CHA PT ER 2: GU ILD S O F CYROD I IL 99 GOALS OF THE TEMPLE Through the words of the Divines, the Temple attempts to organize the Imperial beliefs by centralizing all of the Divines within a single pantheon. In this situation, the Temple is a tool, a mouthpiece for the gods, to guide Nirn away from evil. The Divines stand united in diversity with the sole purpose to keep Nirn as habitable as possible. Most of the time, the faiths of each Divine go handin-hand with each other, so there is little reason not to work together as a whole. Moreover, the Divines are said to work together themselves, so why shouldn't their followers? Members of the faction are asked to respect the commands of the Divines as written in the sacred scriptures. One should never break these rules or risk excommunication from the Temple. At the end of the day, the Temple wants to improve the standard of living for men and mer by preventing people from worshiping daedra or generally spiraling down in sin. To spread the Temple's reach further, missionaries are sent to provinces outside of Cyrodiil. Those who are needful are to be helped and those that challenge the dedication to the Divines are to be proved wrong. The sacred orders protect all religious buildings and the scholars record and examine the Divine words. All members serve their own purpose within the Temple, for it is through the differentiation of purposes, that a united goal may be achieved; prosperity for those who put their trust in the Divines. IMPERIAL TEMPLE CHARACTERS Alignment: Lawful, mostly good Suggested Classes: Crusader, monk, priest You might enjoy playing a character who serves the Temple if one or more of the following statements are true: • You truly wish to improve life on Nirn. • You never turn down the opportunity to help others. • You submit yourself to a greater good. JOINING THE TEMPLE New initiates that join the Temple have proven themselves to be faithful and respect the rules laid forth by the Divines. Those who are unable to repent for their past transgressions, are seen to be unable to guide others into the faith, and are usually turned away. You possess an ambition to serve either one or more Divines within the Temple. How you choose to serve your god is up to you, whether from your own initiatives or from the guidance of the Primate that leads over your temple. As an initiate in the Imperial Temple, you spend much of your time interpreting and carrying out the will of the Divines. Temples of the Divines are social communes that provide for the greater community while also serving themselves. You are expected to be willing to cooperate with other members of the temple, for the temple itself is built on cooperation. Your role in the temple is often determined by the Primate who portrays the Divine’s mission and aligns it with your
100 L E G IONNA IR E ’ S GU ID E TO CYROD I IL Personality Traits d8 Personality Traits 1 I follow the Divines, for I fear their wrath. 2 Why dedicate yourself to a single Divine when the entire Temple needs to be served? 3 I have spent my entire life with the Temple, but I want to meet new people now. 4 I joined the Temple because I want to help people. 5 I have a criminal past, so I beg the gods for their forgiveness. 6 I want to learn everything there is to know about our faith. 7 Everyone is deserving of my mercy, even my enemies. 8 I spent much of my life in service to a single Divine, but now I’m unsure of my faith. Ideals d6 Ideals 1 Authority. The Divine word is law and the people of the Empire must follow every letter. (Lawful) 2 Conversion. I will not rest before every heathen has seen the divine light. (Evil) 3 Altruism. The Divines guide us to help others. (Good) 4 Piety. When my soul reaches Aetherius, I want the Divines to celebrate my life of loyal service (Any) 5 Protection. Any threat to the Temple needs to be struck down before it can cause any harm. (Chaotic) 6 Study. Our faith needs to be examined, so that we might better understand our gods. (Neutral) talents. Your Primate helps you understand the greater will of the Divines and the duties you are to uphold. Those who are willing to give their entire life to serve a Divine will find themselves to be either a militaristic or a clerical member. MILITANT ROLES Those who want to protect the faith with force need to be tempered and wise with the weapons they wield in their gods' names. If you are a crusader, fighter, ranger, or warden (usually from the Conclave of Battle) your place in the guild will likely be a militant one. Each divine order has their own militant arm, but unlike the Imperial Legion or other knightly groups, these orders aren’t structured with an absolute hierarchy. While there are commanders that provide direction to these members, your aspirations and capabilities usually determine your role. CLERICAL ROLES If you are a bard (from the College of Divines), priest, or mage (perhaps of the School of Restoration), you might be drawn to the clerical roles of the Temple. These initiates are curious and spend their time studying the Divine mysteries and counseling other members. You might choose to study and discover the truths of the Divines, or act as an evangelical, carrying the messages of the religious leaders. BACKGROUND: TEMPLE INITIATE You are a member of the Imperial Temple and can be associated with any or all of the Divine Orders. All over Cyrodiil, members of the Temple live in small, likeminded communities, often inside cities themselves or in secluded priories or monasteries. Along with the rest of your order, you are dedicated to helping people and protecting the worship of the Divines. As a member, you dedicate your body and mind to serve the faith. Skill proficiencies: History, Religion Languages: Two of your choice Equipment: A holy symbol of your faith, vestments bearing the emblem of a Divine, 10 candles, a set of common clothes and a pouch containing 40 septims. FEATURE: TEMPLE STATUS Members of the Imperial Temple are often asked for advice by those who seek knowledge about the Divines. Common folk will recognize you as part of a Divine worship and might come to you looking for your help. Additionally, you can rely on the Temple to provide shelter and aid. You and your companions can find a place to rest in any chapel or order dedicated to the Divines. If you are in need of healing and care, the Temple will provide for you, but you must supply any material components needed for spells. SUGGESTED CHARACTERISTICS Those who serve the Imperial Temple want little more than to uphold the will of the Divines. Some members might be more orthodox than others, while some might even strive to spread the Divine worship to the furthest corners of Tamriel. Despite their goals, they all share the common belief that the faith must be protected at all costs, either by words or by force.
CHA PT ER 2: GU ILD S O F CYROD I IL 101 Flaws d6 Flaws 1 I prefer to be alone and judge others severely. 2 I believe that the Divines will fix my problems for me. 3 I am highly intolerant to non-believers. 4 Secretly, I worship Daedra. 5 I am scared of life outside the temple walls 6 I am dreadfully boring. Bonds d6 Bonds 1 It's not about the Divines; it is all about me. 2 I owe my life to the Temple and the priests who took me in as a child. 3 I have made it my life’s work to find a Divine artifact. 4 I will give all that I am, and have for my Temple. 5 I serve the people of Tamriel. 6 I will scourge the godless Daedra worshippers who attacked my Temple. passion, and to show mercy upon the unjust. While others will seek to be brash, you will strive for understanding. Your lot in life will be the role often seen as the peacekeeper and moral guide. Your influence could very well be the deciding factor between well-intentioned adventurers and those who would fall astray into darker paths. AN IMPERIAL TEMPLE PARTY A party that is only made up by members of the Imperial Temple might be sent on missionary expeditions to other Tamrielic provinces. A more combat-oriented party, made up of fighters, crusaders, or rangers, might be asked to clear out daedric cults, protect the faithful or keep the Divine's peace. Knowledgeable characters, such as bards, mages, and priests, might uncover ancient secrets of the faith. Monks and rangers can fill in stealth roles and wardens and priests can provide healing and support. HOW DO I FIT IN? As a member of the Temple, you may find yourself in numerous situations where your faith will cause you to be at odds with those around you. Being a person of belief can be difficult when surrounded by less than ethical rogues and thieves. Doing good is often the course of action a member of the Imperial Temple will set about doing, but there are times when righteous indignation is merited. Protecting the innocent may call you to arms, guarding places of worship, or being called from on high for a holy quest. A life of faith and adventure may not always go harmoniously, as moral quandaries will arise. Being placed in such situations will undoubtedly push you to your limits. Some will say your faith is being tested, others will claim your beliefs hold you back from doing what must be done. And there are those who will tell you there is no absolute, but all is morally subjective and grey. In these cases, you must seek to rely on the tenets or disciplines of your faith for guidance, or attempt to commune with the Divines yourself. But with this comes the grace of wisdom. Often, your council will be relied upon to temper the flames of
102 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANK AND RENOWN The Imperial Temple doesn’t have as rigid of a hierarchy as some other guilds, as members of the Temple are encouraged to provide for others, rather than themselves. Primates fill the major leadership roles, whereas most others fill roles based on their skills and time-proven faith. Many members of the Temple are content providing for their communities as initiates, spreading the word and helping others, which means the majority of your colleagues never leave this role. Personal prestige is not a common drive of motivation, but those who gain renown within the guild are rewarded with special roles. Regardless of your renown or role, members of the Temple don’t earn salaries, but they are provided for. Every member of the Imperial Temple can live in any associated chapel, temple, or order at the equivalent of a modest lifestyle. TEMPLE GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Temple Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) specific Divine or the Temple in general. You gain proficiency in one skill of your choice from persuasion or intimidation, or with land vehicles. If you are already proficient in these skills, you can choose any skill from your class list instead. In this role, you are expected to act on behalf of your temple, providing protection for those who need it or fending off dangerous foes. While on missions for the temple you have a lot of independence, but when you return, you teach and train others. SAVANT (SPECIAL ROLE) Prerequisite: Renown 3 or higher with the Imperial Temple As a seeker of knowledge who has followed a clerical role in the Temple, you choose to devote yourself to the study of sacred texts. You use your specialized knowledge to teach others so that they can better understand the prophecies and will of the Divines. You gain proficiency in one skill of your choice from religion, history, or performance. If you are already proficient in these skills, you can choose any skill from your class list instead. When acting as a savant in the Temple, you assist with teachings and research, and you might be given tasks to discover lost antiquities or relics of the Divines. DISCIPLE Prerequisite: Renown 10 or higher with the Imperial Temple You have spent much of your time living your life according to Divine beliefs and have felt the sacred connection yourself. This heightened connection can be felt during rituals, and any temporary features granted to you by praying at wayshrines now last until you finish a long rest, rather than a short rest. As a disciple, you provide additional counseling to the public, including mediation and teaching, and you have started to perform rites and ceremonies. Your position in the Temple gives you access to superior food and lodging, the equivalent of a comfortable lifestyle. GRAND CHANTER Prerequisite: Renown 25 or higher with the Imperial Temple Although most of the roles within the Imperial Temple are not defined by a hierarchy, as a Grand Chanter you have become knowledgeable in the ways of the Divines and are now a key part of ceremonies. Grand Chanters lead rites that invoke blessings of the Divines and teach others in the Temple and the greater communities about their divine will. The rites are assisted by the less experienced clergy. Imperial Temple Spells Spell Level Spells Cantrip light, spare the dying 1st bless, cure wounds 2nd branding smite, lesser restoration 3rd beacon of hope, spirit guardians 4th banishment, divination 5th dispel evil and good, Stendarr’s aura ACOLYTE Prerequisite: Renown 3 or higher with the Imperial Temple As an acolyte of the Imperial Temple, you have proven your devotion to the Divines through your service to the guild and the community. You have been noted to be dedicated and reliable by your Primate or by other members of the Temple. You will now perform additional tasks within the temple, such as collecting alms, counseling the public, and assisting Chanters and Grand Chanters with their services. PALADIN (SPECIAL ROLE) Prerequisite: Renown 3 or higher with the Imperial Temple You have chosen to dedicate your life to protect others. Those that have taken a militant role within the guild are adopted as protectors of the faith in the name of a
CHA PT ER 2: GU ILD S O F CYROD I IL 103 As a Grand Chanter, you can call on the assistance of 1d4 acolytes to help with these rituals, just as you once did in your early days with the Temple. You also have an important voice in decision making with the Temple, and you are expected to offer advice and opinions to the Primate when requested. Additionally, as Grand Chanter, you learn one cantrip of your choice from the priest spell list. Wisdom is your spellcasting attribute for it. PRIMATE Prerequisite: Renown 50 or higher with the Imperial Temple You are a truly devoted and respected member of the Divine Temple after all your service, and you are now ready to take on the role as the Primate of a temple. New temples are rarely built, so you will likely need to wait for a current Primate to retire (one way or another) before a position exists for you. As Primate, you have access to 4d10 acolytes that can assist you with ceremonies and services around the Temple and the nearby communities. They will also assist you on missions of your own devising. Additionally, your devotion to the Temple appears to have been noticed by the Divines themselves. As part of a long rest, you can cast the commune spell without expending magicka. Once you use this feature, you can’t do so again for one month. Your position in the Temple gives you access to the best food and lodging, the equivalent of a wealthy lifestyle. ENEMIES AND ALLIES The Imperial Temple seeks to unite all of the Empire under the worship of the Divines. Because of this, the guilds of Tamriel rarely oppose the Imperial Temple openly, but there are always those who seek to dismantle it from the shadows. Certain Daedric Princes will take every opportunity to harm the Divine faith or to hurt its followers. Such has been the case with Mehrunes Dagon against Akatosh throughout the Eras, but the Temple does its best to protect its followers from these corrupting influences. There are others who carry a bitter resentment for the Temple and its adherents. Numerous cults take particular issue with specific gods. Necromancers have a long-standing umbrage with Arkay as his influence shields the dead from necromantic magic. Daedric summoners revile the Vigilants of Stendarr for their fervent enmity towards the denizens of Oblivion. Other guilds do their best to keep on good terms with the Imperial Temple, as they can be dedicated allies in times of need. The Temple can provide boons and restorative magic, which makes them highly valued to any community.
