Note/L10N/Integration_TSL/1.0/Books/ibgSpellListBook?
ibgSpellListBook †
原文 †
<div align="right"><font face=2>Meticulously Expanded Aetherial Laws</div>
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<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.</div>
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<FONT face="2">ALTERATION<p>
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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 sacrificing 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, however.<p>
Recharge Magical Items<br>
Fully reloads the mage's magical items, consuming 5000 gold pieces in the process.
Aborts if the mage has 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 else. Not anymore with this spell!
<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
in 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 shapeshifting into an Atronach, but the mage will gain
some of their innate abilities - 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>
Propel 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, efficiently shielding the mage while providing
him resistance to magic as well as 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, nor even get wounded, and land calmly like
a leaf.
<p> Elemental Shield<br>
Quite a simple spell to help apprentices learning the subtleties 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 this 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 efficiently mitigates
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.
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CONJURATION
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Atronach Army<br>
Aummons 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>
This 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 temporarily gives them a bit of that beast's resistance and strength.
<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.
<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 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>
This 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 risk!
The expert necromancer will be silenced for some time if he dares; and he'd
better not try it out under the sunlight... 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 dust.
<p> Summon Spectral Warrior<br>
Only the most powerful conjurers are able to call such powerful undead spirits
by their side. This being has few weaknesses and should crush most living things
in less than a minute - and it'll stay longer than that by your side, anyway.
<p> Fortune Intervention<br>
This 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 insectoid 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.
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DESTRUCTION
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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 most creatures in one single hit. But be very carefull with it,
as it has violent backlash on its caster: 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 its 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 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. Its 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 on 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 will 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, completely 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 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, freezing his enemies and rendering them more and more vulnerable to magic. They might survive 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 as well as 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>
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ILLUSION
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<FONT face="1">
Call Nightmare<br>
This spell should very seriously... destabilize every intelligent being in the area.
<p> Dream Leash<br>
Enslaves every sentient being in the vicinity for a short period of time. Not a spell to leave in 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 this 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 stops 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... 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 creature 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>
This Dominate 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 this 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 person near the spellcaster, and very few of them will 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.
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<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 its 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>
This 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 apprentice!
<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 mystic should learn this famous spell, which has long been 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 have already created on your personal 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>
This is 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 responsibility, mood, wealth, and other social attributes...
<p> Combat Scry<br>
Experts in the school of Mysticism can now 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 in a fight, but he can't do anything but shine to defend himself. 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 drowned in Cheydinhal's river?
<p> Translocation Madness Wave<br>
For the duration of the spell, the affected people or creatures in its area 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>
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<hr>
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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 paralyzing 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, simply by talking to him.
<p> Greater Fortify Endurance<br>
This 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 Mage'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 to 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 the 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 to your fist to help you fight: it provides you with the strength and the knowledge to use it well.
