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Skyrim RPG

Character Sheet
Name:
Faction:
Classes:
Alteration
Conjuration
Destruction
Illusion
Restoration
Enchanting
Archery
Block
Heavy Armor
Light Armor
One-Handed
Two-Handed
Smithing
Alchemy
Pickpocket
Lockpicking
Sneak
Speech

Age:
Height/Weight:

Class:
Race:
Bio

Armor Class:
Magic Resist:

Health
Base:
Equip:

Magika
Base:
Equip:

Active Equipment:
Head
Neck
Armor
Arms
Shield
Feet

Spells:

Weapon Left Hand:

Equipment:

Weapon Right Hand:


Arrow:
Items:

Fatigue
Base:
Equip:

Skyrim RPG
Character Sheet

Skyrim RPG
Character Sheet

Skyrim RPG
Character Sheet

Skyrim Rule and Numbers


See DnD 4.0
Damage Calculations
Blade/Mace/Axe/Bow:
ATK vs AC: If ATK>AC Damage is based on Weapon
If ATK<AC No Damage
ATK = 1H/2H/Archery + Weapon + Level
AC= Class + Head + Neck+ Armor + Arms + Shield + Feet + Level
Magicka:
ATK vs MR:If ATK>MR Damage is based on Spell
ATK<MR No Damage
ATK = Class + Spell + Level
MR = Class + Resistance + Level
Turn Based Battle:
Major Action:
Attacks
Move Action:
Full Movement per turn
Minor Action:
Equip Item, Use Item
Free Action:
Talking
Regen:
MP: 5% of total Magika/Minute
HP: 2% of total Health/Minute

Illusion:
Novice Illusion - Cast Novice level Illusion spells for half magicka.
Animage - Illusion spells now work on higher level animals (+8 levels to the spell maximum).
Kindred Mage - All Illusion spells work on higher level people (+10 levels to the spell maximum).
Quiet Casting - All spells you cast from any school of magic are silent to others.
Apprentice Illusion - Cast Apprentice level Illusion spells for half magicka.
Adept Illusion - Cast Adept level Illusion spells for half magicka.
Expert Illusion - Cast Expert level Illusion spells for half magicka.
Master Illusion - Cast Master level Illusion spells for half magicka.
Hypnotic Gaze - Calm spells now work on higher level opponents (+8 levels to spell maximum).
Aspect of Terror - Fear spells work on higher level opponents (+10 levels to spell maximum).
Rage - Frenzy spells work on higher level opponents (+12 levels to spell maximum).
Master of the Mind - Illusion spells work on undead, daedra and automatons.
Illusion Dual Casting - Dual casting an Illusion spell overcharges the effects of the Spell
Conjuration:
Novice Conjuration - Cast Novice level Conjuration spells for half magicka.
Apprentice Conjuration - Cast Apprentice level Conjuration spells for half magicka.
Adept Conjuration - Cast Adept level Conjuration spells for half magicka.
Expert Conjuration - Cast Expert level Conjuration spells for half magicka.
Master Conjuration - Cast Master level Conjuration spells for half magicka.
Conjuration Dual Casting - Dual casting a Conjuration spell overcharges the spell.
Mystic Binding - Bound weapons do more damage.
Soul Stealer - Bound weapons cast Soul Trap on targets.
Oblivion Binding - Bound weapons will banish summoned creatures and turn raised ones.
Necromancy - Greater duration for reanimated undead.
Dark Souls - Reanimated undead have 100 points more health.
Summoner (2 levels) - Can summon atronachs or raise undead twice / three times as far away.
Atromancy - Double duration for conjured Atronachs.
Elemental Potency - Conjured Atronachs are 50% more powerful.
Twin Souls - You can have two atronachs or reanimated zombies.
Destruction:
Novice Destruction - Cast Novice level Destruction spells for half magicka.
Apprentice Destruction - Cast Apprentice level Destruction spells for half magicka.
Adept Destruction - Cast Adept level Destruction spells for half magicka.
Expert Destruction - Cast Expert level Destruction spells for half magicka.
Master Destruction - Cast Master level Destruction spells for half magicka.
Rune Master - Place runes 5x farther away
Augmented Flames (2 levels) - Fire spells do 25% / 50% more damage.
Intense Flames - Fire damage causes targets to flee if their health is under 10% .
Augmented Frost (2 levels) - Frost spells do 25% / 50% more damage.
Deep Freeze - Frost damage chance to paralyze targets if health low
Augmented Shock (2 levels) - Shock spells do 25% / 50% more damage.
Disintegrate - Shock damage chance to disintegrates targets if health low
Destruction Dual Casting - Enable Dual Casting
Impact - Dual Casting will stagger foes (note doesn't work with novice level spells)

