on its neighbors, burning down a building, or looting Dark green daedric magic surrounds a creature you can
and rioting. The suggested course of action can see within range. The target must make an Endurance
continue for the entire duration. If the suggested saving throw. On a failed save, the target takes 6d12
activity can be completed in a shorter time, the spell poison damage and is poisoned. The target takes half
ends when the subject finishes what it was asked to as much on a successful save and the spell ends.
do.
While poisoned, a creature is covered in writhing,
You can also specify conditions that will trigger a black tentacles. At the start of each of the creature’s
special activity during the duration. For example, you turns, it takes 1d12 bludgeoning damage and 1d12
might suggest that a group of soldiers are on their way poison damage.
to pillage their town and that they must grab their
torches and pitchforks and fight off the invaders. If the A poisoned creature can make another Endurance
condition isn't met before the spell ends, the activity saving throw at the end of each of its turns. On a
isn't performed. success, the spell ends.
If you or any of your companions damage a creature MORA’S GRASP
affected by this spell, the spell does not end for that
creature. 3rd-level conjuration
At Higher Levels. When you cast this spell at 9th- Casting Time: 1 action
level, you can target 100 creatures instead. Range: 10 feet
Components: V, S
MORA'S AGONY Duration: Instantaneous
2nd-level conjuration A spectral tendril sprouts from you as it lashes at a
creature within range. Make a melee spell attack
Casting Time: 1 action against the target. On a hit, it takes 3d6 piercing
Range: 60 feet damage and 3d6 psychic damage, and it must make an
Components: V, S, M (a vial of black ink) Intelligence saving throw. On a failed save, you learn
Duration: Concentration, up to 1 minute the creature’s surface thoughts and it is incapacitated
until the end of its next turn. You can seek to learn
A field of writhing tentacles fill a 10-foot square area on specific information that it knows, but if the
a surface you choose within range. If placed on a knowledge is anything beyond a surface thought, the
ceiling, wall, or surface other than the ground, the creature gains advantage on the save.
tentacles can reach out up to 10 feet. For the duration,
the tentacles turn the area into difficult terrain. At Higher Levels. When you cast this spell at 4th level
or higher, the psychic damage increases by 1d6 for each
When a creature enters the affected area for the first level above 3rd.
time on a turn or starts its turn there, the creature
must succeed on an Agility saving throw or be MUFFLE
restrained by the tentacles until the spell ends. A
creature that starts its turn in the area and is already 1st-level illusion
restrained by the tentacles takes 2d6 poison damage.
Casting Time: 1 action
A creature restrained by the tentacles can use its Range: Self
action to make a Strength or Agility check (its choice) Components: S
against your spell save DC. On a success, it frees itself. Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell at 3rd level Silence falls around you, shrouding the sounds of
or higher, the damage increases by 1d6, and you can footsteps and movement into obscurity. For the
create an additional 10-foot square area of tentacles, duration, you and an amount of creatures of your
provided that the field is contiguous with another field, choice up to your spellcasting modifier that are within
for each level above 2nd. 10 feet of you gain advantage on Agility (Stealth)
checks. Armor worn by a creature with this benefit no
MORA’S CURSE longer imposes disadvantage on stealth checks if it
typically does so. Any Willpower (Perception) check
7th-level conjuration made to detect a creature with this benefit that relies
solely on hearing automatically fails.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
CHAPTER 3: SPELLS 149
NATURE’S GRASP NIGHT MOTHER’S CARESS
2nd-level conjuration 1st-level restoration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V, S Components: S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Healing vines reach out from you toward a willing The Night Mother blesses you with her undying
creature within range. The vines either pull you affection, granting you both swiftness and healing.
towards the target, or pulls the target towards you. Until the spell ends, your movement doesn’t provoke
The creature is pulled in a straight line and is moved to opportunity attacks.
an unoccupied space within 5 feet of the other. You
and the target regain 1d4 hit points. Moving in this way Once before the spell ends, you can use a bonus
doesn’t provoke opportunity attacks. This spell has no action to regain 1d6 hit points + your spellcasting
effect on undead or constructs. modifier. When you do so, your walking speed
increases by 30 feet until the end of that turn.
NIGHT EYE
At Higher Levels. When you cast this spell at 2nd level
1st-level illusion or higher, you can regain hit points one additional time
as a bonus action before the spell ends for each level
Casting Time: 1 action cast above 1st.
Range: Touch
Components: S NORTHERN STORM
Duration: 4 hours
4th-level conjuration
You touch a willing creature to grant them the ability
to see in dim light. For the duration, that creature can Casting Time: 1 action
see in dim light as if it were bright light, out to a range Range: Self (20-foot radius)
of 60 feet, no longer incurring disadvantage on Components: V, S
Willpower (Perception) checks that rely on sight while Duration: Concentration, up to 1 minute
in dim light. Darkness is still considered blinding for a
creature who is targeted by this spell. You summon a violent storm of whirling winter that
surrounds you in a 20-foot radius. The storm itself is
NIGHT FORM calm within 5 feet of you, causing you no harm nor
negative effects from this spell. Until the spell ends,
4th-level illusion the stormy aura moves with you, centered on you, and
the area is considered magical difficult terrain. When a
Casting Time: 1 action creature moves into the spell’s area for the first time
Range: Self on a turn or starts its turn there, that creature must
Components: V, S, M (a pinch of moondust) make an Endurance saving throw, taking 2d10
Duration: Concentration, up to 1 hour bludgeoning damage plus 2d10 cold damage on a failed
save, and the creature is pushed back 5 feet and falls
You shroud yourself in the darkness of night, becoming prone. On a successful save, the creature half as much
one with the shadows. For the duration, you gain the damage and does not fall prone.
following benefits:
At Higher Levels. When you cast this spell at 5th level
◈ While in dim light or darkness, you can take the or higher, the damage increases by 1d10 cold damage
Hide action as a bonus action. As part of this for each level above 4th.
action, (or as a bonus action on subsequent turns)
you can teleport up to 60 feet to an unoccupied ORUM'S AQUATIC ESCAPE
space you can see that is also in dim light or
darkness. 3rd-level alteration
◈ While in dim light or darkness, you can move Casting Time: 1 action
through a space as narrow as 1 inch wide without Range: Touch
squeezing. Components: V, S, M (a fish scale)
Duration: Concentration, up to 1 hour
◈ Your appearance is shadowed, as if you are
translucent. You have advantage on Agility You transform a willing creature you touch, along with
(Stealth) checks. everything it's wearing and carrying, into a pool of
water for the duration. The spell ends if the creature
If you enter into bright light before the spell ends, drops to 0 hit points.
you take 9 (3d6) radiant damage and the spell ends
immediately, as the shroud that covers your form While in this form, the target has a swim speed of 35
bursts.
150 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
PARALYZING TOUCH PARALYZING TOUCH
feet, but all other forms of movement is reduced to 0. 4th-level illusion
It can enter a hostile creature's space and stop there
and it can move through a space as narrow as 1 inch Casting Time: 1 action
wide without squeezing. Additionally, the target has Range: Touch
resistance to bludgeoning, piercing, fire, and slashing Components: V, S
damage, and has advantage on Strength, Agility, and Duration: Concentration, up to 1 minute
Endurance saving throws.
You reach out and touch one creature with a terrible
While in the form of a pool of water, the target can't curse that renders them helpless. The target must
talk or manipulate objects, and any objects it was succeed on an Endurance saving throw or be paralyzed
carrying or holding can't be dropped, used, or for 1 minute. The target can repeat the saving throw at
otherwise interacted with. The target can't attack or the end of each of its turns, ending the effect on itself
cast spells and can use a bonus action to end the spell on a success.
early.
PATH OF DARKNESS
OVERLOAD
5th-level illusion
3rd-level destruction
Cast Time: 1 action
Casting Time: 1 bonus action Range: 120 feet
Range: Self Components: V, S, M (a stick of incense)
Components: S Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 minute
You create a corridor of shadows on the ground in
You charge your fists with the power of the storms. As front of you. You can make the path up to 120 feet long
part of this bonus action, and as a bonus action on and 5 feet wide, which can travel in any direction on a
subsequent turns for the duration, you send a bolt of ground surface. The path appears as though shrouded
lightning toward a creature within 60 feet of you. in dark shadows and lasts for the duration.
Make a ranged spell attack. On a hit, you deal 2d6
lightning damage. When the path appears, each creature of your choice
within its area must make an Agility saving throw. On
You can also focus on this spell to empower it. By a failed save, a creature takes 6d6 psychic damage, or
using both your action and your bonus action, you half as much on a successful save. A creature takes the
increase the damage dealt by this bolt of lightning by same damage when it enters the path for the first time
an additional 4d6 lightning damage. on a turn or if it ends its turn there.
At Higher Levels. When you cast this spell at 4th level While standing on the path, creatures of your choice,
or higher, the damage dealt by an empowered bolt including you, can move an additional 5 feet for every 5
increases by 1d6 for each level above 3rd. feet traveled along the path.
PETRIFY
4th-level alteration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to encase a creature that you can see
within 60 feet completely in stone. The target must
make a Willpower saving throw or become restrained
and unable to speak, hear, move, or take any actions.
The restrained creature takes 4d6 necrotic damage
and must make a Strength saving throw at the start of
each of their turns to try and break free. If it
successfully saves three times, the condition ends. If it
fails saves three times, the stone permanently hardens
and the creature is subjected to the petrified condition.
The successes and failures don’t need to be
consecutive; keep track of both until the target collects
three of a kind.
CHAPTER 3: SPELLS 151
For the duration, while encased, the creature is The creature is an ally to you and your companions.
immune to all damage except psychic. The stone shell In combat, the creature shares your initiative count,
that encases the creature has an AC of 17 and has 60 but it takes its turn immediately after yours. It obeys
hit points. When the stone reaches 0 hit points, or verbal commands (no action required by you). If you
when the spell ends, the stone breaks, ending the don’t issue any, it takes the Dodge action and uses its
effect. move to avoid danger.
PRIDE OF HIRSTAANG While your summoned feral guardian is within 30
feet of you, you gain resistance to cold damage.
4th-level conjuration
At Higher Levels. When you cast this at 4th level or
Cast Time: 1 action higher, use the higher level whenever the spell’s level
Range: 30 feet appears in the stat block.
Components: V, S
Duration: Concentration, up to 1 hour RADIANT SHIELD
You call forth the spirit of a grizzly bear to aid you in 4th-level restoration
your time of need. The spirit manifests in an
unoccupied space that you can see within range. This Casting Time: 1 action
corporeal form uses the Feral Guardian stat block. The Range: Self
creature resembles a grizzly bear. The creature Components: V, S, M (a sprinkle of holy water)
disappears when it drops to 0 hit points or when the Duration: 10 minutes
spell ends.
Brilliant, beaming divinity wreathes your body for the
Feral Guardian duration, shedding bright light in a 10-foot radius and
dim light for an additional 10 feet. You can end the
Large beast spell early by using an action to dismiss it. The light
provides you with a radiant shield, granting you
Armor Class 13 + the level of the spell (natural armor) resistance to necrotic damage.
Hit Points 40 + 10 for each level above 4th
Speed 30 ft., climb 30 ft. In addition, whenever a creature within 5 feet of you
hits you with a melee attack, the shield erupts with
STR AGI END INT WIL PER holy flames. The attacker takes 2d8 radiant damage.
18 (+4) 11 (+0) 16 (+3) 4 (–3) 14 (+2) 5 (–3)
RALLY
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 12 2nd-level illusion
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus Casting Time: 1 action
Range: 30 feet
Keen Smell. The beast has advantage on Willpower Components: V, S, M (a piece of a banner, flag, or
(Perception) checks that rely on smell.
standard)
Pack Tactics. The beast has advantage on an attack roll Duration: Concentration, up to 1 minute
against a creature if at least one of the beast’s allies is
within 5 feet of the creature and the ally isn’t You boost the confidence of a creature that you can
incapacitated. see within range, which becomes rallied (see the
condition) until the spell ends.
Actions
At Higher Levels. When you cast this spell at 3rd level
Multiattack. The beast makes a number of attacks equal or higher, you can target an additional creature for
to half this spell’s level (rounded down). each level above 2nd.
Maul. Melee Weapon Attack: your spell attack modifier to RALLYING INSPIRATION
hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level
piercing damage. 3rd-level illusion
Reactions Casting Time: 1 reaction, which you take when you see
an ally within 60 feet of you become frightened by a
Superior Beast’s Defense. The beast can use its reaction creature
when it is hit by an attack and can see the attacker, to
halve the attack’s damage against it. Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
When you cast this spell, a willing creature that you
can see within range is bolstered with a renewed
resolve to fight. The creature becomes rallied for the
152 LEGIONNAIRE’S GUIDE TO CYRODIIL
RAISE ANIMAL issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the
duration (see the condition) and is no longer creature continues to follow it until its task is
frightened. Additionally, whenever a rallied target complete.
makes an attack roll against the creature that
frightened them, or that creature forces them to make The creature is under your control for 24 hours, after
a saving throw, they can add 1d4 to their roll. which it stops obeying any command you've given it.
To maintain control of the creature for another 24
At Higher Levels. When you cast this spell at 4th level hours, you must cast this spell on the creature again
or higher, you can target an additional creature for before the current 24-hour period ends. This use of the
each level above 3rd spell reasserts your control over up to four creatures
you have animated with this spell, rather than
RAISE ANIMAL animating a new one.
2nd-level necromancy At Higher Levels. When you cast this spell at 3rd level
or higher, you raise or reassert control over an undead
Cast Time: 1 minute creature with a higher CR. 1/4 at 3rd level, 1/2 at 4th
Range: 10 feet level, 1 at 5th level, and 1 additional CR at each level
Components: V, S, M (a pinch of bone dust) above 6th level.
Duration: Instantaneous
Instead of a single creature, you can raise or reassert
This spell creates an undead animal companion. control over a number of creatures with a combined
Choose a pile of bones or a corpse of a Medium or CR equal to the total of the maximum single creature’s
smaller beast with a Challenge Rating (CR) of 1/8 or CR. A creature with a CR of 0 is considered to be 1/8 for
less within range. Your spell imbues the target with a the purpose of this spell. For example, a 4th level spell
foul mimicry of life, raising it as an undead creature. could raise a single creature with a CR of 1/2, or two
The target becomes a skeleton if you choose bones or a creatures with a CR of 1/4.
zombie if you choose a corpse, and the target uses the
statistics that it had in life, but its creature type is REANIMATE CORPSE
undead.
6th-level necromancy (ritual)
On each of your turns, you can use a bonus action to
mentally command any creature you made with this Casting Time: 1 action
spell if the creature is within 60 feet of you (if you Range: 60 feet
control multiple creatures, you can command any or Components: V, S, M (a drop of blood, a piece of flesh,
all of them at the same time, issuing the same
command to each one). You decide what action the and a pinch of bone dust)
creature will take and where it will move during its Duration: Concentration, up to 1 minute
next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you This spell creates an undead servant. Choose a corpse
of a Medium or Small humanoid within range. The
target can’t be of a CR higher than the spell’s casting
level. Your spell imbues the target with a foul mimicry
of life, raising it as an undead creature. The target
retains its likeness and stat block that it had in life (the
GM has the creature’s game statistics), with the
exception of it becoming undead and its alignment
becomes unaligned for the duration.
The undead is an ally to you and your companions for
the duration. The spell ends if the creature drops to 0
hit points.
On each of your turns, you can use a bonus action to
mentally command a creature you made with this spell
if the creature is within 60 feet of you. You decide what
action the creature will take and where it will move
during its next turn, or you can issue a general
command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task
is complete.
CHAPTER 3: SPELLS 153
At Higher Levels. When you cast this spell at 7th level 65 Khajiit, Ohmes
or higher, you animate a creature that has a CR equal 66 Khajiit, Ohmes–raht
to or less than the spell’s level. 67–68 Khajiit, Suthay
69–70 Khajiit, Suthay–raht
REAPING MARK 71–80 Nord
81–83 Orsimer, city
1st-level necromancy 84–87 Orsimer, wild
88–90 Orsimer, wood
Casting Time: 1 bonus action 91–00 Redguard
Range: 90 feet
Components: S The reincarnated creature recalls its former life and
Duration: Concentration, up to 1 hour experiences. It retains the capabilities it had in its
original form, except it exchanges its original race for
You choose a creature you can see within range and the new one and changes its racial traits accordingly.
mark it for death, exposing its weaknesses to you.
Until the spell ends, you deal an extra 1d4 damage to REFLECT DAMAGE
the target whenever you hit it with a weapon or spell
attack. 1st-level mysticism
If the target drops to 0 hit points before this spell Casting Time: 1 reaction, which you take when you
ends, the extra damage you deal increases by 1 die size, take damage from an attack
to a maximum of 1d12. You can use a bonus action on a
subsequent turn of yours to mark a new creature. Range: Self
Components: V, S, M (a silver mirror)
REINCARNATE Duration: Instantaneous
5th-level restoration You create a barrier which bounces any damage you
receive back to the attacker. The barrier has 1d6 hit
Casting Time: 1 hour points. For the duration, when you take damage from
Range: Touch an attack, the barrier takes the damage instead, and
Components: V, S, M (rare oils and unguents worth at the attacker takes an amount of force damage equal to
the amount of hit points the barrier lost. If the damage
least 4,000 septims, which the spell consumes) received would lower the barrier's hit points to 0, any
Duration: Instantaneous leftover damage hits you instead.
