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TES: War of the Ancients SU

Discussion in 'Profile Threads' started by Runs-TES-Roleplay, Jan 23, 2013.

  1. This is the signup area for TESRP. Iwill provide a link for a players handbook as we are using general 3.5 rules, however some things are tweaked. Note: All equipment and items will be looked over By the GM(s) and further stats will be placed for you, don't worry about converting TES weapons, armor and other items to 3.5 yourself.

    General Rules.

    Character Sheets:

    [u]Level:[/u] 1
    [u]NEXT:[/u] 1000
    Points Remaining: [30] {A skill can only be bumped to a maximum of 18(+4)}
    Strength      8	(-1)
    Dexterity      8	(-1)
    Constitution      8	(-1)
    Intelligence      8	(-1)
    Wisdom       8	(-1)
    Charisma      8	(-1)
    [u]Touch AC:[/u] 
    [u]Initiative modifier:[/u] [Total] = [Dexterity] + [Misc]
    [u]Fortitude save:[/u] [Total] =  [base] + [constitution]
    [u]Reflex save:[/u] [Total] =  [base] + [dexterity]
    [u]Will save:[/u] [Total] =  [base] + [Wisdom]
    [u]Grapple check:[/u] [Total] = [base] + [strength]
    [u]Base Attack Bonus:[/u] [ ]
    [u]Weapon 1[/u]
    Attack Bonus:
    [u]Weapon 2[/u] 
    Attack Bonus:
    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    [u]Spells by level:[/u]
    Appraise		         Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Balance			Dex*[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Bluff			Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Climb			Str*	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Concentration	Con	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Craft weapon		Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Craft armor		Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Craft traps		Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Diplomacy		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Disguise		        Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Escape Artist		Dex*[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Forgery			Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Gather Info            Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Heal			        Wis	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Hide			Dex*[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Intimidate		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Jump			Str*	[Total] = [Ability Modifier] + [Ranks] + [Misc]	
    Listen			Wis	[Total] = [Ability Modifier] + [Ranks] + [Misc]	
    Move Silently		Dex*[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Perform_1		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Perform_2		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Perform_3		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Perform_4		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Perform_5		Cha	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Ride			        Dex	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Search			Int	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Sense Motive		Wis	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Spot			Wis	[Total] = [Ability Modifier] + [Ranks] + [Misc]	
    Survival		        Wis	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Swim			Str**[Total] = [Ability Modifier] + [Ranks] + [Misc]
    Use Rope		Dex	[Total] = [Ability Modifier] + [Ranks] + [Misc]
    * = check penalty for wearing armor
    [u]Racial Abilities:[/u]
    [Name] [#of words] [Cooldown] [damage/additional info]

    Ignore the race section, we will only use TES races, but each come with their own bonuses.

    The combat system will be a grid style like what you are used to except squares that are marked with a white 'X' do not exist, meaning that the battle field can be shaped into corridors and such.

    If you have a race that has its own language, you automatically start with it, plus an additional language equal to your Intelligence modifier.

    Languages are as followed:

    Ayleid=High Elf
    Dunmeris=Dark Elf
    Bosmeris=Wood Elf

    Quick Note: All races start with 2 spells, Healing and Flames.

    * Healing: (Heals 1d4 Per round, lasts 4 rounds maximum, self only)
    * Flames: (1d4fire per round, lasts 4 rounds maximum, Range 20ft.)


    The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel. For more information on Nord culture, see the Lore article on Nords. Nords are the most common race encountered in Skyrim's cities, and can be encountered in nearly every aspect - among others, guards, merchants, bandits and Jarls. Stormcloaks encountered are comprised almost entirely of Nords, with the Nords sharing majority in the Imperial Legion as both officers and as soldiers.

    * +2 to STR, and dmg reduction5 towards cold, goes up by 5 every 4 levels.

    *Warcry: Opponents within a 15ft. radius of the caster makes a will save DC 14+Level per 2 levels, or is feared and flees for 1d4 round+ intimidation. (Can only be used once per 24hrs.)


    Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

    Bretons Start with Conjure Familiar. (15hp wolf for 10 rounds, 1d6 dmg. bite/claw)

    * +2 to wis, damage reduction magic (5) goes up by 5 every 4 levels.

    *  Dragonskin: Player has a 50% chance to absorb all hostile incoming spells, negating them. Lasts 5 rounds can only be used once per 24 hours.


    [align=left]Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

    * +2 to CHA and Appraise

    Imperial Luck
    * Anywhere gold coins might be found, Imperials always seem to find a few more.

    100% chance of 2-10 extra gold in all chests that normally contain gold, as well as to the corpses of various gold-dropping enemies, such as bandits, dragons, draugr, Falmer, Forsworn, and giants.
    (Constant Effect.)

    Voice of the Emperor

    * All opponents within a 15ftradius must make a will save DC14+Level every 2 levels or become calm and friendly for 1d4 rounds +CHA Once per 24 hours.


    The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora.

    * +2 to fortitude 25% poison immunity

    * Adrenaline Rush 2 extra move, standard or Attack actions on the turn it is cast. The extra moves can be split into multiple types of actions.

    Movement speed is increased by 15ft,for 2 rounds during adrenaline rush. Once per 24 hours.


    To Imperials, the haughty,tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis.

    High Elves start with the spell Fury (Creatures and people with 2HD or less become enraged and attack anything close by for 1d4 rounds +lvl. on a failed will save DC: 14+int.)

    + 2 to will and spellcraft.

    * Highborn High elves have 2extra spells per day in all schools.

    * Greater Highborn High Elves can instantaneously gain back 3 spells of their choosing once per 24 hours, or 8 hours of meditation.


    [align=left]The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).​

    * Hearty: Your Wood Elf blood gives you 15% resistance to all diseases and poisons.

    * Control Animal: Target animal makes a will save of DC14+character level. on failure the creature is under your control for 10 rounds.


    The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
    Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

    * Dark elves start with the spell,Sparks. (1d4 electrical per round, lasts 4 rounds maximum.)

    * Ashblood: You have a damage reduction of 5 against fire.Increases by 5 every 4 levels.

    * Ancestor's Wrath: Opponents within10ft of you take 1d6 fire dmg per round +Int for a maximum of 5 rounds. Can be used once per 24/hrs.


    [align=left]Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beast-like elves of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

    * +2 to STR and CON. -2 to INT and WIS

    * Berserker Rage: all physical damage is multiplied by two, and all incoming physical is halved for 3 rounds. (rounded down) does not effect outgoing or incoming spells. Can be used once per 24/hours.

    * +4 to crafting (weapon/armor



    The Dwemer (/dwɛ.mɚ/dwem-mer, /dweɪ.mɚ/ dway-mer or /dwiː.mɚ/ dwee-mer), the "people of the deep", are a fabled "Lost Race" of Mer from Dwemereth, which mostly consisted of modern-day Morrowind, where they are believed to have been the most prolific, though they also had a strong presence in Hammerfell, High Rock, and Skyrim. Meric races use the term "Dwemer", which translates to "Deep-Elves" or "Deep Folk". Men commonly refer to them as Dwarves. The early history of the Dwemer is still clouded in mystery. There is no known story of their dissociation from the Aldmer, which must have occurred very early in Tamrielic history, as their society bore few correlations with that of the Altmer besides some similar legal principles. The Dwemer built elaborate underground cities near and beneath mountain ranges, including the Velothi Mountains and Red Mountain, and in the mountains of the isle Stros M'Kai. Many misconceptions about them have abounded for centuries: scholars long thought that most Dwemer ruins which dotted Tamriel outside Morrowind were mere outposts and that there were few significant Dwemer settlements elsewhere until 1E 420. The presentation of the Dwemer in fictitious but popular novels like the Ancient Tales of the Dwemer has also lodged an inaccurate impression of them in the popular consciousness, painting them as familiar, comfortable characters very similar to humans. In reality, they are better described as having been fearsome, unfathomable, and even cruel, though also careful, intelligent, and industrious. Their society consisted of free-thinking yet reclusive clans devoted to the secrets of science, engineering, and the arcane until they mysteriously disappeared around 1E 700

    * +2 to INT

    Construct Automaton: With the appropriate Dwemer metal and a filled soul gem of the right size, you can construct a Automaton given 1 hour of concentration.

