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TES Homebrew: Core Rules

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Oct 12th, 2012
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  1. The Elder Scrolls
  2.  
  3. The Basics
  4. -Rolls
  5. -Checks
  6. -Opposed Rolls
  7. -Bonuses
  8. The Three Aspects
  9. -The Stats
  10. -HP
  11. -Magicka
  12. -Stamina
  13. Skills
  14. -Warrior Skills
  15. -Thief Skills
  16. -Mage Skills
  17. -The Schools of Magic
  18. -Sneaking, Stealing, and Skullduggery
  19. Spells
  20. -Alteration
  21. -Conjuration
  22. -Destruction
  23. -Illusion
  24. -Restoration
  25. -Mysticism
  26. Combat
  27. -The Round
  28. -Turn Order
  29. -Attacking and Evading
  30. -Blocking
  31. -Damage
  32. -Armor
  33. -Critical Hits
  34. -Two-Handers and Two-Weapons
  35. -Movement
  36. -Status Effects
  37. Items
  38. -Weapons
  39. -Bows
  40. -Armor
  41. -Robes
  42. -Other Items
  43. Character Creation
  44. -Races
  45. -Birthsigns
  46. -Experience and Leveling
  47. Crafts
  48. -Enchanting
  49. -Alchemy
  50. -Smithing
  51. NPCs
  52. -Enemies
  53. -Summons
  54. Thu'um, and Other Special Abilities and Templates
  55. Additional Resources
  56.  
  57. The Basics
  58. Rolls
  59. All rolls are 2d6+/-X. Using Stamina changes this, but we'll get to that later.
  60. -Checks
  61. Every roll is either against a target number or opposed by another person. For target numbers, there are in general Nine different degrees of difficulty. The first five are within the realm of the ordinary, while the last four are impossible without magical aids of some sort. The Nine are as follows:
  62. Novice (TN3)
  63. Apprentice (TN6)
  64. Adept (TN9)
  65. Expert (TN12)
  66. Master (TN15)
  67. Heroic (TN18)
  68. Legendary (TN21)
  69. Epic (TN24)
  70. Mythic (TN27)
  71. -Opposed Rolls
  72. When a roll is opposed, both parties roll 2d6 and the winner has the favorable outcome. This can be anything from attacking and dodging to dance-offs.
  73. -Bonuses
  74. Most rolls have a bonus to them. When rolling for a skill, attacking, or calculating armour, one’s bonus is equal to ½ their ranks in that skill. When dealing damage, one’s bonus is determined by the quality of their weapon. Of course, certain enchantments and potions may also add bonuses, but we'll get to that later as well. Other bonuses, and sometimes penalties of course, may occur at the GM’s discretion.
  75.  
  76. The Three Aspects
  77. The game uses three core aspects to determine a character's attributes as a way of showing what Archetypes they are closest to. This is in the form of three Aspects: The Warrior, The Thief, and The Mage, which are each explained below. Aspects are incrased in the same way as Skills. For more information, see the Experience and Leveling section.
  78. A character's Aspects determine a variety of things. They act to increase the character's stats, provide a marker for general abilities, and act as a capstone for skills (That is, a character cannot possess more ranks in a skill then they do its Governing Aspect)
  79.  
  80. The Warrior - A measure of personal strength and skill in combat. A character’s HP is most influenced by their ranks in The Warrior Aspect. Governs Archery, Block, Hand to Hand, Heavy Armor, One-Handed, Two-Handed, and Smithing.
  81. Furthermore, The Warrior may be used for rolls based on physical strength, knowledge of combat tactics, or raw athleticism.
  82. The Thief - A measure of personal dexterity and general skills. A character’s Stamina is equal to their ranks in The Thief Aspect. Governs Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak, Speech, and Trapsmithing.
  83. Furthermore, The Thief may be used for rolls based on flexibility, knowledge of certain 'shady' affairs and methods, and doing physical activities that are skill based or generally insane.
  84. The Mage - A measure of personal education and knowledge of the arcane. A character’s Magicka is equal to their ranks in The Mage Aspect, and one cannot learn a spell without having twice as many ranks in the spell’s school as its level. Governs Enchanting, Alteration, Conjuration, Destruction, Illusion, Mysticism, and Restoration.
  85. Furthermore, The Mage may be used for rolls based on magical knowledge, prior knowledge on a variety of topics, or magical endurance.
  86.  
  87. The Stats
  88. -Health
  89. A measure of how much damage one can take. When one’s Health reaches 0 they are unconscious and cannot act. After 0, once they take twice as much damage as they have ranks in the Warrior Aspect, they are dead. A character's Health is equal to the following simple equation. Thankfully it is the only stat requiring math to figure out.
  90. Health = 2(Ranks in the Warrior Aspect)+1(Ranks in the Thief Aspect)+.5(Ranks in the Mage Aspect[Rounded down]).
  91. Health does not regenerate naturally on its own. A character must rest for 8 hours to regain Health naturally.
  92. -Stamina
  93. A measure of one’s ability to focus and excel when pressed. Whenever one has to roll, they may spend a point of Stamina before rolling to add as many d6 as they spend points of Stamina. They must then discard as many dice as were added this way. (Thus spending Stamina increases the *Average* of a roll, not the *Total*)
  94. Stamina is also unique in that it can be regained naturally in combat. By taking a turn to do nothing but catch your breath (not even moving), you may regain 1/2 your Stamina (up to your maximum). It's not much, but it can often be worth it if played right.
  95. -Magicka
  96. A measure of how many spells one can cast without resting. All spells consume Magicka, and one cannot cast without it. Magicka cannot be regained during combat, but does come back when outside of combat.
  97.  
  98. The Skills (Simple)
  99. Warrior Skills
  100. -Archery: Skill with a Bow. Gives a bonus to hitting and range.
  101. -Block: Skill at defending with a Shield or Weapon. Gives a bonus to blocking. For more information see the Combat Section.
  102. -Hand to Hand: Skill at unarmed combat. Gives a bonus to hitting.
  103. -Heavy Armor: Skill at absorbing damage. Gives a bonus to Total Armor.
  104. -One-Handed: Skill with one-handed weapons. Gives a bonus to hitting.
  105. -Two-Handed: Skill with two-handed weapons. Gives a bonus to hitting.
  106. -Smithing: Skill at forging metal. Gives a bonus to smithing if one wants to forge their own items. For more information see the Crafts section.
  107.  
  108. Thief Skills
  109. -Alchemy: Skill at making poisons and potions. Gives a bonus to alchemy. For more information see the Crafts section.
  110. -Light Armor: Skill at evading damage. Gives a bonus to Total Armor.
  111. -Lockpicking: Skill at picking locks. Gives a bonus to lockpicking
  112. -Pickpocket: Skill at affecting what another is carrying. Gives a bonus to picking pockets.
  113. -Sneak: Skill at remaining undetected. Attacks while unseen are automatic critical hits.
  114. -Speech: Skill at convincing people with words. Gives a bonus to attempts to barter for better prices, among other things.
  115. -Trapsmithing: Skill at making or disabling traps. Gives a bonus to interacting with them.
  116.  
  117. Mage Skills
  118. -Enchanting: Skill at adding enchantments to items. One cannot enchant an item unless their rank in both the relative school of their enchantment and Enchanting are twice the spell’s level. For more information see the Crafts section.
  119. -Alteration: The magics of altering what already is. Creates magical armor and temporary buffs.
  120. -Conjuration: The magics of summoning and binding. Raises the dead, creates phantom weapons, and calls magical beings.
  121. -Destruction: The magics of fire, frost, lightning, etc. Causes damage and many statuses. Gives a bonus to hitting.
  122. -Illusion: The magics of the mind. Aides stealth and causes chaos among enemies. Gives a bonus to hitting.
  123. -Mysticism: The magics of mystery. Defies logic and bolsters other skills.
  124. -Restoration: The magics of healing. Heals damage, protects against other spells, and terrifies Undead.
  125.  
  126. The Skills (Detailed)
  127. Weapon Skills
  128. These skills increase a character's ability to hit by adding 1/2 their ranks to attack rolls. These are Archery, Hand to Hand, One-Handed, and Two-Handed.
