Note/L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-08?
- 追加された行はこの色です。
- 削除された行はこの色です。
FormID: 01004AA7 LoreDialogueQuest LoreIngredientsEScampSkin 0 Scamp skin must be removed from the specimen while it is still bound on the mortal plane.
FormID: 01004AA7 LoreDialogueQuest LoreIngredientsEScampSkin 1 It is an unpleasant business for both the scamp and skin-farmer, and alchemists have trouble keeping the substance in stock.
FormID: 01004AA8 LoreDialogueQuest LoreIngredientsEVampireDust 0 Of interest only to necromancers and alchemists, vampire dust is collected solely from the withering corpses of slain vampires.
FormID: 01004AA9 LoreDialogueQuest LoreIngredientsEVoidSalts 0 Void salts are rare crystalline precipitates with modest magical properties collected from the evanescent remains of a slain storm atronach.
FormID: 01004AAC LoreDialogueQuest LoreApparatusMortar 0 The Mortar and Pestle is a bowl and grinding tool for mechanically reducing raw materials into the powders or pulps used in alchemical preparations.
FormID: 01004AAD LoreDialogueQuest LoreApparatusRetort 0 An retort is a vessel with a beaked cap or head used in alchemical processes to transform, purify, or refine raw materials into...
FormID: 01004AAD LoreDialogueQuest LoreApparatusRetort 1 ...the sublime substances used in alchemical preparations.
FormID: 01004AB1 LoreDialogueQuest LoreDaedraAtronachFlame 0 The flame atronach is a powerful Daedric summoning associated with elemental fire.
FormID: 01004AB1 LoreDialogueQuest LoreDaedraAtronachFlame 1 Crystalline elemental fire compounds called fire salts may be salvaged from the remains of banished fire atronachs.
FormID: 01004AB2 LoreDialogueQuest LoreDaedraAtronachFrost 0 The frost atronach is a powerful Daedric summoning associated with elemental frost.
FormID: 01004AB2 LoreDialogueQuest LoreDaedraAtronachFrost 1 Crystalline elemental frost compounds called frost salts may be salvaged from the remains of banished frost atronachs.
FormID: 01004AB3 LoreDialogueQuest LoreDaedraAtronachStorm 0 The storm atronach is a powerful Daedric summoning associated with elemental lightning.
FormID: 01004AB3 LoreDialogueQuest LoreDaedraAtronachStorm 1 Crystalline elemental shock compounds called void salts may be salvaged from the remains of banished storm atronachs.
FormID: 01004AB5 LoreDialogueQuest LoreDaedraGoldenSaint 0 These magical winged females are spawn of Sheogorath. Their hearts have modest magical properties.
FormID: 01004AB7 LoreDialogueQuest LoreDaedraHunger 0 The hunger is one of the many voracious servants of the Daedra Lord Boethiah. Their tongues have modest magical properties.
FormID: 01004AB9 LoreDialogueQuest LoreDaedraScamp 0 The scamp is a weak, cowardly servant of Mehrunes Dagon.
FormID: 01004AB9 LoreDialogueQuest LoreDaedraScamp 1 Scamps may be summoned by conjurers, and their skin is sought by alchemists for its magical properties.
FormID: 01004ABB LoreDialogueQuest LoreDaedraDremora 0 The Dremora are a class of intelligent, powerful war spirits in the service of the Daedra Lord Mehrunes Dagon.
FormID: 01004ABB LoreDialogueQuest LoreDaedraDremora 1 Daedra hearts have modest magical properties.
FormID: 01004ABD LoreDialogueQuest LoreDaedraXivilai 0 The Xivilai are like the Dremora in personality and temperament, except that they hate subordination, and are liable to disloyalty and betrayal.
FormID: 01004ABF LoreDialogueQuest LoreDaedraSpiderDaedra 0 These semi-intelligent creatures can be very dangerous. They have the ability to paralyze and cast shock spells at their opponent.
