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Published by hgirlawsome2, 2022-04-03 16:37:33

Legionnaire's Guide to Cyrodiil_v1.0

Legionnaire's Guide to Cyrodiil_v1.0

GOALS OF THE TEMPLE IMPERIAL TEMPLE
CHARACTERS
Through the words of the Divines, the Temple attempts
to organize the Imperial beliefs by centralizing all of Alignment: Lawful, mostly good
the Divines within a single pantheon. In this situation, Suggested Classes: Crusader, monk, priest
the Temple is a tool, a mouthpiece for the gods, to
guide Nirn away from evil. The Divines stand united in You might enjoy playing a character who serves the
diversity with the sole purpose to keep Nirn as Temple if one or more of the following statements are
habitable as possible. true:

Most of the time, the faiths of each Divine go hand- • You truly wish to improve life on Nirn.
in-hand with each other, so there is little reason not to • You never turn down the opportunity to help others.
work together as a whole. Moreover, the Divines are • You submit yourself to a greater good.
said to work together themselves, so why shouldn't
their followers? Members of the faction are asked to JOINING THE TEMPLE
respect the commands of the Divines as written in the
sacred scriptures. One should never break these rules New initiates that join the Temple have proven
or risk excommunication from the Temple. themselves to be faithful and respect the rules laid
forth by the Divines. Those who are unable to repent
At the end of the day, the Temple wants to improve for their past transgressions, are seen to be unable to
the standard of living for men and mer by preventing guide others into the faith, and are usually turned
people from worshiping daedra or generally spiraling away. You possess an ambition to serve either one or
down in sin. To spread the Temple's reach further, more Divines within the Temple. How you choose to
missionaries are sent to provinces outside of Cyrodiil. serve your god is up to you, whether from your own
Those who are needful are to be helped and those that initiatives or from the guidance of the Primate that
challenge the dedication to the Divines are to be leads over your temple. As an initiate in the Imperial
proved wrong. The sacred orders protect all religious Temple, you spend much of your time interpreting and
buildings and the scholars record and examine the carrying out the will of the Divines.
Divine words. All members serve their own purpose
within the Temple, for it is through the differentiation Temples of the Divines are social communes that
of purposes, that a united goal may be achieved; provide for the greater community while also serving
prosperity for those who put their trust in the Divines. themselves. You are expected to be willing to
cooperate with other members of the temple, for the
temple itself is built on cooperation. Your role in the
temple is often determined by the Primate who
portrays the Divine’s mission and aligns it with your

CHAPTER 2: GUILDS OF CYRODIIL 99

talents. Your Primate helps you understand the greater SUGGESTED CHARACTERISTICS
will of the Divines and the duties you are to uphold.
Those who serve the Imperial Temple want little more
Those who are willing to give their entire life to serve than to uphold the will of the Divines. Some members
a Divine will find themselves to be either a militaristic might be more orthodox than others, while some
or a clerical member. might even strive to spread the Divine worship to the
furthest corners of Tamriel. Despite their goals, they all
MILITANT ROLES share the common belief that the faith must be
protected at all costs, either by words or by force.
Those who want to protect the faith with force need to
be tempered and wise with the weapons they wield in Personality Traits
their gods' names. If you are a crusader, fighter, ranger,
or warden (usually from the Conclave of Battle) your d8 Personality Traits
place in the guild will likely be a militant one. Each 1 I follow the Divines, for I fear their wrath.
divine order has their own militant arm, but unlike the
Imperial Legion or other knightly groups, these orders 2 Why dedicate yourself to a single Divine when
aren’t structured with an absolute hierarchy. While the entire Temple needs to be served?
there are commanders that provide direction to these
members, your aspirations and capabilities usually 3 I have spent my entire life with the Temple,
determine your role. but I want to meet new people now.

CLERICAL ROLES 4 I joined the Temple because I want to help
people.
If you are a bard (from the College of Divines), priest,
or mage (perhaps of the School of Restoration), you 5 I have a criminal past, so I beg the gods for
might be drawn to the clerical roles of the Temple. their forgiveness.
These initiates are curious and spend their time
studying the Divine mysteries and counseling other 6 I want to learn everything there is to know
members. You might choose to study and discover the about our faith.
truths of the Divines, or act as an evangelical, carrying
the messages of the religious leaders. 7 Everyone is deserving of my mercy, even my
enemies.
BACKGROUND:
TEMPLE INITIATE 8 I spent much of my life in service to a single
Divine, but now I’m unsure of my faith.
You are a member of the Imperial Temple and can be
associated with any or all of the Divine Orders. All over Ideals
Cyrodiil, members of the Temple live in small, like-
minded communities, often inside cities themselves or d6 Ideals
in secluded priories or monasteries. Along with the rest 1 Authority. The Divine word is law and the
of your order, you are dedicated to helping people and
protecting the worship of the Divines. As a member, people of the Empire must follow every letter.
you dedicate your body and mind to serve the faith. (Lawful)

Skill proficiencies: History, Religion 2 Conversion. I will not rest before every
Languages: Two of your choice heathen has seen the divine light. (Evil)
Equipment: A holy symbol of your faith, vestments
3 Altruism. The Divines guide us to help others.
bearing the emblem of a Divine, 10 candles, a set of (Good)
common clothes and a pouch containing 40 septims.
4 Piety. When my soul reaches Aetherius, I want
FEATURE: TEMPLE STATUS the Divines to celebrate my life of loyal service
(Any)
Members of the Imperial Temple are often asked for
advice by those who seek knowledge about the 5 Protection. Any threat to the Temple needs to
Divines. Common folk will recognize you as part of a be struck down before it can cause any harm.
Divine worship and might come to you looking for (Chaotic)
your help. Additionally, you can rely on the Temple to
provide shelter and aid. You and your companions can 6 Study. Our faith needs to be examined, so that
find a place to rest in any chapel or order dedicated to we might better understand our gods.
the Divines. If you are in need of healing and care, the (Neutral)
Temple will provide for you, but you must supply any
material components needed for spells.

100 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Bonds passion, and to show mercy upon the unjust. While
others will seek to be brash, you will strive for
d6 Bonds understanding. Your lot in life will be the role often
1 It's not about the Divines; it is all about me. seen as the peacekeeper and moral guide. Your
influence could very well be the deciding factor
2 I owe my life to the Temple and the priests between well-intentioned adventurers and those who
who took me in as a child. would fall astray into darker paths.

3 I have made it my life’s work to find a Divine AN IMPERIAL TEMPLE PARTY
artifact.
A party that is only made up by members of the
4 I will give all that I am, and have for my Imperial Temple might be sent on missionary
Temple. expeditions to other Tamrielic provinces. A more
combat-oriented party, made up of fighters, crusaders,
5 I serve the people of Tamriel. or rangers, might be asked to clear out daedric cults,
protect the faithful or keep the Divine's peace.
6 I will scourge the godless Daedra worshippers Knowledgeable characters, such as bards, mages, and
who attacked my Temple. priests, might uncover ancient secrets of the faith.
Monks and rangers can fill in stealth roles and wardens
Flaws and priests can provide healing and support.

d6 Flaws

1 I prefer to be alone and judge others severely.

2 I believe that the Divines will fix my problems
for me.

3 I am highly intolerant to non-believers.

4 Secretly, I worship Daedra.

5 I am scared of life outside the temple walls

6 I am dreadfully boring.

HOW DO I FIT IN?

As a member of the Temple, you may find yourself in
numerous situations where your faith will cause you to
be at odds with those around you. Being a person of
belief can be difficult when surrounded by less than
ethical rogues and thieves. Doing good is often the
course of action a member of the Imperial Temple will
set about doing, but there are times when righteous
indignation is merited. Protecting the innocent may
call you to arms, guarding places of worship, or
being called from on high for a holy quest.

A life of faith and adventure may not always go
harmoniously, as moral quandaries will arise. Being
placed in such situations will undoubtedly push
you to your limits. Some will say your faith is
being tested, others will claim your beliefs hold
you back from doing what must be done. And
there are those who will tell you there is no
absolute, but all is morally subjective and grey.
In these cases, you must seek to rely on the
tenets or disciplines of your faith for
guidance, or attempt to commune
with the Divines yourself.

But with this comes the grace of
wisdom. Often, your council will be
relied upon to temper the flames of

CHAPTER 2: GUILDS OF CYRODIIL 101

RANK AND RENOWN specific Divine or the Temple in general. You gain
proficiency in one skill of your choice from persuasion
The Imperial Temple doesn’t have as rigid of a or intimidation, or with land vehicles. If you are
hierarchy as some other guilds, as members of the already proficient in these skills, you can choose any
Temple are encouraged to provide for others, rather skill from your class list instead.
than themselves. Primates fill the major leadership
roles, whereas most others fill roles based on their In this role, you are expected to act on behalf of your
skills and time-proven faith. temple, providing protection for those who need it or
fending off dangerous foes. While on missions for the
Many members of the Temple are content providing temple you have a lot of independence, but when you
for their communities as initiates, spreading the word return, you teach and train others.
and helping others, which means the majority of your
colleagues never leave this role. Personal prestige is SAVANT (SPECIAL ROLE)
not a common drive of motivation, but those who gain
renown within the guild are rewarded with special Prerequisite: Renown 3 or higher with the Imperial Temple
roles.
As a seeker of knowledge who has followed a clerical
Regardless of your renown or role, members of the role in the Temple, you choose to devote yourself to
Temple don’t earn salaries, but they are provided for. the study of sacred texts. You use your specialized
Every member of the Imperial Temple can live in any knowledge to teach others so that they can better
associated chapel, temple, or order at the equivalent of understand the prophecies and will of the Divines. You
a modest lifestyle. gain proficiency in one skill of your choice from
religion, history, or performance. If you are already
TEMPLE GUILD SPELLS proficient in these skills, you can choose any skill from
your class list instead.
Prerequisite: Spellcasting or Night Magic class feature
When acting as a savant in the Temple, you assist
For you, the spells on the Temple Guild Spells table are with teachings and research, and you might be given
added to the spell list of your spellcasting class. (If you tasks to discover lost antiquities or relics of the
are a multiclass character with multiple spell lists, Divines.
these spells are added to all of them.)
DISCIPLE
Imperial Temple Spells
Prerequisite: Renown 10 or higher with the Imperial
Spell Level Spells Temple
Cantrip light, spare the dying
1st bless, cure wounds You have spent much of your time living your life
2nd branding smite, lesser restoration according to Divine beliefs and have felt the sacred
3rd beacon of hope, spirit guardians connection yourself. This heightened connection can
4th banishment, divination be felt during rituals, and any temporary features
5th dispel evil and good, Stendarr’s aura granted to you by praying at wayshrines now last until
you finish a long rest, rather than a short rest.
ACOLYTE
As a disciple, you provide additional counseling to the
Prerequisite: Renown 3 or higher with the Imperial Temple public, including mediation and teaching, and you have
started to perform rites and ceremonies.
As an acolyte of the Imperial Temple, you have proven
your devotion to the Divines through your service to Your position in the Temple gives you access to
the guild and the community. You have been noted to superior food and lodging, the equivalent of a
be dedicated and reliable by your Primate or by other comfortable lifestyle.
members of the Temple. You will now perform
additional tasks within the temple, such as collecting GRAND CHANTER
alms, counseling the public, and assisting Chanters
and Grand Chanters with their services. Prerequisite: Renown 25 or higher with the Imperial
Temple
PALADIN (SPECIAL ROLE)
Although most of the roles within the Imperial Temple
Prerequisite: Renown 3 or higher with the Imperial Temple are not defined by a hierarchy, as a Grand Chanter you
have become knowledgeable in the ways of the Divines
You have chosen to dedicate your life to protect others. and are now a key part of ceremonies. Grand Chanters
Those that have taken a militant role within the guild lead rites that invoke blessings of the Divines and teach
are adopted as protectors of the faith in the name of a others in the Temple and the greater communities
about their divine will. The rites are assisted by the less
experienced clergy.

102 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

As a Grand Chanter, you can call on the assistance of Your position in the Temple gives you access to the
1d4 acolytes to help with these rituals, just as you once best food and lodging, the equivalent of a wealthy
did in your early days with the Temple. You also have lifestyle.
an important voice in decision making with the
Temple, and you are expected to offer advice and ENEMIES AND ALLIES
opinions to the Primate when requested.
The Imperial Temple seeks to unite all of the Empire
Additionally, as Grand Chanter, you learn one cantrip under the worship of the Divines. Because of this, the
of your choice from the priest spell list. Wisdom is your guilds of Tamriel rarely oppose the Imperial Temple
spellcasting attribute for it. openly, but there are always those who seek to
dismantle it from the shadows. Certain Daedric Princes
PRIMATE will take every opportunity to harm the Divine faith or
to hurt its followers. Such has been the case with
Prerequisite: Renown 50 or higher with the Imperial Mehrunes Dagon against Akatosh throughout the Eras,
Temple but the Temple does its best to protect its followers
from these corrupting influences.
You are a truly devoted and respected member of the
Divine Temple after all your service, and you are now There are others who carry a bitter resentment for
ready to take on the role as the Primate of a temple. the Temple and its adherents. Numerous cults take
New temples are rarely built, so you will likely need to particular issue with specific gods. Necromancers have
wait for a current Primate to retire (one way or a long-standing umbrage with Arkay as his influence
another) before a position exists for you. As Primate, shields the dead from necromantic magic. Daedric
you have access to 4d10 acolytes that can assist you summoners revile the Vigilants of Stendarr for their
with ceremonies and services around the Temple and fervent enmity towards the denizens of Oblivion.
the nearby communities. They will also assist you on
missions of your own devising. Other guilds do their best to keep on good terms with
the Imperial Temple, as they can be dedicated allies in
Additionally, your devotion to the Temple appears to times of need. The Temple can provide boons and
have been noticed by the Divines themselves. As part of restorative magic, which makes them highly valued to
a long rest, you can cast the commune spell without any community.
expending magicka. Once you use this feature, you
can’t do so again for one month.

CHAPTER 2: GUILDS OF CYRODIIL 103

MAGES GUILD mages are known to be apt advisors who are willing
to share their knowledge with the world.
“The Guild of Mages provides benefits to scholars of magic
The Fate of the Mages Guild
and established laws regarding the proper use of magic.
In the Fourth Era, the Guild was disbanded after
The Guild is dedicated to the collection, preservation, and the Oblivion Crisis. The fallout of anti-magic
sentiment of the major populations was too
distribution of magical knowledge with an emphasis on much to withstand and the guild dissolved. The
mages, sorcerers, and mystics that made up the
ensuring that all citizens of Tamriel benefit from this guild eventually split into two new magical
guilds vying to be the next arcane authority. The
knowledge.” rival guilds are the Synod, a group that has
banned necromancy and many other aspects of
-The Mages Guild Charter conjuration magic, and the College of Whispers,
who aims to learn more about conjuration to
What began as a branch of the exclusive Psijic Order prevent the next crisis.
during the Second Era, the Mages Guild grew to
become a self-sufficient organization of unified mages INSIDE THE MAGES
throughout Tamriel. When Vanus Galerion proposed to GUILD
offer magical services such as enchanting, alchemy,
and spellcasting to the general public for a price, he At the top of the Mages Guild’s organization sits the
caught the attention of the King of Firsthold. Almost Arch-Mage. This accomplished spellcaster spends
immediately after, the Guild was formed. Slowly but most of their time at the guilds headquarters, the
surely, the Mages Guild started to expand its reach Arcane University, inside the Imperial City. The
through most of Tamriel, conquering initial skepticism Arch-Mage acts as the figurehead of the guild,
from certain provinces. advised by a Council of Mages, who determine the
magical policies and internal politics of the entire
Since then, the Guild has become a well-known guild, which influences most magical endeavors
institution for those with an aptitude for magic that throughout Tamriel. As the Mages Guild is seen as
wish to learn more about the arcane arts. The Guild an authority on all things magical, they are
provides services, training, and classes in all of the responsible for determining classification and
schools of magic and magical trades, and its vast education of the arcane arts, which leads to a
libraries contain knowledge of mystical history and strong-armed control of what magic becomes
arcane artifacts. They have even been known to teach available to the public through the availability of
some forms of necromancy, although the extent is spells taught and sold inside the guildhalls. Over the
largely dependent on the region and current cultural
climate.

The Mages Guild's influence is able to affect local
governments concerning magical policies, and their

104 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

eras, this has become particularly noticeable with the GOALS OF THE MAGES GUILD
general public’s attitude toward necromantic magic.
The Imperial Charter of the Guild of Mages clearly
Through the advisory of the Council of Mages, each details the public goals of the guild. It states that the
Guild Hall is run by a Guildmagister, who interprets guild is dedicated to the collection, preservation, and
and enforces the guild laws at a local level. The distribution of magical knowledge with an emphasis
Magisters direct the research and development of on ensuring all citizens of Tamriel benefit from this
magic within their Hall, and organize the local knowledge. When the Mages Guild was proposed by
teachings and sales. The Guildmagisters at each Guild Vanus Galerion, he insisted that magical items,
Hall are assisted by a counsel of two masters: The potions, and even spells would be available to any
Master at Arms and the High Incunabulist. The Master member of the general public who could afford to pay.
of Arms has their own counsel of two, the Master of Not only does the Guild focus on selling their services,
Initiates and the Palatinus, which acts as the leader of but they also offer magical advice to rulers and citizens
the local chapter of the Order of the Lamp, an order of alike in times of need.
knights that act as protectors of the Mages Guild. The
High Incunabulist also presides over an additional Studying and protecting magical knowledge is an
counsel of two mages, the Master of Academia and the important aspect of the Mages Guild. Vast libraries
Master of the Scrye. have been created in the Guild Halls to house the
numerous books dedicated to the arcane arts. Using
Under these masters, mages within the guild focus the knowledge gained from these tomes, they organize
their studies and efforts in the areas that interest them expeditions and excavations to discover long-lost
the most, or where their talents can shine through. antiquities. Detection and analysis of magical items
Sometimes the local guilds develop knowledge and becomes an important part of these undertakings, and
research in specific magical subjects to set their secured relic vaults have been created to preserve the
experiments apart from the other chapters. magical artifacts and keep them safe from those who
seek to abuse their capabilities

These mages also strive to study powerful forms of
magic and to improve upon the arcane arts. At

times, the guild has outlawed the practice of
certain schools believed to be a danger to the
public, specifically the study of
necromancy. Banning of the dark art
can be linked to the guild’s precarious
relationship with Mannimarco, the
King of Worms.

