TESD20 Core Rulebook
TESD20 Core Rulebook
Core Rulebook
Altmer
The High Elves consider themselves the most civilized
culture of Tamriel; most of the Empire's arts, crafts, and
sciences and even language derive from High Elven
traditions. Deft, intelligent, and strong-willed, Altmer
are the most strongly gifted in the arcane arts of all the
races.
Altmer Traits
Speed: 6 metres. Altmer are tall and move quickly.
Highborn: Altmer increase their starting Magicka total
by 20%. If you distribute no points to Magicka, you start
with 10.
Arcanist: Choose any 1st level spell. You know and can
cast that spell as if you had Novice rank in its school.
Resist Disease: Altmer start with 5 points of Disease
Resistance, which increases by 1 every 2 levels.
Argonian
At home in water and on land, the Argonians of Black
Marsh are well-suited to the treacherous swamps of their
homeland, with natural immunities protecting them from
disease and poison. Argonians are reserved with
strangers, yet fiercely loyal to those they accept as friends.
Argonian Traits
Speed: 5 metres. Argonians have average speed.
Scales: Argonians have 1 extra point of Damage
Reduction at first level, and gain another point every 5
levels thereafter.
Resist Disease: Argonians begin play with 5 points of
Disease Resistance, which increases by 1 every level.
Poison Immunity: Argonians are immune to all poison.
Waterbreathing: Argonians can breathe underwater indefinitely.
Histskin: Once per day, an Argonian can recover Health in addition to
Magicka and Stamina when using the Recover action.
Breton Traits
Speed: 5 metres. Bretons have average speed.
Magic Connection: Bretons increase their total
starting Magicka by 10%.
Magic Resistance: Bretons start with +4 Magic
Resistance.
Mer Heritage: Bretons receive +1 to both their
Sorcery and Cunning scores.
Bosmer
The Wood Elves are the various Elven clanfolk of the
Western Valenwood forests. These country cousins
of the High Elves and Dark Elves are nimble and
quick in body and wit, and because of their curious
natures and natural agility, Wood Elves are
especially suitable as scouts, agents, and thieves. But
most of all, the Wood Elves are known for their skills
with bows; there are no finer archers in all of
Tamriel.
Bosmer Traits
Speed: 6 metres. Bosmer are quick and agile.
Natural Marksman: Bosmer have +2 to hit with all
Bows.
Resist Disease and Poison: Bosmer start with 5
points of Disease and Poison resistance, both of which increase by 1 every
level.
Beast Tongue: Once per day, you can command an animal of a level no
greater than yours for 1 hour.
Dunmer Traits
Speed: 5 metres. Dunmer have average speed.
Dunmer Fighting Style: Choose two of the following bonuses: +1 to hit with
Swords and Daggers, +1 to hit with Destruction spells, +1 to hit with
Marksman weapons, or +1 Dodge.
Resist Fire: You begin play with 5 Fire resistance. This increases by 1 every
level until level 15.
Ancestor Guardian: Once per encounter, you can reroll a single failed
check/roll.
Imperial
The well-educated and well-spoken native of
Cyrodiil are known for the discipline and training
of their citizen armies. Though physically less
imposing than the other races, Imperials are
shrewd diplomats and traders, and these traits,
along with their remarkable skill and training as
light infantry, have enabled them to subdue all the
other nations and races, and to have erected the
monument to peace and prosperity that comprises
the Glorious Empire.
Imperial Traits
Speed: 5 metres. Imperials have average speed.
Voice of the Emperor: You gain +2 on all Speech checks.
Flexible: Imperials increase the total of a starting attribute score of their
choice by 10%.
Might of the Empire: You gain +1 to hit with a weapon skill of your choice.
Khajiit Traits
Speed: 6 metres. Khajiit are quick and agile.
Darkvision: Khajiit can see objects up to 10
metres away in total darkness.
Agility: Khajiit gain +1 to Sleight of Hand and
Sneak checks.
Claws: In unarmed combat, Khajiit can use their sharp claws, which improve
as they level up. See the Claws entry in the Weapons, Armor and Gear section
for more information. In addition, they can attempt to pick locks with their
claws at a -4 penalty. Breaking a pick in this way prevents that hand from
being used for claw attacks or picking until the next day.
Nord
The citizens of Skyrim are aggressive and fearless
in war, industrious and enterprising in trade and
exploration. Strong, stubborn, and hardy, Nords
are famous for their resistance to cold, even
magical frost. Violence is an accepted and
comfortable aspect of Nord culture; Nords are
skilled with a variety of weapon and armor styles,
and they cheerfully face battle with an ecstatic
ferocity that shocks and appalls their enemies.
Nord Traits
Speed: 5 metres. Nords have average speed.
Northern Warrior: Nords gain a +1 bonus to hit with One-Handed, Two-
Handed and Thrown weapons.
Resist Frost: You begin play with 5 Frost resistance. This increases by 1 every
level until level 15.
War Cry: Once per day as a Move action, all enemies whose level is lower than
that of the Nord within 5 metres must flee if possible for 3 rounds. They
cannot attack the Nord during this time.
Orc Traits
Speed: 6 metres. Orcs are tall and muscular
humanoids that can cover ground quickly.
Brute Strength: Orcs deal 1 additional damage with one-handed and thrown
weapons and 2 with two-handed weapons..
Toughness: Orcs increase their starting Health total by 20%.
Berserk: Once per day during battle, Orcs can enter a fierce Berserk rage as a
move action. While Berserking, they deal 25% more damage with all weapons
and take 25% less damage from all sources, after the appropriate
resistance(s). The effect ends at the end of the encounter. Additionally,
remove any hindering effects (such as Illusion spells or paralysis, but not
damage over time) when activated.
Redguard
The most naturally talented warriors in Tamriel, the
dark-skinned, wiry-haired Redguards of Hammerfell
seem born to battle, though their pride and fierce
independence of spirit makes them more suitable as
scouts or skirmishers, or as free-ranging heroes and
adventurers, than as rank-and-file soldiers. In addition
to their cultural affinities for many weapon and armor
styles, Redguards are also physically blessed with hardy
constitutions and quickness of foot.
Redguard Traits
Speed: 5 metres. Redguards have average speed.
Born to Battle: +2 to hit with a weapon of your choice.
Tireless Warrior: Redguards increase their starting Stamina total by 20%. If
you distribute no points to Stamina, you start with 10.
Resist Disease and Poison: Redguards start with 5 points of Disease and
Poison resistance, both of which increase by 1 every level.
Defenses: Your defenses against various attacks. Starting out you only have to
worry about Dodge (5 + Speed), Damage Reduction (determined by armor),
Blocking DR (based on used shield/weapons) and Magic Resistance (base of
8). Don’t forget to include any racial boosts. See the Glossary for more details
on each defense.
Recovery: The amount of Magicka and Stamina you regain per action. Starting
out, this is 50% of your total for a Full-Round action, 25% for a Standard
action, and 10% for a Move action.
Might, Sorcery and Cunning: List the ranks (if any) you have in your skills
from these specializations here. Your Score for a particular specialization is
the total ranks you have in all skills from that specialization - these are used
for more abstract checks.
Skills, Perks and Other Bonuses: List your skill ranks and perks here, as
well as other bonuses such as those from your race.
Other Items & Notes: Use this section to track other items in your inventory
as well as any other information.
Wealth: Use this to track gold and treasure.
Apprentice 2
Adept 5
Expert 9
Master 14
Training Cost
Skills are divided into 3 categories - Might, Sorcery and Cunning. Your Might,
Sorcery and Cunning scores are the total number of all ranks you have in
those skills, plus any bonuses (such as the Breton racial ability). These scores
are used for various simple checks, like feats of strength, arcane knowledge
and perception.
One-Handed (Might)
The One-Handed skill is used for fighting with weapons such as the dagger,
sword, war axe and mace.
Usage
Attacking with a One-Handed weapon is a Standard action. Roll 1d20 + One-
Handed Rank + other modifiers against the target’s Dodge. If the attack hits,
your weapon deals damage equal to Weapon Dice + Power. If you roll a 20,
you score an automatic Critical Hit which deals double damage. Some
characters may be able to score critical hits on lower rolls (down to a
minimum of 15). In this case their total to-hit roll must still exceed the target’s
Dodge.
Novice
Increase the Power of attacks with One-Handed weapons by 1.
Perks
  1. Fighting Stance: Once per encounter, you can perform a special
      attack/ability using a One-Handed weapon for no Stamina cost.
  2. Precision Strikes: +1 to hit with One-Handed melee weapons.
  3. Swift Striking: You can perform basic attacks with One-Handed
      weapons in your main hand as a Swift action.
  4. Brawler: When fighting unarmed, you have 8 Power with unarmed
      attacks. Increase the power of your unarmed strikes (and claws, if you
      have them) 2 for every One-Handed rank you have above Novice.
Perks
  1. Blade Wielder: You Critical Hit range with Swords increases to 19-20.
  2. Blunt Wielder: Maces ignore 25% of damage reduction on Power
      Attacks.
  3. Axe Wielder: If you incapacitate a creature with a melee Power Attack
      with a War Axe, you can immediately make a basic attack against
      another enemy in melee range.
  4. Light Weapon Wielder: Daggers and unarmed strikes have +1 to hit.
  5. Flurry: You gain access to the Flurry special attack, which allows you to
      make multiple rapid attacks.
  6. Kick: You can deliver a kick which deals damage and sends your
      opponent reeling. When you use the Push special attack, you can spend
      an additional 10 Stamina to deal unarmed damage.
  7. Ride-By Attack: You can attack with a one-handed weapon at any point
      during your mount’s movement.
Adept
Increase the Power of attacks with One-Handed weapons by 5.
Perks
  1. Power Charge: When charging with a One-Handed weapon, you can
      perform a Power Attack at the end of the charge. Add the Stamina cost
      of the Power Attack to the cost of the charge.
  2. Beheading Strike: If one of your Special Attacks with a One-Handed
      weapon reduces your target below 10% health, they are instantly slain
      and beheaded (or similarly mutilated). They cannot be raised or
      resurrected as a result. The beheading does not apply to daggers or
      unarmed attacks.
  3. Improved Swift Striking: You can make basic attacks with One-Handed
      weapons in either of your hands as a Swift action. (Requires Swift
      Striking)
  4. Dueling Stance: When wielding a single one-handed weapon and
      nothing in your off-hand, you can spend a Swift action after attacking
      with your weapon to gain a bonus to Dodge equal to your One-Handed
      rank.
  5. Tackle: If you successfully grapple on a charge (including as a result of a
      successful Grab attack), you automatically pin your opponent.
Perks
  1. Blade Master: Your Critical Hit range with Swords increases to 18-20.
      (Requires Blade Wielder)
  2. Blunt Master: Maces ignore 25% of damage reduction on all attacks.
      (Requires Blunt Wielder)
  3. Axe Master: If you drop a creature with any melee attack with a War
      Axe (including an attack granted by Axe Master), you can immediately
      make a basic attack against another enemy in melee range. (Requires
      Axe Wielder)
  4. Light Weapon Master: Daggers and unarmed strikes have +1 to hit
      (Stacks with Light Weapon Wielder)
  5. Rend Armour: Striking a single opponent with two or more attacks from
      a one-handed weapon (not an improvised weapon) during your turn
      reduces their DR by 10 until the end of your next turn.
  6. Lightning Attack: Attacks made with one-handed weapons while your
      mount is sprinting automatically deal critical damage if they hit.
      (Requires Ride-By Attack)
Master
Increase the Power of attacks with One-Handed weapons by 9.
Perks
  1. Knockdown Strike: When Power Attacking, you can put extra force
      behind your blow by doubling the Stamina cost. If you hit, make a Push
      as part of the attack, increasing your Might for the Push roll by 5.
  2. Dual-Wielding Master: You can perform a power attack with both
      weapons as a full-round action. (Requires Improved Swift Striking)
  3. Weapon Master: When attacking with one-handed weapons make two
      attack rolls and use the greater result.
Usage
When hit by a physical attack, subtract the damage dealt from your Damage
Reduction.
Novice
Proficiency in Tier 2 Armours, such as Steel.
Perks
  1. Juggernaut: When wearing Heavy Armour and using a Heavy Shield, add
      twice your Heavy Armour rank to your Blocking DR when you Brace.
  2. Ironclad: When wearing Heavy Armour, you gain extra DR equal to your
      Heavy Armour rank.
Apprentice
Proficiency in Tier 3 Armours, such as Dwarven.
Perks
  1. Insulated: When wearing Heavy Armour, you gain magic resistance
      equal to your Heavy Armour rank.
  2. Wall of Steel: You can deflect blows off of your armour like a shield.
      When wearing Heavy Armour, you count as using a Light Shield with a
      DR equal to half the base DR the Heavy Armour you are wearing.
Adept
Proficiency in Tier 4 Armours, such as Plate and Orcish.
Perks
  1. Cushioned: You take 50% less damage from Impacts when wearing
      Heavy Armour. (fall damage, thrown against a wall etc)
  2. Conditioning: You reduce the speed penalty of all heavy armour you are
      proficient in by 1. The full speed penalty still applies to your Sneak rolls
      however.
Perks
  1. Tower of Strength: You count as 1 size larger when resisting effects and
      defending in a grapple when wearing Heavy Armour.
  2. Reflective Armour: You gain Elemental Resistance equal 2 times the tier
      of Heavy Armour you are wearing.
Master
Proficiency in Tier 6 Armours, such as Daedric.
Perks
  1. Repel Blows: If a melee attack hits you and deals no physical damage,
      the attacker is staggered until the end of their next turn.