  129. Archery also gives a bonus to range. Most bows are accurate within 100 feet, but suffer a -1 penalty for every 10 feet more. For every rank in Archery however, an Archer's range of accuracy increases by 10 feet.
  130.  
  131. Armor Skills
  132. Light Armor and Heavy Armor increase a character's Total Armor by 1/2 their ranks. Light Armor is composed of cloths, leathers, chains, and glass, while Heavy Armor is composed of much heavier metals and occasionally even bones and chitins.
  133. A character in mismatched armor takes an average of their armor qualities bonus, rounded up.
  134. Furthermore, a character in Heavy Armor must spend one additional point of Stamina for every two points they spend on an action due to their armor, and take a -1 penalty to any situation where their added weight would apply.
  135.  
  136. Sneaking, Stealing, Smoothtalking, and Skullduggery
  137. -Sneak
  138. Any character can sneak, but not every character can sneak well. In general, sneaking is the art of remaining undetected. Whether one sneaks to hunt deer, rob banks, or assassinate targets is up to the person sneaking, but anyone who sees you sneaking about is likely to be suspicious of them.
  139. Mechanically, to Sneak a character rolls 2d6 and tallies up a list of penalties and bonuses. When trying to sneak against other PCs or important NPCs, the opposing side rolls 2d6. When trying to sneak against NPCs, it's reccommended to use a TN unless you want to bog everything down. Here's a list of some Sneak modifiers. Don't forget. sneak-attacks are automatic criticals; no need to even roll to hit.
  140. In Broad Daylight -4
  141. In Pitch Black +4
  142. Wearing Heavy Armour -3
  143. Wearing Light Armour -1
  144. Target is Looking at You -10
  145. -Lockpicking and Pickpocketing
  146. Lockpicking and pickpocketing are very similar to sneak in that if someone catches you, they are not likey to be friendly. However, they are also a bit harder and easier to get away with, respectively. Halve any penalty applied to Pickpocket rolls that you would Sneak rolls, and Double the penalty for Lockpicking to not get caught in the act.
  147. -Speech
  148. Speech is the measure by which a PC is able to get across their ideas, lie convincingly, or persuade others. It is also a measure of one's ability to sing or recite verse, for the many bards of Tamriel. And perhaps most importantly, it is a measure of how well one can haggle down expensive merchants and shopkeeps. Getting an item for half-price by haggling is a Master difficulty. Getting something for free requires a Mythic tongue. Or a good enough reason, of course.
  149. -Trapsmithing
  150. Be it spotting elaborate Dwemer pressure-plates, or setting delicate tripwires to catch intruders, Trapsmithing is an adventurer's best friend. In general, most traps aren't above a Master difficulty, though some truly elaborate Dwemer or Daedric convolutions may be.
  151. A trap usually deals damage equal to its quality if made on the spot (That is, a Novice quality trap deals 1 damage while a Master quality trap normally deals 5) Sometimes traps may deal more or less damage, inflict statuses, or cause other effects subject to their design, the materials they are constructed with, and of course the GM's discretion.
  152.  
  153. The Schools of Magic
  154. The 6 schools of magic all do different effects in general. Each school has spells of 5 different levels, and a spell costs as much Magicka to cast as its level. These are Novice (1), Apprentice (2), Adept (3), Expert (4), and Master (5). One cannot learn a spell of a respective school unless they have twice as many ranks in the school as the spell’s level.
  155. Ranks in a school of magic will also lend themselves towards identifying markings and items related to them, from what school a mage follows judging by the symbols stitched on his sleeves, to the spell contained within a certain scroll.
  156. Furthermore, certain kinds of spells have specific limits. These are summed up as follows.
  157.  
  158. Conjuration: Summoning a creature or animating a body has a range of roughly 25'. Summons communicate with their summoners in a rather vague mix of natural telepathy and regular commands, in such a way that the most powerful summons often do not even need verbal orders to act in combat. Weaker summons, like familiars or zombies, do. Regardless, the only action a summoned being can take without prior orders is to defend itself against attack. Lastly, due to having balance in mind, a Conjuror may only have 1 summon active at a time, barring the Necromantic Ritual spell.
  159. Illusion: An Illusion spell that inflicts a status effect works only if the caster has more ranks in Illusion than the target does in their highest Aspect.
  160.  
  161. Lastly, and this is important, you can still cast a spell you've learned even if you don't have enough ranks, though the more powerful the spell the higher its chance of simply fizzling out. When casting a spell you have insufficient ranks for, roll 1d6; Novice Spells work on 2-6, Apprentice Spells on 3-6, and so on.
  162.  
  163. Spells
  164. Below is a list of a majority of the commonly known and practiced spells in Tamriel, based on their respective school and level. Do note however that this is hardly a comprehensive list. Many factions or individuals have their own guarded spells passed from member to member, and Master Mystics can engineer new spells with ease.
  165. Any spell one know's can be taught to another able to cast it, though very few are willing to do so for free. In addition, tomes can also teach spells to those with the required skills to utilize them. For more information on tomes, see the Crafts section.
  166. Lastly, all spells have a casting area. Spells that hit a single target require an Attack Roll and fail if they miss. Spells that hit around a target also require an Attack Roll, but cause half their numerial effects even if they miss (to anything in around a 10' radius) Spells that simply target an area will always hit something they target.
  167.  
  168. Alteration
  169. Novice Level
  170. Candlelight: Illuminates the area for as many rounds as one has ranks in Alteration. Does not move when cast. Lasts twice as many rounds as the caster's ranks in Alteration.
  171. Oakflesh: Gives one an Armor Rating of 2. Does not stack with other Armor. Lasts for as long as the caster wishes, but Magicka spent for it does not regenerate while active.
  172. Equilibrium: Turns 1 point of Health into 1 point of Magicka. Does not have a Magicka cost.
  173. Heat Shield: Caster is not affected by nonmagical heat, and is immune to the Burned status effect. Lasts 5 times as many rounds as the caster's ranks in Alteration.
  174. Apprentice Level
  175. Mage Light: Illuminates the area for as many rounds as one has ranks in Alteration. Sticks to what it is cast upon. Lasts twice as many rounds as the caster's ranks in Alteration.
  176. Stoneflesh: Gives one an Armor Rating of 4. Does not stack with other Armor. Lasts for as long as the caster wishes, but Magicka spent for it does not regenerate while active.
  177. Swiftswim: Allows the caster to move with ease in water. Lasts as many rounds as the caster's ranks in Alteration.
  178. Frost Shield: Caster is not affected by nonmagical cold, and is immune to the Chilled status effect. Lasts 5 times as many rounds as the caster's ranks in Alteration.
  179. Feather: Halves target's weight for twice as many rounds as the caster's ranks in Alteration. May be used to lift things one would normally have difficulty with.
  180. Burden: Doubles target's weight for twice as many rounds as the caster's ranks in Alteration. May be used to 'ground' flying or levitating foes, force an opponent to drop an object if they win an opposed Mage vs Warrior roll, or deal damage to a character in Heavy Armor equal to the caster's ranks in Alteration.
  181. Adept Level
  182. Detect Life: Shows all living characters within the 20 feet per the caster's rank in Alteation. Automatically defeats Sneak rolls. Does not detect undead. Lasts as many rounds as the caster's ranks in Alteration.
  183. Ironflesh: Gives one an Armor Rating of 6. Does not stack with other Armor. Lasts for as as long as the caster wishes, but Magicka spent for it does not regenerate while active.
  184. Telekinesis: Moves a light object in a direction of the caster's choosing. (0-5lb)
  185. Transmute: Turns Lead into Gold.
  186. Waterbreathing: Allows the caster to breathe water for as many rounds as they have ranks in Alteration.
  187. Lightning Shield: Caster is not affected by nonmagical electricity, and is immune to the Shocked status effect. Lasts 5 times as many rounds as the caster's ranks in Alteration.
  188. Slowfall: Prevents the caster from taking fall damage by slowing their descent. May be cast when not the caster's turn.
  189. Expert Level
  190. Detect Energy: Shows all characters within 30 feet per the caster's ranks in Alteration. Automatically defeats Sneak rolls. Lasts as many rounds as the caster's ranks in Alteration.
  191. Ebonyflesh: Gives one an Armor Rating of 8. Does not stack with other Armor. Lasts for as long as the caster wishes, but Magicka spent for it does not regenerate while active.
