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<div align="right"><font face=2>Meticulously Expanded Aetherial Laws</div>
<p> 
<p> <div align="center">
<font face=1>List absolutely not exhaustive of the new spells brought into Cyrodiil by several 
new mages, to be found in various Guild Halls of our cities across the country.
<p> 
<hr><div align="left">
<FONT face="2">ALTERATION
<p> <FONT face="1">
Food for Thought<br>
transmutes 200 gold into food. You can't tell exactly what kind of food you'll 
end up with, but at least there should be plenty enough to satisfy your stomach 
for that day. 
<p> Arcane Chest<br>
  grants access to a magical storage through the diffractions of a diamond. The 
  mage is also able to get everything back from the arcane chest by sacrifying 
  a pearl instead of a flawless diamond.
<p> Create & Imbue Arrows<br>
  requires ingredients to be consumed by the spell (Arrowroots, Clannfear claws 
  and Spiddal Sticks). Creates up to 50 arrows; the mage may transmute alchemical 
  salts as well during the spellcasting to get magically imbued arrows, depending 
  of what kind of salts he carries with him. They're very powerful if used right... 
  but can be dangerous if used wrong! 
<p> Aetherial Repair Hammer<br>
  with this smithing device created out of thin air, the Mage doesn't need to 
  carry heavy, mundane repair hammers anymore. It's not really economic, though: 
  2500 gold pieces are consumed by the spell. The use of this magical hammer doesn't 
  give him any experience in the normal practice of Armorer. 
<p> Recharge Magical Items<br>
  fully reloads the mage's magical items, consuming 5000 gold pieces in the process. 
  Aborts if the mage wears a functional Varla Stone with him already. 
<p> Create Daedric Ingredients<br>
  the intricate transmutation processes involved through this spell consume 1250 
  gold pieces, creating several random daedric ingredients (Clannfear claws, Daedra 
  hearts, Void salts, Daedra teeth, Spiddal sticks...)
<p> Arcane Theft<br>
  steals everything from your unsuspecting target. Don't get caught doing this, 
  though: it's magical, but it's still a theft!
<p> Mark corpses<br>
  sometimes it's difficult to find fallen enemies, because their remains are hidden 
  in high grass, under stairs, or somewhere other. Not with this spell anymore!
<p> Dispose Corpse<br>
  a scavenger's dream: take everything that dead enemy possessed into your own 
  backpack, and get rid of his annoying dead body. 
<p> Remove Corpse<br>
  erase from this reality that dead body lying there, and everything he used to 
  carry with him. Some rumors have been heard that immortal beings would reappear 
  into some cosy place in the Imperial City... but then, of course, immortals 
  don't exist. Excepted for the Nines, that is. 
<p> Atronach Forms<br>
  these spells don't allow to shapeshift into an Atronach, but the mage will gain 
  some innate abilities of them - like shooting fire for free and burning, being 
  immune to fire and poison... but at the same time his normal skills are unusable.
<p> Icarian Leap<br>
  propulse yourself high into the sky... And as a bonus, don't get hurt when you 
  fall back to the ground. Unless you end up in the sun before. 
<p> Leap other<br>
  where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts 
  falling back to the ground, that is. 
<p> Self Leap<br>
  you're stuck somewhere? Need to take some altitude, just for a second? Kick 
  yourself into the air!
<p> Phasing<br>
  the expert mage designates his target, and the victim of the spell starts phasing 
  between dimensions for a good minute: it is *here* for a couple of seconds, 
  then gone, then back again... (If you happen to use that spell on some important 
  character, you'd better not leave the place while he's still phasing: you might 
  have problems finding him again afterwards)
<p> Aetherial Protection<br>
  this defensive spell lasts for more than a minute, shielding efficiently the 
  Mage while providing him resistance to magic aswell and constant health regeneration. 
<p> Frost Idiocy<br>
  the victim touched by the frost salts transmutated through this spell will feel 
  an intense cold. He won't be physically damaged by the frost, but hypothermia 
  will ravage his mind, and he might go into an insane behaviour...
<p> Nailed Down<br>
  a very powerful spell, counterbalanced by its short duration so that it's usable 
  even by a simple journeyman in the school of Alteration. For a few seconds, 
  the enemy you touched won't be able to move or to say anything, giving you the 
  edge you needed. 
<p> Slowfall<br>
  thanks to this spell, the expert in Alteration may jump from the top of the 
  White Gold Tower: he'll never die, not even get wounded, and land calmly like 
  a leaf. 
<p> Elemental Shield<br>
  quite a simple spell to help apprentices learning the subtilities of all three 
  forms of Elemental shielding and their interactions. Not very powerful separately, 
  but it lasts for a full minute. 
<p> Greater Protect Other<br>
  an expert in that school can protect his allies efficiently. This spell turns 
  the skin of its target into a magical alloy for a long period: he's protected 
  against physical damages, and against magical attacks to a lesser extent; he 
  constantly regenerates his vitality during the whole duration. 
<p> Wabbajack<br>
  a master in Alteration is able to transmute a creature into... something else. 
  He can't really tell what'll come out of this crazy process, though... 
<p> Aegis<br>
  the ultimate protection for masters of Alteration: it mitigates efficiently 
  any physical damages for several minutes without weakness. 
<p> Escape<br>
  need some free time? Want your enemy to give you a break, to leave you a pause 
  before you can take care of him? That spell allows the experts in the school 
  of Alteration to crush the touched creature under an impossible weight, and 
  make the Spellcaster simply disappear at once. 
<p> </font> <br>
  <br>
<hr><FONT face="2">
CONJURATION
<p> <FONT face="1">
Atronach Army<br>
summons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and 
a half. The caster has stunted magicka for a short time as a backlash-effect. 
<p> Bound Chainblade<br>
  that huge weapon is a pure slaughtering device. 
<p> Split Personality<br>
  a spell which could be from Sheogorath himself! Creates a couple of daedric 
  pseudoclones of the master conjurer (that have vastly different sizes), which 
  are only armed with silver weapons and that attack everything in sight. 
<p> Summon Bear<br>
  the secrets of nature summoning reveal some powerful creatures that can hear 
  the call of the mage - the bear is amongst the most powerful of these. 
<p> Create Oblivion Gate<br>
  the Elder Council wouldn't be too happy to know about that one. You cast a spell, 
  and before you an Oblivion gate opens. A very real one, with Daedra coming out 
  of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and 
  all: Only difference is that you can close the gate by simply hitting it with 
  a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open 
  gates outside of Tamriel or Shivering Isles. There's only one summonable gate: 
  if you cast the spell again, any previously opened gate will disappear.
<p> Call Unicorn<br>
  a master conjurer may call an aetherial unicorn at his side, to ride it wherever 
  he wants. The spell doesn't have a duration: the mythical creature will disappear 
  as soon as you unsaddle, or if it is hit in combat.
<p> Bound Torch<br>
  handy spell for novices, when they're short on candles and need to study late 
  in the University. 
