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Oblivion:Spell List Notes

Spell Notes
The cost for most spells matches the value you would calculate from the Spell Cost equation.  In other words, if you were to create the same spell at the Spellmaking Altar it would have the same magicka cost as the built-in spell.  However, there are a few notable exceptions, as noted in the tables.  Spells that are a bad deal, i.e. more expensive than a custom spell, are in  ; spells that are a good deal are in  .  The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.

Cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33.  For other skill levels the magicka cost can be determined from:

: 

Level indicates what skill level you must reach (or surpass) in order to use a spell.  Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master
The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck.  (The actual cost you pay is further increased based on how well you haggle with the merchant).  Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
Oblivion:Marsh-Punk Camp

Surrounded on three sides by the Panther River, a long way from civilization, this bandit camp offers respite from the wilds of Blackwood. The campsite has three tents; the largest one contains a food barrel and a locked chest hiding some minor loot. Three stools and a food sack surround a cold campfire. Four somnalius plants and eight rare Domica Redwort flowers grow around the camp, while a nearby tree is surrounded by five green stain cups. The river can be seen from camp, but trees and the rising terrain hinder the view. One or two bandits inhabit the camp.
 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Camp Chest (locked)
1 sack (food)
1 barrel (food)
3 bedrolls
Flora
8 Domica Redwort flowers
4 Somnalius Plants
5 Green Stain Cup
Oblivion:Seran Camp

When you first enter the campsite, either one or two bandits will occupy it. The camp itself consists of three small tents, as well as several wooden stools surrounding an unlit fire in the center of the campsite. The only items of interest here would be the two food sacks found near the unlit fire, and the sack containing minor loot found beside one of the small tents. A short distance west from the center of the camp, you can find four Clouded Funnel Cap plants, as well as eight Bog Beacon plants.

 

Occupants

1 Bandit Enemy (50% probability melee Bandit, 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
50% chance of 1 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)

Contents

3 bedrolls
2 sacks (food)
1 Camp Sack


Flora

4 Clouded Funnel Cap plants
8 Bog Beacon plants
Lore:Elante's Notes

At last! After these many years of searching, I'm sure I've located the proper caverns. The Crystals are just as the stories describe; "...wrapped in crystalline embrace, the silver pierced brow of the Traitors shall ward his sleep." This must be the place! This must be Mordrin Hanin's tomb!

Badama and I have established quarters here. No one shall steal my discovery. To imagine what treasures are hidden within this stone. Those Guild fools! Mocking my studies. The Powers I shall unleash upon their miserable skins. Tomorrow we will summon workers to begin excavation.

The Summoning was successful, although Badama lacks concentration. We nearly had a Storm Atronach, but her poor skills allowed it to escape. We shall make do with vermin. To think of the earth we could have riven with the Atronach. Now we are forced to watch the Scamps scrape the surface with picks and shovels. Hideous, miserable creatures.

Otherworldly, vermin, bastards! Fodder for my cauldron! Scamps are the most untrue of servants. I should enlist the efforts of the Giant Rats of the wilderness and have greater success. Whining, thieving, lazy and treacherous...Scamps! One attempted to flee, stealing a number of potions in his flight. I made short work of him. Perhaps the others will think deeply before following his path. Unfortunately, I was unable to locate one of my best Potions of Rising Force.

Success! I discovered the traces of worked stone, which when inspected closely were obviously of Daedric workmanship. After great effort and much moving of earth and stone, the remaining blockage fell away with a great splash into a pool of loathsome water. The foul and noisome air which escaped nearly choked me. The Scamps broke into a great frenzy, trying to hurl themselves through the opening, shrieking with either terror or joy. The creatures are clearly insane.

I've been forced to erect a gate at the opening. The Scamps still attempt to escape into its maw. I've placed Badama as sentry to monitor the worthless creatures. Perhaps they'll tear her to pieces in her sleep. No, I still require her talents in the upcoming search.

The baleful effects of this place are telling on me. I've only just managed to distill some potions to aid us in our endeavor. Soon though, we will enter the chambers and finally realize a life's ambition. Still, though we find the tomb, it may be for naught if we cannot locate the "Key Guardian". Sometimes I hear voices in my dreams calling on   name. Is it terror or adulation?
Lore:Fighters Guild Charter

I. Purpose

The   provides employment to free-swords and mercenaries and contracts to local citizens. Citizens may contract with the Guild for the removal of creatures and pests, the delivery of goods on dangerous routes, the collection of beasts for the arenas, and other duties defined by the Guild Stewards.

