The Grimoire

The Charm is intensified by the energy you bring to it, by your own skills, just as all spells are.
Your imagination and your Willpower are the keys. There is no need for a spell to give you a resistance to air, or a resistance to flowers, and after you cast the Charm, you must forget there is even a need for a spell to give you resistance to fire.
Do not confuse what I am saying: resistance is not about ignoring the fire’s reality. You will feel the substance of flame, the texture of it, its hunger, and even the heat of it, but you will know that it will not hurt or injure you.


- Sotha Sil, “2920, Last Year of the First Era”

Chapter One: Magic at it’s base.

Magic is the general term used for the focusing of the raw energy that flows from Aetherius into Mundus by way of the sun and stars, into various properties and for various purposes.
This energy is often referred to as Magicka. All magical energy comes from Aetherius and from its magicka Mundus was created.
Magicka comprises every spirit, it is the energy of all living things and can be harnessed in a variety of ways.
This Grimoire contains rules for magic in its most common forms, as well as other aspects of the arcane that may be relevant in the course of the players’ adventure.
The various magic effects are divided into parent Schools of magic. Exactly which schools are recognized, and how they’re organized, varies from era to era in Tamriel, but for the sake of simplicity this Grimoire will utilize the following schools:

  • The school of Alteration revolves around altering the physical and magical properties of the world. This can be used to augment the self and allies, or hinder enemies.
  • The school of Conjuration focuses on calling upon otherworldly entities. These entities can manifest in a number of different forms.
  • The school of Destruction centers on harming targets in a variety of ways. Either through direct damage, or sapping their abilities and defenses.
  • The school of Illusion focuses on affecting light and the minds of sentient targets. Illusion can be used to manipulate an enemy’s perception of reality, or augment one’s own.
  • The school of Mysticism is a more obscure school, and its spells manipulate Magicka itself. Mysticism can be used for many effects, including binding and trapping souls, or reflecting spells.
  • The school of Restoration revolves around augmenting and restoring the abilities and body of a target. It also contains effects that can be used against the undead.
  • The School of Necromancy is the study and practice of raising the dead and may also include the unnatural lengthening of ones own life.
    Most Necromancy is Ritual Magic, performed in secret using ancient and profane magic.

The Methods of Magic Use.

There are a number of ways that any given magical effect can be manifested. The main four methods of using magic (listed below) are the focus of this Chapter, as they are the most common means of manipulating Magicka.

  • Spellcasting allows characters to drawn on their own Magicka reserves in order to generate an effect in the physical world. Spell casters cast spells using the skill corresponding to the school of magic that the spell is associated with. Casters either learn spells, or create them from ones they already know, though this can be risky.
  • Enchanting involves using the Magicka from souls themselves to fuel magic “stored” within an object. Enchanters can use the Enchanting skill to create a number of different items with many possible effects.
  • Alchemy uses the Magicka trapped within different things as power to fuel potions with magical effects. Alchemists can use the Alchemy skill to create a variety of potions.
  • Ritual Magic is a form of spellcasting that, while it often requires extensive preparation, can produce potent effects. Thus Ritual Magic uses the same skills used to cast spells, though the amount of power involved means that rituals can prove quite dangerous if botched.

The Grimoire

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