Magic (The Elder Scrolls Supplement)

Magic in The Elder Scrolls Supplement functions differently than normal D&D. Casting a spell is entirely dependant on your Magicka, limiting the rank and amount of magic you can cast on your current Magicka.

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Master Rank Spells take two free hands to cast.

Alteration

Novice

Candlelight (2 Magicka): creates a hovering light that follows the caster around for 60 seconds (10 rounds)

Equilibrium (X Hp): Converts your Hp into Magicka at a rate of 1Hp to 1 Magicka, you can die from this

Oakflesh (10 Magicka): the caster gains 2 Ac for 60 seconds (10 rounds)

Apprentice

Magelight (8 Magicka): creates a ball of light that sticks to a surface or hovers in place for 60 seconds (6 rounds)

Stoneflesh (20 Magicka): the caster gains 3 Ac for 60 seconds (10 rounds)

Adept

Ash Shell (5 Magicka per round): Targets one creature if it fails a () save it is immobilized for up to 30 seconds, the target cannot be harmed while immobilized (5 rounds)

Detect Life (10 Magicka per round): Allows one to see the auras of life around creatures through solid objects (Not Daedra, Machines, or Undead)

Ironflesh (25 Magicka): the caster gains 4 Ac for 60 seconds (10 rounds)

Telekinesis (10 + X Magicka per round): Allows one to lift and move an object equal to 5lbs per int mod + 5lbs per extra Magicka invested

Transmute (10 Magicka): Transform 5lbs raw iron to 5lbs of raw silver or 5lbs of raw silver to 5lbs of raw gold

Waterbreathing (20 Magicka): the caster can breathe underwater for 60 seconds (10 rounds)

Expert

Ash Rune (25 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, those affected must make a () save if they fail they are immobilized for up to 30 seconds (5 rounds), the target cannot be harmed while immobilized

Detect Dead (15 Magicka per round): Allows one to see the auras of death around creatures through solid objects, it also allows one to differentiate between dead and undead

Ebonyflesh (35 Magicka): the caster gains 5 Ac for 60 seconds (10 rounds)

Paralyze (45 Magicka): Targets one creature if it fails a () save it is immobilized for up to 10 seconds (2 rounds)

Master

Dragonhide (85 Magicka): The caster gains non-magical damage resistance for 30 seconds (5 rounds)

Mass Paralysis (95 Magicka): All creatures in a 20ft radius around the caster must make a () save or be immobilized for up to 15 seconds (3 rounds)

Conjuration

You can only have 1 summoned or animated creature active unless you have the [Dual Souls] perk

Novice

Bound Dagger (3 Magicka): Summons an ordinary dagger into the caster's hand for 120 seconds (20 rounds)

Bound Sword (9 Magicka): Summons an ordinary shortsword into the caster's hand for 120 seconds (20 rounds)

Conjure Familiar (10 Magicka): Summons a wolf to fight for the caster for 60 seconds (10 rounds)

Raise Zombie (10 Magicka): Animates a weak corpse to fight for the caster for 60 seconds (10 rounds)

Apprentice

Bound Battleaxe (15 Magicka): Summons an ordinary battleaxe into the caster's hands for 120 seconds (20 rounds)

Conjure Boneman (12 Magicka): Summons a Boneman archer to fight for the caster for 60 seconds (10 rounds)

Conjure Flame Atronach (15 Magicka): Summons a Flame Atronach to fight for the caster for 60 seconds (10 rounds)

Conjure Flame Familiar (5 Magicka): Summons a flaming wolf that runs into battle and explodes dealing 2d6 fire damage to all in a 10ft radius, it lasts for 60 seconds (10 rounds)

Reanimate Corpse (14 Magicka): Animates a strong-ish corpse to fight for the caster for 60 seconds (10 rounds)

Soul Trap (10 Magicka): If the target dies within 60 seconds (10 rounds), its soul is trapped in a soul gem

Adept

Banish Daedra (20 Magicka): Target summoned entity must make a () save or be banished

Bound Bow (20 Magicka): Summons an ordinary bow and quiver of arrows onto the caster for 120 seconds (20 rounds)

Conjure Ash Spawn (18 Magicka): Summons an Ash Spawn to fight for the caster for 60 seconds (10 rounds)