Politically, the guild endeavors to
stay neutral as often as possible.
Within the Empire, they are
expected to abide by the Guild Act,
which provides the guild with
protection and encouragement
within their borders. Outside of
this, they attempt to help the
general population with everyday
magic and advising local governments
on magical policy while maintaining a
non-partisan stance. Only in times of
crisis has the guild broken this neutrality,
becoming involved in local political
struggles. On these occasions, the Guild’s
participation has been the ultimate
decider in the conflict.

CHAPTER 2: GUILDS OF CYRODIIL 105

MAGES GUILD BACKGROUND: MAGE INITIATE
CHARACTERS
As a member of the Mages Guild, you are sharp,
Alignment: Typically good or neutral intelligent, and eager to learn. You have become more
Suggested Classes: Mage, sorcerer, spellblade and more interested in the miracles of the magical
world. Though you likely begin your career as an
You might enjoy playing a character who is a member attendant of a more accomplished mage, you aspire to
of the Mages Guild if one or more of the following be a master wizard yourself, skilled in the schools of
statements are true: magic or the magical trades, like alchemy or
enchanting. You might be looking to increase your
◈ You read everything and try to seek out knowledge. personal power or strive to improve the world. Either
◈ You like to use your mind to solve problems. way, you have already gained some knowledge of the
◈ You are drawn to powerful magical spells. arcane arts.

JOINING THE MAGES GUILD Skill proficiencies: Arcana, History
Languages: Two of your choice
Members of the Mages Guild typically start as Equipment: A magical focus, Guild robes, a badge of
apprentices to more powerful mages, assisting them
alongside other initiates by recording ample notes, the Mages Guild, a set of common clothes and a
researching relevant material, or simply being a test pouch containing 50 septims.
subject for experimental magic. While it’s not
glamorous work for enterprising wizards, there is a lot FEATURE: ARCANE KNOWLEDGE
to be learned by watching the masters.
The expansive libraries that can be found inside every
While the guild is open to all people, membership is Mages Guild across Tamriel are well renowned and
almost exclusive to those who have the potential to sought after by scholars, nobles, and practitioners of
cast spells. If you already know how to cast a spell, magic. As an initiate of the Mages Guild, you have
perhaps you are a mage or a sorcerer, the guild will access to any Mages Guild Hall across Tamriel, and
welcome you into its ranks quickly. Your preferred gain use of these extensive libraries. These libraries can
school of magic or your particular type of sorcery will contain information about all types of magic, from
usually have you paired with a master with similar spells, to arcane lore, and obscure information about
interests or in need of your particular competencies. certain magical items and artifacts. If the knowledge
you seek isn’t in your nearest library, you likely know
If you are a spellsword, crusader, or someone who which library contains it. You also gain access to
has unrealized magical capabilities, you will still be magical tools, such as alchemist supplies, herbalism
taken in by the Guild, but you will likely have a much kits, and enchanter’s tools.
slower progression until you can substantiate your
ability. You may be passed over, given menial tasks, or SUGGESTED CHARACTERISTICS
other assignments that don’t require the use of magic.
Members of the Mages Guild are curious and
LAMP KNIGHTS intelligent. They can be driven towards this knowledge
for their own benefit or they could have altruistic
The Order of the Lamp is only open to those that can motivations, wishing to improve all aspects of Tamriel.
demonstrate their fighting skills. These knights are the These variants and everything in between are what
protectors of the Mages Guild. If you are a crusader or make up the population of the guild.
spellsword, you will easily fit in among these ranks,
even a warrior or ranger will have a place, as the
ability to cast spells is not a requirement.

Under the direction of the Palantinus, you might be
entrusted to escort and protect other mages on
expeditions, or be sent out on errands on behalf of the
Guildmagister. While you may not exhibit the same
skills as other prominent mages in the guild, your rank
is still considered to be equal, although your role
might look significantly different.

106 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Personality Traits Flaws

d8 Personality Traits d6 Flaws
1 I never leave a book unfinished. 1 I am told that I am extremely arrogant. I don’t

2 This world is full of secrets, waiting to be see it.
uncovered.
2 I almost always underestimate my own power.
3 I feel bad for those that are incapable of
understanding magic. 3 I prefer my studies and books over other
people.
4 Magic is not a gift, it is a burden.
4 I blame myself for a tragedy I caused with
5 I am always willing to teach those who wish magic.
to learn.
5 I am constantly told I am too lazy compared to
6 I get really excited about my scholarly pursuits my potential.
and will talk to anyone who is willing to listen.
6 If I don’t complete something the moment I
7 I have seen the dangerous side of magic think of it, I forget it.
multiple times, and it has an ugly face.
HOW DO I FIT IN?
8 I can always be found around the study or a
library As an adventurer within the Mages Guild, you will
often be tasked with various small requests from your
Ideals superiors at first. These might include fetching things,
helping with experiments or aiding in spell testing. But
d6 Ideals as you advance your talents and you achieve greater
success, you will be entrusted with more important
1 Altruism. I want to use my magical gifts to tasks such as helping your fellow mages to unearth
help those who need it most. (Good) historic artifacts, or analyzing magical anomalies in
nearby ruins.
2 Power. I will become the strongest mage who
has ever lived. (Chaotic) Regardless of your position, you represent the Mages
Guild during your missions. The more experienced you
3 Curiosity. I want to study and learn the cosmic get, the more responsibility will gain, and the more
secrets of Aetherius. (Neutral) you will be relied upon to help shape the future of the
guild. Perhaps the Arch-Mage will approach you
4 Guild. I wish nothing more than to see the personally with more specific requests once you have
guild flourish with my help. (Good) made a name for yourself. Either way, you will always
have enough room to follow up on your own leads,
5 Improvement. I only wish to be a little bit interests, and hobbies, allowing you to hone your skills
better tomorrow than I was today. (Any) when you are not directly doing work for the guild.

6 Protection. Magic is dangerous and others A MAGES GUILD PARTY
must be protected from it. (Lawful)
A party that fully consists of Mages Guild members will
Bonds be sent on missions that require more than just one
mind. An example of this could be dealing with a
d6 Bonds threat to a nearby city or delving through ancient
1 The guild has always been there for me since I ruins, looking for magical knick-knacks. There may be
one or two accomplished mages or sorcerers that form
was young. the scholarly portion of the group. They might be
accompanied by a lamp knight (a spellsword or
2 I have dedicated myself to understanding the warrior) or a shadowmage (nightblade).
secrets of a particular school of magic.

3 I will never forget the wizard I studied under.

4 I have an undecipherable arcane tome I hope to
one day understand.

5 I am utterly fascinated by powerful mages from
the legends and would do anything to meet
one.

6 Every book in the library of my local guild is
precious to me.

CHAPTER 2: GUILDS OF CYRODIIL 107

RANK AND RENOWN Between work and adventures, you now gain a salary
pursuing your duties that supports you at a modest
Renown within the Mages Guild is a measurement of lifestyle.
skill and importance. Each rank brings on new levels of
responsibilities and expectations as you demonstrate RANK 2: MASTER WIZARD
your effectiveness in your school of magic. Of course,
these promotions also allow you to pursue your own Prerequisite: Rank 1 and Renown 10 or higher with the
research and experiments. Opportunities for Mages Guild
advancement become rare after becoming a Master
Wizard, but the prestige gained from those promotions Regardless if you have become an accomplished mage
provide ample motivation to keep studying. or a stalwart protector, you are now eligible for a
promotion as a master wizard. In this position, you
MAGES GUILD SPELLS oversee one of several functions of the guild, as well as
the mages that you once apprenticed alongside.
Prerequisite: Spellcasting or Night Magic class feature
As a spellcaster, you are likely promoted to either the
For you, the spells on the Mages Guild Spells table are Master of Academia or the Master of Scrye, depending
added to the spell list of your spellcasting class. (If you on your arcane path and skill. In this role, you serve as
are a multiclass character with multiple spell lists, counsel to the High Incunabulist and communicate
these spells are added to all of them.) their goals to the wizards and apprentices that assist
you. You have increased independence in the methods
Mages Guild Spells you choose to establish your goals and gain the
assistance of 4d4 apprentice wizards.
Spell Level Spells
Lamp Knights advance to the role of the Master of
Cantrip dancing lights, fire bolt Initiates or the Palatinus. As Palatinus, you lead the
local chapter of the Order of the Lamp, and as Master
1st comprehend languages, identify of Initiates, you are given a significant role in
determining the Order’s recruitment and training
2nd enhance ability, misty step protocols. In either role, you are in regular contact
with the Master at Arms, and provide counsel when
3rd clairvoyance, magic circle requested. You can secure the assistance of a band of
2d4 soldiers and 2d4 hedge wizards that can
4th arcane eye, dimension door accompany and assist on missions for the guild.

5th legend lore, scrying As a master wizard, you now earn a salary sufficient
to maintain a comfortable lifestyle.
RANK 1: WIZARD
RANK 3: HIGH WIZARD
Prerequisite: Renown 3 or higher with the Mages Guild
Prerequisite: Rank 2 and Renown 25 or higher with the
You have shown an aptitude as an apprentice and have Mages Guild
been promoted to the rank of wizard. In this role, you
serve under a master with a more hands-on approach You have made a name for yourself within your Guild
to research and discovery than you had as an initiate Hall, and you are becoming known throughout the
or apprentice. You lead these experiments, but with entire Mages Guild. As a high wizard, you are now
your master’s goals in mind. Only spellcasters can eligible to be promoted to one of the highest ranks
conduct magical experimentation, while Lamp Knights beneath the Guildmagister. As a spellcaster that is
are more likely to help in research projects or provide already a Master of Academia or a Master of Scrye, you
themselves for another mages experiment. are qualified to take on the leadership position of High
Incunabulist. If you are a Master of Initiates or the
As a wizard, you gain access to 1d4 apprentice Palatinus of the Order of the Lamp, you are capable of
wizards that also serve under your master to assist you becoming the Master of Arms. To receive this
in your research projects. When you achieve this rank, promotion, a vacancy for this position must be
you are directed to create your own mages’ staff available within the Guild, and you must receive
(described in Chapter 4), which is used as a symbol of approval from the Council of Mages, likely after being
your status as a wizard. This staff likely represents your referred by your Guildmagister. If this role isn’t
key school of interest, or the magical school you are available in your Guild Hall, you may be transferred to
the most practiced in. To create the staff, you must another location.
spend 10 days of downtime at a Mages Guild
enchanter’s study, assisting a master wizard in the
construction of the staff, which is given to you at the
end of this time. If your staff is lost or destroyed, you
can create a replacement by spending 200 septims and
another 10 days of downtime.

108 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

It is your responsibility to put together the right ENEMIES AND ALLIES
councils required to uphold the Guildmagisters goals.
You decide which directives to focus on and assign Sometimes the Mages Guild as a whole, can be seen as
these responsibilities to each master wizard and their aloof. They are sometimes more focused on their own
apprentices. research and ambitions than they are with the goings-
on of the world. This is often exaggerated by their
Between adventures, you continue to earn a salary neutral stance when it comes to politics. Of course,
that supports you at a comfortable lifestyle. they step in when they see their skills are needed, but
they prefer to keep out of such efforts. This creates a
RANK 4: GUILDMAGISTER friendly, but sometimes uncomfortable, relationship
with the Empire and other rulers. They are seen as
Prerequisite: Rank 3 and Renown 50 or higher with the capable, but unreliable allies.
Mages Guild
When it comes to the other guilds of Tamriel, the
As one of the most accomplished mages in Tamriel, Mages Guild sometimes relies on the Fighters Guild for
you are now eligible to become a Guildmagister. The mercenaries on their projects when the Order of the
decision to promote you to this rank lies solely on the Lamp isn’t sufficient. They have a tenable relationship
Arch-Mage, although the Council of Mages might be with the Gold Coast Trading Company, as this group is
able influence this decision. There are only as many capable of supplying necessary provisions, but can
positions for Guildmagister as there are Guild Halls, so become adversaries when looking for lost antiquities.
you will need to wait for a vacancy or a new hall to be The Mages Guild goes to great efforts to keep their
formed. plans away from the prying eyes of the Company and
the Thieves Guild.
When you become a Guildmagister, you are given
great latitude to pursue the ambitions and goals of the There are also those who are afraid of the capabilities
Council of Mages, including the Archmagisters and the of the Mages Guild. Both Nord and Redguard nations
Arch-Mage. This means you can direct the activities of have been historically known to be either hesitant with
your Guild Hall to focus on specific schools of magic or or will even shun magic entirely. The guild will also
research particular artifacts and arcane mysteries. You find enemies in the many necromantic cults and
can also influence the local attitudes towards certain Daedra worshipers throughout Tamriel, as their
arcane beliefs, lifting or creating taboos, as you see fit. practices have generally been outlawed or denounced
by the guild. The guild’s most notable adversary is the
As a Guildmagister, you can maintain yourself at a Cult of the Black Worm.
wealthy lifestyle between adventures.

CHAPTER 2: GUILDS OF CYRODIIL 109

THIEVES GUILD Most of the time, the guild has members that have
been given more responsibility as part of another
I'm a thief. Now, don't get me wrong. I ain't saying this function. These include the guild’s various fences
throughout Tamriel, its trainers, and those that oversee
out of pride, but I ain't ashamed of my occupation neither. the communication with third parties. The
Guildmaster is a figure whose task it is to inspire their
Thieves got a perfect right to exist in the Empire. People members and showcase exemplary behavior, fitting for
a master thief. Underneath the Guildmaster is the
say we're dishonest. Of course, those people are usually Doyen. A Doyen acts as the hands and eyes of the
Guildmaster and oversees the distribution of jobs
either merchants or priests, which really slays me. Sort of among the members within the guild.

the snake calling the worm legless. Unlike many of the other guilds of the Empire, the
Thieves Guild doesn’t have outright Guild Halls. But
—Anonymous, Confessions of a Thief thieves like to be where their friends are. The local
cornerclub, tradehouse, tavern, or inn. Because of this,
A means to organize theft was introduced as the the guild may seem unorganized at first glance, but it
Thieves Guild ages ago. The guild values proves itself to be quite adept at maintaining order. In
professionalism and skill in its members, and is highly some chapters, thieves might hide in plain sight, while
notorious for putting those feats to use when it comes remaining far enough away from prying eyes. These
to robbing, burgling, and stealing the riches off of the places might be called Outlaw’s Refuges or Thieves’
people of Tamriel. One of its greatest feats is the ability Dens, and can be found in city sewers, natural caverns,
to exist while convincing the general public that it or in the back rooms of otherwise upstanding
doesn’t. Many rumors roam the provinces about this businesses.
shadowy group of thieves, but the guild itself prefers to
stick to the shadows and live in secrecy. Because of Sometimes, the guild is even known to worship the
this talent, only history truly knows when and where a Daedric Prince Nocturnal in order to benefit from the
guild prevailed, but even this knowledge is spotty at boons of the Lady of Shadows. Thieves, like many
best. Many centuries have passed with no official criminals, are superstitious more so than merely
record of a Thieves Guild existing in certain parts of the reverent. To many, worship of Nocturnal is more akin
Empire. Whether one existed or not is lost to myth. to insurance of success than faith.

While bands of thieves can endure anywhere, the Honor Among Thieves
idea of the Thieves Guild is somewhat unique to the
Empire. Tolerated by Imperial Law, the guild has been While each location has the right to create their
given the right to exist and operate as a crime own codes and ethics, they each operate under a
regulator. Thieves within the guild protect each other set of guidelines. Here is an example of what that
and punish the clumsy and the greedy. Those who rule might look like:
over others depend on the guild to keep the amateurs,
bandits, and codeless thieves out of business. This First, never steal from another member of the guild.
doesn’t make them immune to the force of law,
however, nor does it protect them from others who Second, never kill anyone on the job. This is not the
refuse to turn a blind eye to their deeds. The guild still Dark Brotherhood. Animals and monsters can be
needs to look out for their own. They are simply slain if necessary.
organized in their desire to grow rich through unlawful
measures, and the members of the Thieves Guild will Third, don't steal from the poor. The peasants and
work to earn their right to survive. beggars are under the personal protection of the
Guildmaster.
INSIDE THE THIEVES
GUILD Breaking any of the three rules means expulsion
from the Thieves Guild. If you commit murder, you
There have been many different chapters of the Thieves must pay the blood price to rejoin the guild. Blood
Guild, all operating under slightly different conditions, price is for each person slain. You can pay any of
with different sets of rules and beliefs, set and this to the guild Doyen.
enforced by the local Guildmaster. Within this
organization filled with robbers, bandits, and crooks, is
a surprisingly strict code of honor that makes sure that
the guild will both survive and thrive. Not only does
the guild possess its own set of rules, it also has an
organized hierarchy to guide its members.