<p> Bound Arena Robe<br>
  a tricky spell for apprentices willing to compete in the Arena in a more convenient 
  suit: you can't renew it while in the Arena, so you have to talk to Oryn, get 
  up into the Arena, hear the announcer, win and get back out before the spell 
  wears off. That gives you five minutes, should be plenty of time. 
<p> Wabba Summon<br>
  allows the expert to conjure something. Yeah, "something". Just shout through 
  the planes, you'll see what will answer your call. Maybe a mud crab, maybe a 
  Xivilai...
<p> Summon Light Armor Pieces<br>
  with these various new spells, mages won't have to protect themselves with heavy 
  armor only anymore. 
<p> Wolf Heart<br>
  this spell allows apprentices in Conjuration to summon a wolf to serve them, 
  and at the same time gives them temporarily a bit of the resistance and strength 
  of that beast. 
<p> Sustained Priest Dagger<br>
  a journeyman may use this elegant weapon for as long as he needs it - or at 
  least, as long as he has the stamina to maintain the spell active. 
<p> Druidic Deception<br>
  amongst other spells forming the "path of nature", this one allows experts in 
  Conjuration to call to their side a boar and a diminutive (but still angry) 
  minotaur for a moderately long period. The spell is rather powerful, though, 
  and will stunt the mage's magicka regeneration for a several seconds. 
<p> Summon Golden Saint Armor<br>
  a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially 
  able to step into the Shivering Isles.
<p> Summon Dark Seducer Armor<br>
  a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially 
  able to step into the Shivering Isles.
<p> Bound Complete Light Armor<br>
  some battlemages like it heavy, others like it light; most of them like to have 
  the choice when they summon daedric equipment, anyway. This spell protects the 
  expert in the arts of Conjuration with a full set of light daedric armor, including 
  a shield and a helmet, for a full minute. To fuel such a massive summoning, 
  the spellcaster's energy has to be siphoned more heavily than for the usual 
  spell: his magicka regeneration will be hindered for a large part of the spell's 
  duration. But if he summoned such an equipment, he usually intended to get into 
  the melee anyway... 
<p> Spiderling's Blessing<br>
  journeymen daedric conjurers can summon a small daedric spider to help them 
  with its paralyzing powers, and at the same time its vital energy procures himself 
  a constant health regeneration. 
<p> Summon Xivilai<br>
  all conjurers know how much it's better to have a Xivilai on your side than 
  on the opposite's. And with that spell, the powerful daedric being will obey 
  you for two full minutes! 
<p> Oblivion Intervention<br>
  a Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a 
  master of Conjuration and serve him for a moderate duration. The huge power 
  required by this spell will stunt his magicka resources for a short time, though. 
<p> Summon Skeleton Archer<br>
  that spell allows journeymen necromancers (or guild members willing to know 
  more about the arts they intend to fight) to call a strong skeleton by their 
  side, equipped, as the spell's name suggests, with a bow. As long as it can 
  keep at range from its enemies, this is a very helpful guardian - and a reliable 
  one, as it'll keep its form for almost three minutes.
<p> Body and Mind<br>
  this spell calls a ghost at one side of its caster, and a zombie at the other, 
  both following his orders for a minute and a half. This difficult summonning 
  wears off the energy of the caster more than most others, and he suffers stunted 
  Magicka for a short moment. 
<p> Graveyard Torch<br>
  Hannibal Traven didn't authorize the use of this spell: use at your own risks! 
  The expert necromancer will be silenced for some time if he dares; and he'd 
  better not try it out under the sun light... but he'll get help from a Skeleton 
  Lord, a Skeleton Archer and a Headless Zombie to fight for him together. 
<p> Reanimate Corpse<br>
  the targetted dead body stands up and helps the master in the school of necrom- 
  errr, Conjuration, for two minutes, before returning to the dust. 
<p> Summon Spectral Warrior<br>
  only the most powerful conjurers are able to call such powerful undead spirits 
  by their side. That being has few weaknesses and should crush most living things 
  in les than a minute - and it'll stay longer than that by your side, anyway. 
<p> Fortune Intervention<br>
  that spell allows the master conjurer to call a Hunger, a Gnarl, and... something 
  else, to his help. Who knows what other daedric creature will hear his call? 
  Anyway, it can't really go wrong at this stage... All these summons will stick 
  to his side for quite a long time. As a counterpart for such a powerful summon, 
  the spellcaster will see his magicka regeneration stunted for a short period. 
<p> Life and Death<br>
  an expert conjurer may summon two mighty creatures at a time from the insane 
  realms of Sheogorath with this spell: a frightening Shamble on one side, and 
  an insecto&#65533; and well-alive Elytra on the other. Both will serve him for a moderate 
  period of time, but for a much shorter duration, the spellcaster's magicka regeneration 
  will be siphonned to fuel the spell's power. 
<p> </font><br>
  <br>
<hr><FONT face="2">
DESTRUCTION
<p> <FONT face="1">
Runt bomb<br>
summons a daedric Runt which runs towards the target before exploding. You'd better 
not be too close to it when it blows up... 
<p> Chain lightning<br>
  calls a powerful lightning from the sky, that jumps over to any nearby target 
  (except the mage himself). The thunder will hurt, though.
<p> Sleeping powder<br>
  brutally exhausts every creature in the vicinity of the targetted spot. 
<p> BBQ<br>
  quite a cryptic name for a rather straightforward spell - only experts in Destruction 
  seem to understand its mysterious meaning. Anyway, it puts on fire the entire 
  area where its fireball blasts, and creates an inferno that lasts several seconds 
  before the flames weaken. 
<p> Sudden Death<br>
  this spell is powerful enough to kill in one single hit most creatures. But 
  be very carefull with it, as it has violent backlashes on its caster, though: 
  even if he can resist it, the mage will be badly weakened for some time... 
<p> Frost mine<br>
  creates a mine at the designated spot. Every creature near it when it's triggered 
  will suffer it's very cold explosion. 
<p> Destruction Novae Spells<br>
  a rather short duration, but inflict brutal elemental damages across a large 
  area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, 
  for example, can potentially ravage anything but the strongest creatures in 
  a whole room. 
<p> Heaven's Fury<br>
  for a short duration enemies near the spellcaster will be devastated by frost 
  out of nowhere. 
<p> Meteor Shower<br>
  a couple of seconds after casting this spell fire will fall down from the sky 
  and smite every life nearby - including the Mage if he didn't flee! 
<p> Failing Clothing<br>
  a rather surprising spell brought into our warmer countries for apprentices 
  in the art of Destruction, it does limited damage to its target but moreover 
  cripples its armor. Even leather and fur armor can't stand against the true 
  cold, and daedric isn't much more usefull: enemies would be better protected 
  wearing real clothes sometimes...
<p> Tornado<br>
  each and every creatures surrounding the caster, or even in the same room, will 
  sustain some powerful and complex elemental damaging blast. 
<p> Lightning Ghost<br>
  a wave of electrical energy blasts around the area, and the caster disappears 
  for a short moment, leaving behind in his place only a ghost. 
