458 lines
13 KiB
Markdown
458 lines
13 KiB
Markdown
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<link href="/css/tes.css" rel="stylesheet">
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[Main](main.html)
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[Spell List](spelllist.html)
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---
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### ― Alteration ―
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> #### Alteration Journeyman
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> ##### Req. 5 Alteration
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> Pick one spell from the Alteration school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Alteration Expert
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> ##### Req. 10 Alteration
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> Pick one effect within the Alteration school. For this effect, the base cost is halved in spells.
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> #### Alteration Mastery
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> ##### Req. 15 Alteration
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> You gain a Constant Effect Shield, Fire Shield, Frost Shield, or Lightning Shield ability on Self, decreasing your max Magicka by 3x the spell cost.
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---
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### ― Conjuration ―
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> #### Conjuration Journeyman
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> ##### Req. 5 Conjuration
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> Pick one spell from the Conjuration school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Conjuration Expert
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> ##### Req. 10 Conjuration
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> Pick one effect within the Conjuration school. For this effect, the base cost is halved in spells.
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> #### Conjuration Mastery
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> ##### Req. 15 Conjuration
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> Provides Constant Effect Summon or Bound ability on Self for max Magicka decrease of 1.5x Summon Cost.
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---
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### ― Destruction ―
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> #### Destruction Journeyman
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> ##### Req. 5 Destruction
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> Pick one spell from the Destruction school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Destruction Expert
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> ##### Req. 10 Destruction
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> Pick one effect within the Destruction school. For this effect, the base cost is halved in spells.
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> #### Destruction Mastery
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> ##### Req. 15 Destruction
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> Your signature spells in the Destruction school have half the Magicka cost.
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---
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### ― Illusion ―
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> #### Illusion Journeyman
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> ##### Req. 5 Illusion
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> Pick one spell from the Illusion school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Illusion Expert
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> ##### Req. 10 Illusion
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> Pick one effect within the Illusion school. For this effect, the base cost is halved in spells.
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> #### Illusion Mastery
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> ##### Req. 15 Illusion
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> You gain a Constant Effect Chameleon or Sanctuary ability on Self, decreasing your max Magicka by 3x the spell cost.
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---
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### ― Mysticism ―
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> #### Mysticism Journeyman
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> ##### Req. 5 Mysticism
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> Pick one spell from the Mysticism school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Mysticism Expert
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> ##### Req. 10 Mysticism
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> Pick one effect within the Mysticism school. For this effect, the base cost is halved in spells.
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> #### Mysticism Mastery
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> ##### Req. 15 Mysticism
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> You gain a Constant Effect Reflect or Spell Absorbation ability on Self, decreasing your max Magicka by 3x the spell cost.
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---
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### ― Restoration ―
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> #### Restoration Journeyman
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> ##### Req. 5 Restoration
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> Pick one spell from the Restoration school as your signature spell. Your normal modifiers when casting this spell are doubled.
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> #### Restoration Expert
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> ##### Req. 10 Restoration
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> Pick one effect within the Restoration school. For this effect, the base cost is halved in spells.
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> #### Restoration Mastery
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> ##### Req. 15 Restoration
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> You gain a Constant Effect Resist or Restore Health ability on Self, decreasing your max Magicka by 3x the spell cost.
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---
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### ― Enchanting ―
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> #### Practiced Enchanter
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> ##### Req. 5 Enchant
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> You can expend Magicka to assist in the enchanting process, the DC is reduced by 2 for every 1 Magicka point used.
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> #### Enchanting Expert
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> ##### Req. 10 Enchant
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> Enchanted items you use have more charge, their Magicka pools are increased by 50% while you use them.
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> #### Constant Effect Enchanting
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> ##### Req. 15 Enchant
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> Allows the creation of Constant Effect enchantments, for which effect cost is doubled and a Greater or higher soul gem is required.
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---
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### ― Alchemy ―
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> #### Alchemy Journeyman
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> ##### Req. 5 Alchemy
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> You find twice as many ingredients when harvesting.
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> #### Alchemy Expert
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> ##### Req. 10 Alchemy
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> Negative effects for potions and positive effects for poisons are halved.
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> #### Alchemy Master
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> ##### Req. 15 Alchemy
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> You can create single ingredient potions. These potions have half the magnitude of a normal potion. The effect for these potions is the primary effect, marked in the ingredient data.
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---
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### ― Short Blade ―
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> #### Short Blade Journeyman
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> ##### Req. Short Blade 5
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> You may make a bonus attack with Short Blades on each turn. Increases to 2 bonus attacks at Short Blade 15.
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> #### Short Blade Expert
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> ##### Req. Short Blade 10
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> Attacks with Short Blades ignore half the opponent's armor.