104 L E G IONNA IR E ’ S GU ID E TO CYROD I IL MAGES GUILD “The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic. The Guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge.” -The Mages Guild Charter What began as a branch of the exclusive Psijic Order during the Second Era, the Mages Guild grew to become a self-sufficient organization of unified mages throughout Tamriel. When Vanus Galerion proposed to offer magical services such as enchanting, alchemy, and spellcasting to the general public for a price, he caught the attention of the King of Firsthold. Almost immediately after, the Guild was formed. Slowly but surely, the Mages Guild started to expand its reach through most of Tamriel, conquering initial skepticism from certain provinces. Since then, the Guild has become a well-known institution for those with an aptitude for magic that wish to learn more about the arcane arts. The Guild provides services, training, and classes in all of the schools of magic and magical trades, and its vast libraries contain knowledge of mystical history and arcane artifacts. They have even been known to teach some forms of necromancy, although the extent is largely dependent on the region and current cultural climate. The Mages Guild's influence is able to affect local governments concerning magical policies, and their mages are known to be apt advisors who are willing to share their knowledge with the world. The Fate of the Mages Guild In the Fourth Era, the Guild was disbanded after the Oblivion Crisis. The fallout of anti-magic sentiment of the major populations was too much to withstand and the guild dissolved. The mages, sorcerers, and mystics that made up the guild eventually split into two new magical guilds vying to be the next arcane authority. The rival guilds are the Synod, a group that has banned necromancy and many other aspects of conjuration magic, and the College of Whispers, who aims to learn more about conjuration to prevent the next crisis. INSIDE THE MAGES GUILD At the top of the Mages Guild’s organization sits the Arch-Mage. This accomplished spellcaster spends most of their time at the guilds headquarters, the Arcane University, inside the Imperial City. The Arch-Mage acts as the figurehead of the guild, advised by a Council of Mages, who determine the magical policies and internal politics of the entire guild, which influences most magical endeavors throughout Tamriel. As the Mages Guild is seen as an authority on all things magical, they are responsible for determining classification and education of the arcane arts, which leads to a strong-armed control of what magic becomes available to the public through the availability of spells taught and sold inside the guildhalls. Over the
CHA PT ER 2: GU ILD S O F CYROD I IL 105 eras, this has become particularly noticeable with the general public’s attitude toward necromantic magic. Through the advisory of the Council of Mages, each Guild Hall is run by a Guildmagister, who interprets and enforces the guild laws at a local level. The Magisters direct the research and development of magic within their Hall, and organize the local teachings and sales. The Guildmagisters at each Guild Hall are assisted by a counsel of two masters: The Master at Arms and the High Incunabulist. The Master of Arms has their own counsel of two, the Master of Initiates and the Palatinus, which acts as the leader of the local chapter of the Order of the Lamp, an order of knights that act as protectors of the Mages Guild. The High Incunabulist also presides over an additional counsel of two mages, the Master of Academia and the Master of the Scrye. Under these masters, mages within the guild focus their studies and efforts in the areas that interest them the most, or where their talents can shine through. Sometimes the local guilds develop knowledge and research in specific magical subjects to set their experiments apart from the other chapters. GOALS OF THE MAGES GUILD The Imperial Charter of the Guild of Mages clearly details the public goals of the guild. It states that the guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring all citizens of Tamriel benefit from this knowledge. When the Mages Guild was proposed by Vanus Galerion, he insisted that magical items, potions, and even spells would be available to any member of the general public who could afford to pay. Not only does the Guild focus on selling their services, but they also offer magical advice to rulers and citizens alike in times of need. Studying and protecting magical knowledge is an important aspect of the Mages Guild. Vast libraries have been created in the Guild Halls to house the numerous books dedicated to the arcane arts. Using the knowledge gained from these tomes, they organize expeditions and excavations to discover long-lost antiquities. Detection and analysis of magical items becomes an important part of these undertakings, and secured relic vaults have been created to preserve the magical artifacts and keep them safe from those who seek to abuse their capabilities These mages also strive to study powerful forms of magic and to improve upon the arcane arts. At times, the guild has outlawed the practice of certain schools believed to be a danger to the public, specifically the study of necromancy. Banning of the dark art can be linked to the guild’s precarious relationship with Mannimarco, the King of Worms. Politically, the guild endeavors to stay neutral as often as possible. Within the Empire, they are expected to abide by the Guild Act, which provides the guild with protection and encouragement within their borders. Outside of this, they attempt to help the general population with everyday magic and advising local governments on magical policy while maintaining a non-partisan stance. Only in times of crisis has the guild broken this neutrality, becoming involved in local political struggles. On these occasions, the Guild’s participation has been the ultimate decider in the conflict.
106 L E G IONNA IR E ’ S GU ID E TO CYROD I IL MAGES GUILD CHARACTERS Alignment: Typically good or neutral Suggested Classes: Mage, sorcerer, spellblade You might enjoy playing a character who is a member of the Mages Guild if one or more of the following statements are true: ◈ You read everything and try to seek out knowledge. ◈ You like to use your mind to solve problems. ◈ You are drawn to powerful magical spells. JOINING THE MAGES GUILD Members of the Mages Guild typically start as apprentices to more powerful mages, assisting them alongside other initiates by recording ample notes, researching relevant material, or simply being a test subject for experimental magic. While it’s not glamorous work for enterprising wizards, there is a lot to be learned by watching the masters. While the guild is open to all people, membership is almost exclusive to those who have the potential to cast spells. If you already know how to cast a spell, perhaps you are a mage or a sorcerer, the guild will welcome you into its ranks quickly. Your preferred school of magic or your particular type of sorcery will usually have you paired with a master with similar interests or in need of your particular competencies. If you are a spellsword, crusader, or someone who has unrealized magical capabilities, you will still be taken in by the Guild, but you will likely have a much slower progression until you can substantiate your ability. You may be passed over, given menial tasks, or other assignments that don’t require the use of magic. LAMP KNIGHTS The Order of the Lamp is only open to those that can demonstrate their fighting skills. These knights are the protectors of the Mages Guild. If you are a crusader or spellsword, you will easily fit in among these ranks, even a warrior or ranger will have a place, as the ability to cast spells is not a requirement. Under the direction of the Palantinus, you might be entrusted to escort and protect other mages on expeditions, or be sent out on errands on behalf of the Guildmagister. While you may not exhibit the same skills as other prominent mages in the guild, your rank is still considered to be equal, although your role might look significantly different. BACKGROUND: MAGE INITIATE As a member of the Mages Guild, you are sharp, intelligent, and eager to learn. You have become more and more interested in the miracles of the magical world. Though you likely begin your career as an attendant of a more accomplished mage, you aspire to be a master wizard yourself, skilled in the schools of magic or the magical trades, like alchemy or enchanting. You might be looking to increase your personal power or strive to improve the world. Either way, you have already gained some knowledge of the arcane arts. Skill proficiencies: Arcana, History Languages: Two of your choice Equipment: A magical focus, Guild robes, a badge of the Mages Guild, a set of common clothes and a pouch containing 50 septims. FEATURE: ARCANE KNOWLEDGE The expansive libraries that can be found inside every Mages Guild across Tamriel are well renowned and sought after by scholars, nobles, and practitioners of magic. As an initiate of the Mages Guild, you have access to any Mages Guild Hall across Tamriel, and gain use of these extensive libraries. These libraries can contain information about all types of magic, from spells, to arcane lore, and obscure information about certain magical items and artifacts. If the knowledge you seek isn’t in your nearest library, you likely know which library contains it. You also gain access to magical tools, such as alchemist supplies, herbalism kits, and enchanter’s tools. SUGGESTED CHARACTERISTICS Members of the Mages Guild are curious and intelligent. They can be driven towards this knowledge for their own benefit or they could have altruistic motivations, wishing to improve all aspects of Tamriel. These variants and everything in between are what make up the population of the guild.
CHA PT ER 2: GU ILD S O F CYROD I IL 107 HOW DO I FIT IN? As an adventurer within the Mages Guild, you will often be tasked with various small requests from your superiors at first. These might include fetching things, helping with experiments or aiding in spell testing. But as you advance your talents and you achieve greater success, you will be entrusted with more important tasks such as helping your fellow mages to unearth historic artifacts, or analyzing magical anomalies in nearby ruins. Regardless of your position, you represent the Mages Guild during your missions. The more experienced you get, the more responsibility will gain, and the more you will be relied upon to help shape the future of the guild. Perhaps the Arch-Mage will approach you personally with more specific requests once you have made a name for yourself. Either way, you will always have enough room to follow up on your own leads, interests, and hobbies, allowing you to hone your skills when you are not directly doing work for the guild. A MAGES GUILD PARTY A party that fully consists of Mages Guild members will be sent on missions that require more than just one mind. An example of this could be dealing with a threat to a nearby city or delving through ancient ruins, looking for magical knick-knacks. There may be one or two accomplished mages or sorcerers that form the scholarly portion of the group. They might be accompanied by a lamp knight (a spellsword or warrior) or a shadowmage (nightblade). Flaws d6 Flaws 1 I am told that I am extremely arrogant. I don’t see it. 2 I almost always underestimate my own power. 3 I prefer my studies and books over other people. 4 I blame myself for a tragedy I caused with magic. 5 I am constantly told I am too lazy compared to my potential. 6 If I don’t complete something the moment I think of it, I forget it. Personality Traits d8 Personality Traits 1 I never leave a book unfinished. 2 This world is full of secrets, waiting to be uncovered. 3 I feel bad for those that are incapable of understanding magic. 4 Magic is not a gift, it is a burden. 5 I am always willing to teach those who wish to learn. 6 I get really excited about my scholarly pursuits and will talk to anyone who is willing to listen. 7 I have seen the dangerous side of magic multiple times, and it has an ugly face. 8 I can always be found around the study or a library Ideals d6 Ideals 1 Altruism. I want to use my magical gifts to help those who need it most. (Good) 2 Power. I will become the strongest mage who has ever lived. (Chaotic) 3 Curiosity. I want to study and learn the cosmic secrets of Aetherius. (Neutral) 4 Guild. I wish nothing more than to see the guild flourish with my help. (Good) 5 Improvement. I only wish to be a little bit better tomorrow than I was today. (Any) 6 Protection. Magic is dangerous and others must be protected from it. (Lawful) Bonds d6 Bonds 1 The guild has always been there for me since I was young. 2 I have dedicated myself to understanding the secrets of a particular school of magic. 3 I will never forget the wizard I studied under. 4 I have an undecipherable arcane tome I hope to one day understand. 5 I am utterly fascinated by powerful mages from the legends and would do anything to meet one. 6 Every book in the library of my local guild is precious to me.
108 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANK AND RENOWN Renown within the Mages Guild is a measurement of skill and importance. Each rank brings on new levels of responsibilities and expectations as you demonstrate your effectiveness in your school of magic. Of course, these promotions also allow you to pursue your own research and experiments. Opportunities for advancement become rare after becoming a Master Wizard, but the prestige gained from those promotions provide ample motivation to keep studying. MAGES GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Mages Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) RANK 1: WIZARD Prerequisite: Renown 3 or higher with the Mages Guild You have shown an aptitude as an apprentice and have been promoted to the rank of wizard. In this role, you serve under a master with a more hands-on approach to research and discovery than you had as an initiate or apprentice. You lead these experiments, but with your master’s goals in mind. Only spellcasters can conduct magical experimentation, while Lamp Knights are more likely to help in research projects or provide themselves for another mages experiment. As a wizard, you gain access to 1d4 apprentice wizards that also serve under your master to assist you in your research projects. When you achieve this rank, you are directed to create your own mages’ staff (described in Chapter 4), which is used as a symbol of your status as a wizard. This staff likely represents your key school of interest, or the magical school you are the most practiced in. To create the staff, you must spend 10 days of downtime at a Mages Guild enchanter’s study, assisting a master wizard in the construction of the staff, which is given to you at the end of this time. If your staff is lost or destroyed, you can create a replacement by spending 200 septims and another 10 days of downtime. Between work and adventures, you now gain a salary pursuing your duties that supports you at a modest lifestyle. RANK 2: MASTER WIZARD Prerequisite: Rank 1 and Renown 10 or higher with the Mages Guild Regardless if you have become an accomplished mage or a stalwart protector, you are now eligible for a promotion as a master wizard. In this position, you oversee one of several functions of the guild, as well as the mages that you once apprenticed alongside. As a spellcaster, you are likely promoted to either the Master of Academia or the Master of Scrye, depending on your arcane path and skill. In this role, you serve as counsel to the High Incunabulist and communicate their goals to the wizards and apprentices that assist you. You have increased independence in the methods you choose to establish your goals and gain the assistance of 4d4 apprentice wizards. Lamp Knights advance to the role of the Master of Initiates or the Palatinus. As Palatinus, you lead the local chapter of the Order of the Lamp, and as Master of Initiates, you are given a significant role in determining the Order’s recruitment and training protocols. In either role, you are in regular contact with the Master at Arms, and provide counsel when requested. You can secure the assistance of a band of 2d4 soldiers and 2d4 hedge wizards that can accompany and assist on missions for the guild. As a master wizard, you now earn a salary sufficient to maintain a comfortable lifestyle. RANK 3: HIGH WIZARD Prerequisite: Rank 2 and Renown 25 or higher with the Mages Guild You have made a name for yourself within your Guild Hall, and you are becoming known throughout the entire Mages Guild. As a high wizard, you are now eligible to be promoted to one of the highest ranks beneath the Guildmagister. As a spellcaster that is already a Master of Academia or a Master of Scrye, you are qualified to take on the leadership position of High Incunabulist. If you are a Master of Initiates or the Palatinus of the Order of the Lamp, you are capable of becoming the Master of Arms. To receive this promotion, a vacancy for this position must be available within the Guild, and you must receive approval from the Council of Mages, likely after being referred by your Guildmagister. If this role isn’t available in your Guild Hall, you may be transferred to another location. Mages Guild Spells Spell Level Spells Cantrip dancing lights, fire bolt 1st comprehend languages, identify 2nd enhance ability, misty step 3rd clairvoyance, magic circle 4th arcane eye, dimension door 5th legend lore, scrying
CHA PT ER 2: GU ILD S O F CYROD I IL 109 ENEMIES AND ALLIES Sometimes the Mages Guild as a whole, can be seen as aloof. They are sometimes more focused on their own research and ambitions than they are with the goingson of the world. This is often exaggerated by their neutral stance when it comes to politics. Of course, they step in when they see their skills are needed, but they prefer to keep out of such efforts. This creates a friendly, but sometimes uncomfortable, relationship with the Empire and other rulers. They are seen as capable, but unreliable allies. When it comes to the other guilds of Tamriel, the Mages Guild sometimes relies on the Fighters Guild for mercenaries on their projects when the Order of the Lamp isn’t sufficient. They have a tenable relationship with the Gold Coast Trading Company, as this group is capable of supplying necessary provisions, but can become adversaries when looking for lost antiquities. The Mages Guild goes to great efforts to keep their plans away from the prying eyes of the Company and the Thieves Guild. There are also those who are afraid of the capabilities of the Mages Guild. Both Nord and Redguard nations have been historically known to be either hesitant with or will even shun magic entirely. The guild will also find enemies in the many necromantic cults and Daedra worshipers throughout Tamriel, as their practices have generally been outlawed or denounced by the guild. The guild’s most notable adversary is the Cult of the Black Worm. It is your responsibility to put together the right councils required to uphold the Guildmagisters goals. You decide which directives to focus on and assign these responsibilities to each master wizard and their apprentices. Between adventures, you continue to earn a salary that supports you at a comfortable lifestyle. RANK 4: GUILDMAGISTER Prerequisite: Rank 3 and Renown 50 or higher with the Mages Guild As one of the most accomplished mages in Tamriel, you are now eligible to become a Guildmagister. The decision to promote you to this rank lies solely on the Arch-Mage, although the Council of Mages might be able influence this decision. There are only as many positions for Guildmagister as there are Guild Halls, so you will need to wait for a vacancy or a new hall to be formed. When you become a Guildmagister, you are given great latitude to pursue the ambitions and goals of the Council of Mages, including the Archmagisters and the Arch-Mage. This means you can direct the activities of your Guild Hall to focus on specific schools of magic or research particular artifacts and arcane mysteries. You can also influence the local attitudes towards certain arcane beliefs, lifting or creating taboos, as you see fit. As a Guildmagister, you can maintain yourself at a wealthy lifestyle between adventures.
