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The Elder Scrolls

D20 Role-Playing RPG System


Written by
brian C. McKee.
INTRODUCTION
Welcome To the Elder Scrolls Tabletop RPG Experience. For most of you, a tabletop
experience is already well and truly embedded in your mind. But for the sae of those that ha!e yet to
experience an RPG played with dice, paper, and your table, " will #i!e you a $uic rundown of the
system.
A Tabletop RPG is a #ame, not unlie a board #ame, but with so much more too it. %ithin the
confines of a board #ame, you ha!e a #oal, and a set of ob&ecti!es and rules to #uide you. This is a little
bit lie a tabletop RPG, but a tabletop RPG has &ust so much more too it. "nteraction with a world
brou#ht to life by ones ima#ination, a sheet with uni$ue character information on it, and an always'
different storyline, #uidin# players and their in'world a!atars throu#h an awe'inspirin# world, in an
ad!enture ne!er to be for#otten by those who experience it, and those who are effected by it. The #ame
world, and mechanics are different with e!ery #ame. (ere, you are about to del!e into a world of
ma#ic, monsters, and abo!e all, the Elder Scrolls themsel!es.
T(E R)*ES
Rules, +o matter what the #ame is, are re$uired to eep it balanced, fair, and abo!e all, fun.
)sually. +ot as hea!y here. (ere, the rules are enou#h to eep you mo!in# on your #oal, but not
enou#h to constrain you. The rules for rolls in this #ame are pretty simple. %hen rollin# any die, let,s
say, for now, a d-., and your /ne'handed sill is 0.. 1ou are attacin# an o#re. %hen you swin#, if
you ha!e a per for maces, and you are usin# such a weapon, then you will be #ranted a bonus. %ith a
sill of 0., you #ain a 23. %ith the mace per at le!el 4, that,s another 24, totalin# at a 25 modifier. 6
modifier is somethin# that adds or subtracts from a rolls initial !alue. 6 7-. roll of 8 with a modifier of
29 will become a 7-. roll of :. This system will help mae your rolls feel more lie your sills truly
ha!e an effect. E!en if you roll a 4, which is normally a critical'fail, if you ha!e a lar#e enou#h bonus
;2< or abo!e= than critical failures won,t happen. Generally, the players ha!e to follow other rules,
which will be detailed in the rele!ant chapters of this boolet.
%(6T 1/) +EE7 T/ P*61
Pretty standard RPG fare, you will need a 7+7 standard dice set. This comes with> a 0 sides,
six sided, 5 sided, two 4. sided, 4- sided, and -. sided dice. 1ou will also need either di#ital or
photocopy !ersions of the character sheets that are comin# with this boolet. These and a pencil are the
bare essentials. 1ou can sue flash cards to store your character techni$ue info on, if you run out of
space, which is liely to happen.
CHAPTER 1
Races
"mperial
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-
spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically
less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and
these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all
the other nations and races, and to have erected the monument to peace and prosperity that comprises the
lorious !mpire.
Stat effects

?/@B6T

Smithin#> 29
/ne'(anded> 20
(ea!y'6rmor> '0

@6G"?A6

+/+E

STE6*T(

*i#ht'6rmor> 20
Speech> 28

R6?"6* 6B"*"T"ES
Voice Of The Emperor: Grants a 23 to all Speech checs for the duratio nof the present encounter.
;/nce 7aily=
7ar Elf ;7unmer=
"ark !lves are the dark-skinned !lven peoples of the !astern !mpire. #"ark# is variously
understood to mean #dark-skinned,# #gloomy,# and #ill-favored by fate.# The "unmer and their national
character embrace these various connotations with enthusiasm. In the !mpire, #"ark !lves# is the common
usage, but in their $orrowind homeland, and among their %ldmeri brethren, they call themselves the
#"unmer#. The dark-skinned, red-eyed "ark !lves combine powerful intellect with strong and agile
physi&ues, producing superior warriors and sorcerers. 'n the battlefield, "ark !lves are noted for their
skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim,
aloof, and reserved, distrusting and disdainful of other races.
Stat Effects

?/@B6T

6rchery> 23
/ne'(anded> 2<
Bloc> 2<

@6G"?A6

?on&uration> 2<
7estruction> 2<
"llusion> 29

STE6*T(

*i#ht 6rmor> 2<
6lchemy> 2<
Snea> 20

R6?"6* 6B"*"T"ES
Ancestor Guardian: Summon a spectral mirror of yourself with 4B.0 of your stats for the duration of
the encounter, or until illed. ;once daily=
Ancestor Wrath: Surround yourself with fire for < turns, dealin# 4d0 dama#e to any foe a s$uare away
e!ery turn. ;once daily=
Aha&iit
(ha)iit hail from the province of !lsweyr and can vary in appearance from nearly !lven to the
cathay-raht #)aguar men# to the great *enche-Tiger. The most common breed found in $orrowind, the
suthay-raht, is intelligent, &uick, and agile. (ha)iit of all breeds have a weakness for sweets, especially the
drug known as skooma. $any (ha)iit disdain weapons in favor of their natural claws. They make e+cellent
thieves due to their natural agility and unmatched acrobatics ability. $any (ha)iit are also warriors, although
this is less common among the suthay-raht.
Stat Effects

?/@B6T

6rchery> 29

@6G"?A6

"llusion> 2<

STE6*T(

*i#ht'armor> 25
Pic Pocet> 23
Snea> 23
*oc'Picin#> 2<

R6?"6* 6B"*"T"ES
Claws: "ncrease 7ama#e of non'armed attacs to 4d'4.. ;passi!e=
Night-Vision: See in e!en the darest of places. ;passi!e=
Breton
,assionate and eccentric, poetic and flamboyant, intelligent and willful, the -retons feel an
inborn, instinctive bond with the mercurial forces of magic and the supernatural. $any great sorcerers
have come out of their home province of .igh /ock, and in addition to their &uick and perceptive
grasp of spellcraft, enchantment, and alchemy, even the humblest of -retons can boast a high
resistance to destructive and dominating magical energies.
Stat Effects

?/@B6T

+/+E

@6G"?A6

Restoration> 23
Enchantin#> 23
7estruction> 28

STE6*T(

+/+E

R6?"6* 6B"*"T"ES
Spell Weae: 6dd 2- to dama#eBeffecti!eness checs on all spells.;passi!e=
!agic"a Shield: Reduce dama#e taen by all destruction spells by 4d0. ;passi!e=
+ord
The citizens of *kyrim are a tall and fair-haired people, aggressive and fearless in war, industrious
and enterprising in trade and e+ploration. *killed sailors, Nords can be found in seaports and settlements
along all the coasts and rivers of Tamriel. *trong, stubborn, and hardy, Nords are famous for their
resistance to cold, even magical frost. 0iolence is an accepted and comfortable aspect of Nord culture1
Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle
with an ecstatic ferocity that shocks and appalls their enemies.
Stat Effects

?/@B6T

(ea!y'armor> 28
Two'(anded> 28
Smithin#> 28
Bloc> 2<

@6G"?A6

+/+E

STE6*T(

+/+E


R6?"6* 6B"*"T"ES
#rost $esistance: Reduce all frost dama#e by 4d8. ;passi!e=
%attle-Cr&: Reduce all enemy rolls by 4d8 for 9 turns. ;/nce per encounter=
%ood Elf ;Bosmer=
The 2ood !lves are the various barbarian !lven clanfolk of the 2estern 0alenwood forests. In the
!mpire, they are collectively referred to as #2ood !lves,# but #-osmer,# or #the Tree-*ap ,eople,# is what
they call themselves. #Tree-*ap# suggests the wild vitality and youthful energy of 2ood !lves, in contrast
with their more dour cousins, the %ltmer and "unmer. -osmer re)ect the stiff, formal traditions of %ldmeri
high culture, preferring a romantic, simple e+istence in harmony with the land, its wild beauty and wild
creatures. These country cousins of the .igh !lves and "ark !lves are nimble and &uick in body and wit,
and because of their curious natures and natural agility, 2ood !lves are especially suitable as scouts,
agents, and thieves. -ut most of all, the 2ood !lves are known for their skills with bows1 there are no finer
archers in all of Tamriel.
Stat Effects

?/@B6T

6rchery> 24.
/ne'(anded> 2<

@6G"?A6

6lteration> 28
"llusion> 28

STE6*T(

*i#ht'armor> 25


R6?"6* 6B"*"T"ES
Wild 'nfluence: throu#h use of the speech sill, a %ood elf can communicate with a wild animal.
;once daily=
(ead-E&e: increase dama#e and accuracy checs for all 6rchery rolls by 20. ;/nce daily=
/rcs
These sophisticated barbarian beast peoples of the 2rothgarian and "ragontail $ountains are
noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, 'rcs
have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won
acceptance in the !mpire, in particular for their distinguished service in the !mperor3s 4egions. 'rcish
armorers are prized for their craftsmanship, and 'rc warriors in heavy armor are among the finest front-line
troops in the !mpire. $ost Imperial citizens regard 'rc society as rough and cruel, but there is much to
admire in their fierce tribal loyalties and generous e&uality of rank and respect among the se+es.
Stat Effects

?/@B6T

Two'handed> 24.
hea!y'6rmor> 24.
Smithin#> 24.

