Post by Janx on Jan 20, 2007 16:25:58 GMT -5
[glow=green,2,300]School of Illusion:[/glow]
Illusion effects the perception and mind of living subjects (has no effect on consctructs, undead and limited on Daedra). 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:
Invisibility:
MP: U7 R6 M5
Casting Time: Couple Seconds
Duration: 10 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and he vanishes from sight. If the caster touches a movable visible object, speaks, or casts a spell the effect is disabled. Detection spells are not affected, though one casting Detect Enchantment will know you are in the area, but will not be able to tell your direction or location.
Sanctuary:
MP: U6 R5 M4
Casting Time: Couple Seconds
Duration: 5 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and light bends around him, making him hard to see. The effect of this Chameleon spell is to only enhance dodging capabilities as it makes it harder for the person to judge your moves. It does little for hiding. Unlike invisibility you may speak, touch visible objects, or cast spells, but it will give your position away. The Dunmer “Ancestral Guardian” ability is identical to this spell. Detection spells are not affected, though as mentioned, this spell is for evasion, not hiding.
Chameleon:
MP: U- R- M10
Casting Time: Quarter minute
Duration: 10 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and light bends around him, making him hard to see. The spell makes it very hard for enemies to see you unless they are actually trying to find you. The spell is primarily meant for hiding, though is also good for evasion (though if you strike someone they will likely start looking for you). Detection spells are not affected, though one casting Detect Enchantment will know you are in the area, but will not be able to tell your direction or location.
Light:
MP: U4 R3 M2
Casting Time: Couple Seconds
Duration: 10 minutes
Description: ] The caster points his finger at a location and a small sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a small room with white light with a hint of a green. If it hits someone it can temporarily blind them, though if the caster is too close he can blinded too. This spell does affect vampires.
Adventurer’s Torch:
MP: U4 R3 M2
Casting Time: Couple Seconds
Duration: 30 minutes
Description: ] The caster points his finger at a location and a small sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a small room with white light with a hint of a green. It is the same as light only lasts longer without the ability to blind someone.
Arnor’s Miniature Sun:
MP: U- R- M8
Casting Time: quarter minute
Duration: 5 hours
Description: ] The caster points his finger at a location and a sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a large hall with white light with a hint of a green. It is usually pointed at ceiling, as it will blind any within a good distance of the origin. This spell does affect vampires.
Night Eye:
MP: U- R5 M4
Casting Time: quarter minute
Duration: 10 minutes.
Description: ] The caster brings his fist up in front of his face, and puts in fingers up in front of his eyes. Magical energy surrounds his hand and then moves to his eyes. The character can then see in the darkness as well as underground creatures. A Light spell can easily blind someone using Night Eye. A Khajiit’s Eye of Night ability is similar to this though not quite as effective at seeing in the dark. A goblin can easily switch between Night Eye mode and normal mode if need be.
Charm:
MP: U- R5 M4
Casting Time: couple seconds.
Duration: 10 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy quickly shoots out from his hand. The target’s opinion of the caster is improved, making him more agreeable with the caster. Once the spell is over the target is returned to normal with no memory of the green sphere, and has his memory slightly hazy about the time he was affected. The imperial’s “Voice of the Emperor” ability works just like this, but it travels through sound waves and has no visual component.
Elandy’s Beguiling Grasp:
MP: U- R- M10
Casting Time: couple seconds.
Duration: 30 minutes
Description: ] The caster makes a grasping action with his hand (such as a hand shake or touching one’s rear). The one he touched instantly has a much higher opinion of the caster and is eager to listen and can be convinced to do some tasks they wouldn’t normally do otherwise. When the spell wears off the character becomes slightly disoriented and memories from the time of the grasp till the time the spell wore off are hazy. The grasp cannot be made through metallic objects such as armour.
Paralyze:
MP: U- R- M6
Casting Time: couple seconds.
Duration: 30 seconds
Description: ] The caster points his finger at a target and a small sphere of green energy shoots out from his hand. The target suddenly feels very numb and drops to the ground, unable to control his body. During this time pain is also numbed too. Once the spell wears off, the target feels slightly numb but has complete control of his body. Note that people with high endurance have some resilience against this spell.
Silence:
MP: U- R- M6
Casting Time: quarter minute
Duration: 1 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy shoots out from his hand. The spell severs the target’s connection to the flow of magicka, instantly failing all spells he is casting (which drains one half of the magicka used to cast them successfully) and makes him incapable of casting a spell for the spells duration.
Sound:
MP: U- R- M4
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy quickly shoots out from his hand. An array of noise then wracks the target’s brain making it harder for him to cast spells, doubling his casting time for the duration of the spell.
Wail of the Banshee:
MP: U- R- M10
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster puts his hands on either side of a mouth in a shouting gesture and screams a sorrowful wail at those in front of him (its oddly not audible by those to his sides or behind). A green energy wave shoots forward, causing the effect of sound to all those in front of the caster, but also making them physically recoil from the intensity of the noise.
Calm Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster gently touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels calmer and more peaceful, and depending on how determined it is to kill you; it may stop its attack. Any hostile action against the target dispels the effect.
Frenzy Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster forcefully touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels angry and hostile, and depending on how calm it is; it may attack you or whatever looks most hostile.
Demoralize Humanoid or Creature:
MP: U- R- M4
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster gently touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels scarred and uncomfortable, and depending on how comfortable it was before, it may run away. Any hostile action against the target dispels the effect.
Rally Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster forcefully but not aggresively touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels more confident and secure.