  2. Invulnerable: You unlock the Invulnerable special ability, which makes
      you immune to all damage and effects for 1 round.
Usage
Using a Marksman weapon is a Standard Action, though crossbows must be
reloaded with a Move Action. To hit your target roll 1d20 + Marksman Rank +
other modifiers against their Dodge. If the distance between you and the
target is more than the weapon’s Range but less than two times its Range, you
take a -4 penalty on Marksman rolls. Drawing an arrow, bolt or another
thrown weapon is a Free action, though Crossbows must be reloaded as a
Move action. When using a Marksman weapon in melee combat, you provoke
Attacks of Opportunity. If you roll a 20, you score an automatic Critical Hit
which deals double damage. Some characters may be able to score critical hits
on lower rolls (down to a minimum of 15). In this case their total to-hit roll
must still exceed the target’s Dodge.
Novice
Increase the Power of attacks with Marksman weapons by 1.
Perks
  1. Careful Shot: You unlock the Careful Shot special attack, which
      significantly increases the range of attacks.
  2. Precision Aim: +1 to hit with all Marksman weapons.
  3. Swift Throwing: You can attack with Thrown weapons as a Swift action.
Apprentice
Increase the Power of attacks with Marksman weapons by 3.
Perks
  1. Piercing Shot: Crossbows ignore 25% of damage reduction.
  2. Rapid Shot: You can attack with a Bow as a Swift Action with -2 to hit.
      Doing so consumes 15 Stamina.
  3. Power Throw: You can Power Attack with Thrown weapons. It costs 10
      Stamina for a Light Thrown weapon or 15 Stamina for a Heavy Thrown
      weapon.
Perks
  1. Skirmish: You unlock the Skirmish special attack, which allows you to
      move quickly and make a ranged attack.
  2. Power Shot: If an attack from a Marksman weapon deals damage
      greater than or equal to 25% of the target’s maximum Health (after
      damage reduction), they are Staggered.
  3. Throw Anything: You can use One-Handed weapons and Light Shields
      as thrown weapons with a range of 5 metres, or 10 metres for Daggers.
      The base damage of a shield is equal to its DR. Use your Marksman skill
      to determine your bonuses to hit and Power.
  4. Mounted Archer: You take no penalties for shooting while your mount
      is making a double move, and only a -1 penalty while it is sprinting or
      charging.
Expert
Increase the Power of attacks with Marksman weapons by 7.
Perks
  1. Rapid Reload: You can reload a crossbow as a Free action once per
      round, but doing so consumes 20 Stamina.
  2. Close-Quarters Marksman: You no longer provoke attacks when using
      Marksman weapons in melee combat. Additionally, you may now use
      Marksman weapons to Parry (but not block) if you have the Parry perk.
  3. Multi-throw: You unlock the Multi-Throw Special Attack, which allows
      you to attack multiple times with thrown weapons.
Perks
  1. Bullseye: You can score critical hits with Marksman weapons on an
      attack roll of 18-20. If you score a critical hit and deal damage to the
      target with a Marksman weapon, you may make a Push as part of the
      attack. Use ⅕ of the damage dealt (before DR) as your Might for the
      Push.
  2. Focus: You unlock the Focus special ability, which increases your range,
      accuracy and damage at the cost of speed.
  3. Penetrating Shot: You unlock the Penetrating Shot special ability, which
      allows you to hit multiple targets in a line.
Usage
To make an attack with a two-handed weapon, roll 1d20 + Two-Handed Rank
+ other modifiers against the target’s Dodge. If the attack hits, your weapon
deals damage. If you roll a 20, you score an automatic Critical Hit which deals
double damage. Some characters may be able to score critical hits on lower
rolls (down to a minimum of 15). In this case their total to-hit roll must still
exceed the target’s Dodge.
Novice
Increase the Power of attacks with Two-Handed weapons by 2.
Perks
  1. Champion’s Stance: Once per encounter, you can perform a special
      attack/ability using a Two-Handed weapon for no Stamina cost.
  2. Brutal Precision: +1 to hit with two-handed melee weapons.
  3. Long Thrust: When using a Spear, your Special Attacks can strike
      enemies at double your normal reach.
  4. Lancer: You can use a Spear while mounted, optionally in combination
      with a light shield.
Apprentice
Increase the Power of attacks with Two-Handed weapons by 5.
Perks
  1. Greatsword Wielder: Your Critical Hit range with Greatswords
      increases to 19-20.
  2. Warhammer Wielder: Warhammers ignore 25% of damage reduction
      on Power Attacks.
  3. Battleaxe Wielder: If you drop a creature with a melee Power Attack
      with a Battleaxe, you can immediately make a basic attack against
      another enemy in melee range.
  4. Spear Wielder: When wielding a spear, your Special Attacks that deal
      damage push targets up to 1 size larger than you 1 metre backwards.
  5. Deadly Charge: Basic attacks with spears made at the end of a mounted
      charge or sprint are automatically deal critical damage if they hit.
      (Requires Lancer)
Perks
  1. Great Power Charge: When charging with a Two-Handed weapon, you
      can perform a Power Attack at the end of the charge. Add the Stamina
      cost of the Power Attack to the cost of the charge.
  2. Brutal Beheading Strike: If one of your Special Attacks with a Two-
      Handed weapon reduces your target below 10% health, they are
      instantly slain and beheaded (or similarly mutilated). They cannot be
      raised or resurrected as a result.
  3. Sweep: You unlock the Sweep special attack, which lets you strike every
      enemy around you.
  4. Quick Thrusts: You can now strike enemies up to double your normal
      reach away with basic attacks with Spears. You can also make Attacks of
      Opportunity against enemies up to double your normal reach who
      provoke them.
Expert
Increase the Power of attacks with Two-Handed weapons by 10.
Perks
  1. Greatsword Master: Your Critical Hit range with Greatswords increases
      to 18-20. (Requires Greatsword Wielder)
  2. Warhammer Master: Warhammers ignore 25% of damage reduction on
      all attacks. (Requires Warhammer Wielder)
  3. Battleaxe Master: If you drop a creature with any melee attack with a
      Battleaxe (including an attack granted by Battleaxe Master), you can
      immediately make a basic attack against another enemy in melee range.
      (Requires Battleaxe Wielder)
  4. Spear Master: When wielding a spear, your Power Attack can attack 2
      enemies in a 2m long line. If you hit the first target, the second takes
      half damage. If the first target successfully blocks or parries, you don’t
      get to attack the second. (Requires Spear Wielder)
  5. Unstoppable Charge: Any spear attack (including special attacks) made
      at the end of a mounted charge or sprint with a spear automatically deal
      critical damage if they hit. (Requires Deadly Charge)
Perks
  1. Momentum: Whenever you drop an enemy with a two-handed weapon,
      you recover 25% of your Stamina.
  2. Fury: You unlock the Fury special ability, which allows you to deal huge
      amounts of damage, and consume Health instead of Stamina for special
      attacks.
  3. Spinning Spear: When wielding a Spear, enemies never get Flanking
      bonuses against you. Additionally, you can now use the Sweep special
      attack with a spear, striking all enemies within reach.
Usage
As a Move Action, you can Brace yourself to defend against an incoming
attack. One time until the start of your next turn when you would be struck by
a physical attack from an attacker you have detected, you can choose to Block
it, adding the DR of your shield to that of your armour (if any). If you are
blocking with a weapon, you cannot block missile weapons, and add 1/4 of the
weapon’s Power (modified by your One-Handed or Two-Handed skill) to your
DR (rounding up). Blocking an attack uses 5 Stamina. If you spend additional
actions to Brace, you add up the number of Block attempts. When Braced with
a shield you gain a +4 bonus when defending on an opposed Might check.
When braced with a weapon, you gain a +2 bonus when defending on an
opposed Might check.
Novice
Increase the DR of your shield by 2 and the effective DR of weapons by 1 when
blocking.
Perks
  1. Bash: You unlock the Bash special ability, which allows you to stagger
      and interrupt enemies attacking you.
  2. Quick Reflexes: You unlock the Quick Reflexes special ability, which
      allows you to move out of the way of incoming attacks in light or no
      armour.
  3. Heavy Shield Training: Reduce the Speed penalty of Heavy Shields by 1.
  4. Shielded Caster: You can cast spells with your shield hand while using a
      Light Shield.
Perks
  1. Defender: You can attempt to Block (or Bash, if you have the perk)
      attacks targeting allies adjacent to you.
  2. Quick Block: For every Move Action you spend Bracing, you gain 2 Block
      attempts rather than one.
  3. Shield User: You can Brace with a shield as a Swift action. This does not
      benefit from the Quick Block or Superior Quick Block perk. In addition,
      you can Bash as a Swift Action when not Braced.
  4. Parry: When blocking with weapons (including unarmed), you get 1/3
      of your weapon’s Power as Blocking DR instead of 1/4. Additionally,
      you unlock the Parry special ability, which allows you to deflect attacks
      with your weapon.
Adept
Increase the DR of your shield by 6 and the effective DR of weapons by 4 when
blocking.
Perks
  1. Deflect Arrows: You can attempt to defend against Marksman weapons
      using the Parry ability. (Requires Parry)
  2. Shield Wall: When using a shield, you can spend a Full-Round action to
      count as Braced against any number of attacks until the start of your
      next turn. You cannot use the Bash, Quick Reflexes or Parry abilities
      while using Shield Wall. Additionally, you double the bonus to
      defending against Grapple checks to +8.
  3. Cross Parry: When blocking while dual-wielding, you double the
      blocking DR bonus granted by your Block rank. Additionally, when
      Parrying while dual-wielding you can increase the Stamina cost by 5 to
      make a second roll with your off-hand weapon - if either succeeds, you
      negate the attack.
  4. Power Bash: You can use a light shield as a deadly weapon in close
      combat. Light Shields count as Improvised One-Handed weapons with a
      Power equal to their base DR and a damage die of 1d4. You also deal
      this damage when performing a Bash. If you have the Shield User perk,
      you cannot use it to Brace and attack with your shield on the same turn.
      Additionally, when you Bash with a weapon, you deal damage equal to
      its Blocking DR (¼ or ⅓ of its base Power) + 1d4.
Perks
  1. Instinctive Block: If you do not spend any Move actions bracing on your
      turn, you count as Braced against a single attack in addition to any
      Block attempts you might have from Shield User. Any actions taken
      using the block attempt gained from Instinctive Block use twice as much
      Stamina.
  2. Elemental Protection: If you are using a Shield and Brace on your turn,
      you may use Block attempts to block spells. When doing so, add half of
      your blocking DR to your Elemental Resistance.
  3. Counter: After performing a successful Block, Bash, Parry or using your
      Quick Reflexes perk with a weapon equipped, you can make a basic
      attack, which uses 10 Stamina. You cannot Counter the same enemy
      more than once per turn. You can’t Counter if you’re using the Shield
      User perk.
Master
Increase the DR of your shield by 10 and the effective DR of weapons by 5
when blocking.
Perks
  1. Improved Counter: When using the Counter perk, instead of a basic
      attack, you can perform any special attack/ability using a melee weapon
      that you know. If you perform a special attack/ability that requires a
      Full-Round action, you sacrifice any remaining block attempts for the
      current turn and are Staggered on your next turn. In addition, if you
      Counter with a Basic attack, you no longer use any Stamina. (Requires
      Counter)
  2. Superior Quick Block: For every Move Action you spend Bracing, you
      gain 3 Block attempts rather than one. (Requires Quick Block)
  3. Redirect Arrows: You unlock the Redirect Arrows special ability, which
      lets you redirect ranged attacks against other targets
Usage
To Smith an item, you need to have access to tools (a forge for metal items,
otherwise just a workbench) and spend the base cost of the item to purchase
materials. At the Game Master’s discretion, some materials (Ebony for
example) may be unavailable or sold at an increased price. Creating an item
takes 1 hour per 50 gold of the item’s value. This time need not be contiguous.
If you are untrained, you can craft accessories of Basic quality, all Iron
weapons, Tier 1 Apparel and Hide shields.
Novice
You can craft Steel and Silver weapons, Tier 2 Apparel, and Iron shields.
Perks
  1. Utility Smith: You can now craft tools. Certain items you might need
      special knowledge to create (maps for example).
  2. Careful Smith: When Smithing, you only need to pay 90% of the item’s
      cost in materials.
Apprentice
You can craft Dwarven weapons and Heavy Shields, Elven Shields, and Tier 3
Apparel.
Perks
  1. Tailor: You can now craft clothing and accessories of any grade. Many
      jewelry items require special materials to make, however.
  2. Recycle: You can destroy an item to gain materials worth 50% of the
      item’s value you can use to make similar items (Melting down Iron
      Swords to make some Iron Armour for example).
  3. Mount Armoursmith (Smithing, Apprentice): You can create armour
      fitted for a particular type of standard mount (horse for example) at 1.5
      times the normal cost.
Perks
  1. Improved Careful Smith: When Smithing, you only need to pay 80% of
      the item’s cost in materials. (Requires Careful Smith)
  2. Fine Craftsman: When creating weapons and armour, you can double
      the time required to create the item, but increase the Power or DR (as
      appropriate) for the item created by 20% (rounded up).
Expert
You can now craft Ebony and Glass weapons and shields, as well as Tier 5
Apparel.
Perks
  1. Reforge: You can improve existing weapons and armour as if you
      crafted them with the Fine Craftsman perk. This takes time equal to the
      time it would have taken to create the item normally. (Requires Fine
      Craftsman)
  2. Improved Recycle: When using the Recycle perk, you instead gain
      materials worth 70% of the item’s value.
  3. Advanced Mount Armoursmith: You can create armour fitted for a rare
      or unusual mount (such as a Wamasu or Bear) at 2.5 times the normal
      cost.
