a tougher variant. A strange fact of Conjuration is that the act of strengthening a Zombie involved the removal of the head.
- Conjure Mistman - Adept/Ancient
Another of those Conjure spells gifted by the Ideal Masters, similar to the Conjure Boneman spell, is Conjure Mistman. This spell conjures a Mistman next to the caster, a being that appears to be a cross between a Skeleton and a Wraith in that it floats and has many ghost-like properties but has hardened bones too. The Mistman is quite an adept spellcaster and will support the Mage until it returns back to the Soul Cairn. This Ancient spell is a rarity, due to the nature of its origination.
- Conjure Shambles - Adept
Conjure Shambles is an Adept-level spell that conjures forth a Shambles, a construct of animal bones and magic infused bindings, to appear alongside the caster.
- Conjure Skeleton Guardian - Adept
Conjure Skeleton Guardian is an Adept-level spell that will conjure a Skeleton to the caster that is equipped with a weapon. The higher Magicka cost of this spell however is the result of the tighter bindings on the bones of the summoned Skeleton.
- Conjure Bonelord - Expert
The Conjure Bonelord spell is an Expert-level spell that summons a Bonelord, a construct of bones and magic that has the ability to cast spells and is quite capable of receiving punishment.
- Conjure Gloom Wraith - Expert
The Conjure Gloom Wraith spell is the greater version of the Conjure Faded Wraith spell. This Wraith appears almost completely solid next to the caster unlike the Faded Wraith of the lesser version. This Wraith is more powerful both with the weapon it is conjured with and with the spells it can cast.
- Conjure Replete Shambles - Expert
The Conjure Replete Shambles spell is the greater version of the Conjure Shambles spell. This spell conjures up a Replete Shambles that is generally larger and has tighter bindings, allowing the Shambles to take and deal more damage.
- Conjure Skeleton Hero - Expert
Conjure Skeleton Hero is an Expert-level version of the other Conjure Skeleton spells. This Skeleton often comes equipped with a high-quality weapon and if a little extra Magicka is put into the spell, pieces of armour too. Overall this Skeleton is hardier and more dangerous than its lesser variants.
- Summon Wrathman - Expert/Ancient
The final and most powerful of the Ideal Master's creations is the Wrathman. It is a heavily armoured and armed Boneman bound almost as tight as a Skeletal Champion. This construct is a feat to behold on a battlefield, making it quite expensive to summon even with the blessings of the Ideal Masters. Gaining these blessings or learning this Ancient spell from one who has is quite a trial, due to the rarity of such an even,
- Conjure Flesh Atronach - Master
Conjure Flesh Atronach is a Master-level Conjure spell that conjures a hulking Flesh Atronach next to the caster. This construct is positively massive, tightly bound and can take much damage before being destroyed. They usually also come with weapons attached into their arms. This spell requires a lot of Magicka to summon, often leaving a Master Mage tired and weak after wards.
- Conjure Lich - Master
Conjure Lich is one of the most powerful Conjuration spells known to me. It conjures a Lich into existence besides the caster, a Lich that has the power to raise the dead it kills and cast vicious Destruction spells while simultaneously taking a lot of damage from its enemies. This spell is one of the most Magicka consuming Conjuration spells, causing most Mages, Master or otherwise, to tire very quickly.
- Conjure Skeleton Champion - Master
The most powerful Conjure Skeleton spell in the arsenal of a Conjuration Mage is the Conjure Skeleton Champion spell. This spell conjures a version of the Skeleton Hero equipped with high-quality weaponry and high-quality armour. This Skeleton is also very tightly bound, resulting in a minion capable of dealing and dishing out massive levels of damage. However the result of conjuring such a powerful Skeleton is a Magicka drain that often leaves the Conjuration Mage exhausted.
- Command Daedra - Expert
Command Daedra is an Expert-level spell in the Conjuration School that can be used to bind an uncontrolled Daedra to the will of the Conjuration Mage. This spell can be used while in the Planes of Oblivion and the spell itself isn't temporary. Instead this spell will bind the Daedra to the caster until the Daedra's death or it releases from the Plane of Mundus if it was a summoned Daedra.
- Soul gem Trap (magnitude depends on Soul Gem used)
Soul gem Traps are a branch of the School of Conjuration that uses filled Soul Gems to power a trap which fires a stream of damaging Magicka to assault the target. The form of the Magicka released depends on the spell used to create the Soul gem Trap and the level of intensity in the Magicka released is dependent on the quality of the Soul Gem used.
- Soul gem Poison trap - Apprentice
The Soul gem Poison trap is a Soul gem Trap that shoots a spray of Magicka in the form of a caustic poison at anyone who comes within range of it. This spray is corrosive and will burn skin it comes into contact with or begin eroding the armour of the target. Also this spray if ingested or it manages to enter through a wound in the skin will poison the person. This poison feels as though a burning sensation is flooding through the body, which is the poison damaging the unfortunate targets internal organs.
- Soul gem Fire Trap - Adept
The Soul gem Fire Trap is a Soul gem Trap that shoots a stream of flames at the target. This fire is quite hot and will burn the unfortunate target. The spell can also be manipulated to leave a Magicka residue on the target, making it more likely for the target to be ignited in flames by the spell.
- Soul gem Ice Trap - Adept
The Soul gem Ice Trap is a Soul gem Trap that shoots a stream of ice-cold frost and ice shards at whoever sets it off. This stream of Magicka is quite damaging due to the penetrative nature of the ice shards and the slowing nature of the frost.
- Soul gem Shock Trap - Adept
The Soul gem Shock Trap is a Soul gem Trap that fires a beam of highly concentrated Lightning at whoever sets it off. This beam is often strong enough to cripple a man and the power only gets more impressive with the type of Soul Gem used.
- Soul gem Soul Siphon - Master/Ancient
One of the most devastating traps I have ever witnessed was in the tomb of an Ayleid Warlord known only to scholars as El-Ada-Naga. The God of Death. This Ayleid was a Necromancer the likes of which hasn't been seen on Tamriel for a many Eras. The creation of the Ancient Mysticism Soul Siphon spell is credited to this Ayleid Master of Magicka and its utilization of the Soul Siphon spell into a Soul gem trap is also credited to this nefarious being. This Trap works by manipulating the Magicka of the Black Soul Gems that it is powered by to tear the souls of all those within range from their bodies and add them to its own collection, instantly killing the person. The knowledge of this type of Soul gem Trap has been passed down from Master Conjuration Mages since his time, but it fell out of favour around two Eras ago. Since then it has been largely forgotten by the School of Conjuration.
- Summon
Summon spells are the branch of Conjuration that most people think of when they think of a Conjuration Mage. These spells manipulate the Magicka of the caster to temporarily summon and bind Daedra from the Daedric Planes of Oblivion. If these spells go wrong, an Unbound version of the Daedra can be summoned which is completely hostile to all life forms, mostly the caster who interrupted it.
- Summon Scamp - Novice
The spell Summon Scamp is one of the first Conjuration spells learn by Conjuration Mages. It is a cheap spell which summons a relatively weak minion. However these Scamps are brilliant at performing orders, even if they complain a little. I hear they are great at house work.
- Summon Clannfear - Apprentice
Summon Clannfear is an Apprentice-level spell that summons the Lesser Daedra known as the Clannfear to the caster and binds it to their will. This minion is quite weak and unintelligent, but it is very fast.
- Summon Flame Atronach - Apprentice
Summon Flame Atronach is an Apprentice-level spell that summons the Flame Atronach to the caster. This specific type of Daedra is also known to explode violently when damaged enough to break its bindings to the caster.
- Summon Hunger - Apprentice
The Summon Hunger spell summons a Hunger to the caster, a vicious Daedra that is well known for its caustic spitting attack. The Magicka required to summon and bind this Daedra isn't too much, but it is enough to tire out an Apprentice Conjuration Mage if cast more than three times within a few hours.
- Summon Spider Daedra - Apprentice
The Summon Spider Daedra spell is the cheapest Summon spell which summons a Greater Daedra to the caster. Greater Daedra are more intelligent and this one is able to cast shock-based spells against their target. The Magicka cost required to summon this type of Daedra is quite large, with an Apprentice Conjuration Mage only being able to summon this Daedra once within a couple of hours.
- Summon Daedroth - Adept
The Summon Daedroth spell is an Adept-level spell due to the overall cost of summoning one of these massive hulking Daedra. The Daedroth are quite powerful, having armoured skin and Magicka resistant properties alongside its massive bulk and a fiery breath.
- Summon Frost Atronach - Adept
The Adept-level spell Summon Frost Atronach summons the powerful Frost Atronach to the caster that work as a massive frost walking bulwark for the Conjuration Mage that summons it. One that can slice with icicle-arms and crush with the might of a glacier.
