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Schools of Magic

Schools of Magic. Schools of Magic. Skyrim, the fifth video game in the Elder Scrolls series, takes place in Skyrim 200 years after the Oblivion Crisis. A newly revealed language, the "tongue of the dragons", plays an integral role in the story.

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Schools of Magic

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  1. Schools of Magic

  2. Schools of Magic Skyrim, the fifth video game in the Elder Scrolls series, takes place in Skyrim 200 years after the Oblivion Crisis. A newly revealed language, the "tongue of the dragons", plays an integral role in the story. The ancient home of the Nords, Skyrim, teeters at the brink of destruction. With the death of High King Torygg, the flood gates of civil war break loose, and brothers are slaying brothers across the frozen tundras and rocky crags. Many Nords wish to free themselves of the Empire’s grasp, which has been in decline since the Oblivion Crisis 200 years previous. Many others want to grasp upon the unity and safety offered by the Empire. A great prophecy has been foretold in the Elder Scrolls; one that foretells the return of Tamriel’s primeval darkness, the Dragons. The scrolls also tell of the coming of a mortal born with the soul of a dragon, the "Dovahkiin" or Dragonborn. One who will have the power to permanently defeat his greatest foe and end the dark reign of the consumer of worlds: Alduin. Magic is one of the three skill groups in Skyrim (Combat and Stealth being the other two). The five other magic skills (Alteration, Conjuration, Destruction, Illusion, and Restoration) correspond to the five schools of magic in Skyrim. Every spell belongs to one of these schools. This article talks about general aspects of magic, including features common to all five spell-casting schools. Specifically, each of the five schools of magic governs a set of Magical Effects, which determines the spells that belong to that school. For example, Restore Health is a Restoration effect, and therefore all healing spells are part of the Restoration school. This means that the cost of casting a healing spell is affected by Restoration skill perks; furthermore, each time you cast a healing spell, your Restoration skill is fractionally improved. Choose a School Alteration Conjuration Destruction Illusion Restoration

  3. Destruction The college of Destruction harnesses elemental energies to cast spells that damage opponents' health or attributes. Spellcasters with the Destruction perk will require less Magicka to cast spells like Fireball, Ice Spike, and Lightning Bolt. Destruction spells typically allow the caster to cause elemental damage with forces of fire, frost, shock or poison to targets either through physically touching them, or at a distance with projectiles. As expected, damage caused in this way is magical and will harm targets that may otherwise be impervious to physical damage, like ghosts. Elemental damage caused through Destruction spells can be made more effective through the use of vulnerability spells that reduce the target's resistance against elemental forces. Destruction spells can also produce a variety of effects on targets once their Health has been lowered enough, depending on the element of the spell. Targets forced to low health while ablaze by Fire spells for example will have a chance to flee from the spellcaster, while Frost spells may paralyze low-health targets. Shock spells may vaporize low-health targets altogether! In addition to damaging the health of targets, Destruction spells can temporarily drain or outright decrease the fundamental attributes of physical and supernatural beings. Back to the Schools

  4. Destruction Spell List Flames - A gout of fire that does 8 points per second. Targets on fire take extra damage. Firebolt - A blast of fire that does 25 points of damage. Targets on fire take extra damage. Fire Rune - Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near. Flame Cloak - For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage. Fireball - A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage. Incinerate - A blast of fire that does 60 points of damage. Targets on fire take extra damage. Wall of Flames - Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. Fire Storm - A 150 point fiery explosion centered on the caster. Does more damage to closer targets. Frostbite - A blast of cold that does 8 points of damage per second to Health and Stamina. Ice Spike - A spike of ice that does 25 points of frost damage to Health and Stamina. Frost Rune - Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near. Ice Storm - A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina. Frost Cloak - For 60 seconds, opponents in melee range take 8 points frost damage and Stamina damage per second. Icy Spear - A spear of ice that does 60 points of frost damage to Health and Stamina. Wall of Frost - Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second. Blizzard - Enemies within the blizzard take 20 points of frost damage for 10 seconds, plus Stamina damage. Sparks - Lightning that does 8 points of shock damage to Health and Magicka per second. Lightning Bolt - A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka. Lightning Rune - Cast on a nearby surface, it explodes for 50 points of shock damage when enemies come near. Lightning Cloak - For 60 seconds nearby opponents take 8 points of shock damage and half magicka damage. Chain Lightning - Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target. Thunderbolt - A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka. Wall of Storms - Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second. Lightning Storm - Target takes 75 points of shock damage per second to Health, and half that to Magicka. Back to the Schools