<p> Vampiric Nova<br>
For two short, but extremely painful seconds, all of the mage's opponents in the area of effect 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 this 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>
This spell isn't new in itself, but like most other known spells, it's been seriously enhanced. All characteristics 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><p>
訳文 †
【訳文記述エリア】
<div align="right"><font face=2>細く鋭く研ぎ広がりしAetheriusの法と則</div>
<p>
<p>
<div align="center"> <font face=1>新参の魔術師たちによってCyrodiilにもたらされし新たなる魔法のほぼ完璧なる目録なり。我らが国のあまねく街のGuild Hallにて出会うだろう。</div>
<p>
<hr>
<FONT face="2">ALTERATION<p>
<FONT face="1">
Food for Thought<br>
金貨200を食物に変える。どの食物になるか知る由は無いが、少なくともその日の胃袋を満たすに足るものとなるだろう。
<p>
Arcane Chest<br>
ダイヤモンドの回折によって魔法保管庫へのアクセスを与える。術者は無傷のダイヤモンドの代わりに真珠を捧げることで神秘の保管箱から全ての荷物を取り戻すことも出来る。<p>
Create & Imbue Arrows<br>
呪文の発動には素材を捧げなくてはならぬ(Arrowroots、Clannfear claws、Spiddal Sticks)。最高50本の矢を作製できる。術者は錬金術に用いる塩を変化させ、魔法がこめられた矢を作製することがありうる。術者の持ち運ぶ塩の種類次第である。正しく用いられるならば、それらは非常に強力である・・・しかし誤って用いられるならば、危険となるだろう! <p>
Aetherial Repair Hammer<br>
無から鍛冶の道具を作製するため、術者は重い、普通の修理用ハンマーを持ち歩く必要は最早無い。しかし実に経済的ではない:呪文には金2500を捧げるためだ。だが、この魔法ハンマーを使用しても、Armorerの一般的な鍛錬の経験が身に着く事は無い。<p>
Recharge Magical Items<br>
金5000を捧げることで、術者の魔道具を限界まで充填する。術者が使用可能なVarla Stoneを所持している場合は中断される。<p>
Create Daedric Ingredients<br>
呪文に際し金1250を捧げることで複雑な変成作用を引き起こし、Daedra系の錬金素材を無作為に生成する。(Clannfear claws、Daedra hearts、Void salts、Daedra teeth、Spiddal sticks・・・)
<p> Arcane Theft<br> 無防備な標的から全てを盗み出す。だが捕まるなかれ: 魔法的行為だが、あくまでも窃盗であるゆえ!
<p> Mark corpses<br>
時に、倒れた敵を発見するには困難が付きまとう。背の高い草、階段の下、その他諸々の場所に遺骸が隠れてしまうからである。この呪文ならもうそれにはわずらわせられる事は無い!
<p> Dispose Corpse<br>
死骸漁りの夢とは:死亡した敵の所有物を全て自分のバックパックに入れて、腹立たしい死体を消し去ることである。
<p> Remove Corpse<br>
そこに横たわる死体と、その者が持ち歩いていた全てのものを現世から消し去る。時折、死んだはずの者がImperial Cityのとある居心地のよい場所に現れるという噂だが・・・勿論、死なぬ者などいない。Nineを除いては。
<p> Atronach Forms<br>
これらの魔法はAtronachに姿を変えるものではないが、魔術師はそれらの生来の能力を得る――自由に炎を撃って燃え盛り、炎と毒を無効化するような・・・しかし同時に、術者がいつも使っている技は使えなくなる。
<p> Icarian Leap<br>
自身を空の彼方へ飛ばし・・・特典として、地面に足をつけたときも怪我をすることはない。太陽に突撃しない限りは。
<p> Leap other<br>
どこが上か? どこが下か? 重力は敵から奪い去られる。そう、敵が地面に倒れ伏すまで。
<p> Self Leap<br>
どこかで身動きがとれなくなった? 一瞬でも高い場所に行きたい? 空へ自身の体を打ち出すがいい!