FormID: 01004ABF LoreDialogueQuest LoreDaedraSpiderDaedra 1 They also call forth a spiderling whose duty is only to paralyze the opponent so they can deal with it without getting attacked.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 0 There is a large variety of daedric creatures who can be summoned or who inhabit the Oblivion realms.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 1 Although many creatures are registered in our books, it is possible that there exist many yet undiscovered species.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 2 Those that are known in Tamriel are the following :
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 3 Daedroth, scamp, clannfear, elemental atronach, dremora, golden saint, hunger, spider daedra, ogrim, winged twilight and spider daedra.
FormID: 01004AC4 LoreDialogueQuest LoreDaedraOgrim 0 Ogrim are massive, powerful, dimly intelligent servants of the Daedra Lord Malacath.
FormID: 01004AC4 LoreDialogueQuest LoreDaedraOgrim 1 Daedra hearts have modest magical properties, but you have to dig through a lot of Daedra to get at an ogrim's heart.
FormID: 01004AC5 LoreDialogueQuest LoreDaedraWingedTwilight 0 The winged twilight are the female-formed Daedric messengers of the Daedra Lord Azura. Daedra hearts have modest magical properties.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 0 In Cyrodiil, short blades include the dagger and shortsword. Long blades include the cutlass, longsword, katana, claymore, and dai-katana.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 1 Blunt weapons include the club, staff, mace, and warhammer. Axes include the war axe and battle axe.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 2 Marksman weapons include short bow and long bow. Use of each weapon type relies on a different skill.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 3 Other provinces of the Empire have other varieties of weapons and materials.
FormID: 01004AD4 LoreDialogueQuest LoreWeaponTypesClub 0 The club is usually a crude, improvised one-handed blunt weapon common among less technologically sophisticated cultures.
FormID: 01004AD4 LoreDialogueQuest LoreWeaponTypesClub 1 It's also a cheap and effective militia weapon used with a light shield in Cyrodiil and the other Western provinces.
FormID: 01004AD5 LoreDialogueQuest LoreWeaponTypesCutlass 0 Cutlasses are mostly used by the Imperial navy and other military ships from the other provinces.
FormID: 01004AD7 LoreDialogueQuest LoreWeaponTypesDaiKatana 0 These exotic two-handed, single-edged long blades of Akaviri design are neither common nor popular for military or private use.
FormID: 01004AD7 LoreDialogueQuest LoreWeaponTypesDaiKatana 1 They are superb examples of weaponcraft, but expensive and subtle in technique.
FormID: 01004AD8 LoreDialogueQuest LoreWeaponTypesKatana 0 These exotic one-handed single-edged long blades of Akaviri design are neither common nor popular for military or private use.
FormID: 01004AD8 LoreDialogueQuest LoreWeaponTypesKatana 1 They are superb examples of weaponcraft, but expensive and subtle in technique.
FormID: 01004AD9 LoreDialogueQuest LoreWeaponTypesLongbow 0 A powerful but demanding weapon, the long bow is historically associated with Altmer aristocrats and Bosmer hunters.
FormID: 01004ADA LoreDialogueQuest LoreWeaponTypesLongsword 0 The longsword is the standard officer's weapon in the Legions, and a noble's weapon in Cyrodiil and the other western provinces.
FormID: 01004ADB LoreDialogueQuest LoreWeaponTypesMace 0 The mace is a favored weapon of the knight, combined with a standard shield.
FormID: 01004ADC LoreDialogueQuest LoreWeaponTypesShortbow 0 The silver short bow is the standard weapon of Legionary missile troops and scouts.
FormID: 01004ADD LoreDialogueQuest LoreWeaponTypesShortsword 0 Cheap iron and steel shortswords are standard issue for Legion troopers. The Imperial shortsword is a superior Legion guardsman's weapon.
FormID: 01004ADE LoreDialogueQuest LoreWeaponTypesWarAxe 0 A bewildering variety of one-hand axe styles are found in Cyrodiil.
FormID: 01004ADE LoreDialogueQuest LoreWeaponTypesWarAxe 1 The steel war axe is double-bladed; the iron war axe is single-bladed; the glass, ebony, and daedric war axes are single-bladed with balancing spikes
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 0 Heavy two-handed hammers were developed to counter the defensive protection of the heavily armored Western knight.