@6G"?A6

+/+E

STE6*T(

+/+E


R6?"6* 6B"*"T"ES
%erser" rage: Grant a 2< to all combat rolls. ;once daily=
6r#onians
4ittle is known and less is understood about the reptilian denizens of -lack $arsh. 5ears of
defending their borders have made the %rgonians e+perts in guerilla warfare, and their natural abilities
make them e&ually at home in water and on land. They are well-suited for the treacherous swamps of their
homeland, and have developed natural immunities to the diseases and poisons that have doomed many
would-be e+plorers into the region. Their seemingly e+pressionless faces belie a calm intelligence, and
many %rgonians are well-versed in the magical arts. 'thers rely on stealth or steel to survive, and their
natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to
know. 5et, they are fiercely loyal, and will fight to the death for those they have named as friends.
Stat Effects

?/@B6T

6rchery> 28
/ne'handed> 20

@6G"?A6

Restoration> 28
"llusion> 2<
?on&uration> 20

STE6*T(

Snea> 23
li#ht'armor> 28
Pic'Pocet> 2<


R6?"6* 6B"*"T"ES
Water %reathing: Breath underwater. ;passi!e=
Red#uard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired /edguards of
.ammerfell seem born to battle, though their pride and fierce independence of spirit makes them more
suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers.
In addition to their cultural affinities for many weapon and armor styles, /edguards are also physically
blessed with hardy constitutions and &uickness of foot.
Stat Effects

?/@B6T

6ll> 20

@6G"?A6

+/+E

STE6*T(

+/+E


R6?"6* 6B"*"T"ES
Adrenaline $ush: Gain a 20 to all combat sill checs for the next 8 turns. ;once daily=
(i#h Elf;6ltmer=
In Imperial speech, the haughty, tall, golden-skinned peoples of *ummerset Isle are called #.igh
!lves,# but they call themselves the #%ltmer,# or the #Cultured ,eople.# In the !mpire, #.igh# is often
understood to mean #tall,# #proud,# or #snobbish.# The .igh !lves confidently consider themselves, with
some )ustice, as the most civilized culture of Tamriel1 the common tongue of the !mpire, Tamrielic, is based
on %ltmer speech and writing, and most of the !mpire3s arts, crafts, and sciences are derived from .igh
!lven traditions. .owever, the .igh !lf3s smug self-assurance of his superiority can be hard to bear for
those of other races. "eft, intelligent, and strong-willed, .igh !lves are often gifted in the arcane arts, and
.igh !lves boast that their sublime physical natures make them far more resistant to disease than the
#lesser races.#
Sill Effects

?/@B6T

+/+E

@6G"?A6

6ll> 2<

STE6*T(

+/+E


R6?"6* 6B"*"T"ES
(ou)le-edged Spell: 6ll destruction and restoration spells #rant an extra 4d8 result, but in return, all
dama#e from ma#ic is increased by 4d8. ;passi!e=
CHAPTER 2
THE SKILLS
1ou ha!e heard reference of these thin#s called CSillsD since the introduction. But, really, what are
they, exactlyE 6 sill is the meat and bones of any character, #o!ernin# what they are, and are +/T
capable of doin#. (a!in# a hi#h archery sill means you can fire a lon#, accurate shot, but does not
mean you,re any #ood with a da##er. (ere now is a list of sills, snipped form your character sheets.
Each sill is pretty self explanatory. +e!ertheless, ",ll #o o!er them all in #reater detail, for those of us
either unfamiliar with the land of the elder scrolls, and those new to this type of #ame. 6 few thin#s,
first. To le!el up a sill, you need a certain amount of experience in that sill. 6fter you ha!e #ained a
certain number of le!els in sills, you will then le!el up your character. %e will focus more on le!elin#
charts in the end of this chapter.

?/@B6T

6R?(ER1> 6rchery is the sue of bow and arrow, crossbow, and other ran#ed weapons to fi#ht at a
distance from your opponents.
B*/?A> Bloc is the use of shield, sword, or any other tool capable of performin# the tas of
defendin# a#ainst enemy attacs, and fendin# the attac to the side. 6 successful bloc reduces dama#e
by 4d8.
(E6F1'6R@/R> (ea!y armor decreas0es mo!ement speed by - s$uares, but also #rants incredible
defensi!e properties.
/+E'(6+7E7> The use of one handed weapons. This sill is also increased when wieldin# a weapon
in each hand.
S@"T("+G> The use of raw materials, such as iron in#ots, and leather straps to for#e new items.
T%/'(6+7E7> The use of massi!e two handed weapons, such as battle'axes, and ?laymores.
@6G"?A6

6*TER6T"/+> The sill to 6lter the physical world, such as main# thin#s li#hter or hea!ier, wal on
water. Breathe under water, and fall slowly, as well as a few other effects.
?/+G)R6T"/+> The sill to summon monsters, creatures, and raise the dead.
7ESTR)?T"/+> The sill of harnessin# ma#ical elements to cause dama#e and ailments to ones foes.
E+?(6+T"+G> The use of soul #ems filled with a soul to enchant items.
"**)S"/+> The manipulation of ones senses to create false sensations, feelin#s, !isions, and other
effects, such as in!oin# a##ression and calmness in people and animals.
REST/R6T"/+> The curin# of a bodies physical ailments, wounds, diseases and poisons.

STE6*T(

6*?(E@1> The mixin# of items with special properties into a special brew which results in the
creation of potions and poisons.
*"G(T'6R@/R> The use of li#ht'wei#ht armor, such as leather, fur, chain, and el!en. The list #oes on.
*/?A'P"?A"+G> The sue of a loc'pic to pic a loc, unloc it, and reach whate!er lay on the other
side.
P"?A'P/?AET> The use of a $uic ,subtle mo!ement to steal somethin# from ones pocets, purse, or
person while remainin# undetected.
S+E6A> The sill to remain unseen, unheard, and unnown to people.
SPEE?(> /nes ability to con!ince others of their intentions, moti!es, and wants, and con!ince others
to #o alon# with it.
+ow that you are at least familiar with the !arious sills, we will now #o o!er the !arious pers. Pers
are ad!anta#es, bonuses, specialiHations, and special abilities based on each sill. /ne example is
throu#h pers your character can be terrific and do a lot of dama#e with a mace, but be lousy with an
axe. 1ou #ain a per with e!ery le!el up.
(ere is a list of pers for each sill.
6R?(ER1

Oerdraw: ;no re$uirements= < rans, each ran adds a 24 to all archery rolls. Each ran re$uires -.
extra points in the archery sill. For instance, le!el 4 of this per re$uire no sill le!el. *e!el - re$uires
a sill le!el of 9.. *e!el 9 re$uires <., and so on.
Eagle-E&e: ;Re$uires> -< archery, and the /!erdraw Per.= "ncrease accuracy checs for archery shots
by 29 once per encounter.
Critical Shot: ;Re$uires> 9< 6rchery, and the /!erdraw Per.= 9 Rans. /nce per encounter, roll a
4d8. "f comes out as a 8, turn whate!er you rolled into a critical hit. @ax dama#e. Ran - is < or 8, and
ran 9 is 0, <, or 8.
Stead& *and: ;Re$uires> 0. archery, and the ea#le'eye per.= - rans. "f you fail an accuracy chec,
redo the chec. "f ran -, you #et - extra attempts instead of 4 extra attempt.
+ower Shot: ;Re$uires> <. 6rchery, and the ea#le eye per.= Stun any foe hit for more than 4. dama#e
for another turn, renderin# them !ulnerable to attac.
*unters (iscipline: ;Re$uires> <. 6rchery, and the critical shot per.= %hen lootin# bodies for your
fired arrows, reco!er all of the arrows you fired into the tar#et.
$anger: ;Re$uires> 8. 6rchery, and the hunters discipline per= @o!e to an ad&acent s$uare when
firin# an arrow.
%ulls e&e: ;Re$uires> 5. 6rchery, and the Ran#er Per.= ParalyHe opponents on any hit of max dama#e
for - rounds.
A$C*E$, STA$T'NG S-'..: /0
B*/?A

Shield Wall: ;+o Re$uirements= < rans, adds 24 to all bloc rolls per ran. Each ran re$uires -.
more sill points to unloc. Ran 4 I no re$uirement, ran - I *e!el 9. in bloc, and then <., and so
on.
(eflect Arrows: ;Re$uires> Shield wall per, 9. bloc sill.= 6 successful bloc chec a#ainst an
archery attac result sin dama#e bein# reduced to Hero.
+ower %ash: ;Re$uires> Bloc 9., and the Shied wall per.= 6fter a successful bloc, roll a 4d8 for
counter dama#e.
Elemental protection: ;Re$uires> 0. Bloc, and the Power Bash per.= reduce dama#e taen by all
elemental attacs by 4d8.
(eadl& %ash: ;Re$uires> <. bloc, and Power bash per.= increase dama#e done by bashes by 4d5.
%loc"-$unner: ;Re$uires> 3. bloc, and Elemental Protection Per.= 6fter a successful bloc, mo!e -
s$uares away from the attacin# foe.
(isarming %ash: ;Re$uires> 5. bash, and the 7eadly Bash per.= Roll a 4d8 with e!ery shield bash. "f
come sup as a 8, disarm the bashed foe.
%.OC- STA$T'NG S-'...: /1
(E6F1 6R@/R