Alteration:
Novice Alteration: Cast Novice level Alterations spells for half magicka.
Alteration Dual Casting: Dual casting an Alteration spell overcharges the effects
Apprentice Alteration: Cast Apprentice level Alteration spells for half magicka.
Mage Armor: Protection are twice as strong if not wearing armor. (3 ranks)
Magic Resistance: Blocks 10% of a spell's effects. (3 ranks)
Adept Alteration: Cast Adept level Alteration spells for half magicka.
Stability: Alteration spells have greater duration.
Expert Alteration: Cast Expert level Alteration spells for half magicka.
Master Alteration: Cast Master level Alteration spells for half magicka.
Atronach: Absorb 30% of the magicka of any spells that hit you.
Restoration:
Novice Restoration - Cast Novice level Restoration spells for half magicka.
Apprentice Restoration - Cast Apprentice level Restoration spells for half magicka.
Adept Restoration - Cast Adept level Restoration spells for half magicka.
Expert Restoration - Cast Expert level Restoration spells for half magicka.
Master Restoration - Cast Master level Restoration spells for half magicka.
Recovery (2 levels) - Magicka regenerates 25% / 50% faster.
Avoid Death - Once a day, heals 250 points automatically if you fall below 10% health.
Regeneration - Healing spells cure 50% more.
Necromage - All spells are more effective against undead.
Respite - Healing spells also restore Stamina.
Restoration Dual Casting - Dual casting a Restoration spell overcharges the effects
Ward Absorb - Wards recharge your magicka when hit with spells.
Enchanting:
Enchanter (5)- New enchantments are 20% stronger. (+20% per rank)
Soul Squeezer- Enchanter Soul gems provide extra magicka for recharging
Fire Enchanter - Enchanter Fire enchantments on weapons and armor are 25% stronger
Soul Siphon- Death blows to creatures, trap 5% of the victim, recharging the weapon
Frost Enchanter- Frost enchantments on weapons and armor are 25% stronger
Insightful Enchanter- Enchanter Skill enchantments on armor are 25% stronger
Storm Enchanter- Shock enchantments on weapons and armor are 25% stronger
Corpus Enchante- Health, magicka and stamina enchantments on armor are 25% stronger
Extra Effect - Can put two enchantments on the same item
Archery:
Overdraw (5)- Bows do 20% more damage. (+20% per rank)
Eagle Eye- Overdraw Pressing block while aiming will zoom in your view.
Critical Shot (3) - Overdraw 10% chance of critical hit.
Steady Hand (2)- Zooming in with a bow slows time by 25%. (+25% per rank)
Power Shot- Arrows stagger all but the largest opponents 50% of the time.
Hunter's Discipline-Critical Shot Recover twice as many arrows from dead bodies.

Ranger- Able to move faster with a drawn bow.