<p> Defense Failure<br>
  a typical spell for battlemages, this one is accessible even to apprentices 
  in the school of Destruction. It's touch crushes the enemy's armor and hinders 
  his ability to protect himself efficiently with whatever remains of his cuirass, 
  giving some time to the spellcaster to benefit his weakness with his weapons. 
  Caution though if you rely on light armors for your own defense: for the same 
  moderate period, the spell inflicts yourself a secondary backlash weakening 
  your own efficiency with this kind of equipment. 
<p> Another Soul To Burn<br>
  cast that spell, and quietly watch your enemies die all around you. They won't 
  be able to flee the flames, they'll probably not be even able to move. And when 
  they're finally done, all their souls are belong to the master in the school 
  of Destruction. Beware though: the spellcaster himself will suffer from similar 
  side-effects during that same time, although with less intensity. 
<p> Ice Age<br>
  the master of the elemental powers of Destruction magic can freeze his enemies 
  at a distance. The victim of this frost spell may very well die in one or two 
  seconds; but if it doesn't, he'll have a hard time standing up again and gathering 
  his forces, completelly drained by the cold.
<p> Small Ball of Doom<br>
  a weakened, but already powerful, version of a spell reserved to masters, this 
  one is accessible to journeymen in the school of Destruction. Any creature near 
  to the spellcaster will be afflicted by weakness to fire for some time, and 
  burned alive by magical flames for three painfull seconds. 
<p> Brzzz<br>
  who said Mages didn't have humour? Lately, this spell has been widely used by 
  apprentices and even novices in the Arcane University. It doesn't hurt that 
  bad, but it still burns a little and electrocutes when you're pinched. Most 
  people wouldn't find it amusing, though, so don't use it that easily yourself...
<p> Hurricane<br>
  a powerful blast of cold centered on the master spellcaster, frozing his enemies 
  and rendering them more and more vulnerable to magic. They might survive to 
  a first strike, but if the Hurricane unleashs again, and again... It'll get 
  cold in Oblivion. 
<p> Ice shoes<br>
  every creature in the area will be hit by a powerful blast of cold: for the 
  next few seconds, they'll barely be able to move, only to endure the ice. Only 
  experts can unleash such a power. 
<p> Slow Down<br>
  a very convenient spell for experts in Destruction: every creatures around its 
  target will be seriously slowed down for quite some time. Enough to pin them 
  all down with more offensive spells. 
<p> Wizard's Rust<br>
  a powerful destructive combination that most professionnal battlemages should 
  learn to use well. That spell burns its target and everything next to it in 
  its blast radius; this magical fire attacks the structure of weapons its victims 
  wear, and renders them all even more vulnerable for the following magical attacks. 
<p> Ageing<br>
  the touch of a journeyman in Destruction can be dangerous in multiple ways: 
  this spell cripples his enemy's weapon, and at the same time his very ability 
  to use any weapon efficiently, should he have a spare one. 
<p> Entropy Forge<br>
  quite a simple spell, but an efficient one. Its touch damages the body of the 
  enemy, and his weapons at the same time... 
<p> </font><br>
  <br>
<hr><FONT face="2">
ILLUSION
<p> <FONT face="1">
Call Nightmare<br>
this spell should very seriously... destabilize every intelligent beings in the 
area. 
<p> Dream Leash<br>
  enslaves every sentient beings in the vicinity for a short period of time. Not 
  a spell to leave into anyone's hands - but we can trust the Mages Guild to teach 
  it only to responsible members. 
<p> Ecstasy of Gold<br>
  sometimes, merchants just don't want to get to deal with you. Thanks to that 
  spell, they'll never be able to resist the urge for affairs anymore. 
<p> Amok<br>
  do you want to observe chaos in the whole neighborhood? Nobody could resist 
  the bloodthirst that this spell will create, not even the most timid and peaceful 
  beings. And they certainly won't be able to miss each other. Sit back and enjoy 
  the show... 
<p> Silent Music<br>
  Everybody, men and women, mer and man, in vicinity of the spellcaster instantly 
  stop what they're doing and focus on the fascinating music whispered right into 
  their minds, begin even to take off armor and begin to dance. The expert illusionist 
  may quietly walk away while they're listening it... although there are situations 
  in which the silent music may be too quiet to be heard.. 
<p> Teddy Bear<br>
  summons a cute and pacific creature which will wander around, making every person 
  or creatures around particularly self-confident. Friends or foes, no one will 
  be tempted to flee, should there be a fight. 
<p> Sustained Light<br>
  cast the spell, and let it be. Keep quiet and focused, though, because if you 
  get yourself overly tired it may just leave you suddenly in the darkness. 
<p> Legendary Pacification<br>
  nobody could probably resist this word of magic. The affected creature, whatever 
  it is, unless it possesses some unlikely immunity, will instantly stay calm 
  and patient - more than long enough for the master illusionist to disappear, 
  figure out another solution or take a little nap. 
<p> Mirili's Journeyman Command<br>
  that Domination Creature spell is able to submerge the will of most living creatures 
  for half a minute. Like other 'Command' spells, it's about twice as powerful 
  than spells learned in the Mage's Guild some time ago...
<p> Voice of Dread<br>
  journeymen illusionists knew that spell before, but didn't really bother using 
  it. Now, its effects still don't last for very long, but it affects every creature 
  or people near the spellcaster, and very few of them would be resilient enough 
  to resist the pure terror it unleashes !
<p> Starlight<br>
  it's not because you're a novice in Illusion that you have to cast such a spell 
  again and again only to get barely enough light to see your feet! Now Starlight 
  is more efficient, and lasts for two minutes. 
<p> </font><br>
  <br>
<hr><FONT face="2">
MYSTICISM
<p> <FONT face="1">
Weather Illusion<br>
spells to make it rain, snow, to get the sun to shine or to gather clouds in the 
sky... be it progressively, or without delay. Journeyman spells can affect Shivering 
Isles specific weathers. Use the 'release weather' words to let the weather get 
back to it's natural pattern. 
<p> Detect Attitude<br>
  you're unsure if these people down the road are hostile bandits, or just innocent 
  travellers? This spell is what you need, before you start shooting... or not. 
  Friends and foes will appear with different colors to your enhanced vision. 
<p> Detect Danger<br>
  gives hints when enemies are around, that are much more powerful than the caster. 
  Higher versions of that spell may scry through a whole ruin to warn you of any 
  serious threat and locate it. 
<p> Antimagic Wave<br>
  for when you really need to neutralize all these spellcasting enemies that are 
  annoying you and get rid of all their spells, right now, even when they're trying 
  to silence you. 
<p> Divine Intervention<br>
  teleports to a chapel. Only 'Teleport' spell castable even during combat. 
<p> Enchant Item<br>
  allows expert mystics to prepare some enchanted equipment even when they're 
  far away from the Arcane University. 
