Very few can master it, but all are touched by its presence. Magic is the general term used for the focusing of the raw energy that flows from Aetherius into Mundus by way of the sun and stars into various properties and for various purposes. This energy is often referred to as Magicka. All magical energy comes from Aetherius, and from its magicka Mundus was created. Magicka comprises every spirit; it is the energy of all living things and can be harnessed in a variety of ways. This chapter contains rules for magic in its most common forms, as well as other aspects of the arcane that may be relevant in the course of the players’ adventure. The various magic effects are divided into parent Schools of magic. Exactly which schools are recognized, and how they’re organized, varies from era to era in Tamriel, but for the sake of simplicity this rulebook will utilize the following schools:

Spell Schools

  • The school of Alteration revolves around altering the physical and magical properties of the world. This can be used to augment the self and allies, or hinder enemies.
  • The school of Conjuration focuses on calling upon otherworldly entities. These entities can manifest in a number of different forms.
  • The school of Destruction centers on harming targets in a variety of ways. Either through direct damage or sapping their abilities and defenses.
  • The school of Illusion focuses on affecting light and the minds of sentient targets. Illusion can be used to manipulate an enemy’s perception of reality, or augment one’s own.
  • The school of Mysticism is a more obscure school, and its spells manipulate magicka itself. Mysticism can be used for many effects, including binding and trapping souls, or reflecting spells.
  • The morally grey school of Necromancy is a school studied by outcasts and morally flexible mages. Necromancers are masters of the undead, commanding them to do their bidding.
  • The school of Restoration revolves around augmenting and restoring the abilities and body of a target. It also contains effects that can be used against the undead.

Note - Schools

The makeup of the schools of magic have varied drastically over the eras. The division portrayed here is the one utilized in The Elder Scrolls III: Morrowind (with the exception of Necromancy). If playing a game in a different era, it is possible to simply “regroup” the spells and effects to reflect the historically correct school-division. Alternatively the group can simply leave things as they are for convenience.

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There are a number of ways that any given magical effect can be manifested. The main four methods of using magic (listed below) are the focus of this chapter, as they are the most common means of manipulating magicka.

  • Spellcasting allows characters to draw on their own magicka reserves in order to generate an effect in the physical world. Spell casters cast spells using the skill corresponding to the school of magic that the spell is associated with. Casters either learn spells or create them from ones they already know, though this can be risky.
  • Enchanting involves using the magicka from souls themselves to fuel magic “stored” within an object. Enchanters can use the Enchanting skill to create a number of different items with many possible effects.
  • Alchemy uses the magicka trapped within different things as power to fuel potions with magical effects. Alchemists can use the Alchemy skill to create a variety of potions.
  • Ritual Magic is a form of spellcasting that, while it often requires extensive preparation, can produce potent effects. Thus Ritual Magic uses the six standard Spellcasting Skills, though the amount of power involved means that rituals can prove quite dangerous if botched.

Racial and Birthsign powers can be found in 2 - Character Creation. Other advanced forms of magic exist as well: their rules can be found in 8 - Elite Advances.

Spellcasting

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Conventional Spells

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Unconventional Spells

Unconventional Spells

Unconventional Spells are spells that produce more than a single effect, can be classified as belonging to more than one school, or are simply a unique variation on a standard effect.

These spells are considered the realm of over-eager apprentices and learned masters: experimental magic that can bring great risks and great rewards. In game terms unconventional spells are custom spells; they are how players can tinker with magic.

In game terms unconventional spells are custom spells. There is no list of them - it is the catch all term for the unique spells that can be created from the various magical effects and forms that exist within the system. This section contains rules for creating and using your own unconventional spells.

Important Note

The creation and use of Unconventional Spells provides casters with a powerful system to customize their spell arsenal and is integral to the classic Elder Scrolls experience. This system was designed with flexibility and customization as priorities, which leaves it vulnerable to the creation of over-powered spells and spell effect combinations. Players should always review Unconventional Spells with their GM before they are implemented in play.

Creating a Spell

Creating an unconventional spell is a matter of putting pieces together to make a functioning spell that can be used like any of the premade conventional spells.

The Basics

The two pieces that players can combine to create spells are called effects and forms.

An Effect is the actual content of a spell: the fire effect causes fire damage while the heal effect heals it. A Form is the “shape” of the spell. Some spells are cast across wide areas (like a fireball, which uses the “ball” form) while others are cast only on the caster themself (the “self” form).