110 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

GOALS OF THE THIEVES GUILD guard raids, or other events that might change their
plans. This allows the guild to work as a loose network
Crime in moderation is good for the economy. The of informants and spies that would rival any espionage
trick is to keep it at a good, even pace with a well otherwise seen in Tamriel.
timed lull and a minor wave to keep the fat bottoms
from becoming complacent. Of course, undisciplined, THIEVES GUILD
but talented thieves will keep stealing, empty their CHARACTERS
pockets, and steal some more. This is not good for
anyone. That's where the guild comes in. The Thieves Alignment: Mostly chaotic, neutral, or even evil.
Guild does it’s best to keep its side of the deal with the Suggested Classes: Bard, rogue, thief
Empire and regulate crime. To do this, the guild
enforces a set of rules that all members must learn to You might enjoy playing a character who is a member
live by. Thieves that refuse to join the guild, or refuse of the Thieves Guild if one or more of the following
to follow the rules, typically find themselves unable to statements are true:
continue on with their preferred career—it’s hard to
steal with a pair of broken arms. ◈ You love to put your skills to the test.
◈ You are excited by high stakes with high rewards.
Moderating crime is also a good way to keep hidden. ◈ You want to connect with a network of like-
Most citizens of Tamriel would believe that if a Thieves
Guild exists, it would create rampant crime that would minded criminals.
be impossible to hide. The smart Guildmasters know
that the best way to stay out of the spotlight of the JOINING THE THIEVES GUILD
law is to remain invisible to everyone. Each member
steals at their own discretion. The guild neither helps You began your career with the Thieves Guild in one of
nor hinders with a burglary. However, hiding their two ways: you found them, or they found you. Perhaps
crimes and protecting their own is a high priority for after robbing a noble blind you were contacted by a
the guild, but the guild also knows when to cut loose member who asked you to join. Or you followed a
reckless thieves as a means of self preservation. friend, who unknowingly led you straight into the
guilds hideout, and you wanted in. Regardless, you
The riches stockpiled by the Thieves Guild are not set were recognized for your skills as a capable thief that
aside solely for their own enjoyment. Making sure that can follow orders and were invited to join the
the poor and the needy are taken care of is important. organization.
By sharing their fortune with the beggars and
downtrodden of Tamriel, they can recruit essential Inside the guild, you were trained, taught, and kept
allies that become their eyes and ears among the out of prison. You have been given protection when
people. This allows the Thieves Guild to gather
information about prospective new jobs, possible

CHAPTER 2: GUILDS OF CYRODIIL 111

you needed it, and have given protection when it’s SUGGESTED CHARACTERISTICS
been asked of you. You’ve honed your skills in stealth,
spying, forgery, and more, while bringing your own Among the thieves from the guild, the best and worst
talents to the guild. can be found. Some might wish to only take what they
need, while there are also those who might quietly
You listen to the Doyen. You take your orders from bend the rules to grow rich off the wealth of others. A
them. You get your favors from them. They can pay off thief might be in it for themselves, for their families, or
the Imperial judges to remove your crimes if you get to help the downtrodden, but any motivation is
caught. If you are a thief from any archetype, you will possible when someone is willing to dedicate their
use the skills and abilities you have that set you apart lives to thievery.
from other thieves. You will likely play a key role in the
guild as a burglar or pickpocket. Rogues can have Personality Traits
similar talents, but might find themselves as enforcers,
spies, or infiltrators. You’ve probably broken a few d8 Personality Traits
bones over the years. 1 I often keep my best ideas to myself. I wouldn’t

If you are a bard, nightblade, or mage (perhaps from want anyone to steal them.
the school of illusion), you use magic to enhance your
ability to sneak about. Becoming invisible, using 2 I find it hard to trust, given my line of work.
disembodied limbs to distract or pinch for you, or even
stealing in broad view and then changing the 3 Having a good sense of humor helps get
memories of your marks. Your role in the guild is the through the day.
same as any other thief, but your methods are truly
unique. 4 The shadows always feel like home to me.

BACKGROUND: FOOTPAD 5 I believe in honor among thieves, and live
honorably with all my friends.
You are a thief. You are fast, agile, and move around
undetected. Sneaking around has become second 6 I love telling and hearing tall tales.
nature to you and you’re always on the lookout for
new opportunities to present themselves. As a member 7 I don’t like doing petty thievery; I am in it for
of the Thieves Guild, you have spent part of your the big profits.
professional life inside someone else’s residence as an
unwelcome guest. You might not always be aware of 8 I need to be better than the others, or else
who your target is, but that’s a part of the job. You they’ll take what’s mine.
have a knack for taking items that do not belong in
your pocket, but will wind up there anyway. Ideals

Skill proficiencies: Sleight of Hand, Stealth d6 Ideals
Tool proficiencies: Thieves’ tools 1 Wealth. I want to get filthy rich off of other
Languages: Thieves Cant
Equipment: Thieves’ tools, a memento of an earlier people’s belongings. (Evil)

theft, a pocket knife, a set of dark clothes, and a 2 Adrenaline. It’s not just about the valuables,
pouch containing 60 septims. but also about the sensation of stealing
something. (Chaotic)
FEATURE: FRIENDS IN LOW PLACES
3 Freedom. I want to be self-sufficient, without
Your friends at the Thieves Guild know where the having to work for others. (Chaotic)
action is, where the action is safe, and where it is not.
These friends may be part of the guild or they might be 4 Escape. I steal so that one day I can afford to
unaffiliated informants or allies. You are taught how to get out of this business. (Any)
spot, read, and write Shadowmarks. These friends will
also provide you with a safe place to hide, where you 5 Altruism. I steal from the rich, to give to the
rest in peace or wait for the heat to cool down. The needy. (Good)
help of friends also includes fences who will buy your
stolen goods, and fixers that can restore your standing 6 Anarchy. Everything is meant to be stolen, so it
with the guards for about half the cost of your fines. might as well be me. (Neutral)
That's where the 'honor among thieves' part comes in.
Friends stick together, and help each other out.

112 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Bonds A THIEVES GUILD PARTY

d6 Bonds The guild might send an adventuring party to infiltrate
1 My loyalty is placed in a superior in the guild, a renowned nobles’ mansion or to rob a kingdom’s
treasury. These larger heists require unmatched stealth
rather than the guild itself. and subterfuge, with a team consisting mainly of
thieves, rogues, and monks. A nightblade or mage
2 I do what I do for my loved ones. would provide subtle spells, but equipment and healing
potions might be relied on for additional support.
3 I’ve had my eye on a particular piece of
treasure and won’t stop until it’s mine. RANK AND RENOWN

4 My guild mates are the only family that I have. As you gain renown with the Thieves Guild, you will be
rewarded with missions of greater importance and
5 I need to quickly turn a profit to pay off some difficulty. To advance through the ranks, you must
old debts. meet the requirements. Some chapters measure your
worth in gold stolen and property sold to the guild
6 I will make up for my past deeds, but I need fences. Regardless, the Doyen or Guildmaster
gold first. determine those conditions. Each time you rise in rank,
you are given more important jobs that are more
Flaws difficult, but they are also more rewarding.

d6 Flaws THIEVES GUILD SPELLS

1 I am very clumsy at times. Prerequisite: Spellcasting or Night Magic class feature

2 I can’t resist even a bit of gold. For you, the spells on the Thieves Guild Spells table are
added to the spell list of your spellcasting class. (If you
3 I don’t really like people, I only like their gold. are a multiclass character with multiple spell lists,
these spells are added to all of them.)
4 I have a very sharp tongue that gets me in
trouble. Thieves Guild Spells

5 My own survival is more important than Spell Level Spells
anyone else. Cantrip mage hand, message
1st disguise self, feather fall
6 I like to lie and I’m good at it. I might be lying 2nd blindness/deafness, silence
right now. 3rd nondetection, sending
4th arcane eye, dimension door
HOW DO I FIT IN? 5th mislead, modify memory

Working for the Thieves guild is generally what one RANK 1: SCHEMER
would expect from the name. You are a thief, a spy,
enforcer, or operative. Your duties are usually simple. Prerequisite: Renown 3 or higher with the Thieves Guild
Steal without getting caught. But the guild sometimes
works with high-profile clients, stealing secrets, rather The guild takes care of its own. When you have proven
than goods, or artifacts instead of gold. These yourself to be an asset to the guild, you are given the
instances might turn the tide of war, unseat kings, and title of schemer. You call a particular safe house home
change the course of Tamriel for an era. In any case, it where you can sell stolen merchandise to a fence and
is paramount that the guild stays hidden and much of have confidential meetings with the Doyen. You gain
your actions are dealt with on your own to help keep it access to general supplies and services that you can
secret. You often speak in code, known as thieves cant, buy, depending on the type of safehouse you’ve
to keep your intentions unknown, and you have claimed. This could be a standard general store,
learned to keep an eye out for shadowmarks, ciphers armory, or apothecary, where you will have ample
intended to convey simple messages. access to general goods, weaponry, or potions. This
could also be a tavern or inn. Regardless, the goods
Like any good thief, you know about security—locks, and services offered here are sold to you at a 10%
traps, and how to get around them. You also know discount.
how to defend yourself, either through evasion or
assault. When you are on the move, you travel light
and fast, often preferring light arms like daggers and
shortswords, and light armor, like leather or hide.
Keeping a distance is even better, avoiding a slugging
match means you have less of a chance of being
slowed down. Wielding arrows, bolts, throwing stars,
darts, or even spells can keep you moving fast.

CHAPTER 2: GUILDS OF CYRODIIL 113

RANK 2: SPYMASTER against all threats. You also must ensure the Skeleton
Key, her prized artifact, is kept in the Sepulcher,
Prerequisite: Rank 1 and Renown 10 or higher with the retrieving it when necessary. In return, and in time,
Thieves Guild Nocturnal may grant you special boons intended for
her faithful. You also reserve your spirit to the
You have emptied many pockets, safes, and purses, to Evergloam, where upon death, you will become one
the point where you see most petty missions as child’s with the shadows itself.
play. You have learned how to pay attention to subtle
hints and clues, which gives you insight into the world RANK 4: GUILDMASTER
around you. This heightened awareness has granted
you the title of spymaster. By getting to this rank, Prerequisite: Rank 3 and Renown 50 or higher with the
you’ve uncovered a few secrets, with one important Thieves Guild
secret in particular. Work with your GM to determine
what that secret is. The secret typically involves an Having stolen more than many of the others thieves
influential person or organization. Perhaps regarding a combined, you have gained the respect of the entire
hidden past or potential future. You should determine guild. You are now eligible to become Guildmaster,
the general source or type of secret, but the GM though each chapter can only have one Guildmaster, so
ultimately decides the details. you must wait until the position becomes vacant and
earn the approval among the majority of the guild.
RANK 3: DOYEN
As Guildmaster you take full control over how the
Prerequisite: Rank 2 and Renown 25 or higher with the guild operates. You determine the codes and ethics
Thieves Guild that guild follows and what type of jobs the guild
agrees to take on. You can rely on 6d10 bandits, 6d6
You have made a name for yourself within the guild scouts, and 1d6 + 1 spies to independently complete
and are recognized by the Guildmaster, who promotes guild missions, which you can rally for special missions
you to Doyen. There are no set amount of Doyens in of your own devising. Between adventures you can
each chapter, so you do not need to wait for this now maintain a wealthy lifestyle.
position to become vacant.
ENEMIES AND ALLIES
As Doyen, you gain a significant amount of
independence over the jobs you conduct for the guild— Thieves know little to no allies among ordinary, law-
even more so than usual. You also gain control over abiding citizens or townsfolk. Nor do they seek to gain
what types of jobs everyone else takes on, as you are their trust, as it is better to remain hidden without
now in charge of distributing the assignments decided their help, than be known and hindered. With chapters
by the Guildmaster. throughout all of the Empire, the guild’s presence is
always something that upstanding citizens are wary of,
With this new position comes extra clout, which can regardless if they know for certain a guild operates
be used when dealing with guards and judges. You gain nearby or not.
advantage on Personality (Persuasion) checks made to
reduce the sentencing or the cost of a bounty on The guild finds allies in all walks of life. Beggars and
yourself or a member of the guild, though you can only vagabonds are seen as the best source of information,
use this influence once each day. On a successful since they have eyes and ears everywhere and cost
check, the sentence or bounty is reduced by half. little to keep their cooperation. On the opposite end,
officials or nobles can be corrupted and are always in
In this role, you can maintain a comfortable lifestyle need of the guild’s skills and services. Even local
between adventures. authorities endure the Thieves Guild as they see it as a
crime regulator, making crime less chaotic altogether.
SPECIAL ROLE: NIGHTINGALE
You might even find cooperation with the other
Prerequisite: Renown 25 or higher with the Thieves Guild, guilds, such as the Gold Coast Trading Company, who
10th level or higher might make use of the Thieves Guild, resulting in a
fruitful partnership. But for the most part, working
Only the highest skilled thieves can join the alongside other guilds might be a one sided operation,
Nightingale Trinity, and you have caught the eye of preferably with the other not knowing who exactly is
Nocturnal, the Mistress of Shadows. As the name working with them.
suggests, there can only ever be three Nightingales at a
time, and this position won’t be presented to you until
it is available. Once you gain the role, you join a special
order of thieves, hand selected by Nocturnal, to serve
her and take on the Oath. You are required to guard
the Twilight Sepulcher, the Temple of Nocturnal,

114 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

SHADOWMARKS THIEVES' CACHE
Every now and then, the Thieves Guild
Learning to identify the shadowmarks can mean the likes to give back to their members. A
difference between making a fortune and ending up shadowmark like this found near a chest
with a blade in your gut. The clever little marks are or maybe a hollowed log, means there’s a
carved all over the Empire—mostly on the door frames gift from the Guild for the thief who
or fronts of buildings, but they can be found pretty finds it.
much anywhere a thief's been. It's the way the guild
talks to each other without talking. Shadow marks LOOT
keeps the newer thieves from becoming dead thieves. There's something near this shadowmark
worth stealing. These are either left
THE GUILD behind by scouts or thieves that already
This is the symbol for the Guild. This filled their bags.
means the place is as safe. Seeing this
shadowmark means that someone from EMPTY
the Guild is nearby for certain. The opposite of the Loot Shadowmark.
Pass on this place, there's nothing inside.
SAFE
This shadowmark is usually left behind
when an area has been scouted and a
safe way around something has been
found. Perhaps a hallway without traps
or maybe a house that's already cleared
out. Follow the direction to keep alive.

DANGER
If this shadowmark is seen, it’s best to
head the other way. It means there's
something ahead or just beyond that
door that wants to turn you inside-out.
Try to find another way around or steer
clear entirely.

ESCAPE ROUTE
On the rare occasion that a thief finds
themselves in jail, this mark will lead
them to safety. The mark points in the
direction to freedom, which is hopefully
only a few steps away.

PROTECTED
The Guild puts these shadowmarks on
places they don't want thieves to go. The
people here are under the Thieves Guild's
protection and should never be robbed or
assaulted. Being caught in these areas
will lead to disciplinary action.

FENCE
This should should be any thief’s favorite
shadowmark. The person near this mark
will buy any hard-earned stolen goods
for a fair price.

CHAPTER 2: GUILDS OF CYRODIIL 115

GUILD SERVICES necessarily indicate a single humanoid, but could be
one or more beasts, monstrosities, or other fantastic
While each guild provides exclusive benefits to their opponents. Winning an arena match may result in
members, they also provide services to the general slaying the opposition, or simply proving themselves to
public, which helps cover many of their operations be the victor. Rolling in this manner can negate the
costs. Those goods and services provided by the guilds need for stat blocks, hit points, balancing combat, and
are described below. can streamline several bets relatively quickly.

ARENA Continue to roll on this table and describe the
outcome until you roll either a 1 or a 2 on the die.
Selling tickets for the entertaining arena battles takes
care of the vast majority of the Arena’s profits, but they Arena Gambling
also fill their coffers in a few other ways. Merchandise
crafted specifically for important arena gladiators and d10 Outcome
celebrities can be purchased in a variety of kiosks
outside of most arenas. This can be as simple as signed 1 The opposing team wins against the chosen
portraits, or could be as unique as faux khajiit ears that team.
can be worn by commoners in the stands. Or even
replica armor or practice weapons made of wood that 2 The chosen team wins against the opposing
depict a champion's favored armaments. Additionally, team.
the Arena sells most weapons and armors found in the
Basic Rules and has talented smiths that can repair 3 The opposing team greatly injures the chosen
damaged goods. team.