<p> Create Spell<br>
  the most powerful Mages can reformulate their own spells easily and create new 
  spells on-the-fly, without the support of any altar or devices from the Arcane 
  University. 
<p> Vakuum Succion<br>
  an annoying archer believes he's smart, shooting at you from some unreachable 
  spot, out of your reach? Suck him down right to you! He'll probably stop laughing, 
  face to face. 
<p> Void Explosion<br>
  ideal to dispatch enemies when outnumbered in close-combat. Send them all flying 
  in the air - and shock them a good punch to try and get them learn the lesson. 
  Or finish them while they're trying to stand up again. 
<p> Concurrent Current<br>
  a convenient combination of force spells - send your target flying away if she's 
  annoyingly close to you, or force her to come closer if she was trying to stay 
  at a distance. 
<p> Teleport home<br>
  the spell allows the mage to instantly get back to one of the houses he owns 
  in any of the main towns in Cyrodiils. Handy, and accessible to every young 
  apprentices! 
<p> Mages Guild Teleport<br>
  thanks to this spell, experts in Mysticism can now safely travel between every 
  Mages Guild hall in Cyrodiil in the blink of an eye. They land quietly right 
  in front of the doors of their favorite places. 
<p> Mark and Recall<br>
  every journeyman mystics should learn that famous spell, which was long known 
  in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. 
  It allows them to place up to four marks anywhere in Cyrodiil, and to teleport 
  back there later. You may activate a tracker to spot the various marks you already 
  created on your personnal map. 
<p> Translocation<br>
  allows the Mage to instantly teleport near the targetted spot. There must be 
  a creature, object or person there to focus on, but that target won't be affected 
  in any way. 
<p> Landmark Teleport<br>
  that's a totally new concept brought into Cyrodiil by some foreign mages! With 
  this, a master in Mysticism can instantly teleport from about anywhere, to almost 
  any noticeable point in the world, just by staring at your map. 
<p> Sense Detection<br>
  see who's seeing you, know who knows that you're nearby! Ideal for experts in 
  that school that like to keep a low profile...
<p> Gust of Wind<br>
  a telekinetic short-ranged but powerful spell for journeymen in the school of 
  Mysticism. It's victim is immediately sent flying through the air, weightless. 
  It also means that the helpless creature shouldn't get hurt when it'll land, 
  and will usually be able to get up again not far from the spellcaster; but the 
  point is to get some fresh air, and that spell accomplishes this goal very efficiently. 
<p> Time Warp<br>
  a usefull trick for apprentices: eight hours will pass in thirty seconds.
<p> Social Scry<br>
  know everything you want to know about a person: his sense of responsability, 
  it's mood, wealthiness and other social attributes...
<p> Combat Scry<br>
  expert in the school of Mysticism are now able to detect the level, hitpoints, 
  magical resistances and other similar informations about their enemies before 
  deciding how to engage in a fight. 
<p> Twinkle<br>
  this obedient creature emits a very convenient light. Activate him with your 
  weapon drawn, and he'll stay cautiously where it is; with your weapon sheated, 
  and he'll stick close to you, confident. He's quite resilient, should he be 
  engaged into a fight, but he can't do anything but shine to defend himself, 
  though. Touch him while sneaking, and he'll only produce a dim light; while 
  standing, and he'll switch between normal and bright light to try and adapt 
  to your needs. 
<p> True Resurrection<br>
  a friend of yours just died in a fight before your eyes? You feel sorry for 
  that innocent woman who's been killed right under Skingrad's city walls during 
  a daedric invasion? Or you want to help that poor girl who just drown in Cheydinhal's 
  river? 
<p> Translocation Madness wave<br>
  for the duration of the spell, the affected people or creatures in its are of 
  effect will start switching places all over, unable to control their own movements. 
<p> Random Teleport<br>
  allows the journeyman Mystic to learn the mysteries of teleportation - and its 
  risks. The spell teleports him to a random location... or backfires. 
<p> </font><br>
  <br>
<hr><FONT face="2">
RESTORATION
<p> <FONT face="1">
Field of Tiredness<br>
a master in the school of Restoration can unleash this spell on his surrounding 
area, absorbing stamina of creatures and characters for 3 seconds in a large perimeter. 
<p> Vampiric Novae<br>
  master-level Area-of-effect spell, brutally absorbing the life-force of creatures 
  around the caster, but paralizing himself for an instant. 
<p> Benevolent Ancestor<br>
  summons a spirit blessed with various healing abilities that cures and protects 
  the mage, if the mage is badly injured or just by simply talking to him. 
<p> Greater Fortify Endurance<br>
  that kind of spells used to be rather useless, as the journeyman needed to cast 
  it again and again. Now it's still quite moderate in power, but it lasts six 
  minutes: now that's fortification! 
<p> Spirit Exodus<br>
  the Mages's very soul takes shape to fight on his side for a time. Oh, and do 
  not try to loot it, dammit. 
<p> Healing Cloud<br>
  for two minutes, this blue, magical cloud will slowly heal people and creatures 
  in its area. They'll recover mana, stamina and health. 
<p> Sustained Resist Weapons<br>
  as long as you don't fall down in exhaustion, this spell will protect you quite 
  well against most physical attacks. It'll drain your stamina quite badly, though...
<p> Surprise<br>
  a very nasty trick useful to all journeymen in the school of Restoration: if 
  you can put your hand on your enemy with this, he should be speechless and nailed 
  on the spot. The effects won't last long, but he will probably have a hard time 
  gathering his ideas back, after such a bad experience. 
<p> Sanctuary<br>
  a Journeyman in the school of Restoration can give himself some relief, even 
  in the heat of the battle. This spell heals you slowly, and protects you during 
  that process to help you stay alive until it reaches its full effect. 
<p> Recreation<br>
  expert healers can use this spell to maintain themselves in good shape for long 
  times. During more than two minutes, the spellcaster's stamina and health regenerate 
  slowly, but constantly. 
<p> Priest Force<br>
  this spell not only calls a magical dagger in your fist to help you fighting: 
  it provides you with the strength and the knowledge to use it well. 
<p> Vampiric Nova<br>
  for two short, but extremely painful seconds, every of the mage's opponnents 
  in the surroundings will see their very life force drained out of themselves. 
  The master healer will probably feel sick with such a sudden flood of life, 
  but it will only last an instant: then he'll feel better than ever! 
<p> Valium<br>
  don't use that medication on yourself: keep it for your most depressing enemies. 
  They'll feel very, very tired, and will suffer elemental damages in their whole 
  unbalanced metabolism. 
<p> Cursing Absorb<br>
  that spell isn't new in itself, but like most other known spells, it's been 
  seriously enhanced. All caracteristics will be transferred in large amounts 
  from every creature in the vicinity to the Mage, for a very long minute. 
<p> Freedom<br>
  everybody is scared at the idea of fighting an enemy that can paralyse others. 
  Not the experts in Restoration: thanks to this spell, they're all set to fight 
  freely. 
<p> </font><br>
  <br>

訳文 Edit?

