Oblivion:Trayvond the Redguard
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| Trayvond the Redguard (RefID: 00003646) | |||
| Home City | Cheydinhal | ||
|---|---|---|---|
| Location | Mages Guild | ||
| Race | Redguard | Gender | Male |
| Level | 15 | Class | Mage |
| RefID | 00003646 | BaseID | 0002D024 |
| Services | |||
| Available | 8am-8pm, 10pm-12am every day | ||
| Training | |||
| Merchant | |||
| Gold | 5 | Mercantile | Novice (11) |
| Spells | |||
| Other Information | |||
| Health | 101 | Magicka | 192 |
| Respons. | 50 | Aggress. | 5 |
| Faction(s) | Mages Guild (Evoker |
||
Trayvond the Redguard sells spells in Cheydinhal's Mages Guild. He will also tell you where to find Azura's Shrine if you ask him- he knows a Dark Elf that's currently worshipping it.
[edit] Notes
- Technically, Trayvond offers training in Destruction, but only up to skill level 0. In other words, you will see a training icon when talking to him and you can select the training option, but you will always be told that your skill level is too high (even starting characters with Destruction skill of 5).
- Trayvond has a "Daedra cults" conversation topic (which appears when he introduces himself, when you've spoken to Ulene Hlervu about "Cheydinhal", or when you read the book Modern Heretics). When you speak to Trayvond about this topic, he will mark Azura's Shrine on your map, if it is not already marked.
[edit] Unique Dialogue
- I'm Trayvond the Redguard, Mages Guild Evoker. Surprised? Yes, you don't see many Redguards in the Mages Guild. We don't much like spellcasters in Hammerfell. Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked. My family didn't approve of my vocation, so I had to come to Cyrodiil for my education. I admit... I still have strong prejudices against necromancy, summoning, and illusion. Profaning the remains or souls of the dead is just wrong. And I'm uneasy about tampering with other's minds and trafficking with Daedra.
One important side-effect of this dialogue is that it adds the "Daedra cults" dialogue topic. This is one of only three ways to add this dialogue; the other two are by reading Modern Heretics or talking to Ulene Hlervu about Cheydinhal. This topic enables you to obtain a map marker for Azura's Shrine (see notes) or Sanguine's Shrine (by subsequently talking to Falanu Hlaalu).
Despite what he says in his introduction to you, Trayvond has no problem offering a Summon Scamp and a Soul Trap spell for sale.
[edit] Spells
He sells the following spells:
| Spell Name | Level | Cost | Effects |
|---|---|---|---|
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| Burdening Touch* | Novice | 10 | Burden 15pts for 15sec on Touch |
| Open Very Easy Lock | Novice | 7 | Open Very Easy Lock on Target |
| Protect | Novice | 10 | Shield 5% for 30sec on Self |
| Protect Other | Novice | 17 | Shield 10% for 20sec on Touch |
| Defend | Apprentice | 43 | Shield 15% for 30sec on Self |
| Ease Burden | Apprentice | 35 | Feather 50pts for 240sec on Self |
| Electric Shell | Apprentice | 54 | Shock Shield 10% for 30sec on Self |
| Frost Shell | Apprentice | 54 | Frost Shield 10% for 30sec on Self |
| Heat Shell | Apprentice | 54 | Fire Shield 10% for 30sec on Self |
| Hindering Touch | Apprentice | 39 | Burden 35pts for 20sec on Touch |
| Open Easy Lock | Apprentice | 29 | Open Easy Lock on Target |
| Sea Stride** | Apprentice | 39 | Water Walking for 30sec on Self |
| Water Breathing | Apprentice | 43 | Water Breathing for 30sec on Self |
|
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| Summon Scamp | Apprentice | 60 | Summon Scamp for 20sec on Self |
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| Flash Bolt | Apprentice | 52 | Fire Damage 20pts on Target |
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| 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 |
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| 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.)
** Indicates spells with effects which cannot be purchased anywhere else.
[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.
Categories: Oblivion-NPCs | Oblivion-Redguard | Oblivion-Mage | Oblivion-Spell Merchants | Oblivion-Trainers | Oblivion-Merchants-Broke | Oblivion-Factions-Mages Guild | Oblivion-Factions-Mages Guild-Evoker | Oblivion-Factions-Cheydinhal Citizens | Oblivion-Unique Spell Merchants | Oblivion-Unique Spell Effect Merchants

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