2uggernaut: ;+o Re$uirements= < rans. "ncreases ratin# of all hea!y armor by 4 for each ran
in!ested in this per. Each ran re$uires -. new le!els to obtain.
#ists of Steel: ;Re$uires> (ea!y'armor 9., and the &u##ernaut Per.= Grants an extra 2< to all unarmed
combat rolls when wearin# hea!y'armor #auntlets.
Well #itted: ;Re$uires> (ea!y 6rmor 9., and the Gu##ernaut per.= Grants a 24 to all hea!y'armor
checs if wearin# all hea!y armor.
Tower of Strength: ;Re$uires> (ea!y armor <., and the %ell Fitted per.= ?annot be noced down,
stunned, or sta##ered by physical attacs.
Conditioning: ;Re$uires> (ea!y 6rmor 3., and the Tower of stren#th per.= Gains bac any and all
lost mo!ement slots from hea!y'armor mo!ement penalties.
!atching set: ;Re$uires> hea!y 6rmor 5., and the conditionin# per= 6dd 2- to all hea!y armor
checs if wearin# a matchin# set of hea!y armor.
*EAV, A$!O$ STA$T'NG S-'..: /1
/+E'(6+7E7

Armsman: ;+o Re$uirements= 6dd a 24 to all one handed weapons rolls per each ran in!ested in this
per. Each ran re$uires -. more experience than the last, &ust lie the rest of the first ran sill pers
we ha!e co!ered so far.
#ighting Stance: ;Re$uires> 9. /ne'(anded, 6nd the 6rmsman per.= 6dd an extra 24 to all one'
handed attac dama#e rolls.
*ac" And Slash: ;Re$uires> 9. one handed, 6nd the 6rmsman per.= 9 rans. %ar axes #ain an
additional 4d0 dama#e at ran 4. Ran -, 4d8. Ran 9, 4d5. Each ran re$uires -. more points in the
one'handed sills le!el.
%one %rea"er: ;Re$uires> 9. one handed sill, and the armsman per.= 9 rans. maces #ain an
additional 4d0 dama#e at ran 4. Ran -, 4d8. Ran 9, 4d5. Each ran re$uires -. more points in the
one'handed sills le!el.
%lades !an: ;Re$uires> 9. one handed sill, and the armsman per.= 9 rans. swords #ain an
additional 4d0 dama#e at ran 4. Ran -, 4d8. Ran 9, 4d5. Each ran re$uires -. more points in the
one'handed sills le!el.
(ual #ur&: ;Re$uires> 9. one handed sill, and the 6rmsman Per.= - rans. 6dd a 2- to all rolls
relatin# to a weapon in each hand at ran 4. Ran - re$uires sill le!el <., and #rants a 20 to all rolls
related to a weapon in each hand.
Saage Stri"e: ;Re$uires> <. one handed, and the Fi#hters stance per.= 7o an extra 4d8 on a
successful attac twice per encounter.
(ual Saager&: ;Re$uires> 8< one handed, and the Sa!a#e Strie per.= do an extra -d0 on a
successful dual'wield attac twice per encounter.
ONE-*AN(E( STA$T'NG S-'..: /3
T%/ (6+7E7

%ar)arian: ;+o Re$uirements= < rans. 6dd a 24 to all two'handed rolls per each ran. Each ran,
a#ain, re$uires -. more points to reach.
Champions Stance: ;Re$uires> -. Two'handed, and the Barbarian per.= 7eal an extra 4d0 dama#e
with a two'handed weapon.
.im) Splitter: ;Re$uires> 9. two'handed, and the Barbarian per.= 9 rans. Gain an additional 24 to
all battle'axe checs per ran.
(eep Wounds: ;Re$uires> 9. two'handed, and the Barbarian per.= 9 rans. Gain an additional 24 to
all Great'Sword checs per ran.
S"ull Crusher: ;Re$uires> 9. two'handed, and the Barbarian per.= 9 rans. Gain an additional 24 to
all %ar hammer checs per ran.
(eastating )low: ;Re$uires> <. two'handed, and the ?hampion,s Stance per= 6dd an extra 4d8 to
dama#e rolls with a two'handed weapon twice per encounter.
Great Critical (amage: ;Re$uires> <. two'handed. 6nd the ?hampion,s Stance per.= 7ouble the
dama#e done by critical hits that you made.
Sweep: ;Re$uires> 3. two handed, 6nd the two pers, 7e!astatin# blow, and Great critical 7ama#e.=
(it all enemies ad&acent to you once per encounter.
Warmaster: ;Re$uires> 4.. tow handed, and the Sweep per.= once per day, turn a normal hit into a
critical hit for 9x dama#e.
TWO-*AN(E( STA$T'NG S-'..: /1
S@"T("+G

Steel Smithing: ;+o re$uirements.= Smith steel weapons and armor.
Elen Smithing: ;Re$uires> smithin# 9., and the Steel smithin# per.= Smith el!en weapons and
armor.
(waren Smithing: ;Re$uires> smithin# 9., and the Steel Smithin# per.= Smith 7war!en weapons
and armor.
Adanced armors: ;Re$uires> Smithin# <., and the el!en smithin# per.= Smith scaled and plate
armor.
Orcish Smithing: ;Re$uires> Smithin# <., and the 7war!en Smithin# per.= smith orcish armor at a
for#e.
Glass Smithing: ;Re$uires> 3. smithin#, and the 6d!anced armors per.= Smith #lass weapons and
armor.
E)on& Smithing: ;Re$uires> 5. smithin#, and the /rcish smithin# per.= Smith Ebony weapons and
armor.
(aedric Smithing: ;Re$uires> :. smithin#, and the Ebony smithin# per= Smith 7aedric armor and
weapons.
(ragon Armor 41E 56/ and on ON.,7: ;Re$uires> 4.. smithin#, and the 7aedric smithin# per=
For#e dra#on weapons and armor, either hea!y or li#ht.
S!'T*'NG STA$T'NG S-'..: /3
6*TER6T"/+

Noice Alteration: ;+o Re$uirements= Reduce no!ice le!el alteration spells ma#ica cost by 0.
Apprentice Alteration: ;Re$uires> -< alteration, and the +o!ice 6lteration Per.= Reduce apprentice
le!el alteration spells ma#ica cost by 8.
!age Armor: ;Re$uires> 9. 6lteration, and the 6pprentice 6lteration Per.= 9 rans. "ncrease
effecti!eness of ward and protection spells by 4d0 per ran.
!agic $esistance: ;Re$uires> 6lterarion 9., and the 6pprentice 6lteration per.= 9 rans. Reduce all
harmful spell effects by 4 per ran.
Adept Alteration: ;Re$uires> 6lteration <., and the 6pprentice 6lteration Per.= Reduce 6dept le!el
alteration spells ma#ica cost by 5.
Sta)ilit&: ;Re$uires> 6lteration 3., and the 6dept alteration per.= 6ll alteraiton spells you cast #et a
24 to their effect.
E8pert Alteration9 ;Re$uires> 6lteration 3<, and the 6dept alteration Per.= Reduce expert le!el
6lteration spells ma#ica cost by 4..
!aster Alteration: ;Re$uires> 6lteration 4.., and the Expert alteration per.= Reduce @aster le!el
alteration spells ma#ica cost by 4-.
A.TE$AT'ON STA$T'NG S-'..: /0
?/+G)R6T"/+

Noice Con:uration: ;+o Re$uirements= Reduce the ma#ica cost of no!ice le!el con&uration spells
by 0.
!&stic %inding: ;Re$uires> ?on&uration -., and the +o!ice ?on&uration per= "ncrease dama#e done
by Bound weapons by -.
Apprentice Con:uration: ;Re$uires> ?on&urration -<, and the +otice ?on&uration per,= Reduce the
ma#ica cost of apprentice le!el con&uration spells by 8.
Summoner: ;Re$uires> ?on&uration 9., and the mystic Bindin# per.= - rans. "ncrease spawn radius
of summoned creatures by - s$uares per ran.
Soul Stealer: ;Re$uires> ?on&uration 9., and the mystic Bindin# per.= "f wieldin# a bound weapon,
soul trap 4 illed tar#et per encounter.
Necromanc&: ;Re$uires> ?on&uration 0., and the Summoner per.= Summoned and raised undead now
remain to the end of an encounter unless illed or dismissed.
Atromanc&: ;Re$uires> ?on&uration 0., and the Summoner per.= Summoned 6tronachs now remain
to the end of the encounter, unless illed or dismissed.
Adept Con:uration: ;Re$uires> ?on&uration <., and the 6pprentice con&uration per.= reduce the
ma#ica cost of 6dept le!el spells by 5.
(ar" Souls: ;Re$uires> ?on&uration 3., and the +ecromancy per.= Raised +P?,s will ha!e <. more
(P then usual.
E8pert Con:uration: ;Re$uires> ?on&uration 3<, and the 6dept ?on&uration per= reduce the ma#ica
cost of 6dept le!el spells by 4..
Twin Souls: ;Re$uires> ?on&uration 5<> and the 7ar souls per= can ha!e up to two Summoned or
raised creatures acti!e at one time.
!aster Con:uration: ;Re$uires> con&uration 4.., and the Expert ?on&uration per= reduce the
ma#ica cost of @aster le!el spells by 4-.
CON2;$AT'ON STA$T'NG S-'..: /0
7ESTR)?T"/+

Noice (estruction: ;+o Re$uirements= Reduce the ma#ica cost of +o!ice le!el destruction spells by
0.
Apprentice (estruction: ;Re$uires> 7estruction -<, and the no!ice destruction per.= Reduce the
ma#ica cost of 6pprentice le!el destruction spells by 8.