  192. Greater Telekinesis: Moves a medium object in a direction of the caster's choosing. (0-25lb)
  193. Paralyze: Paralyzes a target for one round.
  194. Lock: Creates a magical lock with a TN to open equal to 1.5 times the caster's ranks in Alteration. Caster may have as many active locks as they do ranks in Alteration.
  195. Open: Dispels the Lock spell.
  196. Face Change: Caster may change their physical appearance, though none of their stats change and they must remain humanoid. Lasts as many days as the caster's ranks in Alteration.
  197. Master Level
  198. Doppelganger: Caster copies the target's appearance as well as their ranks in the Warrior Aspect and all its skills, as well as its Special Abilities subject to GM discretion. Lasts for one day.
  199. Dragonflesh: Gives one an Armor Rating of 10. Does not stack with other Armor. Lasts for as long as the caster wishes, but Magicka spent for it does not regenerate while active.
  200. Mass Paralyze: Paralyzes all targets in the area for one round.
  201. Grand Telekinesis: Moves a large object in a direction of the caster's choosing. (0-425lb)
  202. Cloud Form: Quarters target's weight for twice as many rounds as the caster's ranks in Alteration. May be used to lift things one would normally find impossible.
  203. Stone Form: Quadruples target's weight for twice as many rounds as the caster's ranks in Alteration. May be used to 'ground' flying or levitating foes, force an opponent to drop an object if they win an opposed Mage vs Warrior roll, or deal damage to a character in Heavy Armor equal to twice the caster's ranks in Alteration.
  204.  
  205. Conjuration
  206. Novice Level
  207. Bound Armor (Novice): Creates a +1 suit of light or heavy armor over current worn clothes that lasts for twice as many rounds as the caster's rank in Conjuration.
  208. Bound Weapon (Novice): Creates a weapon of your choice that does +1 damage for twice as many rounds as the caster’s rank in Conjuration.
  209. Conjure Familiar: Summons a familiar to fight for you. Lasts ten times as many rounds as the caster’s ranks in Conjuration.
  210. Soul Trap: Target’s soul is bound in a gem upon their death. Lasts as many rounds as the caster’s ranks in Conjuration.
  211. Apprentice Level
  212. Bound Armor (Novice): Creates a +2 suit of light or heavy armor over current worn clothes that lasts for twice as many rounds as the caster's rank in Conjuration.
  213. Bound Weapon (Apprentice): Creates a weapon of your choice that does +2 damage for twice as many rounds as the caster’s rank in Conjuration.
  214. Create Skeleton: Raises nearby bones as a Skeleton to fight for you. Lasts five times as many rounds as the caster’s ranks in Conjuration
  215. Create Zombie: Raises a nearby corpse as a Zombie to fight for you. Lasts five times as many rounds as the caster’s ranks in Conjuration.
  216. Necromantic Ritual: May be applied to any necromancy spell to make it permanent, though a caster may have no more raised dead than 1/2 their ranks in Conjuration. Does not cost Magicka to apply, but increases the spell's casting time to 1 hour.
  217. Adept Level
  218. Bound Armor (Adept): Creates a +3 suit of light or heavy armor over current worn clothes that lasts for twice as many rounds as the caster's rank in Conjuration.
  219. Bound Weapon (Adept): Creates a weapon of your choice that does +3 damage for twice as many rounds as the caster’s rank in Conjuration.
  220. Conjure Atronach: Summons a Frost, Fire or Storm Atronach to fight for you. Lasts three times as many rounds as the caster’s ranks in Conjuration.
  221. Create Ghost: Raises a Ghost from a corpse to fight for you. May answer simple questions. Lasts three times as many rounds as the caster's ranks in Conjuration.
  222. Banish: Dispels temporary Conjured creatures.
  223. Daedric Rite: Caster may make a pact with a specific Daedra for something. The usual exchange is one's soul and service to that Daedra in exchange for the ability to summon their minions, but other offers may be made and sought by both sides. Takes one hour to cast.
  224. Summon Lesser Daedra: Summons a Lesser Daedra to fight for you (Scamp, etc.) Lasts three times as many rounds as the caster's ranks in Conjuration.
  225. Expert Level
  226. Bound Armor (Expert): Creates a +4 suit of light or heavy armor over current worn clothes that lasts for twice as many rounds as the caster's rank in Conjuration.
  227. Bound Weapon (Expert): Creates a weapon of your choice that does +4 damage for twice as many rounds as the caster’s rank in Conjuration.
  228. Animate Corpse: Raises a nearby dead body to fight once again, but for you. Lasts twice as many rounds as the caster’s ranks in Conjuration.
  229. Create Greater Skeleton: Raises nearby bones as a Greater Skeleton. Lasts twice as many rounds as the caster’s ranks in Conjuration.
  230. Conjure Greater Daedra: Summons a Greater Daedra to fight for you (Daedroth, etc.) Lasts twice as many rounds as the caster’s ranks in Conjuration.
  231. Master Level
  232. Bound Armor (Master): Creates a +5 suit of light or heavy armor over current worn clothes that lasts for twice as many rounds as the caster's rank in Conjuration.
  233. Bound Weapon (Master): Creates a weapon of your choice that does +5 damage for twice as many rounds as the caster’s rank in Conjuration.
  234. Conjure Grand Daedra: Summons a Grand Daedra to fight for you (Daedra Lord, etc.) Lasts as many rounds as the caster's ranks in Conjuration.
  235. Create Wraith: Raises an incorporeal Wraith from a corpse to fight for you. Has full knowledge of its life. Lasts as many rounds as the caster's ranks in Conjuration.
  236. Create Revenant: Raises a nearby dead body with all of its prior knowledge and improves upon it, increasing all its Aspects and skills by 1 rank (does not stack with prior castings). Lasts as many rounds as the caster's ranks in Conjuration.
  237. Bound Atronach: Summons a Frost, Fire, or Storm Atronach to fight for you until it dies.
  238. Ritual of Undeath: Kills the caster and raises them as an Undead. Caster may still gain exp even as an Undead. Takes one hour to cast.
  239.  
  240. Destruction
  241. Novice Level
  242. Flames/Sparks/Frostbite: Deals 4 point of damage to a target and inflicts a respective elemental status.
  243. Apprentice Level
  244. Firebolt/Lightning Bolt/Ice Spike: Deals 8 points of damage to a target and inflicts a respective elemental status.
  245. Fire/Lightning/Frost Rune: Sets a trap that deals 4 points of damage to the target that walks into it and inflicts a respective elemental status. A caster can have 1 active rune at a time for every 3 ranks in Destruction.
  246. Leech Health/Stamina/Magicka: Drains 2 points of the respective stat from the target and gives it to the caster.
  247. Disintegrate Armor: Reduces a target's armor's bonus by 2. Armor reduced to a bonus of +0 or less is completely destroyed.
  248. Adept Level
  249. Fireball/Chain Lightning/ Ice Storm: Deals 10 points of damage to a target and all targets nearby and inflicts a respective elemental status.
  250. Fire/Lightning/Frost Cloak: Deals 4 points of damage to all nearby target and inflicts a respective elemental status. Lasts for as many rounds as the caster has ranks in Destruction.
  251. Poison Health/Stamina/Magicka: Target loses 3 points of the respective stat for half as many turns as the caster's ranks in Destruction.
  252. Disintegrate Weapon: Reduces a target's weapon's bonus by 2. A weapon reduced to a bonus of +0 or less is completely destroyed.
  253. Expert Level
  254. Incinerate/Thunderbolt/Icy Spear: Deals 16 points of damage to a target and inflicts a respective elemental status.
  255. Wall of Flames/Lightning/Frost: Creates an area that deals 8 points of damage and inflicts a respective elemental status on all who pass through it. Lasts as long as the caster's ranks in Destruction.
  256. Drain Health/Stamina/Magicka: Drains 6 points of the respective stat from the target and gives it to the caster.
  257. Master Level
  258. Firestorm: Deals 20 points of damage to all characters but the caster in the area and lights them on fire.
  259. Lightningstorm: Deals 20 points of damage to all characters but the caster in the area and electrocutes them.
  260. Blizzard: Deals 20 points of damage to all characters but the caster in the area and freezes them.
  261. Vampiric Cloud: Drains 4 points of Health, Stamina, or Magicka determined at the time of casting from all targets in the area and gives them to the caster. Lasts for half as many rounds as the caster's rank in Destruction.