The Arena is always looking for more capable fighters 4 The chosen team greatly injures the opposing
to draw in the crowds. To ensure there is never a lack team.
of talent, the Arena also provides weapon training. A
character can seek out the services of a trained 5 The opposing team gains the upper hand on
instructor to gain proficiency in a specific weapon the chosen team.
(longbows or daggers, for example), provided that they
have enough free time. 6 The chosen team gains the upper hand on the
opposing team.
Weapon Training. Receiving training in a weapon
proficiency typically takes at least 10 workweeks (5 7 The opposing team slightly injures the chosen
days a week, and 8 hours each day), but this time is team.
reduced by a number of workweeks equal to the
character’s Intelligence modifier (an Intelligence 8 The chosen team slightly injures the opposing
penalty doesn't increase the time needed). Training team.
costs 100 septims per workweek.
9 The opposing team rebuffs the chosen team’s
Gambling. One of the many draws for spectators to attack.
the Arena is the chance of winning big on a bet, but for
every winner, there has to be a loser. ‘Bet high, win 10 The chosen team rebuffs the opposing team’s
high’ is the slogan many of the seasoned gamblers attack.
tout. The events of a bet can be as simple as a couple
of random chance outcomes. A GM can determine the Another way to interpret this table could be by using a
outcome on their own, or if they would like to ‘best-of-three’ point system. On an odd roll, add a
randomize the event, they can use the following rules: point to the opposing team, and on an even number,
add a point to the chosen team. The first to three wins
You can use a simple 1d2 chance for each encounter, automatically instead of needing to wait for a roll of a
or use the table below for a more complex and 1 or a 2.
dynamic combat experience. The player places a bet by
choosing a team or combatant (the chosen team) to Bets are typically a 1:1 payout, but a GM can weigh
win a duel against another team or combatant (the certain events to be stacked in favor of the opposition,
opposing team). Using the random outcomes in the with a higher payout towards the player characters. In
table below, you can create ways to weave a narrative these situations, the GM can roll two dice and choose
to the player characters in the theater of their minds. the result of either die. Such a bet would yield a 1:2 or
In the table below, a ‘combatant’ or ‘team’ does not 1:3 payout. Such a stilted fight may be told as an Orc
warrior being at odds with a pair of minotaurs.

Rigging Games. Player Characters can attempt to the
outcomes of their bets in their favor. There may be
many ways in which players may attempt to rig a
match. A bard may attempt to grant a character bardic
inspiration, a mage may try to cast a spell on a

116 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

character, or a rogue may attempt to poison the Dark Brotherhood Assassin
competition before the match. A character who
attempts to game the system may need to succeed an Target’s Price Target’s Price
Agility (Stealth) or (Sleight of Hand) check with a high CR CR
DC.
1 or less 200 s 9 16,000 s
DARK BROTHERHOOD
2 600 s 10 20,000 s
Those who wish to summon the Dark Brotherhood are
required to perform a profane ritual known as the 3 1,200 s 11 25,000 s
Black Sacrament. To do so, one must create an effigy of
the intended victim, which is to be assembled from 4 2,500 s 12 30,000 s
actual body parts. The grotesque idol could be built of
a heart, a skull, bones, or flesh. Once the effigy is 5 4,500 s 13 36,000 s
encircled with candles, the ritual itself can begin by
stabbing the idol repeatedly with a dagger that has 6 7,000 s 14 42,500 s
been rubbed with the petals of a Nightshade plant,
while whispering a plea: “Sweet Mother, sweet Mother, 7 10,000 s 15 50,000 s
send your child unto me, for the sins of the unworthy
must be baptized in blood and fear.” 8 13,000 s 16 60,000 s

After the ritual is complete, a representative of the Assassination Results
Dark Brotherhood will visit the summoner, usually by
the next day or within the week. Only then, can the d100 Result
contract be discussed and the payment be made. 1–10 The assassin is so unsuccessful in killing the

The Dark Brotherhood Assassin table provides target that they are captured and reveal the
suggested prices for hiring assassins to kill on your identity of their contractor.
behalf. The cost is based on the challenge rating of the
target that you intend to die, and the prices are 11–20 The assassin fails to kill the target, and has
expecting a general member of society. High-profile been killed or captured.
targets, such as guildmasters, nobles, or lords, could
cost anywhere between two and ten times as much, 21–30 The assassin fails to kill the target, but
with the GM’s discretion. Once an assassin has been manages to escape.
put on a job, roll on the Assassination Results table to
determine the success of the mission. 31–40 The assassin kills the target, but has been
killed or captured.
Depending on the target, the price may be modified
to suit their status or difficulty. An elderly king, for 41–90 The assassin kills the target.
example, might only be a CR 5 target, but would be
protected by capable guards. This would increase the 91–100 The assassination is so successful that the
cost substantially. A well known knight might or mid- target is believed to have died by natural
ranking guild member might be twice as much, causes, leaving no suspicion of murder.
whereas a noble, lord, or guildmaster could be 3 to 5
times the cost. The ruler of a kingdom, or the emperor FIGHTERS GUILD
themselves, might come with too many complications
and be rejected entirely, or could be 10 times the Anyone with the right amount of coin can hire the
average price. Fighters Guild to help with a wide variety of mercenary
work. The guild acts primarily as a service for pest
exterminators, protection, guards, or general strong-
arms to intimidate or take care of problems. Shopkeeps
and the Mages Guild are known to hire members of the
Fighters Guilds to ensure valuable goods make it to
their destinations, or to protect scholars and sages that
need to conduct rituals in dangerous places. Lords and
land-owners employ Fighters to act as guards or to
fend off bandits or goblins that cause troubles in their
demesne.

The Fighters Guild Mercenaries table provides a list of
some NPCs available for hire and the cost in septims
per day for their services. These guild members will
continue to provide their service as long as they are
paid and are kept relatively safe. The more expensive
members bring more experience, and will stand
against more fearsome foes.

CHAPTER 2: GUILDS OF CYRODIIL 117

Fighters Guild Mercenaries IMPERIAL TEMPLE

NPC Challenge Pay Healing the sick and providing guidance to the faithful
guard, noble Rating is the fundamental mission of the Imperial Temple. The
nearby population reaches out to the local temple in
1/8 8 septims per day times of need, whether it’s to help with philosophical
dilemmas or curative measures.
thug, scout 1/2 20 septims per day
The Imperial Temple Services provides a list of spells
berserker 2 50 septims per day that the Imperial Temple will provide for the public.
Additional spells could be offered by different tables.
knight, veteran 3 100 septims per day For example, a temple to Arkay might offer the death
ward spell, whereas a Temple devoted to Zenithar
gladiator 5 150 septims per day might offer the aid spell. Donations are required to
receive these services, but the prices are typically lower
GOLD COAST TRADING than what other guilds would charge. The price is
COMPANY associated with the service of casting a spell and does
not include the cost of material components, which
Selling wares for a profit is at the forefront of every must be paid for in addition to the spell (the Temple
Gold Coast Company store. The company has many usually has access to these materials) or be provided by
different types of stores, from selling general goods, to the customer.
arms and armor, to beasts of burden—really anything
that can turn a profit in a region—are all sold at Imperial Temple Services
different allied shops. For the busy adventurer and
treasure-hunter, sometimes the act of selling goods Spell Donation Required
can be time-consuming and disruptive to their lifestyle. cure wounds (1st level) 30 septims
You can’t delve through dungeons if you are stuck in
town trying to hock your wares. The Gold Coast lesser restoration 125 septims
Company offers consignment services to adventurers
so they can keep searching for more artifacts and relics prayer of healing (2nd level) 125 septims
to sell.
remove curse 300 septims
Consignment. Selling high priced items can
sometimes require a significant amount of downtime, divination 775 septims
especially for magical items that may not have a buyer
readily available. The Gold Coast Company will take greater restoration 2,250 septims
the item and attempt to sell it on your behalf. In
exchange, the company takes a 10% cut of the sale. At raise dead 2,250 septims
the end of each week, roll on the Consignment Sales
table. If the roll meets or exceeds the DC determined
by the price (in septims) of the item being sold, a buyer
is found, and the gold from the sale can be retrieved
the next time the store is visited. A member of the Gold
Coast Trading Company gains a +2 bonus for each level
of their current rank that they can add to each roll.
Items that are below the threshold of the Consignment
Sales table can usually be sold at any Gold Coast store,
and items of higher value may be automatically sold, at
the GM’s discretion.

Consignment Sales

Item Price DC

500–999 10

1,000–1,999 12

2,000–4,999 14

5,000–9,999 16

10,000–19,999 18

20,000–99,999 19

100,000+ 20

118 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

IMPERIAL LEGION THIEVES GUILD

The standing army of the Empire provides general Burglars, pickpockets, and spies are the backbone of
protection for the citizens of Cyrodiil. There is little the Thieves Guild, and the bane to the city guard.
they have to offer to the public outside of that role. Anyone who knows how to find one of the local safe
City guards are paid and retained through regional houses, or an otherwise nondescript member of the
lords, and personal protectors can be hired through guild, might be able to procure their professional
mercenary companies, like the Fighters Guild. Dignified services.
members of society, such as lords, land owners, and
guild masters, may have certain access to the Legion The Burglars, Pickpockets, and Spies table provides
that isn’t available to commoners. When the suggested prices for hiring these professionals to steal
circumstances merit, these individuals may be able to items or collect information. The cost is based on the
influence the Imperial Legion and convince them to difficulty of the item being stolen, or the challenge
supply entire contingents of soldiers to protect and rating of the target that you are either prying
serve. These rare occurrences are left to the GM’s information from or whose pockets are being picked.
discretion and may be campaign defining events. These are general price suggestions that expect the
target to be an unsuspecting victim. Those who are
MAGES GUILD higher-profile, merchants with patented secrets, or
well guarded nobles, are likely to cost twice as much,
Known for their mastery over the magical arts, the with the GM’s discretion. Once a professional has been
Mages Guild provides assistance in all things arcane. put on the job, roll on the Thievery Results table to
Many of the guildhalls offer an array of services to non- determine the success of the mission.
members including selling spell scrolls, reagents and
material components, identifying magical items, and Burglars, Pickpockets, and Spies
researching esoteric knowledge in their exclusive and
extensive libraries. On rare occasions, and for Target’s Task’s Price Target’s Task’s Price
substantial costs, the Mages Guild provides access to a CR DC CR DC
series of teleportation circles set up around Tamriel,
but for the safety of Cyrodiil, these rituals are often 1 or less 8 50 s 6 15 1,400 s
reserved for members of the guild.
2 10 150 s 7 16 2,000 s
The Mages Guild Spellcasting Services table provides
the pricing for spells of a certain level. The Guild has 3 12 350 s 8 17 2,500 s
access to any spell on the mages spell list, which it can
cast on a paying customer or inscribe on a spell scroll. 4 13 700 s 9 18 3,200 s
The price is associated with the service of casting a
spell and does not include the cost of material 5 14 1,000 s 10 20 4,000 s
components, which must be paid for in addition to the
spell (the Mages Guild has access to most materials) or d100 Thievery Results
be provided by the customer. 1–10
Result

The thief is so unsuccessful in their task that
they are captured and reveal the identity of
their contractor.

Mages Guild Spellcasting Services 11–20 The thief fails their task, and has been killed or
captured.

Spell Level Cost 21–30 The thief fails their task, but manages to
escape.
1st level 40 septims

2nd level 150 septims 31–40 The thief succeeds at their task, but has been
killed or captured.
3rd level 350 septims
41–90 The thief succeeds at their task.
4th level 850 septims
91–100 The thief is so successful that the target has no
5th level 2,500 septims suspicion that an item or idea has been stolen.
They might even think it was simply
Spell scroll Cost of the spell + 10 septims per level misplaced.
of the spell

CHAPTER 2: GUILDS OF CYRODIIL 119

120 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L AN ALTMER MAGE PREPARES

TO CAST A FIREBALL

CHAPTER 3: SPELLS

M agic has been a part of Tamriel ever since Spells can be added to any Elder Scrolls game, with
its creation. It flows from Aetherius into the GMs permission. New games can simply start with
every part of this magical world. This these spells being added to the options available to the
chapter presents many of the spells class. These spells can also be added in to existing
known to the inhabitants of Tamriel. Available to be games, either as treasure in the form of spell tomes and
used by both players and monsters, these familiar spell scrolls, or could be learned when a new level is
spells will help customize your characters and your reached.
world to give them a memorable feeling of the Elder
Scrolls. The new spell options are listed both by class and by
spell school, with the spell descriptions following.

BARD SPELLS SPELLS BY CLASS MAGE SPELLS

1ST LEVEL 7TH LEVEL CANTRIP (0 LEVEL)
Absorb Luck Hysteria Finger of the Mountain
Burden Mass Frenzy Flames
Drain Attribute Mage Light
Drain Skill CRUSADER SPELLS Spectral Arrow
Erelvam’s Wild Sty Snow Flare
Fortify Health 1ST LEVEL Sparks
Spell Ward Lesser Ward Spell Ward
Magicka Drain Thunderbolt
2ND LEVEL
Absorb Skill 2ND LEVEL 1ST LEVEL
Detect Life Aurora Javelin Burden
Drain Luck Bound Weapon Chameleon
Feather Cleansing Ritual Drain Attribute
Fortify Skill Convalescence Drain Skill
Hush Detect Life Elemental Fists
Rally Fire Bite Fortify Magicka
Rally Reflect Damage
3RD LEVEL Soul Trap
Fortify Attribute 3RD LEVEL
Frenzy Backlash 2ND LEVEL
Ghostwalk Detect Dead Absorb Skill
Orum's Aquatic Escape Explosive Charge Arctic Blow
Rallying Inspiration Fortify Attribute Baronoff’s Bloody Icicle
Luminous Shards Bound Weapon
4TH LEVEL Mara’s Grace Conjure Familiar
Paralyzing Touch Solar Barrage Detect Life
Spell Reflection Disintegrate Weapon
4TH LEVEL Feather
5TH LEVEL Dark Flare Fire Bite
Cruel Earwig Radiant Shield Hush
Rally
6TH LEVEL 5TH LEVEL Stormhand
Mayhem Stendarr’s Aura Transmute Mineral Ore
Wizard Rend Vampire’s Bane

CHAPTER 3: SPELLS 121

3RD LEVEL Expunge Shroudwalk
Absorb Attribute Grave Grasp Soul Trap
Absorb Magicka Raise Animal Teleport Strike
Black Hand Shocking Siphon
Detect Dead 2ND LEVEL
Frenzy 3RD LEVEL Absorb Skill
Ghostwalk Black Hand Bound Weapon
Orum's Aquatic Escape Detect Dead Curative Curse
Weakness to Elements Frenzy Disintegrate Weapon
Restoring Tether Drain Luck
4TH LEVEL Weakness to Elements Grim Focus
Arniel’s Convection
Disintegrate Armor 4TH LEVEL 3RD LEVEL
Llivam’s Reversal Animate Skeletal Mage Absorb Attribute
Magicka Vortex Blast Bones Black Hand
Paralyzing Touch Paralyzing Touch Daedric Curse
Shockball Detect Dead
Spell Reflection 5TH LEVEL Ghostwalk
Create Black Soul Gem Frenzy
5TH LEVEL Detonating Siphon
Black Winter 4TH LEVEL
Create Black Soul Gem 6TH LEVEL Disintegrate Armor
Boneyard Night Form
6TH LEVEL Consuming Darkness Paralyzing Touch
Flaming Familiar Reanimate Corpse
Mark & Recall Weakness 5TH LEVEL
Wizard Rend Wizard Rend Create Black Soul Gem
Cruel Earwig
8TH LEVEL 7TH LEVEL Path of Darkness
Shalidor’s Mirror Mora’s Curse
6TH LEVEL
9TH LEVEL 8TH LEVEL Consuming Darkness
Sphere of Negation Hand of Decay Mayhem
Summon Undead Dragon Summon Undead Dragon Strangulation
Urelu's Loathsome Coercion Witchwither Weakness
Wizard’s Fury Wizard Rend
NIGHTBLADE
NECROMANCER SPELLS 7TH LEVEL
SPELLS Mass Frenzy
CANTRIP (0 LEVEL)
CANTRIP (0 LEVEL) Spectral Arrow 8TH LEVEL
Flame Skull Veiled Strike Soul Shred
Snow Flare
Sparks 1ST LEVEL 9TH LEVEL
Absorb Health Sphere of Negation
1ST LEVEL Absorb Luck
Absorb Health Alad’s Caliginy PRIEST SPELLS
Bone Armor Chameleon
Death Scythe Drain Attribute CANTRIP (0 LEVEL)
Drain Attribute Drain Health Aedric Spear
Drain Health Drain Skill Second Barrier
Erelvam’s Wild Sty Erelvam’s Wild Sty Spell Ward
Heal Undead Funnel Health Sun Fire
Night Eye Magicka Drain
Muffle 1ST LEVEL
2ND LEVEL Night Eye Absorb Health
Baronoff’s Bloody Icicle Night Mother’s Caress Burden
Bone Guard Reaping Mark Erelvam’s Wild Sty
Detect Life Reflect Damage Fortify Health
Fortify Magicka