  5. Destruction in Action Flames Back to the Schools

  6. Alteration Alteration magic affects the world around it by altering the laws of reality. Increasing this skill reduces mana cost when casting alteration spells. In-game Description: The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection, and Paralysis. Back to the Schools

  7. Alteration Spell List Candlelight - Creates a hovering light that lasts for 60 seconds. Detect Dead - Nearby dead and undead can be seen through walls. Detect Life - Nearby living creatures, but not undead, machines or daedra, can be seen through walls. Dragonhide - Caster ignores 80% of all physical damage for 30 seconds. Ebonyflesh - Improves the caster's armor rating by 100 points for 60 seconds. Equilibrium - Converts 25 points of health into magicka per second. Caster can be killed by this effect. Ironflesh - Improves the caster's armor rating by 80 points for 60 seconds. Magelight - Ball of light that lasts 60 seconds and sticks where it strikes. Mass Paralysis - All targets in the area that fail to resist are paralyzed for 15 seconds. Oakflesh - Improves the caster's armor rating by 40 points for 60 seconds. Paralyze - Targets that fail to resist are  paralyzed  for 10 seconds. Stoneflesh - Improves the caster's armor rating by 60 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 if the caster is carrying any. Waterbreathing - Can breathe underwater for 60 seconds. Back to the Schools

  8. Alteration In Action Candlelight Back to the Schools

  9. Illusion Illusion covers the range of abilities which allow the cast to conceal him/herself, and illuminate dark areas. Illusion is also used on targets to charm, silence, paralyze, frenzy, or demoralize; on the other hand, it can be used to rally targets as well. The sheer number of effects through which the caster can affect targets through Illusion alone makes it a versatile skill which can serve the needs of mages and fighters alike. In The Elder Scrolls V: Skyrim, Illusion spells will remain effective on higher level targets including the Undead, Daedra and otherwise "mindless" beings like automata. Dual casting Illusion spells (using both hands) improves the effects. Back to the Schools

  10. Illusion Spell List Call to Arms - Allies in the target area have improved combat skills, health, and stamina for 10 minutes. Calm - Creatures and people up to level 9 won't fight for 30 seconds. Clairvoyance - Shows the path to the current goal. Courage - Target won't flee for 60 seconds and gets some extra health and stamina. Fade Other - Target is invisible for 30 seconds. Activating an object or attacking will break the spell. Fear - Creatures and people up to level 9 flee from combat for 30 seconds. Frenzy - Creatures and people up to level 14 will attack anyone nearby for 60 seconds. Fury - Creatures and people up to level 6 will attack anything nearby for 30 seconds. Harmony - Creatures and people up to level 25 nearby won't fight for 60 seconds. Hysteria - Creatures and people up to level 25 flee from combat for 60 seconds. Invisibility - Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. Mayhem - Creatures and people up to level 25 will attack anyone nearby for 60 seconds. Muffle - You move more quietly for 180 seconds. Pacify - Creatures and people up to level 20 won't fight for 60 seconds. Rally - Targets won't flee for 60 seconds and get extra health and stamina. Rout - Creatures and people up to level 20 flee from combat for 30 seconds. Vision of the Tenth Eye - See things that others can not see. Back to the Schools

  11. Illusion in Action Clairvoyance Back to the Schools

  12. Restoration Restoration covers the range of spells that help casters recover lost Health or Attributes, or strengthen abilities and Attributes with Fortify. While Restoration spells provide beneficial effects for the living, they also damage the Undead. In addition to Fortifying the caster, Restoration spells can help improve their resistances to elemental damage. Restoration spells are also the means to revert the damage done to Attributes by Destruction spells. Dual casting Restoration spells (using both hands) improves the effects. Back to the Schools

