FANDOM


About

Skills affect how you perform and increase naturally as you make use of them.

Active Skills

Healing

Bind Wounds

Combat

Kick

Bash

Taunt

Disarm

Passive Skills

Combat

Offense

Defense

Dual Wield

1H Cleave

1H Impact

1H Pierce

1H Slash

2H Cleave

2H Impact

2H Pierce

2H Slash

Hand to Hand

Archery

Block

Dodge

Parry

Riposte

Double Attack

Armour

Light Armour

Medium Armour

Heavy Armour

Spells

Abjuration

This school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities, such as Break Enchantment, Dimensional Anchor, Dispel Magic or Remove Curse. Wizards who specialize in this school are known as Abjurers.

Alteration

Spells in this school alter the properties of their targets. Examples include Bull's Strength, Fabricate, Polymorph, Plant Growth, Move Earth, Water Breathing. Wizards who specialize in this school are known as Transmuters.

Conjuration

This school is focused on instantaneous transportation, conjuring manifestations of creatures, energy or objects and object creation. Conjuration is divided into five subschools: calling (spells which physically transporting extraplanar creatures to the caster, as well as granting them the ability to return to where they were called from), creation, healing, summoning (teleporting objects to the caster's location and / or causing creatures to physically manifest at the caster's location) and teleportation (instantly transporting creatures and / or objects). Wizards who specialize in this school are known as Conjurers.

Divination

This school is focused on acquiring information. Wizards who specialize in this school are known as Diviners.

Enchantment

Enchantment spells are mind-affecting and Enchantment is divided into two sub-schools: compulsion and charm. Charm spells, such as Charm Person or Symbol of Persuasion, affect the targets' attitudes, usually making them act more favorably toward the caster. Compulsion spells such as Confusion, Dominate Monster, Feeblemind, Sleep, Suggestion or Zone of Truth, can force the targets' to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. The Compulsion subschool also includes buffs, such as Aid and Heroism. Wizards who specialize in this school are known as Enchanters.

Evocation

Evocation is focused on damaging energy-based spells such as Fireball, Lightning Bolt and Cone of Cold. It also includes conjurations of magical energy, such as Wall of Force, Darkness, Light, Leomund's Tiny Hut and the Bigby's Hand spells. Wizards who specialize in this school are known as Evokers.

Illusion

Broken into five subtypes - Figment spells create artificial sensations with no physical substance. Glamer spells alter the target's sensory properties, and can cause invisibility. Pattern spells create insubstantial images which affect the minds of the viewers, pattern spells can inflict harm. Phantasm spells create hallucinations which can be harmful. Shadow spells use magical shadows to create things with physical substance. Wizards who specialize in this school are known as Illusionists.

Necromancy

Necromancy spells involve death, undeath and the manipulation of life energy. Necromancy can usually be divided into three or four categories: spells that help or create the Undead, like Animate Dead; spells that hurt the Undead, like Disrupt Undead; spells that hurt other people, like Enervation or Vampiric Touch; and spells that manipulate life in order to heal, such as Regenerate or Cure Serious Wounds.

Healing Hands

Concentration

Harvesting

Foresting

Mining

Trade skills

Brewing

Cooking

Repair

Misc

Swimming

Hold Breath

Tracking

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.