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Shivering:Magic

This article lists all the spells, powers and abilities available in the Shivering Isles expansion.

Most spells can be purchased from Earil in Crucible, with a few also available from Mirili Ulven in Highcross. In addition, there are a variety of Greater Powers and Lesser Powers that are available in Shivering Isles, with many of them received as rewards for progressing through the Main Quest. The Conjuration spells use new and unique Summon effects, while all other spells are variations of existing effects.

;See also:
Oblivion Spells
Oblivion Leveled Spells
Spells by Effect
Spells
Conjuration


Destruction


Illusion


Restoration


Powers
All powers in Shivering Isles are received as a reward for completing quests. Greater Powers have no Magicka cost, but can only be used once per day.  Lesser Powers may or may not use Magicka, but they can be used as often as you like.

Powers are cast the same way as spells, however there are several differences between powers and spells, as detailed under the Magic Overview. Unless otherwise noted, all Power effects are cast on Self.

Greater Powers

:1.               Gatekeeper Gifts can be received by activating the rebuilt Gatekeeper. Only one Gatekeeper Gift can be received at a time.
:2.                 These powers are unaffected by Silence.

Lesser Powers

:3.  If your health reaches zero after casting Sheogorath's Protection, you will be resurrected at New Sheoth Palace. However, you will lose all race, birthsign, and vampiric abilities and your fame may be reset to zero. Additionally, the spell will not work correctly if you are teleported when you are already in the throne room. See Bugs section for more details.

Abilities
These active effects are granted whenever you use the Manipulate Weather power. The ability you receive will remain in effect for as long as you remain in the area experiencing the modified weather condition.


Blessings


Scrolls
Only one new scroll is introduced with Shivering Isles.



Spell Merchants


Notes
There exists a unique icon for the Summon Haskill spell within the game files, but it is not used.

Bugs
Lore:The Blessings of Sheogorath

For Our Lord  , without Whom all Thought would be linear and all Feeling would be fleeting.

Blessed are the Madmen, for they hold the keys to secret knowledge.

Blessed are the Phobic, always wary of that which would do them harm.

Blessed are the Obsessed, for their courses are clear.

Blessed are the Addicts, may they quench the thirst that never ebbs.

Blessed are the Murderous, for they have found beauty in the grotesque.

Blessed are the Firelovers, for their hearts are always warm.

Blessed are the Artists, for in their hands the impossible is made real.

Blessed are the Musicians, for in their ears they hear the music of the soul.

Blessed are the Sleepless, as they bask in wakeful dreaming.

Blessed are the Paranoid, ever-watchful for our enemies.

Blessed are the Visionaries, for their eyes see what might be.

Blessed are the Painlovers, for in their suffering, we grow stronger.

Blessed is the Madgod, who tricks us when we are foolish, punishes us when we are wrong, tortures us when we are unmindful, and loves us in our imperfection.
Lore:An Elytra's Life

t is a strange life that I have chosen, here amongst the beasts of these  . These   -- a most gentle creature if ever there were a gentle creature - they have welcomed me among their brood as one of their own. I have made my life and home in their tunnels as if they were my own humble cabin, and indeed, I have been invited into their warm family unit.

Many who encounter the Elytra are initially set to unrest by their appearance. Their size alone is sufficient to unsettle most of the humanoid races. The enlarged thorax can grow to be as large as a human male and nearly a full span in girth. When  I first encountered my insectoid friends, I believed the enlarged thorax to be a method to manufacture the ichor that is vital to the lives of the Elytra. In truth, the thorax is the precious womb where their noble lives begin.

However, one cannot discount the significance of the ichor that gathers at the spike near the base of the thorax. This precious substance emits a smell that most will describe as acidic and sour (although I find it to be a delight). The ichor serves the most brilliant purpose of the Elytra. It is used to paralyze living tissue of other creatures, rendering them unable to resist the advances of the Elytra. Here is where the true brilliance takes place.

