commit 0d1727bea822468ff8491c9de914e8df471918a7 Author: Lucia Ceionia Date: Wed Sep 14 18:44:58 2022 -0500 Initial Commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2d19fc7 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +*.html diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..656b298 --- /dev/null +++ b/Makefile @@ -0,0 +1,6 @@ +%.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 diff --git a/calc.md b/calc.md new file mode 100644 index 0000000..60618a6 --- /dev/null +++ b/calc.md @@ -0,0 +1,63 @@ +% TES TTRPG + + + + +[Main](main.html) + +--- + +### Alchemy Calculator + + + + + + + + + + + + + + + + + + + + + + + + + +Magnitude: 0 Duration: 0 + + + + +### Spell Cost Calculator + + + + + + + + + + + + + + + + +Cost: 0 Difficulty: 0 + + + + + diff --git a/creatures.md b/creatures.md new file mode 100644 index 0000000..9fb31df --- /dev/null +++ b/creatures.md @@ -0,0 +1,647 @@ +% Creatures + + + +[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 diff --git a/magical_items.md b/magical_items.md new file mode 100644 index 0000000..05eab84 --- /dev/null +++ b/magical_items.md @@ -0,0 +1,93 @@ +% Magical Items + + + +[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 diff --git a/main.md b/main.md new file mode 100644 index 0000000..286f21f --- /dev/null +++ b/main.md @@ -0,0 +1,2310 @@ +% TES TTRPG + + + + +[Perks](perks.html) + +[Spell List](spelllist.html) + +[Creatures](creatures.html) + +[Character Sheet (ODT)](ttrpgcharsheet.odt) [Character Sheet (PDF)](ttrpgcharsheet.pdf) + +--- + +## Sections + +**[Creating a Character](#character)** + - [Class](#class) + - [Birthsign](#birthsign) + + **[Stats](#stats)** + - [Health](#health) + - [Magicka](#magicka) + - [Fatigue](#fatigue) + + **[Skills & Attributes](#skills-attributes)** + - [Attributes](#attributes) + - [Skills](#skills) + - [Skill Table](#skill-table) + +**[Races](#races)** + - [Racial Bonuses](#race-bonus) + - [Racial Skill Bonuses](#skill-bonus) + - [Racial Abilities](#race-abilities) + +**[Magic](#magic)** + - [Spells](#spells) + - [Enchanting](#enchanting) + - [Alchemy](#alchemy) + +**[Non-Magic Combat](#nm-combat)** + - [Armor & Evasion](#armor-evasion) + - [Making an Attack](#attack) + +**[Playing the Game](#playing)** + - [Rounds](#rounds) + - *[Declaration](#declaration)* + - *[Turn](#turn)* + - [Movement](#movement) + - [Actions](#actions) + +**[Progression](#progression)** + - [Attribute Increases](#attribute-increases) + - [Skill Increases](#skill-increases) + - *[Experience](#experience)* + - [Perks](#perks) + - [Levels](#levels) + +**[Reference Tables](#tables)** + - [Quick Skill Values](#quick-skills) + - [Weapon Fatigue Usage](#weapon-fatigue) + - [Weapon Governing Skills](#weapon-skills) + - [Material Damage Values](#material-damage) + - [Weapon Enchant Values](#weapon-enchant) + - [Alchemy Tool Quality](#alchemy-quality) + - [Ingredient Quality](#ingredient-quality) + - [Armor Values](#armor-values) + - [Select Clothing](#select-clothing) + - [Spell Effects](#spell-effects) + +--- + +
+## Creating a Character + +> A basic character consists of a Race, Class, and Birthsign. [Race](#races) provides your base Attribute scores, some starting [Skill bonuses](#skill-bonus), and one or more [Racial Abilities](#race-abilities). +> +> Your Class will give your character focus and improve your Skills in what you pick. +> +> Your Birthsign gives another bonus to your character, and range from simple boosts to choices that will change how you play a character massively. + +
+### Class + +> The first part of your class is your **Specialization**. This is chosen from *Combat*, *Magic*, and *Stealth*. For all Skills within your Specialization, your starting value is increased by one. +> +> - Combat: Athletics, Axe, Block, Blunt Weapon, Crafting, Hand-to-hand, Heavy Armor, Long Blade, Spear, Throwing +> +> - Stealth: Acrobatics, Marksman, Sneak, Short Blade, Light Armor, Perception, Deception, Streetwise, Speechcraft, Security, Survival +> +> - Magic: Unarmored, Conjuration, Illusion, Lore, Alchemy, Enchant, Mysticism, Alteration, Destruction, Restoration +> +> Next, your **Favored Attribute**. Pick one Favored Attribute, for this your starting value is increased by 2. +> +> Finally, your **Major Skills**. Pick 4 Major Skills, for these your starting value is increased by 5. +> +> (Todo: Affect experience?) + +
+### Birthsign + +> Your Birthsign can have a range of effects on your character, from trivial to severe. + +#### The Guardians + +> **The Warrior** +> +> - Ability: *Wayward* +> - Fortify Attack 2 pts + +> **The Mage** +> +> - Ability: *Fay* +> - Fortify Maximum Magicka 0.5x Intelligence + +> **The Thief** +> +> - Ability: *Akaviri Danger-sense* +> - Sanctuary 2 pts + +#### The Serpent + +> **The Serpent** +> +> - Spell: *Star Curse* +> - Poison 3 pts for 5 turns on Touch +> - Damage Health 1 pts for 5 turns on Self + +#### The Charges + +> **The Lady** +> +> - Ability: *Lady's Favor* +> - Fortify Personality 1 pts +> - Ability: *Lady's Grace* +> - Fortify Endurance 1 pts + +> **The Steed** +> +> - Ability: *Charioteer* +> - Fortify Speed 2 pts + +> **The Lord** +> +> - Spell: *Blood of the North* +> - Restore Health 3d6 pts for 4 turns on Self (Cost 1) +> - Ability: *Trollkin* +> - Weakness to Fire 25% + +> **The Apprentice** +> +> - Ability: *Elfborn* +> - Fortify Maximum Magicka 1.5x Intelligence +> - Weakness to Magicka 50% + +> **The Atronach** +> +> - Ability: *Wombburn* +> - Spell Absorption 10 pts +> - Fortify Maximum Magicka 2x Intelligence +> - Stunted Magicka (Magicka does not regenerate naturally) + +> **The Ritual** +> +> - Spell: *Blessed Word* +> - Turn Undead up to level 25 for 5 turns on Target (Cost 1) +> - Spell: *Blessed Touch* +> - Turn Undead up to level 25 for 5 turns on Touch (Cost 1) +> - Greater Power: *Mara's Gift* +> - Restore Health 80 pts on Self + +> **The Lover** +> +> - Ability: *Mooncalf* +> - Fortify Agility 1 pts +> - Greater Power: *Lover's Kiss* +> - Paralyze 10 turns on Target +> - Damage Fatigue 10 pts on Self + +> **The Shadow** +> +> - Greater Power: *Moonshadow* +> - Invisibility 10 turns on Self + +> **The Tower** +> +> - Spell: *Beggar's Nose* +> - Detect Life & Magic for 10 turns in 200 ft on Self (Cost 1) +> - Greater Power: *Tower Key* +> - Open 10 pts on Touch + +--- + +
