Magic (The Elder Scrolls Supplement)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Elder Scrolls franchise, and/or include content directly affiliated with and/or owned by Bethesda. D&D Wiki neither claims nor implies any rights to The Elder Scrolls copyrights, trademarks, or logos, nor any owned by Bethesda. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Magic in The Elder Scrolls Supplement functions differently than normal D&D. Casting a spell is entirely dependant on your Magicka, limiting the rank and amount of magic you can cast on your current Magicka.

Master Rank Spells take two free hands to cast.

Standing Stones[edit]

The Standing Stones are upright magical stones located throughout the province of Skyrim. Legend tells of the stones granting special powers to heroes of old, giving them the ability to rewrite their fate.

Alteration[edit]

Armor Spell effects do not Stack

Novice[edit]

Candlelight (1 Magicka): creates a hovering light that follows the caster around for 1 minute (10 rounds)

Equilibrium (X Hp): Converts your Hp into Magicka at a rate of 1 Hp to 1 Magicka, you can die from this

Oakflesh (5 Magicka): the caster gains 1 Ac for 1 minute (10 rounds)

Open Novice Lock (5 Magicka): Upon touching the lock the spell activates unlocking any Novice level locks (DC 12 or less, Locks) and has a small chance to unlock Apprentice locks (Roll a 1d20 on a 19-20)

Apprentice[edit]

Magelight (5 Magicka): creates a ball of light that sticks to a surface or hovers in place for 1 minute (6 rounds)

Ease Burden (5 Magicka): the Caster gains 50 extra lbs to their max carry weight for 4 minutes (40 rounds)

Stoneflesh (10 Magicka): the caster gains 2 Ac for 1 minute (10 rounds)

Form Earth (5 Magicka): Transform 5lbs of sand/gravel to 5lbs of stone or transform 5lbs of mud to brick or 5lbs dirt to mud

Sea Stride (10 Magicka): The caster can walk on water for 30 seconds (5 rounds)

Open Apprentice Lock (10 Magicka): Upon touching the lock the spell activates unlocking any Apprentice level or lower locks (DC 14 or less, Locks) and has a small chance to unlock Adept locks (Roll a 1d20 on a 19-20)

Adept[edit]

Ash Shell (2 Magicka per round): Targets one creature if it fails a wis save it is immobilized for up to 30 seconds (5 rounds), the target cannot be harmed while immobilized

Detect Life (5 Magicka per round): Allows one to see the auras of life around creatures through solid objects (Not Daedra, Machines, or Undead)

Ironflesh (15 Magicka): the caster gains 3 Ac for 1 minute (10 rounds)

Telekinesis (5 + X Magicka per round): Allows one to lift and move an object equal to 5lbs per int mod + 5lbs per extra Magicka invested

Transmute (5 Magicka): Transform 5lbs raw iron to 5lbs of raw silver or 5lbs of raw silver to 5lbs of raw gold

Lighten Load (10 Magicka): the Caster gains 75 extra lbs to their max carry weight for 5 minutes (50 rounds)

Water breathing (10 Magicka): the caster can breathe underwater for 1 minute (10 rounds)

Open Adept Lock (10 Magicka): Upon touching the lock the spell activates unlocking any Adept level or lower locks (DC 16 or less, Locks) and has a small chance to unlock Expert locks (Roll a 1d20 on a 19-20)

Expert[edit]

Ash Rune (15 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, those affected must make a wis save if they fail they are immobilized for up to 30 seconds (5 rounds), the target cannot be harmed while immobilized

Detect Dead (10 Magicka per round): Allows the caster to see the auras of death around creatures through solid objects, it also allows one to differentiate between dead and undead

Pack Mule (15 Magicka): the Caster gains 150 extra lbs to their max carry weight for 5 minutes (50 rounds)

Open Expert Lock (15 Magicka): Upon touching the lock the spell activates unlocking any Expert level or lower locks (DC 18 or less, Locks) and has a small chance to unlock Master locks (Roll a 1d20 on a 19-20)

Ebonyflesh (20 Magicka): the caster gains 4 Ac for 1 minute(10 rounds)

Paralyze (25 Magicka): Targets one creature, if it fails a wis save, it is immobilized for up to 10 seconds (2 rounds)

Master[edit]

Dragonhide (50 Magicka): The caster gains non-magical damage resistance for 30 seconds (5 rounds)

Mass Paralysis (50 Magicka): All creatures in a 20ft radius around the caster must make a wis save or be immobilized for up to 15 seconds (3 rounds)

Pack Mule (30 Magicka): the Caster gains 250 extra lbs to their max carry weight for 6 minutes (60 rounds)