You touch a dead humanoid or a piece of a dead At Higher Levels. When you cast this spell at 2nd level
humanoid. Provided that the creature has been dead or higher, the barrier's hit points increase by 1d6 for
no longer than 10 days, the spell forms a new adult each level above 1st.
body for it and then calls the soul to enter that body. If
the target’s soul isn’t free or willing to do so, the spell REPENTANCE
fails.
2nd-level restoration
The magic fashions a new body for the creature to
inhabit, which likely causes the creature’s race to Casting Time: 1 reaction, which you take when you see
change. The GM rolls a d100 and consults the following an ally within range fall unconscious
table to determine what form the creature takes when
restored to life, or the GM chooses a form. Range: 30 feet
Components: V, S, M (a small parchment with a bit of
d100 Race
01–10 Altmer holy text written on it)
Duration: Instantaneous
11–20 Argonian
You consecrate the soul energy of an ally that has
21–30 Bosmer fallen unconscious and redirect the energy to another.
A creature that you can see that is within 30 feet of the
31–40 Breton ally that fell unconscious, other than that ally, regains
a number of hit points equal to 2d6 + your spellcasting
41–50 Dunmer attribute modifier. This spell has no effect on undead
or constructs.
51–55 Imperial, Colovian
At Higher Levels. When you cast this spell at 3rd level
56–60 Imperial, Nibenese or higher, the healing increases by 1d6 for each level
above 2nd.
61 Khajiit, Cathay
62 Khajiit, Cathay–raht
63 Khajiit, Dagi
64 Khajiit, Dagi–raht
154 LEGIONNAIRE’S GUIDE TO CYRODIIL
SEARING STRIKE
RESTORE ATTRIBUTE RUNE PRISON
3rd-level restoration 4th-level mysticism
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You touch one creature, restoring it of an attribute of Choose a creature that you can see within range. The
your choosing. A willing creature who has an attribute target must succeed on a Willpower saving throw or be
score decreased by any means has that penalty imprisoned in a constricting sphere of dark energy. The
removed. creature is stunned for the next minute. At the end of
each of its turns, the target can make another
RESTORING TETHER Willpower saving throw. On a success, the spell ends
on the target.
3rd-level necromancy
SEARING STRIKE
Casting Time: 1 action
Range: 60 feet Destruction cantrip
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Range: Self (10-foot cone)
You siphon the last remnants of life from a corpse of a Components: V, S, M (a melee weapon worth at least 1
creature that has died in the last 10 minutes that is
within range, creating a 10-foot wide line of healing septim)
energy between you and the corpse. You and every Duration: Instantaneous
creature of your choice in the line regains hit points
equal to 2d6 + your spellcasting modifier. Your weapon turns into searing flame and you slash
out at your enemies. Each creature of your choice
At Higher Levels. When you cast this spell at 4th level within range must succeed on an Agility saving throw
or higher, the healing increases by 1d6 for each level or take 1d8 fire damage.
above 3rd.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
CHAPTER 3: SPELLS 155
SECLUDED GROVE spellcasting attribute of the caster.
7th-level conjuration The spell ends when all of the mirrors are destroyed.
Casting Time: 1 action At Higher Levels. When you cast this spell at 9th level,
Range: Touch you create one additional illusory mirror.
Components: V, S
Duration: Concentration, up to 1 minute SHATTERING PRISON
You touch the ground and call forth a healing spectral 5th-level conjuration
forest. The intangible forest grows in a 30-foot radius,
centered on you, and transparent trees, shrubs, and Casting Time: 1 action
plants instantly rise up from the ground. Range: 60 feet
Components: V, S, M (a shard of daedric metal)
Choose a number of creatures up to your spellcasting Duration: 1 hour
attribute modifier. Until the spell ends, when a chosen
creature starts its turn within the forest, they regain 10 Choose a creature that you can see within range. The
hit points, provided they have at least 1 hit point target must succeed on a Strength saving throw or be
remaining. This spell has no effect on undead or restrained by a magical daedric trap for 1 hour. At the
constructs. start of each of its turns, the target can make another
Strength saving throw. On a success, the trap shatters
SECOND BARRIER and the target takes 4d8 piercing damage and 4d8 force
damage, and the spell ends.
Alteration cantrip
SHIELD WALL
Casting Time: 1 reaction, which you take when you
take damage from an attack or a spell 6th-level alteration
Range: Self Casting Time: 1 action
Components: V, S Range: Touch
Duration: Instantaneous Components: S, M (sardonyx dust worth at least 500
You summon forth a protective barrier at the point of septims, which the spell consumes)
impact against harm. When you are hit by a weapon or Duration: Concentration, up to 1 hour
spell attack, you can use your reaction to reduce the
damage you receive from that attack by 1d4. Shimmering aetherial energy protects a willing
creature you touch. For the duration, the target gains a
This spell's damage reduction increases by 1d4 when +5 bonus to AC and saving throws. Additionally, they
you reach 5th level (2d4), 11th level (3d4), and 17th level gain resistance against nonmagical bludgeoning,
(4d4). piercing, and slashing damage.
SHALIDOR’S MIRROR SHOCKBALL
8th-level mysticism 4th-level destruction
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S, M (a tiny bit of fleece)
Duration: Concentration, up to 1 minute Duration: Instantaneous
As an action, you turn the very air surrounding you You harness a static charge of ball lightning and
into three illusory, spectral mirrors that appear in your release it at a creature you can see within range. The
space. For the duration, these mirrors float around you target must make an Agility saving throw, taking 5d10
and shift to protect you, granting you advantage on lightning damage on failed save, or half as much
saving throws against spells. You can use your action damage on a successful one.
to dismiss the illusory mirrors.
Additionally, each creature within 10 feet of the
If you fail a saving throw against a spell that targets target must make a Agility saving throw, taking 3d10
only you, the spell instead targets one of your mirrors, lightning damage on a failed save, or half as much on a
destroying it and leaving you unaffected by the spell. successful one.
If you succeed on the saving throw, and the spell is of At Higher Levels. When you cast this spell at 5th level
8th level or lower, you can use your reaction to reflect or higher, the damage for both effects increases by 1d10
the spell, destroying one of the mirrors. The spell has and the radius of the blast increases by 5 feet for each
no effect on you and instead targets the caster, using level above 4th.
the spell level, spell save DC, attack bonus, and
156 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
SHOCKING SIPHON
2nd-level necromancy
Casting Time: 1 reaction, which you take when a
creature you can see dies within range
Range: 60 feet
Components: V, S
Duration: Instantaneous
You violently drain the last spark of life from a corpse
creating a line of lightning that flows in a 5-foot wide
line from the corpse to yourself. Each creature in this
line must make an Agility saving throw. The creature
takes 3d8 lightning damage 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 1d8 for each level
above 2nd.
SHROUDWALK SOUL SHRED
1st-level illusion SOLAR BARRAGE
Casting Time: 1 action 3rd-level restoration
Range: Touch
Components: V, S, M (enchanted ash worth at least 100 Cast Time: 1 action
Range: 90 feet
septims, which the spell consumes) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
A target of your choice becomes one with the Three bright orbs of sunlight launch in an upward arc
shadows. For the duration, while in dim light or in from your hand. Each orb targets a creature that you
darkness, the target becomes invisible. Anything the choose within range, which then blossoms into an
target is wearing or carrying is invisible as long as it is explosion of burning light. Each creature must make an
on the target's person. The spell ends if the target Agility saving throw. On a failed save, a creature takes
enters into bright light, makes an attack, or casts a 3d6 radiant damage, or half as much on a successful
harmful spell that deals damage. one. A creature can only be targeted by one orb.
At Higher Levels. When you cast this spell at 2nd level At Higher Levels. When you cast this spell at 4th level
or higher, the duration of the spell increases an or higher, you create an additional orb of sunlight for
additional 10 minutes for each level that this spell is each level above 3rd.
cast at above 1st.
SOUL SHRED
SNOW FLARE
8th-level illusion
Destruction cantrip
Casting Time: 1 action
Casting Time: 1 action Range: Self (30-foot radius)
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous
You ravage your enemies souls with the power of
You unleash a bolt of entropic energy that combines shadow magic. Each creature of your choice within 30
polar opposite elements. Make a ranged spell attack feet of you must make a Personality saving throw. On a
against a target within range. On a hit, the target takes failed save, a creature takes 10d6 psychic damage and
1d4 fire damage and 1d4 cold damage. is staggered (see the condition) for 1 minute. On a
successful save, a creature takes half as much damage
Both damage rolls increase by 1d4 for each damage and is not staggered.
type when you reach 5th level (2d4 and 2d4), 11th level
(3d4 and 3d4), and 17th level (4d4 and 4d4). A staggered creature must make a Personality saving
throw at the end of each of its turns. On a successful
save, the staggered effect ends.
CHAPTER 3: SPELLS 157
SOUL TRAP SPELL ABSORPTION
1st-level mysticism 2nd-level mysticism
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a soul gem large enough to fit Components: V, S
Duration: Concentration, up to 1 minute
the soul)
Duration: 1 minute You cloak yourself in a protective field that absorbs
magical energy. When you are targeted by a spell of 1st
You choose a creature that you can see within range level or higher, you can use your reaction to absorb the
and mark it with dark energy, ensnaring the spiritual spell, regaining magicka points equal to the level of the
essence of their soul. If the creature dies while the spell. The absorbed spell has no effect on you. The spell
spell is active, the creature's soul is captured and fills ends after you’ve absorbed 2 levels of spells.
the smallest soul gem that it can fit in your possession,
as shown on the Soul Gem table in the soul gem If you attempt to absorb a spell that exceeds the
description, found in Chapter 4. number of spell levels you have remaining to absorb,
you can make an attribute check using your
SPARKS spellcasting attribute. The DC equals 10 + the spell’s
level. If the check succeeds, the spell is absorbed. If the
Destruction cantrip spell fails, you take the full effects of the spell. Either
way, the spell ends.
Casting Time: 1 action
Range: Self (15-foot-line) At Higher Levels. When you cast this spell at 3rd level
Components: S or higher, you can absorb one additional spell level for
Duration: Instantaneous each level above 2nd.
A line of sparking lightning 15 feet long and 5 feet wide SPELL REFLECTION
lashes out from your palm in a direction that you
choose. Each creature in the line must make an Agility 4th-level mysticism
saving throw. On a failed save, the target takes 1d6
lightning damage. If you use both hands to cast this Casting Time: 1 reaction, which you take when you are
spell, the target instead takes 1d8 lightning damage. In targeted by a spell cast by a creature within 60 feet of
either case, the target loses 1 magicka point, if it has you
any.
Range: Self
This spell’s damage (both with one hand or with two) Components: S
increases by one die when you reach 5th level (2d6 or Duration: Instantaneous
2d8), 11th level (3d6 or 3d8), and 17th level (4d6 or 4d8).
The amount of magicka the target loses from the spell You attempt to reflect a spell back at the caster. If you
increases to 2 at 5th level, 3 at 11th level, and 4 at 17th are targeted by a spell that is 4th level or lower, make
level. an attribute check using your spellcasting attribute.
The DC equals 10 + the spell’s level. On a success, the
SPECTRAL ARROW spell is reflected. It has no effect on you, and the spell
targets the caster instead, using the same spell level,
Conjuration cantrip spell save DC, attack bonus, and spellcasting attribute
of the caster. You automatically succeed on this check
Casting Time: 1 action if the spell you attempt to reflect is of 2nd level or
Range: 60 feet lower.
Components: V, S
Duration: Instantaneous At Higher Levels. When you cast this spell at 5th level
or higher, you can attempt to reflect a spell that is
You launch a ghostly arrow at one creature you can see equal to the level you cast or lower, and you
within range. Make a ranged spell attack against the automatically succeed on the check if its level is equal
target. On a hit, the target takes 1d6 force damage. The to half the level you cast.
target gains no benefit from cover for this attack.
SPELL WARD
This spell's damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6). Alteration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
158 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
You extend your hand and trace a sigil of warding in debilitate it. Make a melee spell attack against a
the air. Until the end of your next turn, you have creature you can reach. On a hit, the target takes 2d6
resistance against damage dealt by spell attacks. lightning damage and is dazed (see the condition) for
the duration. Until the spell ends, as long as the
SPHERE OF NEGATION creature remains within your reach, you can use a
bonus action on each of your subsequent turns to
9th-level destruction cause this damage again.
Casting Time: 1 action At the start of each of its turns until the spell ends,
Range: 120 feet the target must make an Endurance saving throw,
Components: V, S ending the spell on a success.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell at 3rd level
You tap into the darkest elements of the Void and pull or higher, the initial damage dealt by the spell
forth a sphere of utter destruction to your command. increases by 1d6 for each level above 2nd.
You create a 2-foot-diameter black sphere that is a hole
that leads into the Void, which appears in an STENDARR’S AURA
unoccupied space within range of the spell. The sphere
hovers in space and is stabilized by a magical field 5th-level restoration
surrounding it.
Casting Time: 1 action
The sphere obliterates all matter it passes through Range: Self (15-foot radius)
and all matter that passes through it. Artifacts are Components: V, M (a holy symbol)
immune to this effect and pass through the sphere Duration: Concentration, up to 1 minute
unscathed, unless it is susceptible to damage from a
sphere of annihilation. Anything else that touches the Divine radiance wreaths you in the blessed light of
sphere but isn't wholly engulfed and obliterated by it Stendarr, blinding your foes and burning the unholy.
takes 4d10 force damage. Until the spell ends, the aura moves with you, centered
on you. You shed bright light in a 15-foot radius and
The sphere is stationary until you use a bonus action dim light for an additional 15 feet. Each hostile
to mentally command it to move. The sphere levitates creature within this bright light must make a
in one direction of your choice, to a distance up to 30 Willpower saving throw. On a failed save, the target is
feet. blinded until the start of its next turn. When a hostile
creature enters into this bright light for the first time
If the sphere comes into contact with an Oblivion on a turn or starts its turn there, it must repeat this
portal, a powerful conjuration spell, such as that saving throw. A Daedra or undead creature that fails
created by the gate spell, or an extradimensional space, this saving throw takes 10d6 radiant damage, or half as
such as that within a portable hole, the GM determines much on a successful one.
randomly what happens, using the following table.
If the bright light overlaps with an area of darkness
d100 Result created by a spell of 5th level or lower, the spell that
01–25 created the darkness is dispelled.
26–50 The sphere is destroyed and the spell ends.
At Higher Levels. When you cast this spell at 6th level
51–85 The sphere explodes, dealing 10d10 force or higher, the damage dealt to daedra and undead
damage to all creatures and objects within creatures increases by 1d6 for each level above 5th.
86–00 180 feet of it and the spell ends.
STONEFIST
The sphere moves through the portal or
into the extradimensional space. Alteration cantrip
A spatial rift sends each creature and Casting Time: 1 action
object within 180 feet of the sphere, Range: Touch
including the sphere, to a random realm of Components: V, S, M (a fistfull of sand, dirt, or earth)
Oblivion. Duration: 1 minute
STORMHAND You encase your hand in stone for the duration. When
you cast the spell, and as an action on each of your
2nd-level destruction subsequent turns for the duration, you can make a
melee spell attack against a target within your reach.
Casting Time: 1 action On a hit, the target takes 1d10 bludgeoning damage.
Range: Touch
Components: V, S, M (a piece of fleece) This spell ends early if you are knocked unconscious,
Duration: Concentration, up to 1 minute cast it again, use an action to dismiss it, or use an
You attempt to shock a creature within your reach to
CHAPTER 3: SPELLS 159
SUMMON until it can breathe again. The successes and failures
DAEDRA don't need to be consecutive; keep track of both until
the target collects three of a kind.
action to make a ranged spell attack, hurling the stone
fist at a target within 60 feet of you. On a hit, the If you maintain your concentration on this spell for
target takes 1d8 bludgeoning damage and the spell the entire possible duration, and the creature has 0 hit
ends. points, the creature dies.
The spell’s damage increases by one die when you SUN FIRE
reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10),
and 17th level (4d8 or 4d10). Destruction cantrip
STRANGULATION Casting Time: 1 action
Range: 100 feet
6th-level destruction Components: V, S, M (a holy symbol)
Duration: Instantaneous
Casting Time: 1 action
Range: 60 feet You stretch forth your hand and release a beam of
Components: V, S burning, radiant sunlight at a target within range. The
Duration: Concentration, up to 1 minute target must succeed on a Willpower saving throw or
take 1d8 radiant damage. If the target is a Daedra or
You tap into the fabrics of the world around you to undead, it instead takes 1d12 radiant damage on a
sever the airflow to one creature within range. The failed save, or half as much on a successful one.
target must make an Endurance saving throw against
your spellcasting DC or begin to choke. A creature that The spell’s damage increases by one die when you
fails this save is subjected to the staggered condition reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12),
(see the condition) for the duration of the spell and and 17th level (4d8 or 4d12).
takes 8d10 force damage. On a successful save, the
creature takes half as much damage and suffers no SUMMON DAEDRA
further effects from this spell. This spell has no effect
on targets that do not require to breathe air. 3rd-level conjuration
A staggered creature must make another Endurance Casting Time: 1 action
saving throw at the end of each of its turns. If it Range: 60 feet
successfully saves against this spell three times, the Components: V, S, M (a filled soul gem of common
spell ends. If it fails its saves three times, it begins to
suffocate, no longer makes Endurance saving throws, quality or higher)
and can only survive a number of rounds in this state Duration: Concentration, up to 1 hour
equal to its Endurance modifier (minimum of 1 round).
