Initial Commit

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Lucia Ceionia 2022-09-14 18:44:58 -05:00
commit 0d1727bea8
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*.html

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%.html: %.md
pandoc $< -f markdown -t html -s -o $@
ttrpg: perks.html spelllist.html test.html main.html creatures.html magical_items.html calc.html
all: ttrpg

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% TES TTRPG
<link href="/css/tes.css" rel="stylesheet">
<link href="/resources/favicon.png" rel="icon">
[Main](main.html)
---
### Alchemy Calculator
<label for="alc-skill">Alchemy Skill:</label>
<input type="number" id="alc-skill" name="alc-skill">
<label for="alc-int">Intelligence Value:</label>
<input type="number" id="alc-int" name="alc-int">
<label for="alc-mortar">Mortar & Pestle:</label>
<input type="number" id="alc-mortar" name="alc-mortar">
<label for="alc-alembic">Alembic:</label>
<input type="number" id="alc-alembic" name="alc-alembic">
<label for="alc-calcinator">Calcinator:</label>
<input type="number" id="alc-calcinator" name="alc-calcinator">
<label for="alc-retort">Retort:</label>
<input type="number" id="alc-retort" name="alc-retort">
<label for="alc-potency">Ingredient Potency:</label>
<input type="number" id="alc-potency" name="alc-potency">
<label for="alc-cost">Effect Base Cost:</label>
<input type="number" id="alc-cost" name="alc-cost">
<span id="alc-output">Magnitude: <b>0</b> Duration: <b>0</b></span>
<input type="button" id="alc-submit" name="alc-submit" onclick="alcCalc()" value="Calculate">
### Spell Cost Calculator
<label for="spell-magnitude">Magnitude:</label>
<input type="number" id="spell-magnitude" name="spell-magnitude">
<label for="spell-duration">Duration:</label>
<input type="number" id="spell-duration" name="spell-duration">
<label for="spell-area">Area:</label>
<input type="number" id="spell-area" name="spell-area">
<label for="spell-ranged">Ranged:</label>
<input type="checkbox" id="spell-ranged" name="spell-ranged">
<label for="spell-cost">Effect Base Cost:</label>
<input type="number" id="spell-cost" name="spell-cost">
<span id="spell-output">Cost: <b>0</b> Difficulty: <b>0</b></span>
<input type="button" id="spell-submit" name="spell-submit" onclick="spellCalc()" value="Calculate">
<script src="test.js"></script>

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% Creatures
<link href="/css/tes.css" rel="stylesheet">
[Main](main.html)
---
### Template
> #### Name
> Lv. Level *Soul Level (Soul Size)* Diff **Difficulty Value** (Difficulity Rating, Difficulity Value Normalized by Level)
>
> ##### Drops
>
> - Drops (Chance%)
>
> Weaknesses, Resistances, Immunities
> Constant Abilities/Effects
>
> **HP** HP Max **MP** Magicka Pool **Fat** Fatigue Pool
>
> **AC** Armor Class **Evasion** Evasion **Speed** Movement Speed
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | N | N | N | N | N | N | N |
>
> *Skill Name* Value
>
> ##### Attacks
>
> - Ability Type/Variant: Name
> - Effects
> - Spell Name (Magicka Cost M)
> - Effects, MinR Minimum Cast Success Roll
> - Attack Name/Weapon (Fatigue Cost/Alt Fatigue Cost F)
> - Damage/Alt Damage + Modifier pts Damage Type, 1d20 + Modifier to Hit.
> - Effects
> - Disease (Chance%): Name
> - Effects
---
> #### Rat
> Lv. 1 *Petty (1)* Diff. **6** (Easy, 5.33)
>
> ##### Drops
>
> - Rat Meat
>
> **HP** 8 **MP** 2 **Fat** 3
>
> **AC** 1 **Evasion** 12 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 2 | 4 | 6 | 6 | 2 | 1 | 1 |
>
> *Unarmed* 2 *Unarmored* 2 *Athletics* 4
>
> ##### Attacks
>
> - Bite
> - 1d4 + 4 pts Piercing, 1d20 + 3 to Hit.