122 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Fortify Skill Drain Attribute 8TH LEVEL
Lesser Ward Drain Health Magicka Surge
Soul Trap Fortify Magicka Shalidor’s Mirror
Magicka Drain
2ND LEVEL Reflect Damage 9TH LEVEL
Cleansing Ritual Soul Trap Sphere of Negation
Convalescence Wizard’s Fury
Fire Bite 2ND LEVEL
Detect Life Absorb Skill SPELLSWORD
Feather Arctic Blow SPELLS
Hush Baronoff’s Bloody Icicle
Rally Bound Weapon CANTRIP (0 LEVEL)
Repentance Detect Life Lava Whip
Disintegrate Weapon Searing Strike
3RD LEVEL Feather Second Barrier
Absorb Attribute Fire Bite Snow Flare
Detect Dead Hush Spell Ward
Fortify Attribute Mora's Agony Stonefist
Mara’s Grace Spell Absorption Thunderbolt
Restore Attribute Stormhand
Solar Barrage 1ST LEVEL
Weakness to Elements 3RD LEVEL Absorb Health
Absorb Magicka Burden
4TH LEVEL Black Hand Combustion
Dark Flare Bolt Escape Dark Talons
Llivam’s Reversal Command Daedra Dragon Leap
Spell Reflection Detect Dead Drain Attribute
Frenzy Elemental Fists
5TH LEVEL Mora’s Grasp Lesser Ward
Stendarr’s Aura Overload Magicka Drain
Vampire’s Bane Summon Daedra Muffle
Weakness to Elements Soul Trap
6TH LEVEL
Ebonyflesh 4TH LEVEL 2ND LEVEL
Eclipse Arniel’s Convection Ash Cloud
Shield Wall Bound Armor Bound Weapon
Wizard Rend Daedric Mines Dragon Fire Scales
Disintegrate Armor Empowering Chains
7TH LEVEL Magicka Vortex Engulfing Breath
Greater Ward Paralyzing Touch Fire Bite
Rune Prison Magma Armor
8TH LEVEL Shockball Spell Absorption
Magicka Surge Spell Reflection
3RD LEVEL
9TH LEVEL 5TH LEVEL Black Hand
Bane of the Undead Black Winter
Dawn’s Wrath Create Black Soul Gem 4TH LEVEL
Shattering Prison Bound Armor
SORCERER SPELLS Inferno
6TH LEVEL Petrify
CANTRIP (0 LEVEL) Flaming Familiar
Finger of the Mountain Lightning Form WARDEN SPELLS
Flames Mark & Recall
Mage Light Mayhem CANTRIP (0 LEVEL)
Sparks Strangulation Mage Light
Snow Flare
1ST LEVEL 7TH LEVEL Thunderbolt
Absorb Health Mora’s Curse
Burden
Crystal Shards

CHAPTER 3: SPELLS 123

1ST LEVEL Nature’s Grasp Northern Storm
Chameleon Rally Pride of Hirstaang
Burden Stormhand Shockball
Elemental Fists Troll’s Blood
Fortify Skill 5TH LEVEL
Muffle 3RD LEVEL Reincarnate
Night Eye Betty Netch
Fortify Attribute 6TH LEVEL
2ND LEVEL Frozen Gate Ebonyflesh
Arctic Blow Icy Blast Winter’s Grasp
Baronoff’s Bloody Icicle Orum’s Aquatic Escape
Conjure Familiar Weakness to Elements 7TH LEVEL
Convalescence Greater Ward
Detect Life 4TH LEVEL Secluded Grove
Fire Bite Bound Armor
Impaling Shards Healing Seeds 8TH LEVEL
Winter’s Embrace

ALTERATION SPELLS BY SCHOOL 7TH LEVEL
Mora’s Curse
CANTRIP (0 LEVEL) Spectral Arrow Secluded Grove
Mage Light
Second Barrier 1ST LEVEL DESTRUCTION
Spell Ward Crystal Shards
Stonefist Dark Talons CANTRIP (0 LEVEL)
Dragon Leap Finger of the Mountain
1ST LEVEL Teleport Strike Flames
Burden Lava Whip
Lesser Ward 2ND LEVEL Searing Strike
Ash Cloud Snow Flare
2ND LEVEL Aurora Javelin Sparks
Dragon Fire Scales Bound Weapon Sun Fire
Feather Conjure Familiar Thunderbolt
Magma Armor Empowering Chains
Transmute Mineral Ore Mora's Agony 1ST LEVEL
Nature’s Grasp Combustion
3RD LEVEL Drain Attribute
Orum's Aquatic Escape 3RD LEVEL Drain Health
Betty Netch Drain Skill
4TH LEVEL Bolt Escape Elemental Fists
Petrify Command Daedra Magicka Drain
Explosive Charge
6TH LEVEL Frozen Gate 2ND LEVEL
Ebonyflesh. Mara’s Grace Arctic Blow
Shield Wall Mora’s Grasp Baronoff’s Bloody Icicle
Winter’s Grasp Summon Daedra Disintegrate Weapon
Drain Luck
7TH LEVEL 4TH LEVEL Engulfing Breath
Greater Ward Bound Armor Fire Bite
Daedric Mines Impaling Shards
8TH LEVEL Northern Storm Stormhand
Winter’s Embrace Pride of Hirstaang
3RD LEVEL
CONJURATION 5TH LEVEL Black Hand
Shattering Prison Icy Blast
CANTRIP (0 LEVEL) Luminous Shards
Aedric Spear 6TH LEVEL
Flaming Familiar

124 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Overload MYSTICISM 6TH LEVEL
Weakness to Elements Boneyard
1ST LEVEL Consuming Darkness
4TH LEVEL Reflect Damage Reanimate Corpse
Arniel’s Convection Soul Trap
Disintegrate Armor 8TH LEVEL
Inferno 2ND LEVEL Hand of Decay
Shockball Detect Life Witchwither
Spell Absorption
5TH LEVEL 9TH LEVEL
Black Winter 3RD LEVEL Summon Undead Dragon
Vampire’s Bane Daedric Curse Urelu's Loathsome Coercion
Detect Dead
6TH LEVEL Ghostwalk RESTORATION
Lightning Form
Strangulation 4TH LEVEL 1ST LEVEL
Weakness Llivam’s Reversal Absorb Luck
Wizard Rend Magicka Vortex Fortify Health
Rune Prison Fortify Magicka
9TH LEVEL Spell Reflection Night Mother’s Caress
Dawn’s Wrath
Sphere of Negation 6TH LEVEL 2ND LEVEL
Wizard’s Fury Mark & Recall Absorb Skill
Cleansing Ritual
ILLUSION 8TH LEVEL Convalescence
Shalidor’s Mirror Fortify Skill
1ST LEVEL Repentance
Alad’s Caliginy NECROMANCY Troll’s Blood
Chameleon
Erelvam’s Wild Sty CANTRIP (0 LEVEL) 3RD LEVEL
Night Eye Flame Skull Absorb Attribute
Shroudwalk Absorb Magicka
Veiled Strike 1ST LEVEL Backlash
Absorb Health Fortify Attribute
2ND LEVEL Bone Armor Restore Attribute
Grim Focus Death Scythe Radiant Shield
Hush Funnel Health Solar Barrage
Rally Heal Undead
Reaping Mark 4TH LEVEL
3RD LEVEL Dark Flare
Frenzy 2ND LEVEL Healing Seeds
Rallying Inspiration Bone Guard
Curative Curse 5TH LEVEL
4TH LEVEL Expunge Reincarnate
Night Form Grave Grasp Stendarr’s Aura
Paralyzing Touch Raise Animal
Shocking Siphon 6TH LEVEL
5TH LEVEL Eclipse
Cruel Earwig 3RD LEVEL
Path of Darkness Restoring Tether 8TH LEVEL
Magicka Surge
6TH LEVEL 4TH LEVEL
Mayhem Animate Skeletal Mage 9TH LEVEL
Blast Bones Bane of the Undead
7TH LEVEL
Hysteria 5TH LEVEL
Mass Frenzy Create Black Soul Gem
Detonating Siphon
8TH LEVEL
Soul Shred

CHAPTER 3: SPELLS 125

SPELL DESCRIPTIONS Before the duration ends, you hold onto this
absorbed luck and can replace one attack roll, attribute
The spells are presented in alphabetical order. check, or saving throw you make with a 20 instead.
You lose this luck if you cast this spell again.
ABSORB ATTRIBUTE
At Higher Levels. When you cast this spell at 2nd level
3rd-level restoration or higher, you can target one additional creature for
every level above 1st. The creatures must be within 30
Casting Time: 1 action feet of each other when you target them. When any
Range: Touch creature affected by this spell has their luck absorbed,
Components: V, S the spell’s effects end on all other targets.
Duration: Concentration, up to 1 hour
ABSORB MAGICKA
You touch one creature, draining it of an attribute of
your choosing and increasing your own. An unwilling 3rd-level restoration
target must make a Willpower saving throw. On a
failed save, the target's chosen attribute score is Casting Time: 1 action
reduced by 2, and your same attribute score increases Range: 30 feet
by 2. A creature dies if an attribute is reduced to 0. This Components: V, S
effect lasts for the duration of the spell, or if the Duration: Instantaneous
creature dies.
You target one hostile creature within range, and
At Higher Levels. When you cast this spell at 5th level, attempt to drain it of its magical potential. The target
the attribute is reduced by 3, and your attribute must succeed on a Willpower saving throw or have
increases by 3. When you cast this spell at 7th level or their magicka points reduced by 2d4, and you regain
higher, the attribute is reduced by 4, and your attribute half as many magicka points as the target loses
increases by 4. (minimum of 1).

ABSORB HEALTH At Higher Levels. When you cast this spell at 4th level
or higher, the target loses an additional 1d4 magicka
1st-level necromancy points for each level above 3rd.

Casting Time: 1 action ABSORB SKILL
Range: 30 feet
Components: V, S, M (a vial of fresh blood) 2nd-level restoration
Duration: Instantaneous
Casting Time: 1 action
You target one creature within range, and attempt to Range: Touch
drain their health. The target must succeed on an Components: V, S
Endurance saving throw or it takes 1d6 necrotic Duration: Concentration, up to 1 hour
damage, and you regain hit points equal to half the
damage dealt (minimum of of 1). You touch one creature, draining it of a natural talent
or learned skill of your choosing. An unwilling target
At Higher Levels. When you cast this spell at 2nd level must succeed on a Willpower saving throw or it loses
or higher, the damage increases by 1d6 for each level proficiency in a skill, tool, or musical instrument, and
above 1st. you gain that same proficiency. You can choose a
proficiency that you know that target has, otherwise
ABSORB LUCK the GM chooses a proficiency at random. This effect
lasts for the duration or the spell or until the creature
1st-level restoration dies.

Casting Time: 1 bonus action AEDRIC SPEAR
Range: 60 feet
Components: V, S, M (a rabbit’s foot or a four-leaf Conjuration cantrip

clover) Casting Time: 1 action
Duration: 1 minute Range: 10 feet
Components: V, S
You tap into the aetherial matter that connects the Duration: Instantaneous
world, and siphon off a measure of good luck from a
creature within range. The next time the target rolls a A spear of divine energy forms in your hand, allowing
20 on an attack roll, attribute check, or a saving throw, you to strike a creature within range. Make a melee
you can use your reaction to absorb their luck, causing spell attack against the target. On a hit, the target
the target to reroll the die. It must use the new roll, takes 1d10 radiant damage.
even if it is a 20.

126 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

The spell allows for more than one strike when you Until the spell ends, at the start of each of the chilled
reach higher levels: two strikes at 5th level, three creature’s turns, it must make an Endurance saving
strikes at 11th level, and four strikes at 17th level. You throw. On a failed save, it takes 1d6 cold damage. On a
can direct the strikes at the same target or at different successful save, the spell ends.
ones. Make a separate attack roll for each strike.
At Higher Levels. When you cast this spell at 3rd level
ALAD’S CALIGINY or higher, the initial damage dealt by the spell
increases by 1d6 for each level above 2nd.
1st-level illusion
ARNIEL’S CONVECTION
Casting Time: 1 reaction, taken when a creature you
can see makes an attack roll or starts to cast a spell 4th-level destruction

Range: 10 feet Casting Time: 1 bonus action
Components: V, S, M (a pinch of ash) Range: 60 feet
Duration: 1 round Components: V, S, M (a piece of flint)
Duration: Concentration, up to 1 minute
You recoil from an attack and blast a mist of shrouding
shadow over the eyes of your attacker. The target must Choose one creature that you can see within range.
succeed on an Endurance saving throw or become The target must succeed on an Endurance saving
blinded until the end of your next turn. throw or it ignites and starts burning (see the
condition). A creature that is resistant to fire damage
ANIMATE SKELETAL MAGE loses this resistance until the spell ends. Additionally,
the burning target takes an additional 2d4 fire damage
4th-level necromancy whenever it takes fire damage.

Casting Time: 1 action If the burning condition ends on the target before the
Range: 30 feet spell ends, you can use a bonus action on your turn to
Components: V, S, M (a pile of bones) force the target to repeat this save. On a failed save, it
Duration: Concentration, up to 1 minute begins burning again. On a successful save, the spell
ends.
The spell creates a temporary undead minion. Choose a
pile of bones of a Medium or Small humanoid within At Higher Levels. When you cast this spell at 5th level
range. Your spell knits the bones back together to or higher, you can target one additional creature for
create a skeletal mage, which acts as an ally to you each spell level above 4th. The creatures must be
and your companions. You can find the creature's within 30 feet of each other when you target them.
game statistics in Enemies of Elsweyr.
ASH CLOUD
On each of your turns, while you can see the creature
you can verbally direct its actions (no action required 2nd-level conjuration
by you). If you issue no commands, the creature only
defends itself against hostile creatures. Casting Time: 1 action
Range: 60 feet
When the spell ends, or its hit points are reduced to Components: V, S
0, the magic leaves the skeleton and it collapses into a Duration: Concentration, up to 1 minute
pile of bones again.
You summon a scorching cloud of ash in a 20-foot-
ARCTIC BLOW radius sphere centered on a point you can see within
range. The cloud spreads around corners, and its area
2nd-level destruction is heavily obscured. The cloud lingers in the air for the
duration or until a wind of moderate or greater speed
Casting Time: 1 action (at least 10 miles per hour) disperses it.
Range: Touch
Components: V, S, M (a flask of water) Each creature that is completely within the cloud at
Duration: Concentration, up to 1 minute the start of its turn must make an Endurance saving
throw. On a failed save, the creature spends its action
You attempt to chill one creature within arm’s reach of choking on the soot and ash. Creatures that don't need
you. Make a melee spell attack against a creature you to breathe automatically succeed on this saving throw.
can reach. On a hit, the target takes 2d6 cold damage
and becomes chilled (see the condition) for the At Higher Levels. When you cast this spell at 3rd level
duration. or higher, the radius of the ash increases by 20 feet for
each level above 2nd.

CHAPTER 3: SPELLS 127

AURORA JAVELIN BANE OF THE UNDEAD

AURORA JAVELIN 9th-level restoration

2nd-level conjuration Casting Time: 1 action
Range: Self
Cast Time: 1 action Components: V, S
Range: 30 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous You create a stationary 30-foot radius circle of
protection on the ground, centered on you. For the
A brilliant javelin of pure light forms in your hand that duration, any undead creature that enters the circle, or
you can throw at a target within range. Make a ranged starts their turn there, must make a Willpower saving
spell attack. If the attack hits, the javelin bursts into throw. On a failed save, the undead creature takes 10d6
bright light, dealing 3d8 radiant damage, and the radiant damage and is turned for 1 minute or until it
target is restrained until the start of your next turn. takes any damage. On a successful save, the creature
takes half as much damage and can’t be turned by this
At Higher Levels. When you cast this spell at 3rd level spell for 24 hours.
or higher, the damage increases by 1d8 for each level
above 2nd. A turned creature must spend its turn trying to move
as far away from you as it can, and it can't willingly
BACKLASH move to a space within 30 feet of you. It also can't take
reactions. For its action, it can use only the Dash
3rd-level restoration action or try to escape from an effect that prevents it
from moving. If there's nowhere to move, the creature
Casting Time: 1 action can use the Dodge action.
Range: 30 feet
Components: V, S While in the circle, an undead creature has their
Duration: Concentration, up to 1 minute speed halved and anyone attacking the creature has
advantage on their attacks.
You summon an expanding beam of pure sunlight that
dooms a creature within range. The target must BARONOFF’S BLOODY ICICLE
succeed on a Willpower saving throw or, for the
duration of the spell, the target takes 3d6 radiant 2nd-level destruction
damage each time it deals damage from a weapon
attack to another creature. Casting Time: 1 action
Range: 100 feet
At Higher Levels. When you cast this spell at 4th level Components: V, S, M (a drop of water)
or higher, the damage increases by 1d6 for each level Duration: Concentration, up to 1 minute
above 3rd.
You create a deadly icicle and hurl it at one creature
within range. Make a ranged spell attack against that
creature. On a hit, the target takes 1d10 piercing
damage and it begins bleeding (see the condition). At
the end of each of the target’s turns until the spell
ends, the target must make an Endurance saving
throw. On a failed save, it takes 1d10 cold damage. On a
successful save, the spell and the condition ends.

At Higher Levels. When you cast this at 3rd level or
higher, the piercing damage increases by 1d10 for each
level above 2nd.

BETTY NETCH

3rd-level conjuration

Casting Time: 1 bonus action
Range: 10 feet
Components: V, S, M (netch jelly)
Duration: Concentration, up to 10 minutes

You summon a floating intangible betty netch in a
space within 10 feet of you. The betty netch moves
with you and remains within 10 feet of you at all times.