- Summon Seeker - Adept
The Summon Seeker spell is a little known spell that summons the Greater Daedra known as a Seeker, a denizen of Apocrypha. This Daedra is quite impressive in its manipulation of Illusion magic to duplicate itself before the eyes of its foe, not to mention utilizing a mysterious and unknown form of Magic inherent to this Daedra that can convert it into mist for faster travel or summon inky black tentacles from the ground.
- Summon Winged Twilight - Adept
The Summon Winged Twilight spell is a summoning spell that brings Azura's Daedric servant the Winged Twilight to assist the caster. It costs quite a lot of Magicka to separate the Winged Twilight from Azura's service temporarily, making it an Adept-level spell.
- Summon Xivilai - Adept
Summon Xivilai is a high-end Adept-level spell that summons one of the more primal types of Greater Daedra. This Daedra comes with hardly any Armour covering their body, merely a loincloth usually, and wielding one or two large two-handed weapons. Their downside is their intellect as they struggle to grasp many tactics.
- Summon Ash Guardian - Expert
The Summon Ash Guardian spell is unique in that it requires a Heart stone as a reagent to correctly bind the summoned Ash Guardian. The acquiring of one of these Heart stones and finding a Dunmer Mage willing to teach you this post-Red Year spell is quite an ordeal. But if you can accomplish this and afford the Magicka cost of this spell, the Ash Guardian is a brilliant summon due to the raw power of the Daedra.
- Summon Dremora - Expert
Summon Dremora is an Expert-level spell that summons one of the most powerful Daedra of Oblivion. This Daedra isn't as strong as, say, a Xivilai but it makes up for this in having Daedric armour and a Daedric weapon that it is extraordinarily well trained in. This and the fact that the Dremora is one of the smartest Daedra combine to create a brilliant summoned minion. Granted, the Summon Dremora spell is enough to tire an Expert Conjuration Mage after just one casting.
- Summon Storm Atronach - Expert
The Summon Storm Atronach spell is an Expert-level spell that summons the most powerful Atronach type of Daedra in existence. The Storm Atronach is usually quite wild and is definitely vicious in its attacks, which requires a decent level of Magicka to bind the Daedra to the casters.
- Summon Dark Seducer - Master
Summon Dark Seducer is a spell that summons one of these powerful Daedra and binds them to the caster. A Dark Seducer is an intelligent, strong and agile opponent to fight. Although their actions are often marred by their anger and hatred for many things, which makes them overly aggressive and unable to perform actions with subtlety. The Dark Seducers come equipped with their own brand of Daedric Armour and their own weaponry, often but not always equipped with a bow. Overall the Magicka required to summon this powerful combatant is only cast-able by a Master-level Mage.
- Summon Dremora Lord - Master
The Summon Dremora Lord smell is a Master-level spell with a Magicka cost that is almost crippling to most Mages. This spell summons and binds one of the Dremora Lords which oversee their Dremora and Lesser Daedra brethren. This Daedra is equipped with the highest quality Daedric Armour, wielding Daedric Weapons that they are highly skilled in. Dremora Lords are also magnificent spell casters and if the caster isn't fully prepared for the summoning then they are likely to find themselves the victim themselves, taken back to Oblivion and tortured until dead.
- Summon Golden Saint - Master
The Summon Golden Saint spell is one of the three Master-level Summon spells available to Conjuration Mages. The Golden Saints are just as intelligent, strong and agile as the Dark Seducer Daedra. However the Golden Saints suffer from a differing vulnerability in their personality, they are overly aggressive in that they believe themselves completely superior to all others, including the summoned that they are reluctant to serve yet bound to.
- Summon Thrall
Summon Thrall spells are a more advanced version of the Summon spell used to permanently bind the summoned Daedra to this plane of Mundus and the caster. This means that the summoning isn't temporary, the Daedra is permanently brought to this world. An extraordinary feet that requires vast amounts of Magicka to accomplish and a highly-trained Master Conjuration Mage to cast. Generally casting this spell will fatigue the caster for a couple of days, making them weak and unable to combat efficiently. But they are now protected by a Daedra until the Mage or the Daedra dies.
- Flame Thrall - Master
The first of these spells is the Flame Thrall, the easiest of these three Summon Thrall spells. The Flame Atronach summoned is more powerful than the ones summoned by a mere Summon Flame Atronach spell.
- Frost Thrall - Master
The second, and second most taxing, Summon Thrall spell is the Frost Thrall spell. As the name suggests this summons a Frost Atronach to the caster, one slightly more powerful than the average Frost Atronach summoned by the Summon Frost Atronach spell.
- Storm Thrall - Master
The most taxing spell in the Summon Thrall branch of the School of Conjuration is the Storm Thrall spell, which summons a powerful Storm Atronach to the conjurer that will never leave their side unless commanded to.
- Necromancy Spells
Necromancy Spells are many in their number and most of them require reagents that I will not mention here, due to my distaste for the arts and the ongoing argument over the legality of Necromancy throughout the Cyrodiilic Empire and the illegality of the arts in the Aldmeri Dominion and Hammerfell. Instead I will list a number of spells that exist to resurrect a corpse for a short period of time, allowing a Conjuration Mage to raise those a member of a group they are combating to aid them in killing the others.
- Raise Animal - Novice
Raise Animal is the first and easiest to cast of these Necromancy Spells. It is used to raise the corpse of a killed animal to fight for the caster. This spell utilizes Magicka to fill the corpse with life, which makes sense that it only works on animals smaller than, for a vague example, the common Wolf. The Magicka required to manipulate these smaller creatures isn't that massive, allowing it to be utilized by Novice Conjuration Mages.
- Raise Zombie - Novice
The Raise Zombie spell works in exactly the same way as the Raise Animal spell, manipulating the caster's Magicka to fill the corpse of a Man, Mer or Betmeri with the energy required to make it work temporarily. When this spell ends, which it does very quickly, the corpse burns up with the Magicka pumped into it and becomes nothing but a pile of ash. One of the most horrid parts of this spell, and all the others in this branch of Conjuration, is that if the corpse is fresh when the spell is cast on it then the spirit of the corpse may not have fully detached and will experience everything that occurs to it at the hands of the caster. The willpower of the spirit to retain its independence leaves most corpses unable to be raised.
- Reanimate Corpse - Apprentice
Reanimate Corpse is a more powerful variant of the Raise Zombie and Raise Animal spells. It is used to raise the corpses of larger animals and more powerfully willed mortals. Most of the restrictions in place with the Raise Zombie spell count for this spell too, including the temporariness of the spell. It does however last longer than the Raise Zombie spell and also maintains the corpse’s skills with weaponry and magic too.
- Revenant - Adept
The Revenant spell is yet a more powerful variant of the Reanimate Corpse spell. This spell is quite useful for the conjurer as it makes the corpse reanimate for far longer than the previous spells and also works on all but the most will powered individuals. Although the temporary effect is still in place.
- Dread Zombie - Expert
Dread Zombie is a spell that expends much of the Mage's Magicka to fill the corpse of a large animal or a powerful Mortal to reanimate it. Very few corpses can withstand the power of this spell, with only creatures the size of Mammoths and Humanoids the size of Giants or with the willpower of an experienced Master Mage unable to be reanimated by it. The spell reanimates the corpses for the longest time of all the previous spells in its branch.
- Dead Thrall - Master
The spell Dead Thrall is a massively draining spell for a Conjuration Mage. This spell will leave a Master Conjuration Mage bed-ridden for days and it takes a truly powerful Master to maintain the energy to stand after casting this spell. This spell reaches into Aetherius and plucks the spirit belonging to the corpse out of the planes and completely binds it to the caster. They may be intelligent, but they no longer have knowledge of their former self or even the ability to communicate very well. They will, however, follow the instructions of the caster to the letter and willingly sacrifice their body for the life of the caster. You may think this spell is the key to surviving death, but it is not. It is not. Although the corpse is there and the spirit is there too, the spirit is bound without its will, the bridge between the spirit and the body is no longer natural. They no longer think as they used to, see as they used to and care about nothing they used to. They merely exist to serve and die again. A horrible existence to be forced into after the spirit has already endured death once.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:42:53 GMT -5
Restoration The School of Restoration is otherwise known as the Magical School of the Body. This School usually focuses on the curing of ailments, the restoration of wounds and the resistance to certain ailments. However a little known side of this Magical School is that many spells that affect the condition of the body directly will fall into it, including spells that poison a target and even spells that absorb the energies of someones body back into the caster. {Restoration Spells:} - Absorption
The Absorb branch of Restoration spells caters in absorbing the natural energies of a targets body. They tend to utilize Magicka into reaching into the target and returning to the caster with life force and energy which the caster will then absorb into their own. The more experienced practitioners of this spell can even use Magicka to temporarily steal the knowledge a person has gained about certain skills, such as sword-fighting, or directly steal muscular energy to augment their natural attributes, like their strength.