+## Stats + +
+### Health + +> Your Base Health value is your Endurance value times 4. When you gain a level, you gain Endurance on 2 Base Health. +> +> Your Health regenerates at a rate of Endurance pts per Hour. + +
+### Magicka + +> Your Maximum Magicka is determined by your Intelligence, plus any Birthsign or Racial effects. +> +> Your Magicka regenerates at a rate of Willpower on 4 pts per Hour. + +
+### Fatigue + +> Your Maximum Fatigue is based in many stats. Is is Strength on 4, Willpower on 4, Agility on 4, Endurance on 4, all added. +> +> Your Fatigue regenerates at a rate of Endurance on 4 pts per Turn. + +--- + +
+## Skills & Attributes + +
+### Attributes + +> **Strength** +> Affects maximum Fatigue (and the damage done by weapons?) + +> **Intelligence** +> Affects total Magicka, and Alchemy and Enchating results + +> **Willpower** +> Affects the rate Magicka regenerates, Spell cast success rate, and maximum Fatigue + +> **Agility** +> Affects evasion, success rate of Sneaking, Pickpocketing, and Lockpicking, and maximum Fatigue + +> **Speed** +> Affects movement speed and combat order + +> **Endurance** +> Affects base health, heath gained on level up, health regeneration, Fatigue regeneration, and maximum Fatigue + +> **Personality** +> Affects success rate of Speechcraft and Deception + +
+### Skills + +> **Heavy Armor** governs the use of Heavy Armors + +> **Spear** governs the use of spears + +> **Throwing** governs the use of thrown weapons, like darts, throwing stars, and javelins + +> **Axe** governs the use of axes, both war axes and battle axes + +> **Blunt Weapon** governs the use of blunt weapons, like clubs, staves, and warhammers + +> **Long Blade** governs the use of long blade weapons, one-handed (longswords, broadswords) and two-handed (claymores, katana) + +> **Acrobatics** governs how far you can jump, along with other feats of acrobatics + +> **Block** governs how effective you are at using shields + +> **Hand-to-hand** governs how effective you are at fighting without any weapon + +> **Marksman** governs the use of bows, both normal bows and crossbows + +> **Sneak** governs your stealth, along with pickpocketing + +> **Athletics** affects how quickly you can run and stay running, and other athletic feats + +> **Short Blade** governs the use of short bladed weapons, like daggers, shortswords, and wakizashi + +> **Light Armor** governs the use of light armors + +> **Unarmored** governs how effective you are without wearning any armor + +> **Deception** governs how adept you are at lying or otherwise decieving others, and how well you can spot others doing the same + +> **Speechcraft** affects how well you can persuade, rouse, or otherwise sway others, including haggling + +> **Conjuration** The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster (TODO: rewrite not from UESP) + +> **Illusion** The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility (TODO: rewrite not from UESP) + +> **Security** governs lockpicking and less reputable knowledge + +> **Alchemy** governs the creation of potions + +> **Enchant** governs the creation and use of magical items + +> **Mysticism** The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, teleport the caster's body, manipulate the world with telekinesis, absorb or reflect magical energies, and sense unseen objects at a distance (TODO: rewrite not from UESP) + +> **Survival** affects how well you can survive in the wilderness + +> **Alteration** Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage + +> **Destruction** The Destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects (TODO: rewrite not from UESP) + +> **Restoration** Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes (TODO: rewrite not from UESP) + +
+### Skill Table + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AttributeSkill
EnduranceHeavy ArmorSpearHand-to-handBlockSurvival
StrengthAxeBlunt WeaponLong BladeCraftingAcrobatics
AgilityThrowingSneakSecurityStreetwiseMarksman
SpeedAthleticsShort BladeLight ArmorUnarmored
PersonalityDeceptionSpeechcraftConjurationIllusion
IntelligenceAlchemyEnchantMysticismLore
WillpowerAlterationDestructionRestorationPerception
+
+ + + + + + +
CombatStealthMagic
+
+--- + +
+## Races + +
+### Racial Bonuses + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AttributeAltmerArgonianBosmerBretonDunmerImperialKhajiitNordOrcRedguard
ABABABABABABABABABAB
Strength00110001111101221212
Intelligence22211122111111001000
Willpower11100022001000212200
Agility11122200110022000011
Speed10122210220111110011
Endurance01000100011110122222
Personality11001011102211000010
Magicka Mult.1.5x0.5x
Resist Magic-50%+50%+25%
Resist Fire-50%+75%
Resist Frost-25%+50%
Resist Shock-25%
Resist Poison+20+15
Resist Disease+15+15+15+15
+ +
+### Racial Skill Bonuses + +
+
+
Altmer
+
    +
  • Alchemy +1
  • +
  • Alteration +1
  • +
  • Conjuration +1
  • +
  • Destruction +2
  • +
  • Enchant +2
  • +
  • Illusion +1
  • +
  • Lore +1
  • +
+
+
+
+
Argonian
+
    +
  • Alchemy +1
  • +
  • Athletics +2
  • +
  • Illusion +1
  • +
  • Light Armor +1
  • +
  • Mysticism +1
  • +
  • Perception +1
  • +
  • Streetwise +1
  • +
  • Unarmored +1
  • +
