Savage Worlds: The Elder Scrolls

This is a collection of rules for Savage Worlds Adventure Edition, that will allow you to run games in the world of Elder Scrolls. It's inspired by Will Herrmann's "The Elder Scrolls: A Savage Worlds Conversion", but has been updated to fit into the new SWADE rules and tweaked to be a bit more "Fast, Furious and Fun". The core of this document contains the basic rules required to make the system work, while the appendices contain supplementary information.

For useful lore references, the UESP Wiki and Imperial Library are recommended.

Table of Contents

Setting Rules

The following Setting Rules are used in my game; the only required rule is Skill Specialization for Spellcasting, as this is necessary to represent the different schools of arcane magic.

Races of Tamriel

Altmer

"We Altmer are proud, wise, and beautiful. The Empire is built on the arts, crafts, and sciences of the High Elves. Our pure blood protects us from disease, and makes us superior spellcrafters."

Argonian

"Misunderstanding and oppression have poisoned Black Marsh for centuries. My egg-siblings have endured subjugation by the Empire and slavery at the hands of the Dunmer. Armored boots tread on our traditions and culture. We are fortunate to have the Marsh."

Bosmer

"You will know him by his green leathers, his frightful skull, and the tokens he leaves behind: a fern frond, a razor-sharp arrow of Wood Elf make, and the corpse of one who would assault our people."

Breton

"Are the Bretons then mongrels, or paragons? The answer, of course, is both (though if you call a Breton a mongrel, he is liable to feed you an inch or two of steel). The passionate race of Bretons embodies the strengths of both Men and Mer—as well as their flaws."

Dunmer

"Sure, they clean up well. Everything here is clean and polished and pressed. But if you pull back the curtain even a little, you'll see evil. And I don't mean a clumsy, childish evil. I'm talking about real evil—lusty, red-eyed, and smiling like a Daedra."

Imperial

"Swords, daggers, axes, maces, and bows: all wielded on the battlefield during our golden age and used to propagate the will of Akatosh. The Empire shall never be sundered!"

Choose one:

Khajiit

"Even the oldest and wisest cats' tails start to twitch when they are forced to wait too long for something they want. We are born curious, and we die curious."

For other forms of khajiit, such as the cathay-raht, use of the race creation rules is recommended.

Nord

"The Empire has sent its Legions to govern us. They have enlisted our own countrymen to their cause. They have set brother against brother, father against son. They have caused Skyrim to battle itself in their name, for their cause. Do not let them divide us. Do not let them conquer us! "

Orc

"Orcs catch it in the tusks, no question. Doesn't matter where I go. I could be hauling rope in Wayrest or laying bricks in Bergama. Wherever I travel, I hear it. Savage. Brute. Beast."

Redguard

"Honor your ancestors. He who permits their words and deeds to languish breaks his own blade and casts it to the burning wind."

Spellcasting

On Nirn, there is only arcane magic - not divine. This is not to say that there aren't a wide variety of magical traditions and practices - only that a cleric of the Divines and a mage of Winterhold are fundamentally versed in the same arts. Although there are many old and strange magical arts in the world - blood magic, Thu'um, the Shehal - there are only three forms of magic which are common and widespread throughout Tamriel. These are spellcasting, alchemy and enchanting - of which spellcasting is the most direct, and the type most people are referring to when they speak of magic and mages.

By convention and the curriculum of the Mage's Guild, the spells of Tamriel are split into six schools. When you take the Spellcasting skill, you choose a school to be specialised in, such as Restoration. Attempts to cast spells from other schools suffer a -2 penalty. You can master new specialisations with Advances, as usual. The school of a power is usually determined by the power itself, though in some cases it can vary with trapping.

Destruction is concerned with the manipulation of energy, most commonly in the form of fire, cold and lightning. It also concerns spells that weaken or drain other creatures.
Powers: Bolt, Blast, Burst, Damage Field, Havoc, Lower Trait, Smite, Stun.

Restoration is concerned with channeling magicka into living creatures to restore or fortify them. It also concerns magic that targets the undead.
Powers: Boost Trait, Healing, Relief, Resurrection, Warrior's Gift, any trapping that harms the undead.

Conjuration is concerned with "piercing the veil" and creating gateways. It is used for teleportation, as well as the conjuration of daedra and the souls of the dead.
Powers: Banish, Divination, Summon Ally, Teleport, Zombie. Smite and Protection are available in the form of bound weapons and armour.

