Common Elder Scrolls Spells

The User target, Duration, and Range can all be varied up or down.

Conjuration

Summon Atronach, Lesser
Cost: 1
Base: Summon (1)
Summons a Lesser Atronach at Short range for Rounds
Traits: Elemental Resistance
Skills: Lore 1, Melee 3, Stealth 1
Stats: Strength 2, Agility 2, Body 2
Secondary: Athletics 4, Lift 4, Reflex 3, Toughness 3

Control Elements
Cost: 1
Base: Control
Controls the Weather or the Elements in a Medium Area at Short range for 5 Minutes

Bound Weapon
Cost: 1
Base: Equipment
Summons a Average quality item for the caster for Minutes.

Blockade
Cost: 2
Base: Create
Caster creates a Large Blockade in three squares at Short Range for Minutes.

Summon Atronach
Cost: 3
Base: Summon (2)
Summons an Atronach at Short range for Rounds
Traits: Elemental Resistance, Elemental Attacks
Careers: Combat 1
Skills: Lore 2, Negotiation 1, Stealth 1, Melee 3, Defense 2
Stats: Strength 3, Agility 3, Body 3, Drive 2
Secondary: Athletics 4, Lift 4, Reflex 3, Toughness 3

Summon Atronach, Greater
Cost: 5
Base: Summon (3)
Summons a Greater Atronach at Short range for Rounds
Traits: Elemental Resistance, Elemental Attacks, Elemental Movement
Careers: Combat 2, Social 1, Scholar 1
Skills: Lore 1, Negotiation 1, Stealth 1, Melee 3, Defense 2, Ranged 3
Stats: Strength 3, Agility 3, Body 4, Intuition 3, Drive 3
Secondary: Athletics 6, Lift 7, Reflex 6, Toughness 7, Perception 4, Will 4

Raise Undead
Cost:
Base:

Summon Skeleton
Cost:
Base:
Traits: Undead
Careers:
Skills:
Stats:

Summon Drauger
Cost:
Base:
Traits: Undead, Intimidating
Careers:
Skills:
Stats:

Summon Dragonpriest
Cost:
Base:
Traits: Undead, Intimidating, Perceptive
Careers:
Skills:
Stats:

Destruction

Elemental Buffet
Cost: 1
Base: Damage, Target
Deals Elemental damage to a target at Short range.

Elemental Rune
Cost: 1
Base: Damage
Modifiers: Delayed (Triggered)
Deals Elemental damage to the target that enters the selected square put in Short range.

Elemental Wall
Cost: 1
Base: Damage
Modifiers: Terrain, Multiple Targets
Deals Elemental damage to the target(s) in the area affected by the spell. Target up to three squares at Touch range.

Elemental Cloak
Cost: 2
Base: Damage
Modifiers: Terrain, Movable, Burst
Deals Elemental damage in a Small Burst Centered on the caster, that travels with him or her.

Elemental Blast
Cost: 3
Base: Damage, Target
Modifiers: Burst
Deals Elemental damage in a Small Burst at Short range.

Elemental Cloud
Cost: 3
Base: Damage
Modifiers: Terrain, Burst, Movable, Ignore Walls (2)
Deals Elemental damage in a Small burst that travels away from the caster from Personal range to Short range, that travels through walls.

Poison
Cost: 3
Base: Damage
Modifiers:
Deals poison damage every Minute on the target at Touch range if the saves are unsuccessful.

Elemental Chain
Cost: 3
Base: Damage
Modifiers: Chain (+2)
Deals elemental damage at Short range that chains to One enemy no more than two squares away.

Drain
Cost: 4
Base: Damage
Modifiers: Steal (2), Uncommon Damage (2)
Steals health from the target at a rate of 2:1 at Touch range. Deals unblockable damage.

Elemental Cataclysm
Cost: 6
Base: Damage 1
Modifiers: Charge (4), Burst or Cone or Line (2 and From Charge), Extra Damage (From Charge), Casting time -1 (Full Round Actions)
Charge up and deal massive elemental damage in a huge radius, cone, or line.