At the start of its next turn, it drops to 0 hit points and You summon a daedra of challenge rating 2 or lower,
is dying, and it can't regain hit points or be stabilized such as a scamp, a clannfear, or an atronach, which
appears in an unoccupied space you can see within
range. The daedra disappears when it drops to 0 hit
points or when the spell ends.
Roll initiative for the daedra, which has its own
turns. When you summon it and on each of your turns
thereafter, you can issue a verbal command to it (no
action required by you), telling it what it must do on
its next turn. If you issue no command, it spends its
turn attacking any creature within reach that has
attacked it.
If you or an ally of yours targets or harms the
summoned daedra, the creature makes a Willpower
saving throw against your spellcasting save DC. On a
failed save, the daedra continues to obey you. On a
successful save, your control over the daedra ends for
the rest of the duration, and the daedra spends its
turns pursuing and attacking the nearest non-daedra
to the best of its ability. If you stop concentrating on
the spell before it reaches its full duration, an
uncontrolled daedra doesn’t disappear for 1d6 rounds if
it still has hit points.
160 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
At Higher Levels. When you cast this spell at 4th level target takes 1d6 thunder damage and is pushed away
or higher, the challenge rating increases by 1 for each from you by 10 feet. This cacophonous burst of
level above 3rd. thunderous sound can be heard up to 100 feet away.
SUMMON UNDEAD DRAGON The spell’s damage increases by 1d6 thunder damage
when you reach 5th level (2d6), 11th level (3d6), and
9th-level necromancy 17th level (4d6).
Casting Time: 1 action TRANSMUTE MINERAL ORE
Range: 90 feet
Components: V, S, M (a dragon bone fragment or dust 2nd-level alteration (ritual)
worth at least 500 septims) Casting Time: 1 hour
Duration: Concentration, up to 1 hour Range: Touch
Components: V, S, M (half of the weight of the
You call forth a draconic spirit from beyond the grave.
The spirit manifests physically in an unoccupied space material, which the spell consumes)
that you can see within range. This corporeal form Duration: Instantaneous
uses the undead dragon stat block (from Enemies of
Elsweyr). An undead dragon summoned in this manner You touch up to one pound of unrefined iron ore to
can’t use legendary actions or its legendary resistance magically transmute this metal substance into copper,
trait. but in doing so yields only half of the weight in the
new metal.
The creature disappears when it drops to 0 hit points
or when the spell ends. At Higher Levels. When you cast this spell at 3rd level
or higher, you can perform one of the following
The creature is an ally to you and your companions transmutations as listed below. Or, conversely, you can
for the spell’s duration. In combat, the creature shares cast this spell to magically transform a material into a
your initiative count, but it takes its turn immediately less valuable one, such as transmuting copper into iron
after yours. by casting a spell at the same level as the reverse.
Whatever the level of the spell, you can never
It obeys verbal commands that you issue to it (no transmute more than one pound of ore at a time, and
action required by you). If you don’t issue any, it takes you always yield half of what you transmute.
the Dodge action and uses its move to avoid danger.
Transmutation Casting
TELEPORT STRIKE
Spell’s Base
1st-level conjuration
Casting Level Material Transmutation Outcome
Cast Time: 1 action
Range: 30 feet 2nd Iron Copper
Components: S, M (a melee weapon worth at least 1
3rd Copper Corundum or iron
septim)
Duration: Instantaneous 4th Corundum Silver or copper
You flash through the shadows to ambush an enemy. 5th Silver Quicksilver or corundum
You appear in an unoccupied space within 5 feet of a
target that is within range of the spell. Make a melee 6th Quicksilver Orichalcum or Silver
spell attack, striking with the weapon used as part of
the casting. On a success, you deal 3d6 force damage. 7th Orichalcum Gold or quicksilver
8th Gold Platinum or orichalcum
At Higher Levels. When you cast this spell at 2nd level
or higher, the damage increases by 1d6 for each level 9th Platinum Ebony or gold
above 1st.
TROLL’S BLOOD
THUNDERBOLT
2nd-level restoration
Destruction cantrip
Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 100 feet Components: V, S, M (vial of troll’s blood)
Components: V, S Duration: 1 minute
Duration: Instantaneous
Invoking the primal essence of the troll, your blood
You stretch forth your hand and unleash a concussive boils and quickens your natural healing abilities. You
blast of thunderous air at a target. Make a ranged spell immediately regain 2d10 hit points. At the start of each
attack against a target within range. On a hit, the of your subsequent turns for the duration, you regain 1
hit point. If you take acid or fire damage, the spell
ends.
CHAPTER 3: SPELLS 161
URELU’S LOATHSOME
COERCION
At Higher Levels. When you cast this spell at 3rd level you either become a nether lich (see chapter 8), or the
or higher, the initial healing increases by 1d10 for each spell fails, expending all the material components. Your
level above 2nd. GM decides which outcome occurs.
URELU'S LOATHSOME COERCION Your creature type becomes undead, and you assume
the stat block of the lich. Your form remains this way
9th-level necromancy and cannot be reverted by any means short of a wish
spell.
Casting Time: 8 hours
Range: Self When you are reduced to 0 hit points, you die. As
Components: V, S, M (An evil-aligned relic, a source of long as the physical object you used as a vessel for
your soul transference remains in the same realm of
100 humanoid souls, 100,000 septims worth existence as you died on, you gain a new body after
materials, and a physical object to be used as a 1d10 days. The new body appears within 5 feet of the
vessel) vessel with all of your hit points.
Duration: Concentration, up to 8 hours
VAMPIRE’S BANE
You begin a ritual that will lead to your eventual
lichdom. Using an evil-aligned relic (or a tainted good- 5th-level destruction
aligned relic), the expenditure of one hundred
humanoid souls, ritual materials worth 100,000 gold, Casting Time: 1 action
and a physical object that is used as a vessel for your Range: 120 feet
soul during the transference, you prepare for your Components: V, S
unholy accent into immortality. This physical object Duration: 1 round
can be a small trinket, a piece of jewelry, an urn, a
sarcophagus, a crystal vial, or even a severed head. This A radiant mote of light streaks from your palm to a
object is meant to house your soul. point you choose within range and then blossoms with
an angelic chorus into an explosion of light. Each
If you cast this spell every day for consecutive 7 days, undead creature in a 20-foot-radius sphere centered on
maintaining concentration and keeping the physical that point must make an Endurance saving throw. On a
object within 5 feet of you for the entire duration for failed save, a creature takes 8d6 radiant damage and is
each of these castings, the spell completes on the blinded until the end of your next turn. A creature
seventh day and you become a lich (see chapter 8). If takes half as much damage and is not blinded on a
the object is not kept within 5 feet of you, or you are successful one. An undead creature that is reduced to 0
unable to maintain your concentration on the spell, hit points from this spell is turned to ash and cannot
162 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
WEAKNESS
be targeted by a necromancy spell or similar effects. Components: V, S
Duration: Concentration, up to 1 minute
This light is sunlight and spreads around corners and
dispels any magical darkness that overlaps within the Choose a creature you can see within range. The target
area. must succeed on an Endurance saving throw or it
becomes weakened (see the condition) until the spell
At Higher Levels. When you cast this spell at 6th level ends. At the end of each of its turns, the target can
or higher, the damage increases by 1d6 for each level make another Endurance saving throw. On a success,
above 5th. the spell ends on the target.
VEILED STRIKE At Higher Levels. When you cast this spell at 7th level
or higher, you can target one additional creature for
Illusion cantrip each level above 6th. The creatures must be within 30
feet of each other when you target them.
Casting Time: 1 action
Range: Self (5-foot radius) WEAKNESS TO ELEMENTS
Components: S, M (a melee weapon worth at least 1
3rd-level destruction
septim)
Duration: 1 round Casting Time: 1 action
Range: 90 feet
You brandish the weapon used in the spell’s casting Components: V, S
and make a melee attack with it against one creature Duration: Concentration, up to 1 minute
within 5 feet of you. On a hit, the target suffers the
weapon attack’s normal effects and until the start of Choose a creature you can see within range, and
your next turn, the target has disadvantage on attacks choose one of the following damage types: acid, cold,
made against you. fire, lightning, poison, or thunder. The target must
succeed on an Endurance saving throw or it loses any
At 5th level, the melee attack deals an extra 1d4 resistance to that damage type until the spell ends. If
psychic damage. The damage increases by 1d4 at 11th the target is immune to that damage type, it becomes
(2d4) and 17th level (3d4). resistant instead.
WEAKNESS At Higher Levels. When you cast this spell at 4th level
or higher, you can target one additional creature for
6th-level destruction each level above 3rd. The creatures must be within 30
feet of each other when you target them.
Casting Time: 1 action
Range: 60 feet
CHAPTER 3: SPELLS 163
WINTER’S EMBRACE WINTER’S GRASP
WINTER’S EMBRACE 6th-level alteration
8th-level alteration Casting Time: 1 action
Range: Touch
Casting Time: 1 action Components: V, S, M (a flask of water)
Range: Self (30-foot radius) Duration: Concentration, up to 1 minute
Components: V, S, M (ice shavings)
Duration: Concentration, up to 1 minute You attempt to turn a creature that is within your
reach into ice. If the target's body is made of flesh, the
You summon the bleak embrace of winter, sending out creature must make an Endurance saving throw. On a
a freezing blast of air all around you. All creatures failed save, it is restrained as its flesh begins to freeze.
within range must make an Endurance saving throw. On a successful save, the creature isn't affected.
On a failed save, the target takes 6d8 cold damage and
it is restrained and begins to freeze into ice. On a A creature restrained by this spell must make another
successful save, a creature takes half as much damage Endurance saving throw at the end of each of its turns.
and isn’t restrained. If it successfully saves against this spell three times,
the spell ends. If it fails its saves three times, it is
A creature restrained by this spell must make another turned to ice and frozen (see the condition) for the
Endurance saving throw at the end of each of its turns. duration. The successes and failures don't need to be
If it successfully saves against this spell three times, consecutive; keep track of both until the target collects
the spell ends. If it fails saves three times, it is encased three of a kind.
in ice and frozen (see the condition) for the duration.
The successes and failures don't need to be If the creature is physically broken while frozen, it
consecutive, keep track of both until the target collects suffers from similar injuries if it reverts to its original
three of a kind. state.
If the creature is physically broken while frozen, it If you maintain your concentration on this spell for
suffers from similar injuries if it reverts to its original the entire possible duration, the creature is turned to
state. ice until the effect is removed by a successful dispel
magic spell, greater restoration, or similar magical
If you maintain your concentration on this spell for effects.
the entire possible duration, the creature is frozen
solid until the effect is removed by a successful dispel WITCHWITHER
magic spell, greater restoration, or similar magical
effects. 8th-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You point a finger towards a creature that you can see
within range and place a curse upon it. The target
must make an Endurance saving throw. On a failed
save, the creature takes 10d10 force damage and is
paralyzed for the duration. At the end of each of its
turns, the target can make another Endurance saving
throw. On a success, the spell ends on the target.
On a successful save, the target takes half as much
damage and is not paralyzed, but the target ages 1d4 ×
10 years. The aging effect can only be reversed with a
greater restoration spell or similar magic.
WIZARD REND
6th-level destruction
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 1 minute
164 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
WIZARD’S FURY
The bane of wizards everywhere, a target that you can Rounds 2 and 6. Fire rains from the cloud. Each
see within range must make a Willpower saving throw. creature and object under the cloud takes 2d6 fire
On a failed saving throw, the target is incapable of damage. The targets ignite in flames and start burning
casting spells of 6th level or lower for the duration. At (see the condition).
the start of each of its turns, the target can repeat this
save, ending the spell on a success. Rounds 3 and 7. You call six bolts of lightning from
the cloud to strike six creatures or objects of your
At Higher Levels. When you cast this spell at 7th level choice beneath the cloud. A given creature or object
or higher, the target is unable to cast a spell that is less can’t be struck by more than one bolt. A struck
than or equal to the level of the spell you cast. creature must make an Agility saving throw. The
creature takes 10d6 lightning damage on a failed save,
WIZARD’S FURY or half as much damage on a successful one.
9th-level destruction Rounds 4 and 8. Deadly icicles rain down from the
cloud. Each creature under the cloud takes 4d6
Casting Time: 1 action piercing damage.
Range: Sight
Components: V, S Rounds 5, 9, and 10. A bolt of chaotic elemental energy
Duration: Concentration, up to 1 minute that is infused with fire, ice, and lightning, strikes the
ground under the cloud that you point to and bursts
A churning storm cloud forms, centered on a point you into a display of destructive explosive. Each creature in
can see and spreading to a radius of 360 feet. Lightning a 20-foot-radius sphere centered on that point must
flashes in the area, deathly icicles plunge from the sky, make an Agility saving throw. A target takes 1d6 fire
and fire rains down with volatile fury. Each creature damage, 1d10 lightning damage, and 1d12 cold damage
under the cloud (no more than 5,000 feet beneath the on a failed save, or half as much damage on a
cloud) when it appears must make an Agility saving successful one.
throw. On a failed save, a creature takes 4d6 lightning
damage and a torrent of surging electricity pulses
across the area under the cloud.
Each round you maintain concentration on this spell,
the storm produces additional effects on your turn.
CHAPTER 3: SPELLS 165
166 AN EBONTHREAD CLOAK DEFLECTS AN ARROW
LEGIONNAIRE’S GUIDE TO CYRODIIL
CHAPTER 4: TREASURES
T amriel is a magical place filled with skilled a 1 or a 2 on the d20 on an attack roll, you take 1d4
enchanters and artificers, capable of crafting psychic damage.
the finest magic items. Artifacts of the
Daedra and Divines are bestowed upon their AEGIS ROBE
most loyal champions. In Cyrodiil, it’s common for
many shopkeepers to have one or two magical items Wondrous Item, rare (requires attunement)
for sale. In a world with arcane universities teaching
students the traditions of enchanting and with guilds While wearing this robe, you gain a +2 bonus to AC
offering enchanting services to anyone with the gold to provided you are not wearing armor or using a shield.
spare, magic items in Tamriel are a common
commodity for adventurers. AKAVIRI SUNDERBLADE
This section presents magic items that can be found Weapon (katana), very rare (requires attunement)
in Cyrodiil and other parts of Tamriel, which can be
introduced into any campaign. Here you’ll find items You gain a +2 bonus to attack and damage rolls made
of all rarities, from common magic items to artifacts, with this magic weapon.
which are shown at the end of the chapter. All the
items use the magic items rules found in the core rule This katana has 10 charges. When you hit with a
books. melee attack using it, you can expend 4 of its charges
to cast the disintegrate armor spell at 4th level as part
MAGIC ITEM DESCRIPTIONS of the attack. The sword regains 1d6 + 4 charges daily
at dawn. If you expend the last charge, roll a d20. On a
The following magic items are presented in 1, the sword becomes a nonmagical katana.
alphabetical order.
ACROBAT'S AMULET
Wondrous item, uncommon
While wearing this amulet, you have advantage on any
Agility (Acrobatics) check that you make. Additionally,
if you roll a 1 on an Agility (Acrobatics) check, and you
are proficient with this skill, you treat the number on
the die as an 8 instead.
BORJA FRANCO, GHOST HINIMOTO AEGIS OF THE APOCALYPSE AKAVIRI AEGIS OF THE
SUNDERBLADE APOCALYPSE
Armor (splint), very rare (requires attunement)
While wearing this armor, you gain a +2 bonus to AC.
Additionally, while attuned to the armor, you gain a +1
bonus to attack and damage rolls made with a melee
weapon.
Curse. This armor is cursed, a fact that is only
revealed to you when you attune to it. Attuning to the
armor curses you until you are targeted by the remove
curse spell or similar magic. Removing the armor fails
to end the curse. While cursed, if the d20 roll for an
attack is a 1 or a 2, the attack misses regardless of any
modifiers or the target’s AC. Additionally, when you roll
CHAPTER 4: TREASURES 167
APOTHEOSIS ANCESTOR SILK ROBE ROBERTO GATTO
AKAVIRI Wondrous item, very rare (requires attunement)
WARBLADE
This dark red robe has been crafted from refined
AKAVIRI WARBLADE ancestor silk, which provides magical protection.
While you aren’t wearing armor, but are wearing this
Weapon (katana), very rare (requires attunement) robe, your AC is 15 + your Agility modifier (maximum of
You gain a +2 bonus to attack and damage rolls made +2). You can use a shield and still gain this benefit.
with this magic weapon. In addition, you can make
one attack with it as a bonus action on each of your ANCIENT AYLEID INSECT ELIMINATOR
turns if you are holding this weapon with both hands.