Alteration is concerned with temporarily bending the laws of nature. It is one of the most versatile schools, but in combat is more useful for bewildering or escape than harming.
Powers: Barrier, Burrow, Elemental Manipulation, Entangle, Environmental Protection, Fly, Growth/Shrink, Intangibility, Light/Darkness, Protection, Shape Change, Sloth/Speed, Sound/Silence, Telekinesis, Wall Walker.

Illusion is concerned with affecting the mind, as well as creating false images. It is not bound by the laws of nature as Alteration is, but affects only the mind's conception of reality, not reality itself.
Powers: Beast Friend, Blind, Confusion, Deflection, Disguise, Empathy, Fear, Illusion, Invisibility, Puppet, Slumber, Stun.

Mysticism is concerned with perception and knowledge. In addition to expanding the senses, it also covers "metamagic", such as breaking spells or draining magicka.
Powers: Arcane Protection, Conceal Arcana, Darksight, Detect Arcana, Dispel, Drain Power Points, Farsight, Mind Link, Mind Reading, Mind Wipe, Object Reading, Soul Trap, Speak Language.

Rituals

Mages who have taken the Arcane Research Edge can devise more powerful magical rituals than the simple spells cast by most mages. These rituals can be used by any spellcaster, as long as they are specialised in the appropriate school and they meet the ritual's minimum Rank.

Rank Difficulty
Novice 0
Seasoned -2
Veteran -4
Heroic -6
Legendary -8

Casting a ritual is simple: the caster makes a single Spellcasting roll at the end of the ritual's casting time. This roll is modified by the ritual's difficulty. On a success, the ritual works. On a failure, it fizzles and any material components are wasted. On a Critical Failure, something bad may happen if this is outlined in the ritual's description. For the purposes of ritual casting, a result of 0 or lower is also considered to be a Critical Failure!

Higher-ranking rituals can have significant penalties, but the difficulty of ritual magic can be mitigated with careful preparation. Cooperative rolls are allowed. These will usually be made using the relevant spellcasting skill, but other skills may be an option depending on the ritual. Anyone who participates in the ritual suffers the same risks if a Critical Failure occurs, however. You can also seek out alternate sources of power - sites of magicka, blood sacrifices, daedric assistance and so on.

Enchanting

Enchanting is the art of using soul gems to imbue items with magic. Because of the wide availability of magic and the ease with which souls can be trapped and used to power enchantments, creating magic items is much easier on Nirn than in many other settings. However, the enchantments are limited and must be frequently recharged with fresh souls. More powerful items can be made with long-term research and experimentation.

Mechanically speaking, enchanting is accomplished through the Artificer Edge, and Spellcasting is used as the activation skill. However, there is a key difference: instead of investing your own magicka into an enchanted item, you invest the power stored within a soul gem:

Soul Gem Available Magicka Maximum Rank of Enchantment Example Soul
Petty 5 Novice Mudcrab, Skeleton
Lesser 10 Seasoned Bear, Scamp
Common 15 Veteran Spriggan, Clannfear
Greater 20 Heroic Ogre, Storm Atronach
Grand/Black 30 Legendary Human, Dremora

Every time the item is used, it draws on its own internal reserve of magicka to cast the power it has been imbued with. It can still be activated if it only has a "partial charge", but this counts as shorting a power. When it is depleted, it must be recharged (wholly or partially) with soul gems. For example, a petty soul gem would restore 5 magicka to a magic item that had been depleted. Recharging an item can be done by any spellcaster and takes 10 minutes.

Requirements

Enchanting can only be done in places where magicka has been gathered and flows freely. Special enchanting workshops are the easiest way to access the required levels of magicka, and such locations can be found in chapterhouses of the Mage's Guild, as well as in the stronghold of any respectable wizard. Assembling one yourself usually costs around 1000 septims. A naturally occurring nexus of arcane energy can also provide a suitable environment for the crafting of enchantments.

Only the finest of the items can properly hold an enchantment; in terms of arms and armour, this usually means that you can only apply enchantments to masterwork items. Enchantments placed on low-quality items tend to be shaky and unpredictable, and may malfunction or consume the substrate on which they were placed. They receive a -2 penalty on the activation roll, and on a Critical Failure the enchantment unravels.

Alchemy

Although alchemy is undeniably a form of magic, it is a craft that shares little with traditional spellcasting besides theory. As such, alchemy is a completely separate Arcane Background that allows you to manifest powers in the form of potions and other consumables which can be given to and used by others. When a character takes this Arcane Background, they receive two "recipes". These recipes are long and complicated, and can't be cast from memory. An alchemist can expand their repertoire by finding new recipes or taking the New Power Edge, which represents their independent research.