- Absorb Stamina - Novice
The Absorb Stamina spell is the Absorption spell which manipulates the caster's Magicka into draining the enemy of muscular energy, in effect fatiguing them. This energy is then granted to the caster, rejuvenating their body with the stolen energy. This spell is quite simple to cast, cheap with Magicka and effective. A brilliant offensive Restoration spell for novices.
- Absorb Health - Adept
Absorb Health is a spell that manipulates the caster's Magicka into assaulting the opponent's body. The Magicka will act to drain the life force itself from the body, the energy that keeps the skin and organs intact. This spell effectively damages the opponent's body, creating wounds wherever it is cast, then uses the life force to heal the caster's own wounds. Pulling this spell off requires quite a lot of Magicka, making it an Adept-level spell.
- Absorb Skill - Adept
The Absorb Skill spell is a remarkable Absorption spell that manipulates the caster's Magicka into stealing the very memories of the opponent. This spell saps the target's memories of the chosen skill, effectively temporarily reducing the target's ability while simultaneously increasing the caster's own. Directing this spell in such a manner expends quite a lot of Magicka, making it an Adept-level spell.
- Absorb Attribute - Expert
The Absorb Attribute spells are the most advanced spells in the Absorption branch of Restoration. They require focus and extensive Magicka reserves to leech the energy out of certain organs, muscles or even the mind and grant this stolen energy to the caster's own. This will allow a Restoration Mage to, for example, sap the strength out of a foe and temporarily bulk up their own.
- Curing
The Curing branch of Restoration is the one most commonly applied throughout daily temple life. This branch focuses on manipulating the caster's Magicka to seek out the impurities in a body, such as poisons, diseases and magical afflictions. The Magicka will then attempt to destroy the impurities or purge the body of magical afflictions, at the cost of the caster's Magicka reserves.
- Cure Poison - Novice - Adept
The first spell Restoration Mages learn in the Curing branch is the spell of Cure Poison. This spell is relatively cheap to cast, using a small portion of the caster's Magicka reserves to purge a body of the poison. Of course some naturally occurring poisons are more deadly, requiring more Magicka to purge and some artificial poisons will be designed to require a lot more Magicka to cure, or even rarely incurable by Magical means.
- Cure Common Disease - Apprentice
The Cure Common Disease spell is a vaguely named spell which can cure almost any commonly encountered diseases, such as Attaxia or Swamp Fever. The caster's Magicka will enter into the body of the carrier, tracking down the disease and eliminating it from the system. Overall this spell is quite cheap to cast, but requires more Magicka and patience than a Novice Mage can afford.
- Cure Curse - Adept
Cure Curse is a seldom used spell in the Curing branch of Restoration. Few curses are cast these days, as they require a Mysticism-trained Mage to produced. However in the unlikely event you find yourself cursed, a Restoration Mage may know how to cure the curse with this spell. The spell requires quite a lot of Magicka and concentration as the Magicka needs to find the often-hidden magical ailment in the body and purge it.
- Cure Disease - Adept
The Cure Disease spell is the more powerful version of the Cure Common Disease spell. This spell will cure all but the most rare of diseases, as the large Magicka requirement of this spell overwhelms any diseases present in the body, even the common diseases. This powerful spell requires the Magicka pool and talents of an Adept-level Mage to cast.
- Cure Paralyzation - Adept
Cure Paralyzation isn't a cure for those disabled. No, cure Paralyzation is merely available to cure toxins, diseases or magical afflictions that result in the Paralyzation of the target. This spell requires quite a lot of Magicka, as it needs to purge every muscle in the body alongside the nervous system. However an upside to this Adept-level spell is that the casting can be done purely mentally if the target is the caster themselves, allowing a paralyzed Restoration Mage to break free of their ailment.
- Cure Mind Altering Effect - Expert
It requires a lot of Magicka to cast the Cure Mind Altering Effect spell. This spell floods the target's mind with Magicka, breaking it of all but the strongest or rarest Magical afflictions of the mind. This spell is seldom used, but is a necessary counter against Illusion Mages and Thaumaturgists.
- Cure Blight Disease - Expert/Ancient
During the reign of the Septim Empire, specifically the final Emperor Uriel Septim VII, terrible diseases would ravage the Dunmer population of Vvardenfall. These Blight Diseases were deemed incurable by most, like the Corprus Disease was, however powerful Restoration Mages under the Tribunal Temple discovered a spell that would cure these magical diseases. Few remember this spell now, due to the lack of Blight Diseases, but if they ever came back and you are a resident of Morrowind it would always be nice to know someone who did know this spell.
- Fear Undead
The Fear Undead branch of Restoration is a branch often used by Priestly orders such as the Vigilants of Stendarr or the Priests of Arkay. These spells instill a magical fear into the Undead it is cast upon, causing them to flee in fear of utter destruction or at worst falter in their assault.
- Turn Lesser Undead - Novice
The first Fear Undead spell is Turn Lesser Undead, which costs very little Magicka and is quite simple to cast. However this spell only works on causing lesser Undead constructs such as Skeletal Minions or Ancestral Ghosts to flee in fear of the caster. Slightly more powerful Undead may falter in their attack, presenting an opening for the caster.
- Repel Lesser Undead - Apprentice
Repel Lesser Undead is a more powerful version of Turn Lesser Undead, which will instill the urge to flee into slightly more powerful Undead such as Ghosts and Zombies along with the lesser minions. Overall this spell isn't that costly for a Mage, but will drain a Novice-level Mage too much for it to be considered at that level.
- Turn Undead - Adept
Turn Undead is where the Fear Undead spells begin to become a lot more powerful. This spell will instill fear in weaker sufferers of Vampiric Diseases, Shambles and even Ashspawn. This spell can get quite costly, making it an Adept-level Restoration Spell.
- Repel Undead - Expert
Repel Undead is one of the final stages in the Turn/Repel Undead part of the Fear Undead branch. This spell will cause all but the hardiest of Undead to flee, and falter the hardiest. This spell can cause fear in Bonelords, Skeletal Heroes and Gloom Wraiths. However the cost of this spell is quite large, requiring an Expert grasp of the School.
- Circle of Protection - Expert
The Circle of Protection is a Fear Undead spell that creates a circle of Magicka on the ground which if an Undead comes into contact with it, they will flee in fear. This spell works on almost all the Undead types, bar the most powerful ones such as Liches and Vampire Lords. The cost of this spell is phenomenal, even for Expert Restoration Mages, and it can only be cast a limited number of times and usually to support a group against an Undead horde.
- Guardian Circle - Master
The Guardian Circle spell is the most powerful Fear Undead spell known to me. The spell creates a similar circle of Magicka as the Circle of Protection spell. However this Master-level spell will send almost every Undead being running in fear. A greater side effect of this spell is that it also lights the Undead with a holy fire, burning them as they flee and often killing him too, as well as it heals the Mage and their allies' minor wounds for as long as they stand in it. The cost of this spell is truly immense and the spell must be charged before use, resulting in a powerful Master-level spell.
- Fortification
The Fortification branch of the School of Restoration is a branch of Magic that manipulates the Magicka of the caster into temporarily increasing the energy stored within a section of the target's body.
- Fortify Stamina - Novice
The Fortify Stamina spell is a quite simple Restoration spell that does two things simultaneously to increase the level of Stamina the target has. This spell will decrease the muscle's level of fatigue from each action it performs while at the same time converting the Magicka directly into energy for the muscle. Thus, temporarily fortifying the muscular energy reserves of the body.
- Fortify Health - Apprentice
Fortify Health is a spell in the Fortification branch of Restoration that manipulates the Magicka of the caster to bind the skin of the target more tightly. This spell will effectively reduce the level of damage the target will take from any attack.
- Fortify Magicka - Apprentice
The Fortify Magicka spell temporarily utilizes the Mage's Magicka into increasing the Magicka reserves of the target. This spell is invaluable to many Mages as it will give them a greater pool of Magicka to utilize in casting spells.
- Fortify Skill - Adept
The Fortify Skill spells of the Fortification branch uses the Mage's Magicka to provide more of the energy required by select organs, muscles or even mental facilities. The chosen point of the target depends upon the skill the spell is aiming to fortify, for example honing the eyesight of an Archer. This pinpoint Magic is always hard to perform, requiring more Magicka and focus to hone the spell.
- Fortify Attribute - Expert
The Fortify Attribute spells are similar in many ways to the Fortify Skill spells, however they will provide a greater level of energy to a greater area of the body dependent on the natural Attribute the caster wishes to fortify. The cost of this spell is quite impressive, but the result could well be a greater aptitude for Magical abilities or natural Strength if the Mage can manage this spell.
- Healing
The Healing branch of Restoration is the branch most commonly associated with practitioners of the School of Restoration. It is the branch that manipulates Magicka into binding wounds, fixing broken bones and repairing damage that the target has endured.
