Elder Scrolls Enchanting Lore
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Magic (Magicka in the Ayleid Language)[1] is the general term used for the focusing of raw energy into various properties and for various purposes. This raw energy, often referred to as magicka, flows from Aetherius into Mundus by way of the sun and stars, and from it the Mundus was created.[2][3] Magicka comprises every spirit, it is the energy of all living things and can be harnessed in a variety of ways. Despite thousands of years of study, there is an enormous amount of speculation about how magic is generated, how it might be used by Aedra and Daedra, and how it might flow between living things.[3][4]
- 3Arcane Arts
- 5See Also
Origin[edit]
Magnus was the god who designed Mundus, the mortal realm, during its creation. After it was completed, however, he ordered the project terminated, and left for Aetherius at great cost. In doing so, he tore a hole in the veil of Oblivion through which the magicka of Aetherius flows into the world.[5][6] The great rift he left behind, the sun, is itself known as Magnus.[7] Soon, other et'Ada who agreed with Magnus followed his lead, leaving smaller holes which are the stars, through which magicka also flows. This is why the stars under which a person is born have such a great influence on that person's fortunes and fate, and why many materials which fall from the heavens have great magical properties.[2][3][8]
History[edit]
Some of the first recorded uses of magic were by the Ayleids of the First Era. Through the salvaging of fallen fragments of Aetherius, they attained great arcane power, which they used to enslave the early Cyrodiils.[2] A common phrase in the Ayleid Language is 'Av molag anyammis, av latta magicka', which means 'From fire, life; from light, magic'.[1] With one or two exceptions, wizards of the early First Era were generally solitary, and there was little collaboration beyond the master-apprentice relationship, or standardization in magical practices.[9] Until the Second Era and the construction of the Arcane University, the Crystal Tower of Summerset Isle was considered the pinnacle of magical research and learning in Tamriel.
Many different magical arts have been developed during Tamrielic history for purposes ranging from warfare to technological advancement to religion and divination, and there is often much scholarly disagreement between various researchers.[10] Notable magical endeavors include the Redguards' Shehai Shen She Ru, the Nords' Thu'um, the Bosmer's Beast Tongue, the Maormer's sea serpent-taming magic, and the numerous innovations of the Dwemer. There are many other little-understood magical phenomena, like the mysterious constructs the Towers, as well as the process of 'reaching heaven by violence' known as CHIM. A person's reserves of magicka are determined by numerous, often unknown influences, and some people are naturally very gifted in various ways, but no one has the infinite power of Magnus himself.[11]
The power of the Aedra and other deities is sometimes, but not always, within the meaning of 'magic' on Tamriel, depending on the context.[12][5] The worship of deities is suspected to be desirable to those spirits due to the belief that they transform the energy exuded by the worshipper into another, distinct kind of magic they can wield for the benefit (or downfall) of all.[4][13]
A myriad of great wizards have come from the Altmer from Summerset Isle and the Breton from High Rock, as well as powerful Nibenese battlemages, Telvanni magelords,[14] and Sload necromancers. Many rulers of the Summerset Isle were advised by the Psijic Order, a body of mages concerned with the practice of Mysticism. In particular, the formation of the Mages Guild in the early Second Era altered the political and societal landscape. By forming the Guild, its ex-Psijic founder, Vanus Galerion, allowed magical items, potions, and spells to be bought by any member of the public that could afford to pay. In effect, magic was no longer dictated by the aristocracy or intelligentsia.[15]
Throughout history, many institutions devoted to acquiring arcane knowledge have been erected, including the Crystal Tower, House Telvanni, the College of Winterhold, and the School of Julianos.[16]
Some time before the Three Banners War, the curricula of the Mages Guild was seen as haphazard and disorganized. Gabrielle Benele saw that the Shad Astula Academy divided magic into eight 'schools' and that this resulted in novice mages being trained in half the time, so she proposed the Mages Guild follow this model as well.[17] The Guild did adopt this and while the number of schools have changed over time, the concept has endured since its adoption.