Alchemists need two things to perform their craft: a laboratory and access to suitable reagants. Alchemists can assemble their own laboratories, or they can rent access to one from the local alchemist - any significant town or city is likely to have one, and even small villages often have a herbalist or wise woman with basic equipment. Members of the Mage's Guild are often able to access a laboratory for free in settlements with a Guild presence.

Alchemists have power points, which come in the form of reagants - the compounds and ingredients used to brew their potions. This means that their power points are physical possessions which can be lost, stolen or damaged. Once used, their power points do not regenerate naturally and must be replenished by obtaining new reagants. In settlements with a herbalist or alchemist, you can purchase ingredients. In the wilderness, the alchemist can find reagants by spending an hour and making a Survival roll (in some cases, other skills may be permitted). With a success, they regain 5 PP; a raise increases this to 10. You cannot forage twice in the same area.

There is no upper limit to how many reagants an alchemist can procure. However, the common reagants used by an alchemist are bulky and do not have a long shelf life. The alchemist's power point limit represents how many reagants they can reasonably carry; they can take the Power Points Edge as normal, increasing their limit through more efficient preparation and preservation of ingredients. Alchemists can carry enough reagants to exceed their PP limit if they wish, but will be Encumbered for as long as this is the case. Furthermore, stockpiled reagants will lose their potency either at the end of an adventure or after a month has passed.

Brewing a potion takes one hour per rank of the power. Exactly how it functions depends on the nature of the power. Buffing potions might be drunk, poured over the body or smeared over a weapon. The Burst power may be a potion of firebreathing or a poison powder that is blown through a pipe. Something like Bolt or Blast may come in the form of a grenade that is thrown at enemies. Note that modifying or maintaining the power happens while the potion is being brewed - if the alchemist wants to make a double-length invisibility potion, they must spend the extra power points when the potion is created.

Explosion: Alchemists deal in volatile reagants, mixed using medieval technology. An alchemist who rolls a Critical Failure when attempting to brew a potion produces some kind of deadly side effect: an acid fog, explosive reaction, or similar. Everyone within a Medium Burst Template must make an Agility check at a -2 penalty or suffer 2d6 damage. Alternatively, the alchemist can choose to sacrifice their equipment and avoid the damage. In this case, their laboratory will need to be replaced before it can be used again.

Vampirism

There are purported to be many varieties and strains of vampirism throughout Tamriel. The version documented here is the most common variant. The disease itself will be contracted by anyone who consumes vampire blood, as well as anyone who is Shaken or Wounded by a vampire's natural weapons. The newly-infected will exhibit no symptoms for the first 72 hours (except perhaps nightmares and insomnia), and they can be cured of the disease like any other ailment. After that time, however, the disease is said to be incurable: the disease causes one to "die", making a vampire literally undead.

The vampiric disease is split into four stages, depending when the vampire last consumed blood. The following abilities are gained at all stages:

Stage 1 begins just after the vampire feeds, and lasts for 24 hours. During this time, they are filled with life and vitality and appear almost human:

Stage 2 begins after 24 hours without feeding. They take on a pale and unhealthy complexion, but are not obviously undead:

Stage 3 begins after 3 days have passed without feeding. Their appearance is clearly unnatural, and those in the know may become suspicious as to their nature. Their vampiric powers grow, but so do their vulnerabilities:

Stage 4 begins after 5 days have passed without feeding. They are unmistakably monstrous, and the truth of their curse is plain for all to see. Though it's now impossible to pass as human, they become significantly more powerful.

Feeding

All vampires feel the ever-present and insatiable thirst that springs from their curse. Unlike the vampires in other mythos, this thirst - though a driving, obsessive need - is not so great that it cannot be resisted by the strong-willed. However, even the strongest vampires cannot go without forever. Eventually, they will become rabid without blood, or even fall into a coma. This takes months, though; while it's not pleasant, most vampires can go without for a few weeks without too much discomfort. The thirst is said to be easier to resist as a vampire grows older.

In order to count as feeding, the vampire must drink from a sapient being - man or mer. Each round spent feeding will drain a Wound from their victim - which will usually Incapacitate an Extra. Wounds inflicted by feeding are considered to be automatically past the "Golden Hour", and can only be recovered naturally or with powerful magic. In addition to resetting their vampirism to Stage 1, each round spent feeding will restore all levels of Fatigue and heal 1 Wound suffered by the vampire.