Illusion effects the perception and mind of living subjects (has no effect on consctructs, undead and limited on Daedra). 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:
Invisibility:
MP: U7 R6 M5
Casting Time: Couple Seconds
Duration: 10 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and he vanishes from sight. If the caster touches a movable visible object, speaks, or casts a spell the effect is disabled. Detection spells are not affected, though one casting Detect Enchantment will know you are in the area, but will not be able to tell your direction or location.
Sanctuary:
MP: U6 R5 M4
Casting Time: Couple Seconds
Duration: 5 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and light bends around him, making him hard to see. The effect of this Chameleon spell is to only enhance dodging capabilities as it makes it harder for the person to judge your moves. It does little for hiding. Unlike invisibility you may speak, touch visible objects, or cast spells, but it will give your position away. The Dunmer “Ancestral Guardian” ability is identical to this spell. Detection spells are not affected, though as mentioned, this spell is for evasion, not hiding.
Chameleon:
MP: U- R- M10
Casting Time: Quarter minute
Duration: 10 minutes
Description: The caster presses arm with his hand in a fist against his chest. Green magical energy circles from him and light bends around him, making him hard to see. The spell makes it very hard for enemies to see you unless they are actually trying to find you. The spell is primarily meant for hiding, though is also good for evasion (though if you strike someone they will likely start looking for you). Detection spells are not affected, though one casting Detect Enchantment will know you are in the area, but will not be able to tell your direction or location.
Light:
MP: U4 R3 M2
Casting Time: Couple Seconds
Duration: 10 minutes
Description: ] The caster points his finger at a location and a small sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a small room with white light with a hint of a green. If it hits someone it can temporarily blind them, though if the caster is too close he can blinded too. This spell does affect vampires.
Adventurer’s Torch:
MP: U4 R3 M2
Casting Time: Couple Seconds
Duration: 30 minutes
Description: ] The caster points his finger at a location and a small sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a small room with white light with a hint of a green. It is the same as light only lasts longer without the ability to blind someone.
Arnor’s Miniature Sun:
MP: U- R- M8
Casting Time: quarter minute
Duration: 5 hours
Description: ] The caster points his finger at a location and a sphere of green energy shoots out from his hand. When the sphere comes in contact with an object, it explodes outwards illuminating the area of a large hall with white light with a hint of a green. It is usually pointed at ceiling, as it will blind any within a good distance of the origin. This spell does affect vampires.
Night Eye:
MP: U- R5 M4
Casting Time: quarter minute
Duration: 10 minutes.
Description: ] The caster brings his fist up in front of his face, and puts in fingers up in front of his eyes. Magical energy surrounds his hand and then moves to his eyes. The character can then see in the darkness as well as underground creatures. A Light spell can easily blind someone using Night Eye. A Khajiit’s Eye of Night ability is similar to this though not quite as effective at seeing in the dark. A goblin can easily switch between Night Eye mode and normal mode if need be.
Charm:
MP: U- R5 M4
Casting Time: couple seconds.
Duration: 10 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy quickly shoots out from his hand. The target’s opinion of the caster is improved, making him more agreeable with the caster. Once the spell is over the target is returned to normal with no memory of the green sphere, and has his memory slightly hazy about the time he was affected. The imperial’s “Voice of the Emperor” ability works just like this, but it travels through sound waves and has no visual component.
Elandy’s Beguiling Grasp:
MP: U- R- M10
Casting Time: couple seconds.
Duration: 30 minutes
Description: ] The caster makes a grasping action with his hand (such as a hand shake or touching one’s rear). The one he touched instantly has a much higher opinion of the caster and is eager to listen and can be convinced to do some tasks they wouldn’t normally do otherwise. When the spell wears off the character becomes slightly disoriented and memories from the time of the grasp till the time the spell wore off are hazy. The grasp cannot be made through metallic objects such as armour.
Paralyze:
MP: U- R- M6
Casting Time: couple seconds.
Duration: 30 seconds
Description: ] The caster points his finger at a target and a small sphere of green energy shoots out from his hand. The target suddenly feels very numb and drops to the ground, unable to control his body. During this time pain is also numbed too. Once the spell wears off, the target feels slightly numb but has complete control of his body. Note that people with high endurance have some resilience against this spell.
Silence:
MP: U- R- M6
Casting Time: quarter minute
Duration: 1 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy shoots out from his hand. The spell severs the target’s connection to the flow of magicka, instantly failing all spells he is casting (which drains one half of the magicka used to cast them successfully) and makes him incapable of casting a spell for the spells duration.
Sound:
MP: U- R- M4
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster points his finger at a target and a small sphere of green energy quickly shoots out from his hand. An array of noise then wracks the target’s brain making it harder for him to cast spells, doubling his casting time for the duration of the spell.
Wail of the Banshee:
MP: U- R- M10
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster puts his hands on either side of a mouth in a shouting gesture and screams a sorrowful wail at those in front of him (its oddly not audible by those to his sides or behind). A green energy wave shoots forward, causing the effect of sound to all those in front of the caster, but also making them physically recoil from the intensity of the noise.
Calm Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster gently touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels calmer and more peaceful, and depending on how determined it is to kill you; it may stop its attack. Any hostile action against the target dispels the effect.
Frenzy Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster forcefully touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels angry and hostile, and depending on how calm it is; it may attack you or whatever looks most hostile.
Demoralize Humanoid or Creature:
MP: U- R- M4
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster gently touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels scarred and uncomfortable, and depending on how comfortable it was before, it may run away. Any hostile action against the target dispels the effect.
Rally Humanoid or Creature:
MP: U- R3 M2
Casting Time: couple seconds.
Duration: 5 minutes
Description: ] The caster forcefully but not aggresively touches the target with his hand, and magical green energy moves from him to the target. The character or creature feels more confident and secure.