128 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

Until the spell ends, you gain one of the following BETTY NETCH
benefits of your choice:
melee spell attack against a creature you can reach. On
◈ While in combat, you gain 2d10 temporary hit a hit, the target takes 4d10 acid damage and the
points at the start of each of your turns. creature is weakened (see the condition) until the end
of its next turn.
◈ You add your spellcasting modifier to your cantrip
damage rolls. You can add this damage to your At Higher Levels. When you cast this spell at 4th level
damage roll even if you already do so. or higher, the damage increases by 1d10 for each level
above 3rd.
◈ You add your spellcasting modifier to your weapon
damage rolls. You can add this damage to your BLACK WINTER
damage roll even if you already do so.
5th-level destruction
◈ You gain resistance to one damage type of your
choice: acid, cold, fire, lightning, poison, or Casting Time: 1 action
thunder. Range: Self (15-foot cone)
Components: V, S, M (vial of ice or snow)
When the spell ends, the betty netch disappears. Duration: Instantaneous

At Higher Levels. When you cast this spell at 4th level A dark, chilling burst of frost erupts from your hand.
or higher, you gain one additional benefit listed from Each creature in a 30-foot cone must make an
the spell's description for each spell level cast above Endurance saving throw. A creature takes 5d8 cold
3rd level. You can take the damage resistance option damage on a failed save, or half as much damage on a
multiple times, selecting a different damage type each successful one. If the saving throw fails by 5 or more,
time. the creature begins to turn to ice and is restrained. The
restrained creature must repeat the saving throw at
BOLT ESCAPE the end of its next turn, becoming frozen (see the
condition) on a failure or ending the effect on a
3rd-level conjuration success. The freezing lasts until the creature is freed by
the greater restoration spell or other magic, or left to
Casting Time: 1 action thaw out in above freezing temperature for 4 hours.
Range: 60 feet
Components: V
Duration: Instantaneous

You teleport yourself to an unoccupied space you can
see within range, traveling as an electric bolt of
lightning to the destination. Immediately after you
disappear, each creature in a straight line between
your start location and your target destination must
make an Agility saving throw, taking 3d10 lightning
damage on a failed save, or half as much damage on a
successful one.

You can bring along objects as long as their weight
doesn’t exceed what you can carry. Additionally, you
can teleport one willing creature of your size or
smaller within 5 feet of you, provided they are not
encumbered and there is an unoccupied space within 5
feet of your destination space for the creature to
appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell at 4th level
or higher, the damage increases by 1d10 for each level
above 3rd.

BLACK HAND

3rd-level destruction

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Your hands emanate with caustic darkness. Make a

CHAPTER 3: SPELLS 129

BONE ARMOR BONE GUARD

BLASTBONES 2nd-level necromancy

4th-level necromancy Casting Time: 1 action
Range: 10 feet
Casting Time: 1 action Components: V, S, M (a gilded humanoid skull worth at
Range: 60 feet
Components: V, S, M (a pinch of sulfur) least 10 septims)
Duration: Instantaneous Duration: Concentration, up to 1 hour

Choose a corporeal undead creature that is under your You call forth a restless spirit from beyond the grave to
control within range. The target explodes in a blast of act as a protector for you. The spirit manifests
fire. Each creature within a 20-foot-radius sphere of the physically as a skeletal humanoid in an unoccupied
target must make an Agility saving throw. On a failed space that you can see within range. This corporeal
save, a creature takes 4d8 fire damage and an skeleton uses the Bone Guard stat block below. The
additional 4d8 piercing damage if the undead creature creature disappears when it drops to 0 hit points or
is a skeleton, or 4d8 bludgeoning damage if the when the spell ends.
creature is a zombie. A creature takes half as much
damage on a successful save. The creature is an ally to you and your companions.
In combat, the creature shares your initiative count,
At Higher Levels. When you cast this spell at 5th level but it takes its turn immediately after yours.
or higher, the fire damage increases by 1d8 for each
level above 4th. It obeys your verbal commands (no action required
by you). If you don’t issue any, it takes the Dodge
BONE ARMOR action and uses its move to avoid danger.

1st-level necromancy At Higher Levels. When you cast this spell at 3rd level
or higher, use the higher level whenever the spell’s
Casting Time: 1 action level appears in the stat block.
Range: Self
Components: V, S, M (a small fragment of bone) Bone Guard
Duration: 1 hour + an amount of hours equal to twice
Medium undead
your spellcasting modifier.
Armor Class 13 + the level of the spell (natural armor)
You wrap yourself in magical hardened bone. Until the Hit Points 5 + 10 for each level above 2nd
spell ends, you gain a +1 bonus to your AC. Speed 30 ft.

At Higher Levels. When you cast this spell at 3rd level, STR AGI END INT WIL PER
the bonus increases to +2. When you cast this spell at 12 (+1) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 9 (–1)
5th level, the bonus increases to +3.
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed,

poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Multiattack. The bone guard makes a number of attacks
equal to half this spell’s level (rounded down).

Short Sword. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the
spell’s level slashing damage.

Reactions

Protection. The bone guard imposes disadvantage on the
attack roll of a creature within 5 feet of it whose target
isn’t the bone guard. The bone guard must be able to see
the attacker.

130 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

BONEYARD BONE GUARD

6th-level necromancy (ritual) heavily obscured. The fog reaches 2-feet high. To a
creature immune to this effect, the fog obscures
Casting Time: 1 action nothing and looks like soft mist.
Range: 60 feet
Components: V, S, M (a corpse or a pile of bones of a Additional Spell Effect. You can place your choice of
one of the following magical effects within the
small or larger creature, which the spell consumes) desecrated area:
Duration: 24 hours
◈ Creatures that are immune to the effects gain 1d6
You target a corpse or a pile of bones of a Small or temporary hit points at the start of each of their
larger creature within range. The target is consumed turns while in the area.
by the spell and the ground surrounding it in a 30-foot
radius becomes desecrated. If you cast this spell in the ◈ Creatures that are immune to the effects can use a
same area everyday for a year, the spell lasts until bonus action on their turn to force an enemy to
dispelled. make an Endurance saving throw, using your Spell
Save DC. On a failed save, the creature takes 2d6
The spell creates the following effects within the cold damage.
area. When you cast this spell, you can specify
creatures as allies who are immune to the effects. You ◈ A grave grasp spell in one location of your choice.
can also specify a password that, when spoken aloud,
makes the speaker immune to these effects. To a creature immune to this effect, the grave grasp
is harmless.
The entire desecrated area radiates necromantic
magic. A dispel magic cast on the area, if successful, BOUND ARMOR
removes only one of the following effects, not the
entire area. That spell's caster chooses which effect to 4th-level conjuration
end. Only when all its effects are gone is the spell
dispelled. Casting Time: 1 action
Range: Self
Frozen Grave. You can create a supernatural coldness Components: V, S, M (an item or object from a realm
that fills the desecrated area. A creature exposed to the
cold must succeed on a DC 10 Endurance saving throw of Oblivion)
at the end of each hour or gain one level of exhaustion. Duration: Concentration, up to 10 minutes
Creatures with resistance or immunity to cold damage
automatically succeed on the saving throw, as do You conjure a full set of daedric armor which
creatures wearing cold weather gear (thick coats, resembles plate armor, which binds to your form and
gloves, and the like) and creatures naturally adapted to cannot be removed from you. This armor does not
cold climates. require proficiency to wear and is weightless. Until the
spell ends, your AC can’t be less than 18, regardless of
Additionally, if you are within the desecrated area, what kind of armor you’re wearing. You must remain
you can force any enemy that is also in the desecrated
area that you can see to make an Endurance saving
throw. A creature takes 6d6 cold damage on a failed
save, or half as much damage on a successful one. A
creature can take the same damage when it enters the
desecrated ground for the first time on a turn or ends
its turn there.

A creature that is immune to this effect does not feel
a change in the temperature, can't take the cold
damage by being in the area, and is empowered by the
cold energy. Any weapon attacks made by a creature
that is immune to the effects while in the desecrated
area deal an additional 1d6 cold damage.

Moving Earth. You can cause the desecrated area to
writhe with undeath beneath it. The area is considered
difficult terrain for creatures that are not immune to
this effect.

Solid Fog. You can cover the ground within the
desecrated area with a thick fog, making the area

CHAPTER 3: SPELLS 131

in a humanoid form in order to gain the benefits of CHAMELEON
this spell. Any significant alteration to your creature
type or form, such as transforming or polymorphing 1st-level illusion
into a beast, ends the spell immediately.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 5th level Range: Touch
spell, your AC can’t be less than 19. When you cast this Components: V, S
spell at 7th level or higher, your AC can’t be less than Duration: Concentration, up to 1 hour
20.
A creature you touch becomes camouflaged (see the
BOUND WEAPON condition) until the spell ends. The creature, as well as
anything the target is wearing or carrying, appears
2nd-level conjuration slightly translucent, and other creatures have
disadvantage on Willpower (Perception) checks or any
Casting Time: 1 bonus action other attribute checks made to detect the target. The
Range: Self spell ends for a target that attacks or casts a spell.
Components: V, S, M (an item or object from a realm
At Higher Levels. When you cast this spell at 2nd level
of Oblivion) or higher, you can target one additional creature for
Duration: Concentration, up to 10 minutes each level above 3rd.

You conjure a weapon of your choice in your free hand, CLEANSING RITUAL
such as a warhammer, a longsword, a war axe, or a
longbow, which lasts for the duration, fizzling out of 2nd-level restoration (ritual)
existence when the spell ends. You are considered
proficient with this magic weapon. It appears as a Casting Time: 1 action
spectral or daedric weapon (your choice). The bound Range: Touch
weapon has all of the properties of it’s weapon type, Components: V, S, M (a brick of incense worth at least
and it is a magic weapon with a +1 bonus to attack
rolls and damage rolls. You can use your action to 50 septims, which the spell consumes)
make a weapon attack using your spellcasting Duration: Instantaneous
attribute for attack and damage rolls. If you let go of
the weapon before the spell ends, it disappears, but You touch a creature and can end one disease that is
you can conjure the weapon again as a bonus action. afflicting it. If the creature is afflicted by the
intoxicated condition, the condition ends.
At Higher Levels. When you cast this spell at 4th level,
the bonus increases to +2. When you cast this spell at COMBUSTION
6th level or higher, the bonus increases to +3.
1st-level destruction
BURDEN
Casting Time: 1 reaction, which you take when you are
1st-level alteration hit by a melee attack

Casting Time: 1 action Range: Self (5-foot radius)
Range: Touch Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute
You create a burst of flame, causing creatures within 5
You touch a creature, increasing its weight and feet of you to be engulfed in a pulse of burning fire.
slowing it down to a near standstill. The target must Each creature in the area must make an Agility saving
succeed on an Endurance saving throw or their speed throw. A creature takes 1d8 fire damage on a failed
is reduced by 15 feet and they can’t take reactions for save, or half as much damage on a successful one.
the duration. If a creature's speed is reduced to 0 with
this spell, that creature becomes restrained for the At Higher Levels. When you cast this spell at 2nd level
duration. A creature affected by this spell makes or higher, the damage increases by 1d8 for each level
another Endurance saving throw at the end of each of above 1st.
its turns. On a successful save, the effect ends for it.
COMMAND DAEDRA
At Higher Levels. When you cast this spell at 2nd level
or higher, the target's speed is reduced by 5 additional 3rd-level conjuration
feet for each level above 1st. When you cast this spell
at 5th level or higher, the creature can only take an Casting Time: 1 action
action or a bonus action on their turn, in addition to Range: 60 feet
having their speed reduced. Components: V, S
Duration: Concentration, up to 1 minute

You attempt to place a magical command on a lesser
daedric creature that you can see within range,

132 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

controlling its actions for the duration of the spell. If CONJURE FAMILIAR
the creature has a CR of 3 or lower, it must succeed on
a Willpower saving throw or become charmed by you You can’t have more than one familiar at a time. If
until the spell ends. If the target is currently bound by you cast this spell while you already have a familiar,
another creature (such as the by summon daedra you instead cause it to adopt a new form. Choose one
spell), that creature must make the saving throw of the forms from the above list. Your familiar
instead. transforms into the chosen creature.

While the daedra creature is charmed by you, you can Finally, when you cast a spell with a range of touch,
verbally direct its actions on each of its turns (no your familiar can deliver the spell as if it had cast the
action required by you). The spell ends early If you or spell. Your familiar must be within 100 feet of you, and
your allies harm the creature, if you command the it must use its reaction to deliver the spell when you
creature to harm itself, if you are more than 120 feet cast it. If the spell requires an attack roll, you use your
away from it, or if you use a bonus action to end it. attack modifier for the roll.

At Higher Levels. When you cast this spell at 4th level At Higher Levels. When you cast this spell at 3rd level,
or higher, the CR of the daedra you can target with this you can conjure a familiar of CR 1 or lower, and the CR
spell increases by 1 for each level above 3rd. of the creature increases by 1 for each level you cast
above 3rd.
CONJURE FAMILIAR
CONSUMING DARKNESS
2nd-level conjuration
6th-level necromancy
Casting Time: 1 hour
Range: 60 feet Casting Time: 1 action
Components: V, S, M, (30 septims worth of charcoal, Range: 30 feet
Components: V, S
incense, and herbs that must be consumed by fire in Duration: Concentration, up to 1 minute
a brass brazier)
Duration: Instantaneous You conjure a 30-foot radius ring of shadow at a point
that you can see within range, which saps your
You gain the service of a familiar spirit that takes the enemy’s dexterity and siphons it to your allies. Every
form of a Medium beast of your choice: boar, draft creature of your choice within the area must succeed
horse, elk, giant badger, giant bat, giant frog, giant on an Endurance saving throw or it has disadvantage
poisonous snake, panther, or a wolf. Appearing in an on Strength and Agility saving throws, and its speed is
unoccupied space within range, the familiar has the reduced by half.
statistics of the chosen form (limit of a CR ¼), though
its creature type is daedra, elemental, or fey (your While an ally is in the area, it gains advantage on
choice) instead of a beast and it appears spectral Agility saving throws and its speed is increased by 10
instead of corporeal. feet. Additionally, when an ally in the area takes
damage from an attack, it can use its reaction to halve
Your familiar acts independently of you, but it the attack’s damage against it.
always obeys your commands. In combat, it rolls its
own initiative and acts on its own turn. A familiar
can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears after you
cast this spell again.

While your familiar is within 100 feet of you, you can
communicate with it telepathically. Additionally, As an
action, you can see through your familiar’s eyes and
hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the
familiar has. During this time, you are deaf and blind
with regard to your own senses.

As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension where it
awaits your summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed,
you can cause it to reappear in any unoccupied space
within 30 feet of you.

CHAPTER 3: SPELLS 133

to maintain concentration on a spell. Additionally, any
time the target attempts to cast a spell that requires
concentration, the target must make this save again or
the spell fails automatically.

On a successful save, the creature takes half as much
damage and the spell ends.

CREATE BLACK CRYSTAL SHARDS
SOUL GEM
1st-level conjuration
CONVALESCENCE
Casting Time: 1 action
2nd-level restoration Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch
Components: V, S You guide your hand toward a target, bombarding it
Duration: Instantaneous with dark crystals. Make a ranged spell attack against a
target within range. On a hit, the target takes 1d10
You touch a creature and can end one disease or one force damage. Until the end of your next turn,
condition afflicting it. The condition can be bleeding, whenever that creature takes damage from a magical
chilled, dazed, frenzied, hysterical, staggered, or effect, you can use your reaction to bombard it with
weakened. another crystal shard, dealing 1d10 force damage on a
hit.
CREATE BLACK SOUL GEM
At Higher Levels. When you cast this spell at 2nd level
5th-level necromancy (ritual) or higher, the second shard deals an additional 1d10
force damage for each level above 1st.
Casting Time: 1 hour
Range: Touch CURATIVE CURSE
Components: V, S, M (an empty grand soul gem and
2nd-level necromancy
250 septims worth of magical inks and materials,
which the spell consumes) Casting Time: 1 bonus action
Duration: Instantaneous Range: 30 feet
Components: V, S
Through a dark ritual, you transform an empty grand Duration: Concentration, up to 1 hour
soul gem into a black soul gem. You can use this black
soul gem to capture the souls of sentient humanoid You place a curse on a creature you can see within
creatures or create evil magic items. range. The target must succeed on a Willpower saving
throw or become cursed. A willing creature can choose
CRUEL EARWIG to fail the saving throw.

5th-level illusion The cursed creature can't regain hit points by any
means other than by your abilities, and immediately
Casting Time: 1 action either takes 1d8 necrotic damage or gains 1d4 hit
Range: 90 feet points, your choice. Whenever the cursed creature
Components: V, S, M (an earwig larva) receives healing from a source other than you, it
Duration: Concentration, up to 1 minute instead takes necrotic damage equal to half the hit
points it would have received.
You mutter a debilitating word at a creature you can
see within range. The target must make a Personality On subsequent turns, if you cast a spell on the cursed
saving throw. On a failed save, the creature takes 6d4 creature that restores hit points, the creature gains an
psychic damage, and for the duration of the spell, it additional 2d4 hit points.
has disadvantage on all Endurance saving throws made
Additionally, you can use a bonus action to move the
curse to another willing creature. The spell ends early
if you use a bonus action to end the spell, or if a
remove curse spell or similar action is placed on the
cursed creature.

134 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

DAEDRIC CURSE

3rd-level mysticism

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of organic matter from

Oblivion, such as a twig or a clannfear scale)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The
target must succeed on a Willpower saving throw or
become cursed. Once on each turn, when the target
takes damage from an attack, it pulses with dark
energy taking an extra 1d6 force damage.

DAEDRIC MINES DAWN’S WRATH

4th-level conjuration You call forth draconic talons from the ground
underneath a creature that you can see within range.
Casting Time: 1 action The creature must make a Strength saving throw or
Range: 5 feet take 1d6 piercing damage plus 1d6 fire damage, and be
Components: V, S, M (magic infused ink, worth at least grappled by the talons for the duration. On a success,
the creature takes half of much damage and isn’t
50 septims, which the spell consumes) restrained.
Duration: Until dispelled or triggered
A creature restrained by the talons can use its action
You conjure forth up to three magical mines brimming to make a Strength check against your spell save DC.
with dark energy. Each of these transparent magical On a success, it frees itself. When the spell ends, the
mines appear in an unoccupied space within 5 feet of talons return into the earth.
you, but can’t occupy the same space, and become
armed at the start of your next turn. You can use a At Higher Levels. When you cast this spell at 2nd level
bonus action to dismiss the mines, ending the spell or higher, the piercing damage increases by 1d6 for
and leaving no trace of their location. each level above 1st.