- Heal - Novice
The Heal spell is one of the easiest to cast spells in the Healing branch of Restoration. This spell is cheap because it only works on the caster. But the spell must be constantly channeled for it to work, as the Magicka involved will slowly heal the wounds of the body. This spell will not work for major wounds or broken limbs, merely aid in the natural healing process of these wounds.
- Fast Healing - Apprentice
Fast Healing is the quick-cast version of the Heal spell. It requires no continuous casting but does require more Magicka to cast than the Heal spell does. Again the same limitations as the Heal spell are in effect, the only difference with this spell is that the wounds it can heal will heal faster. Overcasting of this spell will exhaust an Apprentice Mage quite quickly.
- Healing Hands - Apprentice
The Healing Hands spell is very similar to Fast Healing in effect, but it can be cast upon a target other than the caster. This is the spell used most often in chapels or infirmaries, where the injured come to seek healing for wounds or broken bones. This spell will not instantly heal broken limbs or major wounds but it will go a long way to aiding in the natural restoration process.
- Necromantic Healing - Apprentice
Necromantic Healing is a rarely used variety of Healing Magic. While the rest of the Healing Branch of Restoration spell may not be cast upon Undead constructs or beings, Necromantic Healing will manipulate the Magicka of the caster in such a manner that it will bind dead flesh back together again.
- Close Wounds - Adept
The Close Wounds spell is a more powerful version of the Fast Healing spell. This spell costs quite a lot of Magicka to cast, making it an expensive spell seldom used by even the Adept Mages. This Magicka used in this spell is of a sufficient quantity to close most major wounds sustained through battle, but will struggle to heal the largest of them and merely aid in the natural healing process of repairing broken limbs.
- Heal Other - Adept
Heal Other is a powerful version of the Healing Hands spell. It costs slightly more Magicka to cast than the Close Wounds spell and will perform roughly the same as said spell. The downside is that to cast this spell upon another requires more concentration and Magicka, making it hard to cast during the heat of combat lest you make the wound more severe.
- Heal Undead - Adept
Heal Undead is the Necromantic version of the Heal Other spell. Again it will perform in a similar manner, repairing major wounds and aiding in bone repair, but the Magicka is manipulated in a certain way as to allow it to repair dead flesh to the state it was beforehand. Like the Heal Other spell, this spell requires concentration and is quite hard to cast during combat without risking tearing the flesh apart.
- Grand Healing - Expert
The Grand Healing spell is the ultimate in combat-ready healing spells. This spell requires concentration to cast and a massive sum of Magicka, but if the caster is an experienced Expert-level Mage or a Master of the School of Restoration then this spell should be cast-able in combat. The spell works by releasing the caster's Magicka from the body, where it will seek out wounds on allies close by and the caster themselves. This spell will only heal less severe major wounds in combat, but if cast when the caster can concentrate more (such as outside of battle) and has more Magicka to expend then this spell can heal almost all major wounds and even repair broken limbs but it will exhaust the casting Mage.
- Poisonous
As Restoration is the Magical School of the Body, Restoration Mages have developed a branch where they may utilize Magicka to poison their target. This poison can be applied in a number of ways, many quite Magicka intensive.
- Poison - Novice - Adept
The first spell in the Poisonous branch of Restoration is the Poison spell itself. This spell will flood the body of the target with Magicka that has been manipulated to be poisonous to the body. This poison is quick to act, causing pains as it burns through the circulation system. Like all Poison effects this can be cured through Poison removing potions or spells. Generally this spell is quite cheap to cast, but more damaging variants exist that require far more Magicka to cast.
- Poison Rune - Adept
Poison Rune is a spell in the Poisonous branch of Restoration that will inscribe a Magical rune onto the surface of the Mage's choice. This rune has been infused with enough Magicka to sustain its presence for quite a long time. When triggered by a passing individual that hasn't been marked by the Mage, the Magicka contained within will then explode in a spray of poisonous gases that once inhaled will afflict the victim with a a similar effect to the Poison spell.
- Toxic Cloud - Adept
Toxic Cloud is a spell in the Poisonous branch of Restoration where the caster surrounds themselves in a poisonous cloud of gases, with an effect very similar to the 'Cloak' spells of the School of Destruction. Anyone who attempts to cut through the cloud will find themselves breathing in the toxic gases, becoming afflicted with a fast-acting poison that burns with a crippling intensity. This spell is quite Magicka intensive as the caster needs to upkeep this Magicka field.
- Acidic Field - Expert
Acidic Field is a spell that works as the Poisonous branch's version of the School of Destruction 'Wall' spells. This spell will spray the targeted surface of the caster in a Magicka residue which quickly expands in acidic plumes up into the air. Anyone who comes into contact with this spell will find their armour corroding, their skin burning between the cracks of their armour and a burning sensation to their breathing. A horrible spell really, but one of the most destructive Restoration spells I know. It costs quite a lot of Magicka to generate this spell, requiring an Expert hand in casting it.
- Resist
The Resisting branch of Restoration allows for the caster to provide a Magical boost to the target's resistances against certain types of damage, Magical effects or even diseases. This makes the Resisting spells the polar opposite of the 'Weakening' branch of the School of Destruction.
- Resist Common Diseases - Novice
The first of the Resist spells is often utilized by Restoration Mages that run an infirmary, this is the Resist Common Diseases spell. This spell will augment the target's resistances against Common Diseases like Rock Joint. Often this spell is used by Restoration Mages who regularly come into contact with those who may carry diseases or on individuals under their care that are vulnerable to death by diseases. This spell is quite simple to cast and cheap, too. A brilliant Novice-level Restoration spell.
- Resist Fire - Apprentice
The Resist Fire spell is where the Restoration Mage manipulates their Magicka into bonding with the target's skin. The subject of this spell will find their skin less susceptible to heat, including burns from the School of Destruction Fire branch.
- Resist Frost - Apprentice
The Resist Frost spell is cast much like the Resist Fire spell, only the Magicka that bones with the target's flesh will make their skin less affected by cold weather and the Frost branch of the School of Destruction.
- Resist Poison - Apprentice
Resist Poison is a spell where the Restoration Mage will augment the body's natural immunity to poison effects to completely ignore lesser poisons or receive less damaging effects from greater poisons. This spell doesn't require a lot of Magicka to cast, but more than a Novice Restoration Mage could handle.
- Resist Shock - Apprentice
The Resist Shock spell works similarly to the other elemental resistance spells. This spell will instead infuse the caster's body with shock-absorbing Magicka, that will reduce the level of damage done to the internal organs and lessen the burns received from Shock spells in the School of Destruction.
- Resist Blight Disease - Adept/Ancient
As with the spell Cure Blight Disease, the Restoration Mages of the Tribunal Temple in Morrowind had developed a Resist Blight Disease spell for the deadly Blight Diseases of Vvardenfell. However this spell has become rather redundant with the apparent extinction of Blight Diseases. Still, some Dunmer Mages refuse to accept the Blight Diseases will never return and this spell can be learned from one of those practitioners.
- Resist Curses - Adept
A rarely used spell is the Resist Curses spell, where the Restoration Mage infuses the target with Magicka that will attempt to stop any spells under the Curses branch of Mysticism. This spell is enough to resist the effects of the lower-level curses and enough to lessen the effects of the higher-level curses.
- Resist Paralysis - Adept
The spell Resist Paralysis is a seldom used spell that infuses the target's muscles and nervous system with Magicka that will shield these sections of the body against Paralysis. This spell will completely counteract any lower-level Paralysis effects such as the ones used in poisons or venom, but it will fail against the higher-level Paralysis spells employed by Experts of Illusion.
- Resist Corprus Disease - Expert/Ancient
At the advent of the Corprus Disease's hold on Vvardenfell in Morrowind, the Tribunal Temple developed a Resist Corprus Disease spell that cost more Magicka than it was worth to cast. Thus the spell was cast upon Ordinators that were to go across the Ghost Fence into lands held by Corprus sufferers, to hopefully prevent them from acquiring Corprus. Sometimes, even this spell failed. Thankfully the Corprus Disease seems to have disappeared along with half of Red Mountain during the Red Year, but some old members of the Tribunal Priest Caste remember this spell, and keep it safe in case the Corprus Disease was to ever return.
- Resist Magicka - Expert
The spell Resist Magicka infuses the target of the caster with Magicka that will act as an extra damage-reducing barrier against most types of Magical damage, including raw Magicka, the Elemental branches of the School of Destruction, Curses and offensive Alteration or Restoration spells. Effectively this spell will reduce the bodily damage one would normally take from spells cast by a Mage, but it will not alter the Mind Altering Effects of Alteration or Thaumaturgy. The Magicka cost of this spell is quite massive, making it an Expert-level spell.
- Resist Mind Altering Effects - Expert
To counter the lack of resistance granted to the mind with the Resist Magicka spell, the Resist Mind Altering Effects spell was created to guard the mind against the Mind Altering Effects of the various Schools of Magic, especially the School of Illusion. This spell will encase the target's mind with a layer of defensive Magicka, this Magicka will attempt to halt all the spells that may alter the mind or attempt to gain access to it. Generally it will work, but against Expert or Master-level spells it will fail to even slow them down. This spell still grants Restoration Mages and their allies exceptional defense against your standard Illusion Mage, at a hefty Magicka cost of course.