Wondrous item, common
AMULET OF ANSEI
This small blue glowing crystal is set in a metallic floral
Wondrous Item, rare (requires attunement) mount. As an action, you can speak its command word
While wearing this amulet, whenever you are hit by a to activate it. For the next 8 hours, the crystal
melee attack, you can use your reaction to impose magically slays any Tiny insect within 15 feet of it with
disadvantage on the attack, potentially causing it to tiny lightning bolts. You can end this effect early by
miss. using a bonus action to speak the command word
again.
AMULET OF AXES
APOTHEOSIS
Wondrous Item, uncommon (requires attunement)
While wearing this amulet, whenever you are hit by a Staff, very rare (requires attunement by a mage or
melee weapon attack, the total damage you take is sorcerer)
reduced by 1d4 and the attacker takes an amount of
damage equal to the roll. This staff is suffused with elemental might. While
holding this staff, you can use an action to make a
special ranged spell attack with the staff using your
spellcasting modifier for the attack roll. Doing so
unleashes a beam of infused flame, frost, and lightning
out to a range of 100 feet from the tip of the staff. On a
hit, the attack deals 1d8 fire damage, 1d8 cold damage,
and 1d8 lightning damage to the target.
The staff has 6 charges. While holding this staff, as
part of the action to cast the staff’s special ranged spell
attack, you can expend 1 charge to deal an additional
damage die for each of its three damage types. The
staff can also be used as a magic quarterstaff.
The staff regains 1d4 + 2 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
the staff becomes a nonmagical quarterstaff.
APRON OF ADROITNESS
Wondrous Item, rare (requires attunement)
Your Intelligence and Agility scores increase by 1 each,
to a maximum of 20, while you wear this apron.
Additionally, you gain proficiency with painter’s
supplies if you don’t already have it. Your proficiency
bonus is doubled for any attribute check you make that
uses this proficiency.
168 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
BANDS OF THE
CHOSEN
BORJA FRANCO, BORX, HƯNG TRẦN DUY AZURA’S STAR AMULET
OF ANSEI
APRON OF THE MASTER ARTISAN
soul gems, Azura's Star is not destroyed in the process.
Wondrous item, rare (requires attunement) Only one soul can be trapped in the unique gem at a
time, and the challenge rating of the trapped soul
While wearing this apron, you can add your proficiency determines the effectiveness of using this unique soul
bonus to any attribute check you make using artisan’s gem. See the Soul Gems table for more information.
tools. If you are already proficient with the tool you are
using, you add double your proficiency bonus to the Once a soul has been trapped within Azura's Star, it
check. must be emptied by recharging or enchanting a
magical item before it can be used again.
AYLEID CROWN
BANDS OF KWANG LAO
Wondrous Item, legendary (requires attunement by a
spellcaster) Wondrous Item, uncommon (requires attunement)
This ancient Elven crown is from one of the last Ayleid While wearing these bracers, your unarmed strikes
kingdoms of Cyrodiil. While you wear this crown, you deal 1d6 bludgeoning damage instead of the normal
gain the following benefits: damage of your unarmed strike, and your unarmed
strikes count as magical for the purpose of overcoming
◈ Your Intelligence score increases by 2, to a resistance and immunity to nonmagical attacks and
maximum of 20. damage. If you roll a 20 on the d20 on an unarmed
attack roll, you deal an additional 1d6 damage to the
◈ You have advantage on saving throws against target.
spells.
BANDS OF THE CHOSEN
◈ When you finish a short rest, you regain a number
of magicka points equal to your spellcasting Wondrous Item, uncommon (requires attunement)
modifier (minimum 1).
Used predominantly by cultists or heavy handed jailers,
AYLEID WHITE-GOLD COMPASS bands of the chosen are placed on prisoners to control
where they can go.
Wondrous item, common
While wearing these bracers, creatures that would
This ornate compass of silver and gold has a tiny normally be hostile to you, such as daedra, treat you as
replica of the White-Gold Tower as the needle. As long though you are friendly. Additionally, you gain passage
as you are in Tamriel, it always points towards the to areas that would otherwise be magically warded off
White-Gold Tower in Cyrodiil. to you. These creatures and locations are determined
by the enchanter when the bands are created.
AZURA'S STAR
Curse. Once you don these cursed bracers, you can’t
Wondrous item, legendary (daedric artifact of Azura) doff them unless you are targeted by the remove curse
spell or similar magic. While wearing the bracers, you
Few mortals have the stomach to trade in souls. The have vulnerability to cold, fire, lightning, and poison
Dark Brotherhood does it, as do certain groups within damage.
the Mages Guild. For these cruel folk, Azura's Star has a
particular fascination.
Azura's Star is a reusable soul gem, which can be used
to enchant or recharge magical items. Unlike ordinary
CHAPTER 4: TREASURES 169
BIRTHRIGHT OF ASTALON
Armor (breastplate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC.
You are considered proficient with this armor even if
you lack proficiency with medium armor. In addition,
your walking speed increases by 5 feet, and your
magicka point maximum increases by 4.
BATTLEAXE BLADE OF WOE
OF HATRED
Weapon (dagger), legendary (requires attunement)
This potent blade appears as a simple, unassuming
dagger, but its true power is coveted by assassins and
the Dark Brotherhood.
You gain a +3 bonus to attack and damage rolls made
with this magic weapon.
This dagger has 5 charges. When you hit a creature
with the dagger, you can expend one or more charges
for one of the following effects. The dagger regains 1d4
+ 1 expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 1, the dagger vanishes and
returns to the void.
Demoralize. You can expend 1 charge to cast doubt
into your target's mind. The creature must succeed on
a DC 19 Willpower saving throw or become frightened
of you for 1 minute. A creature can repeat this saving
throw at the end of each of its turn, ending the effect
on a success.
Expose Will. You can expend 1 charge to expose your
target’s weaknesses. The creature must succeed on a
DC 19 Willpower saving throw or have disadvantage on
saving throws against the effects of spells for 1 minute.
A creature can repeat this saving throw at the end of
each of its turn, ending the effect on a success.
Decay. You can expend 1 or more charges to cause
incredible pain to the target. For each charge you
spend, the target takes an additional 1d6 necrotic
damage.
BIRTHRIGHT BLADE OF WOE BLOOD STONE GABRIEL EEKENULV, MARCO ANTONIO MEIRELES CARVALHO, ROBERTO GATTO
OF ASTALON
Wondrous Item, legendary (requires attunement)
BATTLEAXE OF HATRED
This rust colored stone acts as a black stone gem.
Weapon (battleaxe), very rare (requires attunement) While holding this stone and touching a humanoid
corpse, you can speak a command word to extract a
You gain a +2 bonus to attack and damage rolls made portion of blood from the corpse and transfer it into
with this magic battleaxe. the stone, filling it.
When you attack a creature with this magic weapon A filled blood stone can be used as a part of a special
and roll a 20 on the attack roll, the target’s Strength, ritual to magically change your race into the same race
Endurance, and Willpower attribute scores are reduced as the creature that the blood was extracted from. This
by 2 for the next minute. If the creature is a construct, transformation remains until you perform the ritual
an undead, or has legendary resistance, it is immune to again, are targeted by the wish spell, die, or are
this effect. A creature dies if this effect reduces an targeted by the reincarnation spell.
attribute to 0.
170 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
BOW OF
INFERNAL FROST
ROBERTO GATTO BOOTS OF BOOTS OF
BLOODY BOUNDING SPRINGHEEL JAK
BLOODWORM HELM BOOTS OF BLOODY BOUNDING
Wondrous item, legendary (artifact of Mannimarco) Wondrous Item, uncommon
(requires attunement)
While wearing these boots, your walking speed is
This helmet has been crafted from the skull of a troll increased by 10 feet, and you gain a +5 bonus to any
and was created by the nefarious necromancer, Agility (Acrobatics) checks you make.
Mannimarco. While wearing this helm, your
Intelligence and Willpower attribute scores increase by BOOTS OF SPRINGHEEL JAK
2, to a maximum of 22. Additionally, you can use an
action to cast the flame skull cantrip at will Wondrous Item, rare
(Intelligence is your spellcasting attribute for it, or you
can use your spellcasting attribute if you are a While wearing these boots, your jump distance is
spellcaster). tripled, as though you are constantly under the effect
of the jump spell.
This helm also has 5 charges and regains 1d4 + 1
expended charges daily at dawn. If you expend the last BOOTS OF THE ATRONACH
charge, roll a d20. On a 1, the helm crumbles into dust
and is destroyed. Wondrous Item, very rare (requires attunement)
Animate Dead. While wearing the helm, you can While wearing these boots, you have resistance to
expend 1 or more of its charges to cast the animate cold, fire, and lightning damage.
dead spell with a casting time of 1 action. Expending
additional charges increases the spell’s casting level by Atronach’s Blessing. While attuned to these boots and
one for each additional charge expended. the hands of the atronach, you instead gain immunity
to cold, fire, and lightning damage. In addition, you
Turn Undead. You can use an action and expend 1 can use an action to conjure a flame atronach, frost
charge to force an undead creature that can see or atronach, iron atronach, or storm atronach, which
hear you within 30 feet of you to make a Willpower appears in an empty space that you can see within 60
saving throw (save DC 17). On a failed save, it is turned feet of you. The atronach is an ally to you and your
for 1 minute or until it takes any damage. companions and disappears when it drops to 0 hit
points or after 1 minute. Once you use this property,
A turned creature must spend its turn trying to move you can’t use it again until the next dawn.
as far away from you as it can, and it can't willingly
move to a space within 30 feet of you. It also can't take BOW OF INFERNAL FROST
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it Weapon (longbow), very rare (requires attunement)
from moving. If there's nowhere to move, the creature
can use the Dodge action. When you hit with an attack using this magic longbow,
the target takes an extra 1d4 cold damage and 1d4 fire
You can turn one additional creature for each damage. In addition, while you hold this weapon, you
additional charge expended. have resistance to cold and fire damage.
CHAPTER 4: TREASURES 171
BOW OF BOW OF SHADOWS GUILHERME VALLE, KETTLEWITCH
SHADOWS
Weapon (longsbow), legendary (daedric artifact of
CALLIBEN’S GRIM Nocturnal) (requires attunement)
RETORT
CHILLREND Legend has it that the Bow of Shadows was forged by
the Daedra Nocturnal. The legendary ranger, Raerlas
Ghile, was granted the Bow for a secret mission that
failed, and the Bow was lost. Many sightings of the
Bow of Shadows have been reported, and it is even said
that the sinister Dark Elf assassin of the Second Era,
Dram, once wielded this deadly weapon.
You gain a +3 bonus to attack and damage rolls made
with this magic weapon. When you hit with an attack
using this weapon, the target takes an extra 1d8
necrotic damage. Additionally, while wielding this bow,
you gain the following properties:
◈ Your walking speed increases by 10 feet.
◈ You can take the Disengage action as a bonus
action on each of your turns.
◈ You can use an action to cast the invisibility,
darkness, or blindness/deafness (DC 17) spell
without expending any magicka points or without
requiring material components. Once you use this
property, you cannot do so again until the next
dawn.
CALLIBEN’S GRIM RETORT
Weapon (mace), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. In addition, if you score a
critical hit against a creature, the target takes an
additional 2d6 cold damage, and it must succeed on a
DC 15 Endurance saving throw or you absorb a portion
of the target’s strength. The target’s Strength attribute
score is reduced by 2 and your Strength attribute score
is increased by 2 for the next minute. If the creature is
a construct, an undead, or has legendary resistance, it
is immune to this effect.
CHILLREND
Weapon (longsword), legendary (requires attunement)
This blue glass longsword has been crafted from
malachite and moonstone. It is believed to be an
ancient artifact, but the deity that created it is
unknown.
You gain a +3 bonus to attack and damage rolls made
with this magic longsword.
The icy blade deals an additional 1d6 cold damage to
any target it hits. If the target is a creature, its speed is
reduced by 10 feet until the start of your next turn.
Additionally, when you attack a creature with this
magic weapon and roll a 20 on the attack roll, the
creature must make a DC 19 Endurance saving throw
or become paralyzed until the start of your next turn.
172 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
CIRCLET OF OMNIPOTENCE character of another class is sufficiently devout, such
as a bard from the College of the Divines.
Ring, rare (requires attunement)
Divine Attunement. Each of the Crusader’s Relics
While you wear this ring, when you finish a long rest, requires attunement, however, as additional relics are
you can choose to increase one of your attribute scores attuned to, a character may find they are able to
by 1, to a maximum of 20. You can only increase one attune to more. While attuned to one of the Crusader’s
attribute score with this ring at a time. This benefit Relics, you can attune to a second relic as though you
lasts until you finish a long rest. were only attuned to one magic item, allowing you to
attune to two other magical items. When you are
COWL OF THE DRUID attuned to a third Crusader’s Relic, you can attune to a
fourth relic as though you were only attuned to two
Wondrous Item, very rare magic items, allowing you to attune to one other
magical item. Once you are attuned to five of the
While wearing this hood, you can use an action to cast Crusader’s Relics, you can continue to attune to any
the druidcraft cantrip at will. additional Relics of the Crusader.
This cowl also has 5 charges, and it regains 1d4 + 1 Random Properties. Attuning to multiple Crusader’s
expended charges daily at dawn. While wearing this Relics provides additional random properties, as
hood, you can use an action to expend 1 of its charges though the Relics were an artifact. You gain the
to cast one of the following spells on yourself: following randomly determined properties while
attuned to 3 or more relics:
◈ animal friendship (save DC 13) ◈ While attuned to 3 of the Crusader’s Relics, you
◈ detect poison and disease
◈ find familiar gain a minor beneficial property.
◈ speak with animals ◈ While attuned to 5 of the Crusader’s Relics, you
CRUELTY'S HEART gain an additional minor beneficial property.
◈ While attuned to 7 of the Crusader’s Relics, you
Wondrous item, very rare (requires attunement)
gain a major beneficial property.
Your Strength and Willpower scores are 19 while you
wear this amulet. It has no effect on you if your BOOTS OF THE CRUSADER
Strength and Willpower are already 19 or higher.
Wondrous item, legendary (divine artifact of Kynareth)
CRUSADER’S RELICS (requires attunement by a crusader or priest)
While wearing these divinely blessed boots, whenever
Originally worn by Pelinal Whitestrake, the Crusader’s you roll a 1 on a die to restore hit points from a
Relics are the long lost weapons and armor of the restoration spell, you instead take the highest number
legendary immortal hero. The last time many of the on the die instead.
relics were seen was during the expeditions of the
famous Knights of the Nine, whose high purpose was Additionally, you gain the Woodland Grace property
to recover the ancient armaments. while wearing these boots.
Four of the relics were collected, but the War of the Woodland Grace. You can use an action to cast the
Red Diamond, beginning in 3E 121, tore apart the animal friendship spell at will.
Empire, and the Knights with it. The Sword and
Greaves were taken into war by Sir Berich, but where BOOTS OF THE
he bestowed them is unknown. The Gauntlets CRUSADER
famously lie immovable on the floor of the Chapel of
Stendarr in Chorrol, where Sir Casimir left them after
his disgraceful murder of a beggar. The location of the
Cuirass is a mystery, lost to history along with the
eventual fate of Sir Amiel, who was last reported still
living alone in the empty Priory of the Nine. And with
that, the Knights of the Nine, and the Crusader’s Relics,
faded away into history.
Each relic has been divinely blessed and can only be
worn by one that is devoted to the very Divines.
Finding or gaining the right to wear a relic may require
a test of faith, courage, or ethics. Additionally, the
Crusader’s Relics require attunement by a crusader or
priest, but the GM can adjust this requirement if a
CHAPTER 4: TREASURES 173
CUIRASS OF THE HELM OF THE
CRUSADER CRUSADER
GAUNTLETS OF THE
CRUSADER
CUIRASS OF THE CRUSADER damage, that damage is reduced to 0. Once used, this
property of the greaves can’t be used again until the
Armor (half plate), legendary (divine artifact of Akatosh) next dawn.
(requires attunement by a crusader or priest)
HELM OF THE CRUSADER
You gain a +2 bonus to AC while you wear this armor.
In addition, while you are attuned to this armor, your Wondrous item, legendary (divine artifact of Dibella)
hit point maximum increases by 2 for each character (requires attunement by a crusader or priest)
level you have gained.
While wearing this divinely blessed helm, your
GAUNTLETS OF THE CRUSADER Personality score increases by 2, to a maximum of 20.
Additionally, you have advantage on all Personality
Wondrous item, legendary (divine artifact of Stendarr) saving throw against spells. While wearing the helm
(requires attunement by a crusader or priest) you also gain the serene beauty lesser power.