+
+
+
+
Bosmer
+
    +
  • Acrobatics +1
  • +
  • Alchemy +1
  • +
  • Light Armor +2
  • +
  • Marksman +2
  • +
  • Sneak +2
  • +
  • Throwing +1
  • +
+
+
+
+
Breton
+
    +
  • Alchemy +1
  • +
  • Alteration +1
  • +
  • Conjuration +2
  • +
  • Illusion +1
  • +
  • Mysticism +2
  • +
  • Restoration +2
  • +
+
+
+
+
Dunmer
+
    +
  • Athletics +1
  • +
  • Destruction +2
  • +
  • Light Armor +1
  • +
  • Long Blade +1
  • +
  • Marksman +1
  • +
  • Mysticism +1
  • +
  • Short Blade +2
  • +
+
+
+
+
Imperial
+
    +
  • Blunt +1
  • +
  • Crafting +1
  • +
  • Deception +2
  • +
  • Hand-to-Hand +1
  • +
  • Illusion +1
  • +
  • Light Armor +1
  • +
  • Long Blade +1
  • +
  • Lore +1
  • +
  • Speechcraft +2
  • +
+
+
+
+
Khajiit
+
    +
  • Acrobatics +3
  • +
  • Athletics +1
  • +
  • Hand-to-Hand +1
  • +
  • Light Armor +1
  • +
  • Security +1
  • +
  • Short Blade +1
  • +
  • Sneak +1
  • +
  • Streetwise +1
  • +
+
+
+
+
Nord
+
    +
  • Axe +2
  • +
  • Blunt +1
  • +
  • Crafting +1
  • +
  • Heavy Armor +1
  • +
  • Light Armor +2
  • +
  • Long Blade +1
  • +
  • Spear +1
  • +
+
+
+
+
Orc
+
    +
  • Axe +2
  • +
  • Block +2
  • +
  • Blunt +1
  • +
  • Crafting +1
  • +
  • Heavy Armor +2
  • +
  • Survival +1
  • +
+
+
+
+
Redguard
+
    +
  • Athletics +1
  • +
  • Axe +1
  • +
  • Blunt +1
  • +
  • Heavy Armor +1
  • +
  • Light Armor +1
  • +
  • Long Blade +2
  • +
  • Perception +1
  • +
  • Short Blade +1
  • +
+
+
+ +
+### Racial Abilities + +#### Argonian + +> - Ability: *Argonian Water Breathing* +> - Water Breathing on Self + +#### Bosmer + +> - Greater Power: *Beast Tongue* +> - Command Creature up to lvl 5 for 10 turns on Target + +#### Breton + +> - Greater Power: *Dragon Skin* +> - Shield 50 pts for 10 turns on Self + +#### Dunmer + +> - Greater Power: *Ancestor Guardian* +> - Summon Ancestor Guardian for 10 turns on Self + +#### Imperial + +> - Greater Power: *Star of the West* +> - Absorb Fatigue 5 pts on Touch +> +> - Greater Power: *Voice of the Emperor* +> - Charm up to lvl 5 for 5 turns on Target + +#### Khajiit + +> - Greater Power: *Eye of Fear* +> - Demoralize up to lvl 25 for 5 turns on Target +> +> - Spell: *Eye of Night* (Make constant effect?) +> - Night Eye for 30 seconds (0 cost) + +#### Nord + +> - Greater Power: *Nordic Frost* +> - Frost Damage 25 pts on Touch +> +> - Greater Power: *Woad* +> - Shield 30 pts for 10 turns on Self + +#### Orc + +> - Greater Power: *Berserk* +> - Fortify Health 20 pts for 10 turns on Self +> - Fortify Fatigue 10 pts for 10 turns on Self +> - Fortify Attack 20 pts for 10 turns on Self +> - Drain Agility 20 pts for 10 turns on Self + +#### Redguard + +> - Greater Power: *Adrenaline Rush* +> - Fortify Agility 10 pts for 10 turns on Self +> - Fortify Endurance 10 pts for 10 turns on Self +> - Fortify Speed 10 pts for 10 turns on Self +> - Fortify Strength 10 pts for 10 turns on Self +> - Fortify Health 25 pts for 10 turns on Self + +--- + +
+## Magic + +#### Types of Magic + +> **Abilities** are passive spell effects, they are always active. + +> **Greater Powers** are only able to be used once per day, always succeed, and cost no Magicka. + +> **Lesser Powers** can be used as often as you want, always succeed, and may or may not cost Magicka. + +> **Spells** are the most common and standard spell, which are covered in the following section. + +> **Rituals** are a class of magic with casting times longer than one action. + +> **Runes, Ward ← Enchant** + +> **Curses?** + +
+### Spells + +#### Casting a spell + +> Any given spell has a Spell Difficulty, which you must overcome to successfully cast. The Spell Difficulty is a base of 20, plus double the Spell Cost. +> +> When casting a spell, roll a d20 and add your Spell Skill doubled plus your Willpower on 4. If you meet or exceed the Spell Difficulty, the spell cast is successful. On a failed cast, the Magicka is still expended. +> +> For example, a wizard with a Destruction skill of 9 and a Willpower of 10 wants to cast a spell that costs 5 Magicka. The Spell Difficulty is then 20 + 5 * 2 → DC 30, and their Spell Cast Modifier for Destruction is 9 * 2 + 10/4 → +20; the wizard rolls a d20 and gets a 7, 7+20 is less than the required DC 30, so the spell fails. + +#### Determining Spell Cost + +> The Spell Cost is the Magicka required to cast a spell. To calculate, multiply the Magnitude and Duration, then add in the Area, then multiply by the Spell Effect's Base Cost, finally divide by 60 for Self and Touch spells, 48 for Target spells. Round the Spell Cost *up* + +#### Acquiring New Spells + +> You can learn new spells in a variety of ways. You might find a spellbook that can teach you a spell, or learn a spell from an NPC - either through barter or other means. Characters can take an hour to teach another a spell, given the teacher has an Intelligence of 15 or higher or has a 15 or higher in the school of the spell being taught. Spells can also be created, either for a fee from NPCs or through a perk. +> +> When creating spells, you must know a spell with the effect you want to use to be able to create a spell with that effect, whether you are paying an NPC or creating a spell yourself. The standard fee for spellmaking is 100 times its Magicka point cost. + +#### Ranged Spells + +> When casting a spell at a target at range, you must overcome the Target's Evasion in addition to the Spell Difficulty. (-> Two separate rolls?) + +