110 L E G IONNA IR E ’ S GU ID E TO CYROD I IL THIEVES GUILD I'm a thief. Now, don't get me wrong. I ain't saying this out of pride, but I ain't ashamed of my occupation neither. Thieves got a perfect right to exist in the Empire. People say we're dishonest. Of course, those people are usually either merchants or priests, which really slays me. Sort of the snake calling the worm legless. —Anonymous, Confessions of a Thief A means to organize theft was introduced as the Thieves Guild ages ago. The guild values professionalism and skill in its members, and is highly notorious for putting those feats to use when it comes to robbing, burgling, and stealing the riches off of the people of Tamriel. One of its greatest feats is the ability to exist while convincing the general public that it doesn’t. Many rumors roam the provinces about this shadowy group of thieves, but the guild itself prefers to stick to the shadows and live in secrecy. Because of this talent, only history truly knows when and where a guild prevailed, but even this knowledge is spotty at best. Many centuries have passed with no official record of a Thieves Guild existing in certain parts of the Empire. Whether one existed or not is lost to myth. While bands of thieves can endure anywhere, the idea of the Thieves Guild is somewhat unique to the Empire. Tolerated by Imperial Law, the guild has been given the right to exist and operate as a crime regulator. Thieves within the guild protect each other and punish the clumsy and the greedy. Those who rule over others depend on the guild to keep the amateurs, bandits, and codeless thieves out of business. This doesn’t make them immune to the force of law, however, nor does it protect them from others who refuse to turn a blind eye to their deeds. The guild still needs to look out for their own. They are simply organized in their desire to grow rich through unlawful measures, and the members of the Thieves Guild will work to earn their right to survive. INSIDE THE THIEVES GUILD There have been many different chapters of the Thieves Guild, all operating under slightly different conditions, with different sets of rules and beliefs, set and enforced by the local Guildmaster. Within this organization filled with robbers, bandits, and crooks, is a surprisingly strict code of honor that makes sure that the guild will both survive and thrive. Not only does the guild possess its own set of rules, it also has an organized hierarchy to guide its members. Most of the time, the guild has members that have been given more responsibility as part of another function. These include the guild’s various fences throughout Tamriel, its trainers, and those that oversee the communication with third parties. The Guildmaster is a figure whose task it is to inspire their members and showcase exemplary behavior, fitting for a master thief. Underneath the Guildmaster is the Doyen. A Doyen acts as the hands and eyes of the Guildmaster and oversees the distribution of jobs among the members within the guild. Unlike many of the other guilds of the Empire, the Thieves Guild doesn’t have outright Guild Halls. But thieves like to be where their friends are. The local cornerclub, tradehouse, tavern, or inn. Because of this, the guild may seem unorganized at first glance, but it proves itself to be quite adept at maintaining order. In some chapters, thieves might hide in plain sight, while remaining far enough away from prying eyes. These places might be called Outlaw’s Refuges or Thieves’ Dens, and can be found in city sewers, natural caverns, or in the back rooms of otherwise upstanding businesses. Sometimes, the guild is even known to worship the Daedric Prince Nocturnal in order to benefit from the boons of the Lady of Shadows. Thieves, like many criminals, are superstitious more so than merely reverent. To many, worship of Nocturnal is more akin to insurance of success than faith. Honor Among Thieves While each location has the right to create their own codes and ethics, they each operate under a set of guidelines. Here is an example of what that might look like: First, never steal from another member of the guild. Second, never kill anyone on the job. This is not the Dark Brotherhood. Animals and monsters can be slain if necessary. Third, don't steal from the poor. The peasants and beggars are under the personal protection of the Guildmaster. Breaking any of the three rules means expulsion from the Thieves Guild. If you commit murder, you must pay the blood price to rejoin the guild. Blood price is for each person slain. You can pay any of this to the guild Doyen.
CHA PT ER 2: GU ILD S O F CYROD I IL 111 GOALS OF THE THIEVES GUILD Crime in moderation is good for the economy. The trick is to keep it at a good, even pace with a well timed lull and a minor wave to keep the fat bottoms from becoming complacent. Of course, undisciplined, but talented thieves will keep stealing, empty their pockets, and steal some more. This is not good for anyone. That's where the guild comes in. The Thieves Guild does it’s best to keep its side of the deal with the Empire and regulate crime. To do this, the guild enforces a set of rules that all members must learn to live by. Thieves that refuse to join the guild, or refuse to follow the rules, typically find themselves unable to continue on with their preferred career—it’s hard to steal with a pair of broken arms. Moderating crime is also a good way to keep hidden. Most citizens of Tamriel would believe that if a Thieves Guild exists, it would create rampant crime that would be impossible to hide. The smart Guildmasters know that the best way to stay out of the spotlight of the law is to remain invisible to everyone. Each member steals at their own discretion. The guild neither helps nor hinders with a burglary. However, hiding their crimes and protecting their own is a high priority for the guild, but the guild also knows when to cut loose reckless thieves as a means of self preservation. The riches stockpiled by the Thieves Guild are not set aside solely for their own enjoyment. Making sure that the poor and the needy are taken care of is important. By sharing their fortune with the beggars and downtrodden of Tamriel, they can recruit essential allies that become their eyes and ears among the people. This allows the Thieves Guild to gather information about prospective new jobs, possible guard raids, or other events that might change their plans. This allows the guild to work as a loose network of informants and spies that would rival any espionage otherwise seen in Tamriel. THIEVES GUILD CHARACTERS Alignment: Mostly chaotic, neutral, or even evil. Suggested Classes: Bard, rogue, thief You might enjoy playing a character who is a member of the Thieves Guild if one or more of the following statements are true: ◈ You love to put your skills to the test. ◈ You are excited by high stakes with high rewards. ◈ You want to connect with a network of likeminded criminals. JOINING THE THIEVES GUILD You began your career with the Thieves Guild in one of two ways: you found them, or they found you. Perhaps after robbing a noble blind you were contacted by a member who asked you to join. Or you followed a friend, who unknowingly led you straight into the guilds hideout, and you wanted in. Regardless, you were recognized for your skills as a capable thief that can follow orders and were invited to join the organization. Inside the guild, you were trained, taught, and kept out of prison. You have been given protection when
112 L E G IONNA IR E ’ S GU ID E TO CYROD I IL you needed it, and have given protection when it’s been asked of you. You’ve honed your skills in stealth, spying, forgery, and more, while bringing your own talents to the guild. You listen to the Doyen. You take your orders from them. You get your favors from them. They can pay off the Imperial judges to remove your crimes if you get caught. If you are a thief from any archetype, you will use the skills and abilities you have that set you apart from other thieves. You will likely play a key role in the guild as a burglar or pickpocket. Rogues can have similar talents, but might find themselves as enforcers, spies, or infiltrators. You’ve probably broken a few bones over the years. If you are a bard, nightblade, or mage (perhaps from the school of illusion), you use magic to enhance your ability to sneak about. Becoming invisible, using disembodied limbs to distract or pinch for you, or even stealing in broad view and then changing the memories of your marks. Your role in the guild is the same as any other thief, but your methods are truly unique. BACKGROUND: FOOTPAD You are a thief. You are fast, agile, and move around undetected. Sneaking around has become second nature to you and you’re always on the lookout for new opportunities to present themselves. As a member of the Thieves Guild, you have spent part of your professional life inside someone else’s residence as an unwelcome guest. You might not always be aware of who your target is, but that’s a part of the job. You have a knack for taking items that do not belong in your pocket, but will wind up there anyway. Skill proficiencies: Sleight of Hand, Stealth Tool proficiencies: Thieves’ tools Languages: Thieves Cant Equipment: Thieves’ tools, a memento of an earlier theft, a pocket knife, a set of dark clothes, and a pouch containing 60 septims. FEATURE: FRIENDS IN LOW PLACES Your friends at the Thieves Guild know where the action is, where the action is safe, and where it is not. These friends may be part of the guild or they might be unaffiliated informants or allies. You are taught how to spot, read, and write Shadowmarks. These friends will also provide you with a safe place to hide, where you rest in peace or wait for the heat to cool down. The help of friends also includes fences who will buy your stolen goods, and fixers that can restore your standing with the guards for about half the cost of your fines. That's where the 'honor among thieves' part comes in. Friends stick together, and help each other out. SUGGESTED CHARACTERISTICS Among the thieves from the guild, the best and worst can be found. Some might wish to only take what they need, while there are also those who might quietly bend the rules to grow rich off the wealth of others. A thief might be in it for themselves, for their families, or to help the downtrodden, but any motivation is possible when someone is willing to dedicate their lives to thievery. Personality Traits d8 Personality Traits 1 I often keep my best ideas to myself. I wouldn’t want anyone to steal them. 2 I find it hard to trust, given my line of work. 3 Having a good sense of humor helps get through the day. 4 The shadows always feel like home to me. 5 I believe in honor among thieves, and live honorably with all my friends. 6 I love telling and hearing tall tales. 7 I don’t like doing petty thievery; I am in it for the big profits. 8 I need to be better than the others, or else they’ll take what’s mine. Ideals d6 Ideals 1 Wealth. I want to get filthy rich off of other people’s belongings. (Evil) 2 Adrenaline. It’s not just about the valuables, but also about the sensation of stealing something. (Chaotic) 3 Freedom. I want to be self-sufficient, without having to work for others. (Chaotic) 4 Escape. I steal so that one day I can afford to get out of this business. (Any) 5 Altruism. I steal from the rich, to give to the needy. (Good) 6 Anarchy. Everything is meant to be stolen, so it might as well be me. (Neutral)
CHA PT ER 2: GU ILD S O F CYROD I IL 113 HOW DO I FIT IN? Working for the Thieves guild is generally what one would expect from the name. You are a thief, a spy, enforcer, or operative. Your duties are usually simple. Steal without getting caught. But the guild sometimes works with high-profile clients, stealing secrets, rather than goods, or artifacts instead of gold. These instances might turn the tide of war, unseat kings, and change the course of Tamriel for an era. In any case, it is paramount that the guild stays hidden and much of your actions are dealt with on your own to help keep it secret. You often speak in code, known as thieves cant, to keep your intentions unknown, and you have learned to keep an eye out for shadowmarks, ciphers intended to convey simple messages. Like any good thief, you know about security—locks, traps, and how to get around them. You also know how to defend yourself, either through evasion or assault. When you are on the move, you travel light and fast, often preferring light arms like daggers and shortswords, and light armor, like leather or hide. Keeping a distance is even better, avoiding a slugging match means you have less of a chance of being slowed down. Wielding arrows, bolts, throwing stars, darts, or even spells can keep you moving fast. A THIEVES GUILD PARTY The guild might send an adventuring party to infiltrate a renowned nobles’ mansion or to rob a kingdom’s treasury. These larger heists require unmatched stealth and subterfuge, with a team consisting mainly of thieves, rogues, and monks. A nightblade or mage would provide subtle spells, but equipment and healing potions might be relied on for additional support. RANK AND RENOWN As you gain renown with the Thieves Guild, you will be rewarded with missions of greater importance and difficulty. To advance through the ranks, you must meet the requirements. Some chapters measure your worth in gold stolen and property sold to the guild fences. Regardless, the Doyen or Guildmaster determine those conditions. Each time you rise in rank, you are given more important jobs that are more difficult, but they are also more rewarding. THIEVES GUILD SPELLS Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Thieves Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Flaws d6 Flaws 1 I am very clumsy at times. 2 I can’t resist even a bit of gold. 3 I don’t really like people, I only like their gold. 4 I have a very sharp tongue that gets me in trouble. 5 My own survival is more important than anyone else. 6 I like to lie and I’m good at it. I might be lying right now. Bonds d6 Bonds 1 My loyalty is placed in a superior in the guild, rather than the guild itself. 2 I do what I do for my loved ones. 3 I’ve had my eye on a particular piece of treasure and won’t stop until it’s mine. 4 My guild mates are the only family that I have. 5 I need to quickly turn a profit to pay off some old debts. 6 I will make up for my past deeds, but I need gold first. Thieves Guild Spells Spell Level Spells Cantrip mage hand, message 1st disguise self, feather fall 2nd blindness/deafness, silence 3rd nondetection, sending 4th arcane eye, dimension door 5th mislead, modify memory RANK 1: SCHEMER Prerequisite: Renown 3 or higher with the Thieves Guild The guild takes care of its own. When you have proven yourself to be an asset to the guild, you are given the title of schemer. You call a particular safe house home where you can sell stolen merchandise to a fence and have confidential meetings with the Doyen. You gain access to general supplies and services that you can buy, depending on the type of safehouse you’ve claimed. This could be a standard general store, armory, or apothecary, where you will have ample access to general goods, weaponry, or potions. This could also be a tavern or inn. Regardless, the goods and services offered here are sold to you at a 10% discount.
114 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANK 2: SPYMASTER Prerequisite: Rank 1 and Renown 10 or higher with the Thieves Guild You have emptied many pockets, safes, and purses, to the point where you see most petty missions as child’s play. You have learned how to pay attention to subtle hints and clues, which gives you insight into the world around you. This heightened awareness has granted you the title of spymaster. By getting to this rank, you’ve uncovered a few secrets, with one important secret in particular. Work with your GM to determine what that secret is. The secret typically involves an influential person or organization. Perhaps regarding a hidden past or potential future. You should determine the general source or type of secret, but the GM ultimately decides the details. RANK 3: DOYEN Prerequisite: Rank 2 and Renown 25 or higher with the Thieves Guild You have made a name for yourself within the guild and are recognized by the Guildmaster, who promotes you to Doyen. There are no set amount of Doyens in each chapter, so you do not need to wait for this position to become vacant. As Doyen, you gain a significant amount of independence over the jobs you conduct for the guild— even more so than usual. You also gain control over what types of jobs everyone else takes on, as you are now in charge of distributing the assignments decided by the Guildmaster. With this new position comes extra clout, which can be used when dealing with guards and judges. You gain advantage on Personality (Persuasion) checks made to reduce the sentencing or the cost of a bounty on yourself or a member of the guild, though you can only use this influence once each day. On a successful check, the sentence or bounty is reduced by half. In this role, you can maintain a comfortable lifestyle between adventures. SPECIAL ROLE: NIGHTINGALE Prerequisite: Renown 25 or higher with the Thieves Guild, 10th level or higher Only the highest skilled thieves can join the Nightingale Trinity, and you have caught the eye of Nocturnal, the Mistress of Shadows. As the name suggests, there can only ever be three Nightingales at a time, and this position won’t be presented to you until it is available. Once you gain the role, you join a special order of thieves, hand selected by Nocturnal, to serve her and take on the Oath. You are required to guard the Twilight Sepulcher, the Temple of Nocturnal, against all threats. You also must ensure the Skeleton Key, her prized artifact, is kept in the Sepulcher, retrieving it when necessary. In return, and in time, Nocturnal may grant you special boons intended for her faithful. You also reserve your spirit to the Evergloam, where upon death, you will become one with the shadows itself. RANK 4: GUILDMASTER Prerequisite: Rank 3 and Renown 50 or higher with the Thieves Guild Having stolen more than many of the others thieves combined, you have gained the respect of the entire guild. You are now eligible to become Guildmaster, though each chapter can only have one Guildmaster, so you must wait until the position becomes vacant and earn the approval among the majority of the guild. As Guildmaster you take full control over how the guild operates. You determine the codes and ethics that guild follows and what type of jobs the guild agrees to take on. You can rely on 6d10 bandits, 6d6 scouts, and 1d6 + 1 spies to independently complete guild missions, which you can rally for special missions of your own devising. Between adventures you can now maintain a wealthy lifestyle. ENEMIES AND ALLIES Thieves know little to no allies among ordinary, lawabiding citizens or townsfolk. Nor do they seek to gain their trust, as it is better to remain hidden without their help, than be known and hindered. With chapters throughout all of the Empire, the guild’s presence is always something that upstanding citizens are wary of, regardless if they know for certain a guild operates nearby or not. The guild finds allies in all walks of life. Beggars and vagabonds are seen as the best source of information, since they have eyes and ears everywhere and cost little to keep their cooperation. On the opposite end, officials or nobles can be corrupted and are always in need of the guild’s skills and services. Even local authorities endure the Thieves Guild as they see it as a crime regulator, making crime less chaotic altogether. You might even find cooperation with the other guilds, such as the Gold Coast Trading Company, who might make use of the Thieves Guild, resulting in a fruitful partnership. But for the most part, working alongside other guilds might be a one sided operation, preferably with the other not knowing who exactly is working with them.
