Magic Actions
Following Genesys’ update to Magic utilising a series of Magic Actions, we’ve stripped down the EoT
Magic Tables to conform to a number of selectable actions. Most of these conform to what is found
in the Genesys Core Rulebook, but some take exception to better fit the Elder Scrolls universe, and
the capabilities of Magicka in that universe.
For clarifications on casting spells in Genesys, reference the Core Rulebook starting on page 210.
Damage
Concentration: No
Base Skill: Destruction
The Damage action conforms to the rules of the Attack action found in the Genesys Core Rulebook
on page 215. It utilises the Attribute of the Dominant Skill (See Sidebar “Dominant Skills”) for base
damage.
A basic Damage spell emits a bolt of red, crackling energy at a target, consisting of pure Destruction
magic. It is non-elemental, and applies wounds directly to the target without any frippery. Efficient,
but not the most exciting.
Before making the attack, users can add effects to the spell using the Damage Spell Effects table:
Effect Skill Difficulty Mod
Fire - The attack gains the Burn quality with a rating equal to ranks in Destruction +1
Destruction.
Ice - The attack gains the Ensnare quality with a rating equal to ranks Destruction +1
in Destruction.
Lightning - The attack gains the Stun quality with a rating equal to Destruction +1
ranks in Destruction, as well as gaining the Auto-Fire quality (must
increase the difficulty by 1 to use the Auto-Fire quality as normal).
Radiant - The attack gains the Disorient quality with a rating equal to Restoration +1
ranks in Restoration. When targeting Undead, each uncancelled success
adds +2 to Damage.
Fatigue - The attack inflicts Strain, rather than Wounds. Destruction +1
Blast - The attack gains the Blast quality with a rating equal to ranks in -- +1
Destruction.
Touch - May select a target Engaged with character. -- 0
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Disintegrate - Attack gains the Sunder quality. Destruction +1
Poison - If the attack deals damage, target must pass a Hard() Necromancy +2
Resilience check or suffer Wounds and Strain equal to ranks in caster’s
Necromancy skill.
Drain - Attack heals caster for half of the damage dealt, after Soak is Necromancy +2
applied, up to ranks in Necromancy.
Empowered - The attack deals damage equal to twice the Attribute Destruction +2
linked to the skill. If the attack has the Blast quality it now affects all
targets in Short range (up from Engaged).
Precision - The attack gains the Pierce quality with a rating equal to Destruction +2
ranks in Destruction.
Sidebar: Dominant Skill
The basic Damage spell requires a Destruction check. However, this skill can change, based on the
number of the above effects added to a spell. Whichever effect adds more difficulty to a check,
determines which skill is used, with the exception of those labelled as “--” which do not affect the
dominant skill.
This same logic is applied to other Magic Actions. The base skill of the Action is listed below the title,
but may be changed as effects are added.
In instances where the Genesys Core Rules indicated ranks of Knowledge, instead use ranks of the
Dominant Skill (whatever that may be).
Conjure
Concentration: Yes
Base Skill: Conjuration
The Conjure Magic Action will operate the same as the action in the Genesys Core Rulebook, on page
215. Please reference that page for rules on the base Conjuration Action, while referencing the below
Effect Table.
The exception in Edge of Tamriel is the list of Effects has been changed/expanded, and the removal
of the ability to conjure tools - which is not entirely thematically appropriate. This distinguishment
is, ofcourse, subject to GM interpretation.
Effect Skill Difficulty Mod
Additional Summon - The spell now summons one additional weapon Conjuration +1
or creature. After casting the spell, may spend 2 Advantage to summon
an additional time (may expend Advantage this way multiple times).
Medium Summon - May summon a two-handed weapon, or a Rival no Conjuration +1
larger than silhouette 1.
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Summon Ally - The summoned creature is friendly to the caster, and is Conjuration +1
controlled according to the Sidebar: Directing Summoned Creatures.
Grand Summon - May summon a Rival up to Silhouette 3. Conjuration +2
Supreme Summon - The character may summon a Nemesis of Conjuration +2 (Upgrade)
Silhouette 1.
Raise
Concentration: Yes
Base Skill: Necromancy
The Raise action allows a caster proficient in Necromancy to raise a once-living body to life once
more. Begin by making an Easy () Necromancy check to raise an fallen minion creature. The
creature remains raised for 1 round per success, unless maintained by concentration.
Raised creatures will typically act with aggression to those they perceive as threats, but otherwise
remain in the general area of their death, without being commanded by their summoner. Little of
the previously living creature remains. It cannot talk and it has no memories of its life, effectively a
husk.