<p> Phasing<br>
Expertの魔術者が標的を示すと、犠牲者の呪文は十分な時間、その間合いの狭間で乱される。「その場」に二分、そして効果が失われ、元に戻る・・・(重要人物にこの呪文をかけた場合、固まっている間はその場を離れないほうがいい。再びその者に会った際に問題が発生しうる)
<p> Aetherial Protection<br>
この防御魔法は一分以上続き、魔法防御と安定した生命回復力を供給する際効果的に術者を保護する。
<p> Frost Idiocy<br>
この呪文でFrost Saltsから伝わるものにより、犠牲者は凍気に苛まれる。霜による肉体的な損傷は受けないが、寒気は心を惑わせ正気でいられなくさせるやもしれぬ・・・。
<p> Nailed Down<br>
非常に強力な呪文であるため、効果時間を短くしてバランスを取っている。よってAlteration魔法でjourneymanに過ぎなくとも使うことが出来る。数秒、手を触れた敵は動く事も話す事も無くなり、必要とする優位を得られる。
<p> Slowfall<br>
この呪文の支えがあれば、Alterationのexpertの者はWhite Gold Towerの天辺から飛び降りることが出来るやも知れぬ:術者は死にもしなければ傷さえつかず、木の葉のように柔らかく地面に降り立つことだろう。
<p> Elemental Shield<br>
とても簡単な呪文であり、apprenticeの者にElementalの防御とそれらの相互作用の微妙さを学ぶことを助ける。大して強いものではないが、一分間続く。
<p> Greater Protect Other<br>
この流派のexpertの者は、己が仲間を効果的に保護できる。この呪文は標的の肌を長い間魔法の合金にしてしまえる:その者は身体的な損傷から、更には微力ながら魔法からも守られる。その者は効果時間の続く限り、活力を再生される。
<p> Wabbajack<br>
Alterationのmasterならば、生物を変化させることが出来る・・・何か他のものに。
だがしかし、術者はこの狂った作用から何が飛び出してくるか見分けられない・・・。
<p> Aegis<br>
Alterationのmasterの究極的な保護魔法:それは綻びもなく、数分間いかなる身体へのダメージをも効果的に軽減する。
<p> Escape<br>
自由になる時間が欲しいか? 敵を料理する前、一瞬でも、敵から隙をつく機会を奪いたいか? この呪文はAlterationのexpertが触れたものを信じがたい重さで押し潰し、詠唱者にはただちに呪文の発動を停止させる。
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CONJURATION
<p>
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Atronach Army<br>
Storm Atronach、Fire Atronach、Frost Atronachを一分半召喚する。詠唱者は短時間magickaの流れが止まる反動を受ける。
<p> Bound Chainblade<br>
この巨大な武器は破壊活動のためだけにあるようなものである。
<p> Split Personality<br>
この呪文はSheogorath自身になりきれるものである! master級の召喚師のDaedraの偽の写し身を数体(大きさがかなり異なる)作り、銀器を装備し、目に入るものを全て攻撃する。
<p> Summon Bear<br>
大自然の神秘は魔術師が呼ぶことのできる中でも最も強力な生き物を召喚する――これらの内、熊は最も強力な存在である。
<p> Create Oblivion Gate<br>
Elder Councilはあれについて知ることを喜ばしく思っていない。呪文をかけると、眼前にOblivionの門が開く。門からは這い出し、内部では歩き回るDaedra、溢れる溶岩、尖塔、Sigillum Sanctum、全てのものが本物である。唯一異なる点は、Dispelの呪文を当てるだけで門を閉じる事ができるところだ。
注:街中では門を開けて入ることは出来ない。Tamrielの外、あるいはShivering Islesでは門を開けることは出来ない。門は一度に一つだけ開けることが出来る。呪文をかけるのが二回目以降の場合、先に開けた門は消滅する。
<p> Call Unicorn<br>
Master級の召喚師はAetheriusのユニコーンを召喚できよう。望めばどこにでも乗せていく。呪文には効果時間が存在しない:鞍を外す、あるいは戦闘中に攻撃が当たれば神話の生き物は消え去るだろう。
<p> Bound Torch<br>
Noviceの手軽な呪文である。大学にて、夜が遅い時間にロウソクが足りなくなっても勉強を続けたいときのためのものだ。
<p> Bound Arena Robe<br>
Apprenticeのための手の込んだ呪文はより便利な衣装を着てArenaで競いたい者向きだ。Arenaでは呪文を延長できない。よって、呪文が切れる前にOrynに話し、Arenaに向かい、口上を聞いて、勝利して戻らなくてはならない。術者に5分の猶予を与える。時間は有効に使いたい。
<p> Wabba Summon<br>
Expertの召喚師に何かを呼び出させる。そう、「何か」だ。次元を超えた叫びを放てば、何が汝の声に応えたか目にできよう。Mud Crabかもしれないし、Xivilaiであるかもしれない・・・。
<p> Summon Light Armor Pieces<br>
これらの様々な新呪文により、魔術師はもう重い鎧を身に着けて体を守る必要は無い。