CHA PT ER 2: GU ILD S O F CYROD I IL 115 SHADOWMARKS Learning to identify the shadowmarks can mean the difference between making a fortune and ending up with a blade in your gut. The clever little marks are carved all over the Empire—mostly on the door frames or fronts of buildings, but they can be found pretty much anywhere a thief's been. It's the way the guild talks to each other without talking. Shadow marks keeps the newer thieves from becoming dead thieves. THE GUILD This is the symbol for the Guild. This means the place is as safe. Seeing this shadowmark means that someone from the Guild is nearby for certain. SAFE This shadowmark is usually left behind when an area has been scouted and a safe way around something has been found. Perhaps a hallway without traps or maybe a house that's already cleared out. Follow the direction to keep alive. DANGER If this shadowmark is seen, it’s best to head the other way. It means there's something ahead or just beyond that door that wants to turn you inside-out. Try to find another way around or steer clear entirely. ESCAPE ROUTE On the rare occasion that a thief finds themselves in jail, this mark will lead them to safety. The mark points in the direction to freedom, which is hopefully only a few steps away. PROTECTED The Guild puts these shadowmarks on places they don't want thieves to go. The people here are under the Thieves Guild's protection and should never be robbed or assaulted. Being caught in these areas will lead to disciplinary action. FENCE This should should be any thief’s favorite shadowmark. The person near this mark will buy any hard-earned stolen goods for a fair price. THIEVES' CACHE Every now and then, the Thieves Guild likes to give back to their members. A shadowmark like this found near a chest or maybe a hollowed log, means there’s a gift from the Guild for the thief who finds it. LOOT There's something near this shadowmark worth stealing. These are either left behind by scouts or thieves that already filled their bags. EMPTY The opposite of the Loot Shadowmark. Pass on this place, there's nothing inside.
116 L E G IONNA IR E ’ S GU ID E TO CYROD I IL GUILD SERVICES While each guild provides exclusive benefits to their members, they also provide services to the general public, which helps cover many of their operations costs. Those goods and services provided by the guilds are described below. ARENA Selling tickets for the entertaining arena battles takes care of the vast majority of the Arena’s profits, but they also fill their coffers in a few other ways. Merchandise crafted specifically for important arena gladiators and celebrities can be purchased in a variety of kiosks outside of most arenas. This can be as simple as signed portraits, or could be as unique as faux khajiit ears that can be worn by commoners in the stands. Or even replica armor or practice weapons made of wood that depict a champion's favored armaments. Additionally, the Arena sells most weapons and armors found in the Basic Rules and has talented smiths that can repair damaged goods. The Arena is always looking for more capable fighters to draw in the crowds. To ensure there is never a lack of talent, the Arena also provides weapon training. A character can seek out the services of a trained instructor to gain proficiency in a specific weapon (longbows or daggers, for example), provided that they have enough free time. Weapon Training. Receiving training in a weapon proficiency typically takes at least 10 workweeks (5 days a week, and 8 hours each day), but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 100 septims per workweek. Gambling. One of the many draws for spectators to the Arena is the chance of winning big on a bet, but for every winner, there has to be a loser. ‘Bet high, win high’ is the slogan many of the seasoned gamblers tout. The events of a bet can be as simple as a couple of random chance outcomes. A GM can determine the outcome on their own, or if they would like to randomize the event, they can use the following rules: You can use a simple 1d2 chance for each encounter, or use the table below for a more complex and dynamic combat experience. The player places a bet by choosing a team or combatant (the chosen team) to win a duel against another team or combatant (the opposing team). Using the random outcomes in the table below, you can create ways to weave a narrative to the player characters in the theater of their minds. In the table below, a ‘combatant’ or ‘team’ does not necessarily indicate a single humanoid, but could be one or more beasts, monstrosities, or other fantastic opponents. Winning an arena match may result in slaying the opposition, or simply proving themselves to be the victor. Rolling in this manner can negate the need for stat blocks, hit points, balancing combat, and can streamline several bets relatively quickly. Continue to roll on this table and describe the outcome until you roll either a 1 or a 2 on the die. Arena Gambling d10 Outcome 1 The opposing team wins against the chosen team. 2 The chosen team wins against the opposing team. 3 The opposing team greatly injures the chosen team. 4 The chosen team greatly injures the opposing team. 5 The opposing team gains the upper hand on the chosen team. 6 The chosen team gains the upper hand on the opposing team. 7 The opposing team slightly injures the chosen team. 8 The chosen team slightly injures the opposing team. 9 The opposing team rebuffs the chosen team’s attack. 10 The chosen team rebuffs the opposing team’s attack. Another way to interpret this table could be by using a ‘best-of-three’ point system. On an odd roll, add a point to the opposing team, and on an even number, add a point to the chosen team. The first to three wins automatically instead of needing to wait for a roll of a 1 or a 2. Bets are typically a 1:1 payout, but a GM can weigh certain events to be stacked in favor of the opposition, with a higher payout towards the player characters. In these situations, the GM can roll two dice and choose the result of either die. Such a bet would yield a 1:2 or 1:3 payout. Such a stilted fight may be told as an Orc warrior being at odds with a pair of minotaurs. Rigging Games. Player Characters can attempt to the outcomes of their bets in their favor. There may be many ways in which players may attempt to rig a match. A bard may attempt to grant a character bardic inspiration, a mage may try to cast a spell on a
CHA PT ER 2: GU ILD S O F CYROD I IL 117 character, or a rogue may attempt to poison the competition before the match. A character who attempts to game the system may need to succeed an Agility (Stealth) or (Sleight of Hand) check with a high DC. DARK BROTHERHOOD Those who wish to summon the Dark Brotherhood are required to perform a profane ritual known as the Black Sacrament. To do so, one must create an effigy of the intended victim, which is to be assembled from actual body parts. The grotesque idol could be built of a heart, a skull, bones, or flesh. Once the effigy is encircled with candles, the ritual itself can begin by stabbing the idol repeatedly with a dagger that has been rubbed with the petals of a Nightshade plant, while whispering a plea: “Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear.” After the ritual is complete, a representative of the Dark Brotherhood will visit the summoner, usually by the next day or within the week. Only then, can the contract be discussed and the payment be made. The Dark Brotherhood Assassin table provides suggested prices for hiring assassins to kill on your behalf. The cost is based on the challenge rating of the target that you intend to die, and the prices are expecting a general member of society. High-profile targets, such as guildmasters, nobles, or lords, could cost anywhere between two and ten times as much, with the GM’s discretion. Once an assassin has been put on a job, roll on the Assassination Results table to determine the success of the mission. Depending on the target, the price may be modified to suit their status or difficulty. An elderly king, for example, might only be a CR 5 target, but would be protected by capable guards. This would increase the cost substantially. A well known knight might or midranking guild member might be twice as much, whereas a noble, lord, or guildmaster could be 3 to 5 times the cost. The ruler of a kingdom, or the emperor themselves, might come with too many complications and be rejected entirely, or could be 10 times the average price. FIGHTERS GUILD Anyone with the right amount of coin can hire the Fighters Guild to help with a wide variety of mercenary work. The guild acts primarily as a service for pest exterminators, protection, guards, or general strongarms to intimidate or take care of problems. Shopkeeps and the Mages Guild are known to hire members of the Fighters Guilds to ensure valuable goods make it to their destinations, or to protect scholars and sages that need to conduct rituals in dangerous places. Lords and land-owners employ Fighters to act as guards or to fend off bandits or goblins that cause troubles in their demesne. The Fighters Guild Mercenaries table provides a list of some NPCs available for hire and the cost in septims per day for their services. These guild members will continue to provide their service as long as they are paid and are kept relatively safe. The more expensive members bring more experience, and will stand against more fearsome foes. Dark Brotherhood Assassin Target’s CR Price Target’s CR Price 1 or less 200 s 9 16,000 s 2 600 s 10 20,000 s 3 1,200 s 11 25,000 s 4 2,500 s 12 30,000 s 5 4,500 s 13 36,000 s 6 7,000 s 14 42,500 s 7 10,000 s 15 50,000 s 8 13,000 s 16 60,000 s Assassination Results d100 Result 1–10 The assassin is so unsuccessful in killing the target that they are captured and reveal the identity of their contractor. 11–20 The assassin fails to kill the target, and has been killed or captured. 21–30 The assassin fails to kill the target, but manages to escape. 31–40 The assassin kills the target, but has been killed or captured. 41–90 The assassin kills the target. 91–100 The assassination is so successful that the target is believed to have died by natural causes, leaving no suspicion of murder.
118 L E G IONNA IR E ’ S GU ID E TO CYROD I IL GOLD COAST TRADING COMPANY Selling wares for a profit is at the forefront of every Gold Coast Company store. The company has many different types of stores, from selling general goods, to arms and armor, to beasts of burden—really anything that can turn a profit in a region—are all sold at different allied shops. For the busy adventurer and treasure-hunter, sometimes the act of selling goods can be time-consuming and disruptive to their lifestyle. You can’t delve through dungeons if you are stuck in town trying to hock your wares. The Gold Coast Company offers consignment services to adventurers so they can keep searching for more artifacts and relics to sell. Consignment. Selling high priced items can sometimes require a significant amount of downtime, especially for magical items that may not have a buyer readily available. The Gold Coast Company will take the item and attempt to sell it on your behalf. In exchange, the company takes a 10% cut of the sale. At the end of each week, roll on the Consignment Sales table. If the roll meets or exceeds the DC determined by the price (in septims) of the item being sold, a buyer is found, and the gold from the sale can be retrieved the next time the store is visited. A member of the Gold Coast Trading Company gains a +2 bonus for each level of their current rank that they can add to each roll. Items that are below the threshold of the Consignment Sales table can usually be sold at any Gold Coast store, and items of higher value may be automatically sold, at the GM’s discretion. IMPERIAL TEMPLE Healing the sick and providing guidance to the faithful is the fundamental mission of the Imperial Temple. The nearby population reaches out to the local temple in times of need, whether it’s to help with philosophical dilemmas or curative measures. The Imperial Temple Services provides a list of spells that the Imperial Temple will provide for the public. Additional spells could be offered by different tables. For example, a temple to Arkay might offer the death ward spell, whereas a Temple devoted to Zenithar might offer the aid spell. Donations are required to receive these services, but the prices are typically lower than what other guilds would charge. The price is associated with the service of casting a spell and does not include the cost of material components, which must be paid for in addition to the spell (the Temple usually has access to these materials) or be provided by the customer. Fighters Guild Mercenaries NPC Challenge Rating Pay guard, noble 1/8 8 septims per day thug, scout 1/2 20 septims per day berserker 2 50 septims per day knight, veteran 3 100 septims per day gladiator 5 150 septims per day Consignment Sales Item Price DC 500–999 10 1,000–1,999 12 2,000–4,999 14 5,000–9,999 16 10,000–19,999 18 20,000–99,999 19 100,000+ 20 Imperial Temple Services Spell Donation Required cure wounds (1st level) 30 septims lesser restoration 125 septims prayer of healing (2nd level) 125 septims remove curse 300 septims divination 775 septims greater restoration 2,250 septims raise dead 2,250 septims
CHA PT ER 2: GU ILD S O F CYROD I IL 119 IMPERIAL LEGION The standing army of the Empire provides general protection for the citizens of Cyrodiil. There is little they have to offer to the public outside of that role. City guards are paid and retained through regional lords, and personal protectors can be hired through mercenary companies, like the Fighters Guild. Dignified members of society, such as lords, land owners, and guild masters, may have certain access to the Legion that isn’t available to commoners. When the circumstances merit, these individuals may be able to influence the Imperial Legion and convince them to supply entire contingents of soldiers to protect and serve. These rare occurrences are left to the GM’s discretion and may be campaign defining events. MAGES GUILD Known for their mastery over the magical arts, the Mages Guild provides assistance in all things arcane. Many of the guildhalls offer an array of services to nonmembers including selling spell scrolls, reagents and material components, identifying magical items, and researching esoteric knowledge in their exclusive and extensive libraries. On rare occasions, and for substantial costs, the Mages Guild provides access to a series of teleportation circles set up around Tamriel, but for the safety of Cyrodiil, these rituals are often reserved for members of the guild. The Mages Guild Spellcasting Services table provides the pricing for spells of a certain level. The Guild has access to any spell on the mages spell list, which it can cast on a paying customer or inscribe on a spell scroll. The price is associated with the service of casting a spell and does not include the cost of material components, which must be paid for in addition to the spell (the Mages Guild has access to most materials) or be provided by the customer. THIEVES GUILD Burglars, pickpockets, and spies are the backbone of the Thieves Guild, and the bane to the city guard. Anyone who knows how to find one of the local safe houses, or an otherwise nondescript member of the guild, might be able to procure their professional services. The Burglars, Pickpockets, and Spies table provides suggested prices for hiring these professionals to steal items or collect information. The cost is based on the difficulty of the item being stolen, or the challenge rating of the target that you are either prying information from or whose pockets are being picked. These are general price suggestions that expect the target to be an unsuspecting victim. Those who are higher-profile, merchants with patented secrets, or well guarded nobles, are likely to cost twice as much, with the GM’s discretion. Once a professional has been put on the job, roll on the Thievery Results table to determine the success of the mission. Mages Guild Spellcasting Services Spell Level Cost 1st level 40 septims 2nd level 150 septims 3rd level 350 septims 4th level 850 septims 5th level 2,500 septims Spell scroll Cost of the spell + 10 septims per level of the spell Burglars, Pickpockets, and Spies Target’s CR Task’s DC Price Target’s CR Task’s DC Price 1 or less 8 50 s 6 15 1,400 s 2 10 150 s 7 16 2,000 s 3 12 350 s 8 17 2,500 s 4 13 700 s 9 18 3,200 s 5 14 1,000 s 10 20 4,000 s Thievery Results d100 Result 1–10 The thief is so unsuccessful in their task that they are captured and reveal the identity of their contractor. 11–20 The thief fails their task, and has been killed or captured. 21–30 The thief fails their task, but manages to escape. 31–40 The thief succeeds at their task, but has been killed or captured. 41–90 The thief succeeds at their task. 91–100 The thief is so successful that the target has no suspicion that an item or idea has been stolen. They might even think it was simply misplaced.
