Spellcasting

Spellcasting is the act of drawing on one’s own magicka reserves in order to generate an effect in the physical world. Spells require some somatic components, such as incantations and hand motions, along with the internal action of channeling one’s magicka into the desired effect. Combinations of these parts, and the effects they produce, are known as Spells. The act of producing the magic effect is known as “casting” a spell.

There are two types of spells: Standard and Non-Standard spells.

Mechanically a given spell consists of one or more Magic Components: each one a paired effect and form. A component represents a complete magic effect: a fireball, a healing touch, and so on. The Effect specifies what the magic does, and the Form specifies the targets of the effect.

Standard Spells are “tried and true” spells with only one magic component. Specifically, they are spells that have been refined over generations: simple, elegant incantations and patterns that produce common effects.
They do not represent every single way that an effect can be manifested, only the ways that the mages of Tamriel have favored and perfected over time.
You can learn any of these spells from a person willing to teach you, or a from a book which documents it well enough.

Non-Standard Spells are those spells that have been created for personal use, or those that have multiple magic components.
They are personal, custom spells, as opposed to the widely used standard spells.

Creating Spells.

Creating a spell is a long process that can take many days of experimentation and practice. It takes a few days of total work to create a spell, though results may vary and you may find that your spell does what you want it to do, but not ‘quite’ what you want it to do. Or it may even do something a little extra.

Out Of Character explination:

Step 1: Choose Component(s)

In this step the character decides the magic components that he wants the spell to possess. Create magic components using the rules in Magic Components. A spell may include any number of components, though characters may only create components that contain effects that are utilized in spells they already know.

In other words, if you want to throw a Fireball which also acts as a ball of lightning. You would take the Fireball and Lightning Ball spell together as its ‘components’ But You must already know the Fireball and Lightning Ball spell before you can create one which mixes both.

Step 2: Make the Creation Test

The caster makes a skill test against the appropriate skill as determined by the school of the spell. The difficulty of this test is the difficulty of the spell.

The Cost of the spell is equal to the combined costs of all the components contained within the spell.

Spell: Cost
Fireball 12
Lightning Ball 12
Total Cost: 24

The Difficulty of the spell is equal to the difficulty of the hardest component, with an additional -10 penalty for each component beyond one.

In this example, Both Fireball and Lightning Ball are the same rank at rank 3, so it would be a +0 to create after the extra -10 was added

The School of the spell is the school of the component with the highest cost (break ties by using the school of the more difficult component).

The School is Destruction for both ‘components’ in this case, so the end result if successful will be a Destruction Spell

Step 3: Create Spell

On success, the spell is created and the character must test it at least once to add it to his list of known spells (this can be done via ritual as well as by normal spellcasting). On failure, the spell is not created. This test can be attempted up to three times, and if all three attempts fail then the character must start the process over. Any spells that characters create are non-standard spells, and contain the following:

  • Name (School)
  • Cost: The magicka cost of casting the spell.
  • Difficulty: The difficulty of the casting test to cast the spell.
  • Component Name
    • Form: Which targets are affected by this component, and under which conditions.
    • Effect: The effect of this component, which is applied to the targets specified by the form.
      (Repeat for extra components)
So for the Flame-Lightning Ball it would be as follows.
  • Flame-Lightning Ball (Destruction)
  • Cost: 24
  • Difficulty: +0
  • Fireball
    • Form: Ball – Fires a projectile at a target of the source’s choice.
      Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack.
    • Effect: 3d10 Fire Damage, 15 Pen to Hit Location.
  • Lightning Ball
    • Form: Ball – Fires a projectile at a target of the source’s choice.
      Wherever the projectile lands, it explodes, applying the effect to all viable targets (including the source character) within 1 meter. Counts as a ranged, area of effect attack.
    • Effect: 3d10 Shock Damage, 15 Pen to Hit Location.
  • Total: 3d10 Fire + 3d10 Shock, 15 Pen.

For everything else involving spell creation, see Spell Creation Charts.

Spellcasting

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