Master
You can now craft Daedric and Dragonscale items. These items require special
ingredients to make on top of their base cost - a Daedra Heart to create a
Daedric item, or Dragon Scales to create Dragonscale items.
Perks
  1. Master Smith: When you work the forge, no material goes to waste. You
      only need to pay 70% of an item’s cost in materials. (Requires Improved
      Careful Smith)
  2. Secrets of the Forge: You can forge rare reagents into your items to
      produce wondrous magical effects, similar to enchanting. Adding a rare
      ingredient when creating a item adds an enchantment determined by
      the Game Master. See below for suggestions.
Glow Dust     Weapon sheds light as a    Melee attacks have -1 to hit you
              torch
Destruction (Sorcery)
The Destruction skill is used to harness the power of the elements to deal
damage to enemies.
Usage
Casting a spell is a Swift action. To hit a character with a targeted spell roll
1d20 + Destruction Rank + other modifiers against their Dodge. If you roll a
20, you score an automatic Critical Hit, dealing double damage.
Novice
Ability to cast 1st level Destruction spells.
Perks
  1. Destruction Dual Casting: When casting the same spell twice on your
      Turn, you can choose to combine the spells together. Make a single
      attack roll, add the Powers together and double your total bonus to hit.
  2. Keen Eye: +1 to hit with all Destruction spells.
  3. Spell Technique: Once per encounter, you can cast a single Destruction
      spell of level 1 to 4 you know for no Magicka cost. Your maximum
      Magicka must still be high enough to cast the spell, however. If using the
      Spell Technique perk while Dual Casting, halve the total cost.
Perks
  1. Augmented Element: Choose an element. Increase the Power of all
      spells which deal damage of that element by 2 x Destruction rank. You
      may take this perk multiple times, but only once for each element.
  2. Warder: Double the range of Wall and Rune spells.
  3. Impact: If you hit with a dual-casted spell, you exert force on the target.
      If you deal damage greater than 25% of their maximum health, make a
      Push attempt, substituting your Sorcery for Might. If the spell had an
      area of effect, halve your bonus on the Push attempt.
  4. Mounted Battlecaster: You take no penalties on spellcasting while your
      mount is making a double move, and only a -1 penalty while it is
      sprinting or charging.
Adept
Ability to cast 3rd level Destruction spells.
Perks
  1. Cloak Mastery: Increase the radius of Cloak spells by 1 metre.
  2. Destroyer: Increase the radius of all Area Destruction spells by 1 metre.
  3. Destruction Sniper: When casting targeted Destruction spells, you can
      choose to double the range but take a -2 penalty to hit..
Expert
Ability to cast 4th level Destruction spells.
Perks
  1. Flame Mastery: Fire spells ignore 20% of the target’s Fire and/or
      Elemental Resistance. (Requires Augmented Flames)
  2. Frost Mastery: When using Frost spells, targets are slowed by an
      additional point. (Requires Augmented Frost)
  3. Shock Mastery: When you deal damage with a Shock spell to an enemy
      below 15% Health, you can choose to Disintegrate them, instantly
      killing them and preventing them from being raised or resurrected.
      (Requires Augmented Shock)
Perks
  1. Supreme Technique: The Spell Technique perk can now be used 3 times
      per Encounter. (Requires Spell Technique)
  2. Critical Blast: You can now score Critical Hits with Destruction spells on
      a roll of 18-20. The spell deals double damage and the target suffers the
      effects of the Impact perk, if you have it. Fire spells ignite the target(s),
      dealing 50% extra damage on the following turn. Frost spells slow
      targets by double the normal amount, and paralyze them for 1 round if
      their speed is reduced below 0. Shock spells arc to up to 2 targets within
      5 meters, even if they have already been hit by the same spell (eg Chain
      Lightning).
  3. Unerring Aim: When casting area spells, you can exclude up to 5 targets
      of your choice from the area of effect.
Usage
Casting a spell is a Swift action. Wards and Healing spells do not require attack
rolls. When casting Turning or Sun spells, roll 1d20 + Restoration rank + other
modifiers against the target’s Dodge in the case of Sun spells, or Magic
Resistance for Turning spells. If you roll a 20 with a Sun spell, you score an
automatic Critical Hit, dealing double damage.
Novice
Ability to cast 1st-level Restoration spells.
Perks
  1. Restoration Dual Casting: You gain bonuses when casting the same spell
      twice on your turn. For Healing spells, add the Powers together and
      increase the total by twice the spell’s level. For Ward spells, add the
      Powers together. For Sun spells, make a single attack roll, add the
      Powers together and double your total bonus to hit. For Turning spells,
      make a single Restoration roll and add your Restoration rank to the
      Power.
  2. Purger: +1 to Restoration rolls with all Turning and Sun spells.
  3. Efficient Healing: Increase the Power of Healing spells by 2 x
      Restoration Rank.
Apprentice
Ability to cast 2nd level Restoration spells.
Perks
  1. Recovery: When you Recover, you regain 50% more Magicka.
  2. Imposing Ward: You can block spells targeted at adjacent allies with
      your Ward spells. If blocking an Area spell, you need only block once
      (rather than once for each ally).
  3. Holy Fire: When you successfully Turn an enemy, they take damage
      equal to the spell’s Power each round the spell is active. Increase the
      Power of Sun spells by twice your Restoration rank.
Perks
  1. Respite: Healing spells also restore Stamina equal to 50% of the spell’s
      Power.
  2. Ward Blows: You can use Wards to block physical attacks. Every 10
      damage counts as 1 spell level.
  3. Necromage: Your spells are more effective against undead. You gain +2
      on spellcasting rolls against the Dodge or Magic Resistance of Undead
      with any spell school.
Expert
Ability to cast 4th level Restoration spells.
Perks
  1. Party Guardian: All Area Restoration spells have 1 metre larger radius.
  2. Ward Absorb: When you block a spell with your Ward, you absorb an
      amount of magicka equal to the casting cost of the absorbed spell.
  3. Weakening Light: When you hit and deal damage with a Sun spell, the
      target cannot take the Recover action on its next turn.
Master
Ability to cast 5th level Restoration spells.
Perks
  1. Avoid Death: Once per day when you are dropped below 0 hit points,
      you instantly heal 100 hit points (this is affected by Efficient Healing if
      you have it). If the attack would still kill you, you die.
  2. Reflection Ward: You unlock the Ward Reflect special ability, which
      allows you to reflect spells you block with wards.
  3. Destroy Undead: If you target an undead enemy with a Turning spell
      with a Power of more than 150% of the target’s level, they are instantly
      destroyed. Undead killed in this manner cannot be raised.
Usage
Casting a spell is a Swift action. You can give simple commands (defend me,
attack, wait here, etc) to a summoned/controlled creatures as a Free action
once per turn. More complex commands can be given as a Move action. You
may only have 1 Summoning or Necromancy spell active at a time - when you
gain control of new creature(s) via another spell, the existing creature(s) are
destroyed. When casting Banishing spells, roll 1d20 + Conjuration Rank +
other modifiers against the target’s Magic Resistance. If the conjurer falls
unconscious or dies, their summoned or raised creatures are returned to their
home plane or destroyed.
Novice
Ability to cast 1st-level Conjuration spells.
Perks
  1. Mystic Binding: Increase the Power of all Bound weapons by your
      Conjuration rank.
  2. Summoner: Increase the range of all Summoning spells by 50%
  3. Death is Strength: All raised dead deal additional damage equal to the
      level of spell they were raised by when attacking with weapons or
      spells.
Apprentice
Ability to cast 2nd level Conjuration spells.
Perks
  1. Persistent Binding: Letting go of a Bound weapon or piece of armour
      does not dismiss the effect (it is still dismissed at the end of the
      duration, however). Bound weapons/armour last for the entire
      encounter.
  2. Atromancy: All creatures summoned from Oblivion last for the entire
      encounter.
  3. Necromancy: All raised dead now last for the entire encounter.
  4. Improved Attunement: Reduces the tier of all Bound Armour by 1.
Perks
  1. Sever Connection: When you successfully Banish or Command a
      summoned Daedra, the original summoner cannot cast Conjuration
      spells for 2 rounds.
  2. Improved Summoner: Increase the range of all Summoning spells by
      50%. Stacks with Summoner.
  3. Improved Death is Strength: All raised dead have additional DR equal to
      the level of spell they were raised by.
  4. Fluid Binding: As a Free Action once per turn, you can morph a Bound
      Weapon you are currently wielding into another weapon type of the
      same quality. For instance, you could morph a Bow summoned by
      Bound Greater Weapon into a Greatsword of Glass quality.
Expert
Ability to cast 4th level Conjuration spells.
Perks
  1. Dark Souls: Raised dead have 5 more Health per level.
  2. Overcharge: When Summoning a single creature that is lower level than
      the Power of the spell, add the difference between the Power of the
      spell and the creature’s level to either the damage dealt by the creature
      with weapons and spells or its DR for the duration of the spell.
  3. Purging Weapons: Bound Weapons now Banish Daedra and Turn
      Undead on hit with a successful Conjuration roll against Magic
      Resistance. The level affected is 2 times the spell level. This effect
      benefits from the Sever Connection perk, if you have it. Additionally,
      Bound Weapons now trap the souls of anyone they kill.
  4. Shielded Binding: When casting Bound Armour spells, you gain a
      damage shield which absorbs 5 x Conjuration rank in damage.
Perks
  1. Dremora Servant: You gain the services of a loyal Dremora Knymarcher
      as a servant. When casting a Summoning spell with sufficient Power,
      you can choose to summon your Servant (as well as other creatures, if
      the spell has sufficient Power). At first, the Servant is identical to a
      normal Dremora Knymarcher (variant of your choice), however the
      Servant can be given equipment and gains experience. Your servant will
      leave your side at the end of the duration of the spell used to summon
      him (you can Enthrall your servant, however). If your servant is slain,
      he returns to Oblivion with his equipment and cannot be summoned for
      1 week. If your servant is Banished, they can be summoned again at any
      time.
  2. Beyond Death: When you die, you can choose to raise yourself as a free-
      willed zombie up to 1 day after your death, provided your body is still
      intact. You can act normally and retain your original statistics modified
      by Death is Strength, Improved Death is Strength and Dark Souls
      (Beyond Death counts as a 5th-level spell). You also adopt the strengths
      and weaknesses of the Undead type. Your new appearance may give you
      a bonus or penalty on Speech checks, depending on present company.
      You do not age after being raised, and your flesh will not rot over time
      (it is still evident you are a undead to the trained eye, however). If you
      die while in this form, your body and soul are destroyed and you cannot
      be raised or resurrected again. (Requires Death is Strength, Improved
      Death is Strength and Dark Souls)
  3. Elemental Binding: Your bound weapons and armour are infused with
      shifting elemental power. Bound Weapons deal 15 additional damage of
      an element of your choice on strike, and armour adds half its DR to your
      Elemental Resistance against the first element you are attacked by each
      round.
  4. Oblivion Seal: Hostile spellcasters within 15 metres of you must make a
      Conjuration check against your Magic Resistance (or 15, whichever is
      greater) to cast Conjuration spells successfully.
Usage
Casting a spell is a Swift action. When casting Alteration spells with
detrimental effects, roll 1d20 + Alteration Rank + other modifiers against the
target’s Magic Resistance.
Novice
Ability to cast 1st-level Alteration spells.
Perks
  1. Mage Armour: Protection spells have 100% more Power when not
      wearing armour.
  2. Augury: Detection spells can determine whether targets are friendly,
      neutral or hostile.
  3. Alteration Dual Casting: When casting the same spell twice on your
      Turn, you can choose to combine the spells together, making a single
      Alteration roll (if applicable) and doubling the duration.
Apprentice
Ability to cast 2nd level Alteration spells.
Perks
  1. Dazzle: When you cast a Light spell, you can choose to make it
      blindingly bright. All sighted beings within the lit area take a penalty on
      all attacks equal to the level of the spell unless they are facing away
      from it.
  2. Extend Armour: Protection spells now last for the entire encounter.
  3. Discern: When casting Detection spells, you also discover the race of all
      targets.
  4. Share Spell: Beneficial spells active on you can also be shared with your
      mount while you are mounted.
Perks
  1. Transfer Spell: As a Move Action, you can transfer any Alteration spell
      you have cast on yourself to any willing target within 5 metres. For
      spells which require concentration, you must still concentrate to
      maintain the effect. The recipient can concentrate on the spell instead,
      but they must know the spell.
  2. Ranged Alterer: Double the range of all targeted Alteration spells.
  3. Magic Resistance: You add your Alteration rank to your Magic
      Resistance.
Expert
Ability to cast 4th level Alteration spells.
Perks
  1. Stasis: When you hit a target with a Paralysis spell, you can choose to
      place the target under Stasis. In this state, they are completely frozen in
      place, and are immune to all damage and effects for the duration. They
      can still attempt to escape with a successful Save and the effect can be
      dispelled.
  2. Scrutinize: When casting Detection spells, you also learn what grade of
      equipment the targets are currently wearing.
  3. Improved Mage Armour: Add the base Power of active Protection spells
      to your Elemental Resistance. (Requires Mage Armour)
  4. Mind over Matter: You can choose to substitute your half your Sorcery
      score for your Might whenever you would make a Might check.
Master
Ability to cast 5th level Alteration spells.
Perks
  1. Atronach: Whenever you are subject to any spell, you can attempt to
      absorb it. Roll a d20. If the result is 16 or above, instead of suffering the
      effect of the spell, you regain magicka equal to the amount spent casting
      it.