> #### Mudcrab
> Lv. 1 *Petty (1)* Diff. **6** (Easy, 5.33)
>
> ##### Drops
>
> - Crab Meat
>
> 2 Natural Armor (Light Armor)
>
> **HP** 28 **MP** 2 **Fat** 4 **Speed** 20ft
>
> **AC** 3 **Evasion** 11
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 7 | 4 | 4 | 4 | 2 | 1 | 2 |
>
> *Unarmed* 2 *Light Armor* 2
>
> ##### Attacks
>
> - Claw
> - 1d4 + 4 pts Piercing, 1d20 + 3 to Hit.
> #### Skeleton
> Lv. 1 *Petty (1)* Fighter: Diff. **9** (Medium, 3.6) Archer: Diff. **12** (Tough, 2.67)
>
> ##### Drops
>
> - Bonemeal
> - Rusty Iron Weapon
>
> Immune to Poison, Immune to Paralysis, 50% Resistance to Frost
> Rusty Iron Armor 6
>
> **HP** 20 **MP** 2 **Fat** 3
>
> **AC** 8 **Evasion** 10 **Speed** 15ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 5 | 6 | 3 | 3 | 1 | 1 | 1 |
>
> *Unarmed* 2 *Heavy Armor* 4 *Axe* 4 *Marksman* 4
>
> ##### Attacks
>
> - Rusty Iron Axe
> - 1d6 + 6 pts Slashing, 1d20 + 5 to Hit.
> - Rusty Iron Bow
> - 1d6 + 9 pts Piercing, 1d20 + 5 to Hit.
> - Punch
> - 1d4 + 6 pts Bludgeoning, 1d20 + 2 to Hit.
> #### Wolf
> Lv. 2 *Petty (1)* Diff. **7** (Easy, 5.1)
>
> ##### Drops
>
> - Wolf Pelt
>
> 25% Resistance to Frost
> 4 Natural Armor (Light Armor)
>
> **HP** 18 **MP** 2 **Fat** 3
>
> **AC** 6 **Evasion** 12 **Speed** 40
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 4 | 4 | 6 | 5 | 1 | 1 | 1 |
>
> *Unarmed* 6 *Light Armor* 4 *Athletics* 16
>
> ##### Attacks
>
> - Disease: Helljoint (10% Chance)
> - Drain Agility & Speed 1d4 pts
> - Bite
> - 1d6 + 4 pts Piercing, 1d20 + 7 to Hit.
> - Claw
> - 1d4 + 4 pts Piercing, 1d20 + 7 to Hit.
> #### Poison Trap
> Lv. 4
>
> - Trap
> - 20 pts Poison Damage
> #### Zombie
> Lv. 4 *Lesser (2)* Diff. **13** (Medium, 3.4)
>
> ##### Drops
>
> - Mort Flesh
>
> 50% Weakness to Fire, Immune to Poison
>
> **HP** 38 **MP** 2 **Fat** 5
>
> **AC** 6 **Evasion** 14 **Speed** 20ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 7 | 8 | 4 | 4 | 1 | 1 | 1 |
>
> *Unarmed* 6 *Unarmored* 6
>
> ##### Attacks
>
> - Punch
> - 1d10 + 8 pts Bludgeoning, 1d20 + 7 to Hit.
> #### Goblin
> Lv. 6 *Lesser (2)* Diff. **12** (Easy, 4.33)
>
> ##### Drops
>
> - Rusty Iron Weapon
>
> Leather Armor (5)
>
> **HP** 45 **MP** 6 **Fat** 6
>
> **AC** 9 **Evasion** 13 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 7 | 6 | 7 | 7 | 4 | 3 | 6 |
>
> *Blunt* 4 *Light Armor* 8 *Athletics* 4
>
> ##### Attacks
>
> - Rusty Iron Mace (0/1F)
> - 1/2d6 + 6 pts Bludgeoning, 1d20 + 5 to Hit.
> - Punch (0/1F)
> - 1/2d4 + 6 pts Bludgeoning, 1d20 + 3 to Hit.