II. Authority

The Guild of Fighters was established under the section 4 of the "Guilds Act," and this charter was first confirmed under the Potentate Versidue-Shaie in the  st year of the Second Era.

III. Rules and Procedures

Any member of the Guild of Fighters who strikes or steals from another member shall be expelled from the Guild. Re-admittance is at the discretion of the Guild Stewards.

Citizens who contract with the Guild of Fighters and have a dispute may appeal first to the Guild Steward who accepted the contract and second with the authorities of each Province.

IV. Membership Requirements

The Guild selects candidates who are   and  . A candidate must have some proficiency with  ,  s,  , and  . Guildsmen must be able to   and   Heavy Armor.

V. Applications for Membership

Candidates must present themselves to the Steward of the Guild Hall for examination and approval.

ATTACHMENT A: Fighters Guild Chapters in Vvardenfell District, Province of Morrowind

Chapters are established in Guild-owned, free-standing guildhalls in the towns of   and  . The chapter in   is established in   under lease from the   Council. The chapter in Vivec is established in the Foreign Quarter under lease from the  .
Lore:Redoran Cooking Secrets

Crab Meat and Scuttle

:2 handfuls of  
:4 pinches of  
:1  
:the   (two portions)
:1 handful of chopped  

Beat eggs, wickwheat, and scuttle in a large bowl. Slowly stir in crabmeat and bittergreen. Bake covered in a hot   for one half hour to one hour (when a knife comes out clean).

The Hound and Rat

:1 pie crust
:1 pound of ground meat (mixed   and  )
:a hand and a half of cooked  
:1 handful of scuttle
:1  
:a pinch of  

Cook the mixed meat in a pan over an open flame. When the meat begins to brown, add the saltrice. Stir for a few moments and add the scuttle and kwama egg. When the kwama egg is fully cooked and the scuttle has melted, pour from the pan into the pie crust. Sprinkle with ash salts and cover the pie crust. Bake for one quarter hour in a hot oven.
Lore:Reflections on Cult Worship

[from the correspondence of Cuseius Plecia,   trader, writing from the     in   District, Province of Morrowind]

"...I have noted that   like myself, and assimilated Imperial Citizens of other races, tend to impersonal and formal relationships with their gods and spirits. For us, cults are first and foremost social and economic organizations. We typically think of the Eight Divines in the most abstract terms -- as powerful but indifferent spirits to be propitiated, and do not think of their relationships as personal. Notable exceptions include minor charismatic sub-cults of Akatosh and Dibella. The   of Tiber Septim also has a significant charismatic sub-cult.

With the exception of the Alessian Order, which Heartlanders regard as a dark age, religious cults have played only minor parts in Heartlander and Imperial history. The Septim emperors have made it a policy to limit the influence of cult authorities in aristocratic, military, and bureaucratic affairs. Cult worship is regarded as a private and practical matter, and public pronouncements by religious figures are not welcomed.

 ic hero-cults provide a strong counter-current to the dominant secularism of the  . The Imperial cult of Tiber Septim is just such a hero-cult, and among the military, provincial colonists, and recently assimilated foreigners, the cult is particularly strong and personal.

The   in Morrowind, and its predecessor, house ancestor cults, are, by contrast with Imperial cults, extremely intimate and personal. In ancestor cults, the worshipper has a direct relationship with a blood family ancestor spirit, and the Temple cultist's relationship with the Tribunal is a relationship with a living, breathing god who walks the earth, speaks in person with priests and cultists, and whose daily actions are prescribed models for the daily actions of their followers.

The differences in religious temperament between Heartlanders and Morrowind   accounts in large part for consistent political and social misunderstanding between the two cultures. Heartlanders do not consider cult affairs as serious matters, where the Dunmer consider cult affairs, and in particular, ancestral spirit veneration, to be very serious matters indeed.  

Heartlanders are casual and tolerant in religious matters; Dunmer are passionate and extremely intolerant. Heartlanders do not speak with their gods, and do not think of their actions as under constant review and judgement by their gods; the Dunmer feel that all they think and do is under the ever-watchful eye of the Tribunal and family ancestor spirits...."
Lore:The Real Nerevar

[This   retainer's informal history of   lists no sources.]

When the   followed Veloth to Morrowind, they were many warring clans, with no law or leader in common. One Dunmer warlord, Nerevar, had the ambition to rule all the Dunmer.

In that time, House Dwemer were great enchanters, so Nerevar went in secret to a Dwemer smith and asked for an enchanted ring that would help him.  The ring gave its wearer great powers of persuasion; for safety, it was enchanted to instantly kill anyone who wore it except Nerevar. The ring was called  , and it helped Nerevar unite the various clans into the First Council.