120 L E G IONNA IR E ’ S GU ID E TO CYROD I IL AN ALTMER MAGE PREPARES TO CAST A FIREBALL
CHA PT ER 3: S P ELL S 121 CHAPTER 3: SPELLS M agic has been a part of Tamriel ever since its creation. It flows from Aetherius into every part of this magical world. This chapter presents many of the spells known to the inhabitants of Tamriel. Available to be used by both players and monsters, these familiar spells will help customize your characters and your world to give them a memorable feeling of the Elder Scrolls. Spells can be added to any Elder Scrolls game, with the GMs permission. New games can simply start with these spells being added to the options available to the class. These spells can also be added in to existing games, either as treasure in the form of spell tomes and spell scrolls, or could be learned when a new level is reached. The new spell options are listed both by class and by spell school, with the spell descriptions following. BARD SPELLS 1ST LEVEL Absorb Luck Burden Drain Attribute Drain Skill Erelvam’s Wild Sty Fortify Health Spell Ward 2ND LEVEL Absorb Skill Detect Life Drain Luck Feather Fortify Skill Hush Rally 3RD LEVEL Fortify Attribute Frenzy Ghostwalk Orum's Aquatic Escape Rallying Inspiration 4TH LEVEL Paralyzing Touch Spell Reflection 5TH LEVEL Cruel Earwig 6TH LEVEL Mayhem Wizard Rend 7TH LEVEL Hysteria Mass Frenzy CRUSADER SPELLS 1ST LEVEL Lesser Ward Magicka Drain 2ND LEVEL Aurora Javelin Bound Weapon Cleansing Ritual Convalescence Detect Life Fire Bite Rally 3RD LEVEL Backlash Detect Dead Explosive Charge Fortify Attribute Luminous Shards Mara’s Grace Solar Barrage 4TH LEVEL Dark Flare Radiant Shield 5TH LEVEL Stendarr’s Aura Vampire’s Bane MAGE SPELLS CANTRIP (0 LEVEL) Finger of the Mountain Flames Mage Light Spectral Arrow Snow Flare Sparks Spell Ward Thunderbolt 1ST LEVEL Burden Chameleon Drain Attribute Drain Skill Elemental Fists Fortify Magicka Reflect Damage Soul Trap 2ND LEVEL Absorb Skill Arctic Blow Baronoff’s Bloody Icicle Bound Weapon Conjure Familiar Detect Life Disintegrate Weapon Feather Fire Bite Hush Rally Stormhand Transmute Mineral Ore SPELLS BY CLASS
122 L E G IONNA IR E ’ S GU ID E TO CYROD I IL 3RD LEVEL Absorb Attribute Absorb Magicka Black Hand Detect Dead Frenzy Ghostwalk Orum's Aquatic Escape Weakness to Elements 4TH LEVEL Arniel’s Convection Disintegrate Armor Llivam’s Reversal Magicka Vortex Paralyzing Touch Shockball Spell Reflection 5TH LEVEL Black Winter Create Black Soul Gem 6TH LEVEL Flaming Familiar Mark & Recall Wizard Rend 8TH LEVEL Shalidor’s Mirror 9TH LEVEL Sphere of Negation Summon Undead Dragon Urelu's Loathsome Coercion Wizard’s Fury NECROMANCER SPELLS CANTRIP (0 LEVEL) Flame Skull Snow Flare Sparks 1ST LEVEL Absorb Health Bone Armor Death Scythe Drain Attribute Drain Health Erelvam’s Wild Sty Heal Undead Night Eye 2ND LEVEL Baronoff’s Bloody Icicle Bone Guard Detect Life Expunge Grave Grasp Raise Animal Shocking Siphon 3RD LEVEL Black Hand Detect Dead Frenzy Restoring Tether Weakness to Elements 4TH LEVEL Animate Skeletal Mage Blast Bones Paralyzing Touch 5TH LEVEL Create Black Soul Gem Detonating Siphon 6TH LEVEL Boneyard Consuming Darkness Reanimate Corpse Weakness Wizard Rend 7TH LEVEL Mora’s Curse 8TH LEVEL Hand of Decay Summon Undead Dragon Witchwither NIGHTBLADE SPELLS CANTRIP (0 LEVEL) Spectral Arrow Veiled Strike 1ST LEVEL Absorb Health Absorb Luck Alad’s Caliginy Chameleon Drain Attribute Drain Health Drain Skill Erelvam’s Wild Sty Funnel Health Magicka Drain Muffle Night Eye Night Mother’s Caress Reaping Mark Reflect Damage Shroudwalk Soul Trap Teleport Strike 2ND LEVEL Absorb Skill Bound Weapon Curative Curse Disintegrate Weapon Drain Luck Grim Focus 3RD LEVEL Absorb Attribute Black Hand Daedric Curse Detect Dead Ghostwalk Frenzy 4TH LEVEL Disintegrate Armor Night Form Paralyzing Touch 5TH LEVEL Create Black Soul Gem Cruel Earwig Path of Darkness 6TH LEVEL Consuming Darkness Mayhem Strangulation Weakness Wizard Rend 7TH LEVEL Mass Frenzy 8TH LEVEL Soul Shred 9TH LEVEL Sphere of Negation PRIEST SPELLS CANTRIP (0 LEVEL) Aedric Spear Second Barrier Spell Ward Sun Fire 1ST LEVEL Absorb Health Burden Erelvam’s Wild Sty Fortify Health Fortify Magicka
CHA PT ER 3: S P ELL S 123 Fortify Skill Lesser Ward Soul Trap 2ND LEVEL Cleansing Ritual Convalescence Fire Bite Detect Life Feather Hush Rally Repentance 3RD LEVEL Absorb Attribute Detect Dead Fortify Attribute Mara’s Grace Restore Attribute Solar Barrage Weakness to Elements 4TH LEVEL Dark Flare Llivam’s Reversal Spell Reflection 5TH LEVEL Stendarr’s Aura Vampire’s Bane 6TH LEVEL Ebonyflesh Eclipse Shield Wall Wizard Rend 7TH LEVEL Greater Ward 8TH LEVEL Magicka Surge 9TH LEVEL Bane of the Undead Dawn’s Wrath SORCERER SPELLS CANTRIP (0 LEVEL) Finger of the Mountain Flames Mage Light Sparks 1ST LEVEL Absorb Health Burden Crystal Shards Drain Attribute Drain Health Fortify Magicka Magicka Drain Reflect Damage Soul Trap 2ND LEVEL Absorb Skill Arctic Blow Baronoff’s Bloody Icicle Bound Weapon Detect Life Disintegrate Weapon Feather Fire Bite Hush Mora's Agony Spell Absorption Stormhand 3RD LEVEL Absorb Magicka Black Hand Bolt Escape Command Daedra Detect Dead Frenzy Mora’s Grasp Overload Summon Daedra Weakness to Elements 4TH LEVEL Arniel’s Convection Bound Armor Daedric Mines Disintegrate Armor Magicka Vortex Paralyzing Touch Rune Prison Shockball Spell Reflection 5TH LEVEL Black Winter Create Black Soul Gem Shattering Prison 6TH LEVEL Flaming Familiar Lightning Form Mark & Recall Mayhem Strangulation 7TH LEVEL Mora’s Curse 8TH LEVEL Magicka Surge Shalidor’s Mirror 9TH LEVEL Sphere of Negation Wizard’s Fury SPELLSWORD SPELLS CANTRIP (0 LEVEL) Lava Whip Searing Strike Second Barrier Snow Flare Spell Ward Stonefist Thunderbolt 1ST LEVEL Absorb Health Burden Combustion Dark Talons Dragon Leap Drain Attribute Elemental Fists Lesser Ward Magicka Drain Muffle Soul Trap 2ND LEVEL Ash Cloud Bound Weapon Dragon Fire Scales Empowering Chains Engulfing Breath Fire Bite Magma Armor Spell Absorption 3RD LEVEL Black Hand 4TH LEVEL Bound Armor Inferno Petrify WARDEN SPELLS CANTRIP (0 LEVEL) Mage Light Snow Flare Thunderbolt
124 L E G IONNA IR E ’ S GU ID E TO CYROD I IL 1ST LEVEL Chameleon Burden Elemental Fists Fortify Skill Muffle Night Eye 2ND LEVEL Arctic Blow Baronoff’s Bloody Icicle Conjure Familiar Convalescence Detect Life Fire Bite Impaling Shards Nature’s Grasp Rally Stormhand Troll’s Blood 3RD LEVEL Betty Netch Fortify Attribute Frozen Gate Icy Blast Orum’s Aquatic Escape Weakness to Elements 4TH LEVEL Bound Armor Healing Seeds Northern Storm Pride of Hirstaang Shockball 5TH LEVEL Reincarnate 6TH LEVEL Ebonyflesh Winter’s Grasp 7TH LEVEL Greater Ward Secluded Grove 8TH LEVEL Winter’s Embrace ALTERATION CANTRIP (0 LEVEL) Mage Light Second Barrier Spell Ward Stonefist 1ST LEVEL Burden Lesser Ward 2ND LEVEL Dragon Fire Scales Feather Magma Armor Transmute Mineral Ore 3RD LEVEL Orum's Aquatic Escape 4TH LEVEL Petrify 6TH LEVEL Ebonyflesh. Shield Wall Winter’s Grasp 7TH LEVEL Greater Ward 8TH LEVEL Winter’s Embrace CONJURATION CANTRIP (0 LEVEL) Aedric Spear Spectral Arrow 1ST LEVEL Crystal Shards Dark Talons Dragon Leap Teleport Strike 2ND LEVEL Ash Cloud Aurora Javelin Bound Weapon Conjure Familiar Empowering Chains Mora's Agony Nature’s Grasp 3RD LEVEL Betty Netch Bolt Escape Command Daedra Explosive Charge Frozen Gate Mara’s Grace Mora’s Grasp Summon Daedra 4TH LEVEL Bound Armor Daedric Mines Northern Storm Pride of Hirstaang 5TH LEVEL Shattering Prison 6TH LEVEL Flaming Familiar 7TH LEVEL Mora’s Curse Secluded Grove DESTRUCTION CANTRIP (0 LEVEL) Finger of the Mountain Flames Lava Whip Searing Strike Snow Flare Sparks Sun Fire Thunderbolt 1ST LEVEL Combustion Drain Attribute Drain Health Drain Skill Elemental Fists Magicka Drain 2ND LEVEL Arctic Blow Baronoff’s Bloody Icicle Disintegrate Weapon Drain Luck Engulfing Breath Fire Bite Impaling Shards Stormhand 3RD LEVEL Black Hand Icy Blast Luminous Shards SPELLS BY SCHOOL
CHA PT ER 3: S P ELL S 125 Overload Weakness to Elements 4TH LEVEL Arniel’s Convection Disintegrate Armor Inferno Shockball 5TH LEVEL Black Winter Vampire’s Bane 6TH LEVEL Lightning Form Strangulation Weakness Wizard Rend 9TH LEVEL Dawn’s Wrath Sphere of Negation Wizard’s Fury ILLUSION 1ST LEVEL Alad’s Caliginy Chameleon Erelvam’s Wild Sty Night Eye Shroudwalk Veiled Strike 2ND LEVEL Grim Focus Hush Rally 3RD LEVEL Frenzy Rallying Inspiration 4TH LEVEL Night Form Paralyzing Touch 5TH LEVEL Cruel Earwig Path of Darkness 6TH LEVEL Mayhem 7TH LEVEL Hysteria Mass Frenzy 8TH LEVEL Soul Shred MYSTICISM 1ST LEVEL Reflect Damage Soul Trap 2ND LEVEL Detect Life Spell Absorption 3RD LEVEL Daedric Curse Detect Dead Ghostwalk 4TH LEVEL Llivam’s Reversal Magicka Vortex Rune Prison Spell Reflection 6TH LEVEL Mark & Recall 8TH LEVEL Shalidor’s Mirror NECROMANCY CANTRIP (0 LEVEL) Flame Skull 1ST LEVEL Absorb Health Bone Armor Death Scythe Funnel Health Heal Undead Reaping Mark 2ND LEVEL Bone Guard Curative Curse Expunge Grave Grasp Raise Animal Shocking Siphon 3RD LEVEL Restoring Tether 4TH LEVEL Animate Skeletal Mage Blast Bones 5TH LEVEL Create Black Soul Gem Detonating Siphon 6TH LEVEL Boneyard Consuming Darkness Reanimate Corpse 8TH LEVEL Hand of Decay Witchwither 9TH LEVEL Summon Undead Dragon Urelu's Loathsome Coercion RESTORATION 1ST LEVEL Absorb Luck Fortify Health Fortify Magicka Night Mother’s Caress 2ND LEVEL Absorb Skill Cleansing Ritual Convalescence Fortify Skill Repentance Troll’s Blood 3RD LEVEL Absorb Attribute Absorb Magicka Backlash Fortify Attribute Restore Attribute Radiant Shield Solar Barrage 4TH LEVEL Dark Flare Healing Seeds 5TH LEVEL Reincarnate Stendarr’s Aura 6TH LEVEL Eclipse 8TH LEVEL Magicka Surge 9TH LEVEL Bane of the Undead
126 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SPELL DESCRIPTIONS The spells are presented in alphabetical order. ABSORB ATTRIBUTE 3rd-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch one creature, draining it of an attribute of your choosing and increasing your own. An unwilling target must make a Willpower saving throw. On a failed save, the target's chosen attribute score is reduced by 2, and your same attribute score increases by 2. A creature dies if an attribute is reduced to 0. This effect lasts for the duration of the spell, or if the creature dies. At Higher Levels. When you cast this spell at 5th level, the attribute is reduced by 3, and your attribute increases by 3. When you cast this spell at 7th level or higher, the attribute is reduced by 4, and your attribute increases by 4. ABSORB HEALTH 1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a vial of fresh blood) Duration: Instantaneous You target one creature within range, and attempt to drain their health. The target must succeed on an Endurance saving throw or it takes 1d6 necrotic damage, and you regain hit points equal to half the damage dealt (minimum of of 1). At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d6 for each level above 1st. ABSORB LUCK 1st-level restoration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a rabbit’s foot or a four-leaf clover) Duration: 1 minute You tap into the aetherial matter that connects the world, and siphon off a measure of good luck from a creature within range. The next time the target rolls a 20 on an attack roll, attribute check, or a saving throw, you can use your reaction to absorb their luck, causing the target to reroll the die. It must use the new roll, even if it is a 20. Before the duration ends, you hold onto this absorbed luck and can replace one attack roll, attribute check, or saving throw you make with a 20 instead. You lose this luck if you cast this spell again. At Higher Levels. When you cast this spell at 2nd level or higher, you can target one additional creature for every level above 1st. The creatures must be within 30 feet of each other when you target them. When any creature affected by this spell has their luck absorbed, the spell’s effects end on all other targets. ABSORB MAGICKA 3rd-level restoration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You target one hostile creature within range, and attempt to drain it of its magical potential. The target must succeed on a Willpower saving throw or have their magicka points reduced by 2d4, and you regain half as many magicka points as the target loses (minimum of 1). At Higher Levels. When you cast this spell at 4th level or higher, the target loses an additional 1d4 magicka points for each level above 3rd. ABSORB SKILL 2nd-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch one creature, draining it of a natural talent or learned skill of your choosing. An unwilling target must succeed on a Willpower saving throw or it loses proficiency in a skill, tool, or musical instrument, and you gain that same proficiency. You can choose a proficiency that you know that target has, otherwise the GM chooses a proficiency at random. This effect lasts for the duration or the spell or until the creature dies. AEDRIC SPEAR Conjuration cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous A spear of divine energy forms in your hand, allowing you to strike a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 radiant damage.