Lycanthropy

Though no less terrible a curse, lycanthropy is far more simple than vampirism from a mechanical perspective. Like vampirism, the lycanthropic curse will be contracted by anyone who consumes a werewolf's blood, or who is Shaken or Wounded by a werewolf's natural weapons. Once contracted, it is extremely difficult to cure - and the afflicted will be doomed to transform on the night of each full moon, becoming a wild beast driven only by Hircine's Hunt.

Most werewolves have no control over themselves when they transform - in this case, they just assume the entire statblock of the Werewolf found on page 190 of the SWADE rulebook. However, some werewolves are able to remain aware and maintain control of their transformations. Their Strength, Agility and Vigor are inherited from their wereform, while they keep their own Smarts and Spirit. Skills are taken from either the mortal or the wereform - whichever is higher. They retain the benefits of any Edges that make sense in context.

Besides powerful artifacts such as the Ring of Hircine, there is only one way to gain control over your transformations. A lycanthrope can, at any time, attempt to induce a transformation by making a Spirit roll. If they fail, they gain a level of Fatigue from the spiritual exertion. If they pass, they assume the werewolf shape - but have no control of their transformation. Only on a raise are they able to maintain control of their intellect while transformed.

A lycanthrope that is in control of its transformation can end it any time, returning to their natural shape as an action. Otherwise, the change only ends when the werewolf is Incapacitated or falls asleep.

Appendix A: Gear

Weapons & Armour

Standard equipment - such as steel and leather arms and armaments - can be purchased for the standard prices given in the Savage Worlds rulebook. However, Tamriel is home to a number of unusual materials that take on special properties in the hands of the right craftsmen. The bonuses to damage given below stack with any bonuses that might be given for masterwork quality equipment.

Silvered equipment is not common, but is often carried by monster hunters and the Vigilants of Stendarr. It costs 1.5x as much as regular steel, but can harm werewolves and ethereal beings.

Orcish equipment is made with orichalcum, which gives it a distinctive green tinge; it costs 2x as much as regular steel. Orichalcum isn't hugely different from steel, but is more resilient and harder to work with - requiring a skilled smith to properly coax into a useful form. As such, orcish equipment is always of masterwork quality. It is also tougher and less likely to break, gaining +2 Hardness.

Dwarven equipment is an alloy repurposed from ancient Dwemer vaults. It costs 3x as much as regular steel, but its tonal resonance gives it +4 Hardness - making it very difficult to break. It is also resistant to corrosion and never loses its edge. Armor made from dwarven metal ignores AP from weapons such as crossbows.

Elven equipment is made from moonstone and quicksilver according to a once-secret recipe; it costs 5x as much as regular steel. It is just as hard and sharp and steel, but weighs only half as much - reducing the minimum Strength required to wield it by 1 die. However, this nature makes it unsuitable for blunt weapons or plate mail.

Glass equipment is made from a strange crystalline mineral that is lighter and more flexible than ebony, but less durable. It costs 10x as much as regular steel. Like elven metal, it weighs half as much as steel and reduces the minimum Strength required to use it by 1 die. It also gives a +1 bonus to damage or armor values. However, it is prone to damage easily, and is unsuitable for blunt weapons or plate mail.

Ebony equipment is amongst the strongest in the world, and has a price to match - it costs 20x as much as regular steel. Its properties are similar to glass, giving a +1 bonus to damage or armor values. While it is not as light as glass, it is also nowhere near as fragile. Ebony is almost indestructible, and armor made from ebony ignores AP from weapons such as crossbows.

Daedric equipment is made by infusing specially prepared ebony with the essence of a daedra from Oblivion. It is very rare, and costs 40x as much as regular steel when it can be purchased. Because of the daedric forces flowing through it, daedric weapons always count as magical for the purposes of bypassing resistances or harming ethereal beings. They also confer a +2 bonus to damage or armor values. Like ebony, they ignore AP from weapons such as crossbows.

Alchemy Equipment

The laboratories given below are relatively simple arrangements, entirely suitable for making the simple recipes that most potions call for. Complex and elaborate alchemical research or projects are likely to require a more sophisticated setup.

Item Price Notes
Alchemy Ingredients 10 1 PP worth of reagants.
Hedge Alchemy Kit 300 -2 penalty to alchemy rolls.
Alchemy Laboratory 500 Cannot be easily moved.
Alchemist's Trunk 1000 Can be used anywhere.

Soul Gems

Note that filled soul gems are not always readily available, especially those that require the conjuring and slaying of powerful monsters. Black soul gems are outlawed almost everywhere, and can usually only be procured from necromancers.