    Dwarven Spider: 10 Dwemer Metal.1 Full Lesser Soul Gem.

    (35HP. Attack 1d6+2. Explodes into lightning on death, dealing 2d6 electrical within 10ft radius. Speed 35. Immune to mind-effect and death magic. Lasts until death.)

    Dwarven Sphere: 20 Dwemer metal.2 Common soul gems, or 1 greater.

    (80HP. Attack 1d8+2. Can engage in ranged combat. 1D8+2. Speed 40. Immune to mind-effect and death magic. Lasts until death.)

    Dwarven Centurion: 30 Dwemer Metal. 2 Greater Soul Gems or 1 Grand or Black Soul Gem.

    (125HP. Attack 1d10+4. On a failed reflex save or 18, Dwemer Centurion can knockdown opponents large or smaller for 1d4 rounds +4. (1D10+4). Speed 25. Immune to mind-effect and death magic. Lasts until death.)

    Beast Races

    [align=left]The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
    Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.

    * +2 to DEX


    * Darkvision: Khajiits can see up to 35 feet in complete darkness.

    * Claws: Khajiits do 1d6 dmg with hand-to-hand instead of 1d4 non-lethal like the human and elf races.


    Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.
    While Argonians appear reptilian in nature at first glance, they also exhibit qualities of fish and amphibians: they are able to breathe underwater through small gills behind their ears, and swim using the same method as that of a tadpole or eel by moving their tail side-to-side to propel through the water. Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not facially express their emotions as much as man and mer do, though anger is easily detectable from their bared teeth and narrowed eyes. Argonians' genders are sometimes referred to as life-phases, implying they may be able to change gender. However, this is unconfirmed, and Argonian hatchlings may be of either gender. Argonian appearance ranges from reptilian to almost human; this is decided by the amount of Hist sap they ingest as hatchlings, which ceremonially takes place on their Naming Day. Ancient cave paintings depict figures which appear to be more tree-like than Argonian.

    * Disease Immunity: Self explanatory. (can still be affected by Daedric diseases and Vampirism.)

    * Water breathing: You cannot
    drown in water.

    * Histskin: Argonians can regenerate 2d4HP per round +CON for 4 rounds +level.


    The Lilmothiit are a vulpine(fox-like) beast race who once inhabited Black Marsh, and who might have been related to the Khajiit of Elsweyr. They were a nomadic tribal group, and left few enduring signs of their existence. They founded the settlement of Blackrose, the ruins of which were later turned into a prison by the Akaviri Potentate Versidue-Shaie in the Second Era.

    It is currently believed that the Lilmothiit are extinct. It is unknown when they died out, but it was likely by the time of the Akaviri Potentate. They have their own language comprised of yips and Growls named the same as their race.

    * Survivalist: Your nomadic nature makes you an expert at survival. (You no longer need to 'take a 20' to automatically succeed, instead you can roll a die. If it is 10 or higher it automatically succeeds. if you fail, you 'must take a 20.') Can only be used out of combat.)

    * Bloodsense: Gives a life detect of 40 in a radius. All hidden or invisible creatures excluding Automata can be seen for 5 rounds. (can be used once per 24/hours.)


    These are the weapons and armor that you, the players, can start with. Bear in mind you're starting at level 1; you're not going to be godly off-the bat. You start with 50 Gold, so go nuts.

