[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.**