CHA PT ER 3: S P ELL S 127 The spell allows for more than one strike when you reach higher levels: two strikes at 5th level, three strikes at 11th level, and four strikes at 17th level. You can direct the strikes at the same target or at different ones. Make a separate attack roll for each strike. ALAD’S CALIGINY 1st-level illusion Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell Range: 10 feet Components: V, S, M (a pinch of ash) Duration: 1 round You recoil from an attack and blast a mist of shrouding shadow over the eyes of your attacker. The target must succeed on an Endurance saving throw or become blinded until the end of your next turn. ANIMATE SKELETAL MAGE 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a pile of bones) Duration: Concentration, up to 1 minute The spell creates a temporary undead minion. Choose a pile of bones of a Medium or Small humanoid within range. Your spell knits the bones back together to create a skeletal mage, which acts as an ally to you and your companions. You can find the creature's game statistics in Enemies of Elsweyr. On each of your turns, while you can see the creature you can verbally direct its actions (no action required by you). If you issue no commands, the creature only defends itself against hostile creatures. When the spell ends, or its hit points are reduced to 0, the magic leaves the skeleton and it collapses into a pile of bones again. ARCTIC BLOW 2nd-level destruction Casting Time: 1 action Range: Touch Components: V, S, M (a flask of water) Duration: Concentration, up to 1 minute You attempt to chill one creature within arm’s reach of you. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 cold damage and becomes chilled (see the condition) for the duration. Until the spell ends, at the start of each of the chilled creature’s turns, it must make an Endurance saving throw. On a failed save, it takes 1d6 cold damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell at 3rd level or higher, the initial damage dealt by the spell increases by 1d6 for each level above 2nd. ARNIEL’S CONVECTION 4th-level destruction Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The target must succeed on an Endurance saving throw or it ignites and starts burning (see the condition). A creature that is resistant to fire damage loses this resistance until the spell ends. Additionally, the burning target takes an additional 2d4 fire damage whenever it takes fire damage. If the burning condition ends on the target before the spell ends, you can use a bonus action on your turn to force the target to repeat this save. On a failed save, it begins burning again. On a successful save, the spell ends. At Higher Levels. When you cast this spell at 5th level or higher, you can target one additional creature for each spell level above 4th. The creatures must be within 30 feet of each other when you target them. ASH CLOUD 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You summon a scorching cloud of ash in a 20-footradius sphere centered on a point you can see within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each creature that is completely within the cloud at the start of its turn must make an Endurance saving throw. On a failed save, the creature spends its action choking on the soot and ash. Creatures that don't need to breathe automatically succeed on this saving throw. At Higher Levels. When you cast this spell at 3rd level or higher, the radius of the ash increases by 20 feet for each level above 2nd.
128 L E G IONNA IR E ’ S GU ID E TO CYROD I IL AURORA JAVELIN 2nd-level conjuration Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous A brilliant javelin of pure light forms in your hand that you can throw at a target within range. Make a ranged spell attack. If the attack hits, the javelin bursts into bright light, dealing 3d8 radiant damage, and the target is restrained until the start of your next turn. At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d8 for each level above 2nd. BACKLASH 3rd-level restoration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You summon an expanding beam of pure sunlight that dooms a creature within range. The target must succeed on a Willpower saving throw or, for the duration of the spell, the target takes 3d6 radiant damage each time it deals damage from a weapon attack to another creature. At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d6 for each level above 3rd. BANE OF THE UNDEAD 9th-level restoration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create a stationary 30-foot radius circle of protection on the ground, centered on you. For the duration, any undead creature that enters the circle, or starts their turn there, must make a Willpower saving throw. On a failed save, the undead creature takes 10d6 radiant damage and is turned for 1 minute or until it takes any damage. On a successful save, the creature takes half as much damage and can’t be turned by this spell for 24 hours. A turned creature must spend its turn 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. While in the circle, an undead creature has their speed halved and anyone attacking the creature has advantage on their attacks. BARONOFF’S BLOODY ICICLE 2nd-level destruction Casting Time: 1 action Range: 100 feet Components: V, S, M (a drop of water) Duration: Concentration, up to 1 minute You create a deadly icicle and hurl it at one creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 piercing damage and it begins bleeding (see the condition). At the end of each of the target’s turns until the spell ends, the target must make an Endurance saving throw. On a failed save, it takes 1d10 cold damage. On a successful save, the spell and the condition ends. At Higher Levels. When you cast this at 3rd level or higher, the piercing damage increases by 1d10 for each level above 2nd. BETTY NETCH 3rd-level conjuration Casting Time: 1 bonus action Range: 10 feet Components: V, S, M (netch jelly) Duration: Concentration, up to 10 minutes You summon a floating intangible betty netch in a space within 10 feet of you. The betty netch moves with you and remains within 10 feet of you at all times. AURORA JAVELIN
CHA PT ER 3: S P ELL S 129 Until the spell ends, you gain one of the following benefits of your choice: ◈ While in combat, you gain 2d10 temporary hit points at the start of each of your turns. ◈ You add your spellcasting modifier to your cantrip damage rolls. You can add this damage to your damage roll even if you already do so. ◈ You add your spellcasting modifier to your weapon damage rolls. You can add this damage to your damage roll even if you already do so. ◈ You gain resistance to one damage type of your choice: acid, cold, fire, lightning, poison, or thunder. When the spell ends, the betty netch disappears. At Higher Levels. When you cast this spell at 4th level or higher, you gain one additional benefit listed from the spell's description for each spell level cast above 3rd level. You can take the damage resistance option multiple times, selecting a different damage type each time. BOLT ESCAPE 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range, traveling as an electric bolt of lightning to the destination. Immediately after you disappear, each creature in a straight line between your start location and your target destination must make an Agility saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. You can bring along objects as long as their weight doesn’t exceed what you can carry. Additionally, you can teleport one willing creature of your size or smaller within 5 feet of you, provided they are not encumbered and there is an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above 3rd. BLACK HAND 3rd-level destruction Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Your hands emanate with caustic darkness. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d10 acid damage and the creature is weakened (see the condition) until the end of its next turn. At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above 3rd. BLACK WINTER 5th-level destruction Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (vial of ice or snow) Duration: Instantaneous A dark, chilling burst of frost erupts from your hand. Each creature in a 30-foot cone must make an Endurance saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature begins to turn to ice and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming frozen (see the condition) on a failure or ending the effect on a success. The freezing lasts until the creature is freed by the greater restoration spell or other magic, or left to thaw out in above freezing temperature for 4 hours. BETTY NETCH
130 L E G IONNA IR E ’ S GU ID E TO CYROD I IL BLASTBONES 4th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous Choose a corporeal undead creature that is under your control within range. The target explodes in a blast of fire. Each creature within a 20-foot-radius sphere of the target must make an Agility saving throw. On a failed save, a creature takes 4d8 fire damage and an additional 4d8 piercing damage if the undead creature is a skeleton, or 4d8 bludgeoning damage if the creature is a zombie. A creature takes half as much damage on a successful save. At Higher Levels. When you cast this spell at 5th level or higher, the fire damage increases by 1d8 for each level above 4th. BONE ARMOR 1st-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a small fragment of bone) Duration: 1 hour + an amount of hours equal to twice your spellcasting modifier. You wrap yourself in magical hardened bone. Until the spell ends, you gain a +1 bonus to your AC. At Higher Levels. When you cast this spell at 3rd level, the bonus increases to +2. When you cast this spell at 5th level, the bonus increases to +3. Bone Guard Medium undead Armor Class 13 + the level of the spell (natural armor) Hit Points 5 + 10 for each level above 2nd Speed 30 ft. STR 12 (+1) AGI 16 (+3) END 15 (+2) INT 4 (–3) WIL 10 (+0) PER 9 (–1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Actions Multiattack. The bone guard makes a number of attacks equal to half this spell’s level (rounded down). Short Sword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Reactions Protection. The bone guard imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the bone guard. The bone guard must be able to see the attacker. BONE GUARD 2nd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (a gilded humanoid skull worth at least 10 septims) Duration: Concentration, up to 1 hour You call forth a restless spirit from beyond the grave to act as a protector for you. The spirit manifests physically as a skeletal humanoid in an unoccupied space that you can see within range. This corporeal skeleton uses the Bone Guard stat block below. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell at 3rd level or higher, use the higher level whenever the spell’s level appears in the stat block. BONE ARMOR
CHA PT ER 3: S P ELL S 131 BONE GUARD BONEYARD 6th-level necromancy (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a corpse or a pile of bones of a small or larger creature, which the spell consumes) Duration: 24 hours You target a corpse or a pile of bones of a Small or larger creature within range. The target is consumed by the spell and the ground surrounding it in a 30-foot radius becomes desecrated. If you cast this spell in the same area everyday for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as allies who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire desecrated area radiates necromantic magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled. Frozen Grave. You can create a supernatural coldness that fills the desecrated area. A creature exposed to the cold must succeed on a DC 10 Endurance saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Additionally, if you are within the desecrated area, you can force any enemy that is also in the desecrated area that you can see to make an Endurance saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. A creature can take the same damage when it enters the desecrated ground for the first time on a turn or ends its turn there. A creature that is immune to this effect does not feel a change in the temperature, can't take the cold damage by being in the area, and is empowered by the cold energy. Any weapon attacks made by a creature that is immune to the effects while in the desecrated area deal an additional 1d6 cold damage. Moving Earth. You can cause the desecrated area to writhe with undeath beneath it. The area is considered difficult terrain for creatures that are not immune to this effect. Solid Fog. You can cover the ground within the desecrated area with a thick fog, making the area heavily obscured. The fog reaches 2-feet high. To a creature immune to this effect, the fog obscures nothing and looks like soft mist. Additional Spell Effect. You can place your choice of one of the following magical effects within the desecrated area: ◈ Creatures that are immune to the effects gain 1d6 temporary hit points at the start of each of their turns while in the area. ◈ Creatures that are immune to the effects can use a bonus action on their turn to force an enemy to make an Endurance saving throw, using your Spell Save DC. On a failed save, the creature takes 2d6 cold damage. ◈ A grave grasp spell in one location of your choice. To a creature immune to this effect, the grave grasp is harmless. BOUND ARMOR 4th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (an item or object from a realm of Oblivion) Duration: Concentration, up to 10 minutes You conjure a full set of daedric armor which resembles plate armor, which binds to your form and cannot be removed from you. This armor does not require proficiency to wear and is weightless. Until the spell ends, your AC can’t be less than 18, regardless of what kind of armor you’re wearing. You must remain
132 L E G IONNA IR E ’ S GU ID E TO CYROD I IL in a humanoid form in order to gain the benefits of this spell. Any significant alteration to your creature type or form, such as transforming or polymorphing into a beast, ends the spell immediately. At Higher Levels. When you cast this spell at 5th level spell, your AC can’t be less than 19. When you cast this spell at 7th level or higher, your AC can’t be less than 20. BOUND WEAPON 2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V, S, M (an item or object from a realm of Oblivion) Duration: Concentration, up to 10 minutes You conjure a weapon of your choice in your free hand, such as a warhammer, a longsword, a war axe, or a longbow, which lasts for the duration, fizzling out of existence when the spell ends. You are considered proficient with this magic weapon. It appears as a spectral or daedric weapon (your choice). The bound weapon has all of the properties of it’s weapon type, and it is a magic weapon with a +1 bonus to attack rolls and damage rolls. You can use your action to make a weapon attack using your spellcasting attribute for attack and damage rolls. If you let go of the weapon before the spell ends, it disappears, but you can conjure the weapon again as a bonus action. At Higher Levels. When you cast this spell at 4th level, the bonus increases to +2. When you cast this spell at 6th level or higher, the bonus increases to +3. BURDEN 1st-level alteration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, increasing its weight and slowing it down to a near standstill. The target must succeed on an Endurance saving throw or their speed is reduced by 15 feet and they can’t take reactions for the duration. If a creature's speed is reduced to 0 with this spell, that creature becomes restrained for the duration. A creature affected by this spell makes another Endurance saving throw at the end of each of its turns. On a successful save, the effect ends for it. At Higher Levels. When you cast this spell at 2nd level or higher, the target's speed is reduced by 5 additional feet for each level above 1st. When you cast this spell at 5th level or higher, the creature can only take an action or a bonus action on their turn, in addition to having their speed reduced. CHAMELEON 1st-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A creature you touch becomes camouflaged (see the condition) until the spell ends. The creature, as well as anything the target is wearing or carrying, appears slightly translucent, and other creatures have disadvantage on Willpower (Perception) checks or any other attribute checks made to detect the target. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell at 2nd level or higher, you can target one additional creature for each level above 3rd. CLEANSING RITUAL 2nd-level restoration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a brick of incense worth at least 50 septims, which the spell consumes) Duration: Instantaneous You touch a creature and can end one disease that is afflicting it. If the creature is afflicted by the intoxicated condition, the condition ends. COMBUSTION 1st-level destruction Casting Time: 1 reaction, which you take when you are hit by a melee attack Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You create a burst of flame, causing creatures within 5 feet of you to be engulfed in a pulse of burning fire. Each creature in the area must make an Agility saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 for each level above 1st. COMMAND DAEDRA 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to place a magical command on a lesser daedric creature that you can see within range,
CHA PT ER 3: S P ELL S 133 controlling its actions for the duration of the spell. If the creature has a CR of 3 or lower, it must succeed on a Willpower saving throw or become charmed by you until the spell ends. If the target is currently bound by another creature (such as the by summon daedra spell), that creature must make the saving throw instead. While the daedra creature is charmed by you, you can verbally direct its actions on each of its turns (no action required by you). The spell ends early If you or your allies harm the creature, if you command the creature to harm itself, if you are more than 120 feet away from it, or if you use a bonus action to end it. At Higher Levels. When you cast this spell at 4th level or higher, the CR of the daedra you can target with this spell increases by 1 for each level above 3rd. CONJURE FAMILIAR 2nd-level conjuration Casting Time: 1 hour Range: 60 feet Components: V, S, M, (30 septims worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar spirit that takes the form of a Medium beast of your choice: boar, draft horse, elk, giant badger, giant bat, giant frog, giant poisonous snake, panther, or a wolf. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (limit of a CR ¼), though its creature type is daedra, elemental, or fey (your choice) instead of a beast and it appears spectral instead of corporeal. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, As an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. At Higher Levels. When you cast this spell at 3rd level, you can conjure a familiar of CR 1 or lower, and the CR of the creature increases by 1 for each level you cast above 3rd. CONSUMING DARKNESS 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a 30-foot radius ring of shadow at a point that you can see within range, which saps your enemy’s dexterity and siphons it to your allies. Every creature of your choice within the area must succeed on an Endurance saving throw or it has disadvantage on Strength and Agility saving throws, and its speed is reduced by half. While an ally is in the area, it gains advantage on Agility saving throws and its speed is increased by 10 feet. Additionally, when an ally in the area takes damage from an attack, it can use its reaction to halve the attack’s damage against it. CONJURE FAMILIAR