  262. Plague: All targets in the area lose 2 points of Health, Stamina, and Magicka determined at the time of casting for half as many rounds as the caster's rank in Destruction.
  263.  
  264. Illusion
  265. Novice Level
  266. Courage: Prevents Fear, Fury and Calm effects on the target, and gives a temporary bonus of +4HP and +1Armor that fades with the spell. Lasts as many rounds as the caster’s rank in Illusion.
  267. Fury: Target attacks all characters nearby, starting with the one closest. Lasts as many rounds as the caster's rank in Illusion.
  268. Night Eye: Caster can see in darkness without difficulty. Lasts as many rounds as the caster's ranks in Illusion.
  269. Apprentice Level
  270. Calm: Target cannot attack. Lasts as many rounds as the caster’s rank in Illusion, or until the target takes damage.
  271. Fear: Target runs from the caster in terror. Lasts as many rounds as the caster’s rank in Illusion.
  272. Muffle: Caster acts as though they spent 1 point of Stamina when Sneaking. Lasts as many rounds as the caster’s rank in Illusion.
  273. Silence: Prevents target from speaking or casting spells. Lasts as many rounds as the caster's ranks in Illusion.
  274. Adept Level
  275. Rally: Prevents Fear, Fury and Calm effects on all targets near the caster, and gives a temporary bonus of +8HP and +2Armor that fades with the spell. Lasts as many rounds as the caster’s rank in Illusion.
  276. Frenzy: Causes Fury in the target and all nearby. Lasts as many rounds as the caster's rank in Illusion
  277. False Image: Caster creates a visual illusion they may freely manipulate. Lasts 5 times as many runds as the caster's ranks in Illusion.
  278. False Noise: Caster creates an auditory illusion they may freely manipulate. Lasts 5 times as many runds as the caster's ranks in Illusion.
  279. Expert Level
  280. Invisibility: Caster acts as though they spent 2 points of Stamina when Sneaking. Lasts as many rounds as the caster’s rank in Illusion. Stacks with Muffle.
  281. Pacify: Calms the target and all nearby. Lasts as many rounds as the caster’s rank in Illusion, or until a Calmed target takes damage.
  282. Rout: Causes Fear in the target and all nearby. Lasts as many rounds as the caster’s rank in Illusion.
  283. Doldrum: Prevents all targets in the area from speaking or casting spells. Lasts as many runds as the caster's ranks in Illusion.
  284. Master Level
  285. Call to Arms: Prevents Fear, Fury and Calm effects on all targets near the caster, and gives a temporary bonus of +12HP and +3Armor that fades with the spell. Lasts as many rounds as the caster’s rank in Illusion.
  286. Mayhem: All targets of the caster's choosing in the area are subject to Fury. Lasts as many rounds as the caster's rank in Illusion
  287. Harmony: All targets of the caster's choosing in the area are Calmed. Lasts as many rounds as the caster’s rank in Illusion, or until they tak damage.
  288. Hysteria: All targets of the caster's choosing in the area are subject to Fear. Lasts as many rounds as the caster’s rank in Illusion.
  289. False Truth: Caster creates an illusion that is completely convincing unless touched. Lasts for as many rounds as the caster's ranks in Illusion.
  290.  
  291. Mysticism
  292. Novice Level
  293. Water Walk: Caster may walk on water. Lasts as many rounds as the caster’s rank in Mysticism.
  294. Analyze: Learn the enchantment or effect on an item, an item’s name and owner, or its origin. Some items may not be effectively analyzed depending on the caster’s ranks in Mysticism.
  295. Novice Fortification: Adds a +1 to a skill of the caster's choice to the target for 1 roll. Lasts for as many rounds as the caster's ranks in Mysticism or until expended.
  296. Apprentice Level
  297. Enhanced Spell: Increases a spell’s numerical effect by 3 but increases its Magicka cost by 1. Does not cost Magicka itself. Does not increase spell durations. May be added to spells of the Destruction or Restoration school.
  298. Levitation: Caster may move freely in the air. Lasts as many rounds as the caster’s rank in Mysticism.
  299. Apprentice Fortification: Adds a +2 to a skill of the caster's choice to the target for 1 roll. Lasts for as many rounds as the caster's ranks in Mysticism or until expended.
  300. Alter Spell Target: Caster may alter the target of a spell they cast so that spells designed to affect the caster may be cast on nearby targets, and spells designed to target objects may focus on the caster. Increases the spell's Magicka cost by 2. May be applied to spells of the Alteration, Illusion, and Mysticism schools.
  301. Rapid Ritual: Halves the time it takes for spells with long casting times. Doubles their Magicka cost.
  302. Adept Level
  303. Mass Levitation: Caster and all nearby targets of the caster’s choosing may move freely in the air. Lasts as many rounds as the caster’s rank in Mysticism.
  304. Teleportation: Caster appears at another area within sight.
  305. Mark: Establishes a location for the Recall spell. Does not cost Magicka.
  306. Recall: Teleports caster to the location they cast the Mark spell. May not work over great distances.
  307. Reflect Spell: Target reflects all spells cast on it to the original caster lasts for as many rounds as the caster’s ranks in Mysticism.
  308. Adept Fortification: Adds a +3 to a skill of the caster's choice to the target for 1 roll. Lasts for as many rounds as the caster's ranks in Mysticism or until expended.
  309. Reverse Spell: Inverts the normal effects of a spell, subject to GM discretion. Does not cost Magicka itself.
  310. Expert Level
  311. Mass Teleportation: Caster and all nearby targets of the caster’s choosing appear at a location within sight.
  312. Single-Handed Spells: Caster may cast two spells at once, or cast a spell and use a one-handed item; though any spell cast this way costs an extra point of Magicka. Does not cost any Magicka itself.
  313. Expert Fortification: Adds a +4 to a skill of the caster's choice for 1 roll. Lasts for as many rounds as the caster's ranks in Mysticism or until expended.
  314. Telepathic Connection: The caster forms a mental link with up to one target for every two ranks they possess in Mysticism, allowing them to communicate without speaking. Lasts ten times as many rounds as the caster's ranks in Mysticism.
  315. Master Level
  316. Gate: Summons a gateway that leads to a location of the caster’s choosing. Lasts as many rounds as the caster’s rank in Mysticism.
  317. Create Spell: Caster may create a unique spell in theme with a school. Costs no magic to use, but is prone to failure. Caster rolls 2d6+([ ½ their ranks in the school they are making a spell for + ½ their rank in Mysticism]/2), with difficulties of the GM’s discretion.
  318. Master Fortification: Adds a +5 to a skill of the caster's choice for 1 roll. Lasts for as many rounds as the caster's ranks in Mysticism or until expended.
  319. Become Incorporeal: Caster gains the Incorporeal Special Ability. Lasts as many rounds as the caster's ranks in Mysticism.
  320. Magic Circle: Multiple casters may link together, pooling their Magicka and available spells for the initiator of the Magic Circle to use at their discretion. A Magic Circle may contain up to five casters for every participant who knows the Magic Circle spell. May be used to create and cast spells of a level greater than Master rank.
  321.  
  322. Restoration
  323. Novice Level
  324. Heal: Heals the caster for 5HP.
  325. Lesser Ward: Prevents the effects of a Novice level spell, or reduces spell damage by 4. May be cast when not the caster’s turn.
  326. Apprentice Level
  327. Fast Healing: Heals the caster for 10HP.
  328. Healing Hands: Heals a nearby target for 5HP.
  329. Steadfast Ward: Prevents the effects of an Apprentice level spell or lower, or reduces spell damage by 8. May be cast when not the caster’s turn.
  330. Turn Lesser Undead: Causes Fear in Lesser Undead.
  331. Adept Level
  332. Close Wounds: Heals the caster for 15HP.
  333. Heal Other: Heals a nearby target for 10HP.
  334. Greater Ward: Prevents the effects of an Adept level spell or lower, or reduces spell damage by 12. May be cast when not the caster’s turn.