Alteration

Barkskin
Cost: 1
Base: Buffer
Gives the Caster an armor bonus equal to their raises on the spell for Rounds.

Atronach Form, Lesser
Cost: 1
Base: Trait
Traits: Elemental Resistance
Makes the Caster turn into an Atronach for Rounds.

Featherfall
Cost: 1
Base: Travel
The Caster falls slowly for Rounds.

Waterwalking
Cost: 1
Base: Travel
The Caster gains the ability to walk on water for Rounds.

Darkvision
Cost: 1
Base: Modify Perception
Gives Caster the ability to see in the dark for Rounds.

Dragon’s Endurance
Cost: 3
Base: Skill
Increase Casters Toughness by Two for Rounds.

Waterbreathing
Cost: 2
Base: Immunity
Makes the Caster immune to pressure, and gives him or her the ability to breathe water.

Feather
Cost: 2
Base: Skill (Stat)
The Caster increases his or her lift by 1 for Rounds.

Atronach Form
Cost: 3
Base: Trait
Traits: Elemental Resistance, Elemental Attacks
Makes the Caster turn into an Atronach for Rounds.

Flight
Cost: 3
Base: Travel
The Caster gains the ability to fly at Twice his base speed for Rounds.

Atronach Form, Greater
Cost: 5
Base: Trait
Traits: Elemental Resistance, Elemental Attacks, Elemental Movement
Makes the Caster turn into an Atronach for Rounds.

Paralyze
Cost: 5
Base: Impede Major (Physical)
Prevent any physical action by the target for One round at Touch range.

Illusion

Fear/Calm/Courage/Charm/Fury
Cost: 1
Base: Modify Mind
Target within Medium range shifts attitude or emotional state by one step for Rounds.

Illusion
Cost: 1
Base: Illusion
One Medium non-real sensory effect comes into being for Rounds at Short range.

Blindness/Deafness
Cost: 1
Base: Impede Sense
A target within Short range loses Sight or Hearing for Round.

Muffle
Cost: 2
Base: Mask Hearing
The Caster gains one automatic success on stealth rolls with regards to hearing for Rounds.

Invisibility
Cost: 3
Base: Mask Seeing
The Caster gains one automatic success on stealth rolls with regards to sight for Rounds.

Restoration

Healing
Cost: 1
Base: Cure
The caster heals the Target a base of 1 at Touch range. This spell only heals Vigor.

Heal Wounds
Cost: 2
Base: Cure
The caster heals the Target a base of 1 at Touch range. This spell can heal Vigor or Wounds.

Heal Deadly Wounds
Cost: 3
Base: Cure
The caster heals the Target a base of 1 at Touch range. This spell can heal Vigor, Wounds and those in the dying state.

Ward
Cost: 1
Base: Counter
The round after cast, the Caster subtracts the number of hits on his or her spell and subtracts them from any incoming attacks. May concentrate on spell to keep it lasting for another round.

Resistance
Cost: 1
Base: Resistance
Caster receives one automatic success on checks to resist specified common damage.

Revive
Cost: 4
Base: Revive
Modifiers: Casting Time (-3), Limited (Only usable on targets dead less than a day, -1)
The caster revives a Target at Touch range after a minute of casting. The target must have been dead less than a day.

Mysticism

Clairvoyance
Cost: 0
Base: Seek
Caster knows direction (or for more, place, object, or person.)

Divination
Cost: 4
Base: Divine
Caster may ask the GM one yes or no question.

Scry
Cost: 2
Base: Knowledge
Caster receives information about a Direction within sight. (or for more, place, object or person.)

Telekinesis
Cost: 1
Base: Move
Caster moves a Small object within Short Range. Living targets only move a number of squares equal to the difference in spell and save.

Detect Life
Cost: 3
Base: Seek
Caster detects all living targets within Short range for Round.

Detect Dead
Cost: 3
Base: Seek
Caster detects all dead targets within Short range for Round.

Enchant
Cost: 1
Base: Enchant
Master Crafted item gains or loses 1 point enhancement or 3 power at Touch range for Minutes.

Common Elder Scrolls Spells

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