  2. Omniscience: When casting Detection spells, you learn the relative level
      of all targets, as well as whether they have magical abilities or not.
  3. Aetherial Channel: Once per turn as a free action, you can regain 15
      Health, Magicka or Stamina.
Usage
Casting a spell is a Swift action. When casting Illusion spells against unwilling
targets, roll 1d20 + Illusion Rank + other modifiers against the target’s Magic
Resistance.
Novice
Ability to cast 1st-level Illusion spells.
Perks
  1. Extend Stealth: Increase the duration of all Stealth spells by 50%.
  2. Break Mind: You can score critical hits with Illusion spells on a roll of
      20. When you score a critical hit, you break deep into the mind of the
      target and can give mental commands as a Move action to the target for
      the duration of the effect. Targets that would be not be affected by the
      normal effect are not subject to this one either.
  3. Empower Illusion: When casting Illusion spells, you can increase the
      Power of the spell by up to your Illusion rank. Each point added causes
      the spell to cost an additional 5 Magicka.
Apprentice
Ability to cast 2nd level Illusion spells.
Perks
  1. Mind of the Undead: Illusion spells can now affect undead targets,
      though when used in this fashion the Power is halved.
  2. Hypnotic Gaze: Increase the Power of all Charm spells by your Illusion
      rank.
  3. Shadow Strike: Once per encounter, when attacking with a weapon
      affected by the Conceal spell, your target counts as Surprised. They
      must not have seen you cast the spell on the weapon.
Perks
  1. Mind of the Machine: Illusion spells can now affect Automatons, though
      when used in this fashion the Power is halved.
  2. Aspect of Terror: Increase the Power of all Fear spells by your Illusion
      rank.
  3. Quiet Casting: When casting any spell you can choose to make it
      completely silent, halving the bonus enemies get to detect you from
      casting such spells.
Expert
Ability to cast 4th level Illusion spells.
Perks
  1. Mind of the Daedra: Illusion spells can now affect Daedra, though when
      used in this fashion the Power is halved.
  2. Conceal Life: While under the effect of an Invisibility spell, you cannot
      be detected by Detect Life spells.
  3. Rage: Increase the Power of all Fury spells by your Illusion rank.
Master
Ability to cast 5th level Illusion spells.
Perks
  1. Master of the Mind: Your Illusion spells use their full Power against any
      target. (Requires Mind of the Undead, Mind of the Machine and Mind of
      the Daedra)
  2. Shatter Mind: You can score critical hits with Illusion spells on rolls of
      17-20. (Requires Break Mind)
  3. Invisibility Master: You can take 1 Standard action without breaking
      Invisibility.
Usage
To Enchant an item, you need to have access to tools (an Arcane Enchanter or
Enchanting Kit), a filled soul gem with sufficient Soul Energy, and knowledge
of the enchantment. Enchanting requires training (at least Novice level) to use.
See the Enchanting section of the Magic chapter for more.
Novice
You can add rank 1 enchants to weapons and apparel.
Perks
  1. Powerful Weapons: The magnitude of the damage-dealing effects on all
      weapons you enchant increases by 1 per rank.
  2. Augmented Apparel: The magnitude of numerical effects on all apparel
      you enchant increases by 20%, rounding down.
Apprentice
You can add rank 2 enchants to weapons and apparel.
Perks
  1. Soul Squeezer: You can get 25% more Energy from a filled Soul Gem.
  2. Extract Soul: When disenchanting an item, instead of learning its
      enchantment you can instead extract a soul into an empty soul gem you
      possess of the same size used to enchant the item. The item is still
      destroyed however.
Perks
  1. Imbue Item: A favourite of many sorcerers and battlemages. You can
      temporarily enchant (imbue) a nonmagical weapon or apparel item
      with magical properties using the normal process, however you do not
      require any tools. The imbuing process takes a number of rounds equal
      to the rank of the enchant being imbued. Imbued items lose their
      magical power after 24 hours.
  2. Staff Enchanter: You can create staves. To do so, you must either know
      the spell you are putting on the staff, or possess a scroll of that spell.
      You must then supply a mundane staff to place the enchantment on and
      a filled soul gem. See the Staves section under Enchanting in the Magic
      chapter.
Expert
You can add rank 4 enchants to weapons and apparel.
Perks
  1. Efficient Weapons: Weapon enchantments’ energy requirements are
      reduced by 1 rank. You always need to supply at least a Petty Soul
      however.
  2. Efficient Apparel: Apparel enchantments’ energy requirements are
      reduced by 1 rank. You always need to supply at least a Petty Soul
      however.
Perks
  1. Multi-Effect: When Enchanting you can place any number of
      Enchantments on an item, providing the total energy requirement does
      not exceed the Soul Energy of the gem used.
  2. Devour Souls: You can devour filled soul gems as a full-round action
      which provokes attacks of opportunity to regain health, magicka and
      stamina, similar to potions. Distribute the Soul Energy of the gem
      between your Health, Magicka and/or Stamina in any combination you
      choose. Devouring a Grand or Black Soul Gem completely refills your
      Health, Magicka and Stamina as well as removing all negative effects
      that you are currently afflicted by.
  3. Ultimate Enchanter: Digging deep into the reserves of knowledge you
      have acquired over your enchanting career, you can enchant even more
      powerful items. You now have the ability to enchant weapons and
      apparel at rank 6. All normal modifiers apply.
Usage
When hit by a physical attack, subtract the damage dealt from your Armour’s
Damage Reduction.
Novice
Proficiency in Tier 2 Armours, such as Leather.
Perks
  1. Agile Defender: When not wearing Heavy Armour, your Speed increases
      by 1.
  2. Duck and Weave: When not wearing Heavy Armour, You add 1 to your
      Dodge if you move more than 1 metre from your original position on
      your turn. This bonus doubles if you move more than your Speed from
      your original position.
Apprentice
Proficiency in Tier 3 Armours, such as Mail.
Perks
  1. Light Armour Specialisation: When wearing Light Armour, you gain
      extra DR equal to your Light Armour rank.
  2. Wind Walker: You regain 50% more Stamina from the Recover action.
Perks
  1. Unhindered: Reduce the Stamina cost of sprinting by 50% when not
      wearing Heavy Armour. This also applies to Special Attacks/Abilities
      that base their Stamina cost off of sprinting, such as Charge and
      Skirmish.
  2. Tumble: You unlock the Tumble special ability, which lets you avoid
      Attacks of Opportunity from movement.
Expert
Proficiency in Tier 5 Armours, such as Glass.
Perks
  1. Spring Attack: You can perform actions at any point during your
      movement, rather than only before or after.
  2. Improved Agile Defender: When not wearing Heavy Armour, your
      Speed increases further by 1. (Requires Agile Defender)
Master
Proficiency in Tier 6 Armours, such as Dragonscale.
Perks
  1. Deft Movement: Gain +3 Dodge.
  2. Combat Acrobat: You unlock the Combat Acrobat special ability, which
      grants large movement and Dodge bonuses.
Usage
When making a Sleight of Hand check, roll 1d20 + Sleight of Hand Rank +
other modifiers against 5 + the target’s Cunning score. Without any ranks in
Sleight of Hand, you can only attempt to Pickpocket. Your Pickpocket attempts
automatically fail if the target has detected you. You cannot pickpocket worn
clothing or armour. When pickpocketing, a number of modifiers can apply:
Target is distracted                                                   +1 to 4
Target is sleeping                                                     +5
Novice
You can conceal one item no larger than a dagger on your person, making it
more difficult to find. When people search you, they take your Sleight of Hand
Rank as a penalty on their Cunning check to find the item.
Perks
  1. Light Fingers: You can attempt to pickpocket non hostile targets that
      are aware of your presence, however you halve the Rank bonus on your
      Sleight of Hand check.
  2. Poison User: You no longer need to roll to successfully poison a weapon
      as a Move action.
  3. Wrestling: You add your Sleight of Hand Rank to Grapple checks when
      Grappling.
  4. Horseman: Directing your mount to perform a complex action is a free
      action.
Perks
  1. Plant Item: You can attempt to plant an item onto the target using a
      Pickpocketing roll. All the same modifiers apply as if you were taking
      the item from them.
  2. Disarm: You unlock the Disarm special attack, which can force the
      target to drop their weapon.
  3. Grab: When you hit with an unarmed Power Attack or score a critical hit
      on an opponent using an unarmed strike, you can choose to
      immediately make a Grapple check to enter a grapple with your target.
Adept
You can conceal up to two items no larger than daggers on your person, or a
single item no larger than a one-handed weapon, making it more difficult to
find. When people search you, they take your Sleight of Hand Rank as a
penalty on their Cunning check to find the item.
Perks
  1. Skilled Pickpocket: You gain a +2 bonus on Sleight of Hand checks to
      Pickpocket.
  2. Feint: You unlock the Feint special attack, which can prevent the target
      from blocking your next attack.
  3. Poisoned: When planting poisons on an enemy with less than 20
      Damage Reduction, they instantly take effect. (Requires Plant Item)
  4. Chokehold: When pinning an opponent, you can make a Grapple check
      as a free action once per turn to attempt to choke them. If you succeed,
      you deal unarmed damage + how much you beat your opponent by on
      the grapple check.
Expert
You can draw any weapon as a free action.
Perks
  1. Perfect Touch: Halve the weight and size modifiers when pickpocketing.
  2. Find the Gap: You can perform the Pierce Armour special attack using
      the action you would normally use to make a basic attack with your
      weapon, rather than a Full-Round action.
Perks
  1. Master Pickpocket: You gain a +5 bonus on Sleight of Hand checks to
      Pickpocket.
  2. Misdirection: You unlock the Misdirection ability, which allows you to
      redirect melee attacks that miss you.
Usage
When making a Security check, roll 1d20 + Security Rank + other modifiers
against the difficulty of the device. You must have a pick to attempt Security
checks. If the check fails, your pick breaks. Without any Security ranks, you
can only interact with Very Easy devices. Making a Security check is a full-
round action that provokes attacks.
Very Easy     14
Easy          16
Average       18
Hard          20
Very Hard 22
Impossible 26
Novice
You can attempt to interact with Easy devices.
Perks
  1. Deft Hands: You gain a +2 on all Security checks.
  2. Evasion: You gain +3 Dodge when attacked by Traps.
Apprentice
You can attempt to interact with Average devices. Interacting with Very Easy
devices always works.
Perks
  1. Careful Hands: If you fail a Security check by 5 or less, your pick doesn’t
      break.
  2. Quiet Pick: Enemies take your Security rank as a penalty to Cunning
      checks to hear you interacting with a device.
Perks
  1. Locksmith: You gain a +2 on all Security checks.
  2. Trained Eye: You gain a +5 on Cunning checks to detect traps.
Expert
You can attempt to interact with Very Hard devices. Interacting with Average
devices always works.
Perks
  1. Disable Machine: You can attempt to disable automatons when they are
      unaware of your presence. Make a Security check against 5 + the level of
      the target + 5 for each size it is above medium. You must be within 1
      metre of the target. If you succeed, the target is disabled but can be
      reactivated with a successful Security check (same difficulty). If you fail,
      the automaton notices you.
  2. Improved Careful Hands: You don’t break picks unless you roll a 1.
      (Requires Careful Hands)
Master
You can attempt to interact with devices that normally require a specific key
or similar object to use (Impossible). Interacting with Hard devices always
works.
Perks
  1. Reconfigure Machine: When you would disable an automaton, you can
      choose to reconfigure it. You can give the automaton orders (Follow me,
      guard this spot, etc) and designate which targets (or group of targets)
      are friendly and hostile by interacting with the machine. The automaton
      typically won’t leave the bounds of the area it was created to protect,
      however. (Requires Disable Machine)
  2. Break Magic: You can attempt to break through magical barriers,
      disable magical traps and open magically sealed doors. Make a Security
      check against 5 + the Sorcery score of the creator.
Usage
When making a Speech check, roll 1d20 + double your Speech Rank + other
modifiers. When using Speech to Negotiate or Barter, make a Speech check
against the Speech check of the target. When Negotiating with a group, the
member with the highest Speech Rank makes the check. You can choose to
Intimidate, substituting your level for your Speech Rank and modifiers,
though this doesn’t work in some settings and may have consequences in the
future. Success when Negotiating or Intimidating means that the target(s) are
more likely to do what you want or see your point of view. Success when
Bartering means that shopkeepers will accept greater prices for sold goods
and may lower their prices or accept more favourable trades. At the DMs
discretion, high degrees of success or failure might result in especially
favourable or unfavourable outcomes.
Novice
Improve the bonus to Speech checks.
Perks
  1. Bribe: You can use bribes to gain bonuses (or an automatic success)
      when negotiating. The bonus granted is determined by the GM, but it
      should reflect the amount offered, and the wealth and status of the
      individual The maximum bonus you can gain from doing this is 2 times
      your Speech Rank.
  2. Allure: +2 to all Speech checks against the appropriate sexuality.
Perks
  1. Merchant: You can buy and sell any type of item with any merchant.
  2. Taunt: As a Standard action in combat, you can make an Intimidate
      check to force your target to focus on you. This can also be done outside
      of combat, but at a third of the normal bonus. Your target must be of at
      least Primitive intelligence and be able to hear you. If they can’t
      understand you, halve your bonus. The effect ends if the target takes a
      high amount of damage from a source other than you or makes a series
      of ineffective attacks against you.
  3. Rumours: You’ve picked up a lot of knowledge from talking to people,
      and can make Cunning checks when recalling knowledge you don’t
      know from experience (such as identifying a magical phenomenon or
      knowing the laws of a foreign province) at the GM’s discretion.
Adept
Improve the bonus to Speech checks.
