Oblivion:Trayvond the Redguard

The UESPWiki – Your source for The Elder Scrolls since 1995

Jump to: navigation, search
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 Destruction (Basic)Destruction (Basic) Destruction, Basic (0, see Notes)
Merchant
Gold 5 Mercantile Novice (11)
Spells Alteration Spells Conjuration Spells Destruction Spells Mysticism Spells Restoration Spells
Other Information
Health 101 Magicka 192
Respons. 50 Aggress. 5
Faction(s) Mages Guild (EvokerEvoker Evoker); Cheydinhal Citizens
Trayvond studying hard in Cheydinhal's Mages' Guild
Trayvond studying hard in Cheydinhal's Mages' Guild

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
Alteration
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
Conjuration
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Destruction
Flash Bolt Apprentice 52 Fire Damage 20pts 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.)
** 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.
Sponsored Links
Personal tools