<p> Wolf Heart<br>
この呪文はConjurationのapprenticeに狼を召喚して従わせ、同時に、一時的に獣の抵抗力と力を与えるものである。
<p> Sustained Priest Dagger<br>
Journeymanが必要な時間だけこの優美な武器を振るうだろう――あるいは、少なくとも、術者が呪文を維持するスタミナが続く限り。
<p> Druidic Deception<br>
「自然の通り道」を形成する呪文の中でも、これはConjurationのexpertの傍に猪と小さい(しかし怒れる)ミノタロウスを適度に長い時間呼び出すものである。しかし、呪文はかなり強力で、数秒間は術者のmagickaの再生を妨げるほどだろう。
<p> Summon Golden Saint Armor<br>
Spellmaking Alterで作ることの出来る新たなる呪文である。Shivering Islesに入るだけの潜在的な能力がある魔術師のみに有用なものだ。
<p> Summon Dark Seducer Armor<br>
Spellmaking Alterで作ることの出来る新たなる呪文である。Shivering Islesに入るだけの潜在的な能力がある魔術師のみに有用なものだ。
<p> Bound Complete Light Armor<br>
重装を好む戦闘魔術師もいれば、軽装を好む者もいる;彼らの多くは、いずれにせよDaedraの武具を召喚することを選択するのだが。この呪文はConjurationのexpertの者を一分間 、軽装の盾と兜を含む完全なDaedra装備で保護するものである。召喚には多大なる気力を要するため、詠唱者の力は通常の呪文よりも多くの力が奪われるだろう:詠唱者のmagickaの回復は呪文が発動している間、ほぼ遅らされる。しかしそのような装備を召喚するのだから、詠唱者はどのみち、普通は乱闘の只中に突っ込んでいくので・・・。
<p> Spiderling's Blessing<br>
JourneymanのDaedra系の召喚師は小さきDaedraの蜘蛛を召喚し、麻痺の力を借りることができる。同時に、生命力も吸い上げ体力を一定の割合で回復させてくれよう。
<p> Summon Xivilai<br>
召喚師なら誰もが、Xivilaiと対峙するより味方になってくれたほうがどんなに良いか理解している。そしてこの呪文で、その強力なDaedraを二分間丸々従わせられるだろう!
<p> Oblivion Intervention<br>
Storm Atronach、Spider Daedra、ClannfearがConjurationのmaster級の者の呼び出しに応じ、適切な時間仕えてくれるだろう。しかし、この呪文は強大な力を代償にせねばならぬため、詠唱者のmagickaは短い時間流れを止められることとなるだろう。
<p> Summon Skeleton Archer<br>
この呪文はJourneymanの死霊術師の傍に(あるいは、戦いを求めてその技を知りたいと願うギルドのメンバーに)強力なスケルトンを呼び出させる。武装は、呪文の名が示唆するように、弓である。敵からの間合いが保てる限り、これは非常に心強い守護者――信頼できる存在となる。ほぼ三分間、姿を保つ事ができるだろう。
<p> Body and Mind<br>
この呪文は詠唱者の片方に幽霊を、もう片方にゾンビを呼び出させる。両方一分半命令に従う。この難しい召喚魔法は他のほとんどのものより力を消耗し、短い時間Magickaの流れを止められるため苦しむ事になるだろう。
<p> Graveyard Torch<br>
Hannibal Travenがこの呪文の使用を許可しない理由:汝の命を危機に晒すためだ! expertの死霊術師が果敢にも唱えるならば、しばらく沈黙することになるだろう;そして、詠唱者は日光の下ではそれを試さないほうが良い・・・だが、詠唱者はSkelton Lord、Skeleton Archer、Hedless Zombieを共に戦わせることができよう。
<p> Reanimate Corpse<br>
死霊じ・・・ゅ、もといConjurationのmasterは標的となった死体を起き上がらせて二分間、塵に帰るまで使役できる。
<p> Summon Spectral Warrior<br>
最も強力な召喚師のみがこのような強大な死霊を味方に呼ばうことができる。この存在はほぼ弱点も無く、一分もしないうちにほとんどの生き物を打ち崩す――そして、いずれにせよ汝の傍にそれ以上に長く留まるであろう。
<p> Fortune Intervention<br>
この呪文はmaster級の召喚師にHunger、Gnarl、それから・・・何か他のものを呼び出して使役させる。詠唱者の呼び声をどのDaedraの化物が聞くか誰が知ろう? さて、それは現段階では本当に詰まっているところだ・・・これらの召喚したものは全てがかなり長い時間詠唱者の傍に留まる。詠唱者はmagickaの回復が短時間妨げられることを知るだろう。
<p> Life and Death<br>
Expertの召喚師はこの呪文で一度に二体の強力な化物をSheogorathの狂気の領域から召喚する:恐るべきShambleを片方に、もう一方に昆虫もどきの生きているElytraを。二体とも適切な時間詠唱者に仕える。しかしそれよりもかなり短い間ではあるが、詠唱者のmagickaの回復が呪文の源として吸い上げられるだろう。
<p>
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DESTRUCTION
<p> <FONT face="1">
Runt bomb<br>
