Oblivion:Roleplaying/Mage

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Contents

Manipulate magicka in whatever way you desire.

[edit] Variations

[edit] Archonite

The term "archonite" was coined by Second Age Mages Guild scholars to describe students who had excelled in the combined arts of Destruction and Illusion magic.

Your life is one of secrecy and deception. As an Archonite, you are a disciple of knowledge and a worshiper of silence. You are a transient being, never staying in one place for too long and never leaving yourself open to observance or investigation. You are a master of sneaking and secrecy, and you'd rather cut a hole in the window of an inn room or pick the lock than pay the 10 gold to stay there. You lie low constantly, but are also able to present yourself as an amiable, common individual when the need arises. In this way, you can often be incredibly persuasive and can use your charisma to aide you.

You are a master of ranged combat. As you are constantly traveling, you are a hardened woodsman and an able warrior, and through years of training and unnerving agility and speed, you have become a skilled fighter. Your prowess with the bow is matched by your Destruction abilities, which serve you well in any capacity. But when it comes down to close combat, you always have a blade ready.

You cannot live in any permanent location except for a low-key house; for example, a shack on the Waterfront, where you can come and go in relative obscurity. Frostcrag Spire, if you have the plugin, would be the perfect house for you. Roomy, secluded, and fully loaded. If you don't, the Isolated House would work just as well, you just need to find some more supplies. Avoid staying in inns, but if you have to and you've ventured too far away from home in your travels, pay the owner and steal it all back, and then some. After all, it's only ten gold. Or twenty.

As a master of shadows, you wear dark and flexible clothing. Shroud Armor is perfect for the Archonite, as it caters to Marksman, Sneak, and Illusion skills and is both light and tough. But any stealthy attire will do. When you're not out pilfering Ayleid ruins or staving off bandit attacks with your fierce ranged assaults, you should travel hooded and cloaked depending on the weather, and in the towns and cities it would be advisable to wear decent, common clothing. NEVER go into public with your weaponry showing! Your job is to remain undetected, not to alert every guard and citizen imaginable to the fact that you are armed and dangerous! Stow your equipment and save yourself some trouble.

Since you pride yourself in your knowledge of the land and in your uncanny ability to use your surroundings to find your way, try to use your map as little as possible. Yes, your compass is visible at all times, but you should do some traveling to get the lay of the land. Challenge yourself. Travel in rain, sleet or shine! Your mission doesn't stop for bad weather, why should you? And besides, bad weather can often help conceal your movements. Just remember to take a custom made potion with you just in case you catch the sniffles.

Horses are the enemy of the stealthy: they're big, visible, and loud. Only use one if you are not currently avoiding some sort of trouble or if you are traveling in the wilderness. Don't leave it at the stable: rather, leave it in the woods near your location or at your place of residence. Which should be nowhere. You always travel light, and only with the bare necessities aside from what you are attempting to acquire. Armor, weapon, Azura's Star, some potions and food, etc. That's all you should need. Whenever you make a kill, you need to vacate the location immediately to preserve your secrecy.

As an agent of intelligence and knowledge, you should always carry a good amount of scrolls on your person for use. Also, you should collect unique books and scrolls wherever you find them, regardless of their value or function. Every shred of information is vital to someone like you. You may be a sneak and a deciever by trade, but you are not devoid of culture and you still revere the Divines as they stand. Pray whenever you can: Wayshrines are especially useful to someone like you who is always traveling.

As previously explained, the Archonite is privy to all the benefits that come from ranged combat: but that is not his only advantages. In order of importance:

Archonite Class - [Main Attributes] Agility and Willpower [Main Skills] Marksman, Sneak, Destruction, Illusion, Light Armor, Blade, Armorer

Melee Capabilities - Low Ranged (Marksman) Capabilities - High Ranged [Magika) Capabilites - High Agility - High Magika Capacity - Medium


[edit] Conjurer

Instead of a Necromancer or a Good Mage try being a Conjurer. Get the Staff of the Everscamp and make the scamps your friends. If you have the Frostcrag Spire mod use the atronach altar and get yourself another minion.

Try to destroy either the Mages Guild (Dark Conjurer) or the Necromancers (Good Conjurer). Study the Daedra and how they live. If you're devoted try getting your destruction and conjuration to 100!