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 1 The iron warhammer has a single head with a balancing spike to penetrate plate armor.
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 2 The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 0 Shields are basic armor protection, but limit you to one-handed weapons.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 1 For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 2 Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 3 Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.
FormID: 01004AE3 LoreDialogueQuest LoreArmorStyles 0 The heavy armor styles, called 'Legion' or 'knight' style require great strength and endurance.
FormID: 01004AE3 LoreDialogueQuest LoreArmorStyles 1 The light armor styles, called 'militia' favor speed and agility.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 0 Nothing to it. Just get yourself an armorer's hammer and start banging away.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 1 Of course, you don't literally use the hammer on a blade's edge. Unless you're a barbarian.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 2 The 'armorer's hammer' is just a package deal, a complete portable kit for maintaining your armor and weapons in the field.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 3 And my advice is pay a smith to do your repairs unless you have a decent skill as an armorer.
FormID: 01004AE9 LoreDialogueQuest LoreWeaponMaterials 0 Weapons popular in Cyrodiil can be categorized according to their material and craft.
FormID: 01004AE9 LoreDialogueQuest LoreWeaponMaterials 1 In approximate order of value and utility, the types are: iron, steel, silver, elven, dwarven, glass, ebony, and daedric.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 0 Daedric weapons are made from raw ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 1 The process isn't a pleasant one for the Daedra involved.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 2 The weapons retain echoes of preternaturally prolonged suffering endured during manufacture.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 3 Daedric weapons are the most rare and expensive weapons known in Tamriel.
FormID: 01004AF3 LoreDialogueQuest LoreWeaponMaterialsElven 0 These elegant and exotic weapons were designed by the Ayleids, the fallen elven race in Cyrodiil.
FormID: 01004AF3 LoreDialogueQuest LoreWeaponMaterialsElven 1 In terms of quality, they are not as good as the dwarven weapons, but they are significantly better than silver.
FormID: 01004AF4 LoreDialogueQuest LoreWeaponMaterialsGlass 0 These light and elegant weapons of High Elven design feature extravagant use of rare metals and cutting edges made from rare crystalline materials.
FormID: 01004AF4 LoreDialogueQuest LoreWeaponMaterialsGlass 1 Duelists and assassins appreciate the delicate balance and sinister sharpness of glass weapons.
FormID: 01004AF5 LoreDialogueQuest LoreWeaponMaterialsIron 0 For centuries, cheap and serviceable iron and iron-reinforced weapons have been produced in quantity for the Legions.
FormID: 01004AF5 LoreDialogueQuest LoreWeaponMaterialsIron 1 These and similarly made iron weapons are in use throughout the Empire.
FormID: 01004AF6 LoreDialogueQuest LoreWeaponMaterialsSilver 0 High-quality steel is plated or filigreed with silver because of the arcane effects of the metal on the flesh of magical and supernatural creatures.
FormID: 01004AF6 LoreDialogueQuest LoreWeaponMaterialsSilver 1 Well-heeded aristocrats and bravos also sport such weapons for their distinctive elegance.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 0 Imperial steel weapons are standard issue for the elite units of the Legions.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 1 Nobles, merchant-traders, and professional mercenaries prefer the higher quality materials and craftsmanship of Imperial steel.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 2 Various other weapons of exotic design, like katanas made in the Akaviri style, are also made of high-quality steel.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 0 The official religion of the Empire, the Imperial cult, worships the Nine Divines.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 1 The Nine Divines are the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 2 The divine god-hero Tiber Septim, founder and patron of the Empire, is the newest Divine.
FormID: 01004B00 LoreDialogueQuest LoreNineDivinesJulianos 0 Julianos, God of Wisdom and Logic, is the deity of literature, law, history, sorcery, enchantment, and alchemy.
FormID: 01004B00 LoreDialogueQuest LoreNineDivinesJulianos 1 Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls.