  13. Restoration Spell List Bane of the Undead - Sets undead up to level 30 on fire and makes them flee for 30 seconds. Circle of Protection - Undead up to level 20 entering the circle will flee. Close Wounds - Heals the caster 100 points. Fast Healing - Heals the caster 50 points. Grand Healing - Heals everyone close to the caster 200 points. Greater Ward - Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. Guardian Circle - Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. Heal Other - Heals the target 75 points, but not undead, atronachs or machines. Healing - Heals the caster 10 points per second. Healing Hands - Heals the target 10 points per second, but not undead, atronachs or machines. Lesser Ward - Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. Repel Lesser Undead - All affected undead up to level 8 flee for 30 seconds. Repel Undead - All affected undead up to level 16 flee for 30 seconds. Steadfast Ward - Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. Turn Greater Undead - Undead up to level 21 flee for 30 seconds. Turn Lesser Undead - Undead up to level 6 flee for 30 seconds. Turn Undead - Undead up to level 13 flee for 30 seconds. Back to the Schools

  14. Restoration in Action Lesser Ward Back to the Schools

  15. Conjuration Conjuration is the Magic college of binding creatures, daedra, or undead in the form of summons or weapons and armor for use in combat. Perhaps Conjuration's signature abilities lie in the power to summon allies for a duration of time, even from the planes of Oblivion. Examples of Conjuration spells for summoning include Summon Skeleton and Summon Daedroth, but the ability to banish Daedra or turn undead is also considered an act of Conjuration. Conjuration will also allow the user to temporarily "summon" magical weapons and armor that can be powerful, durable and weigh next to nothing all at the same time. Equipment fashioned in this way are actually lesser daedra "bound" to the caster in the form of items. In the case of armor, the Conjurer may choose to summon either Light or Heavy kinds to suit their proficiencies. In The Elder Scrolls V: Skyrim, Bound weapons summoned through Conjuration will have a Soul Trap effect, giving users more options to help "recharge" Soul Gems. Bound weapons will also be able to "Dispel" certain creatures, banishing them. Skeletons, zombies and Atronachs are a few the examples of creatures Conjuration users can summon themselves, and creatures will have more Health to last longer. The "summon limit" for Conjuration users will also be raised. Back to the Schools

  16. Conjuration Spell List Banish Daedra - Weaker summoned daedra are sent back to Oblivion. Bound Battleaxe - Creates a magic battle axe for 120 seconds. Sheathe it to dispel. Bound Bow - Creates a magic bow for 120 seconds. Sheathe it to dispel. Bound Sword - Creates a magic sword for 120 seconds. Sheathe it to dispel. Command Daedra - Powerful summoned and raised creatures are put under your control. Conjure Dragon Priest - Summons a Dragon Priest for 60 seconds. Conjure DremoraLord - Summons a Dremora Lord for 60 seconds. Conjure Familiar - Summons a Familiar for 60 seconds wherever the caster is pointing. Conjure Flame Atronach - Summons a Flame Atronach for 60 seconds wherever the caster is pointing. Conjure Frost Atronach - Summons a Frost Atronach for 60 seconds wherever the caster is pointing. Conjure Storm Atronach - Summons a Storm Atronach for 60 seconds wherever the caster is pointing. Dead Thrall - Reanimate a dead body permanently to fight for you. Only works on people and target must be level 40 or below. 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. Flame Thrall - Summons a Flame Atronach permanently. Flaming Familiar- Summons a familiar that will charge the nearest enemy and explode. Frost Thrall - Summons a Frost Atronach permanently. Raise Zombie - Reanimate a weak dead body to fight for you for 60 seconds. Reanimate Corpse - Reanimate a dead body to fight for you for 60 seconds. Revenant - Reanimate a powerful dead body to fight for you for 60 seconds. Soul Trap - If target dies within 60 seconds, fills a soul gem. Storm Thrall - Summons a Storm Atronach permanently. Summon Unbound Dremora - Summons a Unbound Dremora Back to the Schools

  17. Conjuration in Action Summon Familiar Back to the Schools

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