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.
Link to originalNote - 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.
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.