+### Enchanting + +#### Using Enchanted Items + +> Enchanted Items have their own Magicka pools. This is determined by the soul size of the soul used to create the item. +> +> When an enchantment is used, it requires Magicka points from the item's pool equal to the Enchantment Cost. +> +> Cast on Use items require a bonus action to use - you can only use one Cast on Use enchantment per Turn. Cast on Strike enchantments take effect whenever the item strikes a target. For bows and crossbows, they take effect when the ammunition hits a target. +> +> Items recharge Magicka naturally, at a rate of one per hour (Change?), or can be recharged using soul gems. (Recharge using Magicka?) + +
+#### Types of Enchantments + +> **Cast on Use** enchantments take a bonus action to use, and only one Cast on Use enchantment can be used per Turn. Cast on Use enchantments can be Self, Touch, or Target effects. For Self, the effect is applied to the user. For Touch and Target, the one who uses item casts the spell successfully. +> +> **Cast on Strike** enchantments activate whenever the item strikes a target. For bows and crossbows, they take effect when the ammunition strikes a target. Cast on Strike enchantments can be either Self or Touch effects. For Self, the effect is applied to whoever has the item equipped. For Touch, the effect is applied to the target that was struck. +> +> **Cast on Condition** enchantments activate on a condition set at creation time, for example casting when someone enters a room, casting when a certain word is said, or casting when someone steps on the item. The target must also be specified, work with the GM to make sure a created condition is specific enough. +> +> **Constant Effect** enchantments are always active when an item is equipped, and do not need to be used. Constant Effect enchantments can only be Self effects. The effect is applied to whoever has the item equipped. + +#### Enchantment Cost + +> The Enchantment Cost is equivalent to the Spell Cost of the magic effects. + +#### Enchantment Difficulty + +> The Enchantment Difficulty is a base of 20, plus four times the Enchantment Cost of the effects. + +#### Soul Gems & Enchant Capacity + +> A soul of sufficient size is necessary to perform an enchantment. The size of the soul must meet or exceed the Enchantment Cost. + +#### Paying for Enchantment + +> The base cost of an Enchantment is 100 times the Enchantment Difficulty. + +#### Enchanting an item yourself + +> To Enchant an item yourself, roll a d20, add your Enchant skill plus your Intelligence on 4. If you meet or exceed the Enchantment Difficulty, the Enchantment is a success. The soul used is still consumed on a failed Enchantment. You must know a spell with the effect to be enchanted in order to enchant and item with a given effect. + +
+### Runes + +#### Using Runes + +> A Rune is a single use enchantment on an item, requiring no soul gem to be created. A Rune may have any casting type as described in [Types of Enchantments](#enchantment-types), besides Constant Effect. Besides their single cast nature, they function the same as an equivalent enchantment. + +#### Creating a Rune + +> To create a Rune, you must succeed on an Enchant check - Enchant plus Intelligence / 4 - against the Enchantment Difficulty of the effect. Enchantment Difficulty is calculated the same way as for normal enchantments. Rather than requiring a soul gem of sufficient size, creating a Rune requires the creator to use Magicka points equal to the Enchantment Cost. You must know a spell with the effect to be enchanted in order to create a rune with a given effect. + + +
+### Alchemy + +#### Using a Potion + +> On your turn, you may drink a potion as a bonus action. You may only drink one potion per turn. + +> For poisons, you may use a bonus action to apply a poison to a weapon. This poison affects whatever target is next hit with that weapon successfully. You may not stack poisons on a weapon and the poison lasts for only one successful hit. + +#### Creating a Potion + +> Creating a Potion requires at least a Mortar & Pestle, any other alchemical tools (Calcinator, Retort, Alembic) are optional. A Potion also requires at least two ingredients, and a maximum of four ingredients. The spell effects of the potions are whatever effects are shared by all the ingredients. If no effects are shared, potion creation automatically fails. + +#### Determining Potion Success + +> If a d20 roll plus your Alchemy plus your Intelligence on 4 meets or exceeds 20, a potion is successfully created. + +#### Determining Potion Strength + +> The Magnitude of potion effects is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Mortar & Pestle plus your Alembic, the total divided by the effect Base Cost. Each effect is calculated separately, having multiple effects does not reduce the strength of the other effects. (Ingredient potency?) +> +> ``` +> ((Alchemy * 2) + (Intelligence / 4) + Mortar & Pestle + Alembic + Ingredient Potency) / Base Cost +> ``` + +#### Determining Potion Duration + +> The Duration of potion effects in Turns is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Calcinator plus your Retort, the total divided by 4. Each effect is calculated separately, having multiple effects does not reduce the duration of the other effects. +> +> ``` +> ((Alchemy * 2) + (Intelligence / 4) + Calcinator + Retort + Ingredient Potency) / 4 +> ``` + +> Note: Both Strength and Duration use your Alchemy times 2 plus your Intelligence on 4. The number before division for Magnitude and Duration calculations are constant when equipment and stats do not change. It may be useful to write down these numbers if you create potions often. + +--- + +
+## Non-Magic Combat + +