Quick Shot-Can draw a bow 30% faster.
Bullseye Archery 100- Ranger 15% chance of paralyzing the target for a few seconds.
Block
Shield Wall (1 of 5) - Blocking is 25% more effective.
Deadly Bash - Bashing does more damage.
Power Bash - Able to do a power bash.
Bash Disarm - Chance to disarm when power bashing with a shield.
Heavy Armor
Shield Wall (1 of 5) - Blocking is 25% more effective.
Deadly Bash - Bashing does more damage.
Power Bash - Able to do a power bash.
Bash Disarm - Chance to disarm when power bashing with a shield.
One Handed:
WE NEED HELP WITH THIS ONE, THE SITE IS BLOCKED BY OUR STUPID WORK!!!!!
Two Handed:
Barbarian (5) Two-Handed weapons do 20% more damage
Champion's Stance- Power attacks with two-handed weapons cost 25% less stamina
Limbsplitter (3)- Barbarian Attacks with battle axes cause extra bleeding damage
Deep Wounds (3) - Attacks with greatswords have a 10% chance of doing critical damage
Skull Crusher (3)- Attacks with warhammers ignore 25% of armor
Devastating Blow - Standing power attacks do 25% bonus/chance to decapitate
Great Critical Charge - Two-handed power/ sprinting that does double critical damage
Sweep - Sideways power attacks with two-handed weapons hit all targets in front of you
Warmaster- Backwards power attacks have a 25% chance to paralyze the target
Smithing:
Steel Smithing- Can create Steel Armor and weapons at forges,
Elven Smithing- Can create Elven Armor and weapons at forges
Dwarven Smithing- Can create Dwarven armor and weapons at forges
Advanced Armors- Can create Scaled and Plate armor at forges
Orcish Smithing- Can create Orcish armor and weapons at forges
Arcane Blacksmith- One can improve magical weapons and armor
Glass Smithing - Can create Glass Armor and Weapons at forges
Ebony Smithing - Can create Ebony armor and weapons at forges
Daedric Smithing-Can create Daedric armor and weapons at forges
Dragon Smithing- Can create Dragon armor and weapons at forges
Alchemy:
Physician- Potions you mix that restore Health, Magicka or Stamina are 25% Stonger
Benefactor- Potions you mix with beneficial effects have an additional 25% greater

Poisoner- Poisons you mix are 25% more effective.


Experimenter (3) - Eating an ingredient reveals first two effects. (+1 per rank)
Concentrated Poison- Poisons applied to weapons last for twice
Green Thumb - Two ingredients are gathered from plants.
Snakeblood- Experimenter 50% resistance to all poisons.
Purity - Negative effects are removed from potions, Positive from poisons.
Light Armor
Agile Defender- Increase armor rating for Light armor by 20%.
Custom Fit- 25% Armor bonus if wearing all Light Armor
Unhindered Armor weighs nothing and doesn't slow you down when worn.
Wind Walker-- Stamina regenerates 50% faster in all Light Armor
Matching Set- Additional 25% Armor bonus if wearing a matched set of Light Armor.
Deft Movement - 10% chance of avoiding melee attack while wearing all Light Armor
Pickpocket:
Light Fingers- Pickpocketing bonus of 20%
Night Thief - +25% chance to pickpocket if the target is asleep.
Extra Pockets - Carrying capacity is increased by 100.
Cutpurse - Pickpocketing gold is 50% easier.
Poisoned - Silently harm enemies by placing poison in their pockets.
Keymaster - Pickpocketing keys almost always works.
Misdirection - Can pickpocket equipped weapons.
Perfect Touch - Can pickpocket equipped items.
Lockpicking:
Novice Locks- Novice locks are much easier to pick.
Apprentice Locks- Apprentice locks are much easier to pick.
Quick Hands- Able to pick locks without being noticed.
Wax Key - Automatically gives you a copy of a picked lock's key if it has one.
Adept Locks- Apprentice Locks Adept locks are much easier to pick.
Golden Touch - Find more gold in chests.
Treasure Hunter- 50% greater chance of finding special treasure.
Expert Locks- Expert locks are much easier to pick.
Locksmith- Pick starts close to the lock opening position.
Unbreakable- Locksmith Lockpicks never break.
Master Locks- Expert Locks Master locks are much easier to pick.
Sneak:
(THIS NEEDS HELP AS WELL, THE WIKI DOESN'T LIST THE NAMES OF THE PERKS)
20% harder to detect (ranked)
Sneak attacks do 6x damage with 1h weapons
Sneak attacks with bows do 3x damage
Sneak attacks with daggers do 15x damage
Noise from armor reduced 50%
No longer activate pressure plates />