Buy Rosethorn Hall, give the bottom two floors (Basement is the first) to your servant and use the third as a museum of Daedric artifacts. Wear blue robes like other conjurers. Create powerful Conjuration spells and destroy your enemies without launching a second spell. This is only good if you are a master of Conjuration. When learning a new spell study everything about the creature; after all you need to learn how to control it. This can mean reading various books, or doing field research.

[edit] Exorcist

You are a mage that specializes in ridding the world of spirits and ghosts, you are typically for hire. Have a silver or daedric weapon or a staff in order to be able attack unfriendly specters.

It is your job to banish spirits to the next world, start at Benirus Manor and lay the spirits to rest or help a tortured soul find rest. Do any quest that involves the dead or go to dungeons and release the haunting spirits and vampires.

Perhaps you despise those who bring the dead from their eternal rest, and you declare a personal war on Necromancy or join the Mage's Guild.

Maybe you are a follower of Meridia and are trying to spread her will across the land by destroying the unnatural forces of the undead.

[edit] Geass

Have all the power of Geass at your fingertips.

Train your Illusion skill to 100, and create different spells to control people. Create a command to "die" (damage health x sec, drain fatigue/paralyze x sec, damage fatigue x sec) and adjust the values to suit your level and playing difficulty. Command any civilian, warrior, or even count to protect you with their life (command humanoid). Those were suggestions for Lelouch's Geass, but feel free to make up your own Geass, or use any from the show (Also see the "useful spells" page for more effects). As you use your Geass, it will grow stronger, and easier to use (increasing illusion skill, or create more powerful spells, with area effects). Use your Geass to overthrow the entire empire and become the new emperor (donning the emperor's robes via glitch or console), as did Lelouche. If you want to play as Lelouch, you can have more fun by rebelling against the empire as Zero. Order Priest hoods work remarkably well as the mask, while plain black robes work for the rest. Fight for justice as you and your black knights (any faction of followers) sweep the entirety of Cyrodiil. Remember, your Geass only works on any given person once, so choose your commands tactfully.

PC NoteDownload a third-party mod to change the color of your character's eyes.


[edit] Mages Guild Member

Want to be a well-known mage? Or just an "eager novice?"

Arch-Mage

You can roleplay this after becoming Arch-Mage of the Mages' Guild. Live in the Arch-Mage's quarters! Put any of your belongings you don't need into your magical space-compacting nightstand (don't put anything in the drawers in front of the bed, though, since this chest respawns). Go to bed at a regular time and wake up at a normal time in the morning. After waking up, proceed to have breakfast in the Living Quarters, or if you keep food in your nightstand, eat in your bedroom at the desk (if you do this, make sure to have the appropriate silverware available). Talk to your friends around the university, or have a private word with one of the Apprentices (ask for them to follow you, take them back to your quarters, and "speak" with them.) Or you could set a drama: an apprentice has lost his/her way to class, help them find it. Go to the practice rooms in the University to check on the novices and give a short course on spellcasting. Listen to a lesson at the Arcane University. You might learn something that even you didn't know. Download the Orrery plug-in and do the accompanying quest to get the Arcane University fully up and running.

Become the master of all magic! After all, who wants an Arch-Mage that can't cast a journeyman spell? Get to level 100 in Alteration, Illusion, Conjuration, Restoration, Destruction, Mysticism, and Alchemy! Show those Mage Apprentices who's the boss!

Every now and again, go into the city for some supplies or simple merchandise, and again talk to friends, watch fights at the arena, and finally return to the University for some leisure time. Go to each city's Guild Hall to check on their progress and stay the night there, talk to past friends, etc. You could also create your own set of regulations for the guild, then inspect the halls while visiting. You could also go to an Ayleid ruin to research the magical properties of lost artifacts. If you have obtained Frostcrag Spire, roleplay that Raminus is asking about it. Tell him that you can't reveal its secrets for the consequences of necromancer's meeting you at your door or apprentices wanting to see the great tower. Visit ruins, caves, forts, etc. to find necromancers and blast them away using your awesome magic. Take their robes, scrolls, potions, staffs, etc. and display the robes outside the arcane university over the rails. This makes it look like you are continuing Hannibal Traven's work of banning necromancy. If you have Frostcrag Spire, take an apprentice, and give him a tour of the tower. Then, teach him individually powerful arcane secrets. You could also lift the Necromancy ban. Cast Command Humanoid spells on Necromancers and bring them to guild halls so you can make them members. If you're a PC user, you can use the console to swap out their Necromancer faction for the Guild.