While wearing these divinely blessed gauntlets, you Serene Beauty. You invoke the serenity of the Divines,
have advantage on saving throws to resist disease. allowing you to calm another. As an action, you can
Additionally, you gain the merciful touch lesser power. touch a hostile creature and cast calm emotions,
targeting only this creature and using your spell save
Merciful Touch. You invoke the blessing of Stendarr, DC. On a failed save, the creature becomes indifferent
allowing you the gift of healing. As an action, you can to you and any allies within 60 feet of you for the next
touch a creature and draw power from the Divines. minute. Once used, this property of the helm can’t be
The target regains 4d8 hit points, if it isn’t a construct used again until the next dawn.
or an undead. Once used, this property of the gauntlets
can’t be used again until the next dawn. MACE OF THE CRUSADER
GREAVES OF THE CRUSADER Weapon (morningstar), legendary (divine artifact of
Zenithar) (requires attunement by a crusader or priest)
Wondrous item, legendary (divine artifact of Mara)
(requires attunement by a crusader or priest) You gain a +2 bonus to attack and damage rolls made
with this magic weapon. When you hit with an attack
While wearing these divinely blessed greaves, you have using this weapon, the target takes an extra 1d8 fire
resistance to fire damage. Additionally, you gain the damage.
blessing of the Eight lesser power.
If the target is an undead creature, it takes an
Blessing of the Eight. You invoke the blessing of the additional 1d8 fire damage from this attack, and if it
Eight, allowing you the gift of shielding. As an action, has 25 hit points or fewer after taking this damage, it
you can touch a creature and grant it divine must succeed Willpower saving throw (using your spell
protection. The next time within the next minute that
the target takes bludgeoning, slashing, or piercing
174 LEGIONNAIRE’S GUIDE TO CYRODIIL
save DC) or be destroyed. Additionally, when you SHIELD OF THE
attack an undead creature with this magic weapon and CRUSADER
roll a 20 on the attack roll, the undead must succeed
on an Endurance saving throw or be turned for one MACE OF THE
minute or until it takes damage again. A creature that CRUSADER
succeeds their saving throw is immune to this effect
for the next 24 hours. SWORD OF THE
CRUSADER
A turned creature must spend its turns trying to
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
can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
SHIELD OF THE CRUSADER
Armor (kite shield), legendary (divine artifact of Julianos)
(requires attunement by a crusader or priest)
While holding this shield, you have a +2 bonus to AC.
This bonus is in addition to the shield's normal bonus
to AC. While holding the shield, as a reaction to being
targeted by a spell or subjected to a spell’s saving
throw, you cast spell reflection at 6th level. Once you
use this property, you cannot do so again until you
finish a short rest. Once used, this property of the
shield can’t be used again until the next dawn.
SWORD OF THE CRUSADER
Weapon (longsword), legendary (divine artifact of Arkay)
(requires attunement by a crusader or priest)
You gain a +2 bonus to attack and damage rolls made
with this magic weapon. When you hit with an attack
using this weapon, the target takes an extra 1d8 fire
damage. Additionally, when you hit a creature with
this weapon and roll a 20 on the attack, you absorb the
target’s magical energy, reducing their magicka points
by 2d4, and you regain an amount of magicka points
equal to half the amount reduced.
If the target is an undead creature, it takes an
additional 1d8 fire damage from this attack, and starts
burning (see the condition).
CUIRASS OF ANU’S BLESSING
Armor (half plate), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC.
Additionally, your hit point maximum increases by 1 for
each character level you have gained.
CUIRASS OF THE HERALD
Armor (plate), rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC. In
addition, whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.
CHAPTER 4: TREASURES 175
DAWNBREAKER DAWNBREAKER
DAWNFANG Weapon (longsword), legendary (daedric artifact of SPYROS FRIGAS
DUSKFANG Meridia) (requires attunement)
Forged in a holy light that breaks upon Meridia's foes,
Dawnbreaker is a longsword with a distinctive
crossguard that is bathed in undying light.
You gain a +2 bonus to attack rolls and damage rolls
made with this magic weapon.
When you hit with an attack using Dawnbreaker, the
target takes an extra 1d8 radiant damage. If the target
is an undead creature, it must make a DC 17 Willpower
saving throw or be turned for one minute or until it
takes damage again. A creature that succeeds their
saving throw is immune to this effect for the next 24
hours.
A turned creature must spend its turns trying to
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
can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
Daedric Favor. If you have gained the favor of the
Daedric Prince Meridia, you gain 1 random major
beneficial property while attuned to Dawnbreaker. If
you have garnered her ire, such as by being attuned to
an artifact of Molag Bal, or by working with undead
creatures, you gain 1 random major detrimental
property.
Meridia’s Light. The sword's luminous cross-guard
emits bright light in a 15-foot radius and dim light for
an additional 15 feet. The light is sunlight. While
holding the blade, you can use an action to expand or
reduce its radius of bright light and dim light by 5 feet
each, to a maximum of 30 feet each or a minimum of
10 feet each.
Undying Flames. When you attack a creature with
this magic weapon and roll a 19 or 20 on the attack
roll, the target starts burning (see the condition).
Additionally, if the target is an undead creature or
lycanthrope, you deal an additional 2d8 radiant
damage to all undead, vampires, or lycanthropes in a
10-foot-radius sphere centered on the target.
Any undead that is killed by this weapon, or from the
explosion, are disintegrated, leaving only a pile of ash.
DAWNFANG / DUSKFANG
Weapon (longsword), very rare (requires attunement)
This Akaviri blood drinker longsword changes its form
depending on the cycle of the sun and moons.
Appearing as Dawnfang during the 12 hours from dawn
until dusk, and Duskfang for 12 hours from dusk until
176 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
dawn. DESTARINE’S
CLEAVER
Dawnfang. This magic sword deals an extra 2d4
fire damage to any target it hits. If an attack made
with Dawnfang kills a creature that is CR 2 or higher,
the next time it changes into Duskfang, it gains the
benefits of Superior Duskfang for 12 hours.
Superior Dawnfang. When Dawnfang is empowered,
the fire damage it deals is increased to 2d6.
Additionally, each time it deals fire damage, you regain
hit points equal to half the fire damage dealt.
Duskfang. This magic sword deals an extra 2d4 cold
damage to any target it hits. If an attack made with
Duskfang kills a creature that is CR 2 or higher, the
next time it changes into Dawnfang, it gains the
benefits of Superior Dawnfang for 12 hours.
Superior Duskfang. When Duskfang is empowered,
the cold damage it deals is increased to 2d6.
Additionally, the creature's magicka points, if it has
any, are reduced by an amount equal to the cold
damage dealt.
DEBASER DEBASER
Weapon (shortsword), rare (requires attunement) finishes a short or long rest. If the creature is a
construct or an undead, it is immune to this effect.
This intricately engraved shortsword is made of dark,
hardened steel, and remains incredibly sharp. It is DESTRUCTION STAFF, +1, +2, OR +3
similar in shape to a gladius.
Staff, common (+0, 1d12), uncommon (+1, 1d12), rare (+2,
You gain a +1 bonus to attack and damage rolls made 2d12), very rare (+3, 3d12) (requires attunement by a
with this magic shortsword. The shortsword deals 1d8 spellcaster)
damage instead of the typical 1d6, but otherwise has
the same properties of a shortsword. If you score a While holding this staff, you gain a bonus to spell
critical hit with it, the target must succeed on a DC 13 attack rolls determined by the staff’s rarity. In addition,
Endurance saving throw or have disadvantage on you ignore half cover when making a ranged spell
Endurance and Willpower saving throws for the next attack with the staff.
minute. A creature can repeat this saving throw at the
KETTLEWITCH, ROBERTO GATTO end of each of its turn, ending the effect on a success. While holding the staff, as an action, you can release
a blast of destructive magic at a target within 90 feet
DESTARINE'S CLEAVER of you from the tip of the staff, using your spell attack
bonus for attack and damage rolls made with the staff.
Weapon (battleaxe), rare (requires attunement) On a hit, the target takes an amount of damage
determined by the staff’s rarity + your spellcasting
You gain a +1 bonus to attack and damage rolls made attribute modifier. The type of staff determines the
with this magic battleaxe. damage dealt by this attack.
This battleaxe has 3 charges, and it regains 1d3 Destruction Staff Damage Type
expended charges daily at dawn. Once on each of your Staff of Flames, Inferno Staff fire
turns, when you hit a creature with a melee attack
using the battleaxe you can expend 1 charge to damage Staff of Frost, Ice Staff cold
the creature's strength. The target must succeed on a
DC 15 Endurance saving throw or have their Strength Staff of Sparks, Lightning Staff lightning
score reduced by 1d4 points, and their hit point
maximum is reduced by an amount equal to the
damage dealt. A creature reduced to 0 Strength falls
unconscious until it regains at least 1 point of Strength.
Strength lost by this effect returns when the creature
CHAPTER 4: TREASURES 177
DREAMWORLD
AMULET
DRAGONSWORD DRACONIAN
OF LAINLYN MADSTONE
DRACONIAN MADSTONE For every 8 hours you spend within the dreamworld, FURY_ON, HƯNG TRẦN DUY
you must succeed on a DC 10 Intelligence saving throw
Wondrous Item, uncommon (requires attunement) or gain a short-term madness. If you fail your saving
throw and already have a short-term madness, you
This ancient Akaviri amulet is made of pale gold and a instead gain a long-term madness. Creatures with
green gem that resembles the scales of a snake. While resistance or immunity to psychic damage
wearing this amulet, you have advantage on saving automatically succeed on the saving throw.
throws against poison and disease, and you have
resistance to poison damage. Additionally, while You can leave the dreamworld by using an action to
attuned to the amulet, you can speak, read, and write wake up, and you leave early if you are reduced to 0 hit
Akaviri. points. When you use an action to leave, if you have a
form of madness you must succeed on a DC 10
DRAGONSWORD OF LAINLYN Willpower saving throw to wake up. On a failed save,
you are unable to attempt to wake up again for 8
Weapon (longsword), legendary (requires attunement) hours. This DC increases by 2 if you have a short-term
madness, and by 5 if you have a long-term madness.
You gain a +3 bonus to attack and damage rolls made You also leave the dreamworld if a creature attempts
with this magic longsword. When you hit with an to wake you up by harmlessly shaking you, or if your
attack using this weapon, the target takes an extra 1d6 physical body takes damage. A creature can’t wake you
fire damage. In addition, when you attack a creature up by force if you have any form of madness.
with this magic weapon and roll a 20 on the attack
roll, the creature is set ablaze for 1d4 rounds, taking If you die while in a dreamworld that you created,
2d4 fire damage at the start of each of your next turns the dreamworld is destroyed. Any other living
for the duration or until the target or another creature creatures within the dreamworld take 10d10 psychic
uses its action to put the flames out. Fire damage dealt damage, and is shunted from the dream.
by this weapon ignores a creature’s resistance.
EBONTHREAD CLOAK
DREAMWORLD AMULET
Wondrous item, uncommon (requires attunement)
Wondrous item, rare
This dark cloak has been crafted from refined
When you fall asleep while wearing this jeweled silver ebonthread, which provides magical protection. You
necklace, you enter into a dreamworld of your gain a +1 bonus to AC and saving throws while you
creation, which appears as you like, but can’t exceed 1 wear this cloak.
mile in any direction. If you are within 30 feet of
another creature that is wearing a dreamworld amulet, ELEMENTAL RING
you instead enter into their dreamworld. While
sleeping, a dream replica of yourself exists in the Ring, very rare (requires attunement)
dreamworld, which you control, and it shares your
statistics and equipment you were wearing and You have resistance to cold, fire, and lightning damage
carrying when you entered the dream. while wearing this ring.
178 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
EYE OF
SITHIS
ALI YOUSSEF, ANNA-KHUDORENKO EMERALD Fire Strike. When you hit with a melee attack using
CHALICE the staff, you can expend 1 charge to deal an extra 2d6
fire damage to the target.
EMERALD CHALICE
Spells. While holding this staff, you can use an action
Wondrous item, very rare (requires attunement) to expend some of its charges to cast one of the
following spells from it, using your spell save DC and
While attuned to this unassuming chalice, any creature spellcasting attribute: bless (1 charge), cure wounds
other than you that drinks from it is permanently (3rd-level version, 3 charges), healing word (5th-level
charmed by you. version, 5 charges), dispel magic (3 charges), fireball
(5th-level version, 5 charges), radiant shield (4 charges),
Curse. Any creature who drinks from this vessel is shield (1 charge), teleport (7 charges), true seeing (6
immediately turned into a goblin until they are charges).
targeted by the remove curse spell or similar magic. A
nonplayer character uses the goblin statistics, and a You can also use an action to cast one of the
player character loses their current racial traits and following spells from the staff without using any
gains the traits of a goblin (see Anthropology charges: light, protection from evil and good, scorching
Companion) unless they were already a goblin. The ray (2nd-level version), sun fire (4d8 or 4d12).
charm remains until the curse is removed or the
attunement ends. If no creature is attuned to the ESCUTCHEON OF CHORROL
chalice, the transformation occurs, but the creature is
not charmed. Armor (kite shield), very rare (requires attunement)
THE EMPEROR’S BLESSING This magic shield is decorated with a symbol of the
Great Oak, the emblem of Chorrol. While holding this
Staff, legendary (requires attunement by a spellcaster) shield, you have a +1 bonus to AC. This bonus is in
addition to the shield's normal bonus to AC. While
This gnarled wooden staff appears as a carved branch attuned to this shield, your hit point maximum
from a hewed tree that might be used as little more increases by 1 for each character level you have gained.
than a simple walking stick. Few know of its true
history as being the staff of Emperor Varen Aquilarios. Additionally, when you take damage from a melee
Carved by Varen himself as his sight left him, the runes weapon attack, you can use your reaction to reflect
that run its length speak to his power as a mage and a some of the damage back to the attacker. Roll a d6. The
seer. amount of damage you take is reduced by the number
rolled, and the creature takes an equal amount of
This staff can be wielded as a magic quarterstaff that damage. The type of damage is the same as the attack
grants you a +2 bonus to attack and damage rolls made being reflected. If multiple damage types are part of
with it. While you hold it, you gain a +2 bonus to the same attack, you choose which type the effect
saving throws and spell attack rolls. deals.
The staff has 20 charges for the following properties. EYE OF SITHIS
The staff regains 2d8 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, Wondrous Item, rare
the staff retains its +2 bonus to attack and damage
rolls but loses all other properties. This amulet has 4 charges, and it regains 1d4 expended
charges daily at dawn. While wearing the amulet, you
can use an action to expend 1 of its charges to cast the
detect life spell (see chapter 3).
CHAPTER 4: TREASURES 179
FIN GLEAM GLOVES OF
THE BATTLEMAGE
FIN GLEAM GENERAL’S SHIELD
Wondrous item, rare (requires attunement) Armor (any shield), very rare (requires attunement)
This green glass helm has been molded to abstractly While holding this shield, you have a +1 bonus to AC.
resemble an amphibious creature. While wearing the This bonus is in addition to the shield's normal bonus
helm you gain the following benefits: to AC. Additionally, you can take the Help action as a
bonus action to aid a friendly creature within 15 feet of
◈ You have darkvision out to a range of 60 feet. you. Additionally, when a creature that you can see
◈ You can breath underwater. within 5 feet of you takes damage from a melee
◈ You have a swimming speed of 60 feet. weapon attack, you can use your reaction to interpose
the shield, reducing the damage dealt by 1d6.
Additionally, while attuned to the helm, you can cast
the detect life spell without expending magicka points. GLOVES OF THE CASTER
Once you use this property, you can’t do so again until
you finish a long rest. Wondrous item, very rare (requires attunement by a
spellcaster)
FROSTWYRM
When you cast a spell while wearing these gloves, the
Weapon (longbow), very rare (requires attunement) total magicka points required to cast a spell of 5th
level or lower are reduced by 1, to a minimum of 1.
You gain a +2 bonus to attack and damage rolls made
with this magic longbow. When you hit with an attack GOBLIN TOTEM STAFF
using this weapon, the target takes an extra 1d6 cold
damage. Additionally, a creature that takes cold Staff, rare (requires attunement by a spellcaster)
damage from the attack has its speed reduced by half
until the start of your next turn. A foul-smelling severed goblin's head is affixed atop
this staff. While holding this staff, you can use an
GAUNTLETS OF THE BATTLEMAGE action to expend 1 of its 10 charges to cast one of the
following spells without expending any magicka
Wondrous Item, rare (requires attunement) points: animal friendship, fog cloud, hellish rebuke, or
sanctuary from it, using your spell save DC. The staff
While you wear these gauntlets, you add your can also be used as a magic quarterstaff.
spellcasting attribute modifier to the damage you deal
with any cantrip, if you don’t already do so. The staff regains 1d8 + 2 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
GAUNTLETS OF THE WEAPONMASTER the staff becomes a nonmagical quarterstaff.
Wondrous Item, very rare (requires attunement) Leadership. Goblins are fickle and easily persuaded.
While holding a goblin totem, you gain the trust and
While you wear these gauntlets, melee weapon attacks devotion of the goblin tribe. They will likely treat you
deal an additional 1d4 damage when you hit a target. as the leader of the tribe and follow your commands,
The type of damage is determined by the weapon you especially if you had taken the staff in a feat of
use as part of the attack. strength. The goblins will be reluctant to leave the area
GEES
180 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
Goldbrand ignores resistance, and immunity to fire
damage is treated as if it were resistance. Additionally,
when you roll a 1 on a damage die to determine fire
damage dealt by Goldbrand, you treat it as having
rolled a 2.