> #### Scamp
> Lv. 7 *Lesser (2)* Diff. **16** (Medium, 3.5)
>
> ##### Drops
>
> - Scamp Skin
>
> 50% Resistance to Fire, 50% Weakness to Shock
>
> **HP** 42 **MP** 10 **Fat** 5
>
> **AC** 5 **Evasion** 14 **Speed** 20ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 6 | 7 | 4 | 4 | 2 | 5 | 4 |
>
> *Destruction* 8 *Unarmed* 4 *Unarmored* 5
>
> ##### Attacks
>
> - Fireball (2M)
> - 2d10 + 6 pts Fire Damage on Target, MinR 7
> - Punch (1F)
> - 2d8 + 7 pts Bludgeoning, 1d20 + 5 to Hit.
> - Greater Power: Scamp Reflect
> - Reflect 10 pts for 4 turns on Self
> #### Ancestor Ghost
> Lv. 8 *Common (4)* Diff. **15** (Medium, 4.0)
>
> ##### Drops
>
> - Ectoplasm
>
> Immune to Frost, Immune to Poison, Immune to Normal Weapons
>
> **HP** 22 **MP** 20 **Fat** 4
>
> **AC** 1 **Evasion** 12 **Speed** 15ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 3 | 4 | 3 | 3 | 4 | 10 | 8 |
>
> *Destruction* 8 *Mysticism* 6 *Unarmed* 2 *Unarmored* 3
>
> ##### Attacks
>
> - Ghost Curse (3M)
> - 4d6 Damage Health on Touch, MinR 5
> - 2d4 pts Drain Fatigue for 5 turns on Touch
> - 1d4 pts Drain Endurance for 5 turns on Touch
> - Spell Absorption (2M)
> - 1d10 pts for 4 turns on Self
> - Punch
> - 1d4 + 4 pts Bludgeoning, 1d20 + 2 to Hit.
> #### Skeleton Guardian
> Lv. 8 *Lesser (2)* Melee: Diff. **16** (Medium, 3.8) Archer: Diff. **20**/**23** (Tough, 3/2.61)
>
> ##### Drops
>
> - Bonemeal
> - Rusty Iron Shield
> - Rusty Steel Weapon
> - Rusty Elven Bow (10%)
>
> Immune to Poison, Immune to Paralysis, 50% Resistance to Frost
> Rusty Iron Armor 9 Rusty Iron Shield 3
>
> **HP** 37 **MP** 4 **Fat** 5
>
> **AC** 15 **Evasion** 12 **Speed** 20ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 5 | 8 | 8 | 4 | 1 | 2 | 2 |
>
> *Block* 6 *Blunt* 6 *Heavy Armor* 6 *Marksman* 6
>
> ##### Attacks
>
> - Rusty Steel Mace (0/1F)
> - 1d8/2d8 + 8 pts Slashing, 1d20 + 8 to Hit.
> - (9/10) Rusty Steel Bow (0/1F)
> - 1d8/1d8+4/2d8+4 + 8 pts Slashing, 1d20 + 8 to Hit.
> - (1/10) Rusty Elven Bow (0/1F)
> - 1d10/1d10+5/2d10+5 + 8 pts Slashing, 1d20 + 8 to Hit.
> - Punch
> - 1d4 + 8 pts Bludgeoning, 1d20 + 3 to Hit.
> #### Dreugh
> Lv. 8 *Common (3)* Diff. **21** (Tough, 2.9)
>
> ##### Drops
>
> - Dreugh Wax
>
> 6 Natural Armor (Light Armor)
>
> **HP** 37 **MP** 6 **Fat** 5
>
> **AC** 10 **Evasion** 14 **Speed** 25ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 5 | 6 | 8 | 6 | 2 | 3 | 2 |
>
> *Unarmed* 6 *Light Armor* 8
>
> ##### Attacks
>
> - Claw (0/1F/2F)
> - 1d10/2d10/2d10+5 + 6 pts Bludgeoning, 1d20 + 8 to Hit.
> #### Black Bear
> Lv. 9 *Common (3)* Diff. **16** (Medium, 4.0)
>
> ##### Drops
>
> - Bear Pelt
>
> 50% Resistance to Frost
> 8 Natural Armor (Light Armor)
>
> **HP** 80 **MP** 2 **Fat** 6
>
> **AC** 10 **Evasion** 12 **Speed** 35
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 10 | 10 | 4 | 6 | 1 | 1 | 2 |
>
> *Unarmed* 10 *Light Armor* 4 *Athletics* 10
>
> ##### Attacks
>
> - Disease: Yellow Tick (10% Chance)
> - Drain Strength & Speed 1d4 pts
> - Bite (1/2F)
> - 1d6/2d6 + 10 pts Piercing, 1d20 + 11 to Hit.