Enchant the Arch-Mage Robe and hood as well as a couple rings and an amulet with Fortify Magicka. This gives great amounts of Magicka to do demonstrations for the young apprentices or simply makes you feel like an extremely powerful Arch-Mage. When you create spells, make them have multiple effects. This makes your character look like they have mastered certain areas of magical study. (Ex. create a spell that gives healing and spell absorption on self. This shows you have mastered the arts of Mysticism and Restoration.) Create large numbers of enchanted rings, amulets, swords, armor etc. to sell to the merchants in the Market District. This makes it look like you're selling enchanted items as a way to make an income. Sell these and allow others to obtain relatively weak enchanted items. Collect staffs and wear a different one every day. If you go traveling, carry your best staff.

Perhaps you sell items to further your personal research. The Arcane University may be governmentally funded, but your personal research in the arcane arts isn't. Perhaps you get a bit gold crazy and kill a man for his gold, and realizing what you've done banish yourself from the guild. Then you may find a few quests or hear a few words that let you know that the Mages Guild is where you belong.

Also, the counts and chancellor may need a mage to provide them with scrolls or take out a ruin.

If you don't live in the Arch-Mage's Tower, that's fine. Use any house (preferably Benirus Manor in Anvil or Rosethorn Hall in Skingrad, although Arborwatch is a nice place as well.) and place scrolls, staffs, books, amulets, alchemical equipment and ingredients, Welkynd stones, Varla stones, etc. around your house on shelves, cases, chests, desks, windowsills, etc. For more of an Arch-Mage look outside, put some Welkynd stones or Varla stones outside on top of the barrel to the west of your door, bring an apprentice to your door and make them wait...acting as your guard. If you use the Rosethorn Hall as your base of power, hire Eyja and perform "experiments" on her. You want to see what she will do when being attacked by dremora? Summon one, hit it a couple of times and see her reaction. Cast a few fire spells on her. MAKE SURE you save before you do this if you want her to be there again the next time you walk into your house.

Make "tests" for the apprentices. If they pass, reward them with an enchanted dagger or an enchanted pair of shoes or shirt. Make sure if its a dagger that its a bound dagger (zero weight) that you enchanted yourself. This would look more valuable. If they fail, still give them something for their efforts. By the way, the test could be anything from defeating a scamp to following you nonstop for an hour. Make the test as hard or as easy as you want. For example post an apprentice and maybe a couple of essential followers at an Ayleid ruin near a bandit or conjurer camp and leave them for a week or so, if when you return they are still alive promote them. To further help your underlings, sell your unneeded alchemical equipment and ingredients to Julienne Fanis, Buy a spell or two from Borissean or maybe Gaspar Stegine, place a new book for the professors at the University to teach from. Make sure it has valuable information about magic or something related to it.

Have a huge collection of books. Try to get every book in-game. You are a intelligent person, after all, so you need to read a lot. Or you can check the Arcane University and add books it doesn't have. If you want, you can make the Arch-Mage's Tower a treasure trove of "Ayleid Artifacts." Make your own or put the crowns and staff around the tower. The apprentices will really appreciate it. Buy scrolls for the apprentices and spread them throughout the individual places in the University. Put some in the Lustratorium, Chironasium, Practice Rooms, Mage's Quarters, Praxographical Center and in the Arch-Mage's Tower. If you have the Spell Tomes plug-in, collect as many as you can and scatter them around the University (or hoard them in your room) so that they don't fall into the wrong hands.

Battlemage
An example of an Imperial Legion Battlemage

Kill all rogue Mages as a noble battlemage in service of the Mages guild and destroy any evil Magic. Firstly you should join the Mages guild.

Wear full Heavy Armor (except no shield or helm) and wear a hood. If you are a humble battlemage wear common armor such as Iron/Steel, or even the Imperial Legion armor, types and a basic Mages hood, but as you get more well-known and powerful, start wearing posher, royal, elegant, expensive, wealthy armors such as Ebony, Blades, Imperial Watch ( only possible for the PC users, with mods ) or Imperial Dragon armor and wear a nicer hood such as a Red Silk Hood or the Arch-Mages Hood. Get a few Transcendent Sigil Stones with good enchantments for a Battlemage, like Fortify Magicka, Spell Absorption, Resist Magic, Fire, Frost and Shock Shield etc...