The mines are nearly invisible, requiring an DAWN’S WRATH
Intelligence (Investigation) check against your spell
save DC to find it. 9th-level destruction

Once armed, a creature that enters the same space as Casting Time: 1 action
a mine must make an Agility saving throw, taking 8d6 Range: 300 feet
force damage on a failed save, and half as much on a Components: V, S
successful one. Duration: Instantaneous

DARK FLARE Divine judgment is dealt upon those you declare as
unworthy of mercy. A 100-foot-radius sphere centered
4th-level restoration on a point you choose within range erupts in bright
light that rivals the breaking morning light. This light is
Casting Time: 1 action sunlight. Each creature in the area is struck by beams
Range: 30 feet of holy light and must make an Endurance saving
Components: V, S throw. On a failed save, a target takes 20d6 radiant
Duration: Instantaneous damage and 20d6 fire damage and is blinded for the
duration. On a success, a target takes half as much
You heave a ball of dark solar energy at a creature in damage and is not blinded. Creatures that die from this
range. Make a ranged spell attack. On a hit, the damage burn in the radiance and turn to ash.
creature takes 6d6 radiant damage and the target is
defiled, preventing it from regaining hit points until A blinded target can make another Endurance saving
the start of your next turn. throw at the end of each of its turns, ending the effect
on a success.
DARK TALONS

1st-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a handful of earth, clay or rock)
Duration: Concentration, up to 1 minute

CHAPTER 3: SPELLS 135

feet of you has a faint shimmering aura surrounding it.
The spell penetrates most barriers, but it is blocked by
1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.

At Higher Levels. When you cast this spell at 4th level
or higher, the distance you can view this aura is
increased by 15 feet for each level above 3rd.

DEATH SCYTHE DETECT LIFE

2nd-level mysticism (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You connect with the Aetherial energy and gain sight
that reveals living creatures. For the duration, any
living creature within 30 feet of you has a faint
shimmering aura surrounding it. The spell penetrates
most barriers, but it is blocked by 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt. Constructs, elementals, and undead are
not affected by this spell.

At Higher Levels. When you cast this spell at 3rd level
or higher, the distance you can view this aura is
increased by 15 feet for each level above 2nd.

DEATH SCYTHE DETONATING SIPHON

1st-level necromancy 5th-level necromancy

Casting Time: 1 action Casting Time: 1 reaction, which you take when a
Range: Self (15-foot cone) creature you can see dies within range
Components: S Range: 30 feet
Duration: Instantaneous Components: V, S
Duration: Instantaneous
You summon a spectral scythe in front of you that
slices into your enemy’s life force. Each creature in a The target erupts in violent explosion of disease and
15-foot cone centered on you must make an Agility decay. Each creature within a 15-foot-radius sphere of
saving throw. A creature takes 2d8 necrotic damage on the target must make an Agility saving throw. A
a failed save, or half as much on a successful one. creature takes 6d8 necrotic damage on a failed save,
Additionally, you regain 2 hit points for each creature and half as much on a successful one.
damaged by the spell.
At Higher Levels. When you cast this spell at 6th level
At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 for each level
or higher, the damage increases by 1d8 and the hit above 5th.
points restored increases by 1 for each level above 1st.
DISINTEGRATE ARMOR
DETECT DEAD
4th-level destruction
3rd-level mysticism (ritual)
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S, M (viper’s venom)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You target one creature within range and unleash a
You reach out into the chaotic energies that surround torrent of caustic spray that coats the target’s armor
the Mundus and gain sight that reveals creatures of and body. The target must succeed on an Agility saving
death. For the duration, any undead creature within 30 throw or be covered in the corrosive fluid, taking 6d6
acid damage. Additionally, nonmagical armor worn by

136 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

the target, or a shield it is wielding (your choice), is Draconic wings sprout from your back. You gain a
partly dissolved and takes a permanent and cumulative flying speed of 60 feet until the end of your turn. Once
–1 penalty to the AC it offers. Armor is destroyed if the your turn ends, the wings disappear.
penalty reduces its AC to 10, and a shield is destroyed if
the penalty reduces its AC to 0. DRAIN ATTRIBUTE

At Higher Levels. When you cast this spell at 5th level, 1st-level destruction
the damage increases by 1d6 for each level above 4th.
Additionally, when you cast this spell at 6th level, the Casting Time: 1 action
penalty to the armor’s AC increases by 1 to a total of 2, Range: Touch
and the penalty increases by 1 again (total of 3) when Components: V, S
cast at 8th level. Duration: Concentration, up to 1 hour

DISINTEGRATE WEAPON You attempt to weaken a creature and drain one of its
attributes of your choice. The creature must succeed
2nd-level destruction on a Willpower saving throw of have their Strength,
Intelligence, Willpower, Agility, Endurance, or
Casting Time: 1 reaction, which you take in response to Personality attribute score (your choice) reduced by 2
being hit with a melee weapon for the duration of the spell. A creature dies if an
attribute is reduced to 0.
Range: touch
Components: V, S, M (viper’s venom) At Higher Levels. When you cast this spell at 3rd level,
Duration: Instantaneous the attribute score is reduced by 3. When you cast this
spell at 5th level or higher, the attribute score is
You wave your hand and a caustic spray covers the reduced by 4.
creature’s weapon. The target must succeed on an
Agility saving throw, or have its weapon covered in DRAIN HEALTH
corrosive acid. A nonmagical weapon takes a
permanent and cumulative –1 penalty to damage rolls. 1st-level destruction
If its penalty drops to –5, the weapon is destroyed.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 3rd level Range: 30 feet
or higher, the penalty to damage rolls increases by 1 for Components: V, S
each level above 2nd. Duration: 24 hours

DRAGON FIRE SCALES You attempt to drain a creature within range of its
physical life force. The target must make an Endurance
2nd-level alteration saving throw. On a failed save, the target rolls one of
its Hit Dice and takes an amount of necrotic damage
Casting Time: 1 bonus action equal to that roll plus the creature’s Endurance
Range: Self modifier. Additionally, its hit point maximum is
Components: V, S reduced by the damage taken for the duration of the
Duration: Concentration, 1 round spell.

Hardened dragon scales cover your body. Until the At Higher Levels. When you cast this spell at 2nd level
start of your next turn, you become resistant to or higher, the target loses an additional hit die plus its
damage from ranged attacks. When the spell ends you Endurance modifier for each level above 1st.
can use your reaction to retaliate with fiery orbs
against your attackers. Make a ranged spell attack DRAIN LUCK
against each creature that hit you with a ranged attack
while you were concentrating on the spell. On a hit, 2nd-level destruction
the target takes 1d10 fire damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell at 3rd level Range: 30 feet
or higher, the fire damage dealt by the fiery orbs Components: V, S, M (a broken mirror)
increases by 1d10 for each level above 2nd. Duration: Concentration, up to 1 hour

DRAGON LEAP One creature of your choice within range must make a
Personality saving throw. On a failed save, for the
1st-level conjuration duration, whenever the target makes an attack roll, a
saving throw, or an attribute check, roll a d6 and
Casting Time: 1 action subtract the number rolled from the creature’s roll.
Range: Self Whenever an attack roll is made against the target, roll
Components: V, S a d4 and subtract that number from the target’s AC for
Duration: Instantaneous that attack.

CHAPTER 3: SPELLS 137

ebony. Until the spell ends, the target has resistance to
all damage except psychic damage.

ECLIPSE

6th-level restoration

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

You envelop a creature with a lightless sphere which
grows in intensity each time they cause harm. For the
duration, the target must make a Willpower saving
throw each time it deals damage with an attack. The
first time the target fails this saving throw, its speed is
halved. On the second failed save, the target is
restrained. On the third failed save, the target is
stunned. On the fourth failed save, the target takes
10d10 radiant damage and the spell ends.

ENGULFING BREATH ELEMENTAL FISTS

A remove curse, or wish spell also ends it. 1st-level destruction

At Higher Levels. When you cast this spell at 3rd level Casting Time: 1 action
or higher, you can target one additional creature for Range: Touch
each spell level above 2nd. Components: V, S
Duration: Concentration, up to 10 minutes
DRAIN SKILL
You touch a willing creature, and cause their fists to be
1st-level destruction engulfed with elemental power. Choose one elemental
damage type: cold, fire, lightning, or poison. For the
Casting Time: 1 action duration, the target’s unarmed strikes deal an
Range: Touch additional 1d4 damage of your choosing.
Components: V, S
Duration: Concentration, up to 1 hour At Higher Level. When you cast this spell at 3rd level,
the damage die increases to 1d6. The damage die
You touch one creature, draining it of a natural talent increases again to 1d8 when you cast this spell at 5th
or learned skill of your choosing. The target must make level, 1d10 at 7th level, and 1d12 at 9th level.
a Willpower saving throw. On a failed save, choose a
skill, tool, or musical instrument that the creature is EMPOWERING CHAINS
proficient in. The creature no longer has that
proficiency for the duration of the spell. 2nd-level conjuration

EBONYFLESH Casting Time: 1 action
Range: 30 feet
6th-level alteration Components: S
Duration: Instantaneous
Casting Time: 1 action
Range: Touch A fiery chain launches from your hand towards a
Components: V S M (ebony ingots or ore worth 1,000 creature you can see within range. The creature must
succeed on an Agility saving throw or take 1d8 piercing
septims, which the spell consumes) damage and 1d8 fire damage. A creature that fails this
Duration: Concentration, up to 1 hour save is pulled towards you, to an empty space within 5
feet of you. As a part of this spell, you can use a bonus
When you touch a willing creature, their flesh becomes action to make a melee weapon attack against a
hard as stone and takes on the appearance of polished creature that has been pulled to you.

At Higher Levels. When you cast this spell at 3rd level
or higher, the piercing damage increases by 1d8 for
each level above 2nd.

138 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

ENGULFING BREATH

2nd-level destruction

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

You exhale magical fire from your mouth in a 15-foot
cone. Choose cold, fire, lightning, or poison. Each
creature in the area must make an Agility saving
throw, taking 3d6 damage of the chosen type on a
failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell at 3rd level
or higher, the damage increases by 1d6 for each level
above 2nd.

ERELVAM’S WILD STY EXPUNGE

1st-level illusion EXPUNGE

Casting Time: 1 action 2nd-level necromancy
Range: 60 feet
Components: V, S Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: Self
Components: V, S
You place a biting curse that causes your enemy to Duration: Instantaneous
struggle with depth perception. A target within range
must make an Endurance saving throw. On a failed You embrace the power of death to immediately end
save, the target has disadvantage on all ranged attacks either one disease, or end one spell or magical effect
for the duration. Additionally, it has difficulty that has inflicted you with the blinded, deafened,
differentiating friend from foe. Before making a ranged frightened, paralyzed, poisoned, or restrained
attack, the target must make an Intelligence check condition.
against your spellcasting DC. If it fails, it attacks a
creature at random. A creature that is immune to the FEATHER
blinded condition, has truesight, or doesn’t rely on its
sight to perceive the world around it automatically 2nd-level alteration
succeeds this save.
Casting Time: 1 action
EXPLOSIVE CHARGE Range: Touch
Components: V, S
3rd-level conjuration Duration: Concentration, up to 10 minutes

Casting Time: 1 action You touch a creature or object, decreasing its weight
Range: 30 feet and lightening its load. An unwilling target must
Components: V succeed on an Endurance saving throw or its weight
Duration: Instantaneous and encumbrance is reduced by 100 pounds (to a
minimum of 1 pound) for the duration. A creature’s
You call forth a spear of radiant energy, which propels speed is increased by 10 feet for the duration.
you in a flash of light toward a creature that you can
see within range. You move forward in a straight line At Higher Levels. When you cast this spell at 3rd level
to an unoccupied space within 5 feet of the target. or higher, the target's weight is reduced by an
Each creature that you move past in a 5-foot wide line additional 100 pounds, and a creature’s speed is
as part of this movement, and each creature within 10 increased by an additional 5 feet, for each level above
feet of your final location, must make an Agility saving 2nd.
throw, taking 3d10 radiant damage on a failed save, or
half as much on a successful one. Your movement does
not provoke opportunity attacks.

At Higher Levels. When you cast this spell at 4th level
or higher, the damage increases by 1d10 for each level
above 3rd.

CHAPTER 3: SPELLS 139

FINGER OF
THE MOUNTAIN

FINGER OF THE MOUNTAIN FIRE BITE

Destruction cantrip 2nd-level destruction

Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Touch
Components: V, S Components: V, S, M (a charred twig)
Duration: Instantaneous Duration: Concentration, up to 1 minute

You call forth a bolt of lightning from the heavens to You attempt to set a creature within arm’s reach of you
strike your enemies down. The spell fails if you can't ablaze. Make a melee spell attack against a creature
see a point in the air where a storm cloud could appear you can reach. On a hit, the target takes 2d10 fire
(for example, if you are in a room that can't damage and starts burning (see the condition) for the
accommodate a cloud). A target within range must duration.
succeed on an Agility saving throw or take 1d6
lightning damage. A target wearing metal armor has At the start of each of its turns until the spell ends,
disadvantage on the save. the target must make an Endurance saving throw,
ending the spell on a success. If the target or a
If the initial target takes damage, a burst of thunder creature within 5 feet of it uses an action to put out
explodes from the point you choose after the bolt the flames, or if some other effect douses the flames
strikes down. Each creature within 10 feet of the initial (such as the target being submerged in water), the
target must succeed on an Endurance saving throw or spell ends.
take 1d4 thunder damage.
At Higher Levels. When you cast this spell at 3rd level
The spell’s damage increases by one die when you or higher, the initial damage dealt by the spell
reach 5th level (2d6 or 2d4), 11th level (3d6 or 3d4), and increases by 1d10 for each level above 2nd.
17th level (4d6 or 4d4).

140 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

FLAMES

Destruction cantrip

Casting Time: 1 action
Range: Self (15-foot-line)
Components: S
Duration: Instantaneous

A line of burning flames 15 feet long and 5 feet wide
unleashes from your palm in a direction that you
choose. Each creature in the line must make an Agility
saving throw. On a failed save, the target takes 1d6 fire
damage immediately and 1d4 fire damage at the start
of its next turn. A flammable object hit by this spell
ignites if it isn't being worn or carried.

This spell’s damage (both initial and later) increases
by one die when you reach 5th level (2d6 and 2d4), 11th
level (3d6 and 3d4), and 17th level (4d6 and 4d4).

FLAME SKULL FLAME SKULL

Necromancy cantrip FORTIFY ATTRIBUTE

Casting Time: 1 action 3rd-level restoration
Range: 120 feet
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Touch
Components: V, S
You lob an explosive magical skull at a creature or Duration: Concentration, up to 1 hour
object within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d10 fire damage. You touch a creature, increasing one of their attributes
of your choosing. The target’s Strength, Intelligence,
This spell creates more than one skull when you Willpower, Agility, Endurance, or Personality attribute
reach higher levels: two skulls at 5th level, three skulls score (your choice) increases by 2 for the duration of
at 11th level, and four skulls at 17th level. You can the spell.
direct the skulls at the same target or at different ones.
Make a separate attack roll for each skull. At Higher Levels. When you cast this spell at 5th level,
the attribute score increases by an additional 1 (3
FLAMING FAMILIAR total). When you cast this spell at 7th level or higher,
the attribute increases by and additional 2 (4 total).
6th-level conjuration
FORTIFY HEALTH
Cast Time: 1 action
Range: Self (60-foot line) 1st-level restoration
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Range: Touch
You summon a flaming familiar that takes the form of Components: V, S
a Small or Medium size beast of your choice, which Duration: 8 hours
appears in an unoccupied space within 5 feet of you.
The familiar rushes forward from the space it is You touch a willing creature, fortifying it’s health. The
summoned, in a 60 foot line. When it reaches 60 feet, target regains an expended Hit Die. As part of this
or runs into a solid surface, such as a wall or another spell, the creature can immediately roll any Hit Dice
creature, the familiar erupts in a ball of flame. Each regained and their current and maximum hit points
creature within a 20-foot-radius sphere, must make an increase by the number rolled for the duration.
Agility saving throw. A creature takes 12d6 fire damage
on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell at 2nd level
or higher, the target regains an additional expended Hit
At Higher Levels. When you cast this spell at 7th level Die for each level above 1st.
or higher, the fire damage increases by 1d6 for each
level above 6th.

CHAPTER 3: SPELLS 141

FORTIFY MAGICKA be teleported to an unoccupied space within 5 feet of
you. After being teleported, an unwilling creature is
1st-level restoration chilled (see the condition) until the start of your next
turn. A target that willingly teleports next to you
Casting Time: 1 action suffers no harmful effects.
Range: Touch
Components: V, S FUNNEL HEALTH
Duration: 1 hour
1st-level necromancy
You touch a creature, increasing their magical
potential. The target can cast one spell that it knows Cast Time: 1 action
or has prepared at 1st level without expending magicka Range: 30 feet
points. Once a spell is cast this way, the spell ends. A Components: V, S
creature can't cast a spell above its spell casting level. Duration: Instantaneous

At Higher Levels. When you cast this spell at 2nd level You reach out your hand as blood red vapor drains the
or higher, the level of the spell that the target can cast life force from a creature within range and transfers it
without expending magicka points increases by 1 for to yourself. The creature must make an Endurance
each level above 1st. saving throw. On a failed save, it takes 1d4 necrotic
damage, and half as much on a successful one. You or
FORTIFY SKILL an ally of your choice that you can see within 30 feet of
the target regains an amount of hit points equal to the
2nd-level restoration necrotic damage dealt.