Perks
  1. Investor: You can pay gold to invest in a store. This permanently
      improves the quality and quantity of the shopkeeper’s stock, as well as
      other benefits at the GM’s discretion, such a small discount.
  2. Persuasion: You gain +2 on all Negotiation checks.
  3. Divert Attention: As a Standard action in combat, you can make a
      Speech check to force your target to focus on a different target. This can
      also be done outside of combat, but at a third of the normal bonus. The
      target must be able to see you.
Perks
  1. Fence Goods: You can sell stolen goods to any merchant.
  2. Contacts: You set up a network of contacts throughout Tamriel with
      places or people you have visited (up to 10 people). These contacts can
      provide you with things like information, shelter, favours and loans.
      Contacts can be people like a city guard, soldier, tavern keeper,
      merchant, or member of a local guild. You can gain a new contact by
      making Negotiating with a specific NPC or spending a day in a
      settlement looking for a new contact.
  3. Taunting Shout: When Taunting, you can affect everyone within 2
      metres of you.
Master
Improve the bonus to Speech checks.
Perks
  1. Master Trader: Success when Bartering means that shopkeepers buy
      and sell goods at the base value.
  2. Silver Tongue: +5 on all Speech checks.
Usage
To sneak, you make a stealth check of 1d20 + (Sneak Rank * 2) + other
modifiers at the start of your turn, affected by what actions you are taking this
turn. This is opposed by the Cunning check of all enemies that could detect
you. A 1 on either of these checks indicates automatic failure, while a 20
indicates automatic success (if two characters roll a 20 on an opposed check,
the sneaking character wins). When you make a basic attack against an enemy
that hasn’t detected you, they are surprised don’t add their Speed to their
Dodge. Some creatures with especially keen senses might receive larger
modifiers when trying to detect you. At the start of their turn, enemies that
might be able to see or hear you are entitled to a Cunning check vs your
stealth check (with all appropriate modifiers) to detect you. An untrained
character can’t get more than a +8 bonus on Sneak checks.
Perks
  1. Ambush: Once per turn, when an enemy is surprised, basic attacks
      automatically deal critical damage. If ambushing with a Marksman
      weapon, you must be within the weapon’s base range.
  2. Stealth: You get a +2 bonus on Sneak checks.
  3. Watchman: You add twice your Sneak rank on Cunning checks to detect
      other sneaking characters.
Apprentice
You get an additional +2 to your Sneak roll when lightly concealed. Your total
Sneak modifier can reach up to +13.
Perks
  1. Quiet Takedown: Halve the bonus enemies get to detect you when
      killing a target, attacking with daggers, claws or unarmed, or attacking
      with a light thrown weapon.
  2. Armoured Stealth: Your speed penalty counts as one point less for the
      purposes of Sneak checks.
  3. Shadow Mage: When an enemy is surprised, your first attack with a
      Destruction spell reduces the target’s resistance to the relevant element
      by 5 times the level of the spell for 3 rounds. This occurs before the
      damage of the spell is resolved, and can reduce the resistance of the
      target(s) below 0, resulting in increased damage. Shadow Mage doesn’t
      apply if you are dual-casting the spell. (requires Ambush)
  4. Mounted Stalker: When mounted, your mount receives a bonus on
      Stealth checks equal to your Sneak rank.
Perks
  1. Improved Ambush: Once per encounter, when an enemy is surprised,
      your critical hits with daggers, unarmed attacks, claws and light thrown
      weapons deal triple damage. (Requires Ambush)
  2. Improved Stealth: You get a +2 bonus on Sneak checks. (Stacks with
      Stealth)
Expert
Halve the Sneak penalty for noisy surfaces. You no longer set off pressure-
based traps unless you purposely do so. Your total Sneak modifier can reach
up to +20.
Perks
  1. Sniper Shot: When using a Marksman weapon, you can Ambush from
      any range. (Requires Ambush)
  2. Camouflage: When Sneaking and not moving, you always count as
      lightly concealed.
Master
Enemies no longer get a bonus to detect you in bright areas. Your total Sneak
modifier can reach up to +26.
Perks
  1. Assassin’s Strike: When you make any attack against an enemy that
      hasn’t detected you (including special attacks), they count as surprised.
      When an enemy is surprised, you score automatic critical hits with all
      attacks.
  2. Shadow Warrior: Enemies get no bonus to detect you if you were
      recently detected. The detection bonus for searching for you is reduced
      to +1 per round.
  3. Master Stealth: You get a +2 bonus on Sneak checks. (Stacks with
      Stealth and Improved Stealth)
Usage
To mix a potion or poison, you must have access to tools (an Alchemy table or
Alchemy kit) and sufficient materials to craft the mixture. Starting out, you
need to pay the base cost of the item in materials, though some perks allow
you to reduce this cost and gather ingredients while in the wilderness or from
creatures. Untrained characters can only make Minor Healing, Magicka and
Stamina potions and Weak Poison. Creating potions and poisons takes 1 hour
per 100 gold of value (modified by Careful Alchemist perks).
Novice
You can craft any Minor potion or poison.
Perks
  1. Gatherer: While outside of populated areas, you can spend time
      gathering common reagents. You find 50 gold of materials that can be
      used to make Minor or Common mixtures per day. You can also gather
      ingredients while travelling, though you get half the normal amount.
  2. Careful Alchemist: When mixing, you only need to pay 90% of the
      mixture’s cost in materials.
Apprentice
You can craft any Average potion or poison.
Perks
  1. Benefactor: You can drink potions or administer them to allies as a Swift
      action instead of a Move action.
  2. Poisoner: Your poisons ignore 10 points of Poison Resistance.
  3. Bomber: You can craft bombs. See the Equipment section for details on
      bombs.
Perks
  1. Improved Careful Alchemist: When mixing, you only need to pay 75% of
      the mixture’s cost in materials. (Requires Careful Alchemist)
  2. Skilled Gatherer: While outside of populated areas, you can spend time
      gathering common reagents. You find 150 gold of materials that can be
      used to make any mixture per day. You can also gather ingredients
      while travelling, though you get half the normal amount. This replaces
      the benefits of the Gatherer perk. (Requires Gatherer)
Expert
You can craft any Ultimate potion or poison.
Perks
  1. Concentrated Mixture: You can choose to spend 50% more materials
      when mixing a potion or poison to make a concentrated version.
      Concentrated potions and poisons can be used twice.
  2. Snakeblood: Your Poison Resistance increases by 20.
Master
You can craft the powerful Potion of Revival and Black Death poison. In
addition to their normal costs, they also require a unique ingredient which
gives them their power - a Daedra Heart for the Potion of Revival, and a Jarrin
Root for Black Death. These can be substituted with a similarly potent and
rare ingredient at the GM’s discretion.
Perks
  1. Infusion: You can craft a special potion called an Infusion, which
      provides you (or allies) with permanent benefits. See the Infusions
      section of the Equipment chapter.
  2. Master of Venom: Once per round, you can apply poison to an equipped
      weapon as a free action without any chance of failure or Attacks of
      Opportunity.
  3. Master Brewer: You can brew potions and poisons without tools as a
      full-round action, even during combat. This provokes an attack of
      opportunity however.
Learning new spells can be done in one of 3 ways - being taught by another
character (some characters will charge for this service), increasing your base
Magicka by a multiple of 50 (allows you to learn any spell you can cast), or by
purchasing a Spell Tome, which contains knowledge of a spell and is
consumed on use. Spell prices are listed below.
Name Price
Name                                                   Price
Level 1 Scroll                                         10
Level 2 Scroll                                         25
Level 3 Scroll                                         50
1st-level Spells
Flames (Fire)
Cost: 6
Range: 3 metres
Target: Single creature
Duration: Instant
Base Power: 4
A stream of flames bursts forth from your hand, dealing (Power + 1d8) Fire
damage to the target.
Frostbite (Frost)
Cost: 8
Range: 3 metres
Target: Single creature
Duration: Instant
Base Power: 4
You blast a stream of frozen air at your target, dealing (Power + 1d8) Frost
damage.
Sparks (Shock)
Cost: 8
Range: 3 metres
Target: Single creature
Duration: Instant
Base Power: 4
A stream of electricity jumps from your outstretched hand to the target,
dealing (Power + 1d8) Shock damage.
2nd-level Spells
Firebolt (Fire)
Cost: 25
Range: 25 metres
Target: Single creature
Duration: Instant
Base Power: 12
You launch a bolt of pure flame at your target, dealing (Power + 1d8) Fire
damage.
3rd-level Spells
Fireball (Fire, Area)
Cost: 40
Range: 25 metres
Area: 2 metre radius blast
Duration: Instant
Base Power: 20
You toss a swirling ball of flame at your target, dealing (Power + 1d10) Fire
damage to them and everyone within 1 metre of them. You can target a space
instead of a character if you wish.
4th-level Spells
Incinerate (Fire)
Cost: 50
Range: 30 metres
Target: Single creature
Duration: Instant
Base Power: 26
You sling a bolt of searing flame at your target, burning through flesh and
bone. The target takes (Power + d10) Fire damage.
Thunderbolt (Shock)
Cost: 55
Range: 35 metres
Target: Single creature
Duration: Instant
Base Power: 26
A deafening thunderbolt jumps between you and your target, dealing (Power
+ 1d10) Shock damage.
5th-level Spells
Flame Artillery (Fire, Area)
Cost: 50 per orb
Range: 50 metres
Area: 2 metre radius blast
Duration: Instant
Base Power: 26
You create up to 3 explosive orbs of flame and launch them soaring through
the air. On impact, they deal (Power + 2d6) Fire damage to the target location
and everything within 2 metres of it. Each orb counts as 3 spell levels for the
purposes of Ward spells.
Magicka Blast
Cost: 50
Range: 25 metres
Target: Single creature
Duration: Instant
Base Power: 40
You fire a bolt of pure crimson energy, blasting your target for (Power + 1d8)
damage. This damage cannot be reduced in any way if it hits, and counts as 10
spell levels for the purpose of wards.
1st-level Spells
Minor Healing (Healing)
Cost: 10
Range: Touch
Target: Single living creature
Duration: Instant
Base Power: 6
Channeling restorative energy through your hands, you instantly heal yourself
or an adjacent ally (Power + 1d6) Health.
3rd-level Spells
Healing Bolt (Healing)
Cost: 25
Range: 30 metres
Target: Single creature
Duration: 1 round
As Healing, but as a projectile with 30 metres range.
4th-level Spells
Grand Healing (Healing, Area)
Cost: 45
Range: Self
Area: 2 metre radius burst centered on you
Duration: Instant
Base Power: 60
You shower yourself and the surrounding area with healing energy. Distribute
(Power) points of Health between yourself and/or allies within a 2 metre
radius of you. You cannot distribute more than half the Power to one target.
5th-level Spells
Resurrection
Cost: 150
Range: Touch
Target: 1 dead previously living creature
Duration: Instant
You restore a creature that has been dead for no more than 1 week to life with
all its previous abilities at 25% of its maximum Health, Magicka and Stamina.
The corpse must still be intact - it cannot have been disintegrated,
decapitated, melted, or similar. They cannot have been previously raised by
Necromancy spells. This spell only works on creatures that were previously
living - it does not work on undead, automatons, or other magically created
life. The same creature can only be raised once per month. This spell takes 3
full rounds to cast.
Soul Trap
Cost: 20
Range: 10 metres
Target: Single creature
Duration: 5 rounds
You attempt to bind the creature’s soul to one of your Soul Gems, capturing it
within if it is killed within the duration.
Summoning (Summoning)
Cost: 35
Range: 4 metres
Duration: 5 rounds
Base Power: 3
You conjure a single Daedra of up to the spell’s Power in level from a Plane of
Oblivion. The creature vanishes when it reaches 0 Health or at the end of the
duration.
3rd-level Spells
Bind Greater Weapon (Binding)
Cost: 35
Range: Self
Duration: 5 rounds
Bind a lesser Daedra in the form of a weightless magical weapon of your
choice. Its statistics are equivalent to that of a Glass weapon. The weapon
vanishes if it leaves your hand or at the end of the duration.
4th-level Spells
Supreme Summoning (Summoning)
Cost: 55
Range: 4 metres
Duration: 5 rounds
Base Power: 11
You conjure up to 3 creatures from Oblivion. Their combined level cannot
exceed the spell’s Power. They vanish at the end of the duration, or if they
reach 0 Health (reducing one to 0 Health does not cause the others to vanish,
however).
Purging (Banishing)
Cost: 75
Range: Self
Area: 20 metre radius burst centered on you
Duration: Instant
Base Power: 15
You return up to the spell’s Power in levels of Daedra (summoned or free-
willed) within the area to their home plane.
1st-level Spells
Oakflesh (Protection)
Cost: 15
Range: Self
Duration: 5 rounds
Base Power: 4
You surround yourself with a thin shield of magical force, increasing your DR
by the Power of the spell.
Candlelight (Light)
Cost: 5
Range: Self
Duration: 1 minute
You create a small floating light that hovers above you and sheds light in a 5
metre radius. You can dismiss the effect as a free action.
2nd-level Spells
Stoneflesh (Protection)
Cost: 25
Range: Self
Duration: 5 rounds
Base Power: 6
As Oakflesh, but with increased Power.
                                                            90 | The Elder Scrolls: D20
Magelight (Light)
Cost: 15
Range: 20 metres
Duration: 1 minute
You create a small floating light that you can shoot at a surface, a character or
into the darkness. If targeted on a person, it requires an Alteration roll. If it
hits, a small light hovers above them and sheds light in the 5 metre radius. If
targeted at a surface, the light hovers next to it and sheds light. You can
dismiss these effects as a free action. If shot in a direction, it travels in a
straight line, providing lighting the whole way.