The magical arts are not always met with warmth. Often this has been with good reason, as magical studies have proven to be all-consuming in numerous cases, making the mages threats to themselves and others. The Psijic Order, the oldest known magical organization in Tamriel, is now considered a rogue organization by the Thalmor of the Aldmeri Dominion, and the two have clashed before.[18] Most Redguards consider wizardry both 'weak' and 'wicked', and it fell out of favor with the Nords in the First Era. Necromancy is reviled in most societies.[19]Daedra summoningtrafficking is also hated in many provinces, especially in the wake of the Oblivion Crisis, which many believed was a result of magic gone wrong.[20]Shadow Magic, while rare, is feared because of its power.
Arcane Arts[edit]
Spellcasting[edit]
The act of drawing on one's own magicka reserves in order to generate some kind of effect in the physical world is called 'casting a spell'. The Psijic Order consider it an intensely personal exercise. No two mages weave their spells in exactly the same way. Like painting or sculpting, each artist has their own distinctive style.[21]
There have been seven widely accepted schools of spellcasting over time, each with a number of spells that pertain to its particular purpose:
- Destruction spells harm the target by damaging its health with either elemental or magical attacks, draining and damaging its attributes, skills, health, magic, and fatigue, making it weak to the elements, poisons and magic, and corroding its armor and weapons.
- Restoration spells augment the target by restoring its health, attributes, stamina, and magicka, fortifying its health, attributes, skills, stamina, and magicka, granting it resistances to the elements, magic, disease, paralysis, poison, and un-enchanted weapons, curing it of disease, poison and paralysis as well as harming the target by absorbing its health, magicka, stamina, attributes and skills.
- Conjuration spells call upon otherworldly entities through telepathy, certain skilled Conjuration mages can develop telepathic links with each other. Conjuration spells augment the caster by granting them Daedric and Undead guardians, Daedric weapons and armor, and the ability to repel the undead and banish Daedra.
- Alteration spells alter the physical and magical properties of the target. Alteration spells harm the target by making the objects it is carrying heavier and augments the target by making the objects it is carrying lighter, granting it elemental and physical shields and the ability to breath and walk on water as well as opening locks.
- Illusion spells affect light and a sentient target's mind. Illusion spells harm the target by commanding, demoralizing, paralyzing, silencing, and causing it to frenzy, as well as augmenting it by rallying, charming, calming it, granting it invisibility, night-vision, translucency and illuminating it.
- Mysticism is an obscure school, though its spells seem to manipulate magicka itself. Due to its spells that bind the target's soul, this school is closely related to necromancy. Mysticism spells augment the target by granting it the ability to detect life, reflect damage, absorb and reflect spells as well as harm it by dispelling its magical effects and trapping its soul, including the ability to move objects through space with telekinesis. The nature of the School of Mysticism is the subject of much scholarly debate.[22]
- Thaumaturgy does not change the appearance or structure of a force or object, but can manipulate laws temporarily.
The schools of magic have often been subject to revision by existing magical institutes, and some have fallen out of favor. For example, following the Warp in the West the school of Thaumaturgy was rearranged into other schools and was largely replaced by the growing popularity of Conjuration, while in the fourth era the school of Mysticism was gradually consolidated into the other five extant schools.
Enchanting[edit]
Enchanting is the act of endowing objects with magical properties through the use of a soul, almost always with the use of a soul gem. An enchanted item's power diminishes with use, in which case additional souls may be used to replenish it. The strength of an enchanted item and the amount by which it can be recharged is directly related to the magnitude of the souls used.[23]
The effects of enchanted apparel may augment the wearer, and the effects of enchanted weapons may harm the target, and vice versa. Some enchanted equipment, such as magical staves, can be used to cast spells without expending Magicka.
Artifacts, powerful items created by Aedra, Daedra or otherwise extraordinary circumstances, are often enchanted and can be recharged in the same way that the usual enchanted item can.