Augmented #lames: ;Re$uires> 7estruction 9., and 8. for ran -, and the +o!ice 7estruction per.= -
rans. %ith each ran, increase dama#e done by frost'based ma#ica attacs by 9.
Augmented #rost: ;Re$uires> 7estruction 9., and 8. for ran -, and the +o!ice 7estruction per.= -
rans. %ith each ran, increase dama#e done by frost'based ma#ica attacs by 9.
Augmented Shoc": ;Re$uires> 7estruction 9., and 8. for ran -, and the +o!ice 7estruction per.= -
rans. %ith each ran, increase dama#e done by Shoc'based ma#ica attacs by 9.
'mpact: ;Re$uires> 7estruction 0., and the 6pprentice 7estruction per.= Anoc an enemy down with
apprentice and up le!eled destruction spells.
$une master: ;Re$uires> 7estruction 0., and the 6pprentice 7estruction per.= Place Runes up to 4.
s$uares away.
Adept (estruction: ;Re$uires> 7estruction <., and the 6pprentice 7estruction Per.= Reduce the
ma#ica cost of 6dept le!el destruction spells by 5.
E8pert (estruction: ;Re$uires> 7estruction 3., and the 6dept 7estruction per.= Reduce the ma#ica
cost of Expert le!el destruction spells by 4..
!aster (estruction: ;Re$uires> 7estruction 4.., and the Expert 7estruction per.= Reduce the
ma#ica cost of @aster le!el destruction spells by 4-.
(EST$;CT'ON STA$T'NG S-'..: /<
"**)S"/+

Noice 'llusion: ;+o re$uirements= Reduce the ma#ica cost of no!ice'le!el "llusion spells by 0.
Animage: ;Re$uires> "llusion -., and the +o!ice "llusion per= 6ll illusion spells #ain a 29 to checs
on animals.
Apprentice 'llusion: ;Re$uires> "llusion 9., and the no!ice illusion per= Reduce the ma#ica cost of
6pprentice'le!el "llusion spells by 0.
*&pnotic Ga=e: ;Re$uires> "llusion 9., 6nd the +o!ice "llusion per.= Gain a 2- to all calm spell
checs.
-indred mage: ;Re$uires> "llusion 0., and the 6nima#e per.= Grant another 24 to all illusion checs.
Adept 'llusion: ;Re$uires> "llusion <., and the 6pprentice illusion per.= Reduce the ma#ica cost of
6dept'le!el "llusion spells by 5.
Aspect of Terror: ;Re$uires> "llusion <., and the (ypnotic #aHe per.= Gain a 29 to all fear'based
ma#ica checs.
>uiet Casting: ;Re$uires> "llusion <., and the Aindred ma#e per= Spells no lon#er mae noise.
$age: ;Re$uires> "llusion 8., and the 6spect of terror per.= #ain a 29 on all frenHy spell checs,
E8pert 'llusion: ;Re$uires> "llusion 3<, and the 6dept illusion per.= Reduce the ma#ica cost of
Expert'le!el "llusion spells by 4..
!aster 'lusion: ;Re$uires> "llusion 4.., and the Expert "llusion per.= Reduce the ma#ica cost of
@aster'le!el "llusion spells by 4-
'..;S'ON STA$T'NG .EVE.: /?
.REST/R6T"/+

Noice $estoration: 4+o Re$uirements= Reduce the ma#ica cost of no!ice'le!el restoration spells by
0.
$egeneration: ;Re$uires> Restoration -., and the +o!ice restoration per= "ncrease the effecti!eness
of all healin# spells by 4d5.
Apprentice $estoration: ;Re$uires> Restoration -<, and the +o!ice Restoration per.= Reduce the
ma#ica cost of 6pprentice'le!el restoration spells by 0.
$ecoer&: ;Re$uires> Restoration 9., and the no!ice restoration per.= - rans, "n encounters, roll a d8
each turn. The result is how much ma#ica you re#enerate that turn. 6t ran -, turn this to a 4d5.
Adept $estoration: ;Re$uires> Restoration <., and the 6pprentice Restoration per.= Reduce the
ma#ica cost of 6dept'le!el restoraiton spells by 5.
Ward A)sor): ;Re$uires> Restoration 8., and the +o!ice Restoration per.= restore ma#ica by 4d8
each time your ward defends you form an enemy spell.
E8pert $estoration: ;Re$uires> restoration 3<, and the 6dept Restoration per.= Reduce the ma#ica
cost of Expert'le!el restoraiton spells by 4..
Aoid death: ;Re$uires> Restoration 5<, and the Reco!ery per.= /nce per day, if (P is reduced to
Hero, roll 9d4-. Restore your (P by the 9 rolls put to#ether.
!aster $estoration: ;Re$uires> Restoration 4.., and the Expert Restoration per.= Reduce the
ma#ica cost of @aster'le!el restoraiton spells by 4-.
$ESTO$AT'ON STA$T'NG S-'..: /?
E+?(6+T"+G

Enchanter: ;+o re$uirements.= 6dd a 2- to all enchantment checs when enchantin# an item for e!ery
ran in!ested in this per. Each le!el increments of -. new sill points to ran'up.
Sou S@uee=er: ;Re$uires> Enchantin# -., and the Enchanter per= Gain a 29 to rechar#e checs with
soul #ems.
#ire Enchanter: ;Re$uires> Enchantin# 9., and the Enchanter per.= Grant a 29 to enchantin# checs
when main# a fire'enchantment on any weapon.
Soul Siphon: ;Enchantin# 0., and the Soul S$ueeHer per.= Aillin# a creature, but not a person restore
- char#es to the used enchanted weapon.
#rost Enchanter: ;Re$uires> Enchantin# 0., and the Fire Enchanter per.= Grant a 29 to enchantin#
checs when main# a Frost'enchantment on any weapon.
'nsightful Enchanter: ;re$uires> Enchantin# <., and the Enchanter per= Gain an extra 2< experience
from enchantment checs.
Storm Enchanter: ;Re$uires> Enchantin# <., and the Enchanter per= Grant a 29 to enchantin# checs
when main# a Shoc'enchantment on any weapon.
Corpus Enchanter: ;Re$uires> Enchantin# 3., and the "nsi#htful Enchanter per.= "ncrease all (ealth,
ma#ica and stealth enchantments on armor by -.
E8tra Effect: ;Re$uires> Enchantin# 4.., and Either the storm enchanter, or ?orpus enchanter per.=
?an put two enchantments on the same item.
ENC*ANT'NG STA$T'NG S-'..: /0
6*?(E@1

Alchemist: ;+o Re$uirements= < rans. Each ran adds an additional 2- to alchemy crafts. Each ran
re$uires -. more sill then the last. Ran 4 re$uires none.
+h&sician: ;Re$uires> 6lchemy -., and the 6lchemist per.= #ain a 29 to all potions that you mae that
restore (ealth, ma#ica, or stamina.
+oisoner: ;Re$uires> 6lchemy 9., and the Physician per= Gain a 29 o the effect of all poisons you
mae.
%enefactor: ;Re$uires> 6lchemy 0., and the Physician per.= Gain a 29 to all buff potions that you
mae.
E8perimenter: ;Re$uires> 6lchemy <., and the Benefactor per= Eatin# in#redients will allow you to
learn of their first - effects.
Concentrated poison: ;Re$uires> 6lchemy 8., and the Poisoner per.= Roll a 4d0. 6dd the number
that come sup to your current poison use count.
Green Thum): ;Re$uire> 6lchemy 3., and the ?oncentrated poison per.= Gather - in#redients from
plants.
Sna"e%lood: ;Re$uires> 6lchemy 5., and the ?oncentrated Poison per, 6+7 the Experimenter per.=
poisons inflicted upon you do half of their effect rounded down.
+urit&: ;Re$uires> 6lchemy 4.., and the SnaeBlood Per.= 6ll ne#ati!e effects are remo!es from
Potions you made, and all Positi!e effects are remo!ed from poisons you made.
A.C*E!, STA$T'NG S-'..: /<
*"G(T'6R@/R

Agile (efender: ;+o re$uirements= < rans. "ncrease *i#ht armor ratin#s by 4 for each ran in!ested in
this per.
Custom fit: ;Re$uirements> *i#ht armor 9., and 6#ile 7efender.= #rant 2- to all defensi!e rolls if
wearin# all li#ht armor.
;nhindered: ;Re$uires> *i#ht'armor <., and the ?ustom fit per.= Gain an additional mo!ement
s$uare if wearin# all li#ht armor.
Wind Wal"er: ;Re$uires> *i#ht'armor 8., and the )nhindered per= Stamina re#enerates at a rate of
29 per round if wearin# all li#ht armor.
!atching set: ;Re$uires> *i#ht armor 3., and the custom fit per.= increase li#ht armor defense ratin#
by 2- if wearin# a matchin# set of armor. ;for example, only el!en armor=
(eft !oement: ;Re$uires> *i#ht armor 4.., and the - pers, %ind %aler, and @atchin# set.= "f you
tae a hit "n combat, and you are wearin# all li#ht armor, roll a d-.. "f comes up as -., ne#ate all
dama#e.
.'G*T-A$!O$ STA$T'NG S-'..: /A
*/?AP"?A"+G

Noice .oc"s: ;+o re$uirement= Gain a 2< when picin# no!ice locs.
Apprentice .oc"s: Re$uires> *ocpicin# -<, and the +o!ice locs per= Gain a 2< when picin#
6pprentice locs.
>uic" hands: ;Re$uires> *ocpicin# 0., and the 6pprentice locs per.= 7ecrease odds of bein#
detected when picin# locs by 9.
Adept .oc"s: ;re$uires> *ocpicin# <., and the 6pprentice locs per= Gain a 2< when picin#
6dept locs.
Golden touch: ;Re$uires> locpicin# 8., and the 6dept locs per= Roll a 4d-. twice, add the results
to#ether and add the resultin# number to all future #old finds.
Treasure *unter: ;Re$uires> locpicin# 3., and the Golden touch per.= %hen picin# adept or
hi#her le!eled locs, roll a d-.. "f comes up as -., G@ has to #i!e the loc'picer a rare item from the
container bein# piced.
E8pert .oc"s: ;Re$uires> *ocpicin# 3<, and he 6dept locs per.= Gain a 2< when picin# Expert'
le!el locs.
.oc"smith: ;Re$uires> locpicin# 5., and the Expert locs per.= Gain a 20 to all loc'picin#
checs.
!aster .oc"s: ;Re$uires> *ocpicin# 4.., and the Expert locs per= Gain a 2< when picin#
master'le!el locs.
.OC-+'C-'NG STA$T'NG S-'..: /3
P"?AP/?AET