Water Adaptation
Cost: 50
Range: Touch
Duration: 5 minutes
You magically adapt yourself or another creature you touch to be able to walk
on water at their normal speed or breathe underwater for the duration. This
choice is made when casting the spell.
Telekinesis (Force)
Cost: 25
Range: 20 metres
Target: One object
Duration: Instant
Placing your hand in front of you, you can manipulate objects as if you were
touching them. Move one object with a size and mass and average human
could carry in one hand up 10 metres in any direction (counts as a Might of 3).
You can also use Telekinesis to manipulate objects such as doors and levers
within the spell’s range. You can make pickpocketing and security attempts at
a distance using this spell, though you take a penalty equal to (8 - your
Alteration rank). You can attempt to disarm enemies using this spell - make an
Alteration roll opposed by their Might roll. If you succeed, you can move their
weapon up to 5 metres in any direction.
Haste
Cost: 35
Range: 5 metres
Target: 1 creature
Duration: 3 rounds
You subtly bend time around the target creature, allowing them to act more
quickly. For the next 3 rounds, they receive an additional Move action in
addition to their normal actions. Creatures under the influence of Haste could,
for example, make a Move and Full-Round action in the same turn.
4th-level Spells
Ebonyflesh (Protection)
Cost: 45
Range: Self
Duration: 5 rounds
Base Power: 10
As Oakflesh, but with increased Power.
Levitate (Force)
Cost: 50
Range: Self
Duration: Concentration
Air forms around your feet, and you begin hovering. As long as you are
concentrating on Levitate (a swift action) when you move you can go in any
direction (including up). If you stop concentrating while you are still in the air,
you descend at a rate of 12 metres per round.
Paralysis (Paralysis)
Cost: 45
Range: 15 metres
Target: 1 creature
Duration: 3 rounds
You fire a bolt of green energy at your target, paralyzing their entire body for
3 rounds. Make another Alteration roll against their Magic Resistance at the
start of each round. If you fail, the effect ends.
Greater Dispel
Cost: 35
Range: 10 metres
Target: 1 creature or object
Duration: Instant
You attempt to remove or suppress powerful magical effects. As Dispel, but it
works on any effect.
1st-level Spells
Calm (Charm)
Cost: 10
Range: 10 metres
Target: A single living creature
Duration: 3 rounds
Base Power: 1
You warp the mind of a target with a level up to the spell’s Power. All hostile
intentions towards you are suppressed for the duration.
Fright (Fear)
Cost: 12
Range: 10 metres
Target: A single living creature
Duration: 3 rounds
Base Power: 1
You warp the mind of a target with a level up to the spell’s Power. They flee
from you for the duration, but may still attack other creatures if they are
threatened.
Frenzy (Fury)
Cost: 12
Range: 10 metres
Target: A single living creature
Duration: 3 rounds
Base Power: 1
You warp the mind of a target with a level up to the spell’s Power. They attack
the closest target to them, or the one that presents the biggest threat.
2nd-level Spells
Peace (Charm)
Cost: 20
Range: 10 metres
Target: A single living creature
Duration: 5 rounds
Base Power: 3
You warp the mind of a target with a level up to the spell’s Power. All hostile
intentions are suppressed for the duration. The effect breaks at the end of the
duration or if the target is attacked.
Fear (Fear)
Cost: 23
Range: 10 metres
Target: A single living creature
Duration: 5 rounds
Base Power: 3
You warp the mind of a target with a level up to the spell’s Power. They flee
from combat for the duration.
Muffle (Stealth)
Cost: 30
Range: Self
Duration: 10 minutes
Enemies take -4 on their Cunning checks to detect you when Sneaking.
Terror (Fear)
Cost: 30
Range: 20 metres
Duration: 5 rounds
Base Power: 5
The target cowers in terror (counts as prone) and cannot take actions for the
duration. If they are attacked, they can flee from their attacker at full speed.
This only works on living targets with a level equal to the spell’s Power or
below.
Rage (Fury)
Cost: 40
Range: 20 metres
Area: 2 metre radius
Duration: 5 rounds
Base Power: 5
You warp the minds of your targets, making them think that everyone is an
enemy. For the duration, they attack the closest target (usually each other).
This only works on living targets with a level equal to the spell’s Power or
below.
4th-level Spells
                                                             98 | The Elder Scrolls: D20
Alter Allegiance (Charm)
Cost: 40
Range: 20 metres
Duration: 5 rounds
Base Power: 7
You alter the mind of the target, and it perceives you and your allies as friends,
and your enemies as enemies. This only works on living targets with a level
equal to the spell’s Power or below.
Rout (Fear)
Cost: 45
Range: 20 metres
Area: 2 metre radius
Duration: 5 rounds
Base Power: 7
You break the morale of the targets, making them flee from combat for the
duration. This only works on living targets with a level equal to the spell’s
Power or below.
Berserk (Fury)
Cost: 45
Range: 10 metres
Duration: 5 rounds
Base Power: 7
The target flies into a mad frenzy, attacking the nearest target with reckless
abandon. The target does whatever it can do cause the maximum possible
amount of damage to the nearest target for the duration. This only works on
living targets with a level equal to the spell’s Power or below.
Invisibility (Stealth)
Cost: 40
Range: Self
Duration: 2 rounds
You are completely invisible for the duration of the spell, giving sighted
creatures a penalty to detect you. You may still leave signs of your movement,
such as footprints in snow. The effect ends if you cast a spell or attack.
To create an enchanted item, you must first learn the enchantments you are
going to use. This can be done by disenchanting items and learning their
enchantments, or reading Enchanting Tomes. The price of the Tome for each
enchantment is listed in the enchantment description. Most enchantments
have a Soul Energy requirement based on their Rank - this indicates the
Energy of the soul required to create such an item.
Soul Gems
Enchanted items are powered by souls from fallen creatures. Listed below are
the values of soul gems, their Soul Energy when filled, and the minimum level
of creature that must be soul trapped to fill one.
Soul Gem Gem Value (Empty) Gem Value (Filled) Soul Energy Min. Level
Petty       25                     50                    30               1
Lesser      75                     200                   60               3
Flaming
Energy Required: (30 x Rank)
Tome Price: 50 gold
A thin aura of flame surrounds the blade of your weapon. Deal (3 x Rank)
additional Fire damage on each strike. You can also use a flaming weapon to
shed light as a torch indefinitely.
Frost
Energy Required: (30 x Rank)
Tome Price: 50 gold
A thin aura of freezing mist surrounds the blade of your weapon. Deal (3 x
Rank) additional Frost damage on each strike. You can choose to forgo this
additional damage in favor of reducing the target’s Speed by 2 for a number of
rounds equal to the rank of the enchantment. This effect doesn’t stack with
itself on successive attacks.
Shock
Energy Required: (30 x Rank)
Tome Price: 50 gold
Electricity arcs around the blade of your weapon. Deal (3 x Rank) additional
Shock damage on each strike. You can also use a Shock weapon to jolt a target
at close range once per round. This jolt attack has a maximum range of 10
metres, and deals 1d8 shock damage per Rank. Your to-hit bonus and action
are the same as if you were attacking with the weapon normally.
Paralysis
Energy Required: 150
Tome Price: 200 gold
Your weapon is imbued with paralysis magic. Enemies hit by a special attack
from this weapon are paralyzed for 1 round.
Vampiric
Energy Required: (50 x Rank) Energy
Tome Price: 200 gold
Your weapon is imbued with blood magic, and restores Health equal to the
damage done to the target on each strike, up to (Rank x 3). You can also use
the blood magic power of the weapon to raise an undead servant once per
encounter. When you kill a target with this weapon, you can raise them as per
the Raise Weak Zombie spell with a Power equal to (Rank x 2). Doing so
prevents the Health restoration component from functioning for the duration
of the effect.
Exhausting
Energy Required: (50 x Rank) Energy
Tome Price: 100 gold
Your weapon saps the strength from your target, dealing (4 x Rank) Stamina
damage on each attack. This has no effect if the target has no stamina, and
cannot reduce their stamina below zero. Alternatively, instead of dealing
Stamina damage you can instead prevent the target from performing any
actions (other than Blocking) that consume Stamina for (Rank) rounds or until
they Recover.
Magicka Burn
Energy Required: (50 x Rank) Energy
Tome Price: 100 gold
Your weapon saps magicka from your foes. Deal (4 x Rank) Magicka damage
on each attack. This has no effect if the target has no magicka, and cannot
reduce their magicka below zero. You can choose to additionally deal damage
of an element of your choice equal to double the magicka drained, but the
enchantment will not function the following turn.
Conjurer’s
Energy Required: (50 x Rank) Energy
Tome Price: 150 gold
If an enemy struck by a Conjurer’s weapon is killed by the attack or within (1 x
Rank) rounds, the target’s soul is trapped by the wielder. Once per encounter,
when striking summoned daedra with a level up to (2 x Rank), you can Banish
them back to their home plane.
Dread
Energy Required: (50 x Rank) Energy
Tome Price: 150 gold
Your weapon strikes fear into your opponents. When you strike a living being
of up to level (2 x Rank) with a Special Attack from your weapon, they flee
from you for 2 rounds or until attacked.
Accuracy
Energy Required: (80 x Rank) Energy
Tome Price: 200 gold
Your weapon seeks out your target, making it easier to land attacks. Gain the
Rank of the enchantment as a bonus on your attack rolls with this weapon.
Keen
Energy Required: (90 x Rank) Energy
Tome Price: 200 gold
Your weapon guides itself to the vulnerable parts of your opponent. Increase
the range you can land a Critical Hit with this weapon by the Rank of the
enchantment.(ie a rank 1 Keen weapon could score criticals on an attack roll
of 19-20).
Health
Energy Required: (30 x Rank)
Tome Price: 100 gold
Your body toughens when wearing this item. Your maximum Health increases
by (5 x Rank).
Magicka
Energy Required: (30 x Rank)
Tome Price: 100 gold
While wearing this item, your connection to magical energies deepens. Your
maximum Magicka increases by (5 x Rank).
Stamina
Energy Required: (30 x Rank)
Tome Price: 100 gold
While wearing this item, you tire less quickly. Your maximum Stamina
increases by (5 x Rank).
Spellcasting
Energy Required: (50 x Rank)
Tome Price: 150 gold
While wearing this item, you cast spells more efficiently. Once per encounter,
this enchantment allows the wearer to cast a spell they know of a particular
school (chosen when the enchantment is created) of up to the enchantment’s
Rank in level for no Magicka cost.
Wielding
Energy Required: (40 x Rank)
Tome Price: 150 gold
When wearing this item, your strength and precision increases, allowing you
to use special attacks and abilities more efficiently. A number of times per day
equal to the Rank of the enchantment, this enchantment allows the wearer to
negate the Stamina cost of a weapon or shield-based special attack, ability, or
perk (such as Rapid Reload).
Element Resistance
Energy Required: (40 x Rank)
Tome Price: 100 gold
This enchantment shields you from a particular element (chosen when the
enchantment is created). Your resistance to that element increases by (4 x
Rank).
Elemental Resistance
Energy Required: (80 x Rank)
Tome Price: 250 gold
This enchantment shields you from the elements.. Your Elemental Resistance
increases by (4 x Rank).
Magic Resistance
Energy Required: (40 x Rank)
Tome Price: 250 gold
This enchantment shields you from harmful magic effects. Your Magic
Resistance increases by the Rank of the enchantment.
Poison Resistance
Energy Required: (30 x Rank)
Tome Price: 100 gold
This enchantment improves your body’s ability to resist poison. Your Poison
Resistance increases by (2 x Rank).
Disease Resistance
Energy Required: (30 x Rank)
Tome Price: 100 gold
This enchantment improves your body’s ability to resist disease. Your Disease
Resistance increases by (3 x Rank).
Enhanced Recovery
Energy Required: (30 x Rank)
Tome Price: 150 gold
This enchantment improves the rate at which you can recuperate. A number
of times per day equal to the Rank of the enchantment, when you make a
Recover action you recover Magicka and Stamina as if you used a longer
action (Move->Standard->Full).
                                                        106 | The Elder Scrolls: D20
Deflection
Energy Required: (50 x Rank)
Tome Price: 150 gold
This enchantment forms a protective layer of force around you, increasing
your DR by the Rank of the enchantment.
Spell Preparation
Energy Required: (40 x Rank)
Tome Price: 150 gold
This enchantment stores a Self-target spell (such as Oakflesh) of a level up to
the Rank of the enchantment for future use. To store a spell, simply cast it and
indicate it is being stored in a Spell Preparation item. As a Free action at any
point in the future, the wearer can activate the spell as a Free action, using
only half the normal Magicka cost. The wearer must still know the prepared
spell in order to activate it.
Precision
Energy Required: (100 x Rank) Energy
Tome Price: 200 gold
This enchantment improves your precision with any weapon you wield. Gain
the Rank of the enchantment as a bonus on your attack rolls with all weapons.
The price of a staff is equal to (Price of scroll for the spell + Cost of Soul Gem
used + [20 x Spell Level]). Staves are usually named as “[Soul Rank] Staff of
[Spell]” - “Petty Staff of Flames” for example.
Characters typically can’t carry more than what they are wearing and what
they have stored in a pack, though carrying capacity is ultimately up to the
GM.
Weapons
Weapons are relied upon by many adventurers for both attack and defense.
Weapons are divided into 3 sub-categories - One-Handed, Two-Handed and
Marksman. Weapon damage is calculated by rolling the weapon’s damage dice
based on the weapon’s type (War axe for example) and adding its Power
based on the material and category (Such as one-handed Daedric). The
stamina cost for performing special attacks with weapons is determined by
the weapon type.