  335. Purify: Negates any ongoing Poison effect on the target.
  336. Repel Lesser Undead: Same as Turn Lesser Undead, but for all in the area.
  337. Turn Undead: Same as Turn Undead, but affects Greater Undead.
  338. Expert Level
  339. Grand Healing: Heals the caster for 20HP.
  340. Regeneration: Heals all nearby targets of the caster’s choosing for 10HP.
  341. Grand Ward: Prevents the effects of an Expert level spell or lower, or reduces spell damage by 16. May be cast when not the caster’s turn.
  342. Balm: Prevents any Poison effect on the target for as many rounds as the caster's rank in Restoration.
  343. Repel Undead: Same as Turn Undead, but for all in the area.
  344. Circle of Protection: Undead may not approach the caster. Lasts as many rounds as the caster’s ranks in Restoration.
  345. Master Level
  346. Miracle of Life: Fully heals the caster and all nearby targets of the caster’s choosing, as well as removing any ongoing status effects.
  347. Perfect Ward: Prevents the effects of a Master level spell or lower. May be cast when not the caster’s turn.
  348. Bane of the Undead: Same as Repel Lesser Undead, but for Grand Undead. Also sets them on fire.
  349.  
  350.  
  351. Combat
  352. -The Round
  353. When in combat, each set of actions by all character’s in an area is referred to as a round. A round is roughly 6 seconds long. In a round, characters may complete either a moving action and a regular action seperately, or choose to complete a complex action.
  354. Examples of moving actions are moving around the area, drinking a potion, changing weapons, opening doors, dragging a body, or drawing a bow.
  355. Examples of a regular action are attacking, casting most spells, interacting with most devices, or giving an unconsciou character a potion.
  356. Examples of a complex action are climbing a ladder, casting spells of the Master level, or other situations that require full concentration to perform.
  357.  
  358. -Turn Order
  359. Turn Order in a round is dependent on one’s relative ranks in the three aspects. Every rank in Thief is worth 3 points, Warrior 2, and Mage 1. In the result of a tie, opposed characters roll against each other. The person with the highest score goes first and it descends from there. Characters may choose to delay their actions until a specific point in the turn order, but once changed they must delay again to change it to something else.
  360.  
  361. -Attacking and Defending
  362. All attacks are determined by the attacker rolling 2d6+ ½ Your Ranks in the Relevent Weapon Skill (Or 2d6+WR) vs the target rolling 2d6. Magical attacks however lack a Weapon Skill, and therefore are always just 2d6.
  363. -Blocking
  364. One may block with a weapon after seeing an opponent's attack roll but before rolling their evasion in order to add their Block ranks to their Evasion until their next turn. The drawback of this is that the character blocking can only block one melee attack a round, and after blocking cannot attack on their next turn.
  365. Alternatively, one may block with a shield to add their Block modifier to their Evasion until their next turn without giving up their attack. Shields are also capable of blocking ranged attacks as well, though they are unable to block spells of course. Blocking with a shield also reduces damage taken even if one fails to evade, reducing damage by the difference in the quality of the shield minus the quality of the opponent's weapon (But does nothing against weapons of equal or greater quality)
  366.  
  367. -Damage
  368. All weapons do 2d6 Damage + Their Weapon Quality. All Spells that do damage do a predetermined number. You may always choose to deal just 1 damage.
  369. -Armor
  370. All Armor absorbs damage from attacks. The amount of damage negated is equal to one’s bonus with the relevant armor + the armor’s quality. This is referred to as Total Armor. Be aware that heavy armor inflicts a penalty on Stamina usage, detailed in the Armor skill section.
  371. In cases where a character is wearing different pieces of armor of differing quality (eg, a Daedric chestplate and boots, but iron gloves, greaves, and helmet) take the average of their armor bonus when detrmining Total Armor.
  372. -Critical Hits
  373. Whenever one attacks and rolls 2d6 for their attack and rolls two 6s, it is a critical hit. Critical Hits automatically count one of their 2d6 as a 6, meaning they always deal at least 7 damage. In addition, Critical Hits have an added effect depending on the type of weapon used. Critical hits cannot be blocked or defended against. Magical attacks always hit on crits, but gain no other added benefits. Attacks from Stealth are always critical hits.
  374. A Bladed Weapon (Swords, Daggers, Greatswords, and Spears) does twice the result of their d6 in damage.
  375. A Bludgeoning Weapon (Maces, Warhammers) ignores up to 6 points of their opponent’s Armor on their damage result.
  376. An Axe Weapon (Axes) does not roll their second d6 for damage; they instead count as if they had rolled both as 6.
  377. A Bow Weapon (Bows, Crossbows) Halts the target for one round. (Target cannot move on their next turn)
  378. An Unarmed Weapon (Hands, Claws, Gauntlets) Stuns the target for one round. (Target can move, but not take an action on their next turn)
  379.  
  380. -Two-Handers and Dual-Wielding
  381. Two-Handed weapons deal additional damage based on their weapon quality. For every two points of damage bonus from the weapon’s quality, a two-handed weapon deals an extra point of damage. This isn’t without a cost however, blocking with a two-handed weapon is only half as effective. For every two points of bonus they add from their weapon when blocking, subtract a point from their result.
  382. Wielding two different weapons however, increases the chances of scoring a critical hit. A dual-wielding character can crit on either 5's or 6's as opposed to just 2 6's when attacking, but can never block incoming attacks. Do note that when using weapons of different quality, the wielder takes their average (rounded down) as their damage bonus.
  383.  
  384. -Movement
  385. All movement is dynamic. Characters can move to any location in the area they can reasonably reach in a round, subject to the GM’s discretion.
  386.  
  387. -Status Effects
  388. There are several status effects one may end up dealing with. Below are a few of the most common, and their causes.
  389. Burned: Subject takes 1 point of damage at the end of their next turn, but may use their action to put out the fire. Caused by being hit by fire-based effects. Lasts 5 rounds, or until put out.
  390. Shocked: Subject loses 1 point of Magicka per point of damage they take from the source of the status. Caused by being hit by electrical-based effects.
  391. Chilled: Subject loses 1 point of Stamina per point of damage they take from the source of the status. Caused by being hit by ice-based effects.
  392. Halted: Subject cannot move during their turn. Cause by Bow Crits.
  393. Stunned: Target cannot take an action during their turn. Caused by Hand to Hand Crits.
  394. Paralyzed: Subject cannot move or take an action during their next turn. Additionally, target cannot defend against attacks. Caused by some poisons and spells.
  395. Poisoned: Subject takes damage to a stat for a duration dependent on the strength of the poison. Caused usually by poison or some Destruction magicks.
  396. Calm: Subject is unable to attack targets. Breaks when the subject takes damage.
  397. Fury: Subject attacks the closest available target through whatever means are available.
  398. Fear: Subject flees wildly from the source of the effect, unable to attack unless prevented from fleeing.
  399.  
  400.  
  401. Items
  402. Weapons
  403. Weapons deal damage, plain and simple. When attacking with a weapon, one rolls 2d6+WR and deals damage equal to 2d6+ The Weapon’s Bonus. Below are some of the materials a weapon can be made out of, and their bonuses.
  404.  
  405. Iron - +0
  406. Steel - +1
  407. Silver - +1 (+5 vs Were- creatures)
  408. Elven - +2
  409. Dwarven - +2 (+3 vs Beasts)
  410. Orcish - +3
  411. Glass - +4 (+3 vs Heavy Armor)
  412. Ebony - +4
  413. Daedric - +5
  414.  
  415. -Bows
  416. All Bows use arrows as ammunition. The Bow determines the damage bonus, while the quality of the arrow instead is added to the attack. This is because Archery accrues penalties with distance, target size, and weather conditions. Here are a few examples:
  417. Light Breeze -1 Small Target -3
  418. Strong Breeze -3 Very Small Target -5
  419. Heavy Wind -5 Distance -1/ 10' out of range
  420. Light Rain -2
  421. Heavy Rain -4
  422.  
  423. Armor
  424. There are two types of worn armor: Heavy and Light Armor. Heavy Armor works for the most part by absorbing and deflecting impacts, while Light Armor functions more by cushioning the user and allowing them to better evade blows. Overall however the result is mechanically the same, if artistically different. A character’s Armor Rating is how much damage is subtracted from every non-magical hit they take, and is equal to ½ their ranks in their worn armor + the armor’s bonus. Below are some materials armor can be made out of, and their bonuses.