> - Claw (1/2F)
> - 1d6/2d6 + 10 pts Piercing, 1d20 + 11 to Hit.
> #### Flame Atronach
> Lv. 9 *Common (3)* Diff **18** (Medium, 3.6)
>
> ##### Drops
>
> - Fire Salts
>
> 100% Weakness to Frost, Immune to Fire, 50% Resistance to Normal Weapons
> Reflect 4 pts
>
> **HP** 32 **MP** 18 **Fat** 6
>
> **AC** 5 **Evasion** 14 **Speed** 20ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 4 | 4 | 6 | 5 | 3 | 6 | 8 |
>
> *Destruction* 10 *Unarmed* 2 *Unarmored* 5
>
> ##### Attacks
>
> - Fireball (2M)
> - Fire Damage 2d12+4 pts on Target, MinR 2
> - Firebloom (2M)
> - Fire Damage 3d12 pts in 5ft on Touch, MinR 2
> - Slash (0/1F)
> - 1/2d8 + 4 pts Slashing, 1d20 + 3 to Hit.
> #### Goblin Berserker
> Lv. 10 *Common (3)* Diff. **19** (Medium, 3.58)
>
> ##### Drops
>
> - Leather Shield
> - Leather Armor Piece
> - Iron War Axe
>
> Leather Shield (3) Leather Armor (5)
>
> **HP** 68 **MP** 8 **Fat** 8
>
> **AC** 12 **Evasion** 14 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 8 | 10 | 8 | 6 | 6 | 4 | 6 |
>
> *Axe* 8 *Block* 6 *Light Armor* 8 *Athletics* 4
>
> ##### Attacks
>
> - Iron War Axe (0/1F/2F)
> - 1/1d6+3/2d6+3 + 10 pts Slashing, 1d20 + 10 to Hit.
> - Punch (0/1F)
> - 1/2d4 + 10 pts Bludgeoning, 1d20 + 3 to Hit.
> #### Bonewalker
> Lv. 10 *Common (3)* Diff. **28** (Tough, 2.43)
>
> ##### Drops
>
> - Bonemeal
> - Petty Soul Gem (50%)
> - Lesser Soul Gem (20%)
>
> 50% Resistance to Shock, 50% Resistance to Frost, Immune to Poison
>
> **HP** 51 **MP** 4 **Fat** 6
>
> **AC** 8 **Evasion** 16 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 6 | 10 | 8 | 6 | 2 | 2 | 6 |
>
> *Unarmed* 8 *Unarmored* 8 *Athletics* 4
>
> ##### Attacks
>
> - Disease: Brown Rot
> - Drain Strength 1d4
> - Lesser Power: Grave Curse
> - Drain Strength 1d4 for 5 turns on Target
> - Punch (0/1F/2F)
> - 1/2/3d12 + 10 pts Bludgeoning, 1d20 + 10 to Hit.
> #### Horse
> Lv. 11 *Lesser (2)* Diff. **11** (Easy, 6.5)
>
> 5 Natural Armor (Light Armor)
>
> **HP** 72 **MP** 6 **Fat** 5
>
> **AC** 7 **Evasion** 13 **Speed** 50ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 8 | 6 | 6 | 12 | 4 | 3 | 1 |
>
> *Athletics* 8 *Unarmed* 4 *Light Armor* 4
>
> ##### Attacks
>
> - Melee
> - 1d10 + 6 pts Bludgeoning, 1d20 + 5 to Hit.
> #### Starved Hunger
> Lv. 11 *Common (3)* Diff. **32** (Tough, 2.25)
>
> ##### Drops
>
> - Hunger Tongue
>
> 50% Resistance to Shock, 50% Resistance to Normal Weapons, Immune to Frost, Immune to Poison, Immune to Fire
>
> **HP** 45 **MP** 12 **Fat** 5
>
> **AC** 12 **Evasion** 18 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 5 | 8 | 8 | 6 | 4 | 4 | 5 |
>
> *Unarmed* 12 *Unarmored* 12 *Athletics* 4 *Illusion* 8
>
> ##### Attacks
>
> - Claw (0/1F/2F)
> - 2d12/2d12+6/2d12+12 + 8 pts Slashing, 1d20 + 12 to Hit.