+### Armor & Evasion + +#### Determining your Armor Class + +> Your Armor Class is simply the armor values of all the items you wearing added, plus your current armor type's skill on 2. For example, a character with Iron Boots (1.5), Iron Gauntlets (1.5), Iron Helmet (2), Steel Greaves (3), and a Chainmail Cuirass (3), with a Heavy Armor skill of 11 (⌊11/2⌋ = 5), has an Armor Class of 16. +> +> Your Armor Class value determines the damage reduction when you are hit by a non-magical attack. The incoming damage is reduced by points equal to your Armor Class, with minimum damage being 1/5 the incoming value. (Change to 1/10?) + +#### Determining your Evasion + +> The base evasion value for characters is 10, plus your Agility on 4. Skill modifiers are determined by what kind of armor set you are wearing. +> +> For Unarmored characters, add your Unarmored on 2. +> +> For characters in Light Armor, add your Light Armor on 4. +> +> For characters in Heavy Armor, no modifiers are added. +> +> The overall armor type of the character is determined by what the majority of the main slots (Boots, Legs, Chest, Hands, Helmet) contain. For each non-conforming item your armor skill is reduced by two for the purposes of Evasion calculation. (Change? Mixed calculation?) + +
+### Making an Attack + +#### Determining Attack damage + +> Before making an Attack Roll, you must decide how much Fatigue you are investing in the attack. Different weapon types require and allow different amounts of Fatigue to be used ([See table](#weapon-fatigue)). Each extra Fatigue used beyond the minimum required increases the damage, depending on the material and weapon type ([See table](#material-damage)). Finally, your Strength score is added to the Damage. + +#### Determining Attack success + +> Your Attack Roll is equivalent to your weapon skill plus your Agility on 4. Make a roll with a d20, if the roll plus your Attack Roll meets or exceeds the target's Evasion value, the attack hits. + +#### Ranged Weapons + +> Making an Attack with a Ranged Weapon is no different from any other weapon, however you must be aware of Ammunition and Range. +> +> Throwing weapons are their own Ammunition, and can be recovered after they have hit something. +> +> Bows use Arrows and Crossbows use Bolts, their damage is added to the normal Attack damage. Arrows and bolts may be recovered, but not always. A good guideline is recovering half of arrows that hit a target, though this is up to the GM. Arrows which miss can always be recovered, if you can find them. +> +> All Ranged weapons have an effective range, outside of this range you subtract one from your Attack Roll for every 5ft. + +#### Spears & Staves + +> Spears and Staves have more reach than other weapons. They can reach enemies up to 10ft away, rather than the 5ft of normal weapons. +> +> Attacking an enemy within 5ft with a Spear or Staff, however, reduces your Attack Roll by 10. + +--- + +
+## Playing the Game + +
+### Rounds + +> A Round consists of the Turns of all characters involved in some situation, most often combat. Outside of combat, Rounds are not required, but can be used if the GM finds it fit. +> +> The first part of the Round is Declaration, wherein characters declare what they will attempt to do on their Turn. Declaration moves in reverse Turn Order (i.e. higher Speed declares *last*, lower Speed declares *first*). +> +> After all characters have Declared, the Turns are taken in Turn order. Characters attempt to do whatever they Declared. + +#### Turn Order + +> Turn Order is determined by Speed. Characters with higher Speed act first, characters with lower Speed last. Ties may be broken with a d20 challenge or agreement between players. +> +> (Change to use a roll as well?) + +
+#### Declaration + +> Declaration moves in reverse Turn Order (i.e. higher Speed declares *last*, lower Speed declares *first*). This allows characters with a higher Speed to decide their actions based on the Declaration of lower Speed characters, giving a significant advantage. +> +> For example, a goblin declares that they are going to run over and attack a wizard. The wizard has a higher Speed, and makes their declaration after the goblin. They see that the goblin is going to attack them, and so decides to cast a Fire Shield spell. + +
+#### Turn + +> On a character's Turn, they attempt to enact whatever they decided in their Declaration. For example, a rogue sees a health potion sitting on a table, and in their declaration states they're going to run over and drink it. On their Turn, they begin to run over, but knock right into an invisible wall. They cannot get to the potion, and so their turn ends. +> +> In the goblin example from the Declaration section, the wizard acts first, and on their Turn successfully casts their Fire Shield spell. The goblin, as they declared, runs to the wizard and attacks, only to get a heavy dose of fire damage, and our wizard remains unscathed. + +
+### Movement + +> Your movement speed is a base of 10ft per Turn, plus your Athletics on 4 added with your Speed on 2 times 5ft. E.g. A character with a Speed of 13 and an Athletics of 9 has a movement speed of 10ft + ((13/2 + 9/4) * 5ft) → 50ft. +> +> You can move once per Turn (Fatigue cost? Half speed free?), plus one additional time for 2 Fatigue. + +
+### Actions + +> Actions encompass many thing you might want to do on a Turn. The most common are making an Attack and Casting a Spell. +> +> You have only one Action per Turn. + +#### Bonus Actions + +> Many things do not take up a full action, and instead are bonus actions, which can be taken in addition to normal actions. Examples would be drinking a Potion, using an Enchantment on an item, dropping an item, or shouting something. +> +> Most bonus actions can only be taken once per Turn, e.g. you can only drink one potion per Turn. This is the default for any bonus action unless otherwise specified. +> +> Speaking is an example of a bonus action which can be done multiple times in a Turn, the limits are up to the GM. + +##### Equipping and Changing Weapons + +> Equipping a weapon is a bonus action, however if you store your current weapon it takes a full Action. If you drop your current weapon, equipping a new weapon remains a bonus action. + +--- + +
