ttrpg/spelllist.md

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# Spell List
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2022-09-14 18:44:58 -05:00
[Main](main.html)
[Perks](perks.html)
---
### ― Alteration ―
> ## Burden
> **TBD**
> ## Feather
> **TBD**
> ## Fire Shield
> **This effect does two things. First, it provides M points of reduction to fire damage. Second, enemies who successfully hit the caster with a melee attack take M points of fire damage.**
>
> - Fire Barrier (2)
> - 1d8 pts for 10 turns on Self
> - Fire Shield (6)
> - 1d20 + 2 pts for 10 turns on Self
> ## Frost Shield
> **This effect does two things. First, it provides M points of reduction to frost damage. Second, enemies who successfully hit the caster with a melee attack take M points of frost damage.**
>
> - Frost Barrier (2)
> - 1d8 pts for 10 turns on Self
> - Frost Shield (6)
> - 1d20 + 2 pts for 10 turns on Self
> ## Jump
> **This effect provides M feet of additional jump height.**
>
> - Tinur's Hoptoad (3)
> - 30ft for 2 turns on Self
> ## Levitate
> **This effect provides M feet of additional fly speed.**
>
> - Strong Levitate (3)
> - 30ft for 2 turns on Self
> - Levitate (3)
> - 10ft for 6 turns on Self
> ## Lightning Shield
> **This effect does two things. First, it provides M points of reduction to shock damage. Second, enemies who successfully hit the caster with a melee attack take M points of shock damage.**
>
> - Shock Barrier (2)
> - 1d8 pts for 10 turns on Self
> - Lightning Shield (6)
> - 1d20 + 2 pts for 10 turns on Self
> ## Lock
> **This effect locks a container or door for M points.**
>
> - Fenrick's Doorjam (1)
> - 15 pts on Touch
> ## Open
> **This effect opens a locked container or door up to M points.**
>
> - Ondusi's Open Door (2)
> - 10 pts on Touch
> - Open (1)
> - 5 pts on Touch
> - Wild Open (2)
> - 1d20 pts on Touch
> ## Shield
> **This effect provides additional M points of armor.**
>
> - First Barrier (2)
> - 6 pts for 10 turns on Self
> - Second Barrier (4)
> - 12 pts for 10 turns on Self
> - Third Barrier (6)
> - 18 pts for 10 turns on Self
> - Fourth Barrier (8)
> - 24 pts for 10 turns on Self
> - Fifth Barrier (10)
> - 30 pts for 10 turns on Self
> - Sixth Barrier (12)
> - 36 pts for 10 turns on Self
> ## Slowfall
> **This effect reduces damage taken from falling up to M points.**
>
> - Slowfall (3)
> - 30 pts for 2 turns on Self
> ## Swift Swim
> **This effect provides an additional M feet of swim speed.**
>
> - Swimmer's Blessing (2)
> - 30ft for 10 turns on Self
> ## Water Breathing
> **This effect allows water breathing. Magnitude is always 1.**
>
> - Water Breathing (1)
> - 10 turns on Self
> - Vivec's Kiss (2)
> - 20 turns on Self
> ## Water Walking
> **This effect allows water walking. Magnitude is always 1.**
>
> - Water Walking (2)
> - 20 turns on Self
---
### ― Conjuration ―
> ## Bound X
> **This effect equips the target with summoned item X, and fortifies the governing skill of the item for 2 points. The bound item disappears if the target dies or falls unconscious. Magnitude is always 1.**
>
> - Bound Battle Axe (2)
> - Bound Battle Axe for 12 turns on Self
> - Bound Boots (2)
> - Bound Boots for 12 turns on Self
> - Bound Cuirass (2)
> - Bound Cuirass for 12 turns on Self
> - Bound Dagger (2)
> - Bound Dagger for 12 turns on Self
> - Bound Gauntlets (2)
> - Bound Gauntlets for 12 turns on Self
> - Bound Greaves (2)
> - Bound Greaves for 12 turns on Self
> - Bound Helm (2)
> - Bound Helm for 12 turns on Self
> - Bound Longbow (2)
> - Bound Longbow for 12 turns on Self
> - Bound Longsword (2)
> - Bound Longsword for 12 turns on Self
> - Bound Mace (2)
> - Bound Mace for 12 turns on Self
> - Bound Shield (2)
> - Bound Shield for 12 turns on Self
> - Bound Spear (2)
> - Bound Spear for 12 turns on Self
> ## Command Creature
