Saturday, November 16, 2019

Elder Scrolls GLOG: School of Mysticism

Practitioners of Mysticism manipulate the little-understood energies beneath magic itself, prying back the veil of this world, seeing its true nature, and traveling great distances unimpeded.

School of Mysticism

Cantrips:
1. Meditate upon the true meaning of an object. With an hour, you may learn its name, with a day you may learn its purpose and nature. More meditation may reveal its path through time and space.
2. You can tell the size of a creature's soul at a glance.
3. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book, but not open a door or lift a stone.

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Apprentice

Detect Key/Gold
R: [dice]x20' T: self D: 1 hour
You sense the location of coins, keys and similar valuables in the given area.

Telekinesis
R: [dice]x20' T: object D: concentration
Pick up and move items, open containers and doors, trigger traps etc.

Identify
R: 0 T: magic item D: 0
The magic item this is cast on is immediately identified. Names, effects, curses etc. are known by the caster.

Adept

Detect Living
R: [dice]x20' T: self D: 1 hour
You sense the location of all living things in the given area.

Reflect
R: 0 T: creature D: 1 minute
The target reflects spells cast with [dice] or fewer MD while the spell is active.

Soul Trap
R: 50' T: creature D: 1 minute
A target with [sum] or fewer HD is marked, and if it is killed while the spell is active, its soul will enter a crystal in the possession of the caster. Requires a crystal of appropriate size or larger. Creature's souls range from Petty to Grand. Humanoids have Black souls.

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Balmora Strider Scuffle
Expert

Dispel
R: 50' T: creature or object D: 0
The target is dispelled of all magic effects cast with [dice] and fewer dice. Summoned creatures or items of [dice]x3 HD or less targeted are banished to their home plane. Cannot disenchant enchanted weapons or remove curses.

Mark
R: 0 T: location D: permanent until dispelled
Place a mark at your current location. It remains there until it is dispelled or you cast another Mark elsewhere. When you cast Recall, it will transport you to the Mark. Can be dispelled at will without having to cast anew.

Recall
R: 0 T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the location of your Mark. If cast without a Mark, transports you to a random location.

Master

Wizard Vision
R: touch T: self D: 1 hour
If you invest one die, you can see invisible creatures. Magical traps, scrolls, and enchanted items appear differently to you, betraying their nature, and you can tell much more about spells cast by another caster.

Investing two or more dice let you see through magical darkness and illusions, including the disguises of shapeshifters. You can only cast this on yourself. You can permanently see the invisible as a vague warping of the light. This comes at the cost of your mind, as you permanently lose 1d6 Willpower (you reject the true nature of creation) or Charisma (as you embrace it and become alien for it).

Divine Intervention
R: nearest divine temple T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the nearest temple of the Nine Divines.

Daedric/Almsivi Intervention
R: nearest daedric/almsivi shrine T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the nearest Daedric shrine (or Almsivi shrine if in Morrowind).

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