FormID: 01004B01 LoreDialogueQuest LoreNineDivinesKynareth 0 Kynareth, Goddess of Air, is the deity of the heavens, the winds, the elements, and the unseen spirits of the air.
FormID: 01004B01 LoreDialogueQuest LoreNineDivinesKynareth 1 Patron of sailors and travelers, Kynareth is invoked for auspicious stars at birth and for good fortune in daily life.
FormID: 01004B02 LoreDialogueQuest LoreNineDivinesMara 0 Mara, Goddess of Love, is the Mother-Goddess, patron of the bountiful earth, and source of mortal compassion and understanding.
FormID: 01004B02 LoreDialogueQuest LoreNineDivinesMara 1 She is associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation.
FormID: 01004B03 LoreDialogueQuest LoreNineDivinesStendarr 0 Stendarr, God of Justice and Mercy, is the patron of righteous might and merciful forbearance.
FormID: 01004B03 LoreDialogueQuest LoreNineDivinesStendarr 1 He is the inspiration of magistrates and rulers, the patron of the Imperial Legions, and the comfort of the law-abiding citizen.
FormID: 01004B04 LoreDialogueQuest LoreNineDivinesTiberSeptim 0 Tiber Septim, Talos, the Dragonborn, Heir to the Seat of Sundered Kings, is the greatest hero-god of Mankind.
FormID: 01004B04 LoreDialogueQuest LoreNineDivinesTiberSeptim 1 He is worshipped as the protector and patron of just rulership and civil society.
FormID: 01004B05 LoreDialogueQuest LoreNineDivinesZenithar 0 Zenithar, Trader God, and Patron of Work and Commerce, is the deity of wealth, labor, commerce, and communication.
FormID: 01004B05 LoreDialogueQuest LoreNineDivinesZenithar 1 His priests have shown that the way to peace and prosperity is through earnest work and honest profit, not through war and bloodshed.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 0 The hand-to-hand discipline is the martial art of unarmed combat inspired by the mystical martial arts disciplines of the Khajiit.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 1 This unarmed combat style has been adopted by agents and thieves whose scruples forbid them to seriously injure or kill their opponents.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 2 Unlike weapon attacks, which only injure and kill, defeating an opponent in hand-to-hand combat renders him unconsciousness and helpless.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 3 However, once a target is unconscious, hand-to-hand attacks cause more wounds and can lead to death.
FormID: 01004B0E LoreDialogueQuest LoreSkillStealthLightArmor 0 The light armor discipline is the study and mastery of fur, leather, chain, elven, mithril and glass armor styles.
FormID: 01004B0E LoreDialogueQuest LoreSkillStealthLightArmor 1 To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
FormID: 01004B0F LoreDialogueQuest LoreSkillStealthMarksman 0 Short bows and long bows use arrows. Crossbows use bolts. Bow and crossbows are more cumbersome, two-handed weapons, but more effective.
FormID: 01004B0F LoreDialogueQuest LoreSkillStealthMarksman 1 Throwing knives are fast, light, one-handed attacks, but less damaging than bows and crossbows.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 0 The mercantile discipline is the art of buying low and selling high.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 1 This skill is useful in dealing with merchants, both for purchasing goods, equipment, and services at the lowest rates.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 2 And for getting the best prices for the treasures collected during adventuring.
FormID: 01004B11 LoreDialogueQuest LoreSkillStealthSecurity 0 The security discipline involves defeating locks and traps designed to prevent access to locations and containers.
FormID: 01004B11 LoreDialogueQuest LoreSkillStealthSecurity 1 This skill is essential for agents and thieves alike.
FormID: 01004B12 LoreDialogueQuest LoreSkillStealthSneak 0 The sneak discipline is the art of moving unseen and unheard by observers.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 0 Speechcraft involves the allied arts of verbal communication, entertainment, and persuasion.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 1 A master of speechcraft understands the subtleties of language, and teases meaning out of obscure mysteries.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 2 An entertainer with speechcraft skill knows how to move his audience, how to reinforce a tales' moral...