<div align="right"><font face=2>畏敬と共に広げられしAetherialの道理</div>
<p> 
<p> <div align="center">
<font face=1>新顔の魔術師によってCyrodiilに持ち込まれる新たなる魔法を不完全ながらリストに示す。我等の都市の様々なギルドの会館で見つかるだろう。
<p> 
<hr><div align="left">
<FONT face="2">ALTERATION
<p> <FONT face="1">
Food for Thought<br>
 200ゴールドを食物に変える。どのような食物になるかは決めることは出来ないが、少なくとも、その日の腹を満たすだけの量にはなるはずだ。
<p> Arcane Chest<br>
 ダイヤモンドを分解することで、魔法の倉庫へのアクセスを許可される。魔術師は傷の無いダイヤモンドの変わりに真珠を捧げることでも、魔法の保管庫から全てを取り戻すことも出来る。
<p> Create & Imbue Arrows<br>
  素材を魔法によって消費することが条件である。(Arrowroots、Clannfear claws、Spiddal Sticks)最高50本の矢を作成できる。術者は詠唱中錬金術的な塩類を用いることで、魔法効果を染み込ませた矢を作成できるが、そのような塩類を持っているかによって変化する。正しく用いられるならばそれらは非常に強力だが…誤って用いられるならば危険が伴うだろう!
<p> Aetherial Repair Hammer<br>
 何も無い場所から鍛冶道具を作成する。術者は、重くてありふれた修理ハンマーをもう持ち運ばなくてもよいのだ。しかし、経済的ではない。魔法を使うことで2500ゴールドを消費する。この魔法ハンマーを使うに際して、一般的なArmorerの技術に習熟している必要は無い。
<p> Recharge Magical Items<br>
 5000ゴールドを消費することで、術者の魔法アイテムを完全に再充填させる。術者が便利なVarla Stoneを持っているならば、魔法は中断される。
<p> Create Daedric Ingredients<br>
  この魔術の複雑な変化過程は、1250ゴールドを消費することとなる。そして、ランダムなDaedra系素材を作ることとなる。(Clannfear claws、Daedra hearts、Void salts、Daedra teeth、Spiddal sticks…)
<p> Arcane Theft<br>
  steals everything from your unsuspecting target. Don't get caught doing this, 
  though: it's magical, but it's still a theft!
<p> Mark corpses<br>
  sometimes it's difficult to find fallen enemies, because their remains are hidden 
  in high grass, under stairs, or somewhere other. Not with this spell anymore!
<p> Dispose Corpse<br>
  a scavenger's dream: take everything that dead enemy possessed into your own 
  backpack, and get rid of his annoying dead body. 
<p> Remove Corpse<br>
  erase from this reality that dead body lying there, and everything he used to 
  carry with him. Some rumors have been heard that immortal beings would reappear 
  into some cosy place in the Imperial City... but then, of course, immortals 
  don't exist. Excepted for the Nines, that is. 
<p> Atronach Forms<br>
  these spells don't allow to shapeshift into an Atronach, but the mage will gain 
  some innate abilities of them - like shooting fire for free and burning, being 
  immune to fire and poison... but at the same time his normal skills are unusable.
<p> Icarian Leap<br>
  propulse yourself high into the sky... And as a bonus, don't get hurt when you 
  fall back to the ground. Unless you end up in the sun before. 
<p> Leap other<br>
  where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts 
  falling back to the ground, that is. 
<p> Self Leap<br>
  you're stuck somewhere? Need to take some altitude, just for a second? Kick 
  yourself into the air!
<p> Phasing<br>
  the expert mage designates his target, and the victim of the spell starts phasing 
  between dimensions for a good minute: it is *here* for a couple of seconds, 
  then gone, then back again... (If you happen to use that spell on some important 
  character, you'd better not leave the place while he's still phasing: you might 
  have problems finding him again afterwards)
<p> Aetherial Protection<br>
  this defensive spell lasts for more than a minute, shielding efficiently the 
  Mage while providing him resistance to magic aswell and constant health regeneration. 
<p> Frost Idiocy<br>
  the victim touched by the frost salts transmutated through this spell will feel 
  an intense cold. He won't be physically damaged by the frost, but hypothermia 
  will ravage his mind, and he might go into an insane behaviour...
<p> Nailed Down<br>
  a very powerful spell, counterbalanced by its short duration so that it's usable 
  even by a simple journeyman in the school of Alteration. For a few seconds, 
  the enemy you touched won't be able to move or to say anything, giving you the 
  edge you needed. 
<p> Slowfall<br>
  thanks to this spell, the expert in Alteration may jump from the top of the 
  White Gold Tower: he'll never die, not even get wounded, and land calmly like 
  a leaf. 
<p> Elemental Shield<br>
  quite a simple spell to help apprentices learning the subtilities of all three 
  forms of Elemental shielding and their interactions. Not very powerful separately, 
  but it lasts for a full minute. 
<p> Greater Protect Other<br>
  an expert in that school can protect his allies efficiently. This spell turns 
  the skin of its target into a magical alloy for a long period: he's protected 
  against physical damages, and against magical attacks to a lesser extent; he 
  constantly regenerates his vitality during the whole duration. 
<p> Wabbajack<br>
  a master in Alteration is able to transmute a creature into... something else. 
  He can't really tell what'll come out of this crazy process, though... 
<p> Aegis<br>
  the ultimate protection for masters of Alteration: it mitigates efficiently 
  any physical damages for several minutes without weakness. 
<p> Escape<br>
  need some free time? Want your enemy to give you a break, to leave you a pause 
  before you can take care of him? That spell allows the experts in the school 
  of Alteration to crush the touched creature under an impossible weight, and 
  make the Spellcaster simply disappear at once. 
<p> </font> <br>
  <br>
<hr><FONT face="2">
CONJURATION
<p> <FONT face="1">
Atronach Army<br>
summons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and 
a half. The caster has stunted magicka for a short time as a backlash-effect. 
<p> Bound Chainblade<br>
  that huge weapon is a pure slaughtering device. 
<p> Split Personality<br>
  a spell which could be from Sheogorath himself! Creates a couple of daedric 
  pseudoclones of the master conjurer (that have vastly different sizes), which 
  are only armed with silver weapons and that attack everything in sight. 
<p> Summon Bear<br>
  the secrets of nature summoning reveal some powerful creatures that can hear 
  the call of the mage - the bear is amongst the most powerful of these. 
<p> Create Oblivion Gate<br>
  the Elder Council wouldn't be too happy to know about that one. You cast a spell, 
  and before you an Oblivion gate opens. A very real one, with Daedra coming out 
  of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and 
  all: Only difference is that you can close the gate by simply hitting it with 
  a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open 
  gates outside of Tamriel or Shivering Isles. There's only one summonable gate: 
  if you cast the spell again, any previously opened gate will disappear.
<p> Call Unicorn<br>
  a master conjurer may call an aetherial unicorn at his side, to ride it wherever 
  he wants. The spell doesn't have a duration: the mythical creature will disappear 
  as soon as you unsaddle, or if it is hit in combat.