目標に走って爆発するDaedra Runtを召喚する。爆発する際はあまり傍にいないほうがよい・・・。
<p> Chain lightning<br>
近くに居るあらゆる標的(術者本人を除く)に対し、空から強力な雷を呼んで落とす。雷は苦痛をもたらすだろう。
<p> Sleeping powder<br>
標的となった場所の近くにいる全ての存在を疲れ果てさせる。
<p> BBQ<br>
分かりやすい名前の呪文が多いのだが、これはかなり謎めいた名前だ――Destrunctionのexpert級の者がこの意味の謎を理解できるようである。とにかく、炎の玉が爆発した場所は燃え盛り、数秒間火炎地獄を引き起こし、それからやっと炎の勢いが弱まる。
<p> Sudden Death<br>
この呪文はただ一回当てるだけでほとんどの存在を殺せるほど強力なものである。だが細心の注意を忘れるなかれ、詠唱者に激しい反動をもたらす:たとえ術者がそれに耐えることができたとしても、しばらくは体の調子がかなり悪くなる・・・。
<p> Frost mine<br>
指定された場所に地雷を作る。近づくもの全てに反応し、冷気が爆発して傷を与える。
<p> Destruction Novae Spells<br>
短すぎると感じるかもしれないが、詠唱者を中心として広範囲に恐ろしい属性ダメージを負わせる。master級の「Superior Shock Nova」の呪文は、例えば、その場にいる最も強力な生き物さえ滅ぼす力すら秘めている。
<p> Heaven's Fury<br>
短い間、詠唱者に近づく敵はどこからともなく湧いた凍気に打たれる。
<p> Meteor Shower<br>
この呪文を発動させた二秒後、炎が空から降り近くに居る全ての命あるものを打つだろう――術者さえ含まれるためその場を離れよ!
<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 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>
詠唱者を囲む化物も、同じ場所にいるだけの者も、それなりに強力で複雑な属性攻撃魔法の一撃を浴びることになる。
<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. Its 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 on 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 will 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, completely 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 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, freezing his enemies and rendering them more and more vulnerable to magic. They might survive 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 as well as his very ability to use any weapon efficiently, should he have a spare one.
<p> Entropy Forge<br>
かなり単純ではあるが、しかし効果的なものだ。触れれば敵の体と同時に武器にも傷を負わせる。
<p> </font>
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ILLUSION
<p>
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Call Nightmare<br>
This spell should very seriously... destabilize every intelligent being in the area.
<p> Dream Leash<br>
Enslaves every sentient being in the vicinity for a short period of time. Not a spell to leave in 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 this 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 stops 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... 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 creature 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>
This Dominate 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 this 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 person near the spellcaster, and very few of them will 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.