> **This effect causes a target up to level M to become hostile to anything the caster is hostile towards and prevents them from taking hostile actions against the caster for D turns. All creatures are affected, humanoids are not affected.**
>
> - Command Creature (2)
> - Command Creature up to lvl 8 for 5 turns on Touch
> ## Summon X
> **This effect summons X who will fight for the target unless X is attacked by the target. Only one of a creature may be summoned at once. The summoned creature disappears if the target dies or falls unconscious. Magnitude is always 1.**
>
> - Summon Mudcrab (petty, 1) (4)
> - Summon Mudcrab for 8 turns on Self
> - Summon Skeleton (petty, 1) (4)
> - Summon Skeleton for 8 turns on Self
> - Summon Scamp (lesser, 1) (8)
> - Summon Scamp for 8 turns on Self
> - Summon Zombie (lesser, 1) (8)
> - Summon Zombie for 8 turns on Self
> - Summon Bone Walker (common, 3) (12)
> - Summon Bone Walker for 8 turns on Self
> - Summon Dreugh (common, 3) (12)
> - Summon Dreugh for 8 turns on Self
> - Summon Flame Atronach (common, 4) (16)
> - Summon Flame Atronach for 8 turns on Self
> - Summon Ancestor Ghost (common, 4) (16)
> - Summon Ancestor Ghost for 8 turns on Self
> - Summon Frost Atronach (greater, 5) (20)
> - Summon Frost Atronach for 8 turns on Self
> - Summon Skeleton Champion (greater, 5) (20)
> - Summon Skeleton Champion for 8 turns on Self
> - Summon Storm Atronach (greater, 6) (24)
> - Summon Storm Atronach for 8 turns on Self
> - Summon Wispmother (greater, 6) (24)
> - Summon Wispmother for 8 turns on Self
> - Summon Dremora Lord (grand, 7) (28)
> - Summon Dremora Lord for 8 turns on Self
> - Summon Greater Ancestor Ghost (grand, 7) (28)
> - Summon Greater Ancestor Ghost for 8 turns on Self
> - Summon Hunger (grand, 9) (36)
> - Summon Hunger for 8 turns on Self
> - Summon Winged Twilight (grand, 10) (40)
> - Summon Winged Twilight for 8 turns on Self
> - Summon Lich (grand, 10) (40)
> - Summon Lich for 8 turns on Self
> - Summon Ancestor Guardian (grand, 10) (40)
> - Summon Ancestor Guardian for 8 turns on Self
> - Summon Golden Saint (grand, 14) (56)
> - Summon Golden Saint for 8 turns on Self
> - Summon Dragon (divine, 40) (160)
> - Summon Dragon for 8 turns on Self
> - Summon Ideal Master (divine, 50) (200)
> - Summon Ideal Master for 8 turns on Self
> - Summon Dagon *Bad Idea* (divine, 666) (2664)
> - Summon Dagon for 8 turns on Self
> ## Turn Undead
> **This effect causes an undead target up to level M to flee. Targets other than undead are not affected.**
>
> - Holy Word (2)
> - Turn Undead up to lvl 8 for 4 turns on Target
> - Holy Touch (2)
> - Turn Undead up to lvl 8 for 5 turns on Touch
> - Saintly Word (6)
> - Turn Undead up to lvl 24 for 4 turns on Target
> - Saintly Touch (6)
> - Turn Undead up to lvl 24 for 5 turns on Touch
---
### ― Destruction ―
> ## Damage Attribute
> **This effect damages a target's current attribute value for M points. A restore attribute effect is required to restore this damage.**
>
> - Clench (8)
> - Damage Speed 1d6 + 2 pts on Touch
> - Emasculate (8)
> - Damage Endurance 1d6 + 2 pts on Touch
> - Evil Eye (8)
> - Damage Personality 1d6 + 2 pts on Touch
> - Fuddle (8)
> - Damage Intelligence 1d6 + 2 pts on Touch
> - Stumble (8)
> - Damage Agility 1d6 + 2 pts on Touch
> - Woe (8)
> - Damage Willpower 1d6 + 2 pts on Touch
> ## Damage Fatigue
> **This effect damages a target's current fatigue value for M points.**
>
> - Doze (2)
> - 1d10 pts on Touch
> - Hornhand (4)
> - 1d12 + 4 pts on Touch
> ## Damage Health
> **This effect deals M points of non-elemental damage to the target.**
>
> - Spirit Knife (1)
> - 1d10 pts on Touch
> - Heartbite (4)
> - 1d20 + 10 pts on Touch
> ## Damage Magicka
> **This effect deals M points of magicka damage to the target.**
>
> - Soulpinch (2)
> - 1d6 + 2 pts on Touch
> ## Damage Skill