When choosing a suitable host, the Elytra will impose itself on the creature. Any creature that draws breath seems to be biologically suitable for this purpose. I myself have witnessed Elytra Matrons choose creatures that range from simple wolves to a brilliant   alchemist. Each time, the host is chosen carefully. Oh, I know that the superstitious farmers of the Isles will say that the Elytra will attack any creature, but after what I've seen, I know that they approach each host with the utmost care.

The host is injected and their body becomes enriched with the flowing sweetness of the ichor. They relax and quickly expire as the magical nature of the Elytra's sting takes ahold of the host in its gentle grasp. After the host moves on, the Elytra nests its eggs in the still warm shell of the host. There, the eggs warm and grow over a period of mere days, feeding on the giving flesh of the host. Soon after, the hatchlings emerge and stumble forward into the world.
Shivering:Miscellaneous Quests

Quests that do not appear in your journal
Shivering:Split

The name of the settlement reflects its makeup; it is a settlement that is "split". There is a Manic and a Demented version of each person, each wearing the appropriate bright or dark clothing based on their alignment. This supposedly happened when a mage cast a spell on the town to test the theory that each person has a manic and demented side within each of them. This spot is located at the top of a mountain just south of Fetid Grove, and is the second largest settlement (after New Sheoth) in the Shivering Isles.

 
Related Quests


Notes
From all across the Isles, you may hear rumors about this peculiar town, such as: "There are two of everything in Split, even the residents."

People
 

Map
Lore:The Living Woods

he   is a creature of the forest like no other. Away from the walls of  , they are called the Walking Trees. Gnarl are known for their affinity with the elements. If a Gnarl is struck by elemental forces of fire, frost, or shock, it uses that energy to grow stronger and larger. Fortunately, this effect only lasts for a short time.

It is the will of   that the Gnarl confuse and bewilder the unwary mage. To that end, it gains resistance to the element it is struck with, but becomes weaker to the other two. The wily mage will quickly switch between elemental spells to take advantage of this. Lesser wizards will suffer if they continue to use the same spell over and over.

In recent years there have been rumors of   that are able to use the   extracted from Gnarl to make sturdy   and  . As of yet, this gossip has not been confirmed.

More is not known about the Gnarl than is known. No-one has been able to determine the gender of Gnarl, or if they even have them. Young or immature Gnarl have never been seen. One academic suggested that Gnarl are born full-formed from trees that are struck by lightning. This absurd suggestion has not been confirmed.

Similarly, we have no knowledge of their diet or social habits. Presumably they feed directly from the sun and earth, like trees do. There are no reported cases of them communicating, even among each other. However, they do seem to have a truce of sorts with other woodland creatures such as the   and  .
Lore:The Standing Stones

Any visitor to the   will soon come across the dreadful shape of a   looming over them like an accusing finger. Variously known as standing stones or obelisks, they cannot be avoided in traveling the Shivering Isles, no matter how hard you might try.

There are many theories on the origin and purpose of these stones. (Purpose? Can a stone have a purpose? Is it a sentient being, or an inanimate object? Is it listening to you - watching you - whispering to you?). Some claim they are simply interesting geological formations. Not so. Not so. They cannot be chipped or cracked or even scorched. Believe me, I've tried. Nothing harms them. (Although perhaps they still feel the blows. They seemed angry for a while. I sang to them and that seemed to soothe them. I can't say why.) And if you've tried to dig one up, as I have, you know that they go down forever. (Months I spent, digging down. No matter how deep, there it was, still gleaming in the secret darkness beneath the earth. They know the secrets, even those that are buried deep.)

I have spent many years trying to understand these stones. (Avoiding doesn't work. As I said, they're everywhere. So try for understanding, as I have. What is the humming? What do the whispers mean?) I can't say that I know everything about them, but I have learned many things, some of which I can share with you. (But I don't know what they want. Not yet. Perhaps if I knew what they wanted, I wouldn't be so afraid. They whisper secrets to me, but I promised not to tell. They know many secrets. They're always watching. They never sleep. Not even at night, in the dark of the moon.)

I know they are old, older perhaps than the world itself. They have seen civilizations rise and fall. And they hate us. They are waiting for their master to return. (They won't tell me who, or when. If they hate me so, why do they tell me their secrets? Is it because they know my secrets already?)

