Post by Janx on Jan 20, 2007 15:04:29 GMT -5
[glow=Beige,2,300]School of Mysticism:[/glow]
Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. A character has 10 Magicka Points every hour, 15 if they are Breton, 20 if they are Altmer. A Magic Specialized class gets an additional +5
Legend: U = Untrained R= Untrained but with racial bonus M = Major Skill
Basic Spells:
Dispel:
MP: U- R- M5
Casting Time: couple seconds
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple cloud of magical energy then shoots forward. Magicka-based spell effects on the target are removed, be they beneficial or negative. It does not effect diseases, curses, or magical items effects. You may use Dispel to remove magical effects from yourself, but it is ALL effects, not just the negative ones. Dispel cannot be used to remove an anti-magic spell effecting you as it would prevent you from casting the spell. Dispel may be used to disarm magical traps.
Grey Wave:
MP: U- R- M10
Casting Time: quarter minute
Description: The caster thrusts his arms out to his sides quickly followed by a wave of purple energy. All those, including the caster, in an 8-meter radius are effected by Dispel.
Soul Trap:
MP: U4 R3 M2
Casting Time: couple seconds
Duration: 30 seconds
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple cloud of magical energy then shoots forward. Magical energy circles the target if hit, and if the target dies during the duration of Soul Trap, its soul is bound into the smallest soul gem in the caster’s inventory. If the caster does not have a soul gem, the spirit will then go to the closest soul-gem in a half a mile radius. If it finds no soul gem within the radius, the soul passes on into the after-life.
Telekinesis:
MP: U- R2 M1
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. The caster may then move objects of equal weight to what he could normally carry with one hand with his mind. The caster may open doors, retrieve items, throw items, or pull levers.
Mark:
MP: U3 R2 M1
Casting Time: couple seconds
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then into the ground at his feet. If he casts the Recall Spell, he will now be teleported back to this exact location. When the caster casts Mark, the previous mark disappears. A mark spell from a ring does not dispel a mark made by a normal mark, though the spell of Recall only will recall to the normal Mark, not the one from the enchantment. An enchantment spell of Recall with recall to only a Mark from an enchanted object.
Recall:
MP: U8 R7 M6
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a blight flash of light occurs. The caster, and any objects touching the caster besides the ground are instantly warped to the marked location from the spell Mark. A spell of recall will only recall to a Mark made by the spell of Mark. An enchantment version of recall will only recall to the Mark made by an enchantment version of Mark. If there is no mark to recall to, the spell instantly fails, and half the MP (rounded down) for the spell is wasted.
Divine Intervention:
MP: U7 R6 M5
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a bright flash of light occurs. The caster and any objects touching the caster besides the ground are instantly warped to the closest church or shrine of the Imperial cult. This spell is not usually learned by the Dunmer, as they follow a very different religion.
Almsivi Intervention:
MP: U7 R6 M5
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a bright flash of light occurs. The caster and any objects touching the caster besides the ground are instantly warped to the closest Dunmer temple of the Tribunal. This spell is usually learned only by the Dunmer as it is their religion, though some seasoned mages of other races in Morrowind will occasionally learn it.
Detect Creature:
MP: U4 R3 M2
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster is then aware of all animal type creatures (although it includes Minotaur, Ogres, and Goblins) within a quarter mile of him for the duration of the spell. This spell does not effect animal-like daedra.
Detect Humanoid:
MP: U- R5 M4
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster is then aware of all humanoid creatures such as those in the races section as well as Minotaur, Ogres, Rieklings and other humanoid beings. This spell does not effect humanoid daedra, undead, or constructs.
Detect Enchantment:
MP: U- R5 M4
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster can then sense the presence and approximate location of enchanted objects for the duration of the spell. The spell does not tell the caster how to reach or get to where the object is; simply that it is there. Daedra, undead, and constructs are just barely sensed by the spell, and only the caster can only tell that they are in the area, and with a lot of effort possibly the direction they are in.