Later, however, disputes over religion divided the Council, with House Dwemer and   on one side and all the other   on the other. Dwemer and Dagoth invited   and   clans as allies, and held northwest Morrowind, while Nerevar mustered the other Houses and   and marched to meet the Dwemer-Dagoth-Westerner forces.

The armies met at  , a Dwemer stronghold. The Dwemer were defeated, with great slaughter, and terrible sorceries were used, resulting in the utter extermination of House Dwemer, House Dagoth, and their allies. Nerevar was killed in the battle, and his ring lost, but Nerevar's alliance survives in Morrowind's ruling political institution, the  .
Lore:Saryoni's Sermons

Listen, faithful, to  's words, for he says five times and five ways --

Forge a keen Faith in the crucible of suffering.

Engrave upon thy eye the image of injustice.

Death does not diminish; the ghost gilds with glory.

Faith conquers all. Let us yield to Faith.

Better to suffer a wrong than to do one.



Hear the words of Lord Vivec, and heed his sermons on the Seven Graces, for he names them seven times and seven ways -- 
 
VALOR

DARING

JUSTICE

COURTESY

PRIDE

GENEROSITY

HUMILITY


 
The Grace of Valor

Thank you for your valor, Lord Vivec. I shall not quail, nor turn away, but face my enemies and my fear.


 
The Grace of Daring

Thank you for your daring, Lord Vivec. I shall not shun risk, nor hide behind the mask of cautious counsel, for fortune favors the bold.



The Grace of Justice

Thank you for your justice, Lord Vivec. I shall be neither cruel nor arbitrary, for fair dealing earns the love, trust, and respect of our people.



The Grace of Courtesy

Thank you for your courtesy, Lord Vivec. I shall speak neither hurtful nor harsh word, but shall speak respectfully, even of my enemies, for temperate words may turn aside anger.



The Grace of Pride

Thank you for your pride, Lord Vivec. I shall not doubt myself, or my people, or my gods, and shall insist upon them, and my ancient rights.



The Grace of Generosity

Thank you for your generosity, Lord Vivec. I shall neither hoard nor steal, nor encumber myself with profitless treasures, but shall share freely among house and hearth. 



The Grace of  

Thank you for your humility, Lord Vivec. I shall neither strut nor preen in vanity, but shall know and give thanks for my place in the greater world.
Lore:Spirit of Nirn, God of Mortals

orkhan is the Spirit of Nirn, the god of all mortals. This does not mean all mortals necessarily like him or even know him. Most  lves hate him, thinking creation as that act which sundered them from the  . Most   revere him, or aspects of him, as the herald of existence. The creation of the Mortal Plane, the Mundus, Nirn, is a source of mental anguish to all living things; all souls know deep down they came originally from somewhere else, and that Nirn is a cruel and crucial step to what comes next. What is this next? Some wish to return to the original state, the spirit realm, and   that Lorkhan is the Demon that hinders their way; to them Nirn is a prison, an illusion to escape. Others think that Lorkhan created the world as the testing ground for transcendence; to them the spirit realm was already a prison,   that true escape is now finally possible.
Lore:Starlover's Log

6th moon ....... "Alas, the Battlespire appears to be falling into the hands of evil. Their many attempts in the past have failed, until now. Dagon seems to have new minions at his side this time. These new horrors are not at all too powerful beyond our  ks and weaponry, but their numbers are feverishly great. We grow low on supplies and soldiers for this holdout. I fear the worst."

8th moon ....... "I have presented to the few remaining Battlemages my last hope plan. I will fight my way to the   of the Battlespire, where I will mount Dragonne Papr , my   companion. From his lair, we will take flight. Since the   has been taken, teleportation is not possible. Only Papr  can make such a journey to the  . There, we will report the evil infection and return with a regimental force of rescue. May the Powers be with me."

9th moon........ "It is as I feared. A carcass is all I have come to find. They have sealed the main gate so Papr  could not escape. I am not sorrowful though, for I will be eternally reunited with Dragonne Papr . Hope for the living is lost. My name is Samar Starlover. Tell my sister I am dead, and if all the seas were ink, I could not write enough how I shall miss her."
Lore:Tal Marog Ker's Researches

Chimere, Master Sorcerer, Summoner, and Direnni retainer:
  was a retainer of the ambitious Direnni clan. The Direnni derived the bulk of their power from their traffickings with  , a very profitable but risky path to success. Chimere was perhaps the cleverest and most ambitious of the Direnni summoners. He dared to scheme against Lord Dagon, and won. When his trick succeeded, Dagon was cast into Oblivion. However, in the instant of his betrayal, Dagon struck out against the mortal who tricked him. Chimere's pact assured that he would live forever in his home town among the happy voices of his friends and countrymen. Twisting the literal words of Chimere's pact, Dagon scooped up tiny   (a small island off the coast of  ) and hurled in into the void. All Chimere's friends and countrymen were instantly killed, though the sounds of their voices remained to torment Chimere's memory. Chimere was condemned to live forever, to grow progressively old and crippled with arthritis, and to contemplate the tragic consequences of his defiance of fate and fortune in cheating a  .