Burning Strike. Goldbrand also has 5 charges and
regains 1d4 + 1 expended charges daily at dawn. When
you hit a creature with Goldbrand, you can expend 1
charge to attempt to set the target ablaze. The target
must succeed on a DC 18 Endurance saving throw or it
starts burning (see the condition).
GOLDBRAND GRAY COWL GRAY COWL OF NOCTURNAL
OF NOCTURNAL
Wondrous item, legendary (daedric artifact of Nocturnal)
they call home, but they will protect you while you are (requires attunement)
near and wield the staff.
The Gray Cowl of Nocturnal is a Daedric artifact that is
Curse. Sometimes a goblin totem staff is cursed. said to have been stolen from Nocturnal over 500 years
Attuning to it curses you until you are targeted by the ago. Daedric runes line the center of the mask which
remove curse spell or similar magic. As long as you translate to “Shadow hide you”.
remain cursed, you are unwilling to part with the staff,
keeping it within reach at all times. The staff is Whoever wears it shall be lost in shadows. Their true
inseparably connected with its tribe’s shaman. The nature shall be unknown to all who meet them. Their
goblin shaman—or its successor—always knows the identity shall be struck from all records and histories.
direction of this cursed staff as though it was under Memory will hide in the shadows, refusing to record
the effects of a locate object spell without a range the name of the owner to any who meet them. They
restriction. The goblin tribe will make all possible shall be known by the cowl and only by the cowl.
attempts to regain the staff, sending very goblin within
the tribe to search for it. These goblins are hostile to Whoever wears the hood takes on the identity of the
the wielder of the staff and will not give up their Gray Fox, allowing the wearer to have any crimes (or
pursuit until they are either completely wiped out or good deeds) attributed to the Gray Fox, rather than
have reclaimed their prized staff. themselves. You can't be identified while wearing the
cowl, and even if you take the cowl off in front of
OPUS ARTZ GOLDBRAND others, they won't associate you with the Gray Fox.
Weapon (katana), legendary (daedric artifact of Boethiah) While wearing the cowl you also gain the following
(requires attunement) benefits:
This gold bladed katana is known to be a daedric Fortify Sneak. You have advantage on Agility (Stealth)
artifact of Boethiah. Many rumors surround the origins checks.
of this mysterious weapon. Some say it was forged by
the ancient dragons of the North. Whatever the truth Feather. Your carrying capacity is doubled.
of this blade may be, its legacy as a weapon of burning
might is well documented throughout the eras. Detect Life. As an action, you can cast the detect life
Whenever Goldbrand has entered into mortal hands, spell at will.
destruction has followed.
Daedric Favor. If you have gained the favor of the
Goldbrand is a magic katana that grants a +3 bonus to Daedric Prince Nocturnal, you gain 1 random minor
attack and damage rolls made with it. When you hit beneficial property while wearing this cowl, otherwise,
with an attack using this weapon, the target takes an you gain 1 random minor detrimental property.
extra 2d4 fire damage. Fire damage dealt with
GREAVES OF THE CAT
Wondrous Item, uncommon
These greaves are typically crafted from material from
animals, such as fur, leather, or hide. While wearing
these greaves, you gain a climbing speed equal to your
walking speed. Additionally, when falling, you can use
your reaction to land on your feet, reducing any falling
damage you take by half and remaining upright if the
fall would have left you prone.
CHAPTER 4: TREASURES 181
HELM OF
REMEDY
HORSE HROMIR’S
ARMOR ICESTAFF
GROUNDED BOOTS HANDS OF THE ATRONACH HELGI MORGAN
Wondrous item, rare (requires attunement) Wondrous Item, very rare (requires attunement)
You have resistance to lightning damage while wearing While wearing these gauntlets, you have resistance to
these boots. Additionally, you have advantage on cold, fire, and lightning damage.
saving throws against spells or attacks that deal
lightning damage. Atronach’s Blessing. While attuned to these gauntlets
and the boots of the atronach, you instead gain
HAND OF AKATOSH immunity to cold, fire, and lightning damage. In
addition, you can use an action to conjure a flame
Wondrous Item, uncommon atronach, frost atronach, iron atronach, or storm
atronach, which appears in an empty space that you
While wearing these blessed gauntlets, you can use a can see within 60 feet of you. The atronach is an ally to
bonus action to cause them to cast bright light in a 20- you and your companions and disappears when it
foot radius and dim light for an additional 20 feet. You drops to 0 hit points or after 1 minute. Once you use
use a bonus action again to end this effect. this property, you can’t use it again until the next
dawn.
HANDS OF MIDNIGHT
HELM OF OREYN BEARCLAW
Wondrous Item, rare (requires attunement)
Wondrous Item, very rare (requires attunement)
These gloves seem to blend into the shadows around
you when you don them. When a melee weapon attack This helm was worn by one of Valenwood’s legendary
hits you while you’re wearing them, you can use your heroes, the accomplished Dunmer hunter Oreyn
reaction to reduce the damage by 1d10 + your Agility Bearclaw. It is claimed that Oreyn single handedly
modifier, provided you have a free hand. If you reduce defeated the witch-serpent of the Elven wood,
the damage to 0, you can make an unarmed strike Glenhwyfaunva, forever bringing peace to his clan. The
against the attacker, provided they are in range of your helm is made from a nearly indestructible enchanted
reach. This special unarmed strike deals 1d6 skull.
bludgeoning damage.
While wearing the skull helm, your hit point
Additionally, you can cast the chameleon spell on maximum increases by 10 and you gain a +2 bonus to
yourself without expending magicka points. Once you your Agility score, to a maximum of 24.
use this property, you can’t do so again until you finish
a long rest. HELM OF REMEDY
Curse. These gloves are cursed. Once you don these Wondrous Item, very rare (requires attunement)
gloves, you can’t doff them unless you are targeted by
the remove curse spell or similar magic. While wearing While wearing this helm, at the start of each of your
the gloves, you take 1 radiant damage when you start turns, you regain 1d4 hit points if you have no more
your turn in sunlight. You take this damage again for than half of your hit points left and have at least 1 hit
every minute you remain in sunlight. point.
182 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
ARIC SALYER IMPERIAL the target takes an extra 3d6 cold damage.
DRAGON
ARMOR You have resistance to cold damage while you hold
this staff.
LANGUORWINE
BLADE The staff also has 20 charges for the following
properties. It regains 2d8 + 4 expended charges daily at
HELM OF THE DEEP DELVER dawn. If you expend the last charge, roll a d20. On a 1,
the staff retains its +2 bonus to attack and damage
Wondrous item, rare (requires attunement) rolls but loses all other properties. On a 20, the staff
regains 1d8 + 2 charges.
While wearing this dwarven spelunking helm you gain
resistance to poison damage and gain advantage on Spells. While holding the staff, you can use an action
saving throws against poison and disease. Additionally, to expend 1 or more of its charges to cast one of the
while attuned to the helm, you can use an action and following spells from it, using your spell save DC and
speak a command word to cause the helm to cast spell attack bonus: Baranoff’s bloody icicle (2 charges),
bright light in a 60-foot cone and dim light for an cone of cold (5 charges), fog cloud (1 charge), ice storm
additional 60 feet. The light remains until you use a (4 charges), lesser ward (1 charge per spell level, up to
bonus action to speak the command word again or 5th), wall of ice (6 charges) or winter’s grasp (6 charges).
until you drop the helm.
Additionally, while holding it, you can cast the snow
HORSE ARMOR flare cantrip at-will, using your spell save DC.
Wondrous item (barding), very rare Cold Strike. When you hit with a melee attack using
the staff, you can expend 1 charge to deal an extra 1d6
This premium barding can be worn by any horse. A cold damage to the target.
horse wearing this barding has an AC of 20 and gains a
+2 bonus to Agility saving throws it makes against IMPERIAL DRAGON ARMOR
spells or other harmful effects that it can see.
Armor (plate), legendary (requires attunement)
A horse requires a Strength score of 15 to wear this
barding or have their speed reduced by 10 feet. You gain a +3 bonus to AC while you wear this armor.
You also gain the following benefits:
HROMIR’S ICESTAFF
◈ You have advantage on saving throws against
Staff, very rare (requires attunement by a mage, sorcerer, spells and other magical effects.
or warden)
◈ You have resistance to bludgeoning, piercing, and
This staff is made of pure, unmelting ice, and as slashing damage from nonmagical weapons.
legends go, it once belonged to the fabled Nord
Hrormir, one-time champion of Nocturnal. Since then, ◈ You have resistance to cold, fire, lightning, and
it has been held as a prized relic by various arch-mages poison damage.
of the Mages Guild in the Imperial City.
JEWEL OF THE RUMARE
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made Ring, uncommon
with it. You gain these benefits while holding the staff:
While wearing this ring, you have advantage on any
You gain a +1 bonus to Armor Class, saving throws, Strength (Athletics) check that you make for
and spell attack rolls. swimming. Additionally, you can breathe underwater,
and you gain a swimming speed of 30 feet.
Whenever you score a critical hit with a spell attack,
LANGUORWINE BLADE
Weapon (dagger), rare (requires attunement)
A seemingly deadly dagger, this weapon has been used
on occasion by the Dark Brotherhood to make a target
appear as though they were dead.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. If you attack a willing
creature with this dagger, you can cause the target to
fall unconscious for the next hour in a way that
appears indistinguishable from death. The creature is
resistant to all damage expect psychic damage while
unconscious. The dagger can’t be used this way again
until the next dawn.
CHAPTER 4: TREASURES 183
MANKAR
CAMERON’S LORD KELVYN’S BULWARK
STAFF Armor (kite shield), rare
While holding this shield, you gain a +5 bonus to
Strength (Athletics) made to resist or break free from a
grapple. Additionally, if you regain hit points at the end
of short rest by spending one or more Hit Dice, you
regain an extra 1d8 hit points, provided that the shield
is within 5 feet of you during the entirety of the rest.
LORD KELVYN’S LOST FEATHER OF THE BULL
BULWARK
Wondrous item, rare (requires attunement)
MEHRUNE’S
RAZOR This benign golden feather appears like that of a yellow
warbler’s, but to the touch, it exudes divine energy.
MACE OF Said to be one of the feathers of Morihaus-Breath-of-
ENCUMBRANCE Kyne, this plain feather still contains a trace amount of
the essence of the minotaur demigod.
MASQUE OF
CLAVICUS VILE While this magic feather is in your possession, as a
bonus action, you invoke the name of Morihaus and
angelic wings sprout from your back. For the next
minute, you have a flying speed of 40 feet, and once on
each of your turns, you can deal an extra 1d8 radiant
damage to one target when you deal damage to it with
an attack or a spell.
Once you use this property, you can't use it again
until the next dawn.
MACE OF ENCUMBRANCE ALBERTO CARIATI, DIMITRIS ILIOPOULOS, HƯNG TRẦN DUY, ROBERTO-GATTO
Weapon (mace), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
When you hit a creature with an attack using this
magic weapon, you can use a bonus action to force the
creature to make a DC 15 Endurance saving throw. On
a failed save, the creature becomes heavily
encumbered for 1 minute. While heavily encumbered,
the creature’s walking speed is reduced by 20 feet, and
it has disadvantage on attribute checks, attack rolls,
and saving throws that use Strength, Agility, or
Endurance. A creature can repeat this saving throw at
the end of each of its turn, ending the effect on a
success. Once used, this property can’t be used again
until the next dawn.
MAGE’S STAFF
Staff, rare (requires attunement by a spellcaster)
A token gift of the Mages Guild, given to those who
have proven themselves worthy of the rank of wizard,
these staves are considered a prized treasure to any
spellcaster who is privileged enough to be granted one.
This staff has 10 charges. While holding it, you can
use an action to expend 1 or more of its charges to cast
one of its spells, using your spell save DC and spell
attack bonus. Each staff is infused with magic from a
184 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
specific school, which is typically bestowed onto the Lightning Strike. You can use an action to expend 4
spellcaster based on their particular talent or favored charges to cause a bolt of lightning to leap from the
school. The staff regains 1d6 + 4 expended charges daily staff's tip in a line that is 5 feet wide and 120 feet long.
at dawn. If you expend the last charge, roll a d20. On a Each creature in that line must make an Agility saving
1, the staff becomes a nonmagical quarterstaff for 24 throw against your spell save DC, taking 9d6 lightning
hours. damage on a failed save, or half as much damage on a
successful one. On a failed saving throw, a target’s AC
Mage’s Staff of Alteration. You can cast the following is reduced by 2 until the start of your next turn.
spells from this staff: create or destroy water (1 charge),
enlarge/reduce (2 charges), gust of wind (2 charges), MASQUE OF CLAVICUS VILE
longstrider (1 charge), mage armor (1 charge), water
breathing (3 charges). Wondrous Item, legendary (daedric artifact of Clavicus
Vile) (requires attunement)
Mage’s Staff of Conjuration. You can cast the
following spells from this staff: crystal shards (1 Clavicus Vile made a masque suited to his own
charge), find familiar (1 charge), find steed (2 charges), personality. The bearer of the Masque is more likely to
mora’s grasp (3 charges), unseen servant (1 charge), web get a positive response from the people of Tamriel.
(2 charges).
While wearing this helmet, your Personality attribute
Mage’s Staff of Destruction. You can cast the score increases by 4 and can exceed 20, but not 30.
following spells from this staff: Baronoff’s bloody icicle Additionally, you gain a +5 bonus on Personality
(2 charges), burning hands (1 charge), drain attribute (1 (Persuasion) checks.
charge), scorching ray (2 charges), stinking cloud (3
charges), thunderwave (1 charge). MEHRUNES' RAZOR
Mage’s Staff of Illusion. You can cast the following Weapon (dagger), legendary (daedric artifact of Mehrune’s
spells from this staff: calm emotions (2 charges), charm Dagon) (requires attunement)
person (1 charge), fear (3 charges), illusory script (1
charge), silent image (1 charge), zone of truth (2 This mythical daedric artifact is capable of slaying any
charges). creature instantly.
Mage’s Staff of Mysticism. You can cast the following You gain a +3 bonus to attack and damage rolls made
spells from this staff: clairvoyance (3 charges) with this magic weapon.
comprehend languages (1 charge), detect magic (1
charge), identify (1 charge), magic mouth (2 charges), When you attack a creature with this weapon and
misty step (2 charges). roll a 19 or 20 on the attack roll, the creature dies
instantly. A creature is immune to this effect if it is
MAGUS-GENERAL'S SADDLE immune to piercing damage or has legendary actions.
Such a creature instead takes an extra 6d8 piercing
Wondrous item, common damage from the hit.
This fancy Imperial saddle is made from fine leather MINOTAUR'S NOSE RING
and ebony adornments. It magically fits any steed, and
the rider is considered proficient in any skill used to Wondrous item, very rare (requires attunement)
control the mount or remain mounted.
This large minotaur’s nose ring can be worn as a
MANKAR CAMERON’S STAFF bracelet. Your Strength score is 23 while you wear this
bracelet. It has no effect on you if your Strength is
Staff, legendary (requires attunement by a mage or already 23 or higher. Additionally, while attuned to the
sorcerer) bracelet, you can perfectly recall any path you have
traveled.
This garishly ornate staff can be wielded as a magic
quarterstaff that grants a +2 bonus to attack and MONKEYPANTS
damage rolls made with it. The staff has 12 charges for
the following properties. It regains 2d6 + 2 expended Wondrous item, very rare (requires attunement)
charges daily at dawn.
While wearing these pants, you gain the following
Spells. You can use an action to expend 1 or more of benefits:
the staff's charges to cast one of the following spells
from it, using your spell save DC: charm person (1 ◈ Your Agility score increases by 2, to a maximum of
charge), command (1 charge), conjure elemental (5 20.
charges), detect magic (1 charge), detect thoughts (2
charges), lightning bolt (3 charges, 3rd-level), plane shift ◈ You have a climbing speed equal to your walking
(7 charges, attuned to Gaiar Alata and the Deadlands). speed.
◈ You gain a +5 bonus to Strength (Athletics) checks
that rely on climbing and running.
CHAPTER 4: TREASURES 185
NEAT-AND-TIDY HAIRPIN reading and studying the book to digest its contents
and gain its benefits. Other creatures that peruse the
Wondrous item, common book’s open pages can read the text but glean no
deeper meaning and reap no benefits. Once the book
While wearing this enchanted pin in your hair, you can disappears, the attunement ends, but the benefits
use a bonus action to change the style, colour, and remain.
appearance of your hair, including the length. This
enchanted pin is guaranteed to keep even the most Path of Steel. When you choose this path and spend
lavish hairdos neat and tidy. the requisite amount of time reading and studying the
book, you gain the following benefits:
NEWHEIM’S FLAGON
◈ Your Strength or Endurance score increases by 2, to
Wondrous item, common a maximum of 24.
This pewter flagon seems ordinary to the naked eye, ◈ You gain proficiency in one of the following skills
but it holds an enchantment that is desirable by any of your choice: Athletics, Intimidation, or Survival.
nord. Filling this flagon with 2 pints of ales, spirits, or If you are already proficient in these skills, you can
any other libations instantly chills the brew perfectly choose a skill from your class list.
no matter the temperature around the flagon.