    Copper Dagger: 1D4 Slashing damage; Cost: 5 Gold
    Copper Sword: 1D4 Slashing damage; Cost: 8 Gold
    Copper Greatsword: 1D6 Slashing damage; Cost: 10 Gold
    Copper Club : 1D4 Bludgeoning damage; Cost: 6 Gold
    Copper Warhammer: 1D6 Bludgeoning damage; Cost: 15 Gold
    Copper Hatchet : 1D4 Slashing damage; Cost: 5 Gold
    Copper Battleaxe: 1D6 Slashing damage; Cost: 12 Gold

    Leather Armor: +3 AC; Cost: 10 Gold
    Leather Shield: +2 AC; Cost: 5 Gold

    Copper Scaled Armor: +4 AC; Cost: 20 Gold
    Copper Shield: +3 AC; Cost: 10 Gold

    Shouts: (Players start with None)


    [align=left]There are 2 ways to use a shout in this RP. The first is before initiative, the second is during combat (after initiative)

    "ExampleChar looked at Examplemonster hatefully and bellowed: "Fus, Ro Dah!" Sending it fling in a clash of thunder... etc.​

    "ExampleChar uses Unrelenting Force '3' (Meaning all 3 words.) at "Examplemonster" 6 Damage/Knockback 9 Cells (45 Feet).

    [align=center]Listed below, categorized by update/DLC, are the translated versions of all Shouts currently available for use by the players in Skyrim. For cooldowns, see Cooldowns below this section.​


    FireBreath: 2D6 per word to a maximum of 6D6. Targets on fire take an additional 1D4 per round per word to a maximum of three rounds.

    Yol:2D6; Toor:4D6;Shul:

    Frost Breath: 1D6 per round per word FROST damage; reflex halves if successful (Save DC 16 at first Word, adds two for each additional Word up to a maximum DC of 20). Chance to slow a single target for 1D4 rounds; Fortitude DC: 17.

    Fo:1D6; Krah:2D6;Diin:

    Elemental Fury: Bestows Haste upon the user for 2 rounds per word.

    Su:2 Rounds; Grah:4Rounds; Dun:6 Rounds.

    Whirlwind Sprint: Travel 20 feet(four cells) in a straight line per word to a maximum of 60 feet (twelve cells); allows travel over pits and other hazards under this distance.

    Wuld:20 feet; Na:40 feet;Kest:60 feet.

    Unrelenting Force: 2 Damage +Knockback 5feet times 3 per every word after the first to a maximum of 6 Damage + 45 feet.

    Fus:2 Damage/Knockback 1 Cell (5feet); Ro:4 Damage/Knockback 3 Cells (15 feet); Dah:6 Damage/Knockback 9 Cells (45 Feet).

    Aura Whisper: Can detect all living and undead beings (and NOT Dwemer automata) in a range of 25 feet * 2 per word to a maximum of 100 feet.

    Laas: 25 feet; Ya: 50feet; Nir: 100 feet.

    Forces dragons to land, keeping them grounded for 1D4 rounds per word, dealing 1D4 Magical damage per word in the process, both to a maximum of 3D4.

    Joor:1D4 Damage/grounded for 1D4rounds; Zah:2D4 Damage/grounded for 2D4 rounds; Frul:3D4 Damage/grounded for 3D4 rounds.

    Disarms an opponent your character level or lower. +2 per word. Has no effect on Dwemer automata or bound weapons. Will Save DC of 14 + 2 per word.

    Zun:DC 14; Hal:DC 16;Viik:DC 18.

    Become Ethereal: Allows the user to take on the appearance and attack resistance of a ghost for 2 rounds per word to a maximum of 6 rounds. Does not grant the ability to pass through solid objects and user is still affected by gravity and physics. If user makes a hostile action, shout effects are negated but cooldown continues as normal.

    Feim:2 Rounds; Zii:4Rounds; Gron:6 Rounds.

    Affected targets are Feared for1d4rounds per word. Effects do not stack and are ineffective on Dwemer automata, undead or dragons.