Effect Skill Difficulty Mod
Additional Risen- May choose to raise an additional target within range Necromancy +1
of the spell.
Medium Summon - May raise the corpse of a Rival no larger than Necromancy +1
Silhouette 1.
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Summon Ally - The risen corpse is friendly to the caster, and is Necromancy +1
controlled according to the Sidebar: Directing Summoned Creatures.
Grand Summon - May raise the corpse of a Rival up to SIlhouette 3. Necromancy +2
Sidebar: Directing Summoned Creatures
Giving orders and commands to creatures, their initiative and actions.
Restore
Concentration: No
Base Skill: Restoration
The Restore Magic Action will operate the same as the Heal action in the Genesys Core Rulebook, on
page 215. Please reference that page for rules on the base Heal Action, while referencing the below
Effect Table.
Any mention of Knowledge or Magical skill in the Genesys Core Rules, will in place use Restoration.
Effect Skill Difficulty Mod
Additional Target - The spell affects one additional target within range. -- +1
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Cure - Select an ongoing status effect, Simple or Serious Disease on the Restoration +1
target. That effect immediately ends.
Resist - Target gains Boost to Resilience checks made to resist Disease or Restoration +1
Poison equal to caster’s ranks in Restoration.
Heal Critical - Select one Criticall Injury the target is suffering from. On Restoration +2
a successful cast, the Critical Injury is also healed.
Greater Cure - Select an ongoing Severe Disease. That Disease is Restoration +2
immediately cured.
Revive Incapacitated - May target incapacitated targets. Restoration +2
Note: Resurrection is not a spell in the Elder Scrolls universe, and is deliberately left off this list.
Sidebar: Resurrection
Reviving the dead is deliberately difficult in the Elder Scrolls universe. It typically requires a pact with
a Daedra, a gift from the Divines, or intricate necromantic rituals. GMs should encourage players to
pursue these avenues in the event of player death, but it is not so simple to return the dead to life.
Shield
Concentration: Yes
Base Skill: Alteration
The Shield Magic Action will operate the same as the Barrier action in the Genesys Core Rulebook,
on page 215. Please reference that page for rules on the base Heal Action, while referencing the
below Effect Table.
Any mention of Knowledge or Magical skill in the Genesys Core Rules, will in place use Alteration.
Effect Skill Difficulty Mod
Additional Target - The spell affects one additional target within range. -- +1
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Elemental Cloak - Enemies that begin their turn Engaged with target Destruction +1
must pass a Hard() Acrobatics check or suffer damage of elemental type
equal to caster’s Destruction skill. Duration is equal to Shield effect.
Spell Absorption - When target is affected by a successful enemy Mysticism +1
spellcast, may spend Threat generated by the enemy check to gain a
Boost to their next Action. This may be done so a number of times equal
to the caster’s Mysticism skill.
Sanctuary* - Affected targets gain Ranged and Melee Defense equal to Illusion +2
ranks in Mysticism.
Empowered - Shield effect reduces damage equal to the number of Alteration +2
uncancelled Success, instead of the normal effect.
Spell Reflection - When target is affected by a successful enemy Alteration +2
spellcast, may spend 3 Threat or 1 Despair generated by the enemy check
to redirect the effect of said spellcast to the original caster.
*Note: Name is similar to a RAW Effect, but Sanctuary is utilised here as related to the Elder Scrolls
magical effect “Sanctuary”, which causes enemy attacks to miss.
Fortify
Concentration: Yes
Base Skill: Restoration
Perform an Easy Difficulty Restoration check to Increase a target’s Wound Threshold by 1, and an
additional 1 per two uncancelled Success.
Before making a Fortify check, choose any number of additional effects from the below table:
Effect Skill Difficulty Mod
Skill - Target increases a Skill Rank by 1. Restoration +1
Wounds - Further increases target’s Wound Threshold by a number Restoration +1
equal to ranks in Restoration.
Strain - Target increases Strain Threshold by a number equal to ranks in Restoration +1
Restoration.
Speed - Target gains a second free maneuver, without the need to Restoration +1
expend Strain.
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Additional Target - The spell affects one additional target within range. -- +2
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Attribute - Target increases an Attribute by 1. Restoration +2
Weaken
Concentration: Yes
Base Skill: Destruction
Perform an Easy Difficulty Destruction check to decrease a target’s Wound Threshold by 1, and an
additional 1 per two uncancelled Success.
Before making a Weaken check, choose any number of additional effects from the below table:
Effect Skill Difficulty Mod
Skill - Target increases a Skill Rank by 1. Destruction +1
Wounds - Further increases target’s Wound Threshold by a number Destruction +1
equal to ranks in Restoration.