Conjure Frost Atronach (20 Magicka): Summons a Frost Atronach to fight for the caster for 60 seconds (10 rounds)

Conjure Mistman (19 Magicka): Summons a Mistman to fight for the caster for 60 seconds (10 rounds)

Conjure Seeker (15 Magicka): Summons a Seeker to fight for the caster for 60 seconds (10 rounds)

Revenant (18 Magicka): Animates a powerful corpse to fight for the caster for 60 seconds (10 rounds)

Expert

Conjure Ash Guardian (20 Magicka): Creates an Ash Guardian that guards that location until destroyed. Requires a heartstone to be consumed on casting or else it will be hostile to the caster

Command Daedra (24 Magicka): Targets a conjured creature, the target's summoner must make a () save or have control of the summon wrested from them

Conjure Dremora Lord (35 Magicka): Summons a Dremora Lord to fight for the caster for 60 seconds (10 rounds)

Conjure Wraithman (35 Magicka): Summons a Wraithman to fight for the caster for 60 seconds (10 rounds)

Conjure Storm Atronach (35 Magicka): Summons a Storm Atronach to fight for the caster for 60 seconds (10 rounds)

Expel Daedra (22 Magicka): Target Daedra must make a () save or be banished back to oblivion

Master

Conjure Flame Thrall (90 Magicka): Summons a Flame Atronach to fight for the caster until slain

Conjure Frost Thrall (110 Magicka): Summons a Frost Atronach to fight for the caster until slain

Conjure Storm Thrall (120 Magicka): Summons a Storm Atronach to fight for the caster until slain

Conjure Dead Thrall (100 Magicka): Reanimates body to fight for the caster until slain

Destruction

Novice

Flames (1 Magicka per round): Deals 1d4 (+ 1 per each consecutive round of damage) fire damage to a target within 20ft

Frostbite (1 Magicka per round): Deals 1d4 ice damage & 1 stamina damage to a target within 20ft

Sparks (2 Magicka per round): Deals 1d4 ice damage & 1 Magicka damage to a target within 20ft

Apprentice

Firebolt (4 Magicka): Deals 1d6 (+ 1d6 if target is on fire) fire damage to a target in a 30ft range

Ignite (3 Magicka): Ignites a target dealing 1 damage fire per round for 15 seconds (3 rounds), 30ft range

Ice Spike (5 Magicka): Deals 1d6 ice damage & 1/2 that in stamina damage to a target in a 30ft range

Freeze (3 Magicka): Deals 1d4 ice damage & 1/2 that in stamina damage, reduces the target's speed by 10ft for 15 seconds (3 rounds), 30ft range

Lightning Bolt (5 Magicka): Deals 1d6 ice damage & 1/2 that in Magicka damage to a target in a 30ft range

Fire Rune (23 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 fire damage (+1d6 to targets that are already on fire).

Frost Rune (29 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 ice damage & 1/2 that in Stamina damage.

Lightning Rune (32 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 lightning damage & 1/2 that in Magicka damage.

Adept

Chain Lightning (15 Magicka): Deals 3d4 lightning damage & 1/2 that in Magicka damage to a target then leaps to a new target once (Unless one has rank 2 Augmented Shock then it deals 4d4 lightning damage and leaps to an additional target), 30ft range

Fireball (13 Magicka): Deals 3d4 fire damage (+1d4 Fire damage to targets already on fire) to all in a 15ft radius, 60ft range, does not harm caster but can harm allies (Augmented Flame 2 increases fire damage by 1d4 and the radius to 20ft)

Ice Storm (14 Magicka): Deals 1d4 Ice damage per 5ft travelled & deals 1/2 that in Stamina damage to all in a 5ft per 10ft travelled radius, up to 30ft range, does not harm caster but can harm allies (Augmented Frost 2 changes radius to 5ft per 5ft travelled)

Flame Cloak (29 Magicka): For 60 seconds (10 rounds) all adjacent enemies take 1 point of fire damage (+1 point if they are already on fire), This spell does not affect allies but does affect hostile or neutral entities

Frost Cloak (32 Magicka): For 60 seconds (10 rounds) all adjacent enemies take 1 point of ice damage and 1 point of stamina damage, This spell does not affect allies but does affect hostile or neutral entities