You may not believe me. Most don't, but most have not spent the time that I have in trying to learn about these stones. I have spent days listening to their secret whispers and learning their language. (They talk, you know. To each other, mostly. But now to me.) At first it was just a humming, which you can hear if you lean against a stone and listen very closely. It may take hours, or days, but you will hear them. And once you hear the voice of the standing stones, you will never be able to shut it out.
Lore:From Frog to Man

The life cycle of the   is rather unique. They appear to be a deviant version of frogs and may even be distantly related to  s, although I have no direct evidence of that. Like the humble frog, the Grummite is born from eggs found in or near water. The eggs hatch into tiny pollywogs, no bigger than my hand.

The pollywog grows quickly, and inside of a few weeks grows limbs and changes into an amphibious  . The Baliwog will live for up to two years, growing to be larger than a man in both length and weight.

Eventually, the adult Baliwog will feel the urge to seek out deep water and bury itself in the mud. It hibernates there for many months, gestating into a Grummite. I have been unable to determine the exact time of gestation. The Grummite emerges from the mud fully grown.

New Grummites never leave the water and are consumed with the urge to mate. Females leave the water to hang their eggs. They are hung over the water to keep them out of reach of aquatic predators, while still allowing the pollywogs to fall into the water when they hatch.

Once a female has laid her eggs, she turns her back on them. She will live her life more on land than in the water, although never far from it. The male's mating urges subside after six months to a year. He too takes to the land and like the female does nothing to protect his eggs.

Adult Grummites have a sort of primitive culture.   maintains that they are cunning   that make jewelry and weapons, even mining ore. This is plainly ridiculous. Although I have not determined the source of their tools and adornments, I am certain that they trade with other civilized races for such things.

As for tales of magic casting Grummites, that is even more ludicrous. While their primitive brains are surprisingly large, they clearly do not have the intelligence to learn the arcane crafts. I do not know how Kraften managed to train his pet Grummite to cast spells, but I assure all my readers that it is a trick of some sort.
Lore:Heretical Thoughts

ry is an abomination that must be wiped from the  . We cannot suffer their beliefs to spread to even one more soul. They name us   for our lack of belief. We gladly accept the name, and will make a honorable one.

It is not heresy to speak truth. It is not heresy to speak out against an unjust lord. It is not heresy to take arms and action in defense of true belief. We are the so-called Heretics of the Shivering Isles, but we do not speak heresy. We speak the truth.

Our Lord,  , is but a man. He is only flesh and blood, not a god, and certainly not a Daedric Prince. There are no princes in the realms of the  , only vile servitors such as the  s that we summon to do our bidding.

Sheogorath the False is a mad despot. Years of dabbling in foul magic and consorting with Daedra have driven him mad. He is not a fit ruler, let alone divine. He perverts the teachings of  , He Who Gave His Heart's Blood.

When the truth of our cause is common knowledge among the people, we will drive him from   and put that cesspool to the sword. His four limbs will be scattered to the four winds. His head will rest upon the   and his heart shall be burnt in the flames of freedom. His entrails shall be fed to the  s.

We will make all the people of the Shivering Isles wear the robes of the Heretics. By these robes we know each other to be true non-believers. The people shall return to the wilderness and live among the wild things, as we do. They will see the wisdom and purity of the life we lead and they will hail us as saviors.
Oblivion:Notes

This is a list of most of the random notes and letters that can be found in the game.  In some cases, where appropriate, notes are listed on other pages:
Houses lists the various house upgrade notes that are associated with the purchase of each house.
The Black Horse Courier lists the various editions of the newspaper that can be obtained.
In addition, other forms of written material can be found at:
Books provides a list of all the books in the game.
Scrolls provides a list of all the scrolls in the game.

These notes are quest-related or important for other reasons, and get their own page.
  


General


Glarthir's Notes


Lost Boy Cavern


Recipes


Handbills


Shopping Lists


Official Plug-ins
These notes are added by the various official plug-ins.