As a Battlemage try to get a good magicka but also Health and Fatigue, it might take some time but try to master both all Combat and Magic skills ( if you can, Master all skills and Attributes, of course ) to be really powerful. Battlemages should also be resistant to magic, so try to achieve either 100% Immunity to magic, or Spell Absorption or Reflect Spell. Keep records of the countless rogue Mages you have killed by keeping chests full of necromancer robes/hoods, skulls, weapons, conjurer and hedge wizards robes, staves, alchemy ingredients/apparatus, scrolls, potions and best of the lot- Soul gems!

Keep some decent elemental spells ready for the front line, then unleash a flurry of spells on your foes! Most Battlemages will be good with shortswords and war axes. So keep a nice enchanted fine steel war axe/Shortsword ready! Some battlemages will use a staff from a distance too such as the one you can pickpocket from chancellor Ocato at the imperial palace, which is appropriately named for your character.

Hunt any Necromancers, Conjurers or Hedge Wizards and burn them out of their hiding places then eliminate them! Try tackling the Mages guild quest so that you get an apprentice. Then head around Cyrodiil killing rogue Mages with him/her! Patrol the Arcane University talking to members and (when you are more powerful) overseeing the lower battlemages.

Battlemage Noble

Not all battlemages are protectors for the mages guild. In the traditional Cyro-Nordic and to a lesser degree Breton society, the aristocracy consisted largely of battlemages, though this dosn't mean you have to be an Imperial, as Imperial high society is more based around merit then birth. As a noble battlemage, you are expected to know about sparring and maybe axe fighting, and you should devote much of your time to magical research, but remember that you are more of a knight then a scholar. You may or may not use armor, as upper-class clothes work fine too. Read many books (any respectable Battlemage possesses a copy of The Art of War Magic), eat well and live well, but don't forget to help the people and you should probably join the Mages Guild. There are many opportunities; are you a Nord whose family has fought in the legion since Talos time? An old Breton aristocrat? Maybe even a second generation Hlaalu immigrant?

Eager Novice
An Eager Novice in the Arcane University

Enchant a set of different robes for each rank in the guild, for example, 'Robe of the Evoker' and 'Robe of the Magician' each with a different look, for example, Red Silk Robes, Black Robes, Mages' Robe and more.

Set yourself a routine of classes and make sure to attend said classes. Befriend a fellow apprentice and talk to them regularly. Be sure to eat with them and sleep near them (Just wake up a nearby mage and nick their bed). Spend time in the library reading books and scrolls, and chatting with Tar-Meena. Make sure, after you read a book, wait for at least an hour, unless the book is very short. Listen to the other apprentices and scholars and their conversations. Pretend to join in the discussion. If you have subtitles, read them at the same pace as the other person to pretend that YOU'RE talking to the apprentice. Then, you can find a book about the topic and "write down" your part of the notes. Then, meet up with the magister and "compare" notes. If he wants you to tell everyone, do so! Alternatively, you can just listen and try to figure out what they're talking about and do your own research.

Once you get to Conjurer and can wear the blue Conjurer's robe, become a teacher. Put a book on the teaching podium outside and activate it. Read aloud to the class, then wait for the other teachers to come around and co-teach. Make sure to assign homework and projects! Another good thing to do would be to buy the Imperial Shack and go there every night when you're a teacher. Eat, read, sleep, wake up at 6. Then eat breakfast, wait an hour, get dressed, walk (or run) to the University, teach at 10:00, again at 4, leave around 6 or 7, go home and get ready for the next day. Make sure to take days off for your own studies! Go into the Mage's Quarters and make one of the beds "yours." Put your stuff around it (don't put anything in the chests; it respawns, and will destroy anything within it when it does so).