- Restore Energy
The Restore Energy branch of Restoration does exactly as is described in the name, converting Magicka into bodily energy in order to increase the body's energy reserves or repair damage done to muscles or organs through the 'Damage' and 'Drain' branches of Destruction or the 'Absorption' branch of Restoration.
- Restore Stamina - Novice
Restore Stamina is a simple enough spell to cast for Restoration Mages, converting their Magicka pools into muscular energy that will infuse the target with enough energy to stave off muscular fatigue for quite awhile. The level of energy transferred depends on how much Magicka the Restoration Mage is willing to transfer, with Master Restoration Mages able to provide more energy than Novice Mages without tiring themselves out.
- Restore Skill - Apprentice
The Restore Skill spells works in a similar way to the Restore Stamina spell, but it will restore energy drained from certain organs, muscles or parts of the mind that have been particularly damaged by the 'Absorption', 'Damage' and 'Drain' branches of Restoration and Destruction. Whereas these sections would recover normally with enough rest, this spell will repair the effects of these spells in a much shorter time frame and at little cost to the Mage.
- Restore Attribute - Adept
The Restore Attribute spells again works in a similar way to the other Restore Energy spells. These spells will restore the energy stolen or destroyed through Magical means in the muscles, organs or portions of the mind that govern any of the natural Attributes of the body, such as Strength, Agility and Intelligence that would normally restore itself over days. This spell requires more focus to cast than the Restore Skill spell, making it an Adept-level spell.
- Sun Damage
The branch of Sun Damage is a rarely know branch of Restoration taught by militaristic priestly orders such as the Vigilants of Stendarr, or by Undead-hunting groups like the Dawnguard. Some of these spells will damage living bodies in a similar manner to the 'Flame' branch of the School of Destruction but all are even more damaging to Undead targets such as Skeletal constructs and Vampires.
- Sun Fire - Apprentice
Sun Fire is an Apprentice-level Sun Damage spell that launches an explosive ball of Magicka at the target. When the projectile hits the target, it will explode with an intense light that will burn any living flesh it touches and alight Undead flesh, burning at the Magicka binding the dead flesh together.
- Vampire's Bane - Adept
The Vampire's Bane spell is an Adept-level spell that violently releases the caster's Magicka in an explosion of light around the caster. This explosion will alight all Undead targets within fifteen feet of the caster. Vampire's Bane is a spell that does no damage to live targets that find themselves in its path, instead burning through Undead flesh and taking away the Magicka binding it together.
- Stendarr's Aura - Adept
Stendarr's Aura is the Sun Damage equivalent to the 'Cloak' spells of the School of Destruction. This spell will surround the caster in a Magicka residue that burns living flesh if it touches, similar to the 'Flame Cloak' spell, but will ignite Undead flesh on fire and deal extra damage to it by tearing at the Magicka keeping it moving. This spell costs quite a lot of Magicka to cast, due to the upkeep required to keep the Aura present.
- Bane of the Undead - Master
The Bane of the Undead is one of the strongest spells in the Sun Damage branch of Restoration. This spell requires a tremendous amount of Magicka to cast but against hordes of Undead, it is the most effective spell I know. This spell releases a vast amount of the caster's Magicka in a brilliantly stunning explosion of light similar to the Vampire's Bane spell. Any Undead within the eighty foot range of this spell will be set alight, taking a large amount of damage that is often enough to completely undo the bindings on lower Undead and eventually undo the bindings on more powerful undead too. The spell also works like a Fear Undead spell, causing even the greatest Undead enemies to flee in fear as their body burns.
- Godly Fire - Master/Ancient
There is one more spell in the Sun Damage branch of Restoration that I know of which is more powerful than Bane of the Undead. This spell is Godly Fire. It is an Ancient spell, remembered by only a few and was said to be gifted by a God themselves. This spell is said to work in similar manner to Bane of the Undead, but instead the explosion is violent and even more massive, with the Magicka expelled by this spell not only burning Undead but alighting living flesh as well. The Magicka required for this spell was said truly immense, even killing some less experienced Master Restoration Mages. Possibly why it has fallen out of the collective knowledge of the School of Restoration.
- Wards
The final branch of the School of Restoration is the most useful against enemy Mages, the Wards branch. This branch is the one often taken by practitioners of the other Schools of Magic, due to its nature of completely blocking Magicka assaults by other Mages. Generally the Wards can be maintained at the expense of a lot of Magicka, but those experienced with the Wards branch of Restoration and those that have a quick reaction time can cast a Ward spell just before the enemy casts their spell, negating the hostile spell, then lower the Ward to reduce Magicka wasted in holding a Ward for too long.
- Lesser Ward - Novice
The Lesser Ward spell is the lowest-level Wards spell available. The Mage expels Magicka from their outstretched palm, created a Magicka shield in front of them that will negate any spells that hit it until the Ward is damaged to the extent that it shatters, making it exceptional against enemy Mages. This spell must be constantly maintained by the Mage, making it a constant drain on their Magicka reserves.
- Steadfast Ward - Apprentice
The Steadfast Ward spell is the more powerful version of the Lesser Ward spell. This spell costs more Magicka to cast, but it will hold longer against Magical assaults. Like the Lesser Ward spell it must be constantly maintained, making it a constant drain on the Magicka reserves of the Mage until the casting is halted or the Ward is broken through damage.
- Greater Ward - Adept
The most powerful Ward in a Mage's arsenal is the Greater Ward. This spell will drain the Mage of quite a lot of Magicka, but it will defend them from all the Magical assaults cast upon it until the Ward is broken and it takes a lot of damage to break this Ward. Like the other Ward spells, the Greater Ward must be maintained and it will constantly drain the Mage's Magicka.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:51:52 GMT -5
Mysticism The School of Mysticism is the Magical School of True Awareness. This School is one of the hardest to explain to those untrained in the arts of Mysticism, even I myself struggle to explain how these spells work and nobody truly knows the origins of these spells (that the Psijics refer to as the 'Old Ways') or the origins of this School. Generally this School focuses on the True Awareness of the Reality of our world, its constant changing patterns of energy and the chaos of the maelstrom of Life. A vague interpretation, I assure you, but the best I can offer. {Mysticism Spells:} - Magical Absorption
The Magical Absorption branch of Mysticism focuses on manipulating the Magicka of a Mage to steal the Magicka of a target or the Magicka that powers things like a spell, enchantments and resistances thus stealing it for the caster.
- Absorb Magicka - Apprentice
The Absorb Magicka spell manipulates the caster's Magicka into assaulting the opponent's own Magicka reserves. The opponent's Magicka that is released in this assault is added to the caster's own, increasing their Magicka reserves while lowering that of their opponent.
- Absorb Resistance - Apprentice
The Absorb Resistance spell is a spell that spends Magicka in stealing any Resist spells currently in effect on the target, such as Resist Fire or Resist Frost. This spell tears the Magicka powering the Resistance from the target before adding it to themselves. This spell is quite simple to cast but requires a bit more concentration than the Absorb Magicka spell.
- Absorb Fortification - Adept
Absorb Fortification is a spell that expends the caster's Magicka to infiltrate the target's body and steal the Magicka powering any Fortification spells that are active, such as Fortify Magicka or Fortify Health. This stolen Magicka will then be brought back to the caster, providing them with the Fortification that was on the target. This spell requires more Magicka to cast than the Absorb Resistance spell, due to the greater level of Magicka present in Fortification spells.
- Absorb Spell - Expert
When a Mage casts Absorb Spell the Magicka released will absorb all Magicka powering a spell cast at the target or any spells in effect on the target. This spell is relatively cheap to cast, due to the Magicka expended generally being returned with extra Magicka, but the casting requires concentration and experience that only Expert Mysticism Mages can handle. This spell could be used to counter an incoming projectile spell, or to absorb the Magicka powering hostile spells currently in effect on the caster or the Magicka powering Rune spells.
- Absorb Enchantment - Master/Ancient
I know of a rarely used spell in the Magical Absorption branch of Mysticism that used to be used to drain the Magicka in an Enchanted item, either gaining the Magicka as a resource or allowing the Mage the ability to convert the enchantment onto a different item. This spell has fallen out of the collective memory of Mysticism Mages since the later First Era, the reason for which I am not entirely sure. But the spell could have been quite catastrophic if used mid-battle against an opponent wielding enchanted weaponry.