  425.  
  426. Light Armor Heavy Armor
  427. Clothing - +0 Iron - +1
  428. Leather - +1 Steel - +1 (+2 vs One Handed Weapons)
  429. Elven - +2 Dwarven - +2
  430. Scaled - +3 Steel Plate - +2 (+3 vs One Handed Weapons)
  431. Imperial - +3 Orcish - +3
  432. Glass - +4 Ebony - +4
  433. Daedric - +5
  434. Do note that while Heavy Armor protects more, it also applies penalties as described in the Armor skill section. Characters wearing armor pieces of differing quality take an average of their bonuses, rounded up (eg, a character with a Daedric chestplate and helmet, but iron boots, gloves, and greaves has [5+5+1+1+1]/5, or a total of +3 armor)
  435.  
  436. -Robes
  437. Some mages choose to forgo armour in favor of magic enhancing robes. In general, robes provide a bonus to the wearer's Magicka reserves. There are five different 'levels' of robes, each one providing more Magicka. These are Novice (+1), Apprentice (+2), Adept (+3), Expert (+4), and Master (+5).
  438.  
  439. Other Items
  440. There are of course many other items in TES besides weapons and armor. Below are a few.
  441.  
  442. Potions: Potions come in 3 types and 5 varieties. The types are Health, Magicka, and Stamina (which determines the stat restored by drinking it) and the varieties are Minor (2), Regular (4), Plentiful (6), Vigorous (8), Extreme (10), and Ultimate (Remains at 10 for the encounter).
  443. Food: Food restores varying amounts of Health and Stamina, largely depending on the type consumed.
  444. Soul Gems: Soul Gems contain bound souls and are required for enchanting. Each Soul Gem has a level which determines the maximum level of spell an item can be enchanted with, as well as how many charges the soul contained is worth. These are Petty (Novice), Lesser (Apprentice), Common (Adept), Greater (Expert), and Grand (Master). There are also Black Soul Gems, which are the only Soul Gems capable of holding the souls of intelligent creatures. They count as Grand. For more, see the Enchanting section.
  445. Scrolls: A scroll can be used to cast a spell once and are made through enchanting. Anyone with at least two ranks in the respective school of the scroll’s spell can use it.
  446. Staves: Staves and staffs can be used to repeatedly cast a spell without expending Magicka. The number of charges a staff contains is equal to the enchanters ranks in Enchanting and the applied spell’s school, divided by two. (Or [Enchanting+School]/2). Anyone with at least two ranks in the respective school of the scroll’s spell can use it.
  447. Poisons: Poisons may be applied to any weapon, and are expended upon the weapons next hit, though some poisons may be added to food or drink as well. Most do some combination of damage to either Health, Magicka, or Stamina, be it over time or immediately.
  448. Torches: Torches illuminate the area in which they are lit, and last for 1 hour. They are doused if capped by the wielder or submerged. If used as a weapon, they have a bonus of -2, but light the target on fire.
  449. Gold: Gold is used to buy things. Everyone wants a lot of it. Usually enough to kill someone over it.
  450.  
  451. Character Creation
  452. All characters begin with one rank in each of the three aspects and zero ranks in skills before determining their race. Remember, a character cannot have more ranks in a skill than they do in its governing aspect.
  453.  
  454. -Race
  455. Every Character has a race, one of the ten different people’s of Tamriel. Each race has a bonus to an attribute and starts with free ranks in certain skills, as well as a unique ability. Below are the ten races of the Imperial Provinces.
  456.  
  457. Humans
  458. Breton
  459. Bretons are natural mages and start with an added rank in the Mage Aspect. Additionally, they are more resistant to Magic and take 4 less points of damage from all Destruction spells. They start with 2 ranks in Conjuration and a single rank in Alchemy, Alteration, Illusion, Restoration, and Speech.
  460. Nord
  461. Proud warriors of the north, Nords start with an added rank in the Warrior Aspect. Additionally, they are more resistant to cold and take 4 less points of Frost damage from all sources. They start with 2 ranks in Two-Handed and a single rank in Block, Light Armor, One-Handed, Smithing, and Speech.
  462. Redguard
  463. The natives of Hammerfell and the great Alik’r Desert, Redguards start with an added rank in the Warrior Aspect. Additionally, they are more resistant to poison and take one less point of poison damage from all sources. They start with 2 ranks in One-Handed and a single rank in Alteration, Archery, Destruction, and Smithing.
  464. Imperial
  465. The natives of Cyrodil, Imperials are a diverse lot and start with an added rank in an aspect of their choice, and may start with two ranks in one skill and one rank in any five of their choosing. They do not however have any other benefits.
  466.  
  467. Elves (Mer)
  468. Wood Elves (Bosmer)
  469. Hailing from the great valleys and woodlands of the Valenwood, Bosmer are naturally light on their feet and start with an added rank in the Thief Aspect. Additionally, their light weight prevents them from setting off pressure-plates or other effects that others would trigger. They start with 2 ranks in Light Armor and a single rank in Alchemy, Archery, Lockpicking, Pickpocket, and Sneak.
  470. High Elves (Altmer)
  471. Ancient arcane masters from the Summerset Ilse, Altmer begin with an added rank in the Mage Aspect. Additionally, once a day they can channel their natural magical prowess to regain 2 Magicka instantly. They start with 2 ranks in Illusion and a single rank in Alteration, Conjuration, Destruction, Mysticism, and Restoration.
  472. Dark Elves (Dunmer)
  473. Hailing from the off-tempo region of Morrowind, Dunmer are easily able to practice magic and start with an added rank in the Mage Aspect. Additionally, their ashen skin is resistant to fire and they take 4 less points of damage from fire, though they can still take damage from being lit on fire. They start with 2 ranks in Destruction and a single rank in Alchemy, Alteration, Illusion, Light Armor, and Sneak.
  474. Orcs (Orisimer)
  475. A proud yet scattered people from the region of Orsinium, the inherently savage Orsimer start with an added rank in the Warrior Aspect. Additionally, they can channel their inherent fury once a day to instantly regain 2 Stamina. They start with 2 ranks in Heavy Armor and a single rank in Block, Enchanting, One-Handed, Smithing, and Two-Handed.
  476.  
  477. Beasts
  478. Argonians
  479. The reptilian natives of Black Marsh, Argonians are a naturally enigmatic people and start with an added rank in the Thief Aspect. Additionally, they are able to breathe both air and water interchangeably and have claws that act as +2 Hand to Hand Weapons. They start with 2 ranks in Lockpicking and a single rank in Alteration, Light Armor, Pickpocket, Restoration, and Sneak.
  480. Khajiit
  481. Often casual liars and almost always shady, the catfolk of Elsweyr start with an added rank in the Thief Aspect. Additionally, they can see in the darkest of shadows with ease and have claws that act as +2 Hand to Hand Weapons. They start with 2 ranks in Sneak and a single rank in Alchemy, Archery, Lockpicking, Pickpocket, and One-Handed.
  482.  
  483. -Birthsigns
  484. Every character is born under one of the 13 birthsigns, each of which favors a specific personality. These signs give a slight added bonus to rolls when acting in accordance with their sign’s tendencies, at the GM’s discretion. Below are the signs and their seasons, as well as their dispositions.
  485.  
  486. The Warrior, Last Seed - Determined and confident
  487. The Lady, Heartfire - Kind and tolerant
  488. The Steed, Midyear - Impatient and hasty
  489. The Lord, First Seed - Prideful and arrogant
  490. The Mage, Rain’s Hand - Intelligent and knowledgeable
  491. The Apprentice, Sun’s Height - Eager and naive
  492. The Atronach, Sun’s Dusk - Solemn and resolute
  493. The Ritual, Morning Star - Precise and systematic
  494. The Thief, Evening Star - Evasive and flexible
  495. The Lover, Sun’s Dawn - Graceful and passionate
  496. The Shadow, Second Seed - Sneaky and subtle
  497. The Tower, Frost Fall - Avaricious and greedy
  498. The Serpent, No Season - Treacherous and Cruel
  499.  