Fighter's Stronghold


















Horse Armor


Knights of the Nine




Mehrunes' Razor








Orrery



Shivering Isles
Shivering Isles Notes

Thieves Den







Vile Lair









Wizard's Tower
Lore:16 Accords of Madness, v. VI

ver proud and boastful,  's   stood one fifth day of mid year among the frigid peaks of Skyrim, and beckoned forth   for parlay. The Huntsman God materialized, for this was his day, and the boldness of Sheogorath intrigued him.

Wry without equal, Sheogorath holds in his realm giggling loons, flamboyant auteurs, and craven mutilators. The Mad Prince will ply profitless bargains and promote senseless bloodshed for nothing more than the joy of another's confusion, tragedy, or rage. So it was that Sheogorath had set a stage on which to play himself as rival to Hircine.

Without haste, the coy Prince proffered his contest; each Prince was to groom a beast to meet at this place again, three years to the hour, and do fatal battle.  Expressionless behind his fearsome countenance, Hircine agreed, and with naught but a dusting of snow in the drift, the   were gone to their realms.

Confident, but knowing Sheogorath for a trickster, Hircine secretly bred an abomination in his hidden realm. An ancient   he summoned, and imbued it with the foul curse of  . Of pitch heart and jagged fang, the unspeakable horror had no peer, even among the great hunters of Hircine's sphere.

In the third year, on the given day, Hircine returned, where Sheogorath leaned, cross-legged on a stone, whistling with idle patience. The Prince of the Hunt struck his spear to the ground, bringing forth his unnatural, snarling behemoth. Doffing his cap, sly as ever, Sheogorath stood and stepped aside to reveal a tiny, colorful bird perched atop the stone.  Demurely it chirped in the bristling gusts, scarcely audible.

In a twisted, springing heap, the Daedroth was upon the stone, leaving only rubble where the boulder had been.  Thinking itself victorious, the monster's bloodied maw curled into a mock grin, when a subdued song drifted in the crisp air. The tiny bird lightly hopped along the snout of the furious Daedroth.  Sheogorath looked on, quietly mirthful, as the diminutive creature picked at a bit of detritus caught in scales betwixt the fiery eyes of the larger beast. With howling fury, the were-thing blinded itself trying to pluck away the nuisance. And so it continued for hours, Hircine looking on in shame while his finest beast gradually destroyed itself in pursuit of the seemingly oblivious bird, all the while chirping a mournful tune to the lonesome range.

Livid, but beaten, Hircine burned the ragged corpse and withdrew to his realm, swearing in forgotten tongues. His curses still hang in those peaks, and no wayfarer tarries for fear of his wrathful aspect in those obscured heights.

Turning on his heel, Sheogorath beckoned the   songbird to perch atop his shoulder, and strolled down the mountain, making for the warm breezes and vibrant sunsets of the   coast, whistling in tune with the tiniest champion in  .
Shivering:Door to Cyrodiil

thumb|left|The butterfly room
thumb|right|First impressions
On the first trip through the door, you will encounter Haskill, who starts the Main Quest by offering a unique opportunity.

The area around the door initially appears to be a room with solid stone walls; once you have agreed to enter the Isles however, you will observe that it was actually a shelter made of a swarm of fluorescent butterflies.

 
Notes
On the Cyrodiil side of the door, it is known as A Strange Door.
When the Fringe is taken by Order during the main quest, the map marker for the location will change to an 20px Ayleid Ruins icon. It will revert to a landmark icon once the main quest is complete.
Shivering:Hunger Shrine

thumb|Hunger Shrine
This is an unmarked shrine to Hunger Daedra.  It's located due south of Milchar and almost due east of Longtooth Camp.

Easy to spot, it's a square column base with part of the column extending upward.  On each side of the base is a Hunger statue.  There's also an urn to the south of it that has leveled loot.  There are also two Hungers nearby the shrine.
Shivering:Sheogorath Shrine

right|thumb|Sheogorath Shrine
The Sheogorath Shrine is another unmarked point.  It lies due east of Puddlejump Camp in the inlet to the north-northeast of Flooded Camp.

It has a small flight of stairs leading to a terrace with six columns (3 on the left and 3 on the right).  Then there's another flight of stairs up to a smaller terrace.  This terrace has a bloody altar with a Crude Grummite Cleaver on it.  Behind the altar is a bust of Sheogorath.  On either side of the bust are urns with leveled loot.

