Skills
Spells
Quote:
Blade:
Blade is the skill that governs ... blades! Bet you didn't see that one coming.
(In case you didn't know, only daggers, swords, claymores, and katanas are considered blades.)
Blunt:
If you figured out Blade on your own, this one's going to be easy ...
(In case you didn't know, blunt covers maces, hammers, and axes.)
Hand to Hand:
Really would've been useful for that bar fight last week. Then again, he was twice your size and his name was Bubba ...
(In case you didn't know, this is for exactly what it sounds like.)
Armourer:
Loner? You're gonna need this skill.
(Skill levels in armourer not only help you repair your armour and weapons with the use of repair hammers, but adds better chances of those repair hammers not breaking.)
Block:
Do a barrel roll!
(Block skills improve your chances of a successful combat roll.)
Heavy Armour:
You're going to need some practice for skipping around in those mail tights.
(This skill makes heavy armour more effective and keeps it from wearing out as soon.)
Athletics:
Learn what having a pole up your a** really means.
(Useful for running and swimming fast.)
Acrobatics:
You have been eaten by an abyss.
(Acrobatics governs jumping and how much damage you take from a fall.)
Light Armour:
Like Heavy Armour for sissies.
(Seriously, it's the heavy armour skill for the lighter stuff. Useful for you, you rouge.)
Security:
For the person their momma didn't want them to be.
(Security is really useful for opening those locked chests. In fact, you need it for that.)
Sneak:
Cheeky b*****d.
(Sneak is for stalkers. They get to move around [if you're good] undetected, are able to pick pockets, and possibly do more damage to a target if they surprise attack.)
Marksman:
Bow and arrow, Robin Hood.
(Seriously. It's the bow and arrow skill.)
Merchantile:
Sweet talker, you got yourself a good deal.
(Helpful if you buy and sell a lot.)
Speechcraft:
Are you the pretty pretty princess? You must have a high level of this.
(How people react to you and like you in general.)
Illusion:
Cast that overused joke on the internet!
(Create light, conceal, charm, paralyze or alter someone's mood.)
Alchemy:
3 Eggs + 1 Bread = French Toast!
(Make potions and poisons out of things you find growing or ingredients you buy. The higher you level in this, the more things you can make and the more successful you'll be at making them.)
Conjuration:
Witch! Witch!
(Summon creatures, enchant weapons and armour, repel undead, or generally get a good laugh by scaring everyone at the water cooler.)
Mysticism:
Gaze into your own crystal ball.
(Includes spells that absorb, reflect, move objects, sense life, and bind souls.)
Alteration:
Don't like the world you live in? Screw it!
(Magic of altering the physical world.)
Destruction:
The magical school of kicking a**.
(Includes fire, frost, and shock damage spell tree.)
Restoration:
For the kinder, gentler souls. Or the ones that just want to take advantage of idiots that get themselves hurt but can't heal properly.
(Healing and curing spells.)
Blade is the skill that governs ... blades! Bet you didn't see that one coming.
(In case you didn't know, only daggers, swords, claymores, and katanas are considered blades.)
Blunt:
If you figured out Blade on your own, this one's going to be easy ...
(In case you didn't know, blunt covers maces, hammers, and axes.)
Hand to Hand:
Really would've been useful for that bar fight last week. Then again, he was twice your size and his name was Bubba ...
(In case you didn't know, this is for exactly what it sounds like.)
Armourer:
Loner? You're gonna need this skill.
(Skill levels in armourer not only help you repair your armour and weapons with the use of repair hammers, but adds better chances of those repair hammers not breaking.)
Block:
Do a barrel roll!
(Block skills improve your chances of a successful combat roll.)
Heavy Armour:
You're going to need some practice for skipping around in those mail tights.
(This skill makes heavy armour more effective and keeps it from wearing out as soon.)
Athletics:
Learn what having a pole up your a** really means.
(Useful for running and swimming fast.)
Acrobatics:
You have been eaten by an abyss.
(Acrobatics governs jumping and how much damage you take from a fall.)
Light Armour:
Like Heavy Armour for sissies.
(Seriously, it's the heavy armour skill for the lighter stuff. Useful for you, you rouge.)
Security:
For the person their momma didn't want them to be.
(Security is really useful for opening those locked chests. In fact, you need it for that.)