It is said that Raven Direnni created the art of enchantment in the First Era,[24][25] though other sources suggest that the enchantress merely revolutionized a process that, prior to her work, used to fail nine times out of ten.[26] There have been many styles or sets of enchantments throughout the years, each with their own properties. One such example is the Night's Silence, which was created by the mad wizard, Mesanthano. The energy still lingers in places such as his ruined tower on the coast of Glenumbra.[27]
Alchemy[edit]
Alchemy is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions and poisons. Potions are usually imbibed orally and usually grant the imbiber with positive effects. Poisons are introduced into the target's bloodstream by pouring it onto a weapon and attacking the target with it and usually gives the target negative effects.
Alchemical ingredients include extracts from plants, animals, undead, and Daedra. Certain ingredients are very valuable to alchemists due to their rarity, many of which are extracts from Daedric creatures. Prospective alchemists often need to experiment with ingredients to gauge what effects can be created, usually by eating samples of ingredients. This practice is referred to as wortcraft.
Stationary alchemical stations are often used for the preparation of potions. In the Iliac Bay, they were often utilized by the temple clergy and the elusive Dark Brotherhood as a service to their members. In Skyrim, such stations were not only used by apothecaries but also installed by court wizards and even some taverns. Some landowners may also have an alchemy laboratory in their own homes.
In contrast, within Cyrodiil and Morrowind it was far more common for smaller travel apparatus to be used by alchemists. These portable laboratories had four components:
- Mortar and Pestle: used for grinding the ingredients together into a paste to be boiled, required for potion brewing
- Retort: used for distilling the brew, increases the magnitude of the potion's positive effects, optional for potion brewing.
- Calcinator: used to increase all effects of the brew, both positive and negative, optional for potion brewing.
- Alembic: also distills the brew, used to decrease its negative effects, optional for potion brewing
Alchemy was formulated into an art and science by Asliel Direnni.
Auramancy[edit]
Auramancy is an arcane art that involves evoking memories from the auras left behind on objects by individuals' emotions. By casting auramancy on a lingering aura or magic tied to objects, it may reveal a scene from the past in the form of harmless phantasms that act out a scene of the memory. Auramancy works best on personal possessions that are imbued with a significant emotional aura or have arcane residue clinging to them. As powerful emotions are the most likely to leave their mark on objects, the memories that auramancy reveal are usually those of important events. Some consider auramancy to be a useful tool for unraveling the history of ancient, forgotten places. For instance, Count Verandis Ravenwatch used auramancy to recall memories of the vampires in Nighthollow Keep.
Through the use of auramancy, a memory of the caster's choice can be implanted in an object, subsequently causing the object to glow. Upon interaction with the object, the auramancy will activate and display the memory like it would normally if directly cast. Auramancy can appear as golden or red light.
Necromancy[edit]
Necromancy, also called the Necromantic Arts, Dark Arts, or Dark Practice, is the manipulation of the souls or corpses of the dead. Dragons know it as alok-dilon. Different groups and cultures have varying positions on what exactly constitutes necromancy. In its broadest sense, necromancy can be understood as any form of soul manipulation. Some might consider it a subset of the conjuration school of magic, as both involve the summoning of spirits and utilizing the powers of Oblivion. However, necromancy is more generally understood to connote the manipulation of the souls of mortals and the reanimation of their corpses. Typically, this soul manipulation is accomplished by binding a soul to a physical form which has been prepared by the necromancer.
Necromancy has generally been considered immoral and illegal in most cultures, as it is believed to contravene the natural process of life and death and violate the sanctity of spirits. However, there have been significant exceptions, and various disreputable groups have employed necromancy as a tool of war throughout history. Much of the knowledge of it is often attributed to Daedric influences, specifically Molag Bal. Molag Bal is also the father of vampires, undead creatures who often practice and have a heightened affinity for necromancy, or work alongside necromancers. Vampirism is sometimes considered to be directly related to necromancy.
Flesh Magic[edit]
Flesh Magic is an obscure and ancient form of magic, believed by some to be older than the world itself. It is characterized by what practitioners call the 'sixth element', otherwise known as Flesh. According to legend, the element of Flesh was birthed in ancient times by the original five elements of Earth, Water, Air, Fire and Light when darkness turned into day and the Void took form. Said to have been hidden by virtue of its own self-awareness, it remains largely unknown and esoteric among modern societies.
