Oblivion:Isa Raman

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Isa Raman
(RefID: 00036268)
Home City Bruma
Location Great Chapel of Talos
Race Imperial Gender Female
Level 4 Class Priest
RefID 00036268 BaseID 00035EB7
Services
Available 10am-6pm every day
Merchant
Gold 200 Mercantile Novice (15)
Spells Conjuration SpellsRestoration Spells
Other Information
Health 52 Magicka 122
Responsibility 50 Aggression 5
Faction(s) Bruma Citizens; Nine Divines Layman(Layman)
Isa Raman

Isa Raman is an Imperial priest of the Great Chapel of Talos in Bruma. She sells Conjuration and Restoration spells.

Isa wears an upper class black & burgundy outfit along with a pair of gold trimmed shoes. She also carries the key to the Chapel and a sizable amount of gold. In combat, Isa relies on the same spells that can be purchased from her, though she is actually unable to cast some of them (see Bugs).

She wakes up at 6am, after which she can be found available for services in either part of the chapel for the next two hours. She will spend the next twelve hours in the chapel hall. She will have her dinner at 6pm for two hours. After 8pm, she can be found in either part of the chapel. And finally, she will go to bed at 12am. During Defense of Bruma, after you told the Countess about Martin's plan, she will be praying from 8am to 10am, and will continue to do so daily until you've told the Countess you're ready for the battle.

When you meet her for the first time, she will introduce herself: "The Nine welcome you to Bruma. I'm Isa Raman, priestess of Talos." When you ask her about Bruma, she will reflect her opinion: "We're trying to bring the comfort of the Chapel to the Nords here, but Bruma's Nords stick to their heathen gods and uncivilized practices."

Bugs[edit]

  • A combination of her magical schools' skill levels and her total available magicka results in Isa being unable to cast any spell with a base cost above 123.

Spells[edit]

Isa Raman has the following spells for sale:

Spell Name Level Cost Effects
Conjuration
Rebuke Undead Journeyman 70 Turn Undead up to level 15 for 30sec on Target
Dismiss Undead Expert 187 Turn Undead up to level 18 for 60sec on Target
Restoration
Minor Respite Novice 6 Restore Fatigue 15pts on Self
Convalescence Apprentice 48 Restore Health 15pts on Target
Cure Paralysis Apprentice 50 Cure Paralysis on Touch
Cure Poison Apprentice 60 Cure Poison on Self
Fortify Agility* Apprentice 42 Fortify Agility 5pts for 90sec on Self
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self
Restore Agility* Apprentice 29 Restore Agility 5pts on Self
Cure Disease Journeyman 140 Cure Disease on Self
Greater Convalescence Journeyman 138 Restore Health 20pts for 2sec on Target
Greater Fortify Agility* Journeyman 102 Fortify Agility 10pts for 90sec on Self
Heal Superior Wounds Expert 246 Restore Health 25pts for 4sec on Self
Superior Convalescence Expert 277 Restore Health 20pts for 4sec on Target
Heal Legendary Wounds Master 466 Restore Health 30pts for 6sec on Self

* Indicates spells with effects which cannot be purchased anywhere else.

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.