- Curses
The Curses branch of Mysticism is seldom used throughout Tamriel simply because of the lack of well trained practitioners of the Mysticism arts. The spells in this branch expend the Mage's Magicka in order to infest the target with a long-lasting Magical ailment that can only be cured by the Cure Curse spell, the original caster of the curse, a Cure Curse potion or after an extended length of time where the curse has worn off. Curse can backfire, if the Mage isn't prepared with enough Magicka or the Mage isn't focusing on the spell he is casting. This backfire will instead afflict the caster with the curse instead of the target, in which case the caster can't cure the curse.
- Witch's Curse (place random Curse, usually Common Disease or Poison) - Novice
The first available curse for Mysticism users is known as the Witch's Curse, named after the folklore women that put curses on the victims of the story. This curse is very vague in its casting, it will generate the effect of one of the other Curses but usually in a more mild form. Typically this curse will be the Curse of Pestilence or the Curse of Poison, but it is possible for any other Curse to be cast. The vague nature of this spell means it doesn't require much Magicka to power, the reason for which it is open to Novices in the Mysticism arts.
- Curse of Pestilence - Apprentice
The Curse of Pestilence is a curse that infuses the target's body with Magicka that acts in a similar manner to a Common Disease. This disease is completely random, and could be any disease known to the caster and even exotic ones unknown to the caster. Either way the effect is long, until cured by the Cure Curse spell.
- Curse of Poison - Apprentice
The Curse of Poison is a curse that works in a similar manner to the Curse of Pestilence, only the Magicka will act in a similar manner to a Poison. The Poison effect is completely random, it could be a poison that cripples their muscles all the way to a poison that restricts the lungs.
- Bodily Curse - Adept
A Bodily Curse is a curse that works to destroy the body. This will either cause severe damage to the body of the target, like to the internal organs or to the skin, or it will sap the energy out of the target's body to fatigue them. As with all curses, the choice is random and the severity is also random.
- Memory Curse- Adept
The Memory Curse is a curse that will cause the target to forget what they have learned in relation to a randomly decided skill, such as one of the Magical Schools or their abilities with one-handed weaponry. The severity of the curse is random as is the skill affected, meaning you could accidentally damage a Restoration Mage's skill with Subterfuge.
- Mind Curse - Expert
The Mind Curse is a curse that causes damage to the target's mind, in such a way that it could cause a similar effect as the 'Fear' or 'Fury' branches of Illusion or damage the target's ability to use Magicka or their Magicka reserves. This is one of the more dangerous curses and that can be seen by the Magicka cost, making it an Expert-level spell.
- Attribute Curse (random Damage Attribute Curse) - Master
The final curse I know of is the Attribute Curse, a Master-level curse that will damage a person’s organs, muscles or minds in a certain manner as to reduce one of their natural attributes. This effect is practically permanent, unless a Cure Curse spell is cast upon the sufferer.
- Detection
When one has True Awareness of the world around them they can cast a spell that will detect the subtle emanations of a body, Magicka or even object like a key to a chest. Everything in existence gives off something unique to it and the Detection branch of Mysticism works by allowing the caster to see the emanations of a type of individual or object.
- Detect Animal - Novice
The first and easiest to cast spell is the Detect Animal spell. This spell will alter the Mage's vision, highlighting animals in a cloud of purple mist that the Mage can see even through solid objects. This spell is impressive when used to aid in hunting as it can pick up a Rabbit inside a warren, a fish in a stream or a bear in a cave all far before the caster could have normally seen them.
- Detect Daedra - Apprentice
Another Detection spell is the Detect Daedra spell which performs in a similar manner as the Detect Animal spell. The Detect Daedra spell will pick up any Daedric entity on this plane or in Oblivion as long as the caster is within range of the spell's effects. Again this spell will allow the caster to spot Daedra through inanimate objects, even the walls of a room. Daedra are highlighted in a bright yellow aura.
- Detect Mortal - Apprentice
Detect Mortal is possibly the most useful spell in the Detection branch. This spell will highlight all the mortals of Nirn within range of the caster in a bright green mist. This spell allows for a Mage to spot other mortals through doors, walls and any other inanimate object making it brilliant for stealthy Mages.
- Detect Key - Apprentice
The Detect Key spell is the only Detection spell I have noted down which detects an object, simply due to how much use one can get out of this spell. This spell can help a Mage find a lost key to their door or chest, as any keys within a set radius of the caster will be highlighted in a red mist. This allows the Mage to find their lost key or allow unsavoury individuals to find keys that don't belong to them.
- Detect Enchantment - Adept
The Detect Enchantment spell is a Detection spell that will highlight any enchanted objects with a faint blue aura. An interest element of this spell is that if the Mage comes into physical contact with the item in question they will also be able to discern what the enchantment is and how powerful it is. Possibly due to the larger amount of Magicka required to cast this spell.
- Detect Life - Adept
Detect Life is a spell that combines the effects of the Detect Animal, Detect Mortal and Detect Daedra spells into one. Animals will appear purple, Mortals will appear green and Daedra will appear yellow. The cost of this spell is much larger than any of these three, but the cost of the spell is still cheaper than casting all three at once.
- Detect Undead - Expert
Even Undead emanate a traceable substance. The Detect Undead spell expends a vast amount of Magicka into altering the caster's eyes to detect this small trace. This trace can be seen as a white aura around the Undead. In a crypt, the spell will be able to spot the difference between the dead bodies and those that are in a state of Undeath. A useful spell for Priests of Arkay.
- Dispelling
The Dispelling branch of the School of Mysticism allows for the Mage to dispel the Magicka used in a target's spells such as Resistance and Fortification. These spells may seem like they don't offer much compared to the 'Magical Absorption' branch of Mysticism, but they are far cheaper to cast compared to their Absorption alternatives.
- Dispel Resistance - Novice - Adept
Dispel Resistance will flood the target's body with Magicka that will tear away any Resist spells in effect. This is quite a cheap spell to cast, minimal Magicka is required to clear a target of its resistances. Higher level Resist spells will require more Magicka however.
- Dispel Fortification - Apprentice - Expert
Dispel Fortification is a spell that flood the target's body with Magicka in a similar manner as the Dispel Resistance spell. However this spell will focus on clearing any Fortification spell from the target, generally weakening them. Again, higher level Fortification spells will require more Magicka to dispel.
- Dispel Enchantment - Expert - Master
Dispel Enchantment is a rarer and more costly spell in the Dispelling branch of Mysticism. This spell will strip the Magicka from an inanimate object, effectively tearing an enchantment away from an item. More powerful enchantments are harder to dispel and some are interwoven so greatly with the item through age or enchanting talents that they are simply not dispel-able.
- Null Magicka - Master/Ancient
There exists a spell seldom known by Mages that mixes all three of the Dispelling spells above plus a few extra effects. This spell is known as Null Magicka and it was a Master-level spell that is merely an Ancient footnote now. This spell would dispel all essence of Magicka within a massive radius of the caster, including the Magicka found naturally in the air, ground and even the minds of any individuals caught in this spell. It would cause people to collapse, fatigued from their missing Magicka, even the caster would feel fatigues, having expended much of their Magicka in casting this spell.
- Foretelling
The Foretelling branch of Mysticism is an Ancient branch of the School with only one spell remembered by the majority of Mysticism Mages, Clairvoyance. The other spells in this branch are known by only a few individuals or selective orders that maintain the right to withhold these spells from others.
- Clairvoyance - Novice
Clairvoyance is the Foretelling spell widely known by Mysticism Mages. This spell will lead the caster to the destination of their goal, which is determined by the thought held in the mind of the caster during the casting process. This spell clearly requires focus while casting and the spell has certain limitations, it can only be used to track down known individuals or objects and only then will it vaguely point you in the direction or give you a 'gut-feeling' of where it is, leading many Mages to merely count this spell as useless.
- Prophetic Vision - Adept/Ancient
True Foretelling has been forgotten to the ages. Some groups maintain a practice of Prophetic Visions, through many different rites including rituals and potions or through a natural born gift. There once existed a spell that would imbue the caster with a Prophetic Vision about the focus point of their thoughts during casting. A Mysticism Mage could receive a vision of the future of an item, an individual or even a city or a nation. However this practice has long since been forgotten by all but the most secretive of individuals and organizations.
- Interpret Elder Scroll - Master/Ancient
Another method of Foretelling is through utilizing Elder Scrolls, divine gifts from the time-before that create a sense of linearity from the jumble of time. However this linearity isn't known to Mortals and it takes a Master Mysticism Mage to merely interpret a Prophecy from an Elder Scroll, one that may not come true but is almost correct in its assumptions. The Interpret Elder Scrolls spell is still used today, by the Monks of the Ancestor Moth organization and a few individuals throughout the world. However this spell holds a terrible side effect, as one uses this spell their readings become clearer but at the cost of their eyesight, eventually rendering the caster completely blind.
- Reflection
The Reflection branch of Mysticism manipulates a caster's Magicka to reflect an incoming projectile back at the target. This works by using the Magicka to bend the air around the projectile to turn it around to where it was fired from. Experts in this branch can even bend melee assaults against them, turning a sword blow to the side where it can strike the swordsman.