    Faas:1D4 Rounds; Ru:2D4Rounds; Maar: 3D4Rounds.

    Clear Skies: Clears away any atmospheric conditions other than its namesake, as well as causing foes in its path to stumble. Only functions when outside.

    Lok:3 Rounds; Vah:8Rounds; Koor:13 Rounds.

    Ice Form: Freezes a single target solid for 2 rounds per word on failure of a Fortitude Save with DC 16 + 2 per word, as well as 1 + 1 damage per round per word and actions are restricted to Free Actions. Ice Form grants the Afflicted an icy shell a Hardness of 10 and HP of 30, the former being reduced to zero when attacked with fire.

    Iiz:2 Rounds/1 Damage per Round;Slen:4 Rounds/2 Damage per Round; Nus:6 Rounds/3 Damage per Round

    Marked for Death: Upon a failed Will save of 16 + 2 per Word, the target's HP and AC are drained by 2 points per word and one point per word per round for 2 rounds per word respectively.

    Krii:HP -2 per Round/AC -1 per Round/2 Rounds/DC 16; Lun:HP -2 per Round/AC -1 per Round/4 Rounds/DC 18; Aus:HP -2 per Round/AC -1 per Round/6 Rounds/DC 20.

    Slow Time: Adds 1 + 2 per word to AC,as well as attack and damage rolls. Second word extends this to saving throws. Third word bestows Haste for the duration of the first round. 2 rounds per word.

    Tiid:+1 AC, Attack and Damage for 2 Rounds; Klo:+3 AC, Attack, Damage and Saving Throws for 4 Rounds; Ul:+5 AC, Attack, Damage and Saving Throws for 6 Rounds/Haste on first round.

    Kyne's Peace: Calms all non-dragon animals within a radius of 25 * 2 feet per word for 2 rounds per word. Will Save DC of 14 + 2 per word.

    Kaan:25 feet/2 Rounds/DC 14;Drem:50 feet/4 Rounds/DC 16; Ov:100 feet/6 Rounds/DC 18.

    Animal Allegiance: As Kyne's
    , but causes animals to fight for you instead of calming them. Identical Save to Kyne's

    Raan, Mir, Tah:
    As Kaan, Drem, Ov,except makes targeted animal an allied “NPC”.

    Throw Voice: Upon a successful Listen check of 14 - 2 per word, all enemies within a close proximity to the targeted object will be obligated to find the source of the sound resulting from the Shout.

    Zul:DC 14; Mey:DC 12;Gut:DC 10.

    Storm Call: Creates a violent thunderstorm that summons 1D4 lightning bolts per word for 2 rounds per word, each dealing 2D6 Electricity damage. 50% chance to hit a random location or unrelated target instead of an enemy.

    Strun:1D4 bolts/2 Rounds/50%;Bah:2D4 bolts/4 Rounds/50%; Qo:3D4 Bolts/6 Rounds/50%.

    Call of Valor: Summons the spirit of the legendary hero Gormlaith Golden-Hill (first word), Felldir the Old (second word), or Hakon One-Eye (final Word) from Sovngarde for 10 rounds. Gormlaith is an archer, Felldir a Greybeard and Hakon a warrior. Exclusive to K'vira and Fights-with-Flames.

    Hun:20 Rounds; Kaal:20Rounds; Zoor:20 Rounds.

    Call Dragon: Summons Odahviing.
    Only usable by Fights-with-Flames.

    Od, Ah, Viing:20 Rounds.


    Drain Vitality: Drains 2 DEX+ 2per Word. Second word adds an Arcane Spell Failure rating of 30. Final word adds 20 to the Arcane Spell Failure rating as well as draining 2D4 HP and giving it to the shouter. Effects last 2 rounds per word.

    Gaan:-2 DEX for 2 Rounds;La:-4 DEX/+30 Arcane Spell Failure/4 Rounds; Haas:-6 DEX/-2D4 HP/+50 Arcane Spell Failure/6 Rounds.