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MYSTICISM
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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 its 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>
This 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 apprentice!
<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 mystic should learn this famous spell, which has long been 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 have already created on your personal 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>
This is 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 responsibility, mood, wealth, and other social attributes...
<p> Combat Scry<br>
Experts in the school of Mysticism can now 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 in a fight, but he can't do anything but shine to defend himself. 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 drowned in Cheydinhal's river?
<p> Translocation Madness Wave<br>
For the duration of the spell, the affected people or creatures in its area 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.
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RESTORATION
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Field of Tiredness<br>
Restorationのmasterはこの呪文を己の周囲に放ち、3秒間、広範な場所にいる化物や人のスタミナを吸収することを可能とする。
<p> Vampiric Novae<br>
Master級の場に作用する呪文である。詠唱者の周囲にいる生物の生命力を根こそぎ奪うが、一瞬詠唱者を麻痺させる。
<p> Benevolent Ancestor<br>
様々な癒しの能力に恵まれた霊を召喚して術者を癒して保護する。もし術者が重傷を負っているならば、霊に話しかけるがいい。
<p> Greater Fortify Endurance<br>
この種の呪文はあまり活用はされない傾向にある、とはいえjourneymanなら何度も唱える必要に駆られる。さて、それはかなり穏やかな効力ではあるが、6分間持続する。では、強くなりたまえ!
<p> Spirit Exodus<br>
術者のまさにその魂が形を取り戦いに参ずるものである。おっと、それから死体漁りなど考えないことだ、この馬鹿者。
<p> Healing Cloud<br>
二分間、この青い魔法の雲はその場にいる人と生き物をゆっくり癒す。マナ、スタミナ、生命力が回復されるだろう。
<p> Sustained Resist Weapons<br>
汝が疲れ果てて気絶しない限り、この呪文はほとんどの物理攻撃からかなりよく身を守るものである。だが、それはとてもひどく汝のスタミナを消耗させるだろう・・・。
<p> Surprise<br>
Restorationの流派の全てのjourneymanにとって有用な、非常に不快な奇術である:汝の敵に手を触れこの呪文をかければ、口は戒められその場に釘付けになる。効果は長く続かないが、そのような不快な経験の後では思考力をなかなか回復させられないだろう。
<p> Sanctuary<br>
Restorationのjourneymanは戦いの最中でさえ、幾ばくかの安堵を得ることができよう。この呪文はゆっくり汝を癒し、それが完全なものとなるまでその間保護し生存を助けるものである。
<p> Recreation<br>
Expertの治癒師は長時間良好な状態を保つためにこの呪文を使うだろう。二分以上もの間、詠唱者のスタミナと生命力はゆっくり、しかし途切れることなく回復する。
<p> Priest Force<br>
この呪文は魔力のダガーを汝の拳に呼んで戦いの一助となるだけではない:汝に力とそれを良く扱う知識をも授けるものである。
<p> Vampiric Nova<br>
たった二秒、されと究極的に苦痛に悶える二秒。その場にいる術者の敵全ては己が体から生命力が流れ出す様を見ることができよう。master級の治癒師は生命力の怒涛の流れに気分が悪くなるかもしれないが、一時的なものである。:その後、術者は前よりも気分が良くなるのだから!
<p> Valium<br>
汝自身にこの薬を使うなかれ:汝の最も手強い敵のための切り札とせよ。その者どもはひどい、ひどい疲れを感じ、均衡の崩れた新陳代謝による属性ダメージで苦しむ事になるだろう。
<p> Cursing Absorb<br>
この呪文に革新的なものはないが、多くの他の既に知られた魔法のように、深化している。非常に長い間、術者の近くに居る全ての生き物から膨大な特性となる全てのものが移される。
<p> Freedom<br>
誰もが麻痺攻撃を仕掛ける敵と戦うことを恐れるものある。Restorationのexpertでない場合は。:この呪文のお陰で、皆の身が自由なまま戦うことができる。
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