Item Price Notes
Soul Gem (Petty) 20/60 Holds 5 magicka.
Soul Gem (Lesser) 40/120 Holds 10 magicka.
Soul Gem (Common) 60/180 Holds 15 magicka.
Soul Gem (Greater) 80/240 Holds 20 magicka.
Soul Gem (Grand) 100/300 Holds 30 magicka.
Soul Gem (Black) 200/600 Holds 30 magicka.
Recharging Services 20 Per point of magicka.

Spell Tomes

Any magic-user can add a power to their repertoire by studying a spell tome. Doing so takes one day per Rank of the power, and doesn't consume the book. The cost of a spell tome is equal to:

100 septims * maximum magicka cost * Rank

For example, Bolt is a Novice power. With all modifiers applied, it has a magicka cost of 3. As such, a spell tome of Bolt would cost 300 septims. Variable modifiers (like "extra recipients") aren't counted towards the maximum cost.

Potions

Prices for potions can vary, since it's possible to brew different strengths of potion with the same power. The cost of a potion is equal to:

20 septims * PP cost * Rank

For example, Boost Trait is a Novice power. Doubling its duration would bring its total cost to 3 PP worth of reagants. Therefore, a long-lasting potion of Boost Trait would cost 60 septims.

Enchanted Items

The cost of an enchantment is an additional cost on whatever the base price of the item would be (remember that enchanted items must be masterwork). It can also be used as the cost of having an enchantment placed on a mundane item by an enchanter. The cost of an enchantment is equal to:

500 septims * magicka cost * Rank

For example, Smite is a Novice power. A simple casting of Smite without any modifiers costs 2 PP. Therefore, the price of imbuing a weapon with Smite would be 1000 septims. Since it's a Novice power, it would usually be enchanted with a Petty soul gem, giving it 5 magicka to use (3 charges). If you want a bigger soul gem to be used, you must either pay its cost or provide the filled gem.

Enchanted items are usually created with a d8 in Spellcasting. Items created by highly skilled enchanters may be created with a Spellcasting as high as d10 or d12. Because they are more reliable and more likely to activate with a raise, they command two to three times as high a price. Likewise, enchantments placed by a novice (d4/d6) may cost as little as half as much as they usually would.

Appendix B: New Edges

Arcane Research

Requirements: Veteran, Spellcasting d10+

The casting of simple spells and magical formulae is considered by many mages to be the crude, introductory phase of magic tutelage. When the Archmage Shalidor opened a portal to Sheogorath's realm or when Mankar Camoran created a demiplane within Oblivion, they did not do so using simple spells. When you take this Edge, your intense scholarly research grants you the ability to research and create rituals for a specific school in which you are specialised. This Edge can be taken multiple times, and applies to a different school each time.

When a master takes the New Power Edge, they can choose to learn a new ritual instead of two new powers. They can only devise rituals for the schools of magic they have mastered, and they cannot create rituals above their own rank. Examples of rituals include:

Rank Example
Novice Alarm, Hold Portal, Continual Light
Seasoned Permanent Illusions, Teleprojection, Locate Object
Veteran Create Object, Animate Dead, Teleportation
Heroic Portals to Mundus/Oblivion, Create Life
Legendary Create Demiplane

Necromancer

Requirements: Veteran, Spellcasting d8+, Zombie

This student of the arcane has been initiated into the dark practice, and has access to the foul arts of necromancy. When using the Zombie power with the Permanent modifier, they can use the magicka stored within a soul gem instead of investing their own magicka. This allows them to create large numbers of permanent zombies without depleting their own power.

Necromancers also know the secret craft required to corrupt Grand soul gems. To do so, they must await the Necromancer's Moon, also known as the Shade of the Revenant. On this night, they may bring Grand soul gems to an altar of the Worm God that is open to the sky. By performing a secret and profane ritual, they may call down the power of the Worm God to corrupt the gems, converting them into Black soul gems.

Priest of the Divines

Requirements: Novice, Obligation(Priest)

This character has been trained and ordained in the mysteries of one of the Divines; no one may be dedicated to more than one god, though some change the subject of their vocation as they grow older. They must follow the ethos of their chosen god, and a priest that violates their obligations will lose their connection to the Divine until they properly atone. However, pious and faithful priests can perform rites and bestow blessings in the name of their god:

Priests of Akatosh can bestow the Blessing of Akatosh, lifting disease and restoring order to a person's body. This can only be done at an appropriate shrine or sacred space dedicated to the dragon god. Although Akatosh is more hands-off than most of the Divines, his priests are dedicated to maintaining order and stability - and, of course, preventing anyone from tampering with the flow of time.