Strain - Target increases Strain Threshold by a number equal to ranks in Destruction +1
Restoration.
Speed - Target gains a second free maneuver, without the need to Destruction +1
expend Strain.
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Additional Target - The spell affects one additional target within range. -- +2
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Attribute - Target increases an Attribute by 1. Destruction +2
Befuddle
Concentration: Yes
Base Skill: Illusion
At its base, Befuddle allows the caster to create lights and sounds in Short range. This check is
simple, and as such has no difficulty until the effects below are added. When these effects are
added, the caster utilises these illusory effects to manipulate their targets in various ways.
Effect Skill Difficulty Mod
Charm - Add Boost to all Charm checks made against the target, equal Illusion +1
to ranks in Illusion.
Calm - Add Setback to a target’s Discipline checks to resist Coercion or Illusion +1
Charm checks to yield a fight, equal to caster’s ranks in Illusion.
Discretion - After a successful Befuddle action, target gains Setback Illusion +1
equal to ranks in Illusion, when making Vigilance check to recognise
Illusion effects.
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Additional Target - The spell affects one additional target within range. -- +2
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Fear - Target must immediately make a Fear check equal to ranks in Illusion +2
caster’s Illusion skill. If failed, they suffer the normal consequences of
failing a Fear check.
Rally - Add Boost to a target’s Discipline or Cool checks to resist Fear Illusion +2
effects, equal to caster’s ranks in Illusion. If target is currently suffering
from a Fear effect, they may immediately reattempt their Fear check to
shrug off the effects, with the added Boost from Rally.
Silence - If spell is successful, target is unable to speak for as long as the Illusion +2
Befuddle spell is maintained.
Blind - If spell is successful, target is Blinded, and endures all the Illusion +3
normal consequences of being blinded, for as long as the Befuddle spell
is maintained.
Frenzy - Target loses control and attacks the nearest target. If it has Illusion +3
multiple targets to choose from, target is randomly determined. Lasts
for as long as the Befuddle spell is maintained.
Spell Abilities
Many spells in Tamriel serve more utility purposes, and more specific purposes. Most of these do
not have considerable modification to them, and very little in common enough to share an Effect
Table. However, all of these can be modified by the Spell Abilities - Additional Effects table.
Chameleon
Concentration: Yes
Base Skill: Illusion
Make an Average ( ) Illusion check to cast Chameleon on a target within Short range. While
concentration is maintained, any character attempting a Perception check to see the target suffers
■ per ranks in caster’s Illusion skill.
Detect
Concentration: No
Base Skill: Mysticism
At time of casting choose Magic or Creature. Make an Average ( ) Mysticism check to detect all
objects and auras of that type within Short range of the caster, for a few brief moments, giving the
user an impression of the forces and beings around them, telling them: The number of Creatures or
Magic Forces/Objects, and their general distance and direction from them. In the case of Magic, it
will indicate the School of Magic.
When Range modifies this spell, it affects the range of detection, rather than the point of casting.
Dispel
Concentration: No
Base Skill: Mysticism
Dispel works as written in the Genesys Core Rulebook, Page 212.
Additionally, when used against a target’s Enchanted Item, they may instead Disable the target
Enchantment effects for a number of rounds equal to Success.
Feather
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Feather on a target within Short range. While
concentration is maintained, the target has their effective Encumbrance lowered by 1, equal to
ranks in Alteration.
Invisibility
Concentration: No
Base Skill: Illusion
Make an Hard ( ) Illusion check to cast Invisibility on a target within Short range. For one
round per success, that target gains the invisible effect. While invisible, any creature that attempts
to perceive the target visually, does so while suffering the effects of being Blinded. This effect lasts
for a number of rounds equal to Success generated in the creation of the potion, or until the target
performs a physical action.
Jump
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Jump on a target within Short range. While
concentration is maintained, target doubles their jump height and distance. Additionally, target
gains a Boost to Acrobatics checks equal to caster's ranks in the Alteration skill.
Levitation
Concentration: Yes
Base Skill: Alteration
Make a Hard ( ) Alteration check to cast Levitate on a target within Short range. While
concentration is maintained, target can Fly at their walking movement speed, using their
Maneuver each turn to travel vertically, in additional to horizontally.
Lock
Concentration: No
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Lock on a door or container within Short range.
This object is considered Locked, with difficulty equal to the caster’s Alteration skill. It has no
duration, and remains locked.