Universal Key (25 Magicka): Upon touching the lock the spell activates unlocking any lock below DC 20 and may unlock any lock with a higher DC on a roll of 19-20

Conjuration[edit]

You can only have 1 summoned or animated creature active unless you have the [Dual Souls] perk or an ability or item says otherwise

Novice[edit]

Bound Blade (1 Magicka): Summons any 1 handed melee weapon that deals 1d4 damage into the caster's hand for 120 seconds (20 rounds)

Bound Weapon (5 Magicka): Summons any 1 handed melee weapon that deals 1d6 damage into the caster's hand for 120 seconds (20 rounds)

Conjure Familiar (5 Magicka): Summons a wolf to fight for the caster for 1 minutes (10 rounds)

Raise Zombie (5 Magicka): Animates a weak corpse (CR 1 or less) to fight for the caster for 1 minutes (10 rounds)

Apprentice[edit]

Bound Greatweapon (8 Magicka): Summons any 2 handed melee weapon that deals 1d8 damage into the caster's hands for 120 seconds (20 rounds)

Conjure Boneman (8 Magicka): Summons a Boneman archer to fight for the caster for 1 minutes (10 rounds)

Conjure Flame Atronach (10 Magicka): Summons a Flame Atronach to fight for the caster for 1 minutes (10 rounds)

Conjure Flame Familiar (5 Magicka): Summons a flaming wolf that runs into battle and explodes dealing 2d6 fire damage to all in a 10ft radius, it lasts for 1 minutes (10 rounds)

Reanimate Corpse (8 Magicka): Animates a strong-ish (CR 3 or less) corpse to fight for the caster for 1 minutes (10 rounds)

Soul Trap (5 Magicka): If the target dies within 1 minutes (10 rounds), its soul is trapped in a soul gem

Summon Ghost (12 Magicka): Summons a Ghost(Elderscrolls) to fight for you for 4 rounds (25 seconds)

Summon Hunger (10 Magicka): Summons a Hunger to fight for you for 3 rounds (20 seconds)

Summon Scamp (15 Magicka): Summons a Scamp to fight for you for 3 rounds (20 seconds)

Adept[edit]

Banish Daedra (20 Magicka): Target Daedra of CR 2 or less must make a Wisdom save or be banished

Bound Bow (20 Magicka): Summons any two-handed ranged weapon that deals 1d8 damage into the caster's hand and a set of ammo onto the caster's body for 2 minutes (20 rounds)

Bound Armor (20 Magicka): Summons a set of medium armor (AC 12 + Dex) onto the caster for 2 minutes (20 rounds)

Conjure Ash Spawn (18 Magicka): Summons an Ash Spawn to fight for the caster for 1 minute (10 rounds)

Conjure Frost Atronach (20 Magicka): Summons a Frost Atronach to fight for the caster for 1 minute (10 rounds)

Conjure Mistman (18 Magicka): Summons a Mistman to fight for the caster for 1 minute (10 rounds)

Conjure Seeker (15 Magicka): Summons a Seeker to fight for the caster for 1 minute (10 rounds)

Revenant (18 Magicka): Animates a powerful corpse (CR 5 or less) to fight for the caster for 1 minute (10 rounds)

Summon Decrepit Shambles (18 Magicka): Summons a Decrepit Shambles to fight for the caster for 30 seconds (5 rounds)

Summon Dremora (20 Magicka): Summons a Dremora to fight for the caster for 20 seconds (3 rounds)

Summon Gluttonous Hunger (18 Magicka): Summons a Gluttonous Hunger to fight for the caster for 20 seconds (3 rounds)

Expert[edit]

Conjure Ash Guardian (25 Magicka): Creates an Ash Guardian that guards that location until destroyed. Requires a heartstone to be consumed on casting or else it will be hostile to the caster

Command Daedra (20 Magicka): Targets a conjured creature, the target's summoner must make a wis save or have control of the summon wrested from them

Conjure Dremora Lord (30 Magicka): Summons a Dremora Lord to fight for the caster for 1 minute (10 rounds)

Conjure Wraithman (30 Magicka): Summons a Wraithman to fight for the caster for 1 minute (10 rounds)

Conjure Storm Atronach (30 Magicka): Summons a Storm Atronach to fight for the caster for 1 minute (10 rounds)

Expel Daedra (20 Magicka): Target Daedra of CR 3 or less must make a wis save or be banished back to oblivion

Summon Clannfear (34 Magicka): Summons a Clannfear to fight for the caster for 45 seconds (7 rounds)