Priests of Arkay can bestow Arkay's Blessing, commending a soul to Aetherius and protecting it from conjuration. If they have access to a body, they can also perform Arkay's Law, consecrating it against reanimation and resurrection. Members of the order are tasked with protecting the souls of the living and destroying those that would tamper with the soul, such as necromancers and even Daedra.

Priests of Dibella can bestow the Mark of Dibella, which soothes the anxious and troubled mind. For 8 hours, the recipient receives a +2 bonus to all rolls to resist attacks on their mind - from Taunt tests to attempts at mind control. Dibella also speaks to her followers far more directly than the other Divines, through her chosen Sybils. Her followers should treasure the gifts of friendship, and seek joy and inspiration in the mysteries of love. Some also hunt down vampires and other impure beings.

Priests of Julianos can invoke the Blessing of Julianos in any place of rest and recuperation, doubling the rate at which magicka regenerates there. They also gain access to the libraries and archives maintained by each of his temples and restricted to those who have not proven their scholarship and dedication. Julianos wishes his servants to know the truth. They should observe the laws and rules set down by those who came before - and when in doubt, seek the counsel of the wise.

Priests of Kynareth can bestow the Blessing of Kynareth, lifting weariness and fatigue from others with a touch. Their priests are dedicated to glorifying Kynareth and the natural world she embodies, and they venerate places of great natural beauty. They should use nature's gifts wisely, and with respect.

Priests of Mara can officiate the Pledge of Mara, by which people are married. In consecrated spaces to Mara, her priests can cast Restoration spells with a +2 bonus. Mara commands her priests to act with compassion, and to preserve the peace and security of home and family.

Priests of Stendarr can bestow the Blessing of Stendarr, which can only be performed at an appropriate shrine or sacred space. Bestowed before a journey, it grants the faithful a Benny that can be used to escape harm or soak a Wound. If not used, it expires at the end of the journey. Followers of Stendarr should be merciful and charitable, and should champion the cause of right and justice wherever they go.

Priests of Talos radiate the Stormcrown's Will in battle, keeping their hearts stalwart and giving their allies a +2 bonus to Fear and morale checks. His priests are commanded to be bold against enemies and evil, and defend the people of Tamriel.

Priests of Zenithar can invoke Zenithar's Gaze while present in a place of business or while officiating a mercantile transaction. As long as they are present: all attempts to swindle, con or otherwise conduct underhanded dealings will suffer a -2 penalty on the skill roll. Likewise, all attempts to steal goods will suffer the same penalty. Zenithar's followers must uphold fairness and hard work, and punish stealing and underhanded dealings.

All priests may also, on occasion, receive visions (or simply intuitions) from their patron. For example, Mara makes her will known to her priests through visions and commands them to aid those whose love needs guidance.

Appendix C: New Spells

Most spells used in Tamriel can be directly converted to the powers in Savage Worlds, but a few require trappings or new powers entirely.

Bound Weapon and Bound Armor are trappings of the Smite and Protection powers. Instead of imbuing an existing weapon or creating a magical barrier, they conjure daedra from Oblivion to serve as temporary equipment. Bound weapons and armor count as daedric items, giving them a +2 bonus to damage or an armor rating of +6; there is no additional effect on a raise. Bound weapons and armor cannot Encumber the caster, and bound armor does not stack with any other armor worn by the caster.

Soul Trap is a new power of Seasoned rank. It costs 2 magicka, has a duration of 5 rounds, and a range of Smarts. For the duration of the spell, the target's soul is placed into a vulnerable state. If they are killed before the duration ends, their soul will be prevented from passing on; it will instead be trapped in a soul gem. The target must have a soul capable of being trapped, and there must be a soul gem powerful enough to hold the soul within 6" when they die. There is no roll to resist Soul Trap, but it can be dispelled and is affected by Arcane Protection and Arcane Resistance.

Summon Ally functions differently in this world, as it summons daedra. At different ranks, it summons the following creatures:

Rank Daedra
Novice Scamp
Seasoned Clannfear, Flame Atronach
Veteran Daedroth, Frost Atronach
Heroic Dremora, Storm Atronach

Appendix D: Daedric Artifacts

Azura's Star is a Grand soul gem that can be reused endlessly without breaking.

Dawnbreaker is a longsword that fights as if daedric, and counts a flaming weapon. It does +4 damage against undead.