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> #### Short Blade Mastery
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> ##### Req. Short Blade 15
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> Attacks with Short Blades use one less Fatigue, to a minimum of 0. You may make 2 bonus attacks with Short Blades, rather than one.
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---
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### ― Long Blade ―
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> #### Long Blade Journeyman
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> ##### Req. Long Blade 5
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> Attacks with Long Blade can achieve a critical hit with a 19 or 20.
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> #### Long Blade Expert
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> ##### Req. Long Blade 10
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> Your attack affects extra targets within 5ft equal to the extra fatigue used in the attack.
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> #### Long Blade Mastery (Riposte)
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> ##### Req. Long Blade 15
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> When an enemy melee attacks you, you can attack in return. The enemy attack does not need to hit.
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---
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### ― Spear ―
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> #### Spear Journeyman (ZOC 1)
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> ##### Req. Spear 5
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> When wielding a spear, you get an attack reaction on any opponent you can see entering attack range from the front.
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> #### Spear Expert (ZOC 2)
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> ##### Req. Spear 10
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> If you make a successful attack reaction on an opponent entering attack range, they cannot get closer to you.
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> #### Spear Mastery
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> ##### Req. Spear 15
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> Attacks with Spear crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
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---
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### ― Blunt Weapon ―
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> #### Blunt Weapon Journeyman
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> ##### Req. Blunt Weapon 5
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> The max fatigue cap of blunt weapon attacks is increased by one.
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> #### Blunt Weapon Expert
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> ##### Req. Blunt Weapon 10
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> The base fatigue cost of blunt weapon attacks is reduced by one, to a minimum of 0.
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> #### Blunt Weapon Mastery
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> ##### Req. Blunt Weapon 15
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> Attacks with blunt weapons knock down and disarm the opponent on a critical hit.
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### ― Axe ―
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> #### Axe Journeyman
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> ##### Req. Axe 5
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> Attacks with axes crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
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> #### Axe Expert
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> ##### Req. Axe 10
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> Critical hits with axes allow you to disarm the opponent.
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> #### Axe Mastery
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> ##### Req. Axe 15
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> For each point of fatigue you expend on an attack with an axe, the roll necessary for a critical hit is reduced by one.
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---
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### ― Marksman ―
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> #### Marksman Journeyman
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> ##### Req. Marksman 5
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> You do not need to take a turn after shooting to ready your next shot.
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> #### Marksman Expert
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> ##### Req. Marksman 10
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> Attacks with bows ignore half the opponent's armor.
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> #### Marksman Mastery
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> ##### Req. Marksman 15
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> When you make an attack with a bow, you can make an additional bow attack.
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---
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### ― Throwing ―
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> #### Throwing Journeyman
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> ##### Req. Throwing 5
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> When attacking with throwing weapons, your attack skill is multiplied by 1.5x.
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> #### Throwing Expert
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> ##### Req. Throwing 10
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> Attacks with throwing weapon ignore half the opponent's armor.
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> #### Throwing Mastery
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> ##### Req. Throwing 15
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> When you make an attack with a throwing weapon, you can make an additional throwing attack.
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---
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### ― Hand-to-hand ―
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> #### Hand-to-hand Journeyman
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> ##### Req. Hand-to-hand 5
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> The base damage of hand-to-hand attacks increases as your *Base* skill increases, based on the following table, rather than 1.
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>
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> | Skill | Base Damage |
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> | ----- | ----------- |
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> | 5 | 1d6 |
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> | 8 | 1d8 |
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> | 12 | 1d8+4 |
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> | 15 | 1d10+5 |
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> | 17 | 1d12+6 |
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> | 20 | 1d20+10 |
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> #### Hand-to-hand Expert
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> ##### Req. Hand-to-hand 10
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> If you do damage to an opponent with a hand-to-hand attack, they cannot attack you with a weapon on their next turn.
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> #### Hand-to-hand Mastery
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> ##### Req. Hand-to-hand 15
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> Hand-to-hand attacks achieve a critical hit with an 18 or higher, and can disarm an opponent on a critical hit.
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### ― Unarmored ―
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> #### Unarmored Journeyman
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> ##### Req. Unarmored 5
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> Instead of adding Unarmored / 2 pts to AC when not wearing armor, add your full Unarmored value.
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> #### Unarmored Expert
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> ##### Req. Unarmored 10
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> Your Unarmored skill contributes twice as much to your evasion.
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> #### Unarmored Mastery
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> ##### Req. Unarmored 15
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> When hit by any attack, you can make a DC 30 Unarmored check to negate the hit entirely.
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### ― Light Armor ―
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> #### Light Armor Journeyman
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> ##### Req. Light Armor 5
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> Light Armor provides no Speed penalty.
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> #### Light Armor Expert
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> ##### Req. Light Armor 10
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> Fatigue regenerates 50% faster in all Light Armor.