:
Created by the Daedra Lord Malacath, this armor has the marvelous property of turning the blow of an oathbreaker. Chimere tricked Dagon into swearing an oath against the Powers which he had no intention of keeping. The Hide of the Savior turned Dagon's titanic fury long enough for Chimere to deliver his own attac n incantation invoked upon Dagon's "Protonymic" (i.e.,   True Name). Unfortunately, like many of Malacath's gifts, the armor is a mixed blessing. It also makes its wearer exceptionally vulnerable to magical attacks, so one should only wear it for particular occasions.

Dagon's Protonymic:
Chimere used Dagon's Protonymic in an incantation to invoke a sorcery that would gradually drain all of Dagon's power into the void. Chimere miscalculated, however, not realizing that Dagon's resistance could slow the draining of his power, even if it could not stop it. As a result, Dagon had the time to curse Chimere with a literal fulfillment of the terms of his bargain with Chimere. Rather than let his power drain into the void, Dagon cast it all into his curse. As a result, Caecilly Island was cast into the void, all its citizens were horribly slain, and Chimere was condemned to live forever among the ruins of his greatest ambition.

Rituals of the Hunt:
The Chapel of the Innocent Quarry: Chimere believes that Dagon had Caecilly Island established as the site of the Chapel of the Innocent Quarry to personally mock and torment Chimere. The green crystal structure was created by enchantments, and is the only building on the island erected since it was ripped from Tamriel and loosed in the void.

The Spear:
Supposedly the   used in the   could not be handled by any mortal or immortal save the ones sanctified to the Hunt and bound by its strictures. However, Chimere has determined that though the Spear's power is great, it is not unlimited, and that certain enchanted item or instance, the Armor of the Savior's Hide, forged by Malacat re sufficient to protect a mortal or immortal bearer from its maleficent energies.
Lore:The Vagaries of Magicka

"...but take care, lest power enfeeble the fundaments, and curtail the flow through the Congeries, except when functions be warranted. And safeguard that the Congeries shall not be abused by prideful wizards, confident in their skill and blinded by their ambitions. In this, hold the ordering of the Congeries among the oldest and most trusted of mages, and make secure this ordering through arcane codes and keys to confound even the most clever students.

"The Restorals must be most carefully guarded, for how often have even the wise lusted to overreach their bodies and souls with vitality and mana. And also must the Magicka Fountains be damped and banked, sanctioning their engendering only to the reconsecration of essential arcane engines and templates, and then only by common assent of the  ."
Lore:The War of the First Council

This account by the Imperial scholar Agrippa Fundilius is based on various Imperial and Dunmer sources, and written for Western readers. 

 he War of the First Council was a First   religious conflict between the secular   Dwemer and   and the orthodox Dunmer Houses  ,  ,  ,  , and  . The First Council was the first pan-Dunmer governing body, which collapsed over disputes about sorceries and enchantments practiced by the Dwemer and declared profane by the other Houses.

The Secular Houses, less numerous, but politically and magically more advanced, and aided by   and   clans drawn by promise of land and booty, initially campaigned with great success in the north of Morrowind, and occupied much of the land now comprising  edoran,  , and Telvanni District . The Orthodox Houses, widely dispersed and poorly organized, suffered defeat after defeat until Nerevar was made general of all House troops and levies.

Nerevar secured the aid of nomad barbarian tribesmen, and contrived to force a major battle at the Secular stronghold of   on Vvardenfell. The Secular forces were outmaneuvered and defeated with the help of   scouts, and the survivors forced to take refuge in the Dwemer stronghold at Red Mountain.

After a brief siege, treason permitted Nerevar and his troops to enter the stronghold, where the Secular leaders were slain, and Nerevar mortally wounded. General slaughter followed, and Houses Dwemer and Dagoth were exterminated. Nerevar died shortly thereafter of his wounds.

Three of Nerevar's associates among the Orthodox Houses,  ,  , and  , succeeded to control of the re-created First Council, re-named the Grand Council of Morrowind, and went on to be come the god-kings and immortal rulers of Morrowind known as the  , or Almsivi.