◈ Your hit point maximum increases by 20.
NORTHWIND
You can’t gain these benefits from the book more
Weapon (katana), rare (requires attunement) than once.
You gain a +1 bonus to attack and damage rolls made Path of Shadow. When you choose this path and
with this magic weapon. The sword has 3 charges. If spend the requisite amount of time reading and
you score a critical hit against a creature with this studying the book, you gain the following benefits:
magic weapon, you can expend one charge to also
produce a blast of frozen air as part of the attack. Each ◈ Your Agility or Personality score increases by 2, to a
creature within a 15-foot cube originating from you in maximum of 24.
the direction of the target you hit with the attack must
make a DC 15 Endurance saving throw. On a failed ◈ You gain proficiency in one of the following skills
save, a creature takes 2d8 cold damage and is pushed of your choice: Acrobatics, Deception, or Stealth. If
10 feet away from you. On a successful save, the you are already proficient in these skills, you can
creature takes half as much damage and isn’t pushed. choose a skill from your class list.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 ◈ Your movement speed increases by 10 feet.
feet away from you.
You can’t gain these benefits from the book more
The sword regains 1d3 + 1 expended charges daily at than once.
dawn.
Path of Spirit. When you choose this path and spend
OGHMA INFINIUM the requisite amount of time reading and studying the
book, you gain the following benefits:
Wondrous item, legendary (artifact of Xarxes), (requires
attunement) ◈ Your Intelligence or Willpower score increases by
2, to a maximum of 24.
Written by the Ageless One, the wizard-sage Xarxes, the
Oghma Infinium is a tome filled with knowledge of the ◈ You gain proficiency in one of the following skills
ages. This great tome was gifted to Hermaeus Mora, of your choice: Arcana, History, or Insight. If you
who in turn provides it to those the Daedric Prince are already proficient in these skills, you can
deems worthy—often for a price. All who read the choose a skill from your class list.
Infinium are filled with the energy of the artifact,
which can be manipulated to raise one's abilities to ◈ Your magicka point maximum increases by 10.
near demi-god proportions.
You can’t gain these benefits from the book more
The Oghma Infinium rarely lingers in one place. As than once.
soon as the book is read, it disappears from its wielder
and returns to Apocrypha, awaiting the next who is ORB OF VAERMINA
worthy to read it. Any attempts to copy the book fail to
capture its magical nature or translate the benefits it Wondrous item, legendary (daedric artifact of Vaermina)
offers. Once the book is opened, the attuned creature (requires attunement)
can choose a path of study, the Path of Steel, the Path
of Shadow, or the Path of Spirit, and spend 80 hours This orb of crystal and spiraling mists is about 6 inches
in diameter. While touching it, you can cast the scrying
spell (save DC 17) with it. While scrying with the orb,
you have truesight with a radius of 120 feet centered
on the spell’s sensor.
Additionally, while touching it, you can cast the
186 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
ALI YOUSSEF, ANDRE DE, ROBERTO GATTO demiplane spell with it. Once you use this property, you PERDITION’S
cannot do so again until the next dawn. WRATH
PERDITION’S WRATH NORTHWIND
ORB OF
Weapon (battleaxe), rare (requires attunement)
VAERMINA
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. When you attack a creature
with this weapon and roll a 20 on the attack roll, the
target takes an additional 2d6 fire damage, and the
target must succeed on a DC 13 Agility saving throw or
it starts burning (see the condition) for 1d4 rounds.
POTION OF ALACRITY
Potion, rare
When you drink this potion, for the next minute your
walking speed increases by 15 and you can use a bonus
action to take the Dash action.
POTION OF CHAMELEON
Potion, uncommon
This potion’s container appears empty at first, but any
movement reveals a viscous, transparent liquid. When
you drink it, you become camouflaged (see the
condition) for 1 hour. Anything you wear or carry is
camouflaged with you. The effect ends early if you
attack or cast a spell.
POTION OF CURE DISEASE
Potion, uncommon
This potion’s green iridescent liquid shines in the light.
When you drink this potion, it cures any disease or
poison affecting you. For the next 24 hours you have
advantage on saving throws against diseases.
POTION OF FORTIFY ATTRIBUTE
Potion, very rare
When you drink this potion, one attribute score
increases by 2 for 1 hour. The GM chooses the type or
determines it randomly from the options below.
d6 Attribute
1 Agility
2 Endurance
3 Intelligence
4 Personality
5 Strength
6 Willpower
POTION OF 187
ALACRITY
CHAPTER 4: TREASURES
POTION OF
THE WARRIOR
REDWAVE
POTION OF FORTUNE POTION OF
MAGICKA
Potion, very rare
attack and damage rolls made with weapons for the
When you drink this glimmering, silvery potion, you next minute. When the potion’s effects end, you gain
gain a supernal gift of good fortune. For the next hour, one level of exhaustion.
whenever you make an attack roll, attribute check, or
saving throw, you can roll a d4 and add the number on
the die to the roll.
POTION OF MAGICKA PSIJIC SCRYING TALISMAN
Potion, rarity varies Wondrous item, very rare (requires attunement)
You regain magicka points when you drink this potion. This talisman of the spellcasting monks of the Psijic
The number of magicka points depends on the potion’s Order appears as a stylized metal wrought eye with a
rarity, as shown in the Potions of Magicka table. blue glowing crystal inset as the pupil. While holding
the talisman, you can cast the scrying spell (save DC 17)
Potions of Magicka with it, using distinctive gestures and visual effects.
Potion of... Rarity MP Regained QUICKSILVER BOOTS
Magicka
uncommon 1d4 + 1 Wondrous item, very rare (requires attunement)
Greater Magikca rare 2d4 + 2 While wearing these boots, and not wearing light or
heavy armor, your walking speed becomes 40, unless
Superior Magicka very rare 4d4 + 4 your walking speed is higher. Additionally, you can use
a bonus action to take the Dash action, and you gain
Supreme Magicka legendary 6d4 + 6 advantage on Strength (Athletics) checks that rely on
running.
Whatever its potency, the potion’s blue liquid ROBERTO GATTO
shimmers brightly when agitated. REDWAVE
POTION OF NIGHTEYE Weapon (shortsword), rare (requires attunement)
Potion, rare This magical cutlass has a beautifully engraved golden
hilt. You gain a +1 bonus to attack and damage rolls
This vial is filled with dark green liquid that glows made with this magic weapon.
lightly in the dark. When you drink this potion, you
gain darkvision out to a range of 120 feet for the next This sword has 3 charges. When you hit with a melee
hour. weapon attack using it, you can expend 1 of its charges
to cast the drain health spell on the target of the
POTION OF THE WARRIOR attack. The sword regains 1d3 expended charges daily
at dawn. If you expend the last charge, roll a d20. On a
Potion, very rare 1, the sword loses the property.
This potion’s thick red liquid coats the glass walls.
When you drink this potion, you gain a +2 bonus to
188 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
RING OF
EIDOLON’S EDGE
RING OF
PERFECTION
SIMON ELIASSON QUICKSILVER RING OF NAMIRA
BOOTS
Ring, legendary (daedric artifact of Namira) (requires
RING OF BOUND ARMOR attunement)
Ring, rare (requires attunement) The dark hunger of Namira lives within her ring,
protecting you from harm and feeding off of your
While wearing the ring, you can use an action to to victims.
cast bound armor on yourself. Once you use this
property, you can’t use it again until the next dawn. This ring has 8 charges. While wearing the ring, you
expend one or more charges for the following
RING OF DISROBING properties. The ring regains 1d6 +2 expended charges
daily at dawn.
Ring, uncommon
Absorption. When you kill a humanoid creature, you
When you first put on this ring, all other clothing, can use your reaction and expend 1 charge to absorb
armor, jewelry, or apparel falls off of you instantly, some of their vitality, regaining hit points equal to 1d8
leaving nothing on your person except this ring. While + your Endurance modifier.
wearing the ring, you cannot don any armor, jewelry,
or clothing. Retaliation. When you are hit by a melee weapon
attack, you can expend 1 charge to reflect some of the
Curse. This ring is cursed, and becoming attuned to it damage, potentially reducing the damage taken to 0.
extends the curse to you. Until the curse is broken Roll 1d10. The damage is reduced by the amount rolled
with a remove curse spell or similar magic, you are and the attacker takes an equal amount of damage.
unwilling to part with the ring. In addition, while you You can expend additional charges, up to 4 charges
wear the cursed ring, you gain the following total, to reflect an additional 1d10 damage for each
properties: charge expended.
Aversion to Clothing. You refuse to don armor, Spell Reflection. You can use a reaction to expend 4
clothing, or other jewelry. You are utterly repulsed by charges to cast spell reflection (4th level).
the notion of conforming to social norms.
All damage reflected back at a creature by the
Obsession. You come obsessed with the ring, treating absorption or retaliation property is dependent on the
it as if it were a sentient object. nature of the target. Beasts and spriggans are immune
to the reflected damage. Daedra are resistant to the
RING OF EIDOLON'S EDGE reflected damage. Undead creatures are vulnerable to
the reflected damage.
Ring, rare (requires attunement)
RING OF PERFECTION
While wearing this ring you gain a +1 bonus to attack
and damage rolls made with long blades and short Ring, very rare (requires attunement)
blades, and you gain a +1 bonus to AC if you are
holding a shield. While you wear this ring, all of your attribute scores
increase by 1, to a maximum of 20.
CHAPTER 4: TREASURES 189
RING OF
TRANSMUTATION
RING OF RING OF
THE VIPEREYE WIZARDY
RING OF SILENCE RING OF TRANSMUTATION HƯNG TRẦN DUY, ROBERTO GATTO
Ring, rare (requires attunement) Ring, rare (requires attunement)
Used by spies and operatives that hold a lot of While wearing this ring, your magicka point maximum
classified information, such as the members of the increases by 1 for each level you have attained, but
Blackwood Company, this ring of silence ensures those your Strength and Endurance score is reduced by 1.
secrets stay protected. While wearing this ring, you
can utter a command word or phrase, causing the ring RING OF WIZARDRY
to wreath you in flames, killing you instantly. All of
your non-magical belongings are turned to ash. A Ring, very rare (requires attunement by a spellcaster)
creature killed in this way cannot be resurrected by
any means short of a wish spell. This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, when
RING OF SUNFIRE you cast a spell of 1st-level or higher, you can expend 1
charge from the ring and increase the level the spell is
Ring, uncommon (requires attunement) cast at by one (up to 9th level) without expending
additional magicka points. You cannot use this ring to
While wearing this ring, you gain resistance to necrotic cast a spell at a level higher than you can normally
damage and have advantage on saving throws to resist cast.
disease. A magical ward on this ring prevents vampires
from wearing it. ROBE OF GLIB TONGUES
RING OF THE IRON FIST Wondrous Item, rare (requires attunement)
Ring, uncommon While wearing this robe, you have advantage on all
Personality (Deception), Personality (Intimidation), and
While you wear this ring, your unarmed strikes deal Personality (Persuasion) checks that you make.
1d4 bludgeoning damage in place of the normal
damage of your unarmed strike. If you are attacked by ROBE OF PROTECTION
an unarmed strike and the attack misses, you can use
your reaction to make one unarmed strike against the Wondrous Item, uncommon
attacker if it is within your reach.
While wearing this robe, you gain a +1 bonus to AC
RING OF THE VIPEREYE provided you are not wearing armor or using a shield.
Ring, very rare (requires attunement) ROBE OF THE CONJURER
This silver ring is of Akaviri design and is adorned with Wondrous Item, very rare (requires attunement by a mage
a glimmering emerald. While you wear this ring, you or sorcerer)
have advantage on saving throws against poison,
disease, or being charmed, and you have resistance to While wearing this elegant robe, you gain the
poison damage. Additionally, your Agility score following benefits:
increases by 1, up to a maximum of 20.
◈ Your Intelligence, Personality, and Willpower
attribute scores increase by 1.
◈ When you cast a conjuration spell, the magicka
point cost is reduced by 1, to a minimum of 1.
190 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
SHIMMERSTRIKE
ROBE OF
THE CONJURER
SHADOWHUNT
ROBE OF
THE APPRENTICE
ROBERTO GATTO ◈ You can cast the summon daedra spell without approaching it, the physical characteristics of a certain
expending any magicka points. Once you use this individual, or specific types of creatures. Instead, you
property, you cannot do so again until the next could specify creatures that don’t trigger an alarm,
dawn. such as those who say a certain password.
ROBES OF THE APPRENTICE If the alarm is triggered, the scamp-head begins
squawking loudly until you use a bonus action to speak
Wondrous item, uncommon (requires attunement by a a command word, or the head is destroyed. The scamp-
spellcaster) head has an AC of 10 and 5 hit points.
Granted to worthy mages who have been accepted into SHADOWHUNT
the Arcane University of the Imperial City, these
elegant robes shimmer with magical energy. While Weapon (longbow), rare (requires attunement)
wearing these robes, when you finish a short rest, you
recover 1d4 magicka points. The property of the robes You gain a +1 bonus to attack and damage rolls made
can’t be used again until the next dawn. with this magic weapon.
ROCKSHATTER When you hit with an attack using this magic
longbow, the target takes an extra 1d6 poison damage.
Weapon (mace), uncommon (requires attunement) When you attack an undead creature with this magic
weapon and roll a 20 on the attack roll, the undead
You gain a +1 bonus to attack and damage rolls made must succeed on a DC 14 Endurance saving throw or be
with this magic mace, and you deal double damage to turned for one minute or until it takes damage again.
objects and structures that you hit with this mace.
A turned creature must spend its turns trying to
The mace has 3 charges and regains all expended move as far away from you as it can, and it can’t
charges at dawn. When you hit a target with this willingly move to a space within 30 feet of you. It also
mace, you can expend 1 charge to deal an additional can’t take reactions. For its action, it can use only the
2d6 thunder damage. If the target is a creature, it must Dash action or try to escape from an effect that
succeed on a DC 13 strength saving throw or be prevents it from moving. If there’s nowhere to move,
knocked prone. the creature can use the Dodge action.
SCAMP-HEAD CAMP ALARM SHIMMERSTRIKE
Wondrous item, uncommon Weapon (dagger), rare (requires attunement)
This severed head of a scamp is typically mounted on a You gain a +1 bonus to attack and damage rolls made
staff or placed on a cairn near a daedric camp or keep with this magic weapon.
entrance. The scamp-head can magically see anything
within 30 feet of it, in the direction it is facing. You can When you hit with an attack using this magic dagger,
use an action to verbally describe to the scamp’s head the target takes an extra 1d4 cold damage. In addition,
what it could see that will trigger an alarm, such as an any target it hits sheds bright light in a 20-foot radius
event that takes place, a certain number of creatures and dim light for an additional 20 feet until the start of
your next turn.
CHAPTER 4: TREASURES 191
SKULL OF SHROUDED ARMOR
CORRUPTION
Armor (leather or studded leather), uncommon
SINWEAVER
This set of armor is red and black, has a hooded cowl,
and many straps and buckles running down the chest
and across the waist. You are considered proficient
with this armor even if you lack proficiency with light
armor. While wearing this armor with its cowl up,
Willpower (Perception) check made to see you have
disadvantage, and you have advantage on Agility
(Stealth) checks made to hide. Pulling the cowl up or
down requires an action.
SHROUDED BOOTS
Wondrous Item, uncommon
This pair of leather boots are red and black, with many
straps and buckles running along the sides. While you
wear these boots, your steps make no sound,
regardless of the surface you are moving across. You
gain a +5 bonus to Agility (Stealth) checks that rely on
moving silently.
SINWEAVER
Weapon (greatsword), rare (requires attunement)
This ancient Elven sword is possibly of Ayleid origin,
though it’s endowed with powers often associated
with Daedric weapons. You gain a +1 bonus to attack
and damage rolls made with this magic weapon.
When you hit with an attack using this magic
greatsword, the target takes an extra 1d4 fire damage.
In addition, on a roll of a 20, the target must make a
DC 15 Endurance saving throw or gain one level of
exhaustion.
SOUL SKULL OF CORRUPTION SPYROS FRIGAS, HƯNG TRẦN DUY
GEM
Staff, very rare (daedric artifact of Vaermina) (requires
attunement by a spellcaster)
The Skull of Corruption is a powerful Daedric artifact
created by Vaermina, the Prince of Dreams and
Nightmares. The staff is made from a twisted
collection of bones, adorned with the skull of a terrible
and unrecognizable creature. The relic is best known
for bringing out dark reflections of its victims.
There is a story about a Thieves Guild Master who
used the skull on her enemy, creating a clone of him to
fight. After defeating the original, the clever duplicate
snatched the Skull from the Master and used it on her.
Although the cloned enemy could not directly attack
the Master, it could use the Skull to create a duplicate
Master. The two clones jointly ruled the Thieves Guild
for years.
You gain a +2 bonus to attack and damage rolls made
with this magic quarterstaff. While you hold it, you
gain a +2 bonus to spell attack rolls.