Blood Magic[edit]
Blood Magic is a dark and ancient form of magic. It is most often used by vampires belonging to powerful bloodlines, who can use it to drain life, reanimate the dead, telekinetically lift others from a distance, summon gargoyles, and paralyze others. Vampire Lords can only perform blood magic while levitating and can use their life drain effect to slay mortal men and enhance their blood magical power. To a lesser extent, non-vampires can also use blood magic in combat to siphon health from enemies.
Soul Magic[edit]
Soul Magic is an obscure form of magic focused on the manipulation of souls and vestiges. Practitioners of the craft are known as soul mages.
Sight[edit]
The Sight is the ability possessed by some individuals that allows them to divine information through visions and prophecy.
The Thu'um[edit]
The thu'um, also called the Storm Voice or simply the Voice, is a form of magic inherent in most Nords and some others which uses the words of the language of the Dragons to form 'Shouts', the equivalent of spells, of immense power. The word actually means 'shout' in the Dragon language. It is said that dragons makes no distinction between debating and fighting, and so their words have always been magical and powerful, for those who take the time to learn and understand their meaning. The Nords believe that Kyne, the embodiment of the wind who is viewed as the Nordic aspect of Kynareth, breathed onto the land at the Throat of the World to form them. As such, the Nords believe that their voice and breath is their very essence, and that channeling this life essence is how the thu'um operates. Those who can wield this power are called Tongues by the Nords. Most, if not all, Nords have some capacity for the thu'um, but it takes particular talent and many, many years of study and training to become a Tongue. The thu'um can be used for a wide variety of purposes, anything from sharpening blades to quickly traveling across the land, even controlling animals or killing enemies. Some stories suggest that the ancient Tongues even had the power to 'sing Shor's ghost into the world'. The most powerful Tongues must be careful when they speak and are often gagged for safety, as their voice can cause great destruction.
The Shehai[edit]
A Shehai, also known as a 'Spirit Sword', was a magical sword created from the soul of a warrior through sheer willpower. Elite YokudanSword-singers, called Ansei, were famous for using this technique in ancient times, but knowledge of it was gradually lost to history. Persona 5 dancing star night soundtrack download.
Notes[edit]
- Chronomancy (the manipulation of time) and Cheesemancy (the manipulation of cheese) are two obscure fields of magical practice. The only known practitioners are among the insane mortal residents of the Shivering Isles.[28][29]
- There is an ancient figure known as Thorgrima, who held the title 'Lord of Magicka'. He is also known as the 'Keeper of Crimson Fire'. A stone is commemorated to him in Skyrim, raised by his wife, Lungerd.[30]
See Also[edit]
- For game-specific pages, see the Arena, Daggerfall, Battlespire, Morrowind, Stormhold, Dawnstar, Shadowkey, Oblivion, Oblivion Mobile, Shivering Isles, Skyrim, and Blades pages.
Books[edit]
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References[edit]
- ^ abAyleid Reference Text — Raelys Anine
- ^ abcMagic from the Sky — Irlav Jarol
- ^ abcPocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of Heaven — Imperial Geographical Society, 3E 432
- ^ abKing Edward, Part XII
- ^ abThe Monomyth
- ^Before the Ages of Man — Aicantar of Shimerene
- ^36 Lessons of Vivec, Sermon 33 — Vivec
- ^The Firmament — Ffoulke
- ^The Final Lesson — Aegrothius Goth
- ^Arcana Restored — Wapna Neustra
- ^The Apprentice's Assistant — Aramril
- ^Lost Histories of Tamriel
- ^Overview of Gods and Worship — Brother Hetchfield
- ^The Affairs of Wizards — Turedus Talanian
- ^Origin of the Mages Guild — The Archmage Salarth
- ^Galerion the Mystic — Asgrim Kolsgreg
- ^Proposal: Schools of Magic — Gabrielle Benele, DaggerfallMages Guild
- ^Ancano's dialogue in Skyrim.