Casting Time: 1 action At Higher Levels. When you cast this spell at 2nd level
Range: Touch or higher, the damage increases by 1d4 for each level
Components: V, S above 1st.
Duration: Concentration, up to 8 hours
GHOSTWALK
You touch a willing creature and give it proficiency in
one skill, tool, or musical instrument of your choice. 3rd-level mysticism
Until the spell ends, the creature adds its proficiency
bonus for attribute checks it makes that use the Casting Time: 1 bonus action
chosen skill. If a creature is already proficient in the Range: Self
chosen skill, tool, or musical instrument, they can add Components: V, S, M (a vial of ectoplasm)
half your proficiency bonus to their total. Duration: Instantaneous

FRENZY Until the end of your next turn, your form becomes
incorporeal like a ghost. While incorporeal, you are
3rd-level illusion camouflaged (see the condition), have resistance to
non-magical damage, attacks made against you have
Casting Time: 1 action disadvantage, and you have advantage on saving
Range: Touch throws against spells and spell effects. Additionally,
Components: V, S you can move through other creatures and non-
Duration: Concentration, up to 1 minute magical objects as if they were difficult terrain.

You attempt to impose strong, violent emotions in a When the effect ends, you are teleported back to the
creature that you can reach. The creature must position you were in before you cast the spell. You take
succeed on a Personality saving throw or become 1d10 force damage if you end your turn inside an object
frenzied (see the condition) for the duration. At the your are shunted to the nearest unoccupied space that
end of each of its turns, the target can repeat this save, you can occupy and you take force damage equal to
ending it on a success. When the spell ends, the twice the number of feet you are moved.
creature knows it was frenzied by you.
At Higher Levels. When you cast this spell at 4th level
FROZEN GATE or higher, you remain incorporeal for 1 additional
round for each spell level above 3rd.
3rd-level conjuration
GRAVE GRASP
Casting Time: 1 action
Range: 60 feet 2nd-level necromancy
Components: V
Duration: Instantaneous Casting Time: 1 action
Range: 60 feet
You conjure a glacial rift in space, transporting a Components: V, S, M (a finger bone, or a claw)
creature that you can see within range. An unwilling Duration: Instantaneous
target must succeed on a Willpower saving throw, or

142 LEGIONNAIRE’S GUIDE TO CYRODIIL

Additionally, each target gains 3d10 temporary hit
points, and they have advantage on all saving throws
against magical spells and effects.

GRIM FOCUS

2nd-level illusion

Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

You focus your senses, noticing your enemy’s
weaknesses. Your weapon attacks score a critical hit
on a roll of a 19 or 20. Additionally, if you score a
critical hit, you can make an additional weapon attack
as a reaction.

At Higher Levels. When you cast this spell at 5th level,
your weapon attacks score a critical hit on a roll of
18–20, and on a roll of 17–20 if cast at 8th level.

GRAVE GRASP HAND OF DECAY

Skeletal arms and claws burst from the ground, 8th-level necromancy
grabbing at every creature of your choice in a 10-foot
radius circle, centered on a solid surface of your choice Casting Time: 1 action
within range. Each creature within that area must Range: Touch
make a Strength saving throw. A creature takes 2d6 Components: V, S, M (a pinch of bonemeal)
bludgeoning damage on a failed save and is restrained. Duration: Instantaneous
A creature takes half as much damage on a successful
save and is not restrained. A Large or larger creature You reach out and touch a creature, causing one of its
has advantage on the saving throw. body parts to wilt and rot. A target must make an
Endurance saving throw. On a failed save, it takes 10d10
While restrained by this spell, a creature takes 2d6 + 10 necrotic damage and loses the ability to use one
bludgeoning damage at the start of each of its turns. A appendage, such as an arm, leg, or tail, (your choice)
creature restrained by the spell or one who can touch which instantly withers and decays. The target is
the creature can use their action to make a Strength weakened (see the condition). This condition lasts until
check against your spell save DC. On a success, the the target is able to restore this injured limb or
creature is freed. appendage from the regenerate spell or similar magic.

GREATER WARD On a successful save, the target takes half as much
damage and does not suffer any other harmful effects
7th-level alteration from the spell.

Casting Time: 1 action HEAL UNDEAD
Range: 60 feet
Components: V, S, M (sapphire dust worth at least 250 1st-level necromancy

septims, which the spell consumes) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Components: V, S
You bless up to three willing creatures within range, Duration: Instantaneous
granting them arcane protection. Each creature gains a
+3 bonus to AC for the duration of the spell. An undead creature you touch regains a number of hit
points equal to 1d8 + your spellcasting attribute
modifier. This spell has no effect on living creatures or
constructs.

At Higher Levels. When you cast this spell using a
spell level of 2nd level or higher, the healing increases
by 1d8 for each spell level above 1st.

CHAPTER 3: SPELLS 143

HYSTERIA

7th-level illusion

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You draw out anxious and distressing emotions on
those around you. Each humanoid in a 20-foot-radius
sphere centered on a point you choose within range
must make a Personality saving throw. On a failed
save, it becomes hysterical (see the condition) for the
duration.

A hysterical creature can make the saving throw
again at the end of each of its turns, ending the effect
on a success.

HUSH

2nd-level illusion

HUSH Casting Time: 1 action
Range: 60 feet
HEALING SEEDS Components: V, S
Duration: Concentration, up to 1 minute
4th-level restoration
You point to a creature and rend the creature’s voice.
Casting Time: 1 action The target must make an Endurance saving throw. On
Range: 60 feet a failed save, it is impossible for the target to cast a
Components: V, S spell that includes a verbal component, nor can the
Duration: Concentration, up to 1 minute target utter a single sound, such as a dragon shout. At
the start of each of its turns, the target can repeat this
You call forth a healing flower that bursts from the save, ending the spell on a successful save.
ground at a spot within range. The intangible flower is
Tiny and looks like a transparent plant. At Higher Levels. When you cast this spell at 3rd level
or higher, the spell targets an additional creature for
The flower has a pool of restorative energy each spell level above 2nd.
represented by seven dice, that are d6s, which can be
expended to restore hit points to a creature. This spell ICY BLAST
has no effect on undead or constructs.
3rd-level destruction
Until the spell ends, you can use a bonus action to
choose an ally within 30 feet of the flower and expend Casting Time: 1 action
up to 3 of those dice. Roll the spent dice and add them Range: Self (15-foot cube)
together. The target regains a number of hit points Components: V, S
equal to the total. Duration: Concentration, up to 1 minute

Additionally, a creature of your choice that is within 5 A wave of wintery cold sweeps out from you. Each
feet of the flower can use its reaction to expend the creature in a 15-foot cube originating from you must
remaining pool of d6s, regaining a number of hit points make an Endurance saving throw. On a failed save, a
equal to the number rolled. The spell ends once the creature takes 5d8 cold damage, is chilled (see the
pool has been depleted. condition), and the area is considered difficult terrain
for the duration. On a successful save, the creature
At Higher Levels. When you cast this spell at 5th level takes half as much damage and isn't chilled.
or higher, the pool increases by an additional d6 for
each level above 4th. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

At Higher Levels. When you cast this spell at 4th Level
or higher, the damage increases by 1d8 for each level
above 3rd.

144 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L

LAVA WHIP

INFERNO You lash an enemy in range with flame. Make a melee
spell attack against the target. If the attack hits, the
4th-level destruction creature takes 1d6 fire damage, and if the creature is
Large or smaller, you pull the creature up to 10 feet
Casting Time: 1 action closer to you.
Range: Self (15-foot radius)
Components: V, S This spell’s damage increases by 1d6 when you reach
Duration: Concentration, up to 1 minute 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You summon draconic fire that wreaths you in flame, LESSER WARD
shedding bright light in a 20-foot radius and dim light
for an additional 20 feet for the spell’s duration. The 1st-level alteration
flames swirl like a vortex and radiate from you in an
aura with a 15-foot radius. Until the spell ends, you Casting Time: 1 reaction, which you take when you are
gain resistance to fire damage. hit by an attack or targeted by a spell

Any hostile creature that moves within 15 feet of you Range: Self
for the first time on a turn or ends its turn there, must Components: V, S
make an Endurance saving throw, taking 4d6 fire Duration: 1 round
damage on a failed save, or half as much on a success.
A magical barrier surrounds you, and protects you
LAVA WHIP from harm. Until the start of your next turn, you gain
temporary hit points equal to 5 + your spellcasting
Destruction cantrip attribute, which you gain before taking damage from
the triggering attack or spell.
Casting Time: 1 action
Range: 30 feet At Higher Levels. When you cast this spell at 2nd level
Components: V, S, M (a lump of coal) or higher, you gain 5 additional temporary hits points
Duration: Instantaneous for each level above 1st.

CHAPTER 3: SPELLS 145

You manifest yourself as pure lightning, harnessing the
power of an aetherial storm, shedding dim light in a
10-foot radius for the spell’s duration. Until the spell
ends, this form provides you with the following
benefits:

◈ You gain immunity to lightning damage.
◈ You gain resistance to nonmagical bludgeoning,

piecing, and slashing damage.
◈ Your walking speed increases by 5 feet.
◈ Whenever a creature within 5 feet of you hits you

with a melee attack, your form explodes with
shocking bolts, dealing 2d8 lightning damage to
the attacker. If the attacker is wearing metal
armor, it takes 2d10 lightning damage instead.

LUMINOUS SHARDS LLIVAM’S REVERSAL

IMPALING SHARDS 4th-level mysticism

2nd-level destruction Casting Time: 1 reaction, which you take when you
take damage from a spell from a creature you can see
Casting Time: 1 action within 60 feet of you.
Range: Self (15-foot radius)
Components: V, S Range: 60 feet
Duration: Instantaneous Components: S
Duration: Instantaneous
You summon the cold of winter, unleashing a freezing
blast of icy shards in a 15-foot radius, centered on you. You attempt to magically reflect incoming damage
All creatures within range must make an Agility saving back at the creature that harmed you. You only take
throw. On a failed saving throw, the target takes 2d6 half as much damage from the triggering spell, and the
piercing damage plus 2d6 cold damage, or half as spell also targets the caster, using the spell level, spell
much on a successful one. Additionally, this area is save DC, attack bonus, and spellcasting attribute of the
considered difficult terrain until the start of your next caster. If the spell would hit the caster, or if it fails its
turn. saving throw, the caster only takes damage from the
spell, and suffers no other effects.
At Higher Levels. When you cast this spell at 3rd level
or higher, the damage increases by 1d6 piercing LUMINOUS SHARDS
damage and 1d6 cold damage for each spell level above
2nd. 3rd-level destruction

LIGHTNING FORM Casting Time: 1 action
Range: 150 feet
6th-level destruction Components: V, S, M (a holy relic)
Duration: Instantaneous
Casting Time: 1 action
Range: Self Beseeching the powers of the heavens, you call down a
Components: V, S shower of divine wrath at a point you can see within
Duration: Concentration, up to 10 minutes range, which impales your enemies and empowers
your allies. Each hostile creature in a 20-foot-radius, 40-
foot-high cylinder centered on that point must make
an Agility saving throw, taking 6d6 radiant damage on
a failed save, or half as much damage on a successful
one. A creature that fails this saving throw has its
speed reduced to 0 until the end of its next turn. Each
friendly creature in this area gains 2d6 temporary hit
points.

At Higher Levels. When you cast this spell at 4th level
or higher, the damage increases by 1d6 for each level
above 3rd.

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MAGE LIGHT MAGICKA VORTEX

Alteration cantrip 4th-level mysticism

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, M (a piece of coal or a pinch of Components: V, S
Duration: Concentration, up to 1 minute
magnesium shards)
Duration: 1 hour You sap the magical energies from a creature you can
see within range. The target must make a Willpower
You send out a small orb of light that travels to a point saving throw. On a failed save, the target’s magicka
or object of your choosing within range. The orb flies points are reduced by 4d6.
in a straight line to that location until it makes contact
with a surface, or until it reaches the spell’s range. The For the duration, the target has disadvantage on
orb floats in that location for the duration, and sheds saving throws against spells. Additionally, whenever
bright light in a 20-foot radius and dim light for an the target attempts to cast a spell, it must succeed on
additional 20 feet. The light can be colored as you like. an attribute check (the DC equals 10 + the spell’s level)
Completely covering the object with something opaque using its spellcasting modifier, or the magicka is
blocks the light. The spell ends if you cast it again or expended and the spell fails.
dismiss it as an action.
At the end of each of its turns, the target can make
If you target an object held or worn by a hostile another Willpower saving throw. On a success, the
creature, that creature must succeed on an Agility spell ends.
saving throw to avoid the spell.
MAGMA ARMOR
MAGICKA SURGE
2nd-level alteration
8th-level restoration
Casting Time: 1 reaction, which you take when you are
Casting Time: 1 action hit by an attack
Range: 60 feet
Components: V, S, M (a diamond worth 500 septims, Range: Self
Components: V, S
which the spell consumes) Duration: 1 Round
Duration: 1 round
You harden the molten lava that flows through your
Harnessing aetherial energy, you expel a burst of raw veins. Until the end of your next turn, you become
magicka to each creature of your choice within range. resistant to bludgeoning, piercing, and slashing
Roll 3d4. On each creature’s next turn, if they cast a damage. Also, the first time you hit with a melee
spell, the amount of magicka points required to cast attack on your next turn, the target takes an extra 1d6
the spell is reduced by the number rolled, to a fire damage, and the spell ends.
minimum of 0.
MARA’S GRACE
A creature that lacks the spellcasting or night magic
feature gains nothing from this spell. 3rd-level conjuration

MAGICKA DRAIN Casting Time: 1 action
Range: Self (30-foot radius)
1st-level destruction Components: V, S, M (a holy symbol)
Duration: Instantaneous
Casting Time: 1 action
Range: 30 feet You utter a prayer to the Divine Mother, and luminous
Components: V, S, M (a soul gem of petty quality or light beams from you. You shed forth bright light out
to a range of 30 feet and dim light out an additional 30
higher) feet. Any creature of your choice within 30 feet of you
Duration: Instantaneous must succeed on an Endurance saving throw or be
blinded until the end of its next turn.
You target one creature within range, and attempt to
drain it of its magical potential. An unwilling target Undead creatures within 30 feet of you that can see
must make an Endurance saving throw. On a failed or hear you must also make a Willpower saving throw.
saving throw, the target loses 1d4 magicka points. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
At Higher Levels. When you cast this spell at 2nd level
or higher, the target loses an additional 1d4 magicka A turned creature must spend its turns trying to
points for each level above 1st. move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also

CHAPTER 3: SPELLS 147

Recall. You can use an action to instantly teleport
yourself and up to five willing creatures within 5 feet
of you to a previously designated location that you
have marked. You and any creatures that teleport with
you appear in the nearest unoccupied space at the
marked location. If you use this effect of the spell
without first preparing a marked destination, the spell
has no effect.

MARA’S GRACE MASS FRENZY

can’t take reactions. For its action, it can use only the 7th-level illusion
Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move, Casting Time: 1 action
the creature can use the Dodge action. Range: 60 feet
Components: V, S
If any of this spell's area overlaps with an area of Duration: Concentration, up to 1 minute
darkness created by a spell of 3rd level or lower, the
spell that created the darkness is dispelled. You draw out frantic and aggressive emotions on those
around you. Each humanoid in a 20-foot-radius sphere
MARK & RECALL centered on a point you choose within range must
make a Personality saving throw. A creature can
6th-level mysticism choose to fail this saving throw if it wishes. On a failed
save, it becomes frenzied (see the condition) for the
Casting Time: varies duration.
Range: 5 feet
Components: V, M (Magical chalk worth up to 50 A frenzied creature considers all targets it can see as
hostile and will attempt to attack the closest target to
septims to mark a location) it on its turn. While frenzied, any effect that causes the
Duration: Instantaneous target to be charmed or frightened is suppressed for
the duration of the spell.
When you cast the spell, choose one of the following
effects: A frenzied creature can make the saving throw again
at the end of each of its turns, ending the effect on a
Mark. You can spend 1 minute to mark a destination success.
with a magical runed sigil transcribed on a flat surface.
The mark is only visible to you and only one location MAYHEM
can be marked at a time. Using this effect of the spell
again on another location removes the previous mark. 8th-level illusion
If you cast this spell to mark the same location every
day for one year, the spell creates a permanent mark Casting Time: 1 action
that you can recall to when using this spell, until it is Range: 60 feet
dispelled. After this, marking a new location does not Components: V, S
remove any permanent marks. Duration: Concentration, up to 1 minute

You instill a sense of dread through a threat or
suggestion (limited to a sentence or two) and
magically influence up to 24 creatures of your choice
that you can see within range that can hear and
understand you. Creatures that can't be charmed or
frightened are immune to this effect. The threat must
be worded in such a manner as to instill fear in the
hearts of those who hear it. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act automatically
negates the effect of the spell.

Each target must make a Willpower saving throw. On
a failed save, it becomes frenzied (see the condition)
towards the threat as you described but does not
consider you or other frenzied creatures from this spell
as hostile. It pursues a course of action that it would
have considered irrational previously, such as turning

148 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L


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