The price of a weapon is based on its quality and size. All Elven one-handed
weapons cost the same, for example.
Iron                             10                           25
Steel                            13                           50
Silver*                          14                           75
Dwarven                          15                           175
Elven                            17                           300
Glass 19 500
Ebony                            21                           750
Daedric*                         22                           1000
* Counts as a magic weapon for overcoming special defenses.
Sword                                       1d8         14
War Axe                                     2d4         16
Mace 1d10 18
Dagger/Unarmed/Claws 1d4 10
Sword: Swords are weapons with a long blade and a hilt with a handguard,
used in one hand for thrusting or slashing attacks, favored by many for their
relatively light weight.
War Axe: One-handed war axes consist of a haft and an axe head designed for
use in combat. They have the power to cleave through several foes with a
single strike.
Mace: Maces consist of a heavy weight on the end of a haft, designed for
striking an enemy with blunt force. With training, they can be used to crush
through heavy armour.
Dagger: Daggers are short bladed weapons, primarily used for stabbing
attacks. They are favored by assassins for their ease of concealment.
Unarmed: In hand-to-hand combat, most races attack with their fists. You
cannot block weapons while unarmed, though you can block unarmed attacks
from others.
Two-Handed Weapons
Quality                          Power                        Price
Iron                             15                           50
Steel                            18                           100
Silver*                          20                           150
Dwarven                          22                           300
Elven                            25                           500
Glass 27 750
Ebony                            29                           1000
Daedric*                         30                           1500
* Counts as a magic weapon for overcoming special defenses.
Spear 1d8 18
Greatsword: A large sword used in two hands with a blade of roughly 4 feet
in length. It is the favored weapon of many two-handed users for its excellent
balance of power and weight.
Battleaxe: A two-handed axe capable of delivering deadly chopping attacks.
Preferred weapon of the Nords, a skilled warrior can use one to cut through
hordes of foes with ease.
Warhammer: A huge and very heavy hammer head on the end of a long haft,
the warhammer is capable of delivering devastating attacks unmatched by any
other weapon.
Marksman Weapons
Marksman weapons come in two varieties - projectile weapons, such as bows
and crossbows, and thrown weapons.
Projectile Weapons
Quality                            Power                      Price
Wood                               10                         40
Steel                              13                         75
Silver*                            14                         100
Dwarven                            16                         200
Elven                              18                         400
Glass 20 750
Ebony                              22                         1000
Daedric*                           25                         1250
* Counts as a magic weapon for overcoming special defenses.
Bow: Bows consist of a flexible wooden (or composite) staff strung with cord,
used to propel arrows over great distances. They are the favored weapons of
many assassins and rangers, in particular the Bosmer.
Crossbow: Crossbows are more complicated weapons, based off Dwemer
designs. A heavy cable is pulled back (with the assistance of a lever) and a bolt
loaded into the weapon. A crossbow shoots with more power than a
traditional bow, giving it greater range.
Steel 10 10
Silver*                          11                           15
Dwarven                          14                           25
Elven 16 40
Glass                            18                           60
Ebony                            20                           100
Daedric*                         22                           150
* Counts as a magic weapon for overcoming special defenses.
Light Thrown: Light thrown weapons include items such as throwing knives,
darts and throwing stars (shuriken). They are favored by assassins for their
concealability and are often used with poisons to increase the lethality.
Heavy Thrown: Heavy thrown weapons encompass items such as throwing
axes, hammers and javelins. They are often carried as backup weapons by
warriors, and used alongside a shield.
Instead of armor you could instead wear other apparel like simple clothes or
robes. You can also wear other Accessories such as rings, necklaces, hoods,
masks and belts which don’t provide any protective benefits or penalties but
can be enchanted. You can benefit from Apparel enchantments on up to 4
items at a time (ie from any combination of armor, shield and accessories).
Heavy Armor
           Name                        DR      Speed Penalty               Price
Heavy Shields additionally have a small passive DR bonus, which is used when
you aren’t blocking. If your target is flanking you, you don’t get the passive DR
bonus.
                 Name                         DR    Passive DR      Speed       Price
Cloak 10 50 120
Hood             10             40            100
Belt             10             30            80
Food
Characters in TES:D20 need to eat and drink to survive.
Name                                                             Cost
Rations (1 day)                                                  6
Waterskin                                                        5
Hot meal                                                         4
Alcoholic Beverage                                               3
Skooma 20
Rations: Characters in need to eat. Rations are a cheap and easy meal while
travelling, usually consisting of bread, dried meats and cheese.
Waterskin: Can carry a day’s supply of water. In certain conditions (extreme
heat, for example) characters need more to survive.
Hot meal: A hot meal consisting of meats and vegetables, typically available in
inns and taverns.
Alcoholic Beverage: Alcoholic drinks such as beer, ale and wine. Drinking too
much can have bad side-effects!
Skooma: A powerful narcotic substance made from refined Moon Sugar.
Drinking it increases the user’s Speed by 1 and damage with physical attacks
by 2 for 3 rounds, and reduces their Cunning and Sorcery scores by half for 30
minutes. Being a narcotic it is possible to develop an addiction to Skooma.
Name Price
Potion of Healing 50
Potion of Stamina 50
Potion of Magicka 50
Potion of Recovery 50
Name Price
Poison 50
Magicka Poison 50
Stamina Poison 50
Breathstealer 100
Lingering Poison 50
Name Price
Silver Bomb                                                 80
Elemental Bomb                                              100
Smoke Bomb 80
Name Price
Name Cost
Lockpick                                                             5
Torch                                                                5
Bedroll                                                              10
Tent                                                                 20
Backpack 10
50ft Rope                                                            5
Arrows/Bolts                                                         1
Silver Arrows/Bolts                                                  5
Pickaxe                                                              10
Map                                                                  15
Wagon 250
Lockpick: Used for interacting with devices with the Security skill, such as
opening locks and disabling traps. Picks break on failed Security checks.
Torch/Latern: Provides light out to 10 metres. Can be lit or extinguished as a
Move action.
Bedroll: Comfortable bedding (relatively speaking). You take penalties if you
don’t get enough sleep.
Tent: Small tent with enough room for 1 person and their equipment (or two
people, if they are willing to get cozy).
Backpack: Used to hold equipment.
Combat Sequence
Combat is divided into 4 stages:
  1. Surprise
  2. Initiative
  3. Combat Round
  4. End Combat
Surprise
If the enemies haven’t detected the adventurers (or their hostile intentions)
when combat begins, they count as Surprised. Any adventurers that haven’t
been detected get a free round worth of actions before anyone else acts. This
can also work against the adventurers - such as in an ambush, or when
someone who appears to be an ally attacks. When Surprised, characters are
vulnerable to Sneak Attacks and don’t add their Speed to Dodge. During the
Surprise round, characters can act in any order.
Initiative
If anyone on either side is still standing after the Surprise round (most of the
time), Initiative is used to determine what order characters act in. Roll a d20
and add your Speed, and let your GM know the result. Having a higher speed
means you have a higher chance of acting earlier. If two or more characters
end up with the same total, they act in order of their Speed. If they have the
same Speed, each of them rolls a d20. The character with the highest result
goes first (this does not replace the d20+Speed roll from earlier).
End Combat
At the end of combat, you fully regenerate all your Stamina and Magicka. If a
healer is in the party, they can heal the party to maximum Health, otherwise
characters regenerate 5% of their maximum Health per hour.
Attributes in Combat
Health, Stamina and Magicka typically do not regenerate on their own during
combat. Stamina is used for actions like sprinting, special attacks and many
special abilities. Magicka is used for casting spells. When an action has a
Stamina or Magicka cost, subtract that amount from your current Stamina or
Magicka. If your Stamina or Magicka total would be below 0, you can’t perform
the action. You can spend an action to Recover part of your Magicka and
Stamina - see Actions below.
Mounts in Combat
A trained mount follows its rider’s directions in combat. When not being
ridden or directed, they will generally try and avoid danger but will attack if
threatened directly. Your mount always acts on your turn, usually when you
direct it. You can perform your action(s) before those of your mount (eg
casting a spell and moving away), between (moving, attacking and moving) or
after (making an attack at the end of a charge).
You and your mount can be targeted independently. If your mount is knocked
prone, unconscious or killed, you must make a Might or Cunning check of at
least 12 to stay in the saddle. If you are pinned, grabbed, or pushed more than
2 metres while mounted, you fall from the saddle.
Speak: In general, speaking is a free action that you can perform even when it
isn’t your turn. Speaking more than few sentences is generally beyond the
limit of a free action.
Drop an item: Drop an item held in one of your hands up to 1 metre from you,
or pass it to another character.
Prone: You immediately drop prone. See Status Effects for the bonuses and
penalties associated with being Prone.
Attack of Opportunity: You must be wielding a melee weapon to make an
Attack of Opportunity. When an enemy provokes an Attack of Opportunity,
you can choose to make a basic attack against them as a Free Action. You can
make up to 3 Attacks of Opportunity per round.
Save: Once per turn you can save against an ongoing magical effect. Roll a d20.
If the result is under your Magic Resistance, the effect ends at the end of your
turn. The Save action can be taken even if you are incapacitated (such as by a
Paralyze spell) but not unconscious.
Move: Move up to your speed. If you move through or out of a space 1 metre
from an enemy, you provoke an Attack of Opportunity. You cannot move
through a space occupied by enemies, but you can move through allies’ spaces.
Your movement may be slowed by difficult terrain or obstacles. You cannot
end your movement in a space occupied by another character.
Switch Weapon: Switch to and/or from a weapon or shield. You can stow any
of your currently equipped weapon(s) and/or shield(s) and optionally equip
one or more items within easy access to one (or both) of your hands.
Use Object: Manipulate an object. This includes things such as lighting or
snuffing out a torch, opening or closing a door, drinking a potion, and pulling a
lever. This provokes an attack of opportunity.
Stand Up: Stand up from being Prone.
Sneak: Attempt to remain hidden. See the Sneak skill description for more
details.
Brace: Prepare to Block attacks. See the Block skill description for more
details. You must have a Shield, One-Handed or Two-Handed weapon
equipped to Brace.
Mount/Dismount: Get on or off your mount, provoking attacks of
opportunity.
Reload Crossbow: Load a bolt into your crossbow, ready to shoot. You must
have a crossbow equipped to do this.
Basic Attack: Make a single attack with your equipped weapon. See the
specific Usage for One-Handed, Two-Handed and Marksman skills.
Move: You can choose to perform a second Move Action in place of your
Standard Action.
Cast 5th-level Spell: Casting a 5th level spell requires extraordinary
concentration and focus, and thus requires a Standard action to cast. You need
both hands free to cast a 5th-level spell.
Swift Actions: Instead of a Standard action, you can perform two Swift
Actions (see below) at any point in your turn.
Swift Actions
Name                              Description
Cast a Spell: Most spells (1st to 4th level) can be cast as Swift actions. Casting
a spell requires at least one free hand (a hand holding a Staff still counts as a
free hand). See the Sorcery skill descriptions and Magic chapter for more.
Attack with Light Weapon: You can attack with daggers and unarmed strikes
(including claws) as Swift actions. Light weapons may not be used to attack
while mounted.
Other: Some perks allow other actions (such as attacking) to be performed as
a Swift action.
Careful Shot 1       Full-Round Aim with a Marksman weapon for extra range
Pierce Armour 2      Full-Round Attack, ignoring 50% of enemy DR
Charge
Requirements: You must be wielding a One-Handed or Two-Handed weapon.
Action: Full-Round
Stamina Cost: As Sprint
Improved By: Power Charge, Great Power Charge
Move up to double your Speed in a straight line (minimum distance of your 4
metres). You must end your movement within striking distance of an enemy.
This movement does not provoke Attacks of Opportunity. At the end of your
charge, make an attack with your equipped melee weapon. If you’re using two
weapons that you can attack with as a Swift action, you can attack with both.
Power Attack
Requirements: You must be wielding a One-Handed or Two-Handed weapon.
Action: Full-Round
Stamina Cost: 1x Weapon Stamina
Improved by: Beheading Strike, Brutal Beheading Strike, Paralyzing Strike,
Impale, Power Throw
Make an attack with your equipped weapon, increasing the weapon’s Power
by 50% (rounding down). You can make a Step before or after performing a
Power Attack.
Sweep
Requirements: You must be wielding a Two-Handed weapon that is not a
Spear and have the Sweep perk.
Action: Full-Round
Stamina Cost: 2x Weapon Stamina
Improved by: Spinning Spear
Make a basic attack against every enemy around you. You can take a Step
before or after the attack.
Careful Shot
Requirements: You must be wielding a Marksman weapon and have the
Careful Shot perk.
Action: Full-Round
Stamina Cost: -
Make a single attack with an equipped Marksman weapon. If the target is
within your base range, gain +2 to Hit. If the target is within 2 times your
range, you take no penalty of your attack. If the target is between 2 and 3
times your range, take a -2 penalty to hit.
Pierce Armour
Requirements: You must be in melee range (if using a melee weapon) or
within 5 metres of your target if using a ranged weapon.
Action: Full-Round
Stamina Cost: 1x Weapon Stamina
Improved by: Find the Gap
Make a basic attack with your equipped weapon. If it hits, it ignores 50% of
the target’s DR. This doesn’t stack with any DR ignoring effects you might
normally benefit from. You can make a Step before or after the attack.
Multi-Throw
Requirements: You must be wielding a Thrown weapon and have the Multi-
Throw perk.
