Magic is one of the three specializations in Morrowind, and constitutes a major part of gameplay. Magic ranges from using spells and abilities, to making enchantments, and even eating or mixing ingredients. The basics of magic are covered here.
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Character Creation[edit]
Nine skills are found under the magic specialization. Six of these skills are referred to as 'schools' of magic and all spells fall under these schools. The schools of magic in Morrowind are:
All spells fall under these schools of magic, and your ability to cast a given spell is determined by your Willpower, skill level in that school, as well as your current Fatigue and Luck. The remaining skills under the magic specialization include:
In addition to skills, there are three 'magic' attributes; two primary, and one derived. The primary attributes are Intelligence and Willpower. Intelligence is used to determine a character's Magicka, while Willpower affects the ability to successfully cast spells and the ability to resist Paralyze and Silence effects. These attributes are essential to be a magic-oriented character.
The derived attribute is Magicka, the energy used to cast spells. Maximum Magicka is calculated by multiplying your Intelligence by your Magicka multiplier (which is 1 by default). It can be increased and replenished by a number of ways. A spell's casting cost is the amount of magicka needed to cast it.
Types of Magic[edit]
There are several ways to use magic in Morrowind.
Spells[edit]
Spells use magic effects to damage or hinder opponents, enhance one's abilities, or to alter the in-game world to some extent. They must be readied like a weapon to use, and can be created with the help of Spellmakers.
Every spell has a spell cost, the amount of Magicka needed to cast the spell. For example, casting the spell Cruel Firebloom will cost 7 points of magicka.
In addition to cost, a spell has a chance of being cast successfully, just like a weapon has a chance of successfully striking an opponent. Design doll 4.0.0.9 [cracked]. The chance of success is modified by your skill in that spell's magic school, Willpower, current Fatigue, and Luck.
Also like a weapon, some spells have a damage range. The spell Cruel Firebloom can inflict anywhere between 10–16 points of fire damage –however unlike a normal weapon, where the damage is set by how long the player holds the attack button, the damage on a spell will simply be a random number within the set range. This damage can be further affected by a character's weakness and resistance to the effect.
The list of spells includes all in-game spells and their formulas for determining the spell cost, chance of successfully casting, and damage range.
Powers[edit]
Powers are similar to spells. They are accessed and used in the same manner, however there are several distinct differences. You can acquire powers through race and birthsign during character creation, and a few other powers by finishing certain quests. Each power can only be used once every 24 hours game time. Powers never fail and cost no Magicka to use. They are independent of any Skills you have and will not contribute to increasing any skill levels. Powers can be used while silenced.
The list of Powers contains all Powers and how to get them.
Enchantments[edit]
Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. One can enchant their items using the Enchant skill, or enlist the service of Enchanters to do it for them, though their services are very expensive. Enchantments are powerful because they are not governed by skill level in the relevant spell school and can recharge, allowing infinite uses. Enchanted items can be set to be used like a spell (Cast When Used), or in the case of a weapon, whenever the weapon strikes a target (Cast on Strike). A ring of Fire Shield on Self can be used over and over again as long as the ring has enough charge in it. A more powerful type of enchantments is Constant Effect items; these give you the enchantment effect by just equipping them, without needing to cast anything. For example, a ring enchanted with a Constant Effect Fire Shield on Self enchantment will give you this effect by just putting the ring on, and will last until you take it off.
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To enchant an item with a spell effect, one must have a filled soul gem. More powerful souls allow for the creation of greater enchantments. One can enchant weapons, armor, clothing, and even paper. For more info on enchanting, see the Enchant article.
Scrolls[edit]
Scrolls are pieces of parchment that has been enchanted with a spell effect. They can be purchased from merchants or can be randomly found in loot. They have no casting cost, but can only be used once before being destroyed.
Alchemy[edit]
Alchemy is the ability to detect the magical effects of food and ingredients, and using these effects to create potions. Every ingredient, from bread to hackle-lo leaf to diamonds, has up to four magical effects. The Alchemy skill allows one to recognize these effects and combine them with other ingredients with the same effects to make a potion. Alchemy can be a powerful tool, letting you create potions for profit or combat. For more information on the skill and the tools necessary to create potions, see the Alchemy page.
Abilities[edit]
Special abilities may also be granted by a character's birthsign and race. Abilities are permanent effects, such as Argonians' 100% resistance to poison, or Bretons' 50% Resist Magicka ability. Abilities are always in effect, and do not have to be cast.
Diseases[edit]
Diseases are effects contracted from animals, undead, and NPCs. Diseases, like abilities, add an effect to your character that is continuously active. Diseases can be cured through the use of a spell, potion, or enchantment with a Cure Common Disease effect, or a Cure Blight Disease effect, depending on the type of disease. Diseases are contracted through melee and marksman attacks received from infected creatures or NPCs, or by searching their corpses. Pickpocketing infected NPCs can also infect the player.
Things to Keep in Mind[edit]
Maximizing Magicka[edit]
Bretons and Altmer have a racial bonus to their Magicka pools. The birthsigns of the Apprentice, Atronach, and Mage also give characters a Magicka bonus. The only way to permanently increase your Magicka after character creation is to increase your intelligence when you level up.
