Elder scrolls arena spells.Arena:Classes

 

Elder scrolls arena spells.Arena:Magic

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Navigation menu.Arena:The Known Spellbook – The Unofficial Elder Scrolls Pages (UESP)

 

The class selection interface in Arena. Classes in The Elder Scrolls: Arena help determine the starting attributes of the Eternal Champion, what equipment they can or can not use and whether or not they can cast spells. Classes can be either selected or generated by the player during character creation. If generated, the player will be asked ten preset questions to decide which class will be picked, although . 23 rows · Arena:The Known Spellbook. These are all of the spells available for purchase from Mages . Jun 09,  · Magic, some say, is the crux of the world of The Elder Scrolls: Arena. It is potent, vital, and deadly to the uninitiated. Spells in Tamriel, unlike some other worlds, are extremely unforgiving. They are wielded with no limitations such as memorization, required objects or .

 

Elder scrolls arena spells.Arena:Classes – The Unofficial Elder Scrolls Pages (UESP)

The class selection interface in Arena. Classes in The Elder Scrolls: Arena help determine the starting attributes of the Eternal Champion, what equipment they can or can not use and whether or not they can cast spells. Classes can be either selected or generated by the player during character creation. If generated, the player will be asked ten preset questions to decide which class will be picked, although . Battle Mages are trained and bred to manipulating the essence of magic in battle. They are highly skilled at delivering offensive spells at their targets. They have times their Intelligence in spell points. Certain offensive spell effects in the Spellmaker are cheaper for a Battle Mage to buy. Jun 09,  · Magic, some say, is the crux of the world of The Elder Scrolls: Arena. It is potent, vital, and deadly to the uninitiated. Spells in Tamriel, unlike some other worlds, are extremely unforgiving. They are wielded with no limitations such as memorization, required objects or .
 
 
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This wiki. This wiki All wikis. Sign In Don’t have an account? Start a Wiki. Do you like this video? Play Sound. Categories :. Cancel Save. Universal Conquest Wiki. This spell allows the caster to float slightly above the ground for 5 rounds, plus 1 round for each level of the caster. Floating thus the caster can traverse pits, lava flows, or water chasms.

Replenishes 1—15 points of fatigue to caster, plus 1—3 additional points for every level of the caster. Creates a globe of light that will follow the caster, illuminating roughly a meter radius around the caster.

The duration is 5 rounds per level of the caster. Heals 1—15 points of health to caster, plus 1—5 additional points for every level of the caster. Imbues the caster with an additional 15 points of Strength. Fires a globe of light in whatever direction the caster wishes, illuminating all around it while it travels. Upon impact with an object the light globe will dissipate. The globe illuminates a meter radius circle. Fires a dart of fire at a single targeted enemy, inflicting 1—15 points of damage to health, plus an additional 1—5 points for each level of the caster.

Creates a charge of electricity to cover the caster’s body. The next creature touched will take 1—35 points of electrical damage to health, plus an additional 1—5 points for every level of the caster. Drains any single targeted creature of 10 points of Strength. Recovery begins after 5 rounds plus 1 round for every level of the caster.

Creates an invisible shield around the caster, which will absorb 15 points of damage , plus an additional 5 points for every level of the caster before being dissipated. The duration is 1 round per level of the caster. The caster may not cast offensive spells while in sanctuary.

The caster has the ability to magically seal a portal or door. Wizard Locked doors must be opened using an Open spell, or be broken down in order to gain entry. Caster can channel vast amounts of energy into a ball of fire, which will travel to the selected target and explode, doing damage to all creatures within one meter of the target point.

The damage to health is 4—12 points per level of the caster. Care must be taken for if the Fireball impacts a target within a meter of the caster, he too will be enveloped in the explosion. Caster can project a bolt of intense cold at a single creature, inflicting 5—35 points of cold damage to health, plus an additional 1—5 points for every level attained. The caster can rid his body of any disease.

Caster can cause up to four walls to rise from the ground, useful for blocking passages or trapping foes. These walls are permanent. Caster can heal 25—50 points of health plus an additional 5 points for every level of the caster. Caster can silence another single creature, thus preventing it from casting spells.