<p> Bound Torch<br>
  handy spell for novices, when they're short on candles and need to study late 
  in the University. 
<p> Bound Arena Robe<br>
  a tricky spell for apprentices willing to compete in the Arena in a more convenient 
  suit: you can't renew it while in the Arena, so you have to talk to Oryn, get 
  up into the Arena, hear the announcer, win and get back out before the spell 
  wears off. That gives you five minutes, should be plenty of time. 
<p> Wabba Summon<br>
  allows the expert to conjure something. Yeah, "something". Just shout through 
  the planes, you'll see what will answer your call. Maybe a mud crab, maybe a 
  Xivilai...
<p> Summon Light Armor Pieces<br>
  with these various new spells, mages won't have to protect themselves with heavy 
  armor only anymore. 
<p> Wolf Heart<br>
  this spell allows apprentices in Conjuration to summon a wolf to serve them, 
  and at the same time gives them temporarily a bit of the resistance and strength 
  of that beast. 
<p> Sustained Priest Dagger<br>
  a journeyman may use this elegant weapon for as long as he needs it - or at 
  least, as long as he has the stamina to maintain the spell active. 
<p> Druidic Deception<br>
  amongst other spells forming the "path of nature", this one allows experts in 
  Conjuration to call to their side a boar and a diminutive (but still angry) 
  minotaur for a moderately long period. The spell is rather powerful, though, 
  and will stunt the mage's magicka regeneration for a several seconds. 
<p> Summon Golden Saint Armor<br>
  a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially 
  able to step into the Shivering Isles.
<p> Summon Dark Seducer Armor<br>
  a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially 
  able to step into the Shivering Isles.
<p> Bound Complete Light Armor<br>
  some battlemages like it heavy, others like it light; most of them like to have 
  the choice when they summon daedric equipment, anyway. This spell protects the 
  expert in the arts of Conjuration with a full set of light daedric armor, including 
  a shield and a helmet, for a full minute. To fuel such a massive summoning, 
  the spellcaster's energy has to be siphoned more heavily than for the usual 
  spell: his magicka regeneration will be hindered for a large part of the spell's 
  duration. But if he summoned such an equipment, he usually intended to get into 
  the melee anyway... 
<p> Spiderling's Blessing<br>
  journeymen daedric conjurers can summon a small daedric spider to help them 
  with its paralyzing powers, and at the same time its vital energy procures himself 
  a constant health regeneration. 
<p> Summon Xivilai<br>
  all conjurers know how much it's better to have a Xivilai on your side than 
  on the opposite's. And with that spell, the powerful daedric being will obey 
  you for two full minutes! 
<p> Oblivion Intervention<br>
  a Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a 
  master of Conjuration and serve him for a moderate duration. The huge power 
  required by this spell will stunt his magicka resources for a short time, though. 
<p> Summon Skeleton Archer<br>
  that spell allows journeymen necromancers (or guild members willing to know 
  more about the arts they intend to fight) to call a strong skeleton by their 
  side, equipped, as the spell's name suggests, with a bow. As long as it can 
  keep at range from its enemies, this is a very helpful guardian - and a reliable 
  one, as it'll keep its form for almost three minutes.
<p> Body and Mind<br>
  this spell calls a ghost at one side of its caster, and a zombie at the other, 
  both following his orders for a minute and a half. This difficult summonning 
  wears off the energy of the caster more than most others, and he suffers stunted 
  Magicka for a short moment. 
<p> Graveyard Torch<br>
  Hannibal Traven didn't authorize the use of this spell: use at your own risks! 
  The expert necromancer will be silenced for some time if he dares; and he'd 
  better not try it out under the sun light... but he'll get help from a Skeleton 
  Lord, a Skeleton Archer and a Headless Zombie to fight for him together. 
<p> Reanimate Corpse<br>
  the targetted dead body stands up and helps the master in the school of necrom- 
  errr, Conjuration, for two minutes, before returning to the dust. 
<p> Summon Spectral Warrior<br>
  only the most powerful conjurers are able to call such powerful undead spirits 
  by their side. That being has few weaknesses and should crush most living things 
  in les than a minute - and it'll stay longer than that by your side, anyway. 
<p> Fortune Intervention<br>
  that spell allows the master conjurer to call a Hunger, a Gnarl, and... something 
  else, to his help. Who knows what other daedric creature will hear his call? 
  Anyway, it can't really go wrong at this stage... All these summons will stick 
  to his side for quite a long time. As a counterpart for such a powerful summon, 
  the spellcaster will see his magicka regeneration stunted for a short period. 
<p> Life and Death<br>
  an expert conjurer may summon two mighty creatures at a time from the insane 
  realms of Sheogorath with this spell: a frightening Shamble on one side, and 
  an insecto&#65533; and well-alive Elytra on the other. Both will serve him for a moderate 
  period of time, but for a much shorter duration, the spellcaster's magicka regeneration 
  will be siphonned to fuel the spell's power. 
<p> </font><br>
  <br>
<hr><FONT face="2">
DESTRUCTION
<p> <FONT face="1">
Runt bomb<br>
summons a daedric Runt which runs towards the target before exploding. You'd better 
not be too close to it when it blows up... 
<p> Chain lightning<br>
  calls a powerful lightning from the sky, that jumps over to any nearby target 
  (except the mage himself). The thunder will hurt, though.
<p> Sleeping powder<br>
  brutally exhausts every creature in the vicinity of the targetted spot. 
<p> BBQ<br>
  quite a cryptic name for a rather straightforward spell - only experts in Destruction 
  seem to understand its mysterious meaning. Anyway, it puts on fire the entire 
  area where its fireball blasts, and creates an inferno that lasts several seconds 
  before the flames weaken. 
<p> Sudden Death<br>
  this spell is powerful enough to kill in one single hit most creatures. But 
  be very carefull with it, as it has violent backlashes on its caster, though: 
  even if he can resist it, the mage will be badly weakened for some time... 
<p> Frost mine<br>
  creates a mine at the designated spot. Every creature near it when it's triggered 
  will suffer it's very cold explosion. 
<p> Destruction Novae Spells<br>
  a rather short duration, but inflict brutal elemental damages across a large 
  area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, 
  for example, can potentially ravage anything but the strongest creatures in 
  a whole room. 
<p> Heaven's Fury<br>
  for a short duration enemies near the spellcaster will be devastated by frost 
  out of nowhere. 
<p> Meteor Shower<br>
  a couple of seconds after casting this spell fire will fall down from the sky 
  and smite every life nearby - including the Mage if he didn't flee! 
<p> Failing Clothing<br>
  a rather surprising spell brought into our warmer countries for apprentices 
  in the art of Destruction, it does limited damage to its target but moreover 
  cripples its armor. Even leather and fur armor can't stand against the true 
  cold, and daedric isn't much more usefull: enemies would be better protected 
  wearing real clothes sometimes...