Magicka can, however, be temporarily fortified by using potions, spells and enchantments. The Fortify Intelligence effect recalculates your maximum Magicka for the duration of the effect, and Fortify Magicka effects do the same thing directly.
Some items that can increase your Magicka include:
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Magic is a central part of Skyrim; usually it is impossible to play the game without using magic at all. The same magical effects are shared by spells, alchemy, enchanted items, as well as less obviously magical features such as racial abilities and food. For information on the history of magic, see the lore article.
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The Elder Scrolls Online Magicka Sorcerer Build
Magic, also known as the Clever Craft,[1] is the art or ability to alter the world through magicka. Magic is the manipulation of magicka in order to directly control reality in some way. The individual casting of this force to form a mystical effect is called a spell. One who works magic is a mage, and one who fights with both melee weapons and magic is a battlemage. Those who prefer magical and thief skills are called nightblades. Although all races generally possess some degree of magical aptitudes, those with elvish blood in particular far outshine the others. Magic is governed by the Intelligence and Willpowerattributes.
By gameEdit
Types of magicEdit
There are eight schools of magic. Each type works in different ways and creates different effects.
Other arcane artsEditPowersEdit
Powers are magical effects that can be used by people to produce unique and powerful magical effects. They differ from spells in that Powers have zero Magicka cost, are not learned from Spell Tomes, and some can only be used once per day. Different races have their own unique, specific power(s), but all races can gain powers from completing a quest for someone, or from various crafted armor, clothing and other apparel, and/or from unique magical artifacts. Basically, while a spell is a learned technique to channel magic, a power is naturally gifted to the user.
Abilities/Active EffectsEdit
Abilities/Active Effects are magical effects that, once obtained, are constantly active and increase various statistics and values relative to the person who has them. Abilities/Active Effects differ from Powers in that they do not require activation and are not restricted to once-per-day uses like some powers are. Different races have their own unique abilities, but all races can acquire abilities by completing a quest for someone, or from armor and other apparel that was crafted, clothes that were made, and/or from unique magical artifacts or relics.
EnchantingEdit
The art of enchanting involves adding a magical enchantment to a regular item, causing it to have special effects when used. An enchantment is a spell sealed, trapped into an object to confer mystical attributes, which are supported by Souls. To create an enchanted item, one must have an unenchanted item, a soul gem of the desired size, and a specific enchantment that is known and can be placed on the item. Any type of unenchanted item can be enchanted, whether it be weapons, armor, clothing and/or jewelry.
AlchemyEdit
The art of Alchemy does not actually use the essence of magicka, but mages and non-mages associate alchemy with the arcane arts and magicka. Alchemy is the study and use of many materials with powers that may influence the flow of magicka in the world.
Alchemy involves an interface system known as an alchemy lab, and takes multiple ingredients and mixes them together to create potions. Several different parts of an alchemy lab determine the many variables and results of making a potion. A mortar and pestle is a bowl and grinding tool used for physically and mechanically breaking down alchemical ingredients into powders, pulps or juices used in alchemical operations. A retort is a vessel with a beaked cap or head used to transform, purify, clean or refine raw ingredients into more refined substances used in alchemical preparations.
A calcinator is a stove or crucible used to reduce metals and other refined substances to ash so their arcane properties can be separated from the ash. It is also used to increase the magnitude of all known effects of the specific item.
An alembic is a double glass container in which the arcane properties of raw, refined, arcane, non-arcane and supernatural substances are distilled from their raw ingredients. The materials are infused, then heated until vapor is produced; then, the vapor moves to and condenses in the other container, precipitating the distilled materials with the desired alchemical and magical effects.
ClassesEdit
Magic is the specialization of the following playable classes in Morrowind and Oblivion:
In both games, custom classes can be created which employ magic as a specialization.
Magic itemsEdit
Reality need not be influenced by spell-casting; spells can be imbued into objects. These objects can then be used to influence reality. Imbuing items with magical effects is called 'enchanting.' Those without magical affinities can still use these objects. Objects imbued with magic often have limited uses, expiring or becoming destroyed when the final charge is used. Few exceptions can be recharged; for example, weapons enchanted with magic and staves. Armor, clothing, jewelry often bear a constant effect which never expires. In Cyrodiil, members of the Arcane University can enchant items using an Altar of Enchanting. Citizens of Skyrim enchant using tables known as Arcane Enchanters.
Types of magical itemsEdit
Magical stonesEdit
Magical stones are naturally occurring, organic substances that possess magical properties. These fall into four categories.
Unique magical artifactsEditWeapons and apparelEdit
Books and scrollsEditMiscellaneousEditOther magicEdit
Notable magesEditAncient magesEdit
Court wizards of SkyrimEdit
College of WinterholdEditCurrentEditFaculty membersEdit
StudentsEditFormerEdit
SourcesEditIllusionEditAlterationEditConjurationEditDestructionEditRestorationEditMysticismEditEnchantingEditAlchemyEditReferences
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