- Reflect Arrows - Apprentice
The Reflect Arrows spell is the easiest of all the spells in the Reflection branch. It works as mentioned above, to redirect the arrow by using Magicka to alter to flow of the air. This spell requires a quick reaction time as the spell must be cast before the arrow hits its intended target. The arrow will then fly back to the shooters position, hopefully hitting them instead.
- Reflect Spell - Apprentice - Master
The spell Reflect Spells is a little harder to cast than the Reflect Arrows spell and the Magicka cost can be massive, creating a Master-level spell, depending on the spell the Mage is trying to reflect. Generally speaking, launched projectile spells are easier to redirect while on-touch or close range spells are more Magicka intensive to redirect and require a faster reaction time. Of course the more Magicka that is put into a spell, the more Magicka required to redirect it back at the caster.
- Reflect Bolts - Adept
The Reflect Bolts spell works along a similar line as the Reflect Arrows spell. However bolts are fired with more force than arrows, which allows them to pierce through armour easier. This extra force also means they require more Magicka to reflect back at the enemy, making this spell an Adept-level Mysticism spell.
- Reflect Physical Damage - Expert
Reflect Physical Damage is an Expert-level spell that requires an extremely fast reaction time, honed by years of using the Reflection spells. The Magicka cost is also quite intensive as it usually requires enough Magicka to shift much more weight and air than the previous spells in this branch. This spell will shift the air in the path of a melee weapon to cause it to slide from its original target and turn back towards the caster. Usually this results in the weapon sliding off the Mage like it would a rock, merely dancing to the side, but sometimes it will reflect in such a manner that the weapon actually hits a part of the melee opponent, usually their other arm.
- Telekinesis - Adept
Telekinesis is an Adept-level spell borrowed from the School of Thaumaturgy. Few know this fact and just assume it is a natural part of Mysticism and treat it as such but to the few who do know of this link, Telekinesis is often their first entry into Thaumaturgy and the point at which they begin to explore this Ancient School. This spell works by manipulating the caster's Magicka around an item of choice, allowing them to pick it up, turn it around and move it as if they had physical contact with it. Masters of this spell can move the objects around as if it was in their own hands, finely manipulating objects to the extent that they can turn a key in a lock or thread a needle.
- Soul Trapping
Soul Trapping is a vile branch of Mysticism that will sever the soul from a dying body and trap it in a container for use at a later date in bartering with the Ideal Masters of the Soul Cairn or converting into raw Magicka. I hate the usage of this spell as I personally find it completely unnatural to trap a living Soul as if it was a fish in a net.
- Lesser Soul Trap - Novice
Lesser Soul Trap is a spell used by Novice Mysticism Mages to trap the souls of lesser creatures such as lower beasts or Undead constructs. This spell will flood the target with a lingering Magicka that will only activate once the target dies, capturing the soul and ensnaring it in one of the empty soul gems in the caster's possession.
- Soul Trap - Adept
Soul Trap is the greater version of the Lesser Soul Trap that will trap all but the greatest souls in an empty Soul Gem held by the caster. This spell will work on most creatures, some Humanoids, Undead constructs an even Daedra although it will fail to work on any Man, Mer, Betmeri and many Humanoids.
- Black Soul Trap - Expert
Black Soul Trap is the vilest of all the Soul Traps. This spell will sever the soul of any dying individual, including the Men, Mer, Betmeri and Humanoids that the previous version of this spell couldn't. This spell is dark, it is inhuman and requires black soul gems to hold the powerful souls of the mortal races. These soul gems are the result of nefarious deals with the Ideal Masters, a group of powerful beings from the Plane of Oblivion known as the Soul Cairn. The usage of this spell has been outlawed by many regions, including the Cyrodiilic Empire and the Aldmeri Dominion.
- Mass Soul Siphon - Master/Ancient
There exists one more spell that is darker and far more evil than the Black Soul Trap. It is known as the Mass Soul Siphon and its usage has been seemingly outlawed since its invention during the Merethic Era. I learned of this spell in the tomb of the Ayleid Warlord El-Ada-Naga, the God of Death, during my adventuring days. I was part of an expedition into this ruin, back when I was starting my scholarly career. Writings of this spell were strewn about the place, our Ayleidoon linguist told us the stories of this individuals deeds. He was a Necromancer the likes of which haven't been seen on Tamriel since. This spell would release the caster's Magicka in enormous amount, tearing the souls from anybody within distance and instantly killing them. Since then few have known this spell but those who do will find a promising understudy to pass this spell on before their death, ensuring it remains a smear on the School of Mysticism forever.
|
|
ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
|
Post by ThreeDawg on Jul 27, 2013 6:57:23 GMT -5
Thaumaturgy The School of Thaumaturgy is a seldom known school otherwise known as the Magical School of Reality Manipulation. This title refers to the fact that a Thaumaturgist often bends the laws of Nirn, of our reality, to achieve the goal of their spells. Few know of this School due to how ancient it is. Very few practitioners remain and the spells within it are often associated with other Schools of Magic, instead of Thaumaturgy that they truly belong to. An example of this is Telekinesis, a spell used by Mysticism Mages that actually belongs in the Thaumaturgy branch of Object Manipulation. {Thaumaturgy Spells:} - Form Manipulation
The first branch of the School of Thaumaturgy is the branch of Form Manipulation. In this branch the caster manipulates the very reality of their existence, making themselves not-here-not-there. Their body becomes partially visible, partially touchable, like that of a Ghost.
- Etherealness - Apprentice - Master
Etherealness is the first of these Form Manipulation spells. Less experienced Thaumaturgists can only partially make themselves Ethereal for a slight cost of Magicka but as the experience of the caster and the amount of Magicka put into the spell increases, up to a Master-level spell, the caster can increase the magnitude of their etherealness to the point where they cannot be touched but they can still interact with their environment, however enchanted objects can still touch the caster.
- Ghost Form - Adept
The spell Ghost Form is a method that completely makes the caster Ethereal, untouchable and yet still slightly visible. This spell costs quite a bit to cast, an Adept-level spell from the go. However the downside to this spell is that although the caster is Ethereal they are completely unable to interact with their environment. This does allow the caster to pass through objects, even walls, unless the object is enchanted.
- Extreme Mass Manipulation
The branch of Extreme Mass Manipulation moves on from the School of Alteration's 'Mass Manipulation' spells. This branch of spells will allow the caster to manipulate their Magicka into making themselves far lighter, allowing for amazing feats unperformable by the average land-bound mortals.
- Jumping - Novice
The Jumping spell is the first of these Extreme Mass Manipulation spells. It works in a very similar way to the Apprentice-level Alteration spell ''Jump': It works to lower the mass of the caster or their allies, allowing them to expend little physical energy in jumping distances much further or higher than they normally could.' With the knowledge of Thaumaturgy this spell becomes even easier to cast, requiring much less Magicka.
- Levitation - Adept
Levitation is an advanced Extreme Mass Manipulation spell that has been banned by the Cyrodiilic Empire since mid-way through the Third Empire under the Levitation Act of 3E 421 and this act has also been adopted by the Aldmeri Dominion and Hammerfell. However practitioners of the Levitation spells still exist as it's rather hard to crackdown on the usage of this spell without the centralised Mages Guild of the Third Era. This spell will manipulate the mass of the target so that they can levitate to greater heights and over water. This spell requires a lot of Magicka to maintain it and if the Mage pushes their limits they may find themselves dropping. Fast.
- Flight - Master/Ancient
It used to be possible for Thaumaturgists to use an extensive amount of Magicka to allow their target to manipulate their mass to the point that they can fly freely for an extended period of time. This spell has been lost to history, due to the collapse of Thaumaturgy and the limitations of the Levitation Act.
- Extreme Pacification
Extreme Pacification is a branch that follows on from the 'Pacification' branch of School of Illusion. These spells are labelled 'Extreme' due to their altering of the persons mind in an extreme way.
- Quiet Undead - Adept
The Quiet Undead spell will alter the being of an Undead being or Construct, causing them to go into a temporary state of hibernation-like extreme pacification. This spell requires quite a bit of Magicka to cast, but it is guaranteed to put all but the strongest Undead into a hibernation-like state for hours.
- Sleep - Adept
The Sleep spell is the Extreme Pacification spell that manipulates the mind of a living being to cause them to fall into a deep sleep. This spell requires a lot of Magicka and isn't guaranteed to work on Mortals and especially strong willed beings.
- Gateway
The Gateway branch of Thaumaturgy is a rarely known branch of Magic that allows for the opening of gateways between different realms and between two points in a realm. These Gateways are semi-permanent, lasting until the caster runs out of Magicka or until any Magicka-containing reagent such as a Soul Gem or a Sigil Stone runs out of Magicka.