There is a Zealot and a leveled Daedric creature (Flesh Atronach/Hunger) wandering around the Shrine.
Shivering:Crystal Chest

thumb|A Crystal Chest

Crystal Chests are pearly white containers with unique engravings that are scattered throughout the Shivering Isles in various fixed locations, including a few inside specific ruins.  They are usually concealed within a cluster of Order crystals.

Attempting to open a chest will produce the message "You are unable to unlock this chest. It needs a special key." unless you have a Heart of Order, obtainable from any Knight of Order or Priest of Order corpse.

There are 38 chests in total but 23 of those are associated with Obelisks of Order, and act as the treasure source for the obelisk once it has been deactivated. Of those chests, 21 are buried underground and cannot be accessed without using the Console. The remaining 17 chests all lie above ground:

Locations
The locations of the accessible chests can be seen on the  , and are also listed here:

Dementia
East of The Fringe on the main coastline of Dementia, roughly south of Hardscrabble Camp and east of Xeddefen.  
North of the dg in "Madgod's Boot" on the map, just offshore, under the roots of a large mushroom tree.  
Along the east wall of The Fringe; just follow south along the wall from the Gates of Madness.  
Southeast of Vitharn underwater, beneath a mushroom tree.  
West of the S in "New Sheoth" on the map, in an inlet; it is east-southeast of Runoff Camp, down the at the bottom of the hill next to the sea.  

Mania
Northwest of Hale, on the eastern coast of the little island just east of The Isle of Flame.  
Southwest of Cylarne on The Isle of Flame lies a chest under the water of the inlet east of the land bridge from the mainland.  
West of the hi in The Laughing Coast, on a peninsula under a large mushroom tree, SSW of Aichan.  
South of the Obelisk of Order, on the large island tip at the end of Saints Watch. †  
West of New Sheoth at the base of the waterfall.  
East of New Sheoth against the wall. †   

Ruins
In the Xiditte zone Catacombs, in the secret room.
In the final zone of Xeddefen near the main power Obelisk. †
Brellach, Hall of Honor, in the room sealed by crystals. §
Pinnacle Rock, Hall of Honor, in the room sealed by crystals. §
Brellach, Hall of Devotion, on a ledge in the long gallery. ‡
Pinnacle Rock, Hall of Devotion, on a ledge in the long gallery. ‡

† These chests are associated with obelisks, but lie above ground. If the linked obelisk has been emptied, the chest will also be empty 
§ and ‡ Only one of each of these two pairs of chests can be accessed (during the Helpless Army quest), depending on your choice of Mania or Dementia.

Contents
The chests can contain a wide range of treasure, from the mundane to the exceptional. All the items are leveled and most of them have only a small chance of appearing. Once a chest has been emptied, it does not respawn.


Notes
Lore:Zealotry

he self-proclaimed  s of   believe our liege lord to be not just a man of mysterious and wondrous powers, but a living god. They believe his will sustains the lands and his whim supports all things in it. They believe  , Who Reads the Winds in Our Entrails, was the mortal aspect of Lord Sheogorath, and will come again to cleanse the  . Since these claims are clearly ridiculous, it can be assumed that all Zealots are quite mad.

The Zealots cannot be reasoned with. They cannot be treatied with easily. They attack almost anyone on sight, assuming them to be  s or non-believers. They fight to the death, reveling in the carnage.

The reader might ask, then how does one join the Zealots? After much research, I discovered that Zealots sneak into settled areas and leave sets of   behind. Anyone inclined toward Zealotry can don these robes and approach the Zealots safely. It is said that Zealot leaders can see the true heart of a supplicant, even if he wears the robes, and will slay any false supplicants.

Even then, the Zealots have painful rituals meant to prove their fealty to Sheogorath. Only the most devout supplicants are accepted into their ranks. Those who fail these tests are put to death.

Once a supplicant is accepted as a Zealot, he is taught ceremonies and sorcerous secrets. The best known of these is summoning  s to do their bidding. These powerful creatures are formidable foes.