Summon Daedroth (37 Magicka): Summons a Daedroth to fight for the caster for 30 seconds (5 rounds)

Summon Faded Wraith (35 Magicka): Summons a Faded Wraith to fight for the caster for 40 seconds (6 rounds)

Summon Ravenous Hunger (24 Magicka): Summons a Ravenous Hunger to fight for the caster for 20 seconds (3 rounds)

Summon Shambles (24 Magicka): Summons a Shambles to fight for the caster for 30 seconds (5 rounds)

Summon Spider Daedra (40 Magicka): Summons a Spider Daedra to fight for the caster for 20 seconds (3 rounds)

Master[edit]

Conjure Flame Thrall (50 Magicka): Summons a Flame Atronach to fight for the caster until slain

Conjure Frost Thrall (60 Magicka): Summons a Frost Atronach to fight for the caster until slain

Conjure Storm Thrall (70 Magicka): Summons a Storm Atronach to fight for the caster until slain

Conjure Dead Thrall (60 Magicka): Reanimates a body (CR 8 or less) to fight for the caster until slain

Summon Gloom Wraith (65 Magicka): Summons a Gloom Wraith to fight for the caster for 25 seconds (4 rounds)

Summon Replete Shambles (45 Magicka): Summons a Replete Shambles to fight for the caster for 30 seconds (3 rounds)

Summon Voracious Hunger (48 Magicka): Summons a Voracious Hunger to fight for the caster for 20 seconds (3 rounds)

Summon Xivilai (60 Magicka): Summons a Xivilai to fight for the caster for 30 seconds (5 rounds)

Destruction[edit]

Novice[edit]

Flames (1 Magicka per round): Deals 1d4 (+ 1 per each consecutive round of damage) fire damage to a target within 20ft

Frostbite (1 Magicka per round): Deals 1d4 ice damage & 1 stamina damage to a target within 20ft

Sparks (1 Magicka per round): Deals 1d4 lightning damage & 1 Magicka damage to a target within 20ft

Apprentice[edit]

Firebolt (4 Magicka): Deals 1d6 (+ 1d6 if target is on fire) fire damage to a target in a 30ft range

Ignite (3 Magicka): Ignites a target dealing 1 damage fire per round for 15 seconds (3 rounds), 30ft range

Ice Spike (5 Magicka): Deals 1d6 ice damage & 1/2 that in stamina damage to a target in a 30ft range

Freeze (3 Magicka): Deals 1d4 ice damage & 1/2 that in stamina damage, reduces the target's speed by 10ft for 15 seconds (3 rounds), 30ft range

Lightning Bolt (5 Magicka): Deals 1d6 ice damage & 1/2 that in Magicka damage to a target in a 30ft range

Fire Rune (10 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 fire damage (+1d6 to targets that are already on fire).

Frost Rune (10 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 ice damage & 1/2 that in Stamina damage.

Lightning Rune (10 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2d6 lightning damage & 1/2 that in Magicka damage.

Adept[edit]

Chain Lightning (15 Magicka): Deals 3d4 lightning damage & 1/2 that in Magicka damage to a target then leaps to a new target once (Unless one has rank 2 Augmented Shock then it deals 4d4 lightning damage and leaps to an additional target), 30ft range

Fireball (15 Magicka): Deals 3d4 fire damage (+1d4 Fire damage to targets already on fire) to all in a 15ft radius, 60ft range, does not harm caster but can harm allies (Augmented Flame 2 increases fire damage by 1d4 and the radius to 20ft)

Ice Storm (15 Magicka): Deals 1d4 Ice damage per 5ft traveled & deals 1/2 that in Stamina damage to all in a 5ft per 10ft traveled radius, up to 30ft range, does not harm caster but can harm allies (Augmented Frost 2 changes radius to 5ft per 5ft traveled)

Flame Cloak (20 Magicka): For 1 minute (10 rounds) all adjacent enemies take 1 point of fire damage (+1 point if they are already on fire), This spell does not affect allies but does affect hostile or neutral entities

Frost Cloak (20 Magicka): For 1 minute (10 rounds) all adjacent enemies take 1 point of ice damage and 1 point of stamina damage, This spell does not affect allies but does affect hostile or neutral entities

Lightning Cloak (20 Magicka): For 1 minute (10 rounds) all adjacent enemies take 1 point of lightning damage and 1 point of Magicka damage, This spell does not affect allies but does affect hostile or neutral entities

Whirlwind Cloak (20 Magicka): For 1 minute (10 rounds) all adjacent enemies must make a DEX save or be flung 10ft away from the caster, This spell does not affect allies but does affect hostile or neutral entities

Expert[edit]