<p> Tornado<br>
  each and every creatures surrounding the caster, or even in the same room, will 
  sustain some powerful and complex elemental damaging blast. 
<p> Lightning Ghost<br>
  a wave of electrical energy blasts around the area, and the caster disappears 
  for a short moment, leaving behind in his place only a ghost. 
<p> Defense Failure<br>
  a typical spell for battlemages, this one is accessible even to apprentices 
  in the school of Destruction. It's touch crushes the enemy's armor and hinders 
  his ability to protect himself efficiently with whatever remains of his cuirass, 
  giving some time to the spellcaster to benefit his weakness with his weapons. 
  Caution though if you rely on light armors for your own defense: for the same 
  moderate period, the spell inflicts yourself a secondary backlash weakening 
  your own efficiency with this kind of equipment. 
<p> Another Soul To Burn<br>
  cast that spell, and quietly watch your enemies die all around you. They won't 
  be able to flee the flames, they'll probably not be even able to move. And when 
  they're finally done, all their souls are belong to the master in the school 
  of Destruction. Beware though: the spellcaster himself will suffer from similar 
  side-effects during that same time, although with less intensity. 
<p> Ice Age<br>
  the master of the elemental powers of Destruction magic can freeze his enemies 
  at a distance. The victim of this frost spell may very well die in one or two 
  seconds; but if it doesn't, he'll have a hard time standing up again and gathering 
  his forces, completelly drained by the cold.
<p> Small Ball of Doom<br>
  a weakened, but already powerful, version of a spell reserved to masters, this 
  one is accessible to journeymen in the school of Destruction. Any creature near 
  to the spellcaster will be afflicted by weakness to fire for some time, and 
  burned alive by magical flames for three painfull seconds. 
<p> Brzzz<br>
  who said Mages didn't have humour? Lately, this spell has been widely used by 
  apprentices and even novices in the Arcane University. It doesn't hurt that 
  bad, but it still burns a little and electrocutes when you're pinched. Most 
  people wouldn't find it amusing, though, so don't use it that easily yourself...
<p> Hurricane<br>
  a powerful blast of cold centered on the master spellcaster, frozing his enemies 
  and rendering them more and more vulnerable to magic. They might survive to 
  a first strike, but if the Hurricane unleashs again, and again... It'll get 
  cold in Oblivion. 
<p> Ice shoes<br>
  every creature in the area will be hit by a powerful blast of cold: for the 
  next few seconds, they'll barely be able to move, only to endure the ice. Only 
  experts can unleash such a power. 
<p> Slow Down<br>
  a very convenient spell for experts in Destruction: every creatures around its 
  target will be seriously slowed down for quite some time. Enough to pin them 
  all down with more offensive spells. 
<p> Wizard's Rust<br>
  a powerful destructive combination that most professionnal battlemages should 
  learn to use well. That spell burns its target and everything next to it in 
  its blast radius; this magical fire attacks the structure of weapons its victims 
  wear, and renders them all even more vulnerable for the following magical attacks. 
<p> Ageing<br>
  the touch of a journeyman in Destruction can be dangerous in multiple ways: 
  this spell cripples his enemy's weapon, and at the same time his very ability 
  to use any weapon efficiently, should he have a spare one. 
<p> Entropy Forge<br>
  quite a simple spell, but an efficient one. Its touch damages the body of the 
  enemy, and his weapons at the same time... 
<p> </font><br>
  <br>
<hr><FONT face="2">
ILLUSION
<p> <FONT face="1">
Call Nightmare<br>
this spell should very seriously... destabilize every intelligent beings in the 
area. 
<p> Dream Leash<br>
  enslaves every sentient beings in the vicinity for a short period of time. Not 
  a spell to leave into anyone's hands - but we can trust the Mages Guild to teach 
  it only to responsible members. 
<p> Ecstasy of Gold<br>
  sometimes, merchants just don't want to get to deal with you. Thanks to that 
  spell, they'll never be able to resist the urge for affairs anymore. 
<p> Amok<br>
  do you want to observe chaos in the whole neighborhood? Nobody could resist 
  the bloodthirst that this spell will create, not even the most timid and peaceful 
  beings. And they certainly won't be able to miss each other. Sit back and enjoy 
  the show... 
<p> Silent Music<br>
  Everybody, men and women, mer and man, in vicinity of the spellcaster instantly 
  stop what they're doing and focus on the fascinating music whispered right into 
  their minds, begin even to take off armor and begin to dance. The expert illusionist 
  may quietly walk away while they're listening it... although there are situations 
  in which the silent music may be too quiet to be heard.. 
<p> Teddy Bear<br>
  summons a cute and pacific creature which will wander around, making every person 
  or creatures around particularly self-confident. Friends or foes, no one will 
  be tempted to flee, should there be a fight. 
<p> Sustained Light<br>
  cast the spell, and let it be. Keep quiet and focused, though, because if you 
  get yourself overly tired it may just leave you suddenly in the darkness. 
<p> Legendary Pacification<br>
  nobody could probably resist this word of magic. The affected creature, whatever 
  it is, unless it possesses some unlikely immunity, will instantly stay calm 
  and patient - more than long enough for the master illusionist to disappear, 
  figure out another solution or take a little nap. 
<p> Mirili's Journeyman Command<br>
  that Domination Creature spell is able to submerge the will of most living creatures 
  for half a minute. Like other 'Command' spells, it's about twice as powerful 
  than spells learned in the Mage's Guild some time ago...
<p> Voice of Dread<br>
  journeymen illusionists knew that spell before, but didn't really bother using 
  it. Now, its effects still don't last for very long, but it affects every creature 
  or people near the spellcaster, and very few of them would be resilient enough 
  to resist the pure terror it unleashes !
<p> Starlight<br>
  it's not because you're a novice in Illusion that you have to cast such a spell 
  again and again only to get barely enough light to see your feet! Now Starlight 
  is more efficient, and lasts for two minutes. 
<p> </font><br>
  <br>
<hr><FONT face="2">
MYSTICISM
<p> <FONT face="1">
Weather Illusion<br>
spells to make it rain, snow, to get the sun to shine or to gather clouds in the 
sky... be it progressively, or without delay. Journeyman spells can affect Shivering 
Isles specific weathers. Use the 'release weather' words to let the weather get 
back to it's natural pattern. 
<p> Detect Attitude<br>
  you're unsure if these people down the road are hostile bandits, or just innocent 
  travellers? This spell is what you need, before you start shooting... or not. 
  Friends and foes will appear with different colors to your enhanced vision. 
<p> Detect Danger<br>
  gives hints when enemies are around, that are much more powerful than the caster. 
  Higher versions of that spell may scry through a whole ruin to warn you of any 
  serious threat and locate it. 
<p> Antimagic Wave<br>
  for when you really need to neutralize all these spellcasting enemies that are 
  annoying you and get rid of all their spells, right now, even when they're trying 
  to silence you. 
<p> Divine Intervention<br>
  teleports to a chapel. Only 'Teleport' spell castable even during combat. 