    Soul Tear: Upon a failed Will Save of 20 + Shouter's WIS modifier, instantly kills an enemy equal to character level, fills an appropriately-sized Soul Gem and raises a Zombie for 10 rounds. Only functions when all three Words are used.

    Rii, Vaaz, Zol: Instantly kill enemy, fill appropriate Soul Gem and raise Zombie for 10 Rounds.

    Summon Durnehviir: Summons the undead dragon guardian of the Soul Cairn, Durnehviir. Only usable by K'vira.

    Dur, Neh, Viir: 20 Rounds.


    Battle Fury: As Elemental
    , but targets allies instead of shouter.

    Mid,Vur, Shaan:
    As Su, Grah, Dun.

    Bend Will: Upon a failed WillSave of 18 + 2 per Word, can control an animal (first Word), a non-allied NPC (second word) or a dragon (final word) for 1D4 rounds * WIS modifier. Dragons become rideable as mounts.

    Gol:Control animal for 1D4 * WISRounds/DC 18; Hah:Control non-allied NPC for 1D4 * WIS Rounds/DC 20; Dov:Control dragon for 1D4 * WIS Rounds/DC 22.

    Cyclone: On impact, deals 2Colddamage per word, causes the target to float above their cell, then deals 2D6 Blugeoning damage + WIS modifier as falling damage.

    Ven: 2 Cold Damage/2D6 * WISBludgeoning Damage; Gaar:4 Cold Damage/2D6 * WIS Bludgeoning Damage; Nos:6 Cold Damage/2D6 Bludgeoning Damage.

    Dragon Aspect: For a number ofrounds equal to 2 * the number of words used, the Shouter gains an AC bonus of 4 + half WIS modifier, rounded up as a result of a set of ethereal bound Dragon armor. Also applies a bonus of 1 + 2 per Word to all Shout and physical damage.

    Mul:+4 * (WIS / 2) AC/+1 Shoutdamage/+1 Physical damage/2 Rounds; Qah:+4 * (WIS / 2) AC/+2 Shout damage/+2 Physical damage/4 Rounds; Diiv:+4 * (WIS / 2) AC/+3 Shout damage/+3 Physical damage/6 Rounds.



    Throw Voice: 3 rounds/1round/nocooldown

    Unrelenting Force: 2rounds/4rounds/5 rounds

    Fire Breath: 3 rounds/5rounds/7rounds

    Frost Breath: 3 rounds/5rounds/7rounds

    Elemental Fury: 2rounds/4rounds/6 rounds

    Storm Call: 10
    rounds/15rounds/20 rounds

    Slow Time: 3 rounds/5rounds/7rounds

    Dragonrend: 2 rounds/3rounds/4rounds

    Clear Skies: 1 round/2rounds/3rounds

    Disarm: 3 rounds/4rounds/5rounds

    Dismay: 3 rounds/4

    Call of Valor: 5rounds/7rounds/9 rounds

    Animal Allegiance: 3rounds/5rounds/7 rounds

    Kyne's Peace: 3 rounds/5rounds/7rounds

    Marked for Death: 4rounds/5rounds/6 rounds

    Become Ethereal: 5rounds/6rounds/7 rounds

    Aura Whisper: 3 rounds/4rounds/5

    Whirlwind Sprint: 4rounds/6rounds/6 rounds

    Ice Form: 5 rounds/7rounds/9rounds

    Call Dragon: none/none/20


    Summon Durnehviir:none/none/20rounds

    Soul Tear: none/none/10

    Drain Vitality: 5rounds/7rounds/9 rounds


    Cyclone: 3 rounds/5rounds/6rounds

    Battle Fury: 3 rounds/5rounds/7rounds

    Bend Will: 5 rounds/10rounds/20rounds

    Dragon Aspect: 15rounds/20rounds/25 rounds






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