You don't have to do all of the pre-made quests. Be creative! Maybe the Mages Guild needs an ambassador to Bruma to talk to the countess about something important. Maybe the countess won't do it unless you do something for her; find a Draconian Madstone. Maybe she heard that you were a good help to the guild and to some other cities (i.e., 10 points of fame is needed to start that quest) and she wants you to do it. Use your imagination! Head into the city on an errand for a conjurer or another apprentice, purchase food, staves or new robes, scrolls, etc. Find a shopping list and collect the items on it. Set a crisis: you woke up late, your books and notes are missing and you've missed the lecture about magical techniques. Should you let your teachers know first, or try to find your books and hope they don't notice? You could also pull pranks by pickpocketing and stealing someone's magical utensils and books and hide them somewhere. Volanaro would be so proud!

Make sure you carry scrolls, potions, books, etc. After all, you're lower rank than most and therefore need all the study and help you can get.

Head of a Division
The head of the Chorrol Mages Guild

Get a higher rank than the current head mage of a chapter (e.g., Teekeus in Chorrol) and "take control." Just don't get to Arch-Mage. Most of the ranking Mages are at the Wizard rank. Get the rank of Master-Wizard. Sleep where the current head mage sleeps.

Make occasional trips to the Arcane University. Have conversations with Raminus and Traven. Go to the library to find the book you need for one of your friends back in your guild hall. Teach some students in your guild hall. Give a lesson in the specialized school of magic for that guild hall (e.g. Conjuration in Chorrol, Alteration in Cheydinhal, etc.). Gather a book and while they are eating lunch, teach to them about Ayleid ruins or kings, Mannimarco, Advances in magic etc.

Make crisis for yourself! One of your students were attacked traveling to Bruma while carrying a message for Jeanne. Go out and investigate what happened. Set up and find clues. Follow the clues to a Ayleid ruin or cave, and fight the bandits/necromancers/undead inside! You get to decide whether the associate lives or not. Maybe the associate became or always was a necromancer inside. Kill him before he taints the other associates. Be creative!

Gather a lot of crumpled pieces of paper, normal parchment, and black horse courier copies (these will look like paper you wrote on). Put all of it on a desk in your quarters. Then get an ink well and an ink quill and put it next to it. This will make it look like paperwork needed. Some of it could be lesson plans, or maybe you have to send a death note to an associate's family (i.e., Vidkun). Also, get a few letters, too. Make them recommendations or friendly letters to Raminus. Take them to him, and, if you can, reverse-pickpocket him.

[edit] Necromancer

A couple of evil Necromancers

Get all of the bones lying around and put them into coffins in the Anvil manor basement. Summon undead creatures and wear necromancer robes. Use necromancer potions and staffs and make your own black soul gems, then fill them. Go grave robbing in dungeons and start making necromancer themed potions (mort flesh, nightshade). Execute members of the Mages Guild in secret.

Assault the Arcane University. It must be destroyed! Go berserk with your undead summon and try to kill people in the cities. Use the sewers in the Imperial City to break into people's houses, slay the inhabitants, then vanish into shadows.

Be an insane alchemist, that makes experiments with peoples bodies to later make them zombies. Sacrifice blood and souls for the king of worms. Pretend to be studying how to become a Lich with books, bones and ingredients. The Oblivion Enhanced Mod allows you to become a Lich, should this appeal to you. Get Svenja's body parts and dupe them, then line them up on the altar in the Anvil Manor as if you chopped someone up. Put the remaining body parts in the stone tub toward the back. Make a pentagram out of bones.

It is highly reccomended that you finish the Mages Guild questline, because at the end you get the Staff of Worms which ressurects. You can roleplay throughout the Mages Quild quests too. Perhaps you are an eager young mage and find that each day you grow stronger. Before long, your powers rival Arch-Mage Traven's. You are power hungry and selfish, and like the sound of Necromancy from what you've heard. You aren't too upset by Traven's Death, it is simply more power to you. After killing Mannimarco and seeing his power, you know you must have it and you loot his staff and robes. After you become the "King Of Worms", come back to Echo Cave after the Necromancers have respawned and shoot charm spells at them until you can raise their dispostion 'till a point where they are non-hostile. You can go around befriending every necromancer in Tamriel!

Lure Glarthir (Command humanoid spell, for example) to your home. This is VERY hard to do, seeing as you need to make sure he does not die by guards attacking, or him suicidally attacking anyone else. Once he is inside your Necromancy den, kill him, his body never disappears.

Make potions or poisons called evil things, like "Elixir of the Undead" or "Essence of Skeletal Beings". Put them where you would normally put wine in. Take Imperial Legion helmets, swords, and shields and make the skeletons look like Imperial Legion soldiers.