> **This effect damages a target's current skill for M points. A restore skill effect is required to restore this damage.**
> ## Drain Attribute
> **This effect reduces the target's attribute value by M points for D turns. The target regains lost points when the effect ends.**
>
> - Clumsy Touch (2)
> - Drain Agility 1d4 pts for 10 turns on Touch
> - Distraction (2)
> - Drain Intelligence 1d4 pts for 10 turns on Touch
> - Enervate (2)
> - Drain Endurance 1d4 pts for 10 turns on Touch
> - Spite (2)
> - Drain Personality 1d4 pts for 10 turns on Touch
> - Temptation (2)
> - Drain Willpower 1d4 pts for 10 turns on Touch
> - Torpor (2)
> - Drain Speed 1d4 pts for 10 turns on Touch
> ## Drain Fatigue
> **This effect reduces the target's current fatigue by M points for D turns. The target regains lost points when the effect ends.**
>
> - Sleep (3)
> - Drain Fatigue 1d6 + 3 pts for 5 turns on Touch
> - Ordeal of St. Olms (9)
> - Drain Fatigue 1d6 + 6 pts for 10 turns on Touch
> ## Drain Health
> **This effect reduces the target's current health by M points for D turns. The target regains lost points when the effect ends.**
>
> - Drain Blood (8)
> - Drain Health 2d8 pts for 5 turns on Touch
> - Drain Magicka 2d8 pts for 5 turns on Touch
> ## Drain Magicka
> **This effect reduces the target's current magicka by M points for D turns. The target regains lost points when the effect ends.**
>
> - Gash Spirit (6)
> - 2d8 + 4 pts for 5 turns on Touch
> - Drain Blood (8)
> - Drain Health 2d8 pts for 5 turns on Touch
> - Drain Magicka 2d8 pts for 5 turns on Touch
> ## Drain Skill
> **This effect reduces the target's current skill by M points for D turns. The target regains lost points when the effect ends.**
>
> - Drain Destruction (6)
> - Drain Destruction 1d8 + 2 pts for 8 turns on Target
> - Scourge Blade (6)
> - Drain Short Blade 1d8 + 2 pts for 4 turns on Target
> - Drain Long Blade 1d8 + 2 pts for 4 turns on Target
> ## Disintegrate Armor
> **TBD**
> ## Disintegrate Weapon
> **TBD**
> ## Fire Damage
> **This effect deals M points of fire damage to the target.**
>
> - Fire Bite (1)
> - 1d10 + 5 pts on Touch
> - Greater Fireball (2)
> - 1d6 + 3 pts in 10ft on Target
> - Fire Storm (5)
> - 2d6 pts for 5 turns in 10ft on Target
> - God's Fire (10)
> - 1d20 + 4 pts for 5 turns in 10ft on Target
> ## Frost Damage
> **This effect deals M points of frost damage to the target.**
>
> - Frostbite (1)
> - 1d10 + 5 pts on Touch
> - Greater Frostball (2)
> - 1d6 + 3 pts in 10ft on Target
> - Frost Storm (5)
> - 2d6 pts for 5 turns in 10ft on Target
> - God's Frost (10)
> - 1d20 + 4 pts for 5 turns in 10ft on Target
> ## Poison
> **This effect deals M points of poison damage to the target.**
>
> - Poisonous Touch (1)
> - 2d8 + 2 pts on Touch
> - Toxic Cloud (5)
> - 1d6 + 3 for 5 turns in 10ft on Target
> ## Shock Damage
> **This effect deals M points of poison damage to the target.**
>
> - Shock (1)
> - 1d10 + 5 pts on Touch
> - Spark (2)
> - 2d10 + 6 pts on Target
> - Greater Shockball (2)
> - 1d10 + 6 pts in 5ft on Target
> - Chain Lightning (4)
> - 2d12 pts in 20ft on Target
> - Lightning Storm (5)
> - 2d6 pts for 5 turns in 10ft on Target
> ## Weakness to Disease
> **This effect increases the DC of Resist Disease checks by the target by M points for D turns. The base Resist Disease DC is 21, on a failed check the resister contracts the disease.**
>
> - Weakness to Disease (2)
> - 4 pts (20%) for 2 turns on Target
> ## Weakness to Fire
> **This effect reduces the target's resistance to fire by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.**
>
> - Dire Weakness to Fire (5)
> - 10 pts (50%) for 2 turns on Target
> ## Weakness to Frost
> **This effect reduces the target's resistance to frost by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.**
>
> - Dire Weakness to Frost (5)
> - 10 pts (50%) for 2 turns on Target
> ## Weakness to Magicka