Absorb:
MP: U- R- M5
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell (be it friendly or enemy)that hits the caster is transformed back into magical energy for the caster equal to half the MP used to cast the spell. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). This ability wears off either after 1 minute, or after 6 spells are absorbed. This spell cannot bring the caster’s magicka above its maximum.
Reflect:
MP: U- R- M8
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell (be it friendly or enemy) that costs 5 MP or less that hits the caster is suddenly turns around and heads back the caster who fired it instead. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). It lasts 1 minute, or until 10 magical attacks are reflected.
Shield of the Rightous:
MP: U- R- M15
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell enemy spell that hits the caster is suddenly turns around and heads back the caster who fired it instead. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). If the caster has any magicka left, he may not cast a spell that costs more than 5 MP for the duration of the spell.
Siphon:
MP: U- R- M6
Casting Time: couple seconds
Duration: 1 minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple bolt of energy then shoots forward connecting the caster and the target. The caster then may selectively drain the character’s Strength, Endurance, Agility, Personality, Intelligence, Energy, MP (up to 8 MP is taken from the target and given to the caster) or Health. In the case of Energy or Health, the condition is switched (so if a diseased man Siphons from wounded man, the diseased man becomes wounded and the wounded man becomes diseased). The hand used to cast the spell must continue to hold the beam in place, making it unable to do much else. If someone puts themselves between the caster and the target, the target then becomes the one who got in the way of the beam and the original target is returned to normal and the caster siphons the new target instead. If the duration runs out or the beam is broken by a construct or other non-sentient object.
Spell Steal:
MP: U- R- M5
Casting Time: Couple Seconds
Duration: 1 minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple bolt of energy then shoots forward connecting the caster and the target for a couple of seconds. The last spell the target cast is then temporarily known by the caster to the same proficiency as that of the target, and the caster may then cast the spell at half of its MP cost (rounded up) for the duration of Spell Steal. The target may not cast that spell during the duration of Spell Steal. If the spell the target last used is identical to one already known by the caster, then the 5 MP is wasted.
Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. A character has 10 Magicka Points every hour, 15 if they are Breton, 20 if they are Altmer. A Magic Specialized class gets an additional +5
Legend: U = Untrained R= Untrained but with racial bonus M = Major Skill
Basic Spells:
Dispel:
MP: U- R- M5
Casting Time: couple seconds
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple cloud of magical energy then shoots forward. Magicka-based spell effects on the target are removed, be they beneficial or negative. It does not effect diseases, curses, or magical items effects. You may use Dispel to remove magical effects from yourself, but it is ALL effects, not just the negative ones. Dispel cannot be used to remove an anti-magic spell effecting you as it would prevent you from casting the spell. Dispel may be used to disarm magical traps.
Grey Wave:
MP: U- R- M10
Casting Time: quarter minute
Description: The caster thrusts his arms out to his sides quickly followed by a wave of purple energy. All those, including the caster, in an 8-meter radius are effected by Dispel.
Soul Trap:
MP: U4 R3 M2
Casting Time: couple seconds
Duration: 30 seconds
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple cloud of magical energy then shoots forward. Magical energy circles the target if hit, and if the target dies during the duration of Soul Trap, its soul is bound into the smallest soul gem in the caster’s inventory. If the caster does not have a soul gem, the spirit will then go to the closest soul-gem in a half a mile radius. If it finds no soul gem within the radius, the soul passes on into the after-life.
Telekinesis:
MP: U- R2 M1
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. The caster may then move objects of equal weight to what he could normally carry with one hand with his mind. The caster may open doors, retrieve items, throw items, or pull levers.
Mark:
MP: U3 R2 M1
Casting Time: couple seconds
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then into the ground at his feet. If he casts the Recall Spell, he will now be teleported back to this exact location. When the caster casts Mark, the previous mark disappears. A mark spell from a ring does not dispel a mark made by a normal mark, though the spell of Recall only will recall to the normal Mark, not the one from the enchantment. An enchantment spell of Recall with recall to only a Mark from an enchanted object.