Icy Spear (25 Magicka): 3d6 Ice damage & 1/2 that in stamina damage, 90ft range

Incinerate (25Magicka): 3d6 Fire damage (+1d6 Fire damage if the target is on fire), 90ft range

Thunderbolt (25 Magicka): 3d6 Ice damage & 1/2 that in Magicka damage, 90ft range

Wall of Flames (5 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the fire sticks to the ground for 30 seconds (5 rounds) and deals 2d6 fire damage (+1d6 if the target is on fire) to anyone on or passing through the firewall, Does not harm the caster or their allies

Wall of Frost (5 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the ice sticks to the ground for 30 seconds (5 rounds) and deals 2d6 ice damage & 1/2 that in stamina damage to anyone on or passing through the ice-wall, Does not harm the caster or their allies

Wall of Storms (5 Magicka Per Round): Sprayed on the ground at a rate of 10ft per round, the lightning sticks to the ground for 30 seconds (5 rounds) and deals 2d6 lightning damage & 1/2 that in Magicka damage to anyone on or passing through the lightning-wall, Does not harm the caster or their allies

Master[edit]

Blizzard (50 Magicka): Creates a chilling whirlwind in a 40ft area around the caster dealing 4 frost damage to all in the radius including the caster and their allies and also pulls in all nearby objects causing them to orbit around the caster smacking into surrounding entities dealing more damage, the effect lasts 10 seconds (2 rounds)

Fire Storm (60 Magicka): Blasts outwards in a 30ft radius dealing 1d6 fire damage per 5ft closer to the caster the target was when the spell was cast (At the edge 1d6 - Adjacent 6d6), no damage is dealt to the caster

Lightning Storm (10 Magicka Per Round): Deals 4d6 Lighting damage and 1/2 that to Magicka per round, no need to make an attack roll, 80ft range

Illusion[edit]

CR requirements can be changed with perks in the Illusion skill tree, Illusion spells do not affect Undead, Constructs, or Daedra unless you have the Master of the Mind perk

Novice[edit]

Clairvoyance (1 Magicka per round): Shows the safest and slowest path to your current goal

Courage (2 Magicka): Target creature gains immunity to fear for 1 minute (10 rounds)

Fury (3 Magicka): Target creature less than 1 CR must make a wis save or attack the nearest creature regardless if it is friend or foe for 30 seconds (5 rounds)

Apprentice[edit]

Calm (5 Magicka): Target creature of CR 1 or less must make a wis save or become calm and case fighting unless it is attacked for 30 seconds (5 rounds)

Fear (5 Magicka): Target creature of CR 1 or less must make a wis save or become scared for 30 seconds (5 rounds)'

Muffle (10 Magicka): the caster's movements are silenced giving Advantage to sneak checks for 180 seconds (30 rounds)

Adept[edit]

Frenzy (15 Magicka): Target creature of 2 CR or less must make a wis save or attack the nearest creature regardless if it is a friend or a foe for 30 seconds (5 rounds)

Frenzy Rune (10 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, creatures of 3 CR or less must make a wis save or attack the nearest creature regardless if it is a friend or a foe for 30 seconds (5 rounds)

Rally (15 Magicka): Target creatures in a 10ft radius gain immunity to fear and gain 2 temporary Hp & 1 temporary Stamina for 1 minute (10 rounds)

Expert[edit]

Invisibility (20 Magicka): Caster becomes invisible for 30 seconds (5 rounds), attacking or interacting with objects breaks the spell

Pacify (20 Magicka): Target creatures of CR 3 or less in a 20ft radius must make a wis save or become calm and case fighting unless they are attacked for 30 seconds (5 rounds)

Rout (20 Magicka): Target creatures of CR 3 or less in a 20ft radius must make a wis save or become scared for 30 seconds (5 rounds)

Master[edit]

Call to arms (30 Magicka): Affects the caster and all creatures within 20ft of the caster. gives Advantage on attack rolls, it also gives 3 temporary Hp and 2 temporary Stamina for 10 Minutes (100 rounds)

Harmony (50 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a wis save or become calm and case fighting unless they are attacked for 1 minute (10 rounds)

Hysteria (50 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a wis save or become scared for 1 minute (10 rounds)

Mayhem (50 Magicka): Affects all creatures around the caster within 20ft. Target creatures of CR 4 or less must make a wis save or attack the nearest creature regardless if it is friend or foe for 1 minute (10 rounds)

Restoration[edit]

Healing spells do not affect Atronachs, Machines, and Undead unless otherwise specified (i.e. Necromantic Healing or some Restoration Perks)

Novice[edit]