- Mundus Gate - Expert
The Mundus Gate is the most widely known spell in the Gateway branch. This spell will create a gateway back to Mundus or between two points of Mundus, allowing a mage to transition a group or a slow stream of Individuals between two locations. The most well known example of this spell is the Dunmeri Exodus out of Morrowind during the events of the Red Year, where Dunmer mages opened many of these gateways throughout Morrowind's cities to help them escape the devastation. The remnants of these gateways can still be seen throughout the countryside of Tamriel, shallow platforms of white stone topped with another stone carved out into an empty 'bowl' like shape which could fit a man lay flat inside it. This is where the gateways appeared, shimmering blue openings in the reality of Mundus that linked two points together.
- Oblivion Gate - Master
The Oblivion Gate spell creates a gateway from Mundus to a plane of Oblivion. The size of this gate varies on the Magicka amount used to tear the hole between the different planes. Large-scale gateways like the ones used by the Mythic Dawn cult during the Oblivion Crisis must be maintained through the usage of a powerful Daedric artefact called a Sigil Stone. Smaller gateways to Oblivion can be created by Master Mages, opening a temporary gateway to the Plane of Oblivion of their choosing.
- Planar Gate - Master/Ancient
A gateway between Mundus and a Plane of Aetherius can be created, history has proven it so. These gateways are incredibly hard to accomplish, due to the detached nature of Aetherius in relation to Mundus. Few Mages know of the method to produce one of these gateways and even less of them have access to the Magicka that can open and maintain one of these gateways.
- Mind Inspection
Mind Inspection is a branch of Thaumaturgy that allows the caster to infiltrate the mind of the target, resulting in a number of different situations dependant on the spell used. Methods exist to hide the mind from inspection, but few practice them due to the rarity of Thaumaturgists.
- Detect Intentions - Novice
The Detect Intentions spell will allow the Thaumaturgists to enter into the mind of the target and use their Magicka to detect the overall intentions of a target, be they truthful or lies. Methods exist to hide ones true intentions behind a veil, either through the spell Resist Mind Inspection or through intense training of one’s mind.
- Read Mind - Apprentice
The Read Mind spell works along the lines of the Detect Intentions spell but instead the information discerned from the mind will be whatever the target is currently thinking about, allowing the Mage to effectively see what spell the target will cast next or what move they will take in retaliation.
- Resist Mind Inspection - Apprentice
A spell known as Resist Mind Inspection exists that will veil the target's mind against all attempts to use the spells under the Mind Inspection branch of Thaumaturgy. This spell is guaranteed to work against Masters of this branch of Magic, but it will go a long way to trying.
- Influence Thoughts - Adept
A spell exists that will allow the caster to implant thoughts into the mind of the target that appear to the target to be their own. This spell is called Influence Thoughts and under several pieces of Imperial legislature it is completely illegal to do this. Possibly a contributing factor into the loss of the School of Thaumaturgy. This spell did expend a lot of Magicka in casting, so it couldn't be used often.
- Alter Memories - Expert
Alter Memories is also a spell, but the caster requires knowing the memory first before being able to alter it with Magicka. So usually the Read Memories spell must be cast first, identifying the memory you wish the edit before it can be altered. Few know of this spell, even fewer are able to cast it due to the lack of Expert-level Thaumaturgists still in existence.
- Read Memories - Expert
The Read Memories spell mentioned above in the Alter Memories spell is another high-costing Mind Inspection spell. This one allows the caster to read the memories of their target, remembering them as if they were their own memories. Again, few know of this spell or are able to cast it. To the relief of many a Mortal.
- Mind Link - Master
The most powerful Mind Inspection spell goes less along the lines of the previous spells and more along a manipulatory direction. The Mind Link spell will form a permanent (until removed) Magicka link between the mind of the caster and the target or between two targets. This link will allow the two individuals to share some thoughts, some images with each other, if they concentrate. A strongly embraced link will also allow the linked individuals to easily find each other. This spell requires a vast amount of Magic, very few people are capable of casting this spell.
- Object Manipulation
The branch of Object Manipulation is a branch that many Mages have mixed amongst the other Schools of Magic, most noticeably the School of Mysticism. This branch allows for manipulating the caster's Magicka around an object, allowing them to manipulate the object as if they were touching it.
- Open Door - Novice
A spell exists known as Open Door that allows the Mage to push a door open and even close the door at range. This spell is quite cheap to cast, but the downside is it can't manipulate locks to open them.
- Telekinesis - Apprentice
Thaumaturgy Telekinesis is exactly as described in the Mysticism section of this spell: 'This spell works by manipulating the caster's Magicka around an item of choice, allowing them to pick it up, turn it around and move it as if they had physical contact with it.' The one difference between the Thaumaturgy and Mysticism uses of this spell is that the Thaumaturgy version requires far less Magicka to cast, due to the knowledge of how to use it.
- Psychic Motion - Expert
Psychic Motion is a higher-level version of Telekinesis that allows for the manipulation of more than one object. This spell requires a lot of Magicka to cast, as the art of extending your Magicka to so many items at once is quite draining.
- Movement Mastery - Master/Ancient
A spell exist that would allow a Mage to manipulate all the objects within a room and much larger objects at that, such as tables or crates. This spell is called Movement Mastery and it expends massive amounts of Magicka to perform this feat and few Thaumaturgists existed to pass this spell down through the ages.
- Soul Manipulation
A branch of Magic once existed in the School of Thaumaturgy that allows the caster to manipulate the soul. Practitioners of this branch were rare even at the height of the School of Thaumaturgy. Now it is almost impossible to find someone who has a working knowledge of Soul Manipulation let alone a mastery of it.
- Soul Combination - Adept/Ancient
The lowest spell I know of this branch is called Soul Combination. This spell could combine different souls stored within items to create a more powerful one. For example the spell could be used on two Wolf souls to create a soul of roughly equivalent power to that of a Bear. The spell didn't require massive amounts of Magicka, but more than any mere Apprentice in the Thaumaturgy arts could utilise.
- Soul Tethering - Expert/Ancient
A more advanced spell in the Soul Manipulation branch is the Soul Tethering spell. This spell will effectively Soul Trap the target while they are alive, using Magicka to link the soul that has been placed inside an object with the still living body.. This will allow the holder of the object full control over the Soul Tethered person, due to the fear that if the object is destroyed by the holder the Soul Tethered individual would die or at worst, go insane.
- Soul Partition - Master/Ancient
Soul Partition is the final spell in the Soul Manipulation branch of Thaumaturgy. This spell requires a tremendous amount of Magicka to cast as the Magicka must tear the soul of a living being in half, placing this soul in a container called a Phylactery. This means that when the body dies, the Mage lives on. Their soul will return to their hidden Phylactery and eventually reform into a Magically generated form. This spell is what creates Liches, Undead of power that can only be destroyed by the destruction of their Phylactery. It takes a powerful Necromancer to discover rediscover this spell to achieve their goals, or to earn the trust of a Lich to learn it from them.
- Teleportation
The branch of Teleportation works along a similar method as the Gateways branch of Thaumaturgy. The art of Teleportation uses Magicka to tear a hole in the reality of Mundus, Oblivion or Aetherius to transport the caster to another location in one of those above Planes.
- Mark - Adept
The Mark spell is utilised alongside the Recall spell. This spell uses Magicka to mark a location for usage with the Recall spell. Most Mages can only support one Mark but experienced mages in the Teleportation branch can mark more than one location and choose between them when they cast Recall.
- Recall - Adept
The Recall spell will teleport the caster to the location of their Mark spell, usually a safe zone for the individual to retreat to. This spell takes quite a bit of Magic, with the Mage generally being exhausted after they cast this spell.
- Mundus Shift - Expert
Mundus Shift is the easiest to cast spell of the Shift teleportation. This spell requires a lot of Magicka to cast and it can be used to shift the position of the caster in relation to Mundus. This allows the caster to freely teleport to anywhere the caster wishes that they have visited before and can remember the location of.
- Oblivion Shift - Expert
Oblivion Shift works a lot like Mundus Shift, only it requires a lot more Magicka to cast. The caster also doesn't have to know where they are shifting to in the Planes of Oblivion, just the name of the Plane they wish to shift to. Some Planes are easier to shift to than others, but overall the act is highly dangerous due to the deadly nature of the Planes of Oblivion which could result in the caster teleporting straight into the waiting arms of a group of Dremora.
- Planar Shift - Master/Ancient
A small amount of powerful Mages have been able to shift themselves to a Plane of Aetherius using the spell Planar Shift. Few Mages have the Magicka at hand to use this spell, let alone use it again to return from their visit. Finding someone to teach you this Ancient spell would be a true accomplishment, training under them until you can utilise this spell would be a miracle.
- Tame - Apprentice - Master
The Tame spell is a spell that will alter the mind of an animal, creating an emotional bond between the animal that the spell is cast upon and the caster. The more powerful the creature you are attempting to tame, the more Magicka must be used to tame them. For example it would take a Master-level Mage to tame a Mammoth.
|
|