Recall:
MP: U8 R7 M6
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a blight flash of light occurs. The caster, and any objects touching the caster besides the ground are instantly warped to the marked location from the spell Mark. A spell of recall will only recall to a Mark made by the spell of Mark. An enchantment version of recall will only recall to the Mark made by an enchantment version of Mark. If there is no mark to recall to, the spell instantly fails, and half the MP (rounded down) for the spell is wasted.
Divine Intervention:
MP: U7 R6 M5
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a bright flash of light occurs. The caster and any objects touching the caster besides the ground are instantly warped to the closest church or shrine of the Imperial cult. This spell is not usually learned by the Dunmer, as they follow a very different religion.
Almsivi Intervention:
MP: U7 R6 M5
Casting Time: quarter minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him and then a bright flash of light occurs. The caster and any objects touching the caster besides the ground are instantly warped to the closest Dunmer temple of the Tribunal. This spell is usually learned only by the Dunmer as it is their religion, though some seasoned mages of other races in Morrowind will occasionally learn it.
Detect Creature:
MP: U4 R3 M2
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster is then aware of all animal type creatures (although it includes Minotaur, Ogres, and Goblins) within a quarter mile of him for the duration of the spell. This spell does not effect animal-like daedra.
Detect Humanoid:
MP: U- R5 M4
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster is then aware of all humanoid creatures such as those in the races section as well as Minotaur, Ogres, Rieklings and other humanoid beings. This spell does not effect humanoid daedra, undead, or constructs.
Detect Enchantment:
MP: U- R5 M4
Casting Time: couple seconds
Duration: half an hour
Description: The caster raises his dominant hand into the air in a fist and then opens it. A sphere of purple magical energy appears in his hand and then scatters and disappears. The caster can then sense the presence and approximate location of enchanted objects for the duration of the spell. The spell does not tell the caster how to reach or get to where the object is; simply that it is there. Daedra, undead, and constructs are just barely sensed by the spell, and only the caster can only tell that they are in the area, and with a lot of effort possibly the direction they are in.
Absorb:
MP: U- R- M5
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell (be it friendly or enemy)that hits the caster is transformed back into magical energy for the caster equal to half the MP used to cast the spell. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). This ability wears off either after 1 minute, or after 6 spells are absorbed. This spell cannot bring the caster’s magicka above its maximum.
Reflect:
MP: U- R- M8
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell (be it friendly or enemy) that costs 5 MP or less that hits the caster is suddenly turns around and heads back the caster who fired it instead. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). It lasts 1 minute, or until 10 magical attacks are reflected.
Shield of the Rightous:
MP: U- R- M15
Casting Time: couple seconds
Duration: 1 minute
Description: The caster brings both of his hands together open-palmed. Wisps of magical energy them flow around him. Any spell enemy spell that hits the caster is suddenly turns around and heads back the caster who fired it instead. This spell does not affect attacks by bound weapons or creatures (unless the attack itself is magical). If the caster has any magicka left, he may not cast a spell that costs more than 5 MP for the duration of the spell.
Siphon:
MP: U- R- M6
Casting Time: couple seconds
Duration: 1 minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple bolt of energy then shoots forward connecting the caster and the target. The caster then may selectively drain the character’s Strength, Endurance, Agility, Personality, Intelligence, Energy, MP (up to 8 MP is taken from the target and given to the caster) or Health. In the case of Energy or Health, the condition is switched (so if a diseased man Siphons from wounded man, the diseased man becomes wounded and the wounded man becomes diseased). The hand used to cast the spell must continue to hold the beam in place, making it unable to do much else. If someone puts themselves between the caster and the target, the target then becomes the one who got in the way of the beam and the original target is returned to normal and the caster siphons the new target instead. If the duration runs out or the beam is broken by a construct or other non-sentient object.
Spell Steal:
MP: U- R- M5
Casting Time: Couple Seconds
Duration: 1 minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A purple bolt of energy then shoots forward connecting the caster and the target for a couple of seconds. The last spell the target cast is then temporarily known by the caster to the same proficiency as that of the target, and the caster may then cast the spell at half of its MP cost (rounded up) for the duration of Spell Steal. The target may not cast that spell during the duration of Spell Steal. If the spell the target last used is identical to one already known by the caster, then the 5 MP is wasted.