The duration of this silence is 1 round for every level of the caster. Upon casting this spell the caster begins regenerating health points. The rate at which the points will be regained is 1 health point per round. The duration of the spell is 60 rounds for every level of the caster. The caster can curse a single creature, causing slow degradation to the target creature’s Intelligence , Willpower , Personality , and Luck.

The afflicted creature will begin losing 1 point from the four aforementioned statistics every round. The spell’s duration is 1 round per level of the caster. The caster can send a ball of intense cold, which explodes upon contact with target or with any intervening structure, inflicting an explosion of 1—30 points of damage to health plus an additional 1—5 points for every level of the caster.

All creatures caught within the 3 meter diameter explosion will suffer the damaging effects of the numbing cold. The caster can cause the very surrounding air to superheat, exploding outward.

All creatures within 1 meter of the caster will take 10—30 points of fire damage to health, plus an additional 1—5 points for every level of the caster.

The caster fires a magical dart which can poison a creature, causing slow degradation to the creature’s health. Creatures poisoned with this spell lose 1 health point per round. The spell’s duration is 5 rounds per level of the caster. The caster can magically enhance the ability to resist poisons of any sort. The caster has the ability to destroy up to 3 walls, vaporizing them instantly. The walls are destroyed permanently. Note, some walls will be protected against Passwall, and will not be destroyed by this spell.

The caster can destroy up to 3 floor sections, creating tunnels under walls. These floor sections are destroyed permanently. Note, certain floors may be protected against Pitfalls, and will not be destroyed by this spell. The caster can envelop himself in a protective shield, much stronger than the Shield spell. This protective barrier will absorb up to 50 points of damage, plus an additional 5 points for every level of the caster.

It will persist until the damage points exceed its total points. This spell will cause a bolt of fire to hit a selected target and inflict 1—15 points of damage plus an additional 1—5 points for every level of the caster, then continue to inflict the same damage at 5 round intervals. The spell’s duration is 15 rounds. The caster can damage a single selected target’s spell point reserve, inflicting 1—50 points of damage to the spell points, plus an additional 1—5 points for every level of the caster.

Spell points, like health points, regenerate with rest. Silenced creatures are unable to cast spells. The duration of this spell is 1 round per level of the caster. See ‘Silence’ for more details. Upon casting this spell the caster has the ability to transfer 40 points of health from the single creature at range to their own health reserve.

The transfer is instant. The transfer will add health points to the caster’s health up to the normal maximum for the caster. The caster causes a gaseous ball of toxic gas to speed outward to a selected target. The single creature so affected will take 1—25 points of damage to both health and fatigue, plus an additional 1—5 points for every level of the caster. This spell is the bane of wizards everywhere. In addition to this the spell does 15 points of damage to the target’s spell point total for every level of the caster.

Shalidor’s Mirror. By turning the very air surrounding the caster into a reflective shield, the caster has the ability to reflect spells cast at them back at the opposing caster.

If successful, the caster suffers no damage. The spell duration is 1 round per level of the caster. The caster can fire a bolt of electrical energy at a single creature. The creature struck will take 1—30 points of damage to both health and fatigue, plus an additional 1—5 points of damage for every level of the caster.

The caster has the ability to paralyze a single creature with their gaze. The duration of the paralysis is 1 round per level of the caster. Targets inflicted with disease lose 2 pts. The duration of this spell is 6 rounds per level of the caster. By concentrating the magical aura that surrounds all beings, the caster can cause a magical implosion around a single creature at range. The targeted creature suffers 10—30 points of damage to health plus an additional 1—10 points for every level of the caster.

Upon casting this spell the caster is healed health points, cured of any poison, and enveloped in a Sanctuary spell that will cause other creatures to ignore them, but from which the caster can still cast offensive spells. The caster unleashes a bolt of fire that envelopes a single target, doing points of fire damage, plus an additional damage points for every level of the caster.

Needless to say, for a high level caster, this spell will vaporize almost any single foe.