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> #### Light Armor Mastery
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> ##### Req. Light Armor 15
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> When wearing all Light Armor, you gain 50% Resistance to Fire, Frost, and Shock.
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### ― Heavy Armor ―
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> #### Heavy Armor Journeyman
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> ##### Req. Heavy Armor 5
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> When wearing all Heavy Armor, for 2 Fatigue you can run into an opponent in movement range, Staggering them.
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> #### Heavy Armor Expert
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> ##### Req. Heavy Armor 10
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> Wearing Heavy Armor no longer reduces your Fatigue.
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> #### Heavy Armor Mastery
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> ##### Req. Heavy Armor 15
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> Damage can be reduced to 1/10th by armor, rather than 1/5th.
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---
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### ― Block ―
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> #### Block Journeyman
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> ##### Req. Block 5
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> Along with the regular DC 19 Block check, if your check also beats `RollToBeat = 20 - (Block / 2)`
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> the entire attack damage is negated. (10% chance at Block 5, 50% chance at Block 20)
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> #### Block Expert
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> ##### Req. Block 10
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> Along with other Block checks, if your check beats a 15, the opponent is staggered, losing one attack on their next turn. (25% chance)
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> #### Block Mastery
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> ##### Req. Block 15
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> Along with other Block checks, if your check beats a 19, the opponent is disarmed (5% chance)
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---
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### ― Athletics ―
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> #### Athletics Journeyman
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> ##### Req. Athletics 5
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> Your max movements per turn is increased by one.
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> #### Athletics Expert
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> ##### Req. Athletics 10
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> Your Athletics skill is doubled when added to your movement speed.
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> #### Athletics Mastery
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> ##### Req. Athletics 15
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> One additional movement per turn costs no fatigue.
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---
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### ― Acrobatics ―
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> #### Acrobatics Journeyman
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> ##### Req. Acrobatics 5
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> During combat, you may make an Acrobatics check against an opponent's Speed in melee range to leave their zone of control without provoking an attack.
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> #### Acrobatics Expert
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> ##### Req. Acrobatics 10
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> Your jump height in feet is equal to your Acrobatics skill, rather than Acrobatics / 2.
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> #### Acrobatics Mastery
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> ##### Req. Acrobatics 15
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> You no longer take damage from falling.
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---
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### ― Sneak ―
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> #### Sneak Journeyman
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> ##### Req. Sneak 5
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> Damage from a sneak attack is x4 instead of 2x.
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> #### Sneak Expert
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> ##### Req. Sneak 10
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> Your movement is no longer halved in stealth.
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> #### Sneak Mastery
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> ##### Req. Sneak 15
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> After a movement action, you may make a DC 35 Sneak check to enter stealth, even when not obscured.
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---
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### ― Deception ―
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> #### Deception Journeyman
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> ##### Req. Deception 5
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> You can take a few minutes to disguise yourself, requiring a DC 20 + Deception + (Personality / 4) to be recognized.
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> #### Deception Expert
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> ##### Req. Deception 10
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> Your action declarations are hidden from other combatants. You still must declare your actions, but opponents cannot use that information against you, as if you were hidden.
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> #### Deception Mastery
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> ##### Req. Deception 15
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> You can mimic the speech of any person you've heard speaking in a language you know.
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---
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### ― Speechcraft ―
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> #### Speechcraft Journeyman
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> ##### Req. Speechcraft 5
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> Up to Speechcraft / 4 times per day, you can encourage an ally, allowing them to add your Speechcraft / 4 to a skill check of their choice.
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> #### Speechcraft Expert
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> ##### Req. Speechcraft 10
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> When determining is some is lying to you, your Speechcraft skill is doubled.
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> #### Speechcraft Mastery
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> ##### Req. Speechcraft 15
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> Any roll lower than a 10 on a Speechcraft check is considered a 10.
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---
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### ― Security ―
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> #### Security Journeyman
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> ##### Req. Security 5
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> Your lockpicking is silent.
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> #### Security Expert
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> ##### Req. Security 10
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> Your lockpicking never leaves a trace.
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> #### Security Mastery
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> ##### Req. Security 15
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> You get a copy of a lock's key after picking it.
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---
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### ― Survival ―
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> #### Survival Journeyman
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> ##### Req. Survival 5
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> You can always forage enough food for yourself, excluding extreme circumstances.
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> #### Survival Expert
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> ##### Req. Survival 10
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> Non-magical animals do not attack you unless provoked.
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> #### Survival Mastery
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> ##### Req. Survival 15
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> You gain 50% Resistance to Fire, Frost, Shock, Poison, and Disease.
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---
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### ― Non-Skill ―
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> #### Spellmaking
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> ##### Req. 15 Intelligence
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> Allows Spellmaking.
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