Sneak:
Cheeky b*****d.
(Sneak is for stalkers. They get to move around [if you're good] undetected, are able to pick pockets, and possibly do more damage to a target if they surprise attack.)
Marksman:
Bow and arrow, Robin Hood.
(Seriously. It's the bow and arrow skill.)
Merchantile:
Sweet talker, you got yourself a good deal.
(Helpful if you buy and sell a lot.)
Speechcraft:
Are you the pretty pretty princess? You must have a high level of this.
(How people react to you and like you in general.)
Illusion:
Cast that overused joke on the internet!
(Create light, conceal, charm, paralyze or alter someone's mood.)
Alchemy:
3 Eggs + 1 Bread = French Toast!
(Make potions and poisons out of things you find growing or ingredients you buy. The higher you level in this, the more things you can make and the more successful you'll be at making them.)
Conjuration:
Witch! Witch!
(Summon creatures, enchant weapons and armour, repel undead, or generally get a good laugh by scaring everyone at the water cooler.)
Mysticism:
Gaze into your own crystal ball.
(Includes spells that absorb, reflect, move objects, sense life, and bind souls.)
Alteration:
Don't like the world you live in? Screw it!
(Magic of altering the physical world.)
Destruction:
The magical school of kicking a**.
(Includes fire, frost, and shock damage spell tree.)
Restoration:
For the kinder, gentler souls. Or the ones that just want to take advantage of idiots that get themselves hurt but can't heal properly.
(Healing and curing spells.)
Spells
Quote:
Special Spells/Effects
Restoration
Destruction
Alteration
Conjuration
Illusion
Quote:
Restore Magicka:
This is a one-level spell granted by the Madgod, Sheogorath, to whomever or whatever he deems as worthy.
+2 magicka target
-3 magicka spellcaster
This is a one-level spell granted by the Madgod, Sheogorath, to whomever or whatever he deems as worthy.
+2 magicka target
-3 magicka spellcaster
Restoration
Quote:
Cure Poison/Disease:
Effect:
*cough* *hack* *wheeze* ... *cough* ... ! Ahem! Oh, all better now?
Bonus Level:
1) Roll 50 or higher out of 0-60.
2) Roll 35 or higher out of 0-50.
3) Roll 30 or higher out of 0-40.
4) Roll 20 or higher out of 0-30.
5) Roll 10 or higher out of 0-15.
Restore HP
Effect:
Restore set amount of HP based on spell level.
Bonus Level:
1) 1 HP
2) 2 HP
3) 3 HP
4) 4 HP
5) 5 HP
Effect:
*cough* *hack* *wheeze* ... *cough* ... ! Ahem! Oh, all better now?
Bonus Level:
1) Roll 50 or higher out of 0-60.
2) Roll 35 or higher out of 0-50.
3) Roll 30 or higher out of 0-40.
4) Roll 20 or higher out of 0-30.
5) Roll 10 or higher out of 0-15.
Restore HP
Effect:
Restore set amount of HP based on spell level.
Bonus Level:
1) 1 HP
2) 2 HP
3) 3 HP
4) 4 HP
5) 5 HP
Destruction
Quote:
Fire Damage:
Effect:
Burn baby burn ... wait ... you mean they weren't talking about fire ... ? Oh.
Well, anyway, you can damage a PC or Monster (fire damage) for set amount of HP based on spell level.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Frost Damage
Effect:
Cold as ice? Someday you'll pay the price.
But for now, a PC or Monster will, 'cause they'll be hit for a set amount of HP (frost damage) based on spell level.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Shock Damage
Effect:
Damage enemy (shock) for set amount of HP based on spell level.
Shocking, isn't it?
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Drain Health
Effect:
Drains a PC or Monster's health over time.
Do you sparkle in the sunlight too? We can be specially special best friends!
Bonus Level:
1) -1 HP over 1 Turn
2) -1 HP over 2 Turns
3) -1 HP over 3 Turns
4) -2 HP over 2 Turns
5) -2 HP over 3 Turns
Effect:
Burn baby burn ... wait ... you mean they weren't talking about fire ... ? Oh.
Well, anyway, you can damage a PC or Monster (fire damage) for set amount of HP based on spell level.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Frost Damage
Effect:
Cold as ice? Someday you'll pay the price.