Mark & Recall
This is tricky. Thinking the Mark will be Average, but the Recall is harder.
Night Eye
Concentration: Yes
Base Skill: Illusion
Make an Easy ( ) Illusion check to cast Night Eye on a target within Short range. While
concentration is maintained, target ignores ■ due to darkness.
Open
Concentration: No
Base Skill: Alteration
Open allows a caster to use their Alteration skill to bypass physical locks, in lieu of Security.
Difficulties, setback, and upgrades remain as normal.
Project
Concentration: Yes
Base Skill: Mysticism
Make a Hard ( ) Mysticism check to cast Project, creating a duplicate of the caster’s likeness
at one location within Medium range. Projection will mimic the caster, producing sound and
copying actions as intangible illusions. Lasts as long as concentration is maintained.
Scry
Concentration: Yes
Base Skill: Mysticism
Make a Hard ( ) Mysticism check to cast Scry. Choose a location within Medium range. The
caster can now see and hear as though standing in that location, but cannot interact with
surroundings. Lasts as long as concentration is maintained.
Slowfall
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Slowfall on a target within Short range. Target
becomes immune to the damaging effects of falling, instead falling at their normal movement
speed, for as long as concentration is maintained.
Soul Trap
Concentration: Yes
Base Skill: Mysticism
Make an Easy ( ) Mysticism check to cast Soul Trap on a target within Short range, lasting as long
as concentration can be maintained. Upon death, the target’s soul is captured into the closest Soul
Gem that can accommodate its size, based on the character’s enemy type:
Petty Soul Gem - Minion
Common Soul Gem - Rival
Grand Soul Gem - Nemesis
Sidebar: Black Souls
As an optional rule, GMs may choose to enforce the restriction that the souls of sentient mortals -
men, mer and such - can only be captured in Black Soul Gems. Black Soul Gems are difficult to
obtain, and are considered illegal in almost all Provinces. As compensation for the difficulty of
obtaining these Soul Gems, Black Soul Gems are more potent even than Grand Soul Gems.
Creating a Black Soul Gems requires performing the Black Soul Gem ritual. Doing so requires
performing a Hard ( ) Mysticism or Necromancy check at night during the Shade of the
Revenant - an astrological event that occurs on specific dates: The 27th of Last Seed, The 4th, 12th,
20th, and 28th of Heartfire, the 6th, 14th, 22nd and 30th of Frostfall, or the 7th, 15th and 23rd of Sun’s
Dusk. During this time, any number of empty Grand Soul Gems into empty Black Soul Gems.
This ritual is considered dark magic, and considered evil. Spectators will object, and it will attract
attention.
Swiftswim
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Swiftswim on a target within Short range. Target
can now ignore one setback due to swimming, and move at full speed underwater.
Telekinesis
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Telekinesis, enabling the caster to manipulate one
Silhouette 0 object within Short range as though handling it by hand. Can utilise this to make
Ranged attacks with the objects as an Improvised Attacks. Use Mysticism skill to make the attack.
In the case of this spell, the Additional Target Effect applies to the number of objects that can be
manipulated at once.
Telepathy
Concentration: Yes
Base Skill: Mysticism
Make a Hard ( ) Mysticism check to form a mental link with a target within Short range.
Once this link is formed, caster can read surface thoughts of the target and project their own
thoughts into that target’s mind. When When utilising the Additional Target effect, caster adds
additional targets within range to this mental network.
Teleportation
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Mysticism check to cast Teleportation, which teleports target to a known
location within Short range. When utilising the Additional Target effect, caster can choose to
extend this action to subsequent turns, removing the additional difficulty from the Additional
Target effect once per additional turn spent casting, up to the number of additional targets.
Water Breathing
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Water Breathing on a target within Short range.
Target no longer needs to breathe while underwater. This does NOT include spaces of vacuum or
without air.
Water Walking
Concentration: Yes
Base Skill: Alteration
Make an Average ( ) Alteration check to cast Water Walking on a target within Short range.
Target can choose to walk atop walker while active, as though it were a solid surface.
Spell Abilities - Additional Effects
Effect Skill Difficulty Mod
Range - Increase Range once per increase in Difficulty. May be taken -- +1
multiple times.
Additional Target - The spell affects one additional target within range. -- +1
Can spend Advantage to affect one additional target within range (may
do so multiple times).
Sidebar: Alternate Durations
In the heat of an encounter, a Mage find it prudent to fire off one of the above utility spells without
needing to maintain concentration. In these instances, the GM may find it acceptable to use the
number of uncancelled successes to indicate turns of duration for these purposes, and have the spell
require no concentration.