Creating a spell is a matter of combining effects and forms that are allowed to fit together, setting the parameters of each, and then writing down the combined result so that you can reference it during gameplay.

Spell Attributes

Many spells have attributes listed in their profiles that modify their rules or clarify how they function in game terms. The rules for spell attributes apply to all types of spells but are included in this section for convenience:

  • Attack: Using this effect is considered an Attack for the purposes of determining Attacks per round. Requires a Primary Cast Magic action to cast.
  • Instant: This spell can be cast using a Secondary Action, permitting the caster to either cast the spell on their Turn or as a Reaction outside of their Turn.
  • Potion: A potion can be created with this spell effect.
  • Toxin: A toxin can be created with this spell effect.
  • Upkeep: The caster can, as a Free Action, refresh the effect (including any required tests or rolls, not including the casting test, using the original target(s) and duration of this spell) when it ends by paying the original cost that they paid for the spell as long as the requirements for the spell (like range) are still met. If the spell has no listed duration, then the character cannot upkeep the spell if they have cast a different spell since the original cast. If a spell has the Attack attribute, then upkeeping the spell counts toward the maximum attacks per round limit.
  • Overload: The caster benefits from an extra effect (as specified) if not restraining this spell.
  • Reinforce: By default, spells with this attribute have no extra effects. When a character takes the Mage Guard and the Arcane Defender talents, they benefit from a bonus to the spell effect if not restraining the spell.
  • Ranged (range): Spell can affect a target within the listed range.
  • Melee (range): Spell counts as melee with the listed range. Does not provoke attacks of opportunity.
  • Direct: This spell has a target or targets. Spells with this attribute cannot do damage and cannot be defended against by normal means.
  • AoE (range, form): This spell counts as a ranged area of effect of the given form/radius.
  • Mindlock (X): Reduces the caster’s max AP by X to a minimum of zero.
  • (Variation): This spell has multiple variations, each corresponding to one of the listed items. Each variation is its own spell that must be learned separately.

Multi-Part Spells

Unconventional spells can also be multi-part spells, which simply means that they contain multiple spells in a single spell. For example a character might create a spell that when cast allows them to both jump further and walk on water, which are two separate effects. These distinct parts are referred to as Spell Parts, while the spell containing them is referred to as the Parent Spell.

When a character is casting a multi-part spell, they should resolve each part of the spell simultaneously (meaning that none of the parts benefit from the effects of any of the other parts).

Learning Effects & Forms

A character can use any form when creating an unconventional spell, but may only utilize effects from schools of magic in which they are trained (meaning the skill is novice rank or higher).

Reference Materials

A complete list of effects, forms, and spell attributes can be found in the Spell Making Reference in the Appendix. See also Spell Forms and Spell Effects.

Creating a Spell - Step by Step

Step 1: Create Spell Parts

First pick the combination(s) of effects and forms that will make up the various part(s) of the spell.

Step 2: Determine Spell Parameters

Next, decide on the parameters of each effect/form. Each effect and form have associated parameters (spell level and magnitude) that determine the strength of the effect and the size of the form, respectively.

Step 3: Determine Spell Cost

Once the spell parameters are decided, simply “plug in” your chosen values into the effect cost and form cost formulas provided for your chosen effect(s) and form(s). The total cost of all these values added together for each spell part is the total magicka cost of the spell.

Step 4: Determine Spell Level & School

The spell level of an unconventional spell is equal to the highest spell level used in one of that spell’s parts. If the parent spell has multiple parts, increase this level by one for each part beyond the first. The school of a spell is the school of its highest level spell part.

Step 5: Create Spell

To create a spell a character must pass an Extended Test using that spell’s school. The success threshold for the creation test is three times the spell’s level, and each test the character makes represents a day of experimentation and study. For each test the character makes they must also consume experimental materials worth approximately 25 Drakes. This represents the unpredictable nature of magical experimentation and the fact that creating a spell requires both time and resources.

Step 6: Finalize Spell

Write down the details of the new spell somewhere you can reference it, including its cost, level, attributes, and various parts. Add this spell to your character’s list of known spells, and be sure to give it an appropriate name!

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Rituals

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Alchemy

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Magical Mishaps

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Enchanting

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