But for now, a PC or Monster will, 'cause they'll be hit for a set amount of HP (frost damage) based on spell level.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Shock Damage
Effect:
Damage enemy (shock) for set amount of HP based on spell level.
Shocking, isn't it?
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Drain Health
Effect:
Drains a PC or Monster's health over time.
Do you sparkle in the sunlight too? We can be specially special best friends!
Bonus Level:
1) -1 HP over 1 Turn
2) -1 HP over 2 Turns
3) -1 HP over 3 Turns
4) -2 HP over 2 Turns
5) -2 HP over 3 Turns
Alteration
Quote:
Water Breathing:
Effect:
Breathe underwater for a set period.
Glub glub. Aaah. Perfect! Momma's impressed!
Bonus Level:
1) 1 Turn
2) 2 Turns
3) 3 Turns
4) 4 Turns
5) 5 Turns
Open
Effect:
Attempt to magically open a locked chest or door set times per dungeon.
Just don't let the guards catch you. You know what they say about prison ...
Bonus Level:
1) 1 Chest/Door
2) 2 Chests/Doors
3) 3 Chests/Doors
4) 4 Chests/Doors
5) 5 Chests/Doors
Bind
Effect:
Binds PC or Opponent for set amount of turns, making them unable to roll a number to attack.
Tie a yellow ribbon 'round the old PC.
Bonus Level:
1) 1 Turn
2) 1 Turn
3) 1 Turn
4) 2 Turns
5) 3 Turns
Paralyse
Effect:
You paralyze a PC or Monster for set number of turns, making them ere ... unable to attack, or pretty much do anything. It even works in the arena!
You like it that way, don't you? You dirty thing.
Bonus Level:
1) 1 Turn
2) 1 Turn
3) 2 Turns
4) 2 Turns
5) 3 Turns
Effect:
Breathe underwater for a set period.
Glub glub. Aaah. Perfect! Momma's impressed!
Bonus Level:
1) 1 Turn
2) 2 Turns
3) 3 Turns
4) 4 Turns
5) 5 Turns
Open
Effect:
Attempt to magically open a locked chest or door set times per dungeon.
Just don't let the guards catch you. You know what they say about prison ...
Bonus Level:
1) 1 Chest/Door
2) 2 Chests/Doors
3) 3 Chests/Doors
4) 4 Chests/Doors
5) 5 Chests/Doors
Bind
Effect:
Binds PC or Opponent for set amount of turns, making them unable to roll a number to attack.
Tie a yellow ribbon 'round the old PC.
Bonus Level:
1) 1 Turn
2) 1 Turn
3) 1 Turn
4) 2 Turns
5) 3 Turns
Paralyse
Effect:
You paralyze a PC or Monster for set number of turns, making them ere ... unable to attack, or pretty much do anything. It even works in the arena!
You like it that way, don't you? You dirty thing.
Bonus Level:
1) 1 Turn
2) 1 Turn
3) 2 Turns
4) 2 Turns
5) 3 Turns
Conjuration
Quote:
Summon:
Effect:
Summons an elemental ... thing ... what the hell is that ... well, whatever. It aids your attack damage. Good thing ... sure as hell doesn't look like it's good for anything else.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Effect:
Summons an elemental ... thing ... what the hell is that ... well, whatever. It aids your attack damage. Good thing ... sure as hell doesn't look like it's good for anything else.
Bonus Level:
1) +2
2) +4
3) +6
4) +8
5) +10
6) +12
7) +14
8 ) +16
9) +20
10) +25
Illusion
Quote:
Night Eye
Effect:
Fill your eyes with that night vision.
Allows PC to see in the dark. Lasts for the set number of turns.
Bonus Level:
1 ) Lasts 1 round after spell is cast
2 ) Lasts 2 rounds after spell is cast
3 ) Lasts 3 rounds after spell is cast
4 ) Lasts 4 rounds after spell is cast
5 ) Lasts 5 rounds after spell is cast
Invisibility
Effect:
You are invisible. DUH.
Seriously, you can't be seen while this is in effect, gaining the ability to dodge any and all monsters for the set amount of turns. However, this only works in dungeons.
Battle Events become "you see a monster" events, which allows you to choose to attack or not. If you do, PC gets a +5 attack on the Battle Roll.