> **This effect reduces the target's resistance to negative effects by M\*5% points. With negative resistance, additional magnitude is experienced, 100% Weakness providing doubled effects. This effect does not affect the damage taken from elemental spells, the duration of any effect, nor make a difference to effects with a locked magnitude of 1, such as Paralyze.**
>
> - Dire Weakness to Magicka (5)
> - 10 pts (50%) for 2 turns on Target
> ## Weakness to Poison
> **This effect reduces the target's resistance to poison by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.**
>
> - Dire Weakness to Poison (5)
> - 10 pts (50%) for 2 turns on Target
> ## Weakness to Shock
> **This effect reduces the target's resistance to shock by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.**
>
> - Dire Weakness to Shock (5)
> - 10 pts (50%) for 2 turns on Target
---
### ― Illusion ―
> ## Blind
> **This effect adds M points to the DC of any attack checks and reduces perception for the target by M points for D turns.**
>
> - Crying Eye (1)
> - 1d12 + 2 for 2 turns on Target
> - Alad's Caliginy (3)
> - 1d20 + 2 for 4 turns on Target
> ## Calm
> **This effect causes a target up to level M to stop moving and prevents them from taking hostile actions against the caster for D turns. All creatures and humanoids are affected.**
>
> - Calming Touch (2)
> - Calm up to lvl 8 for 5 turns on Touch
> ## Chameleon
> **This effect adds M points to the DC of any check made to perceive the target for D turns.**
>
> - Chameleon (2)
> - 1d10 + 3 pts for 5 turns on Self
> - Shadowmask (5)
> - 20 pts for 5 turns on Self
> ## Charm
> **This effect causes a target up to level M to become hostile to anything the caster is hostile towards and prevents them from taking hostile actions against the caster for D turns. All humanoids are affected, creatures are not affected, including undead and daedra.**
>
> - Charming Touch (4)
> - Charm up to lvl 8 for 5 turns on Touch
> ## Demoralize
> **This effect causes a target up to level M to flee for D turns. All creatures and humanoids besides undead are affected.**
>
> - Demoralizing Touch (2)
> - Demoralize up to lvl 8 for 5 turns on Touch
> ## Frenzy
> **This effect causes a target up to level M to become hostile to all other creatures and humanoids for D turns. All humanoids are affected, but creatures, including undead and daedra, are not affected. **
>
> - Frenzying Touch (2)
> - Frenzy up to lvl 8 for 5 turns on Touch
> ## Invisibility
> **This effect causes any checks made to perceive the target to fail for D turns. The effect ends after the target takes any action.**
>
> - Brevusa's Averted Eyes (2)
> - Invisibility 2 turns on Self
> - Concealment (16)
> - Invisibility 8 turns on Self
> ## Light
> **This effect fills the affected area A with a daylight light level for D turns. Magnitude is always 1.**
>
> - Light (1)
> - Light 80ft for 80 turns on Target
> ## Night-Eye
> **This effect allows the target to see in low light conditions as if they are daylight for D turns. Magnitude is always 1.**
>
> - Night-Eye (1)
> - Night-Eye 30 turns on Self
> ## Paralyze
> **This effect prevents the target from taking any actions or moving for D turns. Magnitude is always 1.**
>
> - Medusa's Gaze (5)
> - Paralyze 2 turns on Target
> ## Rally
> **This effect prevents a target up to level M from fleeing for D turns. All humanoids are affected, but creatures, including undead and daedra, are not affected. **
>
> - Rallying Touch (1)
> - Rally up to lvl 12 for 5 turns on Touch
> ## Sanctuary
> **This effect adds M points to the DC of any attack check made to hit the target for D turns.**
>
> - Sanctuary (1)
> - Sanctuary 1d4 + 2 pts for 5 turns on Self
> ## Silence
> **This effect prevents the target from casting spells for D turns. Magnitude is always 1.**
>
> - Silence (5)