> - Paralysis (4M)
> - Paralyze for 2 Turns on Touch, MinR 8
> #### Dremora
> Lv. 12 *Greater (6)* Diff. Mage **40** (Extreme, 1.9) Diff. Fighter/Archer **38** (Extreme, 2)
>
> ##### Drops
>
> - Daedra Heart
> - Dremora Weapon (Elven Stats, 1d6 Fire Damage Enchantment Cost 1, 8 Pool)
>
> 50% Resistance to Fire, 4 pts Reflect, 25% Weakness to Shock
>
> **HP** 76 **MP** 20 **Fat** 8
>
> Mage:
> **AC** 8 **Evasion** 16 **Speed** 35ft
> Fighter, Archer:
> **AC** 12 **Evasion** 12 **Speed** 35ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 8 | 8 | 8 | 8 | 5 | 6 | 8 |
>
> *Destruction* 12 *Heavy Armor* 6 *Unarmed* 2 *Athletics* 6
> Fighter, Archer:
> *Heavy Armor* 6 *Blunt* 8 *Marksman* 8
> Mage:
> *Unarmored* 8 *Conjuration* 9 *Alteration* 9
>
> ##### Attacks
>
> - Punch
> - 1d10 + 8 pts Bludgeoning, 1d20 + 4 to Hit.
> - Fireball (2M)
> - Fire Damage 2d20 pts on Target, MinR 0
> - Fighter: Dremora Mace (0/1/2F)
> - 1d20/1d20+10/1d20+20 + 8 Bludgeoning, 1d20 + 10 to Hit.
> - 1d6 pts Fire Damage on Strike (1 Cost, 8 Pool)
> - Archer: Dremora Bow (1/2/3F)
> - 1d20/1d20+10/2d20+10 + 8 Piercing, 1d20 + 10 to Hit.
> - 1d6 pts Fire Damage on Strike (1 Cost, 8 Pool)
> - Mage: Summon Scamp (3M)
> - Summon Scamp for 6 turns on Self, MinR 6
> - Mage: Barrier (3M)
> - 1d20+5 Shield for 6 turns on Self, MinR 6
> - Mage: Fire Bite (4M)
> - Fire Damage 20 pts for 2 turns on Touch, MinR 2
> #### Spriggan
> Lv. 13 *Common (4)* Diff **21** (Medium, 3.81)
>
> ##### Drops
>
> - Taproot
> - Heartwood (5%)
>
> 50% Weakness to Fire, Immune to Poison, Immune to Paralysis, 50% Resistance to Shock
> Command Animal up to Lvl 6 on Self
>
> **HP** 30 **MP** 16 **Fat** 7
>
> **AC** 6 **Evasion** 15 **Speed** 30ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 3 | 8 | 9 | 6 | 4 | 4 | 8 |
>
> *Destruction* 10 *Unarmed* 6 *Unarmored* 6 *Athletics* 4
>
> ##### Attacks
>
> - Power (3 Per Day): Regeneration
> - Restore Health 30 pts on Self
> - Spriggan's Curse (3M)
> - Damage Health 2d12+6 on Target, MinR 4
> - Slash (0/1F)
> - 1/2d10 + 8 pts Bludgeoning, 1d20 + 8 to Hit.
> - Poison Damage 1d6 pts on Strike
> #### Frost Atronach
> Lv. 15 *Greater (5)* Diff **32** (Tough, 2.75)
>
> ##### Drops
>
> - Frost Salts
>
> 100% Weakness to Fire, Immune to Frost, 50% Resistance to Normal Weapons
> Reflect 4 pts
>
> **HP** 66 **MP** 24 **Fat** 7
>
> **AC** 6 **Evasion** 14 **Speed** 15ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 6 | 10 | 6 | 2 | 4 | 6 | 8 |
>
> *Destruction* 11 *Unarmed* 11 *Unarmored* 6
>
> ##### Attacks
>
> - Frost Spike (3M)
> - Frost Damage 2d12+12 pts on Target, MinR 2
> - Frostbloom (3M)
> - Frost Damage 3d20 pts in 5ft on Touch, MinR 2
> - Smash (1/2F/3F)
> - 1/2d12/3d12 + 10 pts Bludgeoning, 1d20 + 12 to Hit.