  500. -Experience and Leveling
  501. As characters adventure and face challenges, they naturally gain experience and improve. Experience is a measure of how many challenges they have faced and overcome be it personal challenges, physical challenges, or of course combat challenges. Experience (XP) is accrued at the GM’s discretion and is then spent to improve one’s ranks in an aspect or skill. In general, a weak challenge is usually worth around 10Xp, and a near impossible challenge may be worth around 500Xp. Of course, all Xp gain is up to the GM to decide.
  502. Xp, once accrued, is then spent to raise skills or Aspects to their next rank. The cost of improving a skill or Aspect is always 100(The New Rank) points, meaning raising a skill from rank 9 to 10 costs 1000Xp.
  503.  
  504. In general, starting characters begin with 4000Xp at creation, and no aspect may be higher than 5 at creation. GMs may see fit to change this depending on how they wish to run their game.
  505.  
  506. Crafts
  507.  
  508. -Enchanting
  509. The art of enchanting is one that is rarely pursued by adventurers due to the dedication it often requires. Nonetheless, those who pursue it find it highly rewarding. This does not, however, make Enchanting easy or simple. You cannot enchant items without access to an Enchanting Table. In addition, you can use the Enchanting skill to determine an item's enchantment.
  510. The mechanics of enchanting items are as follows. All enchanted items have effects that require charges to activate, in the form of energy obtained from Soul Gems. A Petty Soul is worth 1 charge, a Lesser Soul 2, and so on. On the other hand, gems act as multipliers to determine a total charge. Petty Gems are x1, Lesser Gems x2, Common Gems x3, and so on. Do note that a soul cannot be trapped in a gem of a quality of less than its own value. Gems cost 5 gold for an empty petty gem, 10 for a Lesser, 50 for Common, 100 for Greater, and 500 for Grand. Expect 3 times the price if it's full.
  511. Meanwhile, higher level spell effects take more charges to activate. Novice Spells require 1 charge to trigger, Apprentice Spells 2, etc., etc. The maximum amount of charges a magic item can hold is equal to its enchanters ranks in enchanting times their Mage Aspect (so anywhere from 4-100 charges).
  512. Likewise, the duration of an enchanted item's effect lasts as many rounds as half its enchanter's ranks in Enchanting. Note that this does not apply to some scrolls and staffs, as they may have different durations depending on the spell contained.
  513. Any spell can be inscribed into a scroll or staff, which does nothing more than cast the spell contained within when activated. Other pieces of equipment however are much more obstinate, merely mimicking a spell's effects rather than truly casting them. In general, Alteration and Illusion spells (in the form of Muffle and Invisibility) may be applied to Armour, Destruction may be applied to Weapons (though it only changes the damage dealt to the spell's effect), Restoration to Shields and Armour, and Mysticism to anything it wants.
  514. Finally, the level of a creature's soul is determined by its ferocity and strength. Your average breeds of dungeon rats are Petty, a wolf or horse Lesser, a bear or mountain lion Common, things like Atronachs and Werewolves Greater, and truly powerful beings such as Dremora Lords, Vampire Masters, and other such beasts of legend are Grand. Of course these are all just examples; for the many things not listed here it is up to the GM to decide.
  515. These are all White Souls however. Black Souls, the souls of the sentient races of Tamriel, are always Grand, but may only be contained in rare Black Soul Gems. Black Soul Gems are themselves illegal to possess due to their inherently corrupt nature, and likewise due to it any sentient creature touching an unfilled Black Soul Gem finds their HP, Magicka, and Stamina reduced by 1 as the edges of ther soul are pulled towards the depths of the crystal (to a minimum of 1). Still the draw of easy power is compelling, as most Grand Souls are rare and difficult to aquire, while Black Souls are commonplace.
  516.  
  517. Enchanting can also be used to create scrolls, staves, and tomes aside from enchanted weapons and armor. Scrolls contain Magickally invested ink that anyone with a Novice rank in the spell's school can utilize to cast the contained spell. Staffs meanwhile may repeatedly cast contained spells and use charges and soul gems for power. Tomes can be used to teach spells to those with enough ranks in the spell's school to cast them. Scrolls cost nothing more to create than the cost of ink and parchment, but investing the required energy to prepare them for others to cast takes three times as much magicka as it would to normally cast it. Staffs on the other hand require one hundred gold per the level of the spell being inscribed, in addition to the cost of the soul gem used to power it, with the soul gem being required to be equal to or greater than the level of the imbued spell. Tomes likewise require a full soul gem containing a soul equal in level to the spell inscribed within, and cost accordingly to make. All three sell of course for much higher prices than they cost to create.
  518.  
  519. -Alchemy
  520. Alchemy is the art of drawing out the latent magical powers of ingredients in order to make powerful potions, poisons, and elixers. Along with ingredients, Alchemy requires time to use an alchemical lab of some sort or another to make your creations at. In addition, you can use the Alchemy skill to determine the properties of various ingredients and potions.
  521. In general, potions come in 6 degrees of strength depending on how much they heal a stat for. these are Minor (2), Regular (4), Plentiful (6), Vigorous (8), Extreme (10), and Ultimate (Remains at 10 for the encounter). In order to make a potion, you need to have as many ranks in Alchemy as its effectiveness, and sadly the recipe for Ultimate Potions remains unknown, Lost to time.
  522. Poisons are compounds that drain Health, Stamina or Magicka when they enter a body. Mechanically, all poisons start at 0 Damage to all three stats for 1 turn. This can be described as 0HP/0MP/0ST/1Turn.
  523. For every 2 ranks in Alchemy the Alchemist has, they may increase one of those numbers by 1. (ie, a Master Alchemist can make a poison that deals 3HP damage for 3 turns, or one that deals 1HP, 1MP, and 2ST for 2 turns, etc.)
  524. Lastly, elixers are mixtures that replicate a spell's effects. Elixers last for 3 times as many rounds as the caster's ranks in Alchemy, and can only replicate spells that target the caster. To make an elixer, an Alchemist must be the same rank as one would have to be in that school of magic to cast that spell. So to make an Elixer of Invisibility takes 8 ranks in Alchemy. Do note that Fortification Potions stack with standard Fortification Spells.
  525.  
  526. Finally, Alchemy is an iffy business that takes skill. To make a Novice Result has a TN of 3, an Apprentice Result is TN 6, an Adept Result is TN 9, etc. Failing a check to make a potion results in...side effects, subject to GM discretion. For example an Invisibility Potion is TN 12; if an Alchemist only got an 11 on their check, rather than getting a completely useless mixture, it might deal 1HP damage as a side-effect in addition to causing Invisibility.
  527. As for ingredients, it takes 5 gold to make a Novice mixture, 10 for an Apprentice, 50 for an Adept, 100 for Expert, and 500 for Master mixtures. You can expect to sell them for twice as much gold, to the right buyer. Of course, that's also how much they usually cost to buy as well.
  528.  
  529. -Smithing
  530. Smithing is mechanically the simplest of the 3 crafts, but don't ever let a smith hear you say that. Assuming he has a forge and the right ingredients, a Smith can make arms and armor with up to half as much a bonus as his ranks in Smithing. In addition, the Smithing skill can be used to repair broken or damaged items.
  531. Other objects (horseshoes, custom metal-working, etc.) have a TN subject to the GM's discretion.
  532. Costs for materials usually run 10 gold for a +1 item, 50 for +2, 100 for +3, 500 for +4, and 1000 gold for a +5 item. You can expect to sell weapons and armor for twice their cost of production. Furthermore, the cost of repairing a damaged item is 100 gold for every +1 restored.
  533.  
  534. NPCs
  535. Now, obviously the entire game isn’t made up of players. And nothing is sacred if one cannot try to kill any random schlub that looks at them funny. As such, below are a couple generic NPCs, some enemies, and of course Summons for those who dabble in Conjuration. For the most part these NPCs are described based on their HP/Magicka/Stamina and their Attack Bonus/Spell School Level/Relevant Thief Skill Bonuses. And of course Armor bonuses. Some critters even have their own special abilities and bonuses.
  536.  
  537. For the most part though, it remains up to the GM to decide the bonuses/penalties any NPC has going for them. Don’t be afraid to stray from the generics. Also since I’m lazy these are gonna be short. For more monsters, and a better idea of applying templates, see Herbane's Bestiary and Templates and Diseases respectively.