> - Silence 4 turns on Target
> ## Sound
> **This effect adds M points to the DC of any casting checks for the target for D turns.**
>
> - Cruel Noise (2)
> - 1d8 + 4 for 4 turns on Target
> - Dire Noise (4)
> - 1d20 + 6 for 4 turns on Target
---
### ― Mysticism ―
> ## Absorb Attribute
> **This effect reduces the current attribute of the target by M points and increases the caster's attribute by the same amount for D turns. When the effect ends, the target regains the lost points and the caster loses gained points.**
>
> - Absorb Agility (3)
> - Absorb Agility 4 pts for 5 turns on Touch
> - Absorb Endurance (3)
> - Absorb Endurance 4 pts for 5 turns on Touch
> - Absorb Intelligence (3)
> - Absorb Intelligence 4 pts for 5 turns on Touch
> - Absorb Personality (3)
> - Absorb Personality 4 pts for 5 turns on Touch
> - Absorb Speed (3)
> - Absorb Speed 4 pts for 5 turns on Touch
> - Absorb Strength (3)
> - Absorb Strength 4 pts for 5 turns on Touch
> - Absorb Willpower (3)
> - Absorb Willpower 4 pts for 5 turns on Touch
> ## Absorb Fatigue
> **This effect reduces the current fatigue of the target by M points and increases the caster's current fatigue by the same amount, up to the caster's max value.**
>
> - Energy Leech (3)
> - Absorb Fatigue 1d8 pts for 5 turns on Touch
> ## Absorb Health
> **This effect reduces the current health of the target by M points and increases the caster's current health by the same amount, up to the caster's max value.**
>
> - Righteousness (1)
> - Absorb Health 1d4 + 2 pts on Touch
> ## Absorb Skill
> **This effect reduces the current skill of the target by M points and increases the caster's skill by the same amount for D turns. When the effect ends, the target regains the lost points and the caster loses gained points.**
> ## Almsivi Intervention
> **This effect teleports the target to the nearest Tribunal temple instantly. Duration and Magnitude are always 1.**
>
> - Almsivi Intervention (2)
> - Almsivi Intervention on Self
> - Mass Almsivi Intervention (7)
> - Almsivi Intervention in 5ft on Self
> ## Detect Life
> **This effect allows the target to see any living beings out to M feet, through obstacles and ignoring any stealth, for D turns.**
> - Detect Life (2)
> - Detect Life 60 pts (60ft) for 2 turns on Self
> ## Detect Magic
> **This effect allows the target to see any magic items out to M feet, through obstacles, for D turns. This effect includes undead creatures, summoned creatures, and Dwemer constructs.**
>
> - Detect Magic (2)
> - Detect Magic 60 pts (60ft) for 2 turns on Self
> ## Dispel
> **This effect removes the effects of any magic currently affecting the target up to M points. Poison, Disease, and Paralysis are unaffected.**
>
> - Purge Magic (1)
> - Dispel 10 pts on Self
> - Dispel (5)
> - Dispel 50 pts on Self
> ## Divine Intervention
> **This effect teleports the target to the nearest Imperial shrine instantly. Duration and Magnitude are always 1.**
>
> - Divine Intervention (2)
> - Divine Intervention on Self
> - Mass Divine Intervention (7)
> - Divine Intervention in 5ft on Self
> ## Mark
> **This effect sets the target's Mark point to their current location. Duration and Magnitude are always 1.**
>
> - Mark (4)
> - Mark on Self
> ## Recall
> **This effect teleports the target to the caster's Mark point instantly. Duration and Magnitude are always 1.**
>
> - Recall (4)
> - Recall on Self
> - Mass Recall (9)
> - Recall in 5ft on Self
> ## Reflect
> **This effect reduces the DC of Reflect checks by the target by M points for D turns. The base Reflect DC is 21, on a successful check, an effect targeting the reflecter is applied back to the caster.**
>
> - Reflect (2)
> - 6 pts for 2 turns on Self
> - Shalidor's Mirror (20)
> - 20 pts for 6 turns on Self
> ## Soultrap