134 L E G IONNA IR E ’ S GU ID E TO CYROD I IL CONVALESCENCE 2nd-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end one disease or one condition afflicting it. The condition can be bleeding, chilled, dazed, frenzied, hysterical, staggered, or weakened. CREATE BLACK SOUL GEM 5th-level necromancy (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (an empty grand soul gem and 250 septims worth of magical inks and materials, which the spell consumes) Duration: Instantaneous Through a dark ritual, you transform an empty grand soul gem into a black soul gem. You can use this black soul gem to capture the souls of sentient humanoid creatures or create evil magic items. CRUEL EARWIG 5th-level illusion Casting Time: 1 action Range: 90 feet Components: V, S, M (an earwig larva) Duration: Concentration, up to 1 minute You mutter a debilitating word at a creature you can see within range. The target must make a Personality saving throw. On a failed save, the creature takes 6d4 psychic damage, and for the duration of the spell, it has disadvantage on all Endurance saving throws made to maintain concentration on a spell. Additionally, any time the target attempts to cast a spell that requires concentration, the target must make this save again or the spell fails automatically. On a successful save, the creature takes half as much damage and the spell ends. CRYSTAL SHARDS 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You guide your hand toward a target, bombarding it with dark crystals. Make a ranged spell attack against a target within range. On a hit, the target takes 1d10 force damage. Until the end of your next turn, whenever that creature takes damage from a magical effect, you can use your reaction to bombard it with another crystal shard, dealing 1d10 force damage on a hit. At Higher Levels. When you cast this spell at 2nd level or higher, the second shard deals an additional 1d10 force damage for each level above 1st. CURATIVE CURSE 2nd-level necromancy Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You place a curse on a creature you can see within range. The target must succeed on a Willpower saving throw or become cursed. A willing creature can choose to fail the saving throw. The cursed creature can't regain hit points by any means other than by your abilities, and immediately either takes 1d8 necrotic damage or gains 1d4 hit points, your choice. Whenever the cursed creature receives healing from a source other than you, it instead takes necrotic damage equal to half the hit points it would have received. On subsequent turns, if you cast a spell on the cursed creature that restores hit points, the creature gains an additional 2d4 hit points. Additionally, you can use a bonus action to move the curse to another willing creature. The spell ends early if you use a bonus action to end the spell, or if a remove curse spell or similar action is placed on the cursed creature. CREATE BLACK SOUL GEM
CHA PT ER 3: S P ELL S 135 DAEDRIC CURSE 3rd-level mysticism Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of organic matter from Oblivion, such as a twig or a clannfear scale) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Willpower saving throw or become cursed. Once on each turn, when the target takes damage from an attack, it pulses with dark energy taking an extra 1d6 force damage. DAEDRIC MINES 4th-level conjuration Casting Time: 1 action Range: 5 feet Components: V, S, M (magic infused ink, worth at least 50 septims, which the spell consumes) Duration: Until dispelled or triggered You conjure forth up to three magical mines brimming with dark energy. Each of these transparent magical mines appear in an unoccupied space within 5 feet of you, but can’t occupy the same space, and become armed at the start of your next turn. You can use a bonus action to dismiss the mines, ending the spell and leaving no trace of their location. The mines are nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. Once armed, a creature that enters the same space as a mine must make an Agility saving throw, taking 8d6 force damage on a failed save, and half as much on a successful one. DARK FLARE 4th-level restoration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You heave a ball of dark solar energy at a creature in range. Make a ranged spell attack. On a hit, the creature takes 6d6 radiant damage and the target is defiled, preventing it from regaining hit points until the start of your next turn. DARK TALONS 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a handful of earth, clay or rock) Duration: Concentration, up to 1 minute You call forth draconic talons from the ground underneath a creature that you can see within range. The creature must make a Strength saving throw or take 1d6 piercing damage plus 1d6 fire damage, and be grappled by the talons for the duration. On a success, the creature takes half of much damage and isn’t restrained. A creature restrained by the talons can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the talons return into the earth. At Higher Levels. When you cast this spell at 2nd level or higher, the piercing damage increases by 1d6 for each level above 1st. DAWN’S WRATH 9th-level destruction Casting Time: 1 action Range: 300 feet Components: V, S Duration: Instantaneous Divine judgment is dealt upon those you declare as unworthy of mercy. A 100-foot-radius sphere centered on a point you choose within range erupts in bright light that rivals the breaking morning light. This light is sunlight. Each creature in the area is struck by beams of holy light and must make an Endurance saving throw. On a failed save, a target takes 20d6 radiant damage and 20d6 fire damage and is blinded for the duration. On a success, a target takes half as much damage and is not blinded. Creatures that die from this damage burn in the radiance and turn to ash. A blinded target can make another Endurance saving throw at the end of each of its turns, ending the effect on a success. DAWN’S WRATH
136 L E G IONNA IR E ’ S GU ID E TO CYROD I IL DEATH SCYTHE 1st-level necromancy Casting Time: 1 action Range: Self (15-foot cone) Components: S Duration: Instantaneous You summon a spectral scythe in front of you that slices into your enemy’s life force. Each creature in a 15-foot cone centered on you must make an Agility saving throw. A creature takes 2d8 necrotic damage on a failed save, or half as much on a successful one. Additionally, you regain 2 hit points for each creature damaged by the spell. At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 and the hit points restored increases by 1 for each level above 1st. DETECT DEAD 3rd-level mysticism (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You reach out into the chaotic energies that surround the Mundus and gain sight that reveals creatures of death. For the duration, any undead creature within 30 feet of you has a faint shimmering aura surrounding it. The spell penetrates most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. At Higher Levels. When you cast this spell at 4th level or higher, the distance you can view this aura is increased by 15 feet for each level above 3rd. DETECT LIFE 2nd-level mysticism (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You connect with the Aetherial energy and gain sight that reveals living creatures. For the duration, any living creature within 30 feet of you has a faint shimmering aura surrounding it. The spell penetrates most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Constructs, elementals, and undead are not affected by this spell. At Higher Levels. When you cast this spell at 3rd level or higher, the distance you can view this aura is increased by 15 feet for each level above 2nd. DETONATING SIPHON 5th-level necromancy Casting Time: 1 reaction, which you take when a creature you can see dies within range Range: 30 feet Components: V, S Duration: Instantaneous The target erupts in violent explosion of disease and decay. Each creature within a 15-foot-radius sphere of the target must make an Agility saving throw. A creature takes 6d8 necrotic damage on a failed save, and half as much on a successful one. At Higher Levels. When you cast this spell at 6th level or higher, the damage increases by 1d8 for each level above 5th. DISINTEGRATE ARMOR 4th-level destruction Casting Time: 1 action Range: 60 feet Components: V, S, M (viper’s venom) Duration: Instantaneous You target one creature within range and unleash a torrent of caustic spray that coats the target’s armor and body. The target must succeed on an Agility saving throw or be covered in the corrosive fluid, taking 6d6 acid damage. Additionally, nonmagical armor worn by DEATH SCYTHE
CHA PT ER 3: S P ELL S 137 the target, or a shield it is wielding (your choice), is partly dissolved and takes a permanent and cumulative –1 penalty to the AC it offers. Armor is destroyed if the penalty reduces its AC to 10, and a shield is destroyed if the penalty reduces its AC to 0. At Higher Levels. When you cast this spell at 5th level, the damage increases by 1d6 for each level above 4th. Additionally, when you cast this spell at 6th level, the penalty to the armor’s AC increases by 1 to a total of 2, and the penalty increases by 1 again (total of 3) when cast at 8th level. DISINTEGRATE WEAPON 2nd-level destruction Casting Time: 1 reaction, which you take in response to being hit with a melee weapon Range: touch Components: V, S, M (viper’s venom) Duration: Instantaneous You wave your hand and a caustic spray covers the creature’s weapon. The target must succeed on an Agility saving throw, or have its weapon covered in corrosive acid. A nonmagical weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. At Higher Levels. When you cast this spell at 3rd level or higher, the penalty to damage rolls increases by 1 for each level above 2nd. DRAGON FIRE SCALES 2nd-level alteration Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, 1 round Hardened dragon scales cover your body. Until the start of your next turn, you become resistant to damage from ranged attacks. When the spell ends you can use your reaction to retaliate with fiery orbs against your attackers. Make a ranged spell attack against each creature that hit you with a ranged attack while you were concentrating on the spell. On a hit, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell at 3rd level or higher, the fire damage dealt by the fiery orbs increases by 1d10 for each level above 2nd. DRAGON LEAP 1st-level conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous Draconic wings sprout from your back. You gain a flying speed of 60 feet until the end of your turn. Once your turn ends, the wings disappear. DRAIN ATTRIBUTE 1st-level destruction Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You attempt to weaken a creature and drain one of its attributes of your choice. The creature must succeed on a Willpower saving throw of have their Strength, Intelligence, Willpower, Agility, Endurance, or Personality attribute score (your choice) reduced by 2 for the duration of the spell. A creature dies if an attribute is reduced to 0. At Higher Levels. When you cast this spell at 3rd level, the attribute score is reduced by 3. When you cast this spell at 5th level or higher, the attribute score is reduced by 4. DRAIN HEALTH 1st-level destruction Casting Time: 1 action Range: 30 feet Components: V, S Duration: 24 hours You attempt to drain a creature within range of its physical life force. The target must make an Endurance saving throw. On a failed save, the target rolls one of its Hit Dice and takes an amount of necrotic damage equal to that roll plus the creature’s Endurance modifier. Additionally, its hit point maximum is reduced by the damage taken for the duration of the spell. At Higher Levels. When you cast this spell at 2nd level or higher, the target loses an additional hit die plus its Endurance modifier for each level above 1st. DRAIN LUCK 2nd-level destruction Casting Time: 1 action Range: 30 feet Components: V, S, M (a broken mirror) Duration: Concentration, up to 1 hour One creature of your choice within range must make a Personality saving throw. On a failed save, for the duration, whenever the target makes an attack roll, a saving throw, or an attribute check, roll a d6 and subtract the number rolled from the creature’s roll. Whenever an attack roll is made against the target, roll a d4 and subtract that number from the target’s AC for that attack.
138 L E G IONNA IR E ’ S GU ID E TO CYROD I IL A remove curse, or wish spell also ends it. At Higher Levels. When you cast this spell at 3rd level or higher, you can target one additional creature for each spell level above 2nd. DRAIN SKILL 1st-level destruction Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch one creature, draining it of a natural talent or learned skill of your choosing. The target must make a Willpower saving throw. On a failed save, choose a skill, tool, or musical instrument that the creature is proficient in. The creature no longer has that proficiency for the duration of the spell. EBONYFLESH 6th-level alteration Casting Time: 1 action Range: Touch Components: V S M (ebony ingots or ore worth 1,000 septims, which the spell consumes) Duration: Concentration, up to 1 hour When you touch a willing creature, their flesh becomes hard as stone and takes on the appearance of polished ebony. Until the spell ends, the target has resistance to all damage except psychic damage. ECLIPSE 6th-level restoration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute You envelop a creature with a lightless sphere which grows in intensity each time they cause harm. For the duration, the target must make a Willpower saving throw each time it deals damage with an attack. The first time the target fails this saving throw, its speed is halved. On the second failed save, the target is restrained. On the third failed save, the target is stunned. On the fourth failed save, the target takes 10d10 radiant damage and the spell ends. ELEMENTAL FISTS 1st-level destruction Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You touch a willing creature, and cause their fists to be engulfed with elemental power. Choose one elemental damage type: cold, fire, lightning, or poison. For the duration, the target’s unarmed strikes deal an additional 1d4 damage of your choosing. At Higher Level. When you cast this spell at 3rd level, the damage die increases to 1d6. The damage die increases again to 1d8 when you cast this spell at 5th level, 1d10 at 7th level, and 1d12 at 9th level. EMPOWERING CHAINS 2nd-level conjuration Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous A fiery chain launches from your hand towards a creature you can see within range. The creature must succeed on an Agility saving throw or take 1d8 piercing damage and 1d8 fire damage. A creature that fails this save is pulled towards you, to an empty space within 5 feet of you. As a part of this spell, you can use a bonus action to make a melee weapon attack against a creature that has been pulled to you. At Higher Levels. When you cast this spell at 3rd level or higher, the piercing damage increases by 1d8 for each level above 2nd. ENGULFING BREATH
CHA PT ER 3: S P ELL S 139 ENGULFING BREATH 2nd-level destruction Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous You exhale magical fire from your mouth in a 15-foot cone. Choose cold, fire, lightning, or poison. Each creature in the area must make an Agility saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d6 for each level above 2nd. ERELVAM’S WILD STY 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You place a biting curse that causes your enemy to struggle with depth perception. A target within range must make an Endurance saving throw. On a failed save, the target has disadvantage on all ranged attacks for the duration. Additionally, it has difficulty differentiating friend from foe. Before making a ranged attack, the target must make an Intelligence check against your spellcasting DC. If it fails, it attacks a creature at random. A creature that is immune to the blinded condition, has truesight, or doesn’t rely on its sight to perceive the world around it automatically succeeds this save. EXPLOSIVE CHARGE 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous You call forth a spear of radiant energy, which propels you in a flash of light toward a creature that you can see within range. You move forward in a straight line to an unoccupied space within 5 feet of the target. Each creature that you move past in a 5-foot wide line as part of this movement, and each creature within 10 feet of your final location, must make an Agility saving throw, taking 3d10 radiant damage on a failed save, or half as much on a successful one. Your movement does not provoke opportunity attacks. At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above 3rd. EXPUNGE 2nd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You embrace the power of death to immediately end either one disease, or end one spell or magical effect that has inflicted you with the blinded, deafened, frightened, paralyzed, poisoned, or restrained condition. FEATHER 2nd-level alteration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You touch a creature or object, decreasing its weight and lightening its load. An unwilling target must succeed on an Endurance saving throw or its weight and encumbrance is reduced by 100 pounds (to a minimum of 1 pound) for the duration. A creature’s speed is increased by 10 feet for the duration. At Higher Levels. When you cast this spell at 3rd level or higher, the target's weight is reduced by an additional 100 pounds, and a creature’s speed is increased by an additional 5 feet, for each level above 2nd. EXPUNGE
140 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FINGER OF THE MOUNTAIN Destruction cantrip Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous You call forth a bolt of lightning from the heavens to strike your enemies down. The spell fails if you can't see a point in the air where a storm cloud could appear (for example, if you are in a room that can't accommodate a cloud). A target within range must succeed on an Agility saving throw or take 1d6 lightning damage. A target wearing metal armor has disadvantage on the save. If the initial target takes damage, a burst of thunder explodes from the point you choose after the bolt strikes down. Each creature within 10 feet of the initial target must succeed on an Endurance saving throw or take 1d4 thunder damage. The spell’s damage increases by one die when you reach 5th level (2d6 or 2d4), 11th level (3d6 or 3d4), and 17th level (4d6 or 4d4). FIRE BITE 2nd-level destruction Casting Time: 1 action Range: Touch Components: V, S, M (a charred twig) Duration: Concentration, up to 1 minute You attempt to set a creature within arm’s reach of you ablaze. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 fire damage and starts burning (see the condition) for the duration. At the start of each of its turns until the spell ends, the target must make an Endurance saving throw, ending the spell on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell at 3rd level or higher, the initial damage dealt by the spell increases by 1d10 for each level above 2nd. FINGER OF THE MOUNTAIN
CHA PT ER 3: S P ELL S 141 FLAMES Destruction cantrip Casting Time: 1 action Range: Self (15-foot-line) Components: S Duration: Instantaneous A line of burning flames 15 feet long and 5 feet wide unleashes from your palm in a direction that you choose. Each creature in the line must make an Agility saving throw. On a failed save, the target takes 1d6 fire damage immediately and 1d4 fire damage at the start of its next turn. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage (both initial and later) increases by one die when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4). FLAME SKULL Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You lob an explosive magical skull at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. This spell creates more than one skull when you reach higher levels: two skulls at 5th level, three skulls at 11th level, and four skulls at 17th level. You can direct the skulls at the same target or at different ones. Make a separate attack roll for each skull. FLAMING FAMILIAR 6th-level conjuration Cast Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Instantaneous You summon a flaming familiar that takes the form of a Small or Medium size beast of your choice, which appears in an unoccupied space within 5 feet of you. The familiar rushes forward from the space it is summoned, in a 60 foot line. When it reaches 60 feet, or runs into a solid surface, such as a wall or another creature, the familiar erupts in a ball of flame. Each creature within a 20-foot-radius sphere, must make an Agility saving throw. A creature takes 12d6 fire damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell at 7th level or higher, the fire damage increases by 1d6 for each level above 6th. FORTIFY ATTRIBUTE 3rd-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a creature, increasing one of their attributes of your choosing. The target’s Strength, Intelligence, Willpower, Agility, Endurance, or Personality attribute score (your choice) increases by 2 for the duration of the spell. At Higher Levels. When you cast this spell at 5th level, the attribute score increases by an additional 1 (3 total). When you cast this spell at 7th level or higher, the attribute increases by and additional 2 (4 total). FORTIFY HEALTH 1st-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a willing creature, fortifying it’s health. The target regains an expended Hit Die. As part of this spell, the creature can immediately roll any Hit Dice regained and their current and maximum hit points increase by the number rolled for the duration. At Higher Levels. When you cast this spell at 2nd level or higher, the target regains an additional expended Hit Die for each level above 1st. FLAME SKULL
142 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FORTIFY MAGICKA 1st-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a creature, increasing their magical potential. The target can cast one spell that it knows or has prepared at 1st level without expending magicka points. Once a spell is cast this way, the spell ends. A creature can't cast a spell above its spell casting level. At Higher Levels. When you cast this spell at 2nd level or higher, the level of the spell that the target can cast without expending magicka points increases by 1 for each level above 1st. FORTIFY SKILL 2nd-level restoration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 8 hours You touch a willing creature and give it proficiency in one skill, tool, or musical instrument of your choice. Until the spell ends, the creature adds its proficiency bonus for attribute checks it makes that use the chosen skill. If a creature is already proficient in the chosen skill, tool, or musical instrument, they can add half your proficiency bonus to their total. FRENZY 3rd-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You attempt to impose strong, violent emotions in a creature that you can reach. The creature must succeed on a Personality saving throw or become frenzied (see the condition) for the duration. At the end of each of its turns, the target can repeat this save, ending it on a success. When the spell ends, the creature knows it was frenzied by you. FROZEN GATE 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You conjure a glacial rift in space, transporting a creature that you can see within range. An unwilling target must succeed on a Willpower saving throw, or be teleported to an unoccupied space within 5 feet of you. After being teleported, an unwilling creature is chilled (see the condition) until the start of your next turn. A target that willingly teleports next to you suffers no harmful effects. FUNNEL HEALTH 1st-level necromancy Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You reach out your hand as blood red vapor drains the life force from a creature within range and transfers it to yourself. The creature must make an Endurance saving throw. On a failed save, it takes 1d4 necrotic damage, and half as much on a successful one. You or an ally of your choice that you can see within 30 feet of the target regains an amount of hit points equal to the necrotic damage dealt. At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d4 for each level above 1st. GHOSTWALK 3rd-level mysticism Casting Time: 1 bonus action Range: Self Components: V, S, M (a vial of ectoplasm) Duration: Instantaneous Until the end of your next turn, your form becomes incorporeal like a ghost. While incorporeal, you are camouflaged (see the condition), have resistance to non-magical damage, attacks made against you have disadvantage, and you have advantage on saving throws against spells and spell effects. Additionally, you can move through other creatures and nonmagical objects as if they were difficult terrain. When the effect ends, you are teleported back to the position you were in before you cast the spell. You take 1d10 force damage if you end your turn inside an object your are shunted to the nearest unoccupied space that you can occupy and you take force damage equal to twice the number of feet you are moved. At Higher Levels. When you cast this spell at 4th level or higher, you remain incorporeal for 1 additional round for each spell level above 3rd. GRAVE GRASP 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a finger bone, or a claw) Duration: Instantaneous
CHA PT ER 3: S P ELL S 143 Skeletal arms and claws burst from the ground, grabbing at every creature of your choice in a 10-foot radius circle, centered on a solid surface of your choice within range. Each creature within that area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save and is restrained. A creature takes half as much damage on a successful save and is not restrained. A Large or larger creature has advantage on the saving throw. While restrained by this spell, a creature takes 2d6 bludgeoning damage at the start of each of its turns. A creature restrained by the spell or one who can touch the creature can use their action to make a Strength check against your spell save DC. On a success, the creature is freed. GREATER WARD 7th-level alteration Casting Time: 1 action Range: 60 feet Components: V, S, M (sapphire dust worth at least 250 septims, which the spell consumes) Duration: Concentration, up to 1 minute You bless up to three willing creatures within range, granting them arcane protection. Each creature gains a +3 bonus to AC for the duration of the spell. Additionally, each target gains 3d10 temporary hit points, and they have advantage on all saving throws against magical spells and effects. GRIM FOCUS 2nd-level illusion Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 hour You focus your senses, noticing your enemy’s weaknesses. Your weapon attacks score a critical hit on a roll of a 19 or 20. Additionally, if you score a critical hit, you can make an additional weapon attack as a reaction. At Higher Levels. When you cast this spell at 5th level, your weapon attacks score a critical hit on a roll of 18–20, and on a roll of 17–20 if cast at 8th level. HAND OF DECAY 8th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of bonemeal) Duration: Instantaneous You reach out and touch a creature, causing one of its body parts to wilt and rot. A target must make an Endurance saving throw. On a failed save, it takes 10d10 + 10 necrotic damage and loses the ability to use one appendage, such as an arm, leg, or tail, (your choice) which instantly withers and decays. The target is weakened (see the condition). This condition lasts until the target is able to restore this injured limb or appendage from the regenerate spell or similar magic. On a successful save, the target takes half as much damage and does not suffer any other harmful effects from the spell. HEAL UNDEAD 1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous An undead creature you touch regains a number of hit points equal to 1d8 + your spellcasting attribute modifier. This spell has no effect on living creatures or constructs. At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the healing increases by 1d8 for each spell level above 1st. GRAVE GRASP
144 L E G IONNA IR E ’ S GU ID E TO CYROD I IL HEALING SEEDS 4th-level restoration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You call forth a healing flower that bursts from the ground at a spot within range. The intangible flower is Tiny and looks like a transparent plant. The flower has a pool of restorative energy represented by seven dice, that are d6s, which can be expended to restore hit points to a creature. This spell has no effect on undead or constructs. Until the spell ends, you can use a bonus action to choose an ally within 30 feet of the flower and expend up to 3 of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. Additionally, a creature of your choice that is within 5 feet of the flower can use its reaction to expend the remaining pool of d6s, regaining a number of hit points equal to the number rolled. The spell ends once the pool has been depleted. At Higher Levels. When you cast this spell at 5th level or higher, the pool increases by an additional d6 for each level above 4th. HYSTERIA 7th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You draw out anxious and distressing emotions on those around you. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Personality saving throw. On a failed save, it becomes hysterical (see the condition) for the duration. A hysterical creature can make the saving throw again at the end of each of its turns, ending the effect on a success. HUSH 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You point to a creature and rend the creature’s voice. The target must make an Endurance saving throw. On a failed save, it is impossible for the target to cast a spell that includes a verbal component, nor can the target utter a single sound, such as a dragon shout. At the start of each of its turns, the target can repeat this save, ending the spell on a successful save. At Higher Levels. When you cast this spell at 3rd level or higher, the spell targets an additional creature for each spell level above 2nd. ICY BLAST 3rd-level destruction Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Concentration, up to 1 minute A wave of wintery cold sweeps out from you. Each creature in a 15-foot cube originating from you must make an Endurance saving throw. On a failed save, a creature takes 5d8 cold damage, is chilled (see the condition), and the area is considered difficult terrain for the duration. On a successful save, the creature takes half as much damage and isn't chilled. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell at 4th Level or higher, the damage increases by 1d8 for each level above 3rd. HUSH
CHA PT ER 3: S P ELL S 145 INFERNO 4th-level destruction Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Concentration, up to 1 minute You summon draconic fire that wreaths you in flame, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. The flames swirl like a vortex and radiate from you in an aura with a 15-foot radius. Until the spell ends, you gain resistance to fire damage. Any hostile creature that moves within 15 feet of you for the first time on a turn or ends its turn there, must make an Endurance saving throw, taking 4d6 fire damage on a failed save, or half as much on a success. LAVA WHIP Destruction cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a lump of coal) Duration: Instantaneous You lash an enemy in range with flame. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 fire damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). LESSER WARD 1st-level alteration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by a spell Range: Self Components: V, S Duration: 1 round A magical barrier surrounds you, and protects you from harm. Until the start of your next turn, you gain temporary hit points equal to 5 + your spellcasting attribute, which you gain before taking damage from the triggering attack or spell. At Higher Levels. When you cast this spell at 2nd level or higher, you gain 5 additional temporary hits points for each level above 1st. LAVA WHIP
146 L E G IONNA IR E ’ S GU ID E TO CYROD I IL IMPALING SHARDS 2nd-level destruction Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous You summon the cold of winter, unleashing a freezing blast of icy shards in a 15-foot radius, centered on you. All creatures within range must make an Agility saving throw. On a failed saving throw, the target takes 2d6 piercing damage plus 2d6 cold damage, or half as much on a successful one. Additionally, this area is considered difficult terrain until the start of your next turn. At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d6 piercing damage and 1d6 cold damage for each spell level above 2nd. LIGHTNING FORM 6th-level destruction Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You manifest yourself as pure lightning, harnessing the power of an aetherial storm, shedding dim light in a 10-foot radius for the spell’s duration. Until the spell ends, this form provides you with the following benefits: ◈ You gain immunity to lightning damage. ◈ You gain resistance to nonmagical bludgeoning, piecing, and slashing damage. ◈ Your walking speed increases by 5 feet. ◈ Whenever a creature within 5 feet of you hits you with a melee attack, your form explodes with shocking bolts, dealing 2d8 lightning damage to the attacker. If the attacker is wearing metal armor, it takes 2d10 lightning damage instead. LLIVAM’S REVERSAL 4th-level mysticism Casting Time: 1 reaction, which you take when you take damage from a spell from a creature you can see within 60 feet of you. Range: 60 feet Components: S Duration: Instantaneous You attempt to magically reflect incoming damage back at the creature that harmed you. You only take half as much damage from the triggering spell, and the spell also targets the caster, using the spell level, spell save DC, attack bonus, and spellcasting attribute of the caster. If the spell would hit the caster, or if it fails its saving throw, the caster only takes damage from the spell, and suffers no other effects. LUMINOUS SHARDS 3rd-level destruction Casting Time: 1 action Range: 150 feet Components: V, S, M (a holy relic) Duration: Instantaneous Beseeching the powers of the heavens, you call down a shower of divine wrath at a point you can see within range, which impales your enemies and empowers your allies. Each hostile creature in a 20-foot-radius, 40- foot-high cylinder centered on that point must make an Agility saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw has its speed reduced to 0 until the end of its next turn. Each friendly creature in this area gains 2d6 temporary hit points. At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d6 for each level above 3rd. LUMINOUS SHARDS
CHA PT ER 3: S P ELL S 147 MAGE LIGHT Alteration cantrip Casting Time: 1 action Range: 60 feet Components: V, M (a piece of coal or a pinch of magnesium shards) Duration: 1 hour You send out a small orb of light that travels to a point or object of your choosing within range. The orb flies in a straight line to that location until it makes contact with a surface, or until it reaches the spell’s range. The orb floats in that location for the duration, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on an Agility saving throw to avoid the spell. MAGICKA SURGE 8th-level restoration Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth 500 septims, which the spell consumes) Duration: 1 round Harnessing aetherial energy, you expel a burst of raw magicka to each creature of your choice within range. Roll 3d4. On each creature’s next turn, if they cast a spell, the amount of magicka points required to cast the spell is reduced by the number rolled, to a minimum of 0. A creature that lacks the spellcasting or night magic feature gains nothing from this spell. MAGICKA DRAIN 1st-level destruction Casting Time: 1 action Range: 30 feet Components: V, S, M (a soul gem of petty quality or higher) Duration: Instantaneous You target one creature within range, and attempt to drain it of its magical potential. An unwilling target must make an Endurance saving throw. On a failed saving throw, the target loses 1d4 magicka points. At Higher Levels. When you cast this spell at 2nd level or higher, the target loses an additional 1d4 magicka points for each level above 1st. MAGICKA VORTEX 4th-level mysticism Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You sap the magical energies from a creature you can see within range. The target must make a Willpower saving throw. On a failed save, the target’s magicka points are reduced by 4d6. For the duration, the target has disadvantage on saving throws against spells. Additionally, whenever the target attempts to cast a spell, it must succeed on an attribute check (the DC equals 10 + the spell’s level) using its spellcasting modifier, or the magicka is expended and the spell fails. At the end of each of its turns, the target can make another Willpower saving throw. On a success, the spell ends. MAGMA ARMOR 2nd-level alteration Casting Time: 1 reaction, which you take when you are hit by an attack Range: Self Components: V, S Duration: 1 Round You harden the molten lava that flows through your veins. Until the end of your next turn, you become resistant to bludgeoning, piercing, and slashing damage. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 fire damage, and the spell ends. MARA’S GRACE 3rd-level conjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a holy symbol) Duration: Instantaneous You utter a prayer to the Divine Mother, and luminous light beams from you. You shed forth bright light out to a range of 30 feet and dim light out an additional 30 feet. Any creature of your choice within 30 feet of you must succeed on an Endurance saving throw or be blinded until the end of its next turn. Undead creatures within 30 feet of you that can see or hear you must also make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 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
148 L E G IONNA IR E ’ S GU ID E TO CYROD I IL 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. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. MARK & RECALL 6th-level mysticism Casting Time: varies Range: 5 feet Components: V, M (Magical chalk worth up to 50 septims to mark a location) Duration: Instantaneous When you cast the spell, choose one of the following effects: Mark. You can spend 1 minute to mark a destination with a magical runed sigil transcribed on a flat surface. The mark is only visible to you and only one location can be marked at a time. Using this effect of the spell again on another location removes the previous mark. If you cast this spell to mark the same location every day for one year, the spell creates a permanent mark that you can recall to when using this spell, until it is dispelled. After this, marking a new location does not remove any permanent marks. Recall. You can use an action to instantly teleport yourself and up to five willing creatures within 5 feet of you to a previously designated location that you have marked. You and any creatures that teleport with you appear in the nearest unoccupied space at the marked location. If you use this effect of the spell without first preparing a marked destination, the spell has no effect. MASS FRENZY 7th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You draw out frantic and aggressive emotions on those around you. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Personality saving throw. A creature can choose to fail this saving throw if it wishes. On a failed save, it becomes frenzied (see the condition) for the duration. A frenzied creature considers all targets it can see as hostile and will attempt to attack the closest target to it on its turn. While frenzied, any effect that causes the target to be charmed or frightened is suppressed for the duration of the spell. A frenzied creature can make the saving throw again at the end of each of its turns, ending the effect on a success. MAYHEM 8th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You instill a sense of dread through a threat or suggestion (limited to a sentence or two) and magically influence up to 24 creatures of your choice that you can see within range that can hear and understand you. Creatures that can't be charmed or frightened are immune to this effect. The threat must be worded in such a manner as to instill fear in the hearts of those who hear it. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Willpower saving throw. On a failed save, it becomes frenzied (see the condition) towards the threat as you described but does not consider you or other frenzied creatures from this spell as hostile. It pursues a course of action that it would have considered irrational previously, such as turning MARA’S GRACE