Sprinting while sneaking performs silent forward roll


Running does not affect detection chance
Crouching can make hostile enemies lose sight of you and search for a target (end perk on skill tree)
Speech: (THIS NEEDS HELP AS WELL, THE WIKI DOESN'T LIST THE NAMES OF THE PERKS)
Perks include
Buying and selling price 10% better (5 ranks)
10% price buying from opposite sex
Invest in shops and increase available gold permanently in invested stores
Master Trader - every merchant in world gains 1000 gold for bartering
Buy and sell from any merchant regardless of what they normally buy and sell
Intimidation attempts twice as successful
Persuasion attempts more likely successful

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Spells
Skyrim RPG
Illusion:
Novice
Clairvoyance - Shows the path to the current goal
Courage - Target won't flee for 60 seconds and gets some extra health and stamina
Fury - Creatures and people up to level 6 will attack anything nearby for 30 seconds
Apprentice
Calm - Creatures and people up to level 9 won't fight for 30 second
Fear - Creatures and people up to level 9 flee from combat for 30 seconds
Muffle - You move more quietly for 180 seconds
Adept
Frenzy - Creatures and people up to level 14 will attack anyone nearby for 60 seconds
Rally - Targets won't flee for 60 seconds and get extra health and stamina
Expert
Invisibility - Caster is invisible for 30 seconds. Activating an object or attacking will break the spell
Pacify - Creatures and people up to level 20 won't fight for 60 seconds
Rout - Creatures and people up to level 20 flee from combat for 30 seconds
Master
Hysteria - Creatures and people up to level 25 flee from combat for 60 seconds
Call to Arms - Targets have improved combat skills, health and stamina for 10 minutes
Harmony - Creatures and people up to level 25 nearby won't fight for 60 seconds
Mayhem - Creatures and people up to level 25 will attack anyone nearby for 60 seconds
Destruction:
Novice
Flames - Fire damage per second in a short range stream, extra damage to targets already on fire
Frostbite - Ice damage per second in a short range stream, also damages stamina
Sparks - Lightning damage per second in a short range stream, also damages magicka
Apprentice
Firebolt - Fire missile that damages one target on hit, extra damage to targets already on fire
Ice Spike - Ice missile that damages one target on hit, also damages stamina
Lightning Bolt - Lightning damage on target within range, also damages magicka
Adept
Fireball - Fire missile that explodes on hit, dealing fire damage in a small radius near the impact.
Flame Cloak - Flame surrounds caster and melee range enemies take small flame damage over time.
Ice Storm - Ice damage in an area of effect that moves forward slowly, also damages stamina
Frost Cloak - Frost surrounds caster and melee range enemies take frost and stamina damage
Chain Lightning - Lightning damage that hits a target and bounces to any nearby target.
Lightning Cloak - Lightning surrounds caster and melee range enemies take shock damage.
Expert
Incinerate - Fire missile that damages one target for moderately high damage.
Wall of Flames - Gout of flames that burns on the floor for a while, doing damage over time.
Icy Spear - Large ice missile that causes moderately high frost and stamina damage. Long range.
Wall of Frost - Spray ice on the floor for a while, causing frost and stamina damage over time.
Thunderbolt - Large bolt of lightning that does moderately high damage. Does not chain.
Wall of Storms - Lightning that sticks to the ground and does shock damage.