.ight #ingers: ;+o Re$uirements= < rans. Grant a 2 4 to all picpocet checs with each ran
in!ested into this per.
Night Thief: ;Re$uires> Picpocet 9., and the *i#ht Fin#ers per= #ain a 2- to all picpocet checs
on sleepin# tar#ets.
+oisoned: ;Re$uires> Picpocet 0., and the +i#ht Thief per.= Placin# poisons into an indi!iduals
pocets will harm them with the poison effect.
Cut purse: ;Re$uires> Picpocet 0., and the +i#ht thief per.= 7ecrease enemies awareness chec
when you are picpocetin# them by 9.
-e&master: ;Re$uires> picpocet <<, and the ?ut purse per= tar#et recei!es a '4. to awareness
checs when you are pic pocetin# a ey.
!isdirection: ;Re$uires> picpocet 3., and the ?ut Purse per= ?an picpocet e$uipped weapons, at
the cost of a '- penalty to your picpocet chec.
+erfect Touch: ;Re$uires> Picpocet 4.., and the @isdirection per= ne!er fail to tae pic poceted
items undetected.
+'C--+OC-ET STA$T'NG S-'..: /A
S+E6A

Stealth: ;+o Re$uirements= < rans. Each ran in this per #rants an additional 24 to all stealth checs.
!uffled !oement: ;Re$uires> Snea 9., and the Stealth per.= +oise from armor is reduced by half
rounded down.
%ac" Sta): ;Re$uires> Snea 9., and the stealth per.= Successful snea attacs with a one'handed
weapon does an extra 8d8 dama#e.
.ight foot: ;Re$uires> Snea 0., and the @uffled mo!ement per= pressure plates will not be set off by
your step.
(eadl& aim: ;Re$uires> Snea 0., and the Bac stab per.= Successful snea attacs with bows do an
extra 9d8 dama#e.
AssassinBs %lade: ;Re$uires> Snea <., and the 7eadly 6im per= Successful snea attacs with a
da##er now do an extra 4.d8 dama#e.
Silence: ;Re$uires> Snea 3., and the *i#ht Foot per.= +o matter the speed you tae, you will recei!e
no penalty for your snea checs.
Shadow Warrior: ;Re$uires> Snea 4.., and the Silence per= "f an enemy detects you, roll a d-. with
a 24. modifier. "f you beat the enemies chec, the enemy loses si#ht of you, and you remain
undetected.
SNEA- STA$T'NG S-'..: /A
SPEE?(

*aggling: ;+o re$uirements=< rans. "ncrease barter checs with +P? merchants by 4 for each ran
in!ested in this per.
Allure: ;Re$uires> Speech 9., and the (a##lin# per.= Gain a 29 to all speech checs a#ainst the
opposite sex.
%ri)er&: ;Re$uires> Speech 9., and the ha##lin# per= ?an bribe #uards to i#nore crimes. Prices !ary.
!erchant: ;Re$uires> Speech <., and the 6llure per.= Sell any item to any merchant.
+ersuasion: ;Re$uires> Speech <., and the Bribery per.= Gain a 29 to all persuasion checs.
'ntimidation: ;Re$uires> Speech 3., and the Persuasion per.= Gain a 29 to all intimidation checs.
#ence: ;Re$uires> Speech :., and the Bribery per= %hen sellin# stolen #oods to a re#ular merchant,
roll a d-. with a 24. modifier. "f you beat the merchants awareness chec, he will not realiHe the #oods
you are sellin# him are stolen.
!aster Trader: ;Re$uires> Speech 4.., and the Fence per.= "ncrease the price of items you sell by a
$uarter rounded up, and decrease the price of purchased items by a $uarter, rounded down.
S+EEC* STA$T'NG S-'..: /<
*EFE*"+G )P.
%hen usin# sills, e!ery sill #ains a Jtally marJ for e!ery use. Sills can only be used in Encounters,
which is any form of interaction with an +P?, or other P?. This ran#es from talin# to a common
stran#er, to fi#htin# an epic 7eadra lord. failed sill use attempts do not #ain tally mars. 6fter the
encounter, roll a 4d8 for e!ery tally mar and #ain appropriate EKP based on the roll. /nce all rolls are
made for the current encounter, all tally mars are applied, and then remo!ed form the sheet.
Tally mars are to be ept on a separate sheet of paper from the main character sheets.
Then, there is the total ?haracter EKP #ained from le!elin# up sills. Sills re$uire -. EKP to le!el up,
and e!ery < le!els abo!e -< in that sill #rant a 24 to all rolls. %hen your sill le!els up, the number of
le!els that sill had before the le!el up is turned into ?haracter le!el experience. (ere is a chart of
character le!els, leadin# up to le!el 8., the hi#hest le!el in the #ame.
.EVE. EC+ NEE(E(
4 none
- 4-.
9 4:.
0 -<.
< 9..
8 93.
3 09.
5 <..
: <5.
4. 80.
44 3<.
4- 59.
49 :4.
40 4...
4< 45..
48 -9..
43 9...
45 95..
4: 08..
-. <9..
-4 8...
-- 8<..
-9 30..
-0 5...
-< 5:..
-8 :8..
-3 4....
-5 4.0..
-: 44...
9. 49...
94 4.:..
9- 44:..
99 4-<..
90 493..
9< 409..
98 4<8..
93 488..
95 43...
9: 43:..
0. 45<..
04 4:<..
0- -.3..
09 -49..
00 --4..
0< -9...
08 -9<..
03 -8-..
05 -8:..
0: -30..
<. -5...
<4 -:3..
<- 9....
<9 9.:..
<0 948..
<< 9-3..
<8 99...
<3 995..
<5 0....
<: 0<...
8. <....
%hen you le!el up, choose a per, and increase one of your main stats ;@a#ica, stamina, or health= by
4..
;Perception is a passi!e sill with no ratin#. "t is used to percei!e your en!ironment, and detect thin#s
lie threats.=
CHAPTER 3
COMBAT AND ARMSARMOR
The brutal art of combat is a bi# part of this RPG. 6s considerin# the settin#, there is always fi#htin# to
be had, be it between noble families, or entire armies. ?ombat is an inte#ral part of Tamrielic life, and
in this RPG, wors n 9 simple steps> /ffense, 7efense, and result. *et,s #o throu#h each of these steps
in a bit more detail.
O##ENSE: 6 character attacs, choosin# his method, be it a spell, or a sword, or a bow. (e maes an
accuracy chec, #i!in# any needed bonuses and penalties to the final result.
(E#ENSE: /n the recei!in# end of the attac, the character chooses a defensi!e method to try and
protect themsel!es a#ainst dama#e. There are - main options. Bloc, and dod#e. Bloc has a hi#her
success rate, but only reduces dama#e by a die roll. 7od#e can completely ne#ate dama#e, but suffers a
ne#ati!e - penalty to the chec.
$ES;.T: The result is the outcome of the round. "f the attacer rolls hi#her than the defenders
defense, then the attac #ets throu#h, roll dama#e dice, all dama#e is applied. "f the defender rolled
hi#her on his defense chec then the opponents offense, the selected defense measure is taen, and
dama#e is cut down or ne#ated.
CA..E( S*OTS: 6 ?alled shot is an attac aimed at a specific area. These checs ha!e certain
penalties, but can #rant you impressi!e rewards, such as a one'shot ill on a powerful orc.
%od& part Offense
!odifier
$esults
(ead '8 ;4= Stuns enemy. ;-= Aills enemy. ;9= Renders enemy unconscious.
?hest '0 ;4= Stuns enemy. ;-= ?ollapse lun#s. ;9= Brea Ribs. ;0= Stop heart.
Shoulders;*BR= '8 ;4= Renders the arm useless.
6rms;*BR= '3 ;4= Renders the arm useless.
(ands;*BR= '4. ;4= enemy cant use hands.
*e#s;*BR= '3 ;4= Enemy loses all but 4 mo!ement s$uare per turn.
Feet.;*BR= '4. ;4= Enemy can,t stand.