Lightning Cloak (37 Magicka): For 60 seconds (10 rounds) all adjacent enemies take 1 point of lightning damage and 1 point of Magicka damage, This spell does not affect allies but does affect hostile or neutral entities

Whirlwind Cloak (34 Magicka): For 60 seconds (10 rounds) all adjacent enemies must make a DEX save or be flung 10ft away from the caster, This spell does not affect allies but does affect hostile or neutral entities

Expert

Icy Spear (32 Magicka): 3d6 Ice damage & 1/2 that in stamina damage, 90ft range

Incinerate (30 Magicka): 3d6 Fire damage (+1d6 Fire damage if the target is on fire), 90ft range

Thunderbolt (34 Magicka): 3d6 Ice damage & 1/2 that in Magicka damage, 90ft range

Wall of Flames (11 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the fire sticks to the ground for 30 seconds (5 rounds) and deals 2d6 fire damage (+1d6 if the target is on fire) to anyone on or passing through the firewall, Does not harm the caster or their allies

Wall of Frost (14 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the ice sticks to the ground for 30 seconds (5 rounds) and deals 2d6 ice damage & 1/2 that in stamina damage to anyone on or passing through the ice-wall, Does not harm the caster or their allies

Wall of Storms (15 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the lightning sticks to the ground for 30 seconds (5 rounds) and deals 2d6 lightning damage & 1/2 that in Magicka damage to anyone on or passing through the lightning-wall, Does not harm the caster or their allies

Master

Blizzard (65 Magicka): Creates a chilling whirlwind in a 40ft area around the caster dealing 4 frost damage to all in the radius including the caster and their allies and also pulls in all nearby objects causing them to orbit around the caster smacking into surrounding entities dealing more damage, the effect lasts 10 seconds (2 rounds)

Fire Storm (84 Magicka): Blasts outwards in a 30ft radius dealing 1d6 fire damage per 5ft closer to the caster the target was when the spell was cast (At the edge 1d6 - Adjacent 6d6), no damage is dealt to the caster

Lightning Storm (10 Magicka Per Round): Deals 4d6 Lighting damage and 1/2 that to Magicka per round, no need to make an attack roll, 80ft range

Illusion

Novice

Clairvoyance (2 Magicka per round): Shows the safest and slowest path to your current goal

Courage (4 Magicka): Target creature gains immunity to fear for 60 seconds (10 rounds)

Fury (6 Magicka): Target creature less than 1 CR must make a WIS save or attack the nearest creature regardless if it is friend or foe for 30 seconds (5 rounds)

Apprentice

Calm (15 Magicka): Target creature of CR 1 or less must make a WIS save or become calm and case fighting unless it is attacked for 30 seconds (5 rounds)

Fear (15 Magicka): Target creature of CR 1 or less must make a WIS save or become scared for 30 seconds (5 rounds)'

Muffle (15 Magicka): the caster's movements are silenced giving Advantage to sneak checks for 180 seconds (30 rounds)

Adept

Frenzy (20 Magicka): Target creature of 2 CR or less must make a WIS save or attack the nearest creature regardless if it is friend or foe for 30 seconds (5 rounds)

Frenzy Rune (16 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, creatures of 3 CR or less must make a WIS save or attack the nearest creature regardless if it is friend or foe for 30 seconds (5 rounds)

Rally (11 Magicka): Target creatures in a 10ft radius gain immunity to fear and gain 2 temporary Hp & 1 temporary Stamina for 60 seconds (10 rounds)

Expert

Invisibility (33 Magicka): Caster becomes invisible for 30 seconds (5 rounds), attacking or interacting with objects breaks the spell

Pacify (29 Magicka): Target creatures of CR 3 or less in a 20ft radius must make a WIS save or become calm and case fighting unless they are attacked for 30 seconds (5 rounds)

Rout (29 Magicka): Target creatures of CR 3 or less in a 20ft radius must make a WIS save or become scared for 30 seconds (5 rounds)

Master

Call to arms (65 Magicka): Affects the caster and all creatures within 20ft of the caster. gives 25 temporary points to one-handed, two-handed & archery, it also gives 3 temporary Hp and 2 temporary Stamina for 10 Minutes

Harmony (100 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a WIS save or become calm and case fighting unless they are attacked for 60 seconds (10 rounds)