Spells
Skyrim RPG
Master
Firestorm - A large-radius explosion centered on caster. Deals high fire damage.
Lighningstorm - After charging you fire a constant beam of lighning
Alteration:
Novice
Candlelight - Creates a hovering light that lasts for 60 seconds
Oakflesh - Improves the caster's armor rating by 40 points for 60 seconds
Apprentice
Magelight - Ball of light that lasts 60 seconds and sticks where it strikes
Stoneflesh - Improves the caster's armor rating by 60 points for 60 seconds
Adept
Detect Life - Living creature, can be seen through walls
Ironflesh - Improves the caster's armor rating by 80 points for 60 seconds
Telekinesis - Can pull an object to you from a distance. Add it to your inventory or throw it
Transmute - Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold
Waterbreathing - Can breathe water for 60 seconds
Expert
Detect Dead - Nearby dead can be seen through walls
Ebonyflesh - Improves the caster's armor rating by 100 points for 60 seconds
Paralyze - Targets that fail to resist are paralyzed for 10 seconds
Master
Dragonhide - Caster ignores 80% of all physical damage for 30 seconds
Mass Paralysis - All targets in the area are paralyzed for 15 seconds
Restroation:
Novice
Healing - Heals the caster 10 points per second
Lesser Ward - Increases armor by 40 points and negates 40 points of spell damage
Apprentice
Fast Healing - Heals the caster 50 points
Healing Hands - Heals the target 10 points per second
Steadfast Ward - Increases armor by 60 points and negates 60 points of spell damage
Turn Lesser Undead - Undead up to level 6 flee for 30 seconds
Adept
Close Wounds - Heals the caster 100 points
Greater Ward - Increases armor 80 points and up to 80 points of spell damage or effects
Heal Other - Heals the target 75 points, but not undead, atronachs or machines
Repel Lesser Undead - All affected undead up to level 8 flee for 30 seconds
Turn Undead - Undead up to level 13 flee for 30 seconds
Expert
Circle of Protection - Undead up to level 20 entering the circle will flee
Grand Healing - Heals everyone close to the caster 200 points
Repel Undead - All affected undead up to level 16 flee for 30 seconds
Turn Greater Undead - Undead up to level 21 flee for 30 seconds
Master

Spells
Skyrim RPG
Bane of the Undead - Sets undead up to level 30 on fire and makes them flee
Guardian Circle - Undead up to level 35 in circle will flee. Caster heals 20/ 5 turns

Spells
Skyrim RPG

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Spells
Skyrim RPG

Spells
Skyrim RPG

Conjuration:
Novice
Bound Sword - Creates a magic sword for 120 seconds. Sheathe it to dispel
Conjure Familiar - Summons a Familiar for 60 seconds wherever the caster is pointing
Raise Zombie - Reanimate a weak dead body to fight for you for 60 seconds
Apprentice
Bound Battleaxe - Creates a magic battle axe for 120 seconds. Sheathe it to dispel
Conjure Flame Atronach - Summons a Flame Atronach for 60 seconds wherever the caster is pointing
Flaming Familiar - Summons a flaming familiar which will charge into battle and explode
Reanimate Corpse - Reanimate a more powerful dead body to fight for you for 60 seconds
Soul Trap - If target dies within 60 seconds, fills a soul gem
Adept
Banish Daedra - Weaker summoned daedra are sent back to Oblivion
Bound Bow - Creates a magic bow for 120 seconds. Sheathe it to dispel
Conjure Frost Atronach - Summons a Frost Atronach for 60 seconds wherever the caster is pointing
Revenant - Reanimate a powerful dead body to fight for you for 60 seconds
Expert
Command Daedra - Powerful summoned and raised creatures are put under your control
Conjure Dragon Priest - Summons a Dragon Priest for 60 seconds
Conjure Dremora Lord - Summons a Dremora Lord for 60 seconds
Conjure Storm Atronach - Summons a Storm Atronach for 60 seconds wherever the caster is pointing
Dread Zombie - Reanimate a very powerful dead body to fight for you for 60 seconds
Expel Daedra - Powerful summoned daedra creatures are sent back to Oblivion
Master
Flame Thrall - Summons a Flame Atronach permanently
Dead Thrall - Reanimate a dead body permanently to fight for you. Only works on people
Frost Thrall - Summons a Frost Atronach permanently
Storm Thrall - Summons a Storm Atronach permanently
Deadric:
Atronach (frost, flame, storm)
Clanfear
Deadroth
Scamp
Xivilai
Dremora Lord