The Ebony Blade is a greatsword that fights as if daedric, and allows the user to make a Natural Healing roll every time they inflict a Wound. Earning Mephala's favour by slaying those that love and trust you will give it an additional +1 to +3 bonus to Fighting.

The Ebony Mail functions as a set of daedric plate mail, but bears an enchantment of silence and camouflage. Gives a +2 bonus to all Stealth rolls, and doesn't shine, creak or clang when you move.

The Mace of Molag Bal functions as a daedric mace with a +2 bonus to Fighting. Any enemy killed by it will be soul trapped.

The Masque of Clavicus Vile functions as a daedric helm, but is enchanted with a constant Disguise effect that can make the wearer's face appear however they wish. It gives the Attractive and Charismatic Edges to whoever wears it.

Mehrunes Razor functions as a daedric dagger. On a hit with two or more raises, the dagger instantly kills its victim.

The Oghma Infinium cannot be opened until blood from each of the races of mer has been collected. When open, it can be read to gain an Advance. It then returns to Hermaeus Mora.

The Ring of Namira allows the wearer to make a Natural Healing check whenever they eat the heart of a sapient creature.

The Sanguine Rose can be used to cast Summon Ally as if the caster was Heroic rank, conjuring a dremora to serve them. It holds 50 magicka and must be recharged as usual when depleted.

The Ring of Hircine confers lycanthropy on the wearer, and allows lycanthropes to control their transformations. Hircine punishes those that did not legitimately earn the ring, stripping the ring of its ability to control transformations and instead making transformations unpredictable.

The Skeleton Key can unlock any lock, but can only be used once each day. After a certain amount of time in any thief's possession, it vanishes. The artifact functions as a tool for "unlocking" all things, including portals, hidden potential, and other unknown possibilities. Its ultimate potential is limited only by the power of its bearer.

The Skull of Corruption can be used to cast Summon Ally, specifically the "Mirror Self" version found in the rulebook. A clone can be created of anyone within 6", which will then attack and attempt to kill the original. It will then try to replace the original, having a personality of its own. The stave has 50 magicka and must be recharged as usual when depleted.

Spellbreaker functions as a dwarven shield that also confers an effect equivalent to Improved Arcane Resistance on the wearer as long as they wield it.

Volendrung is a mighty warhammer that increases the user's Strength by one die each time it hits, to a maximum of +3. The effect wears off after 5 rounds without hitting something.

The Wabbajack can be used to cast Shape Change on any creature within 6", transforming them into a completely random species. They do not receive a saving throw. The wabbajack contains 50 magicka, and the cost depends on the Size of the creature being targeted (use the table from the Shape Change power). The change can be dispelled.

Appendix E: Bestiary

For common beasts and creatures - such as bears and wolves - simply refer to the Bestiary in the SWADE rulebook.

Clannfear

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d4, Fighting d6, Intimidation d4, Notice d8, Stealth d6, Survival d4
Pace: 8; Parry: 5; Toughness: 6(2)

Special Abilities

Daedroth

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 8(2)

Special Abilities

Dragon

See "Dragon" in the SWADE rulebook, page 181. Dragons are Wild Cards.

Dremora

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Taunt d6
Pace: 6; Parry: 10 (2); Toughness: 14 (6)
Edges: Block, Combat Reflexes, Level Headed, Nerves of Steel.

Special Abilities

Dremora Lord

Wild Card

Attributes: Agility d10, Smarts d12, Spirit d10, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d12, Intimidation d12, Notice d8, Spellcasting d10, Taunt d8
Pace: 6; Parry: 10; Toughness: 14 (6)
Edges: Improved Block, Combat Reflexes, Improved Level Headed, Improved Nerves of Steel, Strong Willed, Sweep.

Special Abilities

Dreugh

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d10, Fighting d6, Intimidation d6, Notice d8, Stealth d6
Pace: 4; Parry: 5; Toughness: 5

Special Abilities

Dwarven Centurion

Wild Card

Attributes: Agility d4, Smarts d6, Spirit d4, Strength d10, Vigor d8
Skills: Fighting d10, Notice d8
Pace: 4; Parry: 7; Toughness: 13 (4)

Special Abilities

Dwarven Sphere

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d6
Pace: 10/2; Parry: 5; Toughness: 10 (4)

Special Abilities

Dwarven Spider

Attributes: Agility d10, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d6, Notice d8, Shooting d6, Stealth d8
Pace: 8; Parry: 5; Toughness: 6 (2)

Special Abilities

Falmer

Attributes: Agility d8, Smarts d4(A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d8, Shooting d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 7(2)

Special Abilities

Flame Atronach

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d8
Pace: 6; Parry: 6; Toughness: 5

Special Abilities

Frost Atronach

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d10, Shooting d10
Pace: 6; Parry: 7; Toughness: 8(2)

Special Abilities

Ghost

See "Ghost" in the SWADE rulebook, page 183.