  538.  
  539. Format
  540. Name: HP/Magicka/Stamina, +Attack Bonus, +Damage Bonus/Schools of Magic Accessible/Bonus to Thief Skills, Armour, Special Abilities
  541.  
  542. Peasants, Bandits, and Guards
  543. Peasant: 5HP/1M/1S, +0Attack,+0Damage/-/-, Arm 0
  544. Bandit: 9HP/1M/3S, +2A,+1D/-/+2, Arm 2
  545. Bandit Mage: 8HP/3M/3S. +2A,+1D/2 App/+1, Arm 2-4
  546. Bandit Leader: 18HP/2M/5S, +3A,+2D/1Nov/+3, Arm 4-6
  547. Bandit Sorcerer: 15HP/6M/4S, +2A,+1D/2Adpt,1App,1Nov/+2, Arm4
  548. Bandit Chief: 25HP/3M/7S, +3A,+3D/1App/+3, Arm6
  549. Guard: Always 1 better than any PC in everything.
  550.  
  551. Summons
  552. Familiar: 6HP/1M/2S, +1A,+1D/-/-, Arm 1
  553. Zombie: 9HP/1M/1S, +1A,+2D/-/-, Arm 3, Sp-Undead
  554. Skeleton: 6HP/1M/2S, +2A, +1D/-/- Arm 2, Sp-Undead
  555. Ghost: 7HP/2M/2S, +2A, +2D/NovDestr/- Arm1, Sp-Undead, Incorporeal, Frost Touch, Curse (-2 to all rolls)
  556. Greater Skeleton: 20HP/4M/6S, +4A, +2D/1App/-, Sp-Undead
  557. Wraith: Same as Target, Sp-Undead, Incorporeal, Frost Touch, Greater Curse (-4 to all rolls)
  558. Flame Atronach: 14HP/1M/6S, +2A,+2D/-/-, Arm 3, Sp-Atronach, Flame Touch
  559. Frost Atronach: 16HP/1M/4S, +3A,+2D/-/-, Arm 4, Sp-Atronach, Frost Touch
  560. Storm Atronach: 15HP/1M/5S, +2A,+2D/-/-, Arm3, Sp-Atronach, Lightning Touch
  561. Lesser Daedra (Scamp): 10HP/3M/5S, +1A, +1D/2Nov/+2, Arm2, Sp-Daedra, 1 0Cost App Spell (Firebolt)
  562. Greater Daedra (Dremora Churl): 18HP/4M/4S, +3A, +3D/2App/+2, Arm5, Sp-Daedra, 1 0Cost Expt and App Spell (Fireball and Poison)
  563. Grand Daedra (Dremora Lord): 28HP/8M/8S, +4A,+5D/ExptDestr,2Adpt/+4Thief, Arm 8, Sp-Daedra, 2 0Cost Expt Spells (Incinerate and Rout)
  564.  
  565. Some Critters
  566. Basic Animals: 3/1/1, +1A,+1D/-/-, Arm1
  567. Horse: 7/1/1, +1A,+1D/-/-, Arm1-2
  568. Wolves: 9/1/3, +2A,+2D/-/-, Arm2
  569. Bears: 15/1/3, +2A,+2D/-/-, Arm3
  570.  
  571. The Thu'um, And Other Special Abilities and Templates
  572. There are many things in the world of TES that are outside the common boundaries of magicks and skills. In most cases, these are referred to as Special Abilities (Sp). Most are natural, like an Atronach's ability to sling elemental Destruction without Magicka, or an Undead's immunity to Illusion magicks. Some are aquired, such as a Vampire's ability to drain the life out of its foes, or a Werewolf's shapeshifting. And a few, so very few, may be learned through rigorous devotion and dedication to a lifestyle, such as the Thu'um or the way of the Ancestor Moths insight into reality. Below are a few rules for the Thu'um, a more common example of an aquired special ability.
  573.  
  574. Thu'um
  575. The way of the Dragon Tongues can be learned atop the highest point in Tamriel, in High Hrothgar at te Throat of the World, from the ancient masters of the Voice known as the Graybeards. Very few make the long journey up the mountainside however, and even fewer are accepted into the stone temple to learn.
  576. Mechanically, The Thu'um acts as a skill under whichever of the acquiring character's Aspect is highest. The Warrior sees it as a powerful weapon, The Thief a useful skill, The Mage an insight into the Arcane. Regardless, it may be increased in ranks like any other skill, but may not be higher than your highest Aspect. In combat, a shout may be used at any point, including other character's turns. All shouts have a cooldown however, during which no Thu'um can be used by that character. Of course, to hit with a projected Shout is similar to casting spells, but due to its inherently unknown nature, the first shout of a combat gains a +1 to hit.
  577. At three ranks in Thu'um, a character learns the first word of their first shout. At six ranks, they aquire both another word in their first shout and a new word of a new shout. At nine they finish their first shout, gain a second word in their seconde shout, and a new word in a third shout. At ten a character may gain two words of their choice, and may freely invest 1000 exp whenever they wish to gain two more words of their choice.
  578. What shouts a character learning The Thu'um plans to learn should be discussed with the GM beforehand, and more powerful shouts (Storm Call, Time Stop, etc.) should be unable to be learned until at least rank six. As well, the effects of shouts should be worked out with the GM. Below are three useful examples however.
  579.  
  580. Fus Roh Dah (Unrelenting Force)
  581. 1: Imposes a -2 penalty on the targets next roll and pushes small objects (books, baubles, etc.) 3 turn cooldown.
  582. 2: Paralyzes a target and pushes medium objects (weapons, light furniture, etc.) 6 turn cooldown.
  583. 3: Paralyzes all targets in its path and pushes large objects (people, heavy furniture, your mother, etc.) 9 turn cooldown.
  584.  
  585. Krii Lun Aus (Marked for Death)
  586. 1: Drains 1HP from the target, and reduces their armor value by 1 for ten rounds. 3 turn cooldown.
  587. 2: Drains 2HP from the target, and reduces their armor value by 2 for ten rounds. 6 turn cooldown.
  588. 3: Drains 3HP from the target, and reduces their armor value by 3 for ten rounds. 9 turn cooldown.
  589.  
  590. Suh Grah Dun (Elemental Fury)
  591. 1: Character is considered to have spent 1 Stamina on all attacks for the next 2 rounds. Fails if the weapon wielded is enchanted. 5 turn cooldown.
  592. 2: Character is considered to have spent 2 Stamina on all attacks for the next 3 rounds. Fails if the weapon wielded is enchanted. 9 turn cooldown.
  593. 3: Character is considered to have spent 3 Stamina on all attacks for the next 3 rounds. Fails if the weapon wielded is enchanted. 12 turn cooldown.
  594.  
  595. -Other Special Abilities and Templates
  596. These are a handful of the more common templates and special abilities related to them. For more detailed information, see the Templates and Diseases add-on.
  597.  
  598. Fire/Frost/Lightning Touch: Subjects melee attacks inflict their respective status.
  599. Undead: Subject is immune to Illusion spells, poison, and many environmental dangers. In general, Undead are incapable of gaining experience, though some exceptions do occur (Vampires, Liches, etc.)
  600. Incorporeal: Subject can only be wounded by silver/daedric/enchanted weapons or magical attacks. May also move freely through solid objects.
  601. Atronach: Subject is immune to their respective element, under a constant Cloak effect for their element, and may use their respective Firebolt/Lightning Bolt/ Ice Spike for 0 Magicka.
  602. Daedra: Subject takes no damage from nonmagical iron or steel weapons, and must obey higher ranked Daedra.
  603.  
  604. Additional Resources
  605. These are, of course, only the core rules of the game required for basic play. For further and more detailed mechanics, see the links below.
  606.  
  607. Perks - Further Focus on Character Roles: pastebin.com/AvppSM29
  608. The Lunar Lattice - Khajiit Varieties: pastebin.com/NPUvQ8wx
  609. Templates and Diseases - Corprus to Corpses: pastebin.com/rGe7tAZD
  610. The Book of Daedra - A Guide to Oblivion: pastebin.com/68BKHQBT
  611. Start>Settings - Side Rules for Core Mechanics: pastebin.com/u018gzaL
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