Undead:
Skeleton
Ghost
Lich
Zombie
Wildlife
Bear
Familiar (Wolf)

Weapons and Armor


Bound Axe
Bound Bow
Bound Dagger
Bound Mace
Bound Sword
Boots
Cuirass
Gauntlets
Greaves
Helmet
Shield

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Skyrim
Enchanting
Weapons
Absorb Health
Absorb Magicka
Absorb Stamina
Binding
Fear
Fire Damage
Frost Damage
Magicka Damage
Shock Damage
Soul Trap
Stamina Damage
Turn Undead
Fiery Soul Trap
Lunar

Helm
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify
Fortify

Alchemy
Alteration
Alteration & Magicka Regeneration
Archery
Conjuration
Destruction
Destruction & Magicka Regeneration
Illusion
Illusion & Magicka Regeneration
Lockpicking
Magicka
Magicka Regen
Restoration
Restoration & Magicka Regeneration

Armor
Gloves
Fortify Alteration
Fortify Alchemy
Fortify Alteration & Magicka Regeneration Fortify Archery
Fortify Conjuration
Fortify Block
Fortify Conjuration & Magicka RegenerationFortify Carry Weight
Fortify Destruction
Fortify Heavy Armor
Fortify Destruction & Magicka RegenerationFortify Lockpicking
Fortify Health
Fortify Sneak
Fortify Health Regeneration
Fortify Magicka
Fortify Heavy Armor
Fortify One-Handed
Fortify Illusion
Fortify Pickpocket
Fortify Illusion & Magicka Regeneration
Fortify Smithing
Fortify Light Armor
Fortify Two-Handed
Fortify Magicka Regeneration
Fortify Unarmed
Fortify Restoration
Fortify Restoration & Magicka Regeneration
Fortify Stamina
Resist Disease

Skyrim
Enchanting
Amulet
Fortify Alchemy
Fortify Alteration
Fortify Archery
Fortify Barter
Fortify Block
Fortify Carry Weight
Fortify Conjuration
Fortify Destruction
Fortify Healing Rate
Fortify Health
Fortify Health Regeneration
Fortify Heavy Armor
Fortify Illusion
Fortify Light Armor
Fortify Lockpicking
Fortify Magicka
Fortify One-Handed
Fortify Pickpocket
Fortify Restoration
Fortify Smithing
Fortify Sneak
Fortify Stamina
Fortify Two-Handed
Resist Disease
Resist Fire
Resist Frost
Resist Magic
Resist Poison
Resist Shock

Ring
Fortify Alchemy
Fortify Alteration
Fortify Archery
Fortify Block
Fortify Conjuration
Fortify Destruction
Fortify Healing Rate
Fortify Health
Fortify Health Regeneration
Fortify Heavy Armor
Fortify Illusion
Fortify Light Armor
Fortify Lockpicking
Fortify Magicka
Fortify Magicka Regeneration
Fortify One-Handed
Fortify Pickpocket
Fortify Restoration
Fortify Smithing
Fortify Sneak
Fortify Stamina
Fortify Two-Handed
Resist Disease
Resist Fire
Resist Frost
Resist Magic
Resist Poison
Resist Shock

Shield
Fortify Block
Fortify Health
Resist Disease
Resist Magic

Boots
Fortify Carry Weight
Fortify One-Handed
Fortify Pickpocket
Fortify Sneak
Fortify Stamina
Fortify Stamina Regeneration
Fortify Two-Handed
Muffle
Resist Fire
Resist Frost
Resist Shock

eneration

eneration

Skyrim
Enchanting

Skyrim
Enchanting

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