> - Frost Damage 1d8 pts on Strike
> #### Storm Atronach
> Lv. 19 *Greater (6)* Diff **40** (Tough, 2.6)
>
> ##### Drops
>
> - Void Salts
>
> Immune to Poison, Immune to Shock, 50% Resistance to Normal Weapons
> Reflect 4 pts
>
> **HP** 104 **MP** 30 **Fat** 8
>
> **AC** 6 **Evasion** 15 **Speed** 15ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 8 | 8 | 8 | 2 | 4 | 6 | 10 |
>
> *Alteration* 11 *Destruction* 12 *Unarmed* 6 *Unarmored* 6
>
> ##### Attacks
>
> - Chain Lightning (5M)
> - Shock Damage 2d20+10 pts in 10ft on Target, MinR 4
> - Shockbloom (4M)
> - Shock Damage 4d20 pts in 10ft on Touch, MinR 2
> - Shock Shield (3M)
> - Lightning Shield 2d12 pts for 5 Turns on Self, MinR 2
> - Smash (1/2F)
> - 1/2d12 + 8 pts Bludgeoning, 1d20 + 8 to Hit.
> - Shock Damage 1d8 pts on Strike
> #### Hunger
> Lv. 21 *Grand (9)* Diff. **56** (Extreme, 2.0)
>
> ##### Drops
>
> - Hunger Tongue
>
> 75% Resistance to Normal Weapons, Immune to Shock, Immune to Frost, Immune to Poison, Immune to Fire
>
> **HP** 112 **MP** 24 **Fat** 10
>
> **AC** 15 **Evasion** 20 **Speed** 40ft
>
> | | End. | Str. | Agl. | Spd. | Per. | Int. | Wil. |
> |-----|------|------|------|------|------|------|------|
> | Val | 8 | 12 | 11 | 8 | 6 | 6 | 9 |
>
> *Unarmed* 15 *Unarmored* 15 *Illusion* 12 *Athletics* 8
>
> ##### Attacks
>
> - Claw (0/1F/2F)
> - 1d20/2d20+2/2d20\*2+4 + 12 pts Slashing, 1d20 + 17 to Hit.
> - Paralysis (4M)
> - Paralyze for 2 Turns on Touch, MinR 2

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<link href="/css/tes.css" rel="stylesheet">
[Main](main.html)
---
### Armor
#### Cuirass
| Name | Base Item | Effects | Charges |
| ---- | --------- | ------- | ------- |
| Chest of Fire | Chainmail Cuirass | Fire Shield 2d4 pts for 5 Turns on Self on Use | 4/1 = 4 |
| Heart Wall | Mithril Cuirass | Resist Magicka 2d6 pts for 5 Turns on Self on Use | 5/1 = 5 |
| Merisan Cuirass | Leather Cuirass | Restore Fatigue 1d4 pts for 3 Turns on Self on Use | 3/1 = 3 |
| The Chiding Cuirass | Chainmail Cuirass | Drain Fatigue 2d8 pts on Target on Use | 4/1 = 4 |
#### Gauntlets
| Name | Base Item | Effects | Charges |
| ---- | --------- | ------- | ------- |
| Gauntlets of the Horny Fist | Leather Gauntlet | Fortify Hand-to-hand 1d6 for 5 Turns on Self on Use | 5/1 = 5 |
#### Helmets
| Name | Base Item | Effects | Charges |
| ---- | --------- | ------- | ------- |
| Helm of Wounding | Dwarven Helmet | Drain Health on 1d10 for 4 Turns on Target on Use| 8/2 = 4 |
| Merisan Helm | Leather Helmet | Restore Fatigue 1d4 pts for 3 Turns on Self on Use | 3/1 = 3 |
| Storm Helm | Iron Helm | Lightning Shield 2d4 pts for 5 Turns on Self on Use | 4/1 = 4 |
| Velothian Helm | Leather Helmet | Restore Health 2d12 on Self on Use | 3/1 = 3 |
#### Shields
| Name | Base Item | Effects | Charges |
| ---- | --------- | ------- | ------- |
| Blessed Shield | Steel Shield | Restore Health 2d12 for 2 Turns on Self on Use | 16/2 = 8 |
| Holy Shield | Light Iron Shield | Restore Health 2d12 on Self on Use | 6/1 = 6 |
| Shield of Light | Imperial Shield (Steel Shield) | Light 60ft for 20 Minutes (200 Turns) on Target | 16/2 = 8 |
| Shield of Wounds | Dwarven Shield | Drain Health 1d10 for 4 Turns Turns on Target on Use | 17/2 = 8 |
| Velothian Shield | Leather Shield | Restore Health 2d12 on Self on Use | 5/1 = 5 |
---
### Clothing
#### Amulets
| Name | Base Item | Effects | Charges |
| ---- | --------- | ------- | ------- |
| Amulet of Almsivi Intervention | Expensive Amulet | Almsivi Intervention on Self on Use | 5/5 = 1 |
| Amulet of Balyna's Antidote | Common Amulet | Cure Poison on Self on Cast | 2/1 = 2 |