Heal (1 Magicka per round): heals the caster by 1 Hp (1d1)

Lesser Ward (2 Magicka per round): the caster gains 1 AC and takes 2 less damage from magic while the ward is active

Apprentice[edit]

Fast Healing (5 Magicka): heals the caster by 1d6 Hp

Healing Hands (2 Magicka per round): heals the target by 1 Hp (1d1)

Necromantic Healing (2 Magicka): heals the target undead by 1 Hp (1d1)

Steadfast Ward (3 Magicka per round): the caster gains 2 AC and takes 3 less damage from magic while the ward is active

Sun Fire (2 Magicka): a bolt of solar fire that deals 2 radient damage to undead

Turn Lesser Undead (5 Magicka): Target undead 1 CR or less must make a wis save or flee for 30 seconds (5 rounds)

Adept[edit]

Close Wounds (6 Magicka): heals the caster by 2d6 Hp

Greater Ward (5 Magicka per round): the caster gains 3 AC and takes 4 less damage from magic while the ward is active

Heal Other (4 Magicka): heals the target by 2d4 Hp

Heal Undead (4 Magicka): heals the target undead by 2d4 Hp

Poison Rune (10 Magicka): Places a rune on a flat surface that if touched affects all in a 20ft range, dealing 2 poison damage per round for 5 rounds

Repel Lesser Undead (10 Magicka): Affects all undead in 20ft cone of CR 1 or less, they must make a WIS save or flee for 30 seconds (5 rounds)

Stendarr's Aura (15 Magicka): For 1 minute (10 rounds) all adjacent undead take 1 point of radient damage

Turn Undead (15 Magicka): Target undead 2 CR or less must make a wis save or flee for 30 seconds (5 rounds)

Vampire's Bane (8 Magicka): A projectile that deals 1d4 Radient Damage to undead in a 15ft radius

Expert[edit]

Circle of Protection (15 Magicka): Creates a stationary 10ft circle that forces undead of CR 3 or lower must make a wis save to enter if they fail they flee, if the caster leaves the circle it dispels.

Grand Healing (20 Magicka): Heals all in a 10ft radius around the caster by 5d4 Hp, including the caster

Repel Undead (25 Magicka): Affects all undead in 20ft cone of CR 2 or less, they must make a WIS save or flee for 30 seconds (5 rounds)

Turn Greater Undead (20 Magicka): Target undead of CR 4 or lower must make a wis save or flee for 30 seconds (5 rounds)

Master[edit]

Bane of the Undead (50 Magicka): Target undead of CR 5 or lower in a 20ft radius are set on fire and must make a wis save or flee for 30 seconds (5 rounds), undead of CR 3 or lower are forced to flee without making a save

Guardian Circle (60 Magicka): Creates a stationary 10ft circle that forces undead of CR 4 or lower to make a wis save to enter if they fail they flee, the circle also heals the caster for 2 Hp per round inside, if the caster leaves the circle it dispels,

Reference[edit]

  1. Category:Magic. Elder Scrolls Fandom.
  1. Category:Alteration. Elder Scrolls Fandom.
  2. Alteration(Skyrim). Elder Scrolls Fandom.
  3. Alteration(Oblivion). Elder Scrolls Fandom.
  4. Alteration(Oblivion)_Spelllist. Elder Scrolls Fandom.
  1. Category:Conjuration. Elder Scrolls Fandom.
  2. Conjuration(Skyrim). Elder Scrolls Fandom.
  3. Conjuration(Oblivion). Elder Scrolls Fandom.
  4. Conjuration(Oblivion)_Spelllist. Elder Scrolls Fandom.
  1. Category:Destruction. Elder Scrolls Fandom.
  2. Destruction(Skyrim). Elder Scrolls Fandom.
  3. Destruction(Oblivion). Elder Scrolls Fandom.
  4. Destruction(Oblivion)_Spelllist. Elder Scrolls Fandom.
  1. Category:Illusion. Elder Scrolls Fandom.
  2. Illusion(Skyrim). Elder Scrolls Fandom.
  3. Illusion(Oblivion). Elder Scrolls Fandom.
  4. Illusion(Oblivion)_Spelllist. Elder Scrolls Fandom.
  1. Category:Restoration. Elder Scrolls Fandom.
  2. Restoration(Skyrim). Elder Scrolls Fandom.
  3. Restoration(Oblivion). Elder Scrolls Fandom.
  4. Restoration(Oblivion)_Spelllist. Elder Scrolls Fandom.

Back to Main Page5e HomebrewCampaign SettingsThe Elder Scrolls

Home of user-generated,
homebrew pages!


Advertisements: