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