| Amulet of Divine Intervention | Expensive Amulet | Divine Intervention on Self on Use | 5/5 = 1 |
| Amulet of Far Silence | Expensive Amulet | Silence on Target
| Amulet of Frost | Expensive Amulet | Frost Damage on Touch
| Amulet of Health | Expensive Amulet | Restore Health on Self
| Amulet of Locking | Common Amulet | Lock on Touch
| Amulet of Opening | Common Amulet | Open on Touch
| Amulet of Mark | Expensive Amulet | Mark on Self
| Amulet of Mighty Blows | Common Amulet | Fortify Strength on Self
| Amulet of Recall | Extravagent Sapphire Amulet | Recall on Self
| Amulet of Rest | Expensive Amulet | Restore Fatigue on Self
| Amulet of Shades | Extravagent Ruby Amulet | Summon Bonewalker on Self
| Amulet of Shield | Expensive Amulet | Shield on Self
| Amulet of Silence | Extravagent Sapphire Amulet | Silence on Target
| Amulet of Slowfalling | Exquisite Amulet | Slowfall on Self
| Amulet of Soothing Balm | Restore Health on Self
| Amulet of Spell Absorption | Extravagent Ruby Amulet | Spell Absorption on Self
| Amulet of Stamina | Common Amulet | Restore Fatigue on Self
| Amulet of Water Walking | Common Amulet | Water Walking on Self
| Ancestor's Amulet | Extravagant Ruby Amulet | Summon Ancestral Ghost on Self
| Balm Amulet | Common Amulet | Restore Health on Self
| Bloody Despair Amulet | Expensive Amulet | Absorb Willpower on Target
| Bone Charm | Extravagent Ruby Amulet | Summon Skeletal Minion on Self
| Bonebiter Charm | Common Amulet | Damage Agility on Target
| Clench Charm | Common Amulet | Damage Speed on Touch
| Crimson Despair Amulet | Expensive Amulet | Absorb Willpower on Target
| Doze Charm | Common Amulet | Damage Fatigue on Touch
| Evil Eye Charm | Common Amulet | Damage Personality on Touch
| Fuddle Charm | Common Amulet | Damage Intelligence on Touch
| Gripes Charm | Common Amulet | Damage Endurance on Touch
| Light Amulet | Common Amulet | Light on Target
| Red Despair Amulet | Common Amulet | Absorb Willpower on Target
| St. Sotha's Judgement | Expensive Amulet | Shock Damage on Target
| Silence Charm | Expensive Amulet | Silence on Target
| Sleep Amulet | Common Amulet | Drain Fatigue on Target
| Soulpinch Charm | Expensive Amulet | Damage Magicka on Touch
| Spirit Charm | Expensive Amulet | Damage Health on Touch
| Stumble Charm | Common Amulet | Damage Agility on Touch
| Thunderfall | Extravagent Sapphire Amulet | Shock Damage on Touch
| Woe Charm | Common Amulet | Damage Willpower on Touch

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

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<link href="/css/tes.css" rel="stylesheet">
[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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function alcCalc() {
let skill = parseFloat(document.getElementById('alc-skill').value);
let intel = parseFloat(document.getElementById('alc-int').value);
let mortar = parseFloat(document.getElementById('alc-mortar').value);
let alembic = parseFloat(document.getElementById('alc-alembic').value);
let calcinator = parseFloat(document.getElementById('alc-calcinator').value);
let retort = parseFloat(document.getElementById('alc-retort').value);
let potency = parseFloat(document.getElementById('alc-potency').value);
let cost = parseFloat(document.getElementById('alc-cost').value);
let output = document.getElementById('alc-output');
let magnitude = Math.floor(((skill * 2.0) + (intel / 4.0) + mortar + alembic + potency) / cost);
let duration = Math.floor(((skill * 2.0) + (intel / 4.0) + calcinator + retort + potency)/4.0);