These effects are randomly chosen by the #ame master. 6lso, if the enemies armor ratin# in that area is
hi#her than your offense, these effects will not be afflicted.
$ES'STANCE: Some enchantments will #rant you resistances to certain effects. The default !alue of
resistance is to reduce the effect by 4d8 if you ha!e the resistance. "f it says in parenthesis a different
number, such as immune, or 4d4-, you use that number instead. "mmune means the effect is completely
ne#ated.
GE6R
Farious weapons and armor are used to dictate the flow of combat.
6rmor are the base items used to protect the wearer from harm, with weapons to dish out dama#e. (ere
is a basic chart of items, and their prices.
(E*@ETS
Armor T&pe Armor $atingD +rice
"ron 4 -<
Steel 9 8.
/rcish 0 :.
Steel Plate < 4-.
7war!en 8 -8.
Ebony 3 <8.
7aedric 5 3<.
?)"R6SS
Armor T&pe Armor $atingD +rice
"ron - 0<
Branded "ron < :<
Steel 8 48<
/rcish 5 -0<
Steel Plate 4. 9<<
7war!en 49 83.
Ebony 4< 5:.
7aedric 45 4.<.
P6)*7R/+S
Armor T&pe Armor $atingD +rice
"ron 4 9<
Steel - 8<
/rcish 9 4.<
Steel Plate 0 4<<
7war!en < -.<
Ebony 8 9<.
7aedric 3 3..
GRE6FES
Armor T&pe Armor $atingD +rice
"ron - 0<
Branded "ron 9 :<
Steel < 40<
/rcish 3 --<
Steel Plate : 99<
7war!en 4. 8<.
Ebony 4- 53.
7aedric 4< :5.
B//TS
Armor T&pe Armor $atingD +rice
"ron 4 9<
Steel - 8<
/rcish 9 4.<
Steel Plate 0 4<<
7war!en < -.<
Ebony 8 9<.
7aedric 3 3..
G6)+T*ETS
Armor T&pe Armor $atingD +rice
"ron 4 9<
Steel - 8<
/rcish 9 4.<
Steel Plate 0 4<<
7war!en < -.<
Ebony 8 9<.
7aedric 3 3..
6R@/R R6T"+G> The armor ratin# of an item dictates the dama#e it can tae. E!ery < armor points
reduces taen dama#e by 4.
%E6P/+S> 6 list of weapons based by ?lassification.
6R?(ER1
%ow T&pe *it (ie (amage !odifier +rice
*on# bow 4d8 . 8.
(untin# bow 4d8 24 :.
El!en bow 4d8 2- 4-.
7war!en Bow 4d8 29 48.
Ebony Bow 4d8 20 9..
7aedric bow 4d5 28 8..
B*/?A
Shield T&pe (amage reduction dieD +rice
"ron Shield 4d0 3<
Branded iron Shield 4d024 40<
"mperial shield 4d8 -..
Steel shield. 4d824 -3.
El!en shield 4d5 9:.
7war!en shield 4d52- 08.
Ebony shield 4d4. 83.
7aedric shield. 4d4.2- :..
/+E (6+7E7
Weapon T&pe *it (ieD (amage !odifierD +riceD
"ron sword 4d8 . 3.
"ron mace 4d5 . :.
"ron war'axe 4d4. . 4..
Steel sword 4d8 24 4..
Steel mace 4d5 24 40.
Steel war'axe 4d4. 24 45.
"mperial sword 4d8 2- --.
"mperial mace 4d5 2- -3.
"mperial war'axe 4d4. 2- 90.
Sil!er sword 4d8 29 90.
Sil!er mace 4d5 29 95.
Sil!er war'axe 4d4. 29 0-.
El!en sword 4d8 20 0-.
El!en mace 4d5 20 0:.
El!en war'axe 4d4. 20 <3.
7war!en sword 4d8 2< <3.
7war!en mace 4d5 2< 80.
7war!en war'axe 4d4. 2< 8:.
Ebony Sword 4d8 28 38.
Ebony mace 4d5 28 5:.
Ebony %ar'axe 4d4. 28 :0.
Glass sword. 4d8 23 4.5.
Glass mace. 4d5 23 44-.
Glass %ar'axe. 4d4. 23 4<..
7aedric sword 4d8 25 4<..
7aedric mace 4d5 25 48..
7aedric war'axe. 4d4. 25 45..
T%/'(6+7E7
Weapon T&pe *it (ieD (amage !odifierD +riceD
"ron Greatsword 4d5 . 4..
"ron Battle'axe 4d4. . 48.
"ron %arhammer 4d4- . -..
Steel Greatsword 4d5 24 -<.
Steel Battle'axe 4d4. 24 -:.
Steel %arhammer 4d4- 24 9..
"mperial Greatsword 4d5 2- 9..
"mperial Battle'axe 4d4. 2- 9:.
"mperial %arhammer 4d4- 2- 0<.
Sil!er Greatsowrd 4d5 29 08.
Sil!er Battle'axe 4d4. 29 <4.
Sil!er %arhammer 4d4- 29 <5.
El!en Great'sword 4d5 20 <:.
El!en Battle'axe 4d4. 20 8<.
El!en %arhammer 4d4- 20 8:.
7war!en Great'sword 4d5 2< 3<.
7war!en Battle'axes 4d4. 2< 3:.
7war!en %arhammer 4d4- 2< 59.
Ebony Great'sword 4d5 28 59<
Ebony Battle'axes 4d4. 28 ::.
Ebony %arhammer 4d4- 28 4...
Glass Great'sword 4d5 23 4-..
Glass Battle'axes 4d4. 23 4<..
Glass %arhammer 4d4- 23 4:..
7aedric Great'sword 4d5 25 -9..
7aedric Battle'axes 4d4. 25 -3..
7aedric %arhammer 4d4- 25 9.<.
CHAPTER !
MA"ICKA AND SPELLS
Spells are used to ha!e !arious effects on a battlefield, be it restorin# a comrades (P, or explodin# a
foe. *et,s #o o!er the !arious spells, their effects, and their ma#ica cost.
6*TER6T"/+
Spell Name Effect $an" !agic"
a Cost
E$uilibrium. ?on!ert < (P into < ma#ica this round. ;This ?an
ill you=
+o!ice .
Transmute. Transmute a piece of iron ore into sil!er ore, or a
piece of sil!er ore to #olden ore, if in in!entory.
6dept -.
7etect life. 7etect li!in# enemies in a 4. s$uare radius. ;-.
s$uares at expert=
6dept. 9-
/aflesh. 7ecrease all dama#e by 9 for 8. seconds.. +o!ice. 4.
7etect 7ead. 7etect )ndead foes within a 3 s$uare radius. ;Turns
to 40 s$uares at master=
Expert <<
Teleenesis @anipulate ob&ects from a 5 s$uare distance usin#
your mind. ;Turns to 48 s$uares at Expert=
6dept 93
StoneFlesh 7ecrease all 7ama#e by < for 8. seconds. 6pprentice. 40.
?andleli#ht. ?ast a floatin# li#ht. illuminatin# the land around
you for a radius of 8 s$uares.
+o!ice. <.
%aterBreathin#. ?an Breathe underwater for a minute ;- minutes at
expert=
6dept. --
"ronFlesh 7ecrease 6ll 7ama#e by 8 for 8. seconds. 6dept. -.
EbonyFlesh. 7ecrease all dama#e by 5 for 8. seconds. Expert. 9..
paralyHe ParalyHe a foe for 8. seconds. Expert. 93.
7ra#onhide. 7ecrease all dama#e by 4- for 8. seconds. @aster. 8<.
@a#eli#ht Toss a ball of li#ht that stics where it stries for 8.
seconds, illuminatin# 4. s$uares.
6pprentice. -4.
@ass Paralysis. 6ll tar#ets within a < s$uare radius are paralysed. @aster. 3-.
?/+G)R6T"/+.
Spell Name Effect .eel !agic"a
Cost
Bound Sword. Summon a spectral sword with the same stats as a
fine sword until the end of the encounter.
+o!ice. 49
Raise Lombie. Re'6nimate a wea dead body for the rest of the
encounter to fi#ht for you. Tar#ets stats are cut in
half.
+o!ice. 45.
?on&ure Familiar. Summon your personal familiar;(as half your stats=
for The duration of the encounter.
+o!ice. 4:.
Flame Thrall. Summon a Flame 6tronach until it is illed. @aster 3<
7ead Thrall. Reanimate a dead person to fi#ht for you until it is
illed.
@aster 3<
Frost Thrall. Summon a Frost 6tronach to fi#ht for you until it is
illed.
@aster. 3<
Storm Thrall. Summon a Storm 6tronach to fi#ht for you until it
is illed.
@aster. 3<
Reanimate corpse. Reanimate a more powerful dead body to fi#ht for
you for the rest of the encounter.
6pprentice 9<
?on&ure Flame 6tronach Summon a Flame 6tronach to fi#ht for you for the
rest of the encounter.
6pprentice. 9<
Bound Battle'axe Summon a Spectral battle'axe with the stats of a
Fine Battle'axe for the rest of the encounter.
6pprentice 9:
Soul Trap. "f tar#et dies in 5 rounds, fill a soul #em. 6pprentice. 95
Re!enant Reanimate a Powerful 7ead body to fi#ht for you
for the rest of the encounter.
6dept 0-
?on&ure frost atronach Summons a frost atronach until the enounter is o!er. 6dept 0.
Bound Bow Summon a Spectral bow with the stats of a Fine
lon# bow until the end of the encounter.
6dept. 04.
Banish 7eadra %eaer summoned daedra are sent bac to
/bli!ion.
6dept. 08.
?ommand 7aedra Gain ?ontrol o!er powerful Summoned creatures. Expert <8
Expel 7aedra Powerful summoned 7aedra are sent bac to
obli!ion.
Expert <3
?o&ure 7remora lord. Summon a 7remora lord for the rest of the
encounter.
Expert 8.
7read Lombie Reanimate a !ery powerful body to fi#ht for you for
the rest of the encounter.
Expert 8-
7ESTR)?T"/+
Spell Name Effect .eel !agic"a
Cost
Flames 7eal 4d5 fire dama#e on a foe up to < s$uares
away.
+o!ice 5.
Frostbite 7eal 4d5 frost dama#e on a foe up to < s$uares
away.
+o!ice. 5.
Spars 7eal 4d5 Shoc dama#e to a foe up to < s$uares
away.
+o!ice. 5
Fire Rune Set a fire rune up to 4. s$uares away. "f stepped
on by anyone other than the caster, detonate for
-d8 fire dama#e.
6pprentice
.
4<.
Fire bolt *aunch a fireball at a foe up to -. s$uares away.
"f hits the foe, strie for 9d8 fire dama#e.
6pprentice
.
43.
Frost Rune Set a frost rune up to 4. s$uares away. "f stepped
