Spellcasting is the act of drawing on one’s own Magicka reserves in order to generate some sort of effect on the world. Spells can be used to create, change, destroy, or manipulate the world and the beings within it.

Spell Components

Casting spells requires a combination of physical components (typically precise hand motions), verbal components (incantations or words of power), and the mental component of channeling one’s magicka into the desired effect. Characters can combine all three of these components in order to produce a magical effect, which is known as casting a spell.

Spell Levels

Spell Levels

Each spell’s Spell Level is used to determine how much Magicka it costs for a character to cast (the specific cost will be listed with the spell). Higher level spells produce more powerful effects. Each level of a spell is its own distinct spell and must be learned separately. Some spells have fewer than 7 levels.

Spell LevelName
1Novice
2Apprentice
3Journeyman
4Adept
5Expert
6Master
7Grandmaster
Learning a spell takes a number of days equal to the level of the spell and typically requires a character to study from a spell tome or learn from a teacher.
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Spell Schools

Each spell has one or more associated schools of magic. These reflect the type of effect the spell generates and also determine which skill(s) the character must use in order to cast it.

Spell Types

In addition to whatever school it is associated with, spells fall into one of two types: Conventional or Unconventional spells.

Conventional Spells are “tried and true” spells that fall clearly within a single school and produce only a single effect. They are spells that have been refined over generations by the mages of Tamriel: simple incantations and patterns that produce reliable effects. In game terms conventional spells are premade spells; they exist as a set of easy premade options to choose from.

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.

Spell Attributes

Many spells have attributes listed in their profiles that modify their rules or clarify how they function in game terms. The effects for these attributes are detailed in the Conventional Spells section later in this chapter.

Effect Durations

Effect Durations

Effect durations are measured in Rounds and end immediately after the initiative step on which they took effect. For example, if an Orc is Stunned for 2 rounds on their Turn, they remain stunned until right after the end of their Turn 2 rounds later (assuming their Turn takes place at the same initiative “step” as it did originally).

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Casting Spells

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