+## Progression + +
+### Attribute Increases + +> An Attribute increases by 1 when there have been 2 increases in Skills it governs, either one Skill increasing by two or two Skills increasing by one. The maximum base value of an Attribute is 20, it cannot be raised further with Skill increases. + +
+### Skill Increases + +> A Skill increases by one when a player reaches 2x the value being increased to in Experience points. The maximum base value for a Skill is 20. + +
+#### Experience + +> When the GM feels a player has used a Skill a significant amount, has used a Skill in a particularly clever way, or a way that fits the character very well from a roleplay perspective, the GM awards the player an Experience point in that Skill. When a player has gained enough Experience points in a Skill, the Skill increases. +> +> Some examples: +> +> - A player using Light Armor and a Spear has finished a long combat, or a series of smaller fights. The GM awards an Experience point in each. +> +> - A mage has used a new Destruction spell for the first time. The GM awards an Experience point in Destruction. +> +> - A thief managed to open a moderately difficult lock. The GM awards an Experience point in Security. +> +> - A player used an enchanted item to save themselves from a dangerous situation. The GM awards an experience point in Enchant. +> +> - A warrior in Heavy Armor tanks and holds off a horde of enemies, fighting to the last breath to buy time for the party to think of a way to escape. The GM awards 2 Experience points in Heavy Armor. +> +> - A mage managed to cast a Conjuration spell far beyond their normal skill, achieving a key objective for the party's, or their own, quest. The GM awards 3 Experience points in Conjuration. +> +> - A slick-talking player manages to buy an item at a price significantly below what the seller was originally asking. The GM awards an Experience point in Speechcraft. +> +> The points at which GMs award Experience are up to them, though they should not be too reserved with them - many Experience points are needed to advance. + +#### Experience Required Table + +> Experience points required for Skill increase is 2x the value you are increasing to. + +| Value | Cost | +| :-----: | ---: | +| 0 → 1 | 2 | +| 1 → 2 | 4 | +| 2 → 3 | 6 | +| 3 → 4 | 8 | +| 4 → 5 | 10 | +| 5 → 6 | 12 | +| 6 → 7 | 14 | +| 7 → 8 | 16 | +| 8 → 9 | 18 | +| 9 → 10 | 20 | +| 10 → 11 | 22 | +| 11 → 12 | 24 | +| 12 → 13 | 26 | +| 13 → 14 | 28 | +| 14 → 15 | 30 | +| 15 → 16 | 32 | +| 16 → 17 | 34 | +| 17 → 18 | 36 | +| 18 → 19 | 38 | +| 19 → 20 | 40 | + +
+### Perks + +> You gain Perks for each Skill as you increase it, one at the Apprentice level 5, one at the Expert level 10, one at the Master level 15. You can find a list of the Perks [here](perks.html). (Higher values for Expert and Master perks?) + +
+### Levels + +> You gain a level when you have had an Attribute increase. On gaining a level, your base HP increases by half your Endurace value. Also used for a few spell effects rn and that's about it... might have perks interact with it, idk + +--- + +
+## Reference Tables + +
+### Quick Skill Values + + + + + + + + + + + + + + + + + + + + + + + + + + +
NN/2N/4
1 0 0
2 1 0
3 1 0
4 2 1
5 2 1
6 3 1
7 3 1
8 4 2
9 4 2
10 5 2
11 5 2
12 6 3
13 6 3
14 7 3
15 7 3
16 8 4
17 8 4
18 9 4
19 9 4
20 10 5
+ +
+### Weapon Fatigue Usage + + + + + + + + + + + + + + + + + + + + + + + + + + +
Attack Fatigue CostWeapon Type
0 Base Fatigue (1 Max)Short BladeClubStaffThrowing
1 Base Fatigue (3 Max)Long Blade (1h)SpearWar AxeBows & Crossbow
2 Base Fatigue (5 Max)WarhammerBattle AxeLong Blade (2h)
+ +
+### Weapon Governing Skills + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillType
AxeBattle AxeWar Axe
BluntClubStaffWarhammer
Long BladeLong Blade (1h)Long Blade (2h)
Short BladeShort Blade
SpearSpear
ThrowingThrowing
MarksmanBowCrossbow
+ + +
+### Material Damage Values +#### Staves, Daggers, Shortswords, Clubs, Throwing + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MaterialBase+1+2
Iron1d61d6+31d6+6
Steel1d81d8+41d8+8
Silver1d81d8+41d8+8
Elven1d101d10+51d10+10
Dwarven1d101d10+51d10+10
Glass1d121d12+61d12+12
Ebony1d121d12+61d12+12
Daedric1d201d20+101d20+20
+#### War Axes, Spears, 1-H Long, Bows + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MaterialBase+1+2
Iron1d61d6+32d6+3
Steel1d81d8+42d8+4
Silver1d81d8+42d8+4
Elven1d101d10+52d10+5
Dwarven1d101d10+52d10+5
Glass1d121d12+62d12+6
Ebony1d121d12+62d12+6
Daedric1d201d20+102d20+10
+#### 2-H Long, Warhammers, Battle Axes + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MaterialBase+1+2+3+4
Iron1d62d63d64d65d6
Steel1d82d83d84d85d8
Silver1d82d83d84d85d8
Elven1d102d103d104d105d10
Dwarven1d102d103d104d105d10
Glass1d122d123d124d125d12
Ebony1d122d123d124d125d12
Daedric1d202d203d204d205d20
+ +#### Arrows, Bolts + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MaterialDamage
Iron1
Steel2
Silver2
Elven3
Dwarven3
Glass4
Ebony5
Daedric10
+ +#### Ranges + + + + + + + + + + + + + +
TypeMaterialRange
Bow Iron, Steel, Silver60ft
Elven, Dwarven80ft
Glass, Ebony100ft
Daedric120ft
Crossbow Steel80ft
Dwarven100ft
Daedric120ft
ThrowingIron, Steel, Silver20ft
Elven, Dwarven30ft
Glass, Ebony40ft
Daedric50ft
+ +
+### Alchemy Tool Quality + + + + + + + + + + + + + + + + + + + + + + + + + +
TierBonus
Novice+2
Apprentice+4
Journeyman+8
Master+10
Grandmaster+15
+ +
+### Ingredient Quality + + + + + + + + + + + + + + + + + + + + + + + + + +
TierBonus
Poor+0
Common+3
Rare+6
Epic+9
Legendary+15
+ +
+### Armor Values +
+
+