on by anyone other than the caster, detonate for
-d8 frost dama#e.
6pprentice 4<.
"ce Spie *aunch an ice spie at a foe up to -. s$uares
away. "f hits the foe, strie for 9d8 Frost dama#e.
6pprentice 43
*i#htnin# bolt *aunch a li#htnin# bolt at a foe up to -. s$uares
away. "f hits the foe, strie for 9d8 shoc dama#e.
6pprentice 43
*i#htnin# rune Set a shoc rune up to 4. s$uares away. "f
stepped on by anyone other than the caster,
detonate for -d8 Shoc dama#e.
6pprentice 4<
?hain *i#htnin# 7eal -d5 Shoc dama#e to a foe within 4-
s$uares, then 4d8 shoc dama#e dama#e to all
foes within 9 s$uares of the tar#et.
6dept -4
Fireball *aunch a fireball at a foe up to -. s$uares away.
"f hits the foe, strie for -d5 fire dama#e.
Explosion radius is 9 s$uares, wit 4d8 dama#e for
all cau#ht within the blast radius.
6dept. -4
Flame ?loa 7eal 4d5 Fire dama#e to all ad&acent foes for <
turns.
6dept -9.
Frost ?loa 7eal 4d5 Frost dama#e to all ad&acent foes for <
turns.
6dept -9
"ce Storm 7eal 0d8 frost dama#e to all enemies within a 0
s$uare radius.
6dept -8.
*i#htnin# ?loa 7eal 4d5 shoc dama#e to all ad&acent foes for <
turns.
6dept -9.
"ce Spear 7eal 9d5 frost dama#e to a foe up to 4- s$uares Expert 9.
away.
"ncinerate 7eal 9d5 fire dama#e to a for up to 4- s$uares
away.
Expert. 9..
Thunderbolt 7eal 9d5 shoc dama#e to a for up to 4- s$uares
away.
Expert 9.
%all of Flames Select a strai#ht line of anywhere between 9 to :
s$uares. "#nite the line with a wall of fire that
does -d4- fire dama#e per round.
Expert 9<
%all of Frost Select a strai#ht line of anywhere between 9 to :
s$uares. "#nite the line with a wall of fire that
does -d4- frost dama#e per round.
Expert 9<
%all of Storms Select a strai#ht line of anywhere between 9 to :
s$uares. "#nite the line with a wall of fire that
does -d4- shoc dama#e per round.
Expert 9<
BliHHard Stun all opponents within a < s$uare radius,
dealin# -d4- dama#e to each of them.
@aster <8
Firestorm "#nite all opponents within a < s$uare radius,
dealin# -d4- dama#e to each of them.
@aster <8
*i#htnin# storm ParalyHe all opponents within a < s$uare radius,
dealin# -d4- dama#e to each of them.
@aster <8.
"**)S"/+
Spell Name Effect .eel !agic"a
Cost
?oura#e Restore < (P and @a#ica to the tar#et, and the
tar#et #ains the will to eep fi#htin#.
+o!ice. 5
Fury Enra#e an indi!idual, causin# them to attac all
nearby indi!iduals.
+o!ice 5
?alm ?alm down foes and fi#htin# indi!iduals for a
short period of time. Faries based in enemy le!el.
6pprentice. 4-.
Fear ?reatures and people will run away until they
exit your sphere of influence. ;-. s$uares=
6pprentice. 49.
@uffle "ncrease stealth checs for < mo!es. 6pprentice 4<.
FrenHy The tar#et #oes into a frenHied ra#e, attacin#
e!erythin# nearby.
6dept 4:.
Rally Restore 4< (P and ma#ica to the tar#et, and
they re#ain the will to fi#ht.
6dept. 4:.
"n!isibility. ?aster is in!isible for 9. in'#ame seconds. 6ny
sudden mo!ement will brea the spell.
Expert. -0
Pacify ?alm the tar#et completely, endin# any hostilities
for an in'#ame minute.
Expert -<
Rout The Tar#ets #row paniced, and flee until they
lea!e your sphere of influence ;0. s$uares=
Expert -<
REST/R6T"/+
Spell Name Effect .eel !agic"a
Cost
(ealin#. Restore (p of the caster by 4d8. +o!ice 0
*esser %ard "ncrease armor ratin# by 4., and bloc up to 9. dama#e
of spells. ?annot mo!e while acti!e, lasts for as lon# as
caster lea!es it up.
+o!ice. 8 ;per
turn=
Fast (ealin# ?aster heals (P by -d8. 6pprentice 4.
(ealin# hands (eals the tar#et for 4d8 (P. 6pprentice 4.
+ecromantic
healin#
(eals an undead tar#et by 4d8, but does not heal anythin#
else.
6pprentice 4-
Steadfast
%ard
"ncrease armor ratin# by -., and bloc up to 0< dama#e
from spells. ?annot mo!e while acti!e, *asts as lon# as
caster maintains it.
6pprentice 5;per turn=
Sun Fire 7eal 9d8 dama#e to an undead up to 8 s$uares away. 6pprentice 40
Turn lesser
)ndead
?ast on an )ndead up to < s$uares away, the tar#et will
flee for 9 turns.
6pprentice 40
?lose %ounds (eals the caster for 9d8 health. 6dept -.
Greater ward "ncrease 6rmor ratin# by 9., and bloc up to 8. points of
Spell dama#e. ?annot mo!e while acti!e, lasts as lon# as
caster maintains.
6dept. 4.;per
Turn=
(eal /ther (eal the tar#et for -d8 health. Tar#et has to be within 5
s$uares.
6dept. -4
(eal undead (eals an undead tar#et within 5 s$uares for -d8 health. 6dept --
Repel *esser
undead
%ithin a 4. s$uare radius, all undead flee for < turns. 6dept -9
Grand
(ealin#
(eals the party for 0d8 health. Expert. 9..
CHAPTER #
STEALTH AND "EAR
Stealth is a crucial part of any party. Bein# able to scout ahead, steal items, and #et thin#s done. The
process of any stealth maneu!er is not much unlie combat. "t is split into 9 simple steps.
6?T"/+> The stealthy one maes his stealth mo!e. Be it picin# a loc, or sneain# by a #uard, or
picpocetin# a ey from a sleepin# man. (e maes a roll for the appropriate sill.
RESP/+?E> The one bein# sneaed upon on maes a response chec. "f this beats the sneaers roll,
the one sneain# becomes detected. "f the roll is lower, the sneaer #oes unnown.
RES)*T> %hate!er the case is, the final result is base don the abo!e two steps. "t could be that the thief
successfully stole a ey from a sleepin# person ,or #ot slapped and stabbed when the person woe up.
There is also a selection of li#ht armor for the thie!es and assassins to wear.
?6PS
Armor T&pe Armor $atingD +rice
Fur - -.
*eather 9 0.
?hain < 3.
El!en 3 :.
Glass 5 40.
@ythril 4. -9.
T)+"?S
Armor T&pe Armor $atingD +rice
Fur - 0<
*eather < 3<
?hain 5 49<
El!en 4- 48<
Glass 4< -0<
@ythril 4: 98<
P6+TS
Armor T&pe Armor $atingD +rice
Fur - -.
*eather 9 0.
?hain < 3.
El!en 3 :.
Glass 5 40.
@ythril 4. -9.
B//TS
Armor T&pe Armor $atingD +rice
Fur . -.
*eather 4 0.
?hain - 3.
El!en 9 :.
Glass < 40.
@ythril 8 -9.
G*/FES
Armor T&pe Armor $atingD +rice
Fur . -.
*eather 4 0.
?hain - 3.
El!en 9 :.
Glass 0 40.
@ythril < -9.
76GGERS ;one'handed sill=
(agger T&pe %onus +rice
"ron da##er 4d0 24 0.
Steel da##er 4d0 2- :.
"mperial 7a##er 4d0 2- 4-.
Sil!er 7a##er 4d0 20 4:.
El!en 7a##er 4d0 28 -<.
7war!en 7a##er 4d0 23 9..
Ebony 7a##er 4d0 25 93.
Glass 7a##er 4d0 2: 0<.
7aedric 7a##er 4d0 24. 3..
CHAPTER $
CHARACTER CREATION
"n this #ame, main# your ?haracter is fairly simple. 1ou decide on a name, then a race, and finally, an
a#e. 6lso assi#n yourself 0. (ealth and 0. ma#ica on your second character sheet. The last step, is the
bac story. The bac story is a collection of 9 ma&or e!ents across your characters life up to the
be#innin# of whate!er ad!enture the G@ has n store for himBher. ?haracter Bac stories are split into 9
parts. Early childhood Trait, @id'teens, and early adult'life. These 9 phases all ha!e 4 e!ent. The first
ma&or e!ent must always be where you were born, and to which tier of prosperity you were born into
;po!erty, be##ars, nobility, etc.=. Then, each ma&or e!ent will ha!e a different effect on your characters
sills and abilities. But the e!ents are broad, and !a#ue, lea!in# you room to fill in details, or lea!e as a
mystery.
(ere now are the !arious charts for decidin# your characters bac#round. ;The die roll is for randomly
selectin# e!ents usin# a 4d-..=
E6R*1 ?("*7(//7 B"RT(P*6?E
Eent S"ill effects *ealth
effect
!agic"a
effect
(ie $oll
Born in ?yrodiil. Speech 29, li#ht'armor 2-, one handed 29 28 2- 4'-
Born in Syrim. Speech '0, hea!y armor 20, Smithin# 2-,
7estruction '4
24< '4. 9'0
Born in Elsweyr Speech ':, 6rchery 23, li#ht armor, 20, snea 2<,
Pic Pocet 2<.
23 '9 <'8
Born in
Falenwood
6rchery 28, Speech 2<, Snea 29. illusion 29. 28 24. 3'5
Born in Blac
@arsh
Speech '4., 6lteration 29, snea 2< 23 2< :'4.
Born in
@orrowind