Keep the Tome of Unlife. It is your (un)holy book. If possible, use the Mysterium Xarxes Inside your evil lair as well. This requires you to not complete the main quest and not give the book to Brother Martin. Try and find all books with Undead and Necromancer titles. Conjuration and Alchemy skill books are good collections for your Necromancer character.

After your lord Mannimarco is defeated, retrieve his unholy Staff of Worms and put it to good use. Kill guards in secret and bring them back to life. With enough guards undead and obedient to you, you could have an entire undead army. You can also go to the nearest Necromancer Lair, such as Hollow Cave near Skingrad, and have the necromancers chase you, run them into Skingrad or any other city and watch an Undead - Guards match unfold! Or on the PC use the console command player.addspell 0004A98B to give yourself the reanimate spell. (If you really wanted to look the part, you could resurrect guards and bring them to your basement in Anvil. This won't work unless you kill the guards in Anvil.)

Make sure you dupe many blood potions and drink one every day or maybe more than one. This shows you are loyal to the King of Worms even after his demise. Make Black soul gems and put them to your un-holy use. Make potions out of human skin and hearts, or keep it lying around, along with human blood found in the Dark Brotherhood sanctuary or in the secret room of the Skingrad Castle wine cellar. Perhaps as a backstory you were arrested for necromancy in your original country and sent to the Imperial City. There you found out about Hannibal Traven banning necromancy. They will not let anyone join them and must enter the Mages Guild to get at Mannnimarco and kill him, becoming the King Of Worms yourself.

Get the adoring fan to follow you and take him to a dining table in one of your houses. Kill him and position his body on the table. Place mort flesh, human hearts and bones around his body.Then use the Staff of Worms on him. Congratulations, you have just completed a Necromatic ritual.

If you have the Shivering Isles complete the unmarked quest Ghosts of Suicide Hill to get the Risen Flesh greater power and reanimate without the Staff of Worms. You can use Ushnar's Skinned Hound as your pet and pretend that it was your dog who you brought back to life. When you take it with you, it is recommended that you keep a close eye on it, to protect it from harm (by e.g. magic). You may want to use the console command SetActorFullName to change the dog's name to something you like.

  • PC NoteOn the PC, add yourself to the undead faction and live in Nerastarel's house. Also, use the console to give yourself ownership of the house. Also on the console, add yourself to the necromancer faction.
  • PC NoteAfter your lord Mannimarco is vanquished there is still a chance for you to prove your loyalty to him. Mannimarco Resurrection gives you the opportunity to join him in his latest efforts to defeat the Mage Guild, restore The Order of the Black Worm, congregate with fellow Necromancers, and learn about the core philosophies of necromancy.

[edit] Rogue Mage

A rogue mage is a mage who still practices magic after being expelled from the mages guild, rogue mages commonly attack mages' guild members out of revenge or trying to kill other magic users they see inferior, they aren't always necromancers, sometimes they are conjurers who summon daedra to do their bidding.

Rogue Mages have schedules to keep up with, just as real Mages do. Rogue mages hunt down any mages that they see because of their extremely aggresive nature, they kill anyone they see, they commonly tend to be none other than hedge wizards. Wipe out an entire guild house. (The Mages Guild headquarters in any city other than the Arcane University) Or for a great challenge, eliminate every killable Mage in Cyrodill.

Get a follower and have him/her become your 'Rogue Apprentice'. Teach them about Magic, and teach them how to use the Dark Arts (Summon Skeletons/Zombies, Soul Trap, Destruction, anything to that extent.) Get as many followers as you can and start a Rogue Mages Guild. Start epic battles against Mages Guild houses. Live in Deepscorn Hollow and have your Rogue Mage follower assassinate Mages Guild members.

PC NoteThe Unofficial mod Midas Magic can be good for this role as Midas was expelled from the Mages Guild for practicing such magic, and jokes about how they didn't get him to move far.

[edit] Shaman

The Shaman is a custom Mage class somewhat similar to the Native American "medicine man". A High Elf is ideal, and with dark hair definitely looks the part.