Fur Armor

+ + + + + + + + + +
NameRating
Full Set6
Fur Boots 0.5
Fur Cuirass 2
Fur Gauntlets0.5
Fur Greaves 1
Fur Helmet 1
Fur Shield 1
+

Leather Armor

+ + + + + + + + + +
NameRating
Full Set10
Leather Boots 1
Leather Cuirass 2.5
Leather Gauntlets1
Leather Greaves 1.5
Leather Helmet 1
Leather Shield 3
+

Chainmail Armor

+ + + + + + + + + +
NameRating
Full Set12
Chainmail Boots 1
Chainmail Cuirass 3
Chainmail Gauntlets1
Chainmail Greaves 2
Chainmail Helmet 1.5
Light Iron Shield 3.5
+

Mithril Armor

+ + + + + + + + + +
NameRating
Full Set14
Mithril Boots 1.5
Mithril Cuirass 3.5
Mithril Gauntlets1.5
Mithril Greaves 2
Mithril Helmet 1.5
Mithril Shield 4
+

Elven Armor

+ + + + + + + + + +
NameRating
Full Set16
Elven Boots 1.5
Elven Cuirass 4
Elven Gauntlets1.5
Elven Greaves 2.5
Elven Helmet 2
Elven Shield 4.5
+

Glass Armor

+ + + + + + + + + +
NameRating
Full Set20
Glass Boots 2
Glass Cuirass 5
Glass Gauntlets2
Glass Greaves 3
Glass Helmet 3
Glass Shield 5
+
+
+

Iron Armor

+ + + + + + + + + +
NameRating
Full Set16
Iron Boots1.5
Iron Cuirass4
Iron Gauntlets1.5
Iron Greaves2.5
Iron Helmet2
Iron Shield4.5
+

Steel Armor

+ + + + + + + + + +
NameRating
Full Set18
Steel Boots 1.5
Steel Cuirass 4.5
Steel Gauntlets1.5
Steel Greaves 3
Steel Helmet 2.5
Steel Shield 5
+

Dwarven Armor

+ + + + + + + + + +
NameRating
Full Set20
Dwarven Boots 2
Dwarven Cuirass 5
Dwarven Gauntlets2
Dwarven Greaves 3
Dwarven Helmet 2.5
Dwarven Shield 5.5
+

Orcish Armor

+ + + + + + + + + +
NameRating
Full Set22
Orcish Boots 2
Orcish Cuirass 5.5
Orcish Gauntlets2
Orcish Greaves 3.5
Orcish Helmet 3
Orcish Shield 6
+

Ebony Armor

+ + + + + + + + + +
NameRating
Full Set24
Ebony Boots 2.5
Ebony Cuirass 6
Ebony Gauntlets2.5
Ebony Greaves 3.5
Ebony Helmet 3
Ebony Shield 6.5
+

Daedric Armor

+ + + + + + + + + +
NameRating
Full Set30
Daedric Boots 3
Daedric Cuirass 7.5
Daedric Gauntlets3
Daedric Greaves 4.5
Daedric Helmet 4
Daedric Shield 8
+
+
+ +
+### Select Clothing +
+
+

Common

+ + + + + + + + + + + +
Name
Common Amulet
Common Ring
Common Belt
Common Gloves
Common Pants
Common Robe
Common Shirt
Common Shoes
Common Skirt
+

Expensive

+ + + + + + + + + + + +
Name
Expensive Amulet
Expensive Ring
Expensive Belt
Expensive Gloves
Expensive Pants
Expensive Robe
Expensive Shirt
Expensive Shoes
Expensive Skirt
+
+
+

Extravagent

+ + + + + + + + + + + +
Name
Extravagent Amulet
Extravagent Ring
Extravagent Belt
Extravagent Gloves
Extravagent Pants
Extravagent Robe
Extravagent Shirt
Extravagent Shoes
Extravagent Skirt
+

Exquisite

+ + + + + + + + + + + +
Name
Exquisite Amulet
Exquisite Ring
Exquisite Belt
Exquisite Gloves
Exquisite Pants
Exquisite Robe
Exquisite Shirt
Exquisite Shoes
Exquisite Skirt
+
+ + +
+### Spell Effects +
+

Alteration

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
Control WeatherExponential spell cost? Split effects??
Cool/Heat ObjectCool or heat an object within a space A ft2 (a minimum of 1ft2 with no area cost) for D turns M\*5 degrees Fahrenheit.1
Fire ShieldThis 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.3
Frost ShieldThis 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.3
JumpThis effect provides M feet of additional jump height.3
LevitateThis effect provides M feet of additional fly speed.3
Lightning ShieldThis 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.3
LockThis effect locks a container or door for M points.4
MendingThis effect repairs minor damage in non-magical objects of up to size M cubic feet.5
OpenThis effect opens a locked container or door up to M points.12
Plant Control/Ensare→ Illusion??
Put out Fire/PrestidigitationTODO?
ShieldThis effect provides additional M points of armor.2
SlowfallThis effect reduces damage taken from falling up to M points.3
Swift SwimThis effect provides an additional M\*5 feet of swim speed.2
Water BreathingThis effect allows water breathing. Magnitude is always 1.6
Water WalkingThis effect allows water walking. Magnitude is always 1.6
Wind WallCreate a wall of wind ahead of you, blocking up to M\*5 ft of movement for any creature who attempts to move through it.2
+
+
+

Conjuration

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
Banish CreatureThis effect causes summoned creatures up to level M to be forced back whence they came, dispelling the summoned creature.5
Bound XThis 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 1.10
Command CreatureThis 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.3
Create Food/WaterThis effect summons enough food or water to satisfy M people for one day. Summoned food is not appetizing, but will defeat hunger.2
Create Planar Gate/Plane TravelTODO?
Raise Dead/NecromancyThis effect raises a dead creature with soul level up to X for D turns. The creature is revived with half of its normal health, and otherwise its normal stats. The creature will fight for the caster unless attacked by the caster and can obey simple commands.20 * X Soul
Summon XThis 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 1.30 * X Soul
Turn UndeadThis effect causes an undead target up to level M to flee. Targets other than undead are not affected.3
+
+
+

Destruction

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
Damage AttributeThis effect damages a target's current attribute value for M points. A restore attribute effect is required to restore this damage.48
Damage FatigueThis effect damages a target's current fatigue value for M points.24
Damage HealthThis effect deals M points of non-elemental damage to the target.12
Damage MagickaThis effect deals M points of magicka damage to the target.24
Damage SkillThis effect damages a target's current skill for M points. A restore skill effect is required to restore this damage.48
Drain AttributeThis effect reduces the target's attribute value by M points for D turns. The target regains lost points when the effect ends.6
Drain FatigueThis effect reduces the target's current fatigue by M points for D turns. The target regains lost points when the effect ends.6
Drain HealthThis effect reduces the target's current health by M points for D turns. The target regains lost points when the effect ends.6
Drain MagickaThis effect reduces the target's current magicka by M points for D turns. The target regains lost points when the effect ends.6
Drain SkillThis effect reduces the target's current skill by M points for D turns. The target regains lost points when the effect ends.6
Fire DamageThis effect deals M points of fire damage to the target.6
Frost DamageThis effect deals M points of frost damage to the target.6
PoisonThis effect deals M points of poison damage to the target.6
Shock DamageThis effect deals M points of poison damage to the target.6
Turn Fire to Choking SmokeTODO Generalize? Make small amount of element deadly??
Weakness to DiseaseThis 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.12
Weakness to FireThis effect reduces the target's resistance to fire by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.12
Weakness to FrostThis effect reduces the target's resistance to frost by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.12
Weakness to MagickaThis 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.12
Weakness to PoisonThis effect reduces the target's resistance to poison by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.12
Weakness to ShockThis effect reduces the target's resistance to shock by M\*5% points. With negative resistance, additional damage is dealt, 100% Weakness providing double damage.12
+
+
+