Speech '<, illusion 2<, 7estruction 28 '0 24. 44'4-
Born in (i#h
roc
Speech 29, 6lteration 20, "llusion 20,
Enchantin# 29
20 28 49'40
Born in
(ammerfell
Speech '4, /ne'handed 2<, two'handed 29, (ea!y'
armor 2-.
2: '40 4<'48
Born on the
summerset isle.
Speech '9. 6lteration 20. Restoration 20. '8 240 43'45
Born "n
Solstheim
Speech '8, hea!y armor 2<, Smithin# 29,
7estruction '<
249 '48 4:'-.
B/R+ "+T/>
Social Status at )irth Stat effect (ie roll 4/d?7
*ower class. 6ll mods> '- 4'-
@iddle class. 6ll sills> )nchan#es 9'0
)pper class. 6ll mods> 29 <'8
E6R*1 ?("*7(//7 TR6"TS
Trait Effect (ie $oll
6ppraiser %hen rollin# perception checs, #ain a natural 2- bonus on
smaller details.
4'-
Bully 1ou suffer a '9 penalty to persuasion, but #ain a 29 to
"ntimidation checs.
9'0
7e!out 6ll of your ma#ica sills #o up by -, but you suffer a '<
penalty to "ntimidation, and a '- to persuasion checs.
<'8
Farmer Gain a 2- to your alchemy sill. 3'5
Flirt Gain a 20 to speech when con!ersin# with someone of the
opposite sex.
:'4.
+atural leader Gain a 29 to persuasion, and you can cast the coura#e and Rally
spells for no ma#ica cost.
44'4-
Sa!!y 1our speech sill #oes up by 9, but if someone is usin# sp0eech
on you, suffer a '9 penalty to your roll.
49'40
Sur!i!or 1our speech suffers a '9 in all re#ards, but you #ain a 24 to
offense and defense checs.
4<'48
%ild ?hild 6ll of your snea sills #o up by 9, but your speech and
perception #oes down by -.
43'45
Trouble'@aer Enemy persuasion checs #ain a 29 on you, but you #ain a 9
points to all snea sills exept for alchemy.
4:'-.
@"7 TEE+S EFE+T
Eent S"ill effects *ealth
effect
!agic"a
effect
(ie $oll
+o E!ent +/+E +/+E +/+E 4'-
?ame in contact
with the 7aedra.
7estruction 28, "llusion 29, Restoration '0,
?on&uration 23, Speech '<.
24. ': 9'0
%ent to a small
#uild.
/ne'handed 20, two'handed 29, /ne ma#ica sill
of choice 29.
28 20 <'8
%ent to Gail. 0 sills of choice '4d8. '< 25 3'5
Got cau#ht in a
battle.
(ea!y'armor 20, li#ht'armor 29, 6rchery 20, one'
handed 29
:'4.
Tutored by a
ma#e.
Restoration 20, Enchantin# 25, destruction '4,
6lteration 2<, Speech 20.
'< 24- 44'4-
6lmost died. Speech '5, ?on&uration 2<, Two'handed 29. '8 '9 49'40
Trained in
?ombat
9 ?ombat sills of choice up 4d8. 23 '0 4<'48
Found an old
friend.
Speech 20, /ne sill of choice up 4d0. '9. 29 43'45
@ixed Blessin#. /ne sill of choice up 4d0, and one sill of choice
down 4d0.
'< 2: 4:'-.
E6R*1 67)*T'*"FE
Eent S"ill effects *ealth
effect
!agic"a
effect
(ie $oll
+o E!ent +/+E +/+E +/+E 4'-
Goined the
Fi#hters #uild.
28 to all combat sills. '8 to all ma#ica sills. 25 '5 9'0
Goined the
@a#es #uild.
28 to all ma#ica sills, '8 to all combat sills. '5 25 <'8
Became a
professional
thief
2< to all snea sills, '- to all other sills. 2< +/+E 3'5
Freelance wor. 24 to < sills of choice. +/+E +/+E :'4.
Became a
%anderer
/ne'handed, 29, li#ht'armor 29, 6rchery 29 20 '4 44'4-
%orshiped a
daedric prince
?on&uration 25, destruction 2<, 6lteration 29. '< 25 49'40
Goined a ?hapel. Speech 20, Restoration 2<, illusion 2-. '9 23 4<'48
Sur!i!ed a
Fampire.
Speech '-, all snea sills 29. 2< 2- 43'45
Became an
6d!enturer
2- to all sills. 29 29 4:'-.
S%& Cha'(er
The "ods
A)a(osh* %katosh is the chief deity of the Nine "ivines 6the prescribed religious cults of
Cyrodiil and its provinces7, and one of two deities found in every Tamrielic religion 6the
other is 4orkhan7. .e is generally considered to be the first of the ods to form in the
-eginning ,lace1 after his establishment, other spirits found the process of being
easier and the various pantheons of the world emerged. .e is the ultimate od of the
Cyrodilic !mpire, where he embodies the &ualities of endurance, invincibility, and
everlasting legitimacy.
Ar)a+* $ember of the Nine "ivines pantheon, and popular elsewhere as well. %rkay is
often more important in those cultures where his father, %katosh, is either less related
to time or where his time aspects are difficult to comprehend by the layman. .e is the
god of burials and funeral rites, and is sometimes associated with the seasons. .is
priests are staunch opponents of necromancy and all forms of the undead. It is said
that %rkay did not e+ist before the world was created by the gods under 4orkhan3s
supervision8urging8trickery. Therefore, he is sometimes called the $ortals3 od.
D,&ella* ,opular god of the Nine "ivines. In Cyrodiil, she has nearly a dozen different
cults, some devoted to women, some to artists and aesthetics, and others to erotic
instruction.
-%l,a.os* 'ften associated with 9hunal, the Nordic father of language and mathematics,
9ulianos is the Cyrodilic god of literature, law, history, and contradiction. $onastic
orders founded by Tiber *eptim and dedicated to 9ulianos are the keepers of the !lder
*crolls.
K+.are(h* (ynareth is the strongest of the *ky spirits and is the deity of the heavens,
the winds, the elements, and the unseen spirits of the air. ,atron of sailors and
travelers, (ynareth is invoked for auspicious stars at birth and for good fortune in daily
life. In some legends, she is the first to agree to 4orkhan3s plan to invent the mortal
plane, and provides the space for its creation in the void. *he is also associated with
rain, a phenomenon said not to occur before the removal of 4orkhan3s divine spark.
Mara* Nearly universal goddess. 'rigins started in mythic times as a fertility goddess.
In *kyrim, $ara is a handmaiden of (yne. In the !mpire, she is $other-oddess. *he
is sometimes associated with Nir of the 3%nuad3, the female principle of the cosmos
that gave birth to creation. "epending on the religion, she is either married to %katosh
or 4orkhan, or the concubine of both.
S(e.darr* *tendarr is the patron of righteous might and merciful forbearance. .e is the
inspiration of magistrates and rulers, the patron of the Imperial 4egions, and the
comfort of the law-abiding citizen. *tendarr has evolved from his Nordic origins into a
deity of compassion or, sometimes, righteous rule. .e is said to have accompanied
Tiber *eptim in his later years. In early %ltmeri legends, *tendarr is the apologist of
$en.
Talos* Tiber *eptim, Talos, the "ragonborn, .eir to the *eat of *undered (ings, is the
greatest hero-god of $ankind, and worshipped as the protector and patron of )ust
rulership and civil society. Tiber *eptim con&uered all of Tamriel and ushered in the
Third !ra and the Third !mpire. In his aspect of 5smir, 3"ragon of the North,3 Tiber
*eptim is also invoked as the patron of &uesting heroes.
/e.,(har*:enithar is the deity of wealth, labor, commerce, and communication. .is
priests have shown that the way to peace and prosperity is through earnest work and
honest profit, not through war and bloodshed. :enithar is understandably associated
with :3en. In the !mpire, however, he is a far more cultivated god of merchants and
middle nobility. .is worshippers say, despite his mysterious origins, :enithar is the god
3that will always win3.
S%& Cha'(er
E.cha.(,.0
For Enchantin#, you need 9 thin#s> 6 spell with the effect you want to use, a soul #em, and the item
you are enchantin#. Soul #ems come in < le!els, and can be filled with the souls of animals. Blac soul
#ems ha!e double their blue counterparts ener#y, can hold sentient souls, but are not tolerated in
common ma#ic communities. "n this #ame, a soul #ems char#e determines how many uses an item has.
For e!ery 4.. points in a soul #em, or enchanted item, there is 4 use. So a sword with a char#e of 4...
will ha!e 4. uses. 6 soul #em can hold a certain le!el of soul points, but beyond that limit, the soul
#em can not hold anythin#.
Soul Gem T&pe !a8 charge
Petty 4...
*esser 9...
+ormal <...
Greater 3...
Grand 4....