> **This effect causes the target to become soul trapped by the caster on death, provided the caster has a soul gem large enough to fit the target's soul, for D turns. Magnitude is always 1.**
>
> - Soul Trap (1)
> - 5 turns on Touch
> ## Spell Absorption
> **This effect reduces the DC of Absorb checks by the target by M points for D turns. The base Absorb DC is 21, on a successful check, the absorber does not experience the effect and gains current magicka points equal to those used to cast the effect, up to the absorber's max magicka.**
>
> - Wild Spelldrinker (2)
> - 1d12 pts for 2 turns on Self
> - Tranasa's Spelltrap (10)
> - 10 pts for 6 turns on Self
> ## Telekinesis
> **This effect allows the target to interact with objects out to M feet for D turns.**
>
> - Telekinesis (1)
> - 20 pts (20ft) for 3 turns on Self
---
### ― Restoration ―
> ## Cure Disease
> **This effect removes any disease affecting the target. Duration and Magnitude are always 1.**
>
> - Rilm's Gift (3)
> - Cure Disease on Touch
> - Rilm's Cure (3)
> - Cure Disease on Self
>
> ## Cure Paralysis
> **This effect removes any Paralysis affecting the target. Duration and Magnitude are always 1.**
> - Cure Paralysis (1)
> - Cure Paralysis on Touch
> ## Cure Poison
> **This effect removes any Poison affecting the target. Duration and Magnitude are always 1.**
>
> - Balyna's Antidote (1)
> - Cure Poison on Self
> - Seryn's Gift (1)
> - Cure Poison on Touch
> ## Fortify Attribute
> **This effect increases the target's attribute by M points for D turns. The attribute is restored when the effect ends.**
>
> - Charisma (2)
> - Fortify Personality 1d6 pts for 10 turns on Self
> - Fortitude (2)
> - Fortify Endurance 1d6 pts for 10 turns on Self
> - Iron Will (2)
> - Fortify Willpower 1d6 pts for 10 turns on Self
> - Nimbleness (2)
> - Fortify Agility 1d6 pts for 10 turns on Self
> - Quicksilver (2)
> - Fortify Speed 1d6 pts for 10 turns on Self
> - Troll Strength (2)
> - Fortify Strength 1d6 pts for 10 turns on Self
> - Wisdom (2)
> - Fortify Intelligence 1d6 pts for 10 turns on Self
> ## Fortify Attack
> **This effect removes M points to the DC of any attack checks made by the target for D turns.**
> ## Fortify Fatigue
> **This effect increases the target's current fatigue by M points for D turns. After the effect ends, the target's current fatigue is restored to its former value, minus any lost while the effect was active.**
>
> - Vigor (1)
> - Fortify Fatigue 1d8 + 2 pts for 5 turns on Self
> - Daedric Fatigue (5)
> - Fortify Fatigue 1d20 + 8 pts for 10 turns on Self
> ## Fortify Health
> **This effect increases the target's current health by M points for D turns. After the effect ends, the target's current health is restored to its former value, minus any lost while the effect was active, to a minimum of 1.**
>
> - Vitality (2)
> - Fortify Health 2d12 pts for 10 turns on Self
> - Blood Gift (4)
> - Fortify Health 2d20 + 4 pts for 10 turns on Self
> - Daedric Health (6)
> - Fortify Health 3d20 + 6 pts for 10 turns on Self
> ## Fortify Magicka
> **This effect increases the target's current magicka by M points for D turns. After the effect ends, the target's current magicka is restored to its former value, minus any lost while the effect was active.**
>
> - Powerwell (4)
> - Fortify Magicka 2d12 pts for 5 turns on Self
> ## Fortify Skill
> **This effect increases the target's skill by M points for D turns. The skill is restored when the effect ends.**
>
> - Masterful Fluid Evasion (2)
> - Fortify Unarmored 2d6 pts for 5 turns on Self
> - Masterful Golden Wisdom
> - Fortify Alteration 2d6 pts for 5 turns on Self
> - Masterful Green Wisdom
> - Fortify Restoration 2d6 pts for 5 turns on Self
> - Masterful Red Wisdom
> - Fortify Destruction 2d6 pts for 5 turns on Self
> - Masterful Silver Wisdom
> - Fortify Illusion 2d6 pts for 5 turns on Self
> - Masterful Sublime Wisdom
> - Fortify Alchemy 2d6 pts for 5 turns on Self