The Shaman shuns any kind of armor or weapons, so if you aren't comfortable relying on your magic abilities, this character may not be for you. When selecting major skills, you can already throw out Heavy Armor, Light Armor, Armorer, Blade, Blunt, Block, and Marksman. From a major skills perspective, the gist of this character is that he/she will rely heavily on Hand to Hand and Sneak, but otherwise be pretty close to a true mage.

Of course a shaman looks good in fur armor(saviors hide looks good too)and can use a club or something like that (staves may look better). Huntsman attire is a good choice as well.

The only Combat skill you definitely need is Hand to Hand. From Stealth, you will definitely need Sneak, and possibly Security (feel free to substitute Speechcraft or Acrobatics for Security if you have a strong preference, or skip a second Stealth skill so you can have five Magic skills). From among the Magic skills you will definitely need Destruction and Restoration; skip Conjuration (the prohibition on armor/weapons extends to Bound items resulting from spells); and pick two (or three) from among Alchemy, Alteration, and Illusion.

The Shaman is an in-harmony-with-the-land type who will go into town when necessary, but spends their leisure time in the wilderness. A couple of points about the "no armor" rule:

  • It allows you to get familiar with all the non-protective clothing throughout the game.
  • It is NOT violated by enchanted items - the Shaman should gain access to the Arcane University and enchant a couple of rings and a necklace, presumably with strong levels of Shield, Resist Magic or other defensive spells.

The shaman also performs rituals to pagan (Daedric? hint, hint) gods by using: circles made of bones or other things (be creative!), some plants, spells and maybe you can only perform a ritual on certain time of the day. You can also use a rune or doomstone as a shrine. If you serve a daedra you can make spells that suits the god. Something like that you sacrifice health or something else and get something back like a fortify effect. Drink potions to receive "visions". Good + bad effect.

[edit] Soul Reaper

Play as a High Elf or a Breton with fortify Magicka spells and enchanted items (you'll need as much Magicka as you can possibly gather). It is highly recommended to be a Master in Blade, Hand to Hand, Destruction, Mysticism, Illusion, Restoration, and at least Journeyman in Acrobatics and Athletics.

Wear Necromancer or Black Hand robes and use an Akaviri Katana. If you're trying to be Ichigo, get an Elven claymore and a spell to jack up your stats ("spiritual pressure release"). You can also try to play like one of the captains by wearing White Mages Robes and matching their weapons, abilities and personality. When choosing a zanpakuto try finding a sword that matches its abilities, if you're using an ice type get an Order sword or Jyggalag's sword

Give yourself Missions from Soul Society to destroy hollows, renegade soul reapers, bounts, etc. Go to "Soul Reaper Academy" (Cloud Ruler Temple) and train under Jauffre or Steffan. After you've learned all you can (created spells to resemble those on the show [1]), find a sword that you want to be your released Zanpakuto, such as a Daedric claymore or shadowrend from Shivering Isles.

Create a Bankai using either a summoned monster or powerful spell. One example would be a spell that deals 33ft, with 100 points of damage for xsec. of fire, frost, shock, disintegrate, damage health, etc. Just make sure it's so powerful that you must have a huge amount of Magicka to use it, this way you can only use it on higher levels. Help spirits trapped in this world like: the Forlorn Watchman, the Akaviri Commander in the quest where you need to get the Draconian Madstone etc.

You could pretend that you have created a hollow personality similar to what the Vizard had (before they defeated it). You can choose who won the battle and behave like that, but make sure you are incredibly strong after it since you have become a Vizard (or the violent hollow counterpart).

[edit] Telekinetic

Get a follower and give them 100% Chameleon by putting Enchanted Bound armor in their inventory, with names such as AAA to make sure they wear them. As you level up, get more and more followers. Use the telekinesis spells already in game to grab out of reach objects rather then getting near them.

As your "psychic abilities" get better, your character will gain the ability to "teleport" (Fast travel) to other places. Use varying difficulty levels to emphasize your psychic abilities! Get high Illusion, Mysticism, and Acrobatics.

Wear light or no armor, to strike fear into anyone who sees you beat up anything without a scratch on you. Use Fire Spells to exhibit strength in "pyrokinesis".

  • PC NoteYou can use the telekinetic powers obtained by Cid's Multitude of Magecraft. These include telekinetic lifts, chokes, personal levitation and being able to transform into a ghost. This ghost power can be used as a defensive mechanism of sorts.