Giant

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d8, Notice d4
Pace: 8; Parry: 5; Toughness: 11

Special Abilities

Goblin

See "Goblin" in the SWADE rulebook, page 184.

Golden Saint

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d10, Notice d8, Intimidate d6, Taunt d8
Pace: 6; Parry: 10 (2); Toughness: 10 (3)
Edges: Attractive, Block, Combat Reflexes

Special Abilities

Hunger

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 5

Special Abilities

Lich

See "Lich" in the SWADE rulebook, page 185. Liches are Wild Cards.

Minotaur

See "Minotaur" in the SWADE rulebook, page 186.

Mudcrab

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 3; Parry: 4; Toughness: 5 (2)

Special Abilities

Scamp

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Spellcasting d4, Stealth d8, Taunt d8
Pace: 6; Parry: 5; Toughness: 4

Special Abilities

Skeleton

See "Skeleton" in the SWADE rulebook, page 187.

Slaughterfish

See "Swarm" in the SWADE rulebook, page 189.

Spider Daedra

Wild Card

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d12, Fighting d10, Intimidation d10, Notice d8, Shooting d6, Spellcasting d8, Stealth d8, Taunt d8
Pace: 8; Parry: 7; Toughness: 7

Special Abilities

Spriggan

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d4, Notice d10, Persuasion d8, Spellcasting d10, Stealth d10
Pace: 6; Parry: 4; Toughness: 5

Special Abilities

Storm Atronach

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d12, Notice d8, Shooting d10
Pace: 6; Parry: 8; Toughness: 11 (4)

Special Abilities

Troll

See "Troll" in the SWADE rulebook, page 189.

Vampire, Stage 4

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d8, Notice d6, Persuasion d8, Shooting d6, Stealth d10
Pace: 6; Parry: 6; Toughness: 9
Edges: Frenzy, Level-Headed

Special Abilities

Werewolf

See "Werewolf" in the SWADE rulebook, page 190.

Zombie

See "Zombie" in the SWADE rulebook, page 191.

Appendix F: Cosmology Reference

When you look up into the sky, this is what you see:

You can envisage the cosmology as a wheel, or as a series of shells:

In brief, this is how the universe started:

The Towers

The Towers are the anchor-points of reality. Each has a stone that it is linked to; if the stone is destroyed or the link is severed, then the tower will be deactivated. The first tower was the Adamantine Tower where Convention took place; Convention itself is the stone, sometimes called the Zero Stone.

The second tower was Red Mountain, which grew up around the Heart of Lorkhan when the Aedra cast it away. Between the two of them, the laws of nature are fixed in place, time is linear, and Mundus doesn't disintegrate and fall apart without the Aedra physically present. However, there are many other towers - some we know a lot about, some only a little.

On Soul Gems

Souls are composed of identity and animus. Normally, when a being is slain, its soul passes on directly - to the Dreamsleeve for recycling if it's a white soul, or to its respective afterlife if it's a black soul. However, soul trapping magics are able to disrupt and disable this process temporarily. Soul gems are a crystalline material that, like a body, are capable of serving as a vessel for a soul. Therefore, the soul trap and soul gem in conjunction are able to stop a soul from passing on and "capture" it for the mage's use.

When a soul is captured, both identity and animus are trapped. It is possible (and is recorded in lore, such as when entering Azura's Star) to conjure forth the spirit from a soul gem for interrogation, or even to enter the soul gem and converse with them. In effect, the soul gem is a prison for the soul. When you use a soul gem for enchanting, you draw the animus forth and use it as a power source. In the process, the soul gem is destroyed and the remnants of the soul, free of the prison, pass on to their respective afterlife.

The Soul Cairn is a separate concept entirely. Although the Ideal Masters claim that it is the ultimate destination for all trapped souls, this is demonstrably untrue - why would they "buy" souls from necromancers if all soul gems end up with them anyway? There is also the fact that mainly black souls are seen in the Soul Cairn, even though white souls should be far more common. In truth, they appear to be neutral entities, soul merchants, that are loyal to no Daedric Prince in particular. They hoard souls as much as they are able in order to prolong their own immortality and barter with Daedric Princes, and many souls are sacrifcied to them by mortal cultists because they offer such lucrative boons to their servants.