> - Masterful Transcendant Wisdom
> - Fortify Conjuration 2d6 pts for 5 turns on Self
> - Masterful Unseen Wisdom
> - Fortify Mysticism 2d6 pts for 5 turns on Self
> ## Resist Disease
> **This effect reduces the DC of Resist Disease checks by the target by M points for D turns. The base Resist Disease DC is 21, on a failed check the resister contracts the disease.**
>
> - Seryn's Blessing (3)
> - Resist Disease 9 pts for 10 turns on Self
> ## Resist Fire
> **This effect increases the target's resistance to fire by M\*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.**
>
> - Resist Fire (1)
> - Resist Fire 1d12 pts (5%-60%) for 5 turns on Self
> - Flameguard (3)
> - Resist Fire 1d10 + 4 pts (25%-70%) for 10 turns on Self
> ## Resist Frost
> **This effect increases the target's resistance to frost by M\*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.**
>
> - Resist Frost (1)
> - Resist Frost 1d12 pts (5%-60%) for 5 turns on Self
> - Frostguard (3)
> - Resist Frost 1d10 + 4 pts (25%-70%) for 10 turns on Self
> ## Resist Magicka
> **This effect increases the target's resistance to negative effects by M\*5% points. With positive resistance, effect magnitude is reduced, 100% Resistance providing immunity to the effect.**
>
> - Resist Magicka (1)
> - Resist Magicka 1d12 pts (5%-60%) for 5 turns on Self
> - Magickguard (3)
> - Resist Magicka 1d10 + 4 pts (25%-70%) for 10 turns on Self
> ## Resist Paralysis
> **This effect reduces the DC of Resist Paralysis checks by the target by M points for D turns. The base Resist Paralysis DC is 21, on a failed check the Paralysis effect is applied.**
>
> - Resist Paralysis (3)
> - Resist Paralysis 15 pts for 6 turns on Self
> ## Resist Poison
> **This effect increases the target's resistance to poison by M\*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.**
>
> - Resist Poison (1)
> - Resist Poison 1d12 pts (5%-60%) for 5 turns on Self
> - Poisonguard (3)
> - Resist Poison 1d10 + 4 pts (25%-70%) for 10 turns on Self
> ## Resist Shock
> **This effect increases the target's resistance to shock by M\*5% points. With positive resistance, damage is reduced, 100% Resistance providing immunity to the damage.**
>
> - Resist Shock (1)
> - Resist Shock 1d12 pts (5%-60%) for 5 turns on Self
> - Shockguard (3)
> - Resist Shock 1d10 + 4 pts (25%-70%) for 10 turns on Self
> ## Restore Attribute
> **This effect removes M points of damage currently affecting the target's attribute.**
>
> - Restore Agility (1)
> - Restore Agility 1d10 pts on Self
> - Restore Endurance (1)
> - Restore Endurance 1d10 pts on Self
> - Restore Intelligence (1)
> - Restore Intelligence 1d10 pts on Self
> - Restore Personality (1)
> - Restore Personality 1d10 pts on Self
> - Restore Speed (1)
> - Restore Speed 1d10 pts on Self
> - Restore Strength (1)
> - Restore Strength 1d10 pts on Self
> - Restore Willpower (1)
> - Restore Willpower 1d10 pts on Self
> ## Restore Fatigue
> **This effect increases the target's current fatigue by M points, up to max fatigue.**
>
> - Rest of St. Merris (2)
> - Restore Fatigue 1d4 pts for 5 turns on Self
> - Stamina (3)
> - Restore Fatigue 1d6 pts for 5 turns on Self
> ## Restore Health
> **This effect increases the target's current health by M points, up to max health.**
>
> - Hearth Heal (1)
> - Restore Health 1d10 + 5 pts on Self
> - Regenerate (1)
> - Restore Health 1d4 pts for 5 turns on Self
> - Heal Major Wounds (3)
> - Restore Health 4d10 + 10 pts on Self
> - Convalescence (1)
> - Restore Health 1d8 + 6 pts on Touch
> - Greater Convalescence (3)
> - Restore Health 3d20 pts on Touch
> ## Restore Skill
> **This effect removes M points of damage currently affecting the target's skill.**
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[License Info](license.html)
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