Illusion

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
BlindThis effect reduces any attack checks made by the target by M points and reduces perception for the target by M points for D turns.3
CalmThis 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.3
ChameleonThis effect adds M points to the DC of any check made to perceive the target for D turns.3
CharmThis 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.6
Change/Obscure Magic AuraTODO?
CommandTODO?
Create FogTODO?
DemoralizeThis effect causes a target up to level M to flee for D turns. All creatures and humanoids besides undead are affected.3
FrenzyThis 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. 3
InvisibilityThis effect causes any checks made to perceive the target to fail for D turns. The effect ends after the target takes any action.60
LightThis effect fills the affected area A with a daylight light level for D turns. Magnitude is always 1.0.3
Night-EyeThis effect allows the target to see in low light conditions as if they are daylight for D turns. Magnitude is always 1.0.3
ParalyzeThis effect prevents the target from taking any actions or moving for D turns. Magnitude is always 1.120
RallyThis 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. 1
SanctuaryThis effect increases the target's evasion by M points for D turns.3
SilenceThis effect prevents the target from casting spells for D turns. Magnitude is always 1.60
SoundThis effect reduces any casting checks made by the target by M points for D turns.3
Mask Object from ScryingTODO?
Fool ScryingTODO?
Illusory DoubleTODO?
Block Scrying in AreaTODO?
Hide/Reveal TextTODO Enchantment??
DisguiseTODO?
Become Beautiful/UglyTODO?
Send Message to DreamTODO?
Message at DistanceTODO?
SleepTODO?
Illusory TerrainTODO?
DarknessTODO?
Charm PersonTODO?
Prevent Recall or InterventionTODO?
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Mysticism

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
Absorb AttributeThis 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.9
Absorb FatigueThis 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. This transfer is repeated for every Round it is active.9
Absorb HealthThis 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. This transfer is repeated for every Round it is active.15
Absorb SkillThis 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.9
Almsivi InterventionThis effect teleports the target to the nearest Tribunal temple instantly. Duration and Magnitude are always 1.150
Detect LifeThis effect allows the target to see any living beings out to M feet, through obstacles and ignoring any stealth, for D turns.1
Detect MagicThis 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.1
DispelThis effect removes the effects of any magic currently affecting the target up to M points. Poison, Disease, and Paralysis are unaffected.6
Divine InterventionThis effect teleports the target to the nearest Imperial shrine instantly. Duration and Magnitude are always 1.150
MarkThis effect sets the target's Mark point to their current location. Duration and Magnitude are always 1.240
RecallThis effect teleports the target to the caster's Mark point instantly. Duration and Magnitude are always 1.240
ReflectThis 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.10
SoultrapThis 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 1.12
Spell AbsorptionThis 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.10
TelekinesisThis effect allows the target to interact with objects out to M feet for D turns.1
Detect Doors/Traps/EtcTODO?
Detect ThoughtsTODO?
Detect ScryingTODO?
TruesightTODO?
Detect LiesTODO?
Scrying (Long Distance)TODO?
See/hear at short distanceTODO?
Locate ObjectTODO?
IdentifyTODO?
Control Water? = TelekinesisTODO?
Object speaks once TriggeredTODO Enchantment??
Comprehend LanguagesTODO?
Speak with Animals/PlantsTODO Req. Pact??
Teleport MagicTODO?
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Restoration

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TitleDescriptionBase Cost
StabilizeTODO?
ResurrectTODO?
Speak with DeadTODO Conjuration??
Grow PlantTODO?
Purify/Make Delicious Food/DrinkTODO?
Preserve Junk (food, body)TODO?
Cure DiseaseThis effect removes any disease affecting the target. Duration and Magnitude are always 1.180
Cure ParalysisThis effect removes any Paralysis affecting the target. Duration and Magnitude are always 1.60
Cure PoisonThis effect removes any Poison affecting the target. Duration and Magnitude are always 1.60
Fortify AttributeThis effect increases the target's attribute by M points for D turns. The attribute is restored when the effect ends.4
Fortify AttackThis effect increases any attack check the target makes by M points for D turns.1
Fortify FatigueThis 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.2
Fortify HealthThis 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 1.1
Fortify MagickaThis 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.4
Fortify SkillThis effect increases the target's skill by M points for D turns. The skill is restored when the effect ends.4
Resist DiseaseThis 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.2
Resist FireThis 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.2
Resist FrostThis 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.2
Resist MagickaThis 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.2
Resist ParalysisThis 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.2
Resist PoisonThis 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.2
Resist ShockThis 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.2
Restore AttributeThis effect removes M points of damage currently affecting the target's attribute.12
Restore FatigueThis effect increases the target's current fatigue by M points, up to max fatigue.12
Restore HealthThis effect increases the target's current health by M points, up to max health.6
Restore MagickaThis effect increases the target's current magicka by M points, up to max magicka.60
Restore SkillThis effect removes M points of damage currently affecting the target's skill.12
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+ +--- diff --git a/perks.md b/perks.md new file mode 100644 index 0000000..3581650 --- /dev/null +++ b/perks.md @@ -0,0 +1,457 @@ + + +[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. + diff --git a/spelllist.md b/spelllist.md new file mode 100644 index 0000000..82dc0f9 --- /dev/null +++ b/spelllist.md @@ -0,0 +1,792 @@ + + +[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.** + diff --git a/test.js b/test.js new file mode 100644 index 0000000..c017882 --- /dev/null +++ b/test.js @@ -0,0 +1,28 @@ +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: " + magnitude.toString() + " Duration: " + duration.toString() + ""; +} + +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: "+spellCost+(Math.ceil(spellCost)!=spellCost?" ("+Math.ceil(spellCost)+")":"")+" Difficulty: "+difficulty+""; +} diff --git a/test.md b/test.md new file mode 100644 index 0000000..6d893d4 --- /dev/null +++ b/test.md @@ -0,0 +1,142 @@ +% Alchemy + + + +[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 | +