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|Location||Great Chapel of Talos|
|Available||10am-6pm every day|
|Faction(s)||Bruma Citizens; Nine Divines (Layman)|
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. She wakes up at 6am in the morning, 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."
She sells the following spells:
|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|
|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.
- 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.