Action: Varies (see text)
Stamina Cost: 25
Improved by: Throw Anything
Make two attacks with an equipped Thrown weapon as a Standard action. If
you are wielding two Thrown weapons, you can make an additional attack
with your second weapon. If you attack multiple targets, they mustn’t be more
than 10 metres apart.
Grapple checks
A grapple involves a series of Grapple checks, a special type of opposed Might
(and Cunning, in some cases) check. You gain a +5 bonus if you are larger than
your opponent. You can spend up to 25 Stamina to gain a +1 bonus on your
check for every 5 Stamina spent. Some perks and creature abilities might
grant bonuses to grappling.
Entering a grapple
You can attempt to enter a grapple as a Free action once per turn. First roll an
attack with your highest weapon skill - if you hit, you get a hold. Your
opponent can choose to oppose you, forcing you to make a grapple check. If
you fail, nothing happens. If you succeed, you enter their space and can
immediately take other grapple actions with the rest of your turn. While in a
grapple, attacks from outside the grapple have a 50% chance to hit your
opponent and vice versa.
Push
Requirements: You can Push any time you would make a basic melee attack.
The target must not be more than 1 size larger or smaller than you.
Action: Swift
Stamina Cost: Varies
You throw your weight against your foe, attempting to push them away from
you. Make a Grapple check (see above). If you beat your target, you push them
back 1 metre. For every 5 you beat them by, you push them back an additional
metre or stagger them. If your target beats you by more than 5, you are
knocked back 1 metre instead.
Grab
Requirements: You can Grab any time you would make a basic melee attack.
The target must be at least 2 sizes smaller than you. You must have at least 1
free hand.
Action: Standard
Stamina Cost: Varies
You grab a smaller opponent. Make an attack with your highest weapon skill
to get a hold, and then a grapple check (see above) to grab them. When they
are grabbed, their Dodge becomes 5, but any attacks by others targeted at the
grabbed target have a 50% chance to hit you. You must make another grapple
check at the start of each turn to hold on to the grabbed target, but can
otherwise take actions normally. The target cannot take actions other than
attempting to escape as a Move action on their turn. The grabbed creature can
use Cunning on all Grab-related grapple checks.
Redirect Arrows       Free          Redirect ranged attacks that hit your shield
2
Invulnerable
Requirements: You must be wearing Heavy Armor and have the Invulnerable
perk.
Action: Standard
Stamina Cost: 60
Until the start of your next turn, you are immune to all damage and effects.
You cannot take any actions however, including blocking or making an Attack
of Opportunity. You cannot use the Invulnerable ability on 2 consecutive
rounds. In some rare cases (at the GM’s discretion) you may still be affected.
Feint
Requirements: You must be wielding a melee weapon and have the Feint
perk.
Action: Move or Swift
Stamina Cost: 1/2 Weapon Stamina
Make a Sleight of Hand check + your bonus to hit with an equipped weapon
opposed by the target’s attack roll. If you succeed, the target does not count as
Braced against your next attack. If you don’t attack before the start of your
next turn, the benefit is lost.
Focus
Requirements: You must be wielding a Marksman weapon and have the
Focus perk.
Action: Free
Stamina Cost: 30
Until the beginning of your next turn, your range is increased by 50% and you
gain +5 to hit and Power. However, your Speed is reduced to 0, meaning you
cannot move and your Dodge is reduced accordingly.
Fury
Requirements: You must be wielding a Two-Handed weapon and have the
Fury perk.
Action: Free
Stamina Cost: 30
Until the start of your next turn, you deal 10 more damage and have +5 to hit
with Two-Handed weapons. You can choose to spend Health instead of
Stamina for special attacks. At the beginning of your next turn, if you wish to
continue the Fury you can spend Health or Stamina.
Bash
Requirements: You must be wielding a melee weapon or Shield and have the
Bash perk.
Action: Free
Stamina Cost: 20
Affected by: Shield User, Counter, Improved Counter
You can perform a bash on an opponent as a reaction to an attacker when
Braced and targeted by a melee attack. The attacker is staggered. If you
bashed in reaction to an attack and the target was staggered, the attack is
negated. Performing a Bash still uses a Block attempt.
Parry
Requirements: You must be wielding a melee weapon and have the Parry
perk.
Action: Free
Stamina Cost: 10
Affected by: Counter, Improved Counter, Deflect Arrows, Cross Parry
When braced and targeted by a melee attack, you can choose to deflect it with
your weapon. Make an attack roll with your weapon, adding your Block rank
to the total. If you beat your attacker’s roll, the attack is negated. Halve your
bonus if you are blocking a Special Attack, melee weapon while unarmed or a
ranged attack. If you fail, the attack resolves as usual. Attempting to parry an
attack still uses a Block attempt. If you have additional Block attempts
remaining, you can still use one to reduce the damage taken from the attack,
but you can’t use it to try and Parry, Bash or use Quick Reflexes to evade.
Redirect Arrows
Requirements: You must be wielding a metal Shield and have the Redirect
Arrows perk.
Action: Free
Stamina Cost: 20
Affected by: Deflect Arrows
When you successfully block or parry a ranged attack, you can choose to
redirect it. Make an attack with no modifiers against a target of your choice.
Use the remaining range of your attacker’s weapon (ie the total range - the
distance from the attacker to you). If your attack hits, deal the same damage it
would have done if it had hit you (before DR).
Combat Acrobat
Requirements: You must be wearing Light Armor or clothing and have the
Combat Acrobat perk.
Action: Free
Stamina Cost: 35
Until the start of your next turn, you gain +5 to Dodge, can move through the
spaces of enemies, and provoke no Attacks of Opportunity from any actions. In
addition, the Charge special attack uses no Stamina.
Misdirection
Requirements: You must have the Misdirection perk.
Action: Free
Stamina Cost: 20
During combat when an enemy misses you with an attack (including a special
attack), you can redirect it to hit another target with a successful Grapple
check - you and your attacker may use either Might or Cunning. They make
another attack roll (with the same modifiers) at a target of your choice within
reach. If it hits, the new target takes the damage of the attack.
Ward Reflect
Requirements: You must be casting a Ward spell and have the Reflection
Ward perk.
Action: Free
Affected by: Ward Blows
Any spells you successfully block with a ward can be reflected back at another
target. Make an attack roll of 1d20 + 5, against a target of your choice. Use the
remaining range of the spell you just blocked (ie the total range - the distance
from the caster to you). If your attack hits, the target suffers the effects of the
spell. If you have the Ward Blows perk, you can also reflect missile weapons in
the same way.
Ultimately tabletop RPGs are about telling a story together, and it is up to both
the players and the Game Master (or GM for short) to achieve this.
      Story - What’s going on in the world this session, and how are the
       players involved? Keep in mind what the factions are doing behind the
       scenes, even if the players aren’t directly involved.
      Locations - What locations are the players most likely going to the visit
       during the session? Perhaps prepare a description of the cities, villages
       or other landmarks the players are visiting. If the players are going into
       any dungeons, plan out the interior in detail, including things like traps
       and treasure. If the dungeon had a specific purpose, consider it when
       planning out the rooms of the dungeon.
      Encounters - Consider both combat and non-combat encounters. What
       enemies will the players be facing? Perhaps mark some pages of the
       Creature Codex and plan out how many enemies the players will face in
       each encounter. Depending on your group you might want to work out
       some special tactics for enemies to employ to make the encounters a
       challenge. If what you’re after isn’t in the Creature Codex or you want to
       make a special bossfight, don’t be afraid to create your own enemies.
       Just as important as combat encounters are non-combat ones, including
       things like puzzles and conversations with NPCs. You can’t often plan a
       conversation like a combat encounter but keep in mind what the NPCs
       motivations and general demeanor is like - making unique NPCs can be
       very engaging for the players!
It’s worth consulting with the players before you begin about what kind of
characters and game everyone wants to play. Most often you’ll end up with a
fairly balanced party where each character has a different area of speciality,
which can work well in most settings, and lends itself perfectly to a band of
wandering heroes who travel around, righting wrongs, finding treasure and
uncovering plots. Remember to include situations where everyone has a
chance for their character to shine.
You can, of course, run many other kinds of campaigns and adventures in
TES:D20. These can be included as a section of a larger story, or even as a
campaign on their own with the right party. A few examples are listed below:
On foot                                           25
On horseback                                      50
On ship 75
Another (simpler) option is to simply use whatever time suits your campaign
for narrative purposes. I usually went with roughly a week to cross a province
on foot, 4 days on horseback or 2 days via ship.
Something else to keep in mind is if you want to keep track of food, water and
other supplies like arrows and torches. Often it’s easy to assume the players
have enough supplies between settlements for whatever journey they embark
on, though tracking supplies in a harsh environment (such as the mountains of
Skyrim or deserts of Hammerfell) can add a lot of atmosphere to an
adventure.
While the players are travelling (especially on longer journeys) it’s worth
adding an encounter every few days to advance the story by providing a plot
hook, introduce players to a new part of the world, or simply to let them try
out the new abilities they have from their last adventure. Some examples of
travelling encounters could be an attack by bandits or the local wildlife, some
kind of environmental obstacle like a broken bridge, or simply a stop at a
roadside inn or settlement where they can learn about what’s going on in the
area.
Difficulty        Examples
Easy (10)         Break down a rotted wood door (Might), Spot a poorly
                  hidden object (Cunning), Identify a simple magic effect
                  (Sorcery)
                                     Perks
Level                                                                           Gold
        Novice < Apprentice < Adept < Expert < Master Trained
1 3 0 0 0 0 0 150
2 3 2 0 0 0 0 300
3 3 3 0 0 0 1 550
4 3 5 0 0 0 1 800
5 3 5 1 0 0 2 1000
6 3 5 3 0 0 2 1200
7 3 5 4 0 0 3 1500
8 3 5 6 0 0 3 1700
9 3 5 6 1 0 4 2000
10 3 5 6 3 0 4 2200
11 3 5 6 4 0 5 2300
12 3 5 6 6 0 5 2400
13 3 5 6 7 0 6 2500
14 3 5 6 7 1 6 3000
15 3 5 6 7 3 7 3500
Item Type
Roll once on this table to determine the type of the item, then roll on the table
in the Next column.
Range Item Type                 Next
Weapon Type
Roll on this table to determine the type of weapon, and then roll a d20. On a
13 or above, the item is enchanted - roll on the Enchantments table. Roll on
the Item Quality table to determine the quality of the weapon.
Roll       One-Handed              Two-Handed             Marksman
Roll Apparel
20 Exquisite Accessory
10    Sneak              12    Sleep
11    Nimble Fingers     13    Lingering
15    Quickness          17    Madness
16    Stasis             18    Slow
17 Waterbreathing 19 Weakness
19 Cure Disease
20 Levitation
Roll School
1-4                            Destruction
5-8                            Restoration
9-12 Conjuration
13-16                          Alteration
17-20                          Illusion
12 Paralysis Wielding
13         Vampiric                             Stealth
14         Exhausting                           Element Resistance
Spike Trap
Trigger: Pressure Plate or Tripwire
Detection: 15 Cunning
Attack: +5 vs. Dodge
Spikes deploy from the floor or walls and impale creatures caught in the trap,
dealing damage equivalent to a Power Attack from a Spear.
Bolt Trap
Trigger: Pressure Plate
Detection: 20 Cunning
Attack: +5 vs Dodge
Bolts (often tipped with poison) launch from holes in nearby surfaces to strike
targets caught in the crossfire. Count it as a Crossbow attack. Some Dwemer
designs use explosive bolts, greatly increasing their effectiveness.
Swinging Trap
Trigger: Proximity or Pressure Plate
Detection: 15 Cunning
Attack: +10 vs Dodge
Swinging blades or battering rams are often used to hold corridors, and swing
intermittently until disabled. Count a strike as a hit from a Warhammer Power
Attack.
Spell Trap
Trigger: Proximity
Detection: 20 Cunning or Sorcery
Attack: +5 vs Dodge or Magic Resistance
Launches a spell when targets come within range - this could be an offensive
spell (such as Fireball) or even a powerful summon or buff spell to aid those
controlling the trap. Any spell can be used in a Spell Trap, and some may be
able to trigger multiple times (within reason).
Helljoint -2 Speed 18
Damage Reduction (DR): The amount of damage you resist from physical
attacks, such as swords and arrows.
Elemental Resistance: The amount you reduce elemental damage by.
Sometimes it only applies to a specific element (the Dunmer’s Fire Resistance
for example) - these bonuses stack additively.
Magic Resistance: The chance for you to resist spells and effects that don’t
deal damage. When others try to affect you, they have to roll against your
magic resistance.
Poison Resistance: How much you reduce the effects of poison. Each point of
poison resistance decreases the damage you take from poisons that deal
Health, Magicka or Stamina damage. For other poisons, reduce the duration by
1 round for every 5 points of resistance.
Disease Resistance: How good you are at resisting diseases. Roll 1d20 + your
disease resistance against the Potency of diseases you would be affected by.
Staggered: When a character is Staggered, they can only make a single
Standard action on their next turn.
Prone: Prone characters cannot use Bows and have a -2 penalty to hit with all
melee weapons. While prone, your Speed is halved.
Paralyzed: A paralyzed character cannot act, falls prone, and their Dodge
becomes 5.
d20: A twenty-sided die used in many tabletop RPGs. If you don’t have one,
you can use a random number generator or online roller instead.
Flanking: If you and an ally are on opposite sides of an enemy in melee
combat, you both gain +2 to hit.
A very special thanks to all of my playtesters: Dan, Jacob, Brodie, Tim, Josh,
Kailey, Rhys, Nathan, Aaron, Raine, James, Ben, Dallas, Lydia and Chris –
thanks for helping me make my dream a reality!