[edit] Warlock/Witch

Create an Altmer, Breton, or Dunmer with either The Mage, The Apprentice, or The Atronach as your birthsign. You can use either the original Mage class or create a custom one with six of the seven magic skills. Use either Blade, Blunt, or Marksman in the seventh skill's stead. If you choose to be a Warlock, however, you may wish to substitute a second magic skill for Light or Heavy Armor.

Wear dark clothing, such as Shrouded Armor, Black Hand Hood and Robe, Black Robes, Necromancer's Robes, or the King of Worms' Robes. When you reach a high level, know more spells, master all skills, and are generally more powerful than the other mortals of Tamriel, begin to use more powerful, evil-looking robes and/or hoods. Collect high level Sigil Stones (such as Transcendent Sigil Stones that appear after level 17) and enchant all of your clothes with Fortify Magicka, 100% Resist Magic, Spell Absorption, and/or Reflect Spell. Use other items that have these same effects, such as the Mundane Ring, Sorcerer's Ring, the Ring of Namira, and the Spelldrinker Amulet.

Live in an abandoned house or an Ayleid ruin to practice your spells on the denizens or your own summons. Set up a lab with alchemy supplies, bones, and other dark and depressing items. Only venture out of your lair when absolutely necessary, and avoid cities whenever possible.

Use necromantic spells, such as summoning and turning the undead. Unleash your power on the world - conquer cities in Tamriel using your undead minions or simply terrorize the masses.

Use Alchemy often, and only use potions or poisons that you make yourself.

Have an apprentice, such as Melisande of Drakelowe or a Mages Guild apprentice that you have "converted." Have a familiar as well, such as a summoned creature. Command creature spells or the Atronach Familiar from Frostcrag Spire will work as well. Have your familiar follow you wherever you go and practice your skills with - or even on - it.

Perhaps you make your summonings a ritual - collect the dead Nord Svenja's body parts from the Uderfrykte Matron and put them together in your lair to look like a zombie corpse. Put three silver bowls around her. In one, place a potion called "Human Blood" - either the rare potion or one you create and name yourself. In the second, place a Human Heart. Finally, in the third, place three bones of one sort or another. Next, make a circle of bones around her and create a spell called "Svenja's Blessing" or "Summon Svenja" at a Spellmaking Altar. Have the spell summon a zombie for 30 seconds; place any other effects you wish in as well. Cast it over her and it will appear as though you are summoning her. Be creative, and vary your summoning rituals.

Perhaps Mannimarco needs certain items to achieve ultimate power; secure the Necromancer's Amulet and Bloodworm Helm for him. Maybe you are an outcast, shunned by the Mages Guild and ready to take your revenge. Play around with ideas - what's your motive, and how does that influence your goals?

Maybe you have found another Warlock or Witch who is much wiser than you. Become their apprentice and learn from them; if you're evil, though, you may wish to kill your master when you are finished learning from them.

Whether you're a good Warlock shunned by society or an evil Witch plotting the Empire's downfall, be creative! You can take this roleplay in so many different directions, which makes for a very fulfilling gameplay experience.

[edit] Zoomancer

This Troll could teach you something useful

Try being a Zoomancer the Blue Mage from the Final Fantasy series. From your humble beginnings you won't have any access to magic whatsoever, but after gaining access to a spellmaking altar and a few spell effects you're ready to start "learning" new spells, every single creature in the game should be given it's own spell or ability that you cannot use until you have encountered that creature and either soultrapped and killed it or had it's ingame ability used on you.

As a Zoomancer you are an adventurer, before you get any spells you fight using light armour, sword and shield and even after getting the spells you're still a skilled fighter so you don't have to run from a single fight, this is because you're not built to sneak around, you're built for combat as a means to gain the most powerful magical abilities in the world, a might more powerful than anything the Daedra can throw at you, even Akatosh, Mehrunes Dagon and Sheogorath can supply you with new spells.

Zoomancer/Blue Mage Class - [Main Attributes] Strength and Intelligence [Main Skills] Blade, Block, Conjuration, Destruction, Illusion, Restoration and Light Armor.

For the full list of spells you can either make your own using the list of creatures or search for an online discussion about the Blue Mage custom class, it is an incomplete list and has yet to be tested fully, but it has been made with the help of several other people and is likely to be more balanced than the list a single person could make.

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