Bonus Level:
1 ) Lasts 1 round after spell is cast or until something attacked
2 ) Lasts 2 rounds after spell is cast or until something attacked
3 ) Lasts 3 rounds after spell is cast or until something attacked
4 ) Lasts 4 rounds after spell is cast or until something attacked
5 ) Lasts 5 rounds after spell is cast or until something attacked
Light
Effect:
It's like Magic Missle ... but cooler. owo
Okay seriously it just lets the PC see in dark places.
Bonus Level:
1 ) Lasts 1 round after spell is cast
2 ) Lasts 2 rounds after spell is cast
3 ) Lasts 3 rounds after spell is cast
4 ) Lasts 4 rounds after spell is cast
5 ) Lasts 5 rounds after spell is cast
Chameleon
Effect:
Same thing as invisibility, but has a % chance to fail.
Upon encounter with a monster, a number from 1-100 is generated to see if a monster is just badassed enough to see the PC.
Let's all hope the PC doesn't fall over on his/her face. 'cause, y'know, just because you can't be seen doesn't mean you can't be heard.
Take that, If a Tree Falls.
Bonus Level:
1 ) Lasts 2 rounds after spell is cast, 80% chance to fail
2 ) Lasts 4 rounds after spell is cast, 65% chance to fail
3 ) Lasts 6 rounds after spell is cast, 50% chance to fail
4 ) Lasts 8 rounds after spell is cast, 35% chance to fail
5 ) Lasts 10 rounds after spell is cast, 20% chance to fail
Calm
Effect:
The only time you can almost Godmode.
Calms an enemy and "wins" battle with illusion as battle skill. Will not get lewt.
Bonus Level:
1 ) Illusion roll - 10
2 ) Illusion roll
3 ) Illusion roll + 3
4 ) Illusion roll + 5
5 ) Illusion roll + 8
Effect:
Fill your eyes with that night vision.
Allows PC to see in the dark. Lasts for the set number of turns.
Bonus Level:
1 ) Lasts 1 round after spell is cast
2 ) Lasts 2 rounds after spell is cast
3 ) Lasts 3 rounds after spell is cast
4 ) Lasts 4 rounds after spell is cast
5 ) Lasts 5 rounds after spell is cast
Invisibility
Effect:
You are invisible. DUH.
Seriously, you can't be seen while this is in effect, gaining the ability to dodge any and all monsters for the set amount of turns. However, this only works in dungeons.
Battle Events become "you see a monster" events, which allows you to choose to attack or not. If you do, PC gets a +5 attack on the Battle Roll.
Bonus Level:
1 ) Lasts 1 round after spell is cast or until something attacked
2 ) Lasts 2 rounds after spell is cast or until something attacked
3 ) Lasts 3 rounds after spell is cast or until something attacked
4 ) Lasts 4 rounds after spell is cast or until something attacked
5 ) Lasts 5 rounds after spell is cast or until something attacked
Light
Effect:
It's like Magic Missle ... but cooler. owo
Okay seriously it just lets the PC see in dark places.
Bonus Level:
1 ) Lasts 1 round after spell is cast
2 ) Lasts 2 rounds after spell is cast
3 ) Lasts 3 rounds after spell is cast
4 ) Lasts 4 rounds after spell is cast
5 ) Lasts 5 rounds after spell is cast
Chameleon
Effect:
Same thing as invisibility, but has a % chance to fail.
Upon encounter with a monster, a number from 1-100 is generated to see if a monster is just badassed enough to see the PC.
Let's all hope the PC doesn't fall over on his/her face. 'cause, y'know, just because you can't be seen doesn't mean you can't be heard.
Take that, If a Tree Falls.
Bonus Level:
1 ) Lasts 2 rounds after spell is cast, 80% chance to fail
2 ) Lasts 4 rounds after spell is cast, 65% chance to fail
3 ) Lasts 6 rounds after spell is cast, 50% chance to fail
4 ) Lasts 8 rounds after spell is cast, 35% chance to fail
5 ) Lasts 10 rounds after spell is cast, 20% chance to fail
Calm
Effect:
The only time you can almost Godmode.
Calms an enemy and "wins" battle with illusion as battle skill. Will not get lewt.
Bonus Level:
1 ) Illusion roll - 10
2 ) Illusion roll
3 ) Illusion roll + 3
4 ) Illusion roll + 5
5 ) Illusion roll + 8