output.innerHTML = "Magnitude: <b>" + magnitude.toString() + "</b> Duration: <b>" + duration.toString() + "</b>";
}
function spellCalc() {
let magnitude = parseFloat(document.getElementById('spell-magnitude').value);
let duration = parseFloat(document.getElementById('spell-duration').value);
let area = parseFloat(document.getElementById('spell-area').value);
let ranged = document.getElementById('spell-ranged').checked;
let cost = parseFloat(document.getElementById('spell-cost').value);
let output = document.getElementById('spell-output');
var mod = 60.0;
if (ranged) mod = 48.0;
let spellCost = ( (((magnitude * duration) + area) * cost) / mod );
let difficulty = 20 + (Math.ceil(spellCost) * 2);
output.innerHTML = "Cost: <b>"+spellCost+(Math.ceil(spellCost)!=spellCost?" ("+Math.ceil(spellCost)+")":"")+"</b> Difficulty: <b>"+difficulty+"</b>";
}

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% Alchemy
<link href="/css/tes.css" rel="stylesheet">
[Main](main.html)
---
### Ingredient Template
> #### Name
> Rarity
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | First | Second | Third | Fourth |
---
### Ingredients by Effect
> #### Damage Fatigue
> | Poor | Common | Rare |
> |------|--------|------|
> | Rat Meat | Bonemeal | Dreugh Wax |
> | Crab Meat | Mort Flesh |
> | | Bear Pelt |
---
> #### Rat Meat
> Poor
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Damage Fatigue | Detect Life | Resist Poison | Silence |
> #### Crab Meat
> Poor
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Restore Fatigue | Resist Shock | Damage Fatigue | Fire Shield |
> #### Bonemeal
> Common
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Resist Fire | Telekinesis | Damage Fatigue | Night Eye |
> #### Wolf Pelt
> Poor
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Resist Disease | Fortify Speed | Resist Fire | Night Eye |
> #### Mort Flesh
> Common
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Damage Fatigue | Fortify Health | Silence | Damage Magicka |
> #### Scamp Skin
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Damage Magicka | Reflect | Cure Paralysis | Resist Shock |
> #### Ectoplasm
> Common
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Fortify Magicka | Restore Magicka | Damage Health | Dispel |
> #### Dreugh Wax
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Fortify Enchanting | Waterbreathing | Damage Fatigue | Resist Poison |
> #### Bear Pelt
> Common
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Fortify Strength | Resist Disease | Night Eye | Damage Fatigue |
> #### Fire Salts
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Fire Damage | Resist Frost | Fire Shield | Restore Magicka |
> #### Hunger Tongue
> Epic
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Cure Disease | Cure Poison | Fire Damage | Fortify Magicka |
> #### Daedra Heart
> Epic
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Restore Health | Silence | Fortify Endurance | Lightning Shield |
> #### Taproot
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Restore Magicka | Lightning Shield | Fortify Illusion | Damage Endurance |
> #### Heartwood
> Epic
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Restore Magicka | Fortify Agility | Weakness to Fire | Fortify Illusion |
> #### Frost Salts
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Resist Frost | Frost Shield | Fortify Conjuration | Restore Magicka |
> #### Void Salts
> Rare
>
> | First Effect | Second Effect | Third Effect | Fourth Effect |
> |-----------------|------------------|---------------|-----------------|
> | Restore Magicka | Spell Absorption | Damage Health | Fortify Magicka |