<p> Enchant Item<br>
  allows expert mystics to prepare some enchanted equipment even when they're 
  far away from the Arcane University. 
<p> Create Spell<br>
  the most powerful Mages can reformulate their own spells easily and create new 
  spells on-the-fly, without the support of any altar or devices from the Arcane 
  University. 
<p> Vakuum Succion<br>
  an annoying archer believes he's smart, shooting at you from some unreachable 
  spot, out of your reach? Suck him down right to you! He'll probably stop laughing, 
  face to face. 
<p> Void Explosion<br>
  ideal to dispatch enemies when outnumbered in close-combat. Send them all flying 
  in the air - and shock them a good punch to try and get them learn the lesson. 
  Or finish them while they're trying to stand up again. 
<p> Concurrent Current<br>
  a convenient combination of force spells - send your target flying away if she's 
  annoyingly close to you, or force her to come closer if she was trying to stay 
  at a distance. 
<p> Teleport home<br>
  the spell allows the mage to instantly get back to one of the houses he owns 
  in any of the main towns in Cyrodiils. Handy, and accessible to every young 
  apprentices! 
<p> Mages Guild Teleport<br>
  thanks to this spell, experts in Mysticism can now safely travel between every 
  Mages Guild hall in Cyrodiil in the blink of an eye. They land quietly right 
  in front of the doors of their favorite places. 
<p> Mark and Recall<br>
  every journeyman mystics should learn that famous spell, which was long known 
  in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. 
  It allows them to place up to four marks anywhere in Cyrodiil, and to teleport 
  back there later. You may activate a tracker to spot the various marks you already 
  created on your personnal map. 
<p> Translocation<br>
  allows the Mage to instantly teleport near the targetted spot. There must be 
  a creature, object or person there to focus on, but that target won't be affected 
  in any way. 
<p> Landmark Teleport<br>
  that's a totally new concept brought into Cyrodiil by some foreign mages! With 
  this, a master in Mysticism can instantly teleport from about anywhere, to almost 
  any noticeable point in the world, just by staring at your map. 
<p> Sense Detection<br>
  see who's seeing you, know who knows that you're nearby! Ideal for experts in 
  that school that like to keep a low profile...
<p> Gust of Wind<br>
  a telekinetic short-ranged but powerful spell for journeymen in the school of 
  Mysticism. It's victim is immediately sent flying through the air, weightless. 
  It also means that the helpless creature shouldn't get hurt when it'll land, 
  and will usually be able to get up again not far from the spellcaster; but the 
  point is to get some fresh air, and that spell accomplishes this goal very efficiently. 
<p> Time Warp<br>
  a usefull trick for apprentices: eight hours will pass in thirty seconds.
<p> Social Scry<br>
  know everything you want to know about a person: his sense of responsability, 
  it's mood, wealthiness and other social attributes...
<p> Combat Scry<br>
  expert in the school of Mysticism are now able to detect the level, hitpoints, 
  magical resistances and other similar informations about their enemies before 
  deciding how to engage in a fight. 
<p> Twinkle<br>
  this obedient creature emits a very convenient light. Activate him with your 
  weapon drawn, and he'll stay cautiously where it is; with your weapon sheated, 
  and he'll stick close to you, confident. He's quite resilient, should he be 
  engaged into a fight, but he can't do anything but shine to defend himself, 
  though. Touch him while sneaking, and he'll only produce a dim light; while 
  standing, and he'll switch between normal and bright light to try and adapt 
  to your needs. 
<p> True Resurrection<br>
  a friend of yours just died in a fight before your eyes? You feel sorry for 
  that innocent woman who's been killed right under Skingrad's city walls during 
  a daedric invasion? Or you want to help that poor girl who just drown in Cheydinhal's 
  river? 
<p> Translocation Madness wave<br>
  for the duration of the spell, the affected people or creatures in its are of 
  effect will start switching places all over, unable to control their own movements. 
<p> Random Teleport<br>
  allows the journeyman Mystic to learn the mysteries of teleportation - and its 
  risks. The spell teleports him to a random location... or backfires. 
<p> </font><br>
  <br>
<hr><FONT face="2">
RESTORATION
<p> <FONT face="1">
Field of Tiredness<br>
a master in the school of Restoration can unleash this spell on his surrounding 
area, absorbing stamina of creatures and characters for 3 seconds in a large perimeter. 
<p> Vampiric Novae<br>
  master-level Area-of-effect spell, brutally absorbing the life-force of creatures 
  around the caster, but paralizing himself for an instant. 
<p> Greater Fortify Endurance<br>
  that kind of spells used to be rather useless, as the journeyman needed to cast 
  it again and again. Now it's still quite moderate in power, but it lasts six 
  minutes: now that's fortification! 
<p> Spirit Exodus<br>
  the Mages's very soul takes shape to fight on his side for a time. Oh, and do 
  not try to loot it, dammit. 
<p> Healing Cloud<br>
  for two minutes, this blue, magical cloud will slowly heal people and creatures 
  in its area. They'll recover mana, stamina and health. 
<p> Sustained Resist Weapons<br>
  as long as you don't fall down in exhaustion, this spell will protect you quite 
  well against most physical attacks. It'll drain your stamina quite badly, though...
<p> Surprise<br>
  a very nasty trick useful to all journeymen in the school of Restoration: if 
  you can put your hand on your enemy with this, he should be speechless and nailed 
  on the spot. The effects won't last long, but he will probably have a hard time 
  gathering his ideas back, after such a bad experience. 
<p> Sanctuary<br>
  a Journeyman in the school of Restoration can give himself some relief, even 
  in the heat of the battle. This spell heals you slowly, and protects you during 
  that process to help you stay alive until it reaches its full effect. 
<p> Recreation<br>
  expert healers can use this spell to maintain themselves in good shape for long 
  times. During more than two minutes, the spellcaster's stamina and health regenerate 
  slowly, but constantly. 
<p> Priest Force<br>
  this spell not only calls a magical dagger in your fist to help you fighting: 
  it provides you with the strength and the knowledge to use it well. 
<p> Vampiric Nova<br>
  for two short, but extremely painful seconds, every of the mage's opponnents 
  in the surroundings will see their very life force drained out of themselves. 
  The master healer will probably feel sick with such a sudden flood of life, 
  but it will only last an instant: then he'll feel better than ever! 

  don't use that medication on yourself: keep it for your most depressing enemies. 
  They'll feel very, very tired, and will suffer elemental damages in their whole 
  unbalanced metabolism. 
<p> Cursing Absorb<br>
  that spell isn't new in itself, but like most other known spells, it's been 
  seriously enhanced. All caracteristics will be transferred in large amounts 
  from every creature in the vicinity to the Mage, for a very long minute. 
<p> Freedom<br>
  everybody is scared at the idea of fighting an enemy that can paralyse others. 
  Not the experts in Restoration: thanks to this spell, they're all set to fight 
  freely. 
<p> </font><br>
  <br>

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