SHROUDED
ARMOR
192 LEGIONNAIRE’S GUIDE TO CYRODIIL
This staff has 10 charges and can only regain absorb this energy, you regain magicka points equal to
expended charges by using the Dreamsteal property. If half the spell's level (minimum of 1). Additionally, your
you expend the last charge, roll a d20. On a 1, the staff magicka point maximum increases by 5.
disappears and returns to Vaermina’s realm of
Oblivion. SOUL GEM
Clone. While holding the staff, you can use an action Wondrous item, varies
to expend 1 or more charges to clone a creature that is
within 30 feet of you that you can see. You must Soul gems are magical crystals that can be used to
expend an amount of charges equal to the Challenge enchant and recharge magical items. These mystical
Rating of the creature (minimum of 1) or its character gems come in various sizes that are capable of
level to successfully create a clone. The cloned creature absorbing different sizes of souls and soul energies.
appears in an unoccupied space within 5 feet of you, is
friendly to you and your allies, but is typically hostile The Soul Gem table below lists the various sizes of
to the creature it was cloned from. It acts on its own soul gems. The size of the soul the gem can contain is
turn and can take any action that the target could determined by the creature’s Challenge Rating, as
take. The cloned creature appears with all of the shown on the Max CR column.
equipment of the original target and uses the same
statistics with the following exceptions: Recharging. Recharging a magical item requires you
to spend a short rest while within 5 feet of the item. At
◈ The clone's alignment is chaotic evil. the end of the short rest, the magical energies of the
◈ It’s creature type is aberration. gem transfer into the item, recharging it for an
◈ The cloned creature can’t be cloned from this amount of charges as shown on the Charges column of
the Soul Gems table. Once a soul gem is used in this
property. way it is destroyed and any excess charges are lost.
The clone and its equipment disperses into a wisp of Black Soul Gems. These nefarious items are grand soul
black smoke after 1 hour, if this property is used again gems that have been altered through special
to make a different clone, or if it is reduced to 0 hit necromantic rituals and can only be used to trap
points. humanoid souls. Any soul that is trapped within a
black soul gem is transferred to the Soul Cairn when
Dreamsteal. While holding the staff, you can use an the crystal is destroyed.
action to steal the dreams of a sleeping humanoid.
Each dream stolen regains 1 expended charge. After Soul Gems
having used the dreamsteal ability, the sleeping
creature is immune to this property for 24 hours and is Size Max CR Cost in Septims
prone to nightmares, which you can influence and Petty 1/2 Charges Empty / Full
shape. The sleeping creature is not aware of your
influence over their dreams, but they vividly remember 2 50 / 400
the nightmare.
Lesser 1 3 90 / 800
Psychic Agony. When you make a melee attack using
the staff, you can expend 1 or more charges to deal an Common 2–4 4 150 / 1,300
extra 1d8 psychic damage for each charge expended.
Greater 5–9 6 200 / 2,000
Spells. While holding this staff, you can use an action
to expend some of its charges to cast one of the Grand 10+ 10 350 / 4,500
following spells from it, using your spell save DC and
spellcasting attribute: bane (1 charge), daedric curse (3 Black Any 10 900 / 10,000
charges), darkness (2 charges), dream (5 charges), humanoid
Erelvam’s wild sty (1 charge), fear (3 charges),
hallucinatory terrain (4 charges) hideous laughter (1 SPECTRE RING
charge), or sleep (4th-level version, 4 charges).
Ring, uncommon (requires attunement)
SORCERER’S RING
While wearing this ring, you can become camouflaged
Ring, rare (requires attunement by a spellcaster) (see the condition) as an action. Anything you are
wearing or carrying is camouflaged with you. You
While you wear this ring, you can use your reaction to remain camouflaged until the ring is removed, until
absorb the magical energy from a spell that is targeting you attack or cast a spell, or until you use a bonus
only you and not with an area of effect. When you action to end the effect. Once you have used this
property, you can’t do so again until the next dawn.
CHAPTER 4: TREASURES 193
SPELLBREAKER
SPELLDRINKER SPELL TOME
SPELL
TOMES Wondrous item, varies (requires attunement by a
spellcaster)
A spell tome bears the words of a single spell, written
in a mystical cipher. Unlike scrolls that vanish from
use, a spell tome can be used as a source of casting an
inscribed spell. If the spell is on your class’s spell list,
you can read the tome and cast its spell without
providing any material components. Otherwise, the
tome is unintelligible. Casting the spell by reading the
tome requires the spell’s normal casting time. Once the
spell is cast, the words on the tome fade for a time,
and you can’t cast the tome’s spell again until the next
dawn. If the casting is interrupted, the charge is not
used.
If the spell is on your class’s spell list but of a higher
level than you can normally cast, you must make an
attribute check using your spellcasting attribute to
determine whether you cast it successfully. The DC
equals 10 + the spell’s level. On a failed check, the spell
fails and you can’t attempt to cast it again until the
next dawn.
The level of the spell on the tome determines the
spell’s saving throw DC and attack bonus, as well as
the tome’s rarity, as shown in the Spell Tome table.
A mage spell on a spell tome can be copied just as
spells in spellbooks can be copied. When a spell is
copied from a spell tome, the copier must succeed on
an Intelligence (Arcana) check with a DC equal to 10 +
the spell's level. If the check succeeds, the spell is
successfully copied. Whether the check succeeds or
fails, the spell tome is destroyed.
Spell Tome
Spell Level Rarity Save DC Attack Bonus
cantrip common 13 +5
+5
1st common 13 +5
+7
2nd uncommon 13 +7
+9
3rd uncommon 15 +9
+10
4th rare 15 +10
+11
5th rare 17
6th very rare 17
7th very rare 18
8th very rare 18
9th legendary 19
194 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
SPELLBREAKER STAFF OF EVERSCAMP
Armor (kite shield), legendary (daedric artifact of Peryite) Staff, legendary (daedric artifact of Sheogorath) (requires
(requires attunement)
attunement)
What appears as a Dwemer tower shield, this ancient
relic is in one of the most prized of all the known This gnarled daedric staff, which is adorned with the
Daedric artifacts. An item of Peryite, Spellbreaker is visage of four blackened scamps atop of it, calls forth
known for its historic importance dating from the an abiding scamp from the waters of Oblivion that
Battle of Rourken-Shalidor. Legends speak that serves as your familiar the moment you attune to it.
whoever wields Spellbreaker will be the ruin of any Whenever the scamp familiar is reduced to 0 hit
spellcaster that crosses paths with them. points, it is returned to life with all of its hit points
restored after 1 minute and it magically
You gain a +3 bonus to AC while you wield this shield. appears within 30 feet of you.
This bonus is in addition to the shield's normal bonus
to AC. In addition, while holding this shield, you have Curse. This staff is cursed, and
advantage on saving throws against spells and other
magical effects, and spell attacks have disadvantage becoming attuned to it extends the
against you. If you roll a 20 on a saving throw against a
spell that targets only you and the spell is 7th level or curse to you. As long as you remain
lower, the spell has no effect on you and instead
targets the caster, using the spell level, spell save DC, cursed, you are unwilling to part with
attack bonus, and spellcasting attribute of the caster.
the weapon, keeping it within reach
SPELLDRINKER
at all times. While cursed, your
Wondrous item, very rare (requires attunement)
scamp familiar always remains
This amulet is adorned with two large green
gemstones that sparkle with wisps of light when magic within 100 feet of you, regardless of
is produced near it. It has 6 charges. While wearing the
amulet, you can expend 1 charge on the following obstacles, or traveling across the
benefits:
planes of Oblivion. The scamp will
If you succeed on a saving throw against a spell that
targets only you, you can use your reaction to expend 1 always teleport near to your location
charge and cause the spell to be absorbed by the
amulet, preventing any of the effects and reducing all (usually within 30 feet of you) if you
damage to 0. Additionally, you regain a number of
expended magicka points equal to the spell’s casting are ever separated from it. The
level.
scamp typically does not attack,
If you fail a saving throw against a spell that targets
only you, you can use your reaction to expend 1 charge even when engaged in combat, and
and turn the failed save into a successful one. As part
of this reaction, you can expend an additional charge it is capable of refusing to listen to
to cause the spell to be absorbed by the amulet,
preventing any of the effects and reducing all damage your commands if it so wishes. All
to 0. Additionally, you regain a number of expended
magicka points equal to the spell’s casting level. Personality checks fail to
The gemstones crumble into dust and are destroyed persuade, intimidate, or
when the last charge is expended. This item can’t
regain expended charges by any means, except with a otherwise influence the
wish spell.
scamp’s decision
making. STAFF OF
EVERSCAMP
ANDREW BERIAULT
CHAPTER 4: TREASURES 195
STAFF OF INDARYS This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
Staff, rare (requires attunement by a spellcaster) with it and deals an additional 4d6 necrotic damage to
any creature it hits. While you hold it, you gain a +2
The staff of the Dunmeri Count of Cheydinhal, Andel bonus to spell attack rolls.
Indarys, is a family heirloom that has weathered the
Eras, the Staff of Indarys has since passed through This staff has 10 charges. While holding it, you can
many hands. expend 3 charges to cast the animate dead spell at 3rd
level with a modified casting time of 1 action. You can
This staff can be wielded as a magic quarterstaff that cast this spell at 4th level or higher by expending 1
grants a +2 bonus to attack and damage rolls made additional charge for each spell level above 3rd. The
with it. While holding it, you have a +2 bonus to spell staff regains 1d6 + 4 expended charges daily at
attack rolls. midnight. If you expend the last charge, roll a d20. On a
20, the staff regains 1d6 + 2 charges.
The staff has 10 charges for the following properties.
It regains 1d6 + 4 expended charges daily at dawn. If STONE OF ST. ALESSIA
you expend the last charge, roll a d20. On a 1, the staff
loses its properties and becomes a nonmagical Wondrous Item, very rare (requires attunement by any
quarterstaff for one year. race of Men)
Spells. You can use an action to expend 1 or more of This plain sandstone rock is set in a brass pendant
the staff's charges to cast one of the following spells surrounded by seven pearls and appears as an oddly
from it, using your spell save DC: awaken (5 charges), beautiful piece of ornate jewelry for such an ordinary
barkskin (2 charges), call lightning (3 charges), entangle centerpiece. But as legend goes, this very stone was
(1 charge), lightning bolt (5th-level version, 5 charges), blessed by Saint Alessia herself, and with that, it grants
plant growth (3 charges), speak with plants (3 charges), the protections of the Divines. The stone has the
or spike growth (2 charges). following properties, which work only while it’s on
your person.
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, Rebuke the Unholy. You have resistance to necrotic
the staff becomes a nonmagical quarterstaff. damage.
STAFF OF NENALATA Divine Aegis. You have a +1 bonus to your AC.
Staff, rare (requires attunement by a spellcaster) Prayer of the Faithful. The stone has 3 charges. As a
bonus action, you can expend 1 charge to cast the
This Ayleid staff has a welkynd stone affixed at its top healing word spell at 3rd level on a target other than
and glows faintly blue when attuned. While holding yourself. The stone regains all expended charges at
this staff, you can use an action to expend 1 of its 10 dawn.
charges to cast any 1st level spell that you know
without expending any magicka points. Penitent Soul. Whenever you roll a healing die, and
roll a 1 on the die, you can roll an additional 1d8 and
If you are holding the staff and fail a saving throw add that number to the total of the healing done.
against a mysticism spell that targets only you, you can Rolling a 1 on this additional healing die doesn’t add
turn your failed save into a successful one. You can't any additional dice for that roll.
use this property of the staff again until the next dawn.
If you succeed on a save against a mysticism spell that Gift of Alessia. You can transfer the pendant’s magic
targets only you, with or without the staff's to a nonmagical item—a suit of armor or a shield—by
intervention, you can use your reaction to expend 1 touching the stone to the item. The transfer takes 8
charge from the staff and turn the spell back on its hours of work that requires the two items to be within
caster as if you had cast the spell. 5 feet of each other. At the end, the pendant is left
inert until you perform this ritual again, and a holy
The staff regains 1d8 + 2 expended charges daily at symbol of St. Alessia appears in gold on the chosen
dawn. If you expend the last charge, roll a d20. On a 1, item, which gains a benefit based on its form:
the staff becomes a nonmagical quarterstaff.
Armor. The armor is now a rare magic item that
STAFF OF WORMS requires attunement. Its magic gives you a +1 bonus
to AC. Additionally, while wearing the armor, you
Staff, legendary (artifact of Mannimarco) (requires have resistance to necrotic damage, and you have
attunement by a mage, necromancer, or sorcerer) advantage on saving throws against being charmed.
This grotesque staff is adorned by a bleached skull Shield. The shield is now a rare magic item that
covered in writhing worms. The staff, created by requires attunement. Its magic gives you a +1 bonus
Mannimarco himself, is a vile creation that quickly
reanimates the dead.
196 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
STAFF OF
INDARYS
SUFFERTHORN
to AC, and you have advantage on saving throws STAFF OF
against being frightened. Additionally, when you take WORMS
damage from a weapon attack, you can use your
reaction and expend 1 Hit Die to regain hit points in a
flash of healing light. You must be wielding the shield
to gain these benefits.
SUFFERTHORN
Weapon (dagger), rare (requires attunement)
This stiletto dagger appears as though it were meant to
be used as a surgeon’s tool, but instead, those who are
pricked by its point agonize with pain.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. Once per turn when you deal
damage to a humanoid creature with this magic
weapon, the target takes an additional 2d4 necrotic
damage and it must succeed on a DC 17 Strength
saving throw or be weakened for the next minute (see
the condition). At the end of each of its turns, a
creature can repeat the saving throw, ending the effect
on itself on a success.
Once a creature has been weakened from this
property, the weapon can’t do so again until the next
dawn.
ARIC SALYER, GABRIEL EEKENULV SYLVAN BARKSHIELD THORNBLADE
Armor (any shield), rare (requires attunement) TOWER OF
THE NINE
While holding this shield, you can cast the barkskin
spell on yourself at will without expending magicka TOWER OF THE NINE
points. When cast this way, your AC can't be lower
than 16 plus the shield's bonus to AC. The spell ends if Armor (shield), very rare (requires attunement)
you doff the shield.
While holding this shield, you have a +2 bonus to AC.
THORNBLADE This bonus is in addition to the shield's normal bonus
to AC. This shield has 3 charges, and it regains 1d3
Weapon (longsword), rare (requires attunement) charges daily at dawn. While holding the shield, as a
reaction to being targeted by a weapon attack, you can
You gain a +1 bonus to attack and damage rolls made expend 1 charge to cast the ward spell (see chapter 3)
with this magic longsword. at 1st level. Expending additional charges increases the
spell’s casting by one for each additional charge
This sword has 3 charges and regains 1d3 expended expended.
charges daily at dawn. When you hit a creature with
this longsword, you can expend 1 charge to attempt to
cover the target in thorny vines. The creature must
succeed on a Strength saving throw (save DC 15), or
take 1d6 piercing damage and become restrained. If the
saving throw fails by 5 or more, the target begins
bleeding (see the condition).
CHAPTER 4: TREASURES 197
TRUNCHEON VOLENDRUNG TRUNCHEON OF SUBMISSION GABRIEL EEKENULV, JOHANNA RUPPRECHT, LYRAINA
OF SUBMISSION VARLA
STONE Weapon (club or mace), rare (requires attunement)
WELKYND You gain a +1 bonus to attack and damage rolls made
STONE with this magic weapon. When you attack a creature
with this magic weapon and roll a 20 on the attack
roll, you regain health equal to half the damage dealt.
Additionally, the target has disadvantage on attack
rolls, attribute checks, and Strength and Agility saving
throws until the start of your next turn.
UNYIELDING CUIRASS
Armor (chain mail), rare (requires attunement)
You gain a +1 bonus to AC while you wear this armor.
Additionally, when a melee weapon attack hits you
while you’re wearing this armor, you can use your
reaction to reduce the damage by 1d8 + your Endurance
modifier.
VARLA STONE
Wondrous Item, very rare
This glowing white stone is filled with magical energy
that can be used to power enchanted items. As an
action, you can use the stone, causing every magical
item that you are wearing or carrying that has charges
to instantly regain all of its expended charges, and the
varla stone is destroyed.
VEIL OF THE SEER
Wondrous item, rare (requires attunement)
While wearing this hooded cloak, you can have
darkvision out to a range of 60 feet. Pulling the hood
up or down requires an action.
This hood has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the hood, you
can use an action to expend 1 of its charges to cast the
detect life spell or the true seeing spell.
VEST OF THE BARD
Wondrous item, rare (requires attunement)
While wearing this extravagant vest, you gain a +5
bonus to Personality (Performance) checks and Agility
checks made to entertain.
VOLENDRUNG
Weapon (maul), legendary (daedric artifact of Malacath)
(requires attunement)
This cursed and forsaken hammer is a Daedric artifact
of Malacath. Forged by the Rouken clan of Dwemer in
Morrowind, the chieftain threw the mighty Volendrung
across Tamriel, promising to settle wherever it landed—
in a land now known, unsurprisingly, as Hammerfell. It
is unknown how this ancient maul ended up in the
hands of a Daedric Prince, but since that time,
Volendrung has been revered by numerous Orc clans.
198 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