Hysteria (86 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a WIS save or become scared for 60 seconds (10 rounds)

Mayhem (100 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a WIS save or attack the nearest creature regardless if it is friend or foe for 60 seconds (10 rounds)

Restoration

Healing spells do not affect Atronachs, Machines, and Undead unless otherwise specified (i.e. Necromantic Healing)

Novice

Heal (1 Magicka): heals the caster by 1 Hp

Lesser Ward (3 Magicka per round): the caster gains 2 AC and takes 2 less damage from magic while the ward is active

Apprentice

Fast Healing (7 Magicka): heals the caster by 1d6 Hp

Healing Hands (2 Magicka): heals the target by 1 Hp

Necromantic Healing (3 Magicka): heals the target undead by 1 Hp

Steadfast Ward (6 Magicka per round): the caster gains 3 AC and takes 3 less damage from magic while the ward is active

Sun Fire (2 Magicka): a bolt of solar fire that deals 2 damage to undead

Turn Lesser Undead (8 Magicka): Target undead 1 CR or less must make a WIS save or flee for 30 seconds (5 rounds)

Adept

Close Wounds (12 Magicka): heals the caster by 2d6 Hp

Greater Ward (8 Magicka per round): the caster gains 4 AC and takes 4 less damage from magic while the ward is active

Heal Other (8 Magicka): heals the target by 2d4 Hp

Heal Undead (3 Magicka): heals the target undead by 2d4 Hp

Poison Rune (15 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2 poison damage per round for 5 rounds

Repel Lesser Undead (12 Magicka): Affects all undead in 20ft cone of CR 1 or less, they must make a WIS save or flee for 30 seconds (5 rounds)

Stendarr's Aura (25 Magicka): For 60 seconds (10 rounds) all adjacent undead take 1 point of damage

Turn Undead (17 Magicka): Target undead 2 CR or less must make a WIS save or flee for 30 seconds (5 rounds)

Vampire's Bane (7 Magicka): A projectile that deals 1d4 Damage to undead in a 15ft radius

Expert

Circle of Protection (17 Magicka): Creates a stationary 10ft circle that forces undead of CR 3 or lower must make a WIS save to enter if they fail they flee, if the caster leaves the circle it dispels.

Grand Healing (25 Magicka): Heals all in a 10ft radius around the caster by 5d4 Hp, including the caster

Repel Undead (35 Magicka): Affects all undead in 20ft cone of CR 2 or less, they must make a WIS save or flee for 30 seconds (5 rounds)

Turn Greater Undead (17 Magicka): Target undead 3 CR or less must make a WIS save or flee for 30 seconds (5 rounds)

Master

Bane of the Undead (99 Magicka): Target undead of CR 5 or lower in a 20ft radius are set on fire and must make a WIS save or flee for 30 seconds (5 rounds), undead of CR 3 or lower are forced to flee without making a save

Guardian Circle (72 Magicka): Creates a stationary 10ft circle that forces undead of CR 4 or lower to make a WIS save to enter if they fail they flee, if the caster leaves the circle it dispels, the circle also heals the caster for 2 Hp per round inside

Reference

  1. Category:Magic. Elder Scrolls Fandom.
  2. Category:Alteration. Elder Scrolls Fandom.
  3. Alteration(Skyrim). Elder Scrolls Fandom.
  4. Category:Conjuration. Elder Scrolls Fandom.
  5. Conjuration(Skyrim). Elder Scrolls Fandom.
  6. Category:Destruction. Elder Scrolls Fandom.
  7. Destruction(Skyrim). Elder Scrolls Fandom.
  8. Category:Illusion. Elder Scrolls Fandom.
  9. Illusion(Skyrim). Elder Scrolls Fandom.
  10. Category:Restoration. Elder Scrolls Fandom.
  11. Restoration(Skyrim). Elder Scrolls Fandom.
gollark: I don't even understand half of my stuff in detail - it just mostly works.
gollark: I'd go so far as to say that most programs over a few hundred lines are pretty hard for anyone but the original creator to understand.
gollark: `software they don't fully understand` = most code.
gollark: ```Encouraging players to install software they don’t fully understand is forbidden.```
gollark: <@!152960219390017538> No, that is utterly false.
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