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 3 ...and how to make a tale come alive for the listener.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 4 A diplomat -- or fast-talking con man -- can sway the judgements and emotions of a listener to achieve his own ends.
FormID: 01004B19 LoreDialogueQuest LoreMagicRestorationSpells 0 There are many common variants of restoration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B19 LoreDialogueQuest LoreMagicRestorationSpells 1 It helps to divide restoration into four different classes of effects: cure spells, restore spells, fortify spells, and resist spells.
FormID: 01004B1A LoreDialogueQuest LoreMagicMysticismSpells 0 There are many common variants of mysticism spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B1A LoreDialogueQuest LoreMagicMysticismSpells 1 It helps to divide mysticism into three different classes of effects: transport spells, absorption spells, and other mysticism spells.
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 0 There are many common variants of illusion spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 1 But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college:
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 2 hide, chameleon, light, chameleon, night-eye, charming touch, paralysis, silence,calm humanoid, calm creature, frenzy humanoid,
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 3 frenzy creature, demoralize humanoid, demoralize creature, rally humanoid, and rally creature.
FormID: 01004B1D LoreDialogueQuest LoreSkillCombaAxe 0 Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe.
FormID: 01004B1D LoreDialogueQuest LoreSkillCombaAxe 1 Use the war axe with a shield or use the two-handed battle axe for maximum effect.
FormID: 01004B1F LoreDialogueQuest LoreSkillCombaAthletics 0 The athletics discipline is training and conditioning for running and swimming, moving short and long distances over land with speed and efficiency.
FormID: 01004B1F LoreDialogueQuest LoreSkillCombaAthletics 1 And also conserving breath while swimming swiftly underwater.
FormID: 01004B21 LoreDialogueQuest LoreSkillCombaHeavyArmor 0 The heavy armor discipline is the study and mastery of iron, steel, dwarven, orcish, ebony, and Daedric armor styles.
FormID: 01004B21 LoreDialogueQuest LoreSkillCombaHeavyArmor 1 To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
FormID: 01004B23 LoreDialogueQuest LoreSkillCombaArmorer 0 The armorer discipline is the maintenance of weapons and armor at top efficiency. Worn weapons do less damage.
FormID: 01004B23 LoreDialogueQuest LoreSkillCombaArmorer 1 Worn armor protects less against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 0 The cutlass, longsword, and claymore are Western weapons. The katana and dai-katana are Akaviri-style blades.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 1 Long blades, one-handed or two-handed, and the most common weapons here.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 2 The claymore and dai-katana are two-handed weapons, and relatively heavy and slow; the rest are one-handed.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 3 Rank them by effectiveness as cutlass, katana, longsword, claymore, and dai-katana, with cutlass least effective.
FormID: 01004B27 LoreDialogueQuest LoreSkillStealthShortBlades 0 These weapons are light and fast, most effective against lightly armored opponents.
FormID: 01004B27 LoreDialogueQuest LoreSkillStealthShortBlades 1 A skilled user can outlast more heavily armed and armored opponents. Both the dagger and the shortsword are mainly thrusting weapons.
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 0 There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 1 But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college:
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 2 Water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open.
FormID: 010051FE LoreDialogueQuest LoreMagicConjuration 0 Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration.
FormID: 010051FE LoreDialogueQuest LoreMagicConjuration 1 There are four different classes of conjuration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells.
FormID: 01005203 LoreDialogueQuest LoreSkillMagicDestruction 0 The destruction discipline is the mastery of the spell effects of the College of Destruction.
FormID: 01005203 LoreDialogueQuest LoreSkillMagicDestruction 1 The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards.
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 0 The illusion discipline is the mastery of the spell effects of the College of Illusion.
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 1 The illusion spells affect the perception and mind of living subjects. Illusion effects include blinding, paralyzing, and silencing subjects,
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 2 calming and enraging subjects, and distracting observers so they do not notice the caster -- the invisibility effect.
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 0 The mysticism discipline is the mastery of the spell effects of the College of Mysticism.
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 1 The mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world.