Oblivion:Delphine Jend

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Delphine Jend (RefID: 0002CB2E)
[Dehl-feen Jehnd]
Home City Bravil
Location Mages Guild
Race Breton Gender Female
Level 15 Class Mage
RefID 0002CB2E BaseID 0002CB2D
Services
Available 10pm-12am, randomly between 8am and 8pm
Training Destruction (Advanced)Destruction (Advanced) Destruction, Advanced
Merchant
Gold 15 Mercantile Novice (6)
Spells Alteration Spells Conjuration Spells Destru\ ction Spells Illusion Spells Mysticism Spells Restor\ ation Spells
Other Information
Health 81 Magicka 170
Respons. 50 Aggress. 5
Faction(s) Bravil; Mages Guild (EvokerEvoker Evoker)
Delphine Jend
Delphine Jend

Delphine Jend, a female Breton Mage, is the creator of the celebrated Enemies Explode spell. She also offers advanced Destruction training and sells spells in the Mages Guild in Bravil. Like Bralsa Andaren, she dislikes Kynareth and her "woodland creatures."

The only time of day when she always sells spells is between 10pm and midnight (when she may be upstairs in the Mages Guild and inaccessible by non-guild members). It is also generally possible to find her between 8am and 8pm, and depending upon which activity she is pursuing that day she may sell spells.

Delphine spends most of her days contemplating her "PonderItem." This is a bizarre object in her inventory that has no name, weight, value, picture, or apparent function. The only non-blank entries for it in the Construction Set are its editor ID ("PonderItem") and Form ID (00002340). If you kill her or pickpocket her, this item is visible in her inventory labeled <missing name>. When dropped, it looks like a giant flashing box with an exclamation point on it. If you have installed the Thieves Den official mod, it will instead be identified as "Ring" and will be a quest item (e.g., you cannot drop it any more).

[edit] Spells

She sells the following spells:

Spell Name Level Cost Effects
Alteration
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Conjuration
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Bound Cuirass Journeyman 72 Bound Cuirass for 60sec on Self
Destruction
Spark Novice 22 Shock Damage 10pts on Target
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Enemies Explode* Master 842 Fire Damage 5pts in 10ft for 5sec on Target
Fire Damage 70pts in 20ft for 1sec on Target
Illusion
Alluring Gaze* Novice 21 Charm 12pts for 30sec on Target
Beguiling Touch Novice 14 Charm 12pts for 30sec on Touch
Frenzy* Novice 8 Frenzy up to level 5 for 30sec on Target
Illuminate* Novice 13 Light in 10ft for 90sec on Target
Inspiration* Novice 5 Rally 25pts for 20sec on Target
Inspiring Touch* Novice 5 Rally 25pts for 30sec on Touch
Serenity Novice 13 Calm up to level 2 for 10sec on Target
Soothing Touch* Novice 13 Calm up to level 2 for 15sec on Touch
Starlight Novice 14 Light in 20ft for 60sec on Self
Touch of Frenzy* Novice 7 Frenzy up to level 6 for 30sec on Touch
Eyes of Eventide Apprentice 33 Night-Eye for 15sec on Self
Heroic Touch Apprentice 26 Rally 50pts for 60sec on Touch
Heroism* Apprentice 30 Rally 50pts for 45sec on Target
Mesmerizing Grasp* Apprentice 35 Charm 25pts for 30sec on Touch
Moonlight* Apprentice 47 Light in 30ft for 120sec on Self
Pacification* Apprentice 26 Calm up to level 2 for 20sec on Target
Rage* Apprentice 26 Frenzy up to level 10 for 40sec on Target
Seductive Charm Apprentice 52 Charm 24pts for 30sec on Target
Touch of Fear* Apprentice 31 Demoralize up to level 3 for 20sec on Touch
Touch of Rage Apprentice 30 Frenzy up to level 18 for 30sec on Touch
Calming Touch* Journeyman 73 Calm up to level 7 for 20sec on Touch
Enthralling Presence Journeyman 105 Charm 24pts in 20ft for 20sec on Target
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
Remote Manipulation Apprentice 28 Telekinesis 10pts for 20sec on Target
Soul Trap Apprentice 60 Soul Trap for 20sec on Touch
Restoration
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self

* Indicates spells which cannot be purchased from anyone else. (However, spells with the same effects at different magnitudes can be purchased elsewhere.)

[edit] Purchased Spell Notes

  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant). Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
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