- ^The Black Arts On Trial — Hannibal Traven, Archmagister of the Mages Guild
- ^The Infernal City — Gregory Keyes
- ^Loremaster Celarus's dialogue in ESO: Summerset
- ^Mysticism — Tetronius Lor
- ^Enchanter's Primer — Sergius Turrianus
- ^De Rerum Dirennis — Vorian Direnni
- ^Raven Direnni's Inflammable Rug in ESO
- ^Once — Beredalmo the Signifier
- ^Mesanthano's Tower
- ^Earil's dialogue in Shivering Isles
- ^Cheesemancer card in Legends
- ^Drain Vitality second word wall in Skyrim
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Enchanting In Elder Scrolls Online
Enchanting Lore
Elder Scrolls Enchanting Lore Wow Classic
From the official Website here
Telenger the Artificer presents his unusual theory and answers your questions about Enchanting.
Time to dust off another tome from the archives! Today, Telenger the Artificer wishes to share with you his latest theory, which is sure to get you thinking about the power of language. He discusses how Enchanting ties into his postulations and answers a few of your questions on the topic.
Madam Firilanya, who you might already know, will be here next week. Send your questions about the clothier profession, dyes, or any Elder Scrolls lore topic to .
Words and Power
Elder Scrolls Enchanting Lore Eso
By Telenger the Artificer
Are languages in Tamriel more than a convenient means of communication? Throughout my studies, particularly in my ongoing research of the mysterious runestones, a theme of language explicitly interconnected with magic has surfaced with frequency that cannot be ignored. Is the very act of casting ideas into words an invocation? I present here evidence that may just support this admittedly radical position, which I hope the sapiarchs of the Crystal Tower will be enticed to expound upon or refute.
Let us begin with the runestones of Enchanting. Each is marked with a symbol consisting of syllables arranged together. Alone, a rune is inert, but magical potential is unleashed when combined with others in the appropriate syntax. The full form, the complete expression, conveys magic. One does not even need to fully understand the language to unlock the power it contains—not enough words exist or are known to truly speak it, but by studying glyphs and combining runestones, it is possible to grasp enough of the raw concepts to utilize it. The language itself is undeniably connected in a fundamental way to magical energies, though its origin remains a mystery.
As an aside for prospective students of Enchanting, do not become discouraged when you encounter a rune you are unable to decipher. Only through repetition of words and phrases you have learned and the extraction of runes from glyphs will you obtain the knowledge you need to master more difficult runes. Be patient and work with other students to create and deconstruct glyphs to gain more insight into their interplay and true meaning.
Language, specifically the written word, is also of critical importance to the Altmer. Not only does it preserve our history, but it captures and defines our auspicious lineage and ensures that every Mer knows his or her place in the hierarchy. It is no accident that Altmeri society is the most orderly and structured in Tamriel—it is the will of Xarxes himself. The scholar-priests of the divine scribe, secretive though they are, are said to preserve an ancient tongue long forgotten to any but their order. In Helaameril's “Conversations with the Etymon-Binders,” an anonymous scribe hints at tomes capable of producing tastes, smells, and dancing images, and texts that can be read by any gazing upon them—even the unlettered. Another form of word-magic, if Helaameril is to be believed.
Consider even what may seem mundane: the speech of a great general upon the morn of battle that rouses his troops to perform incredible deeds, the songs of a master bard that inspire emotion, the calming tone of a mother to her child. Are there traces of magic in everyday exertions of will through speech or writing? It seems possible that some remnant of ancient pre-Dawn power lingers on here, though it has grown faint. There is even more evidence to support this throughout the history of Tamriel—far too much to detail here—and I look forward to debating this theory among my peers.
Telenger the Artificer answers your questions:
Elder Scrolls History Lore
I have always been fascinated by enchanting and soul gems in particular. Is it possible to utilize the souls in Soul Gems in other ways than powering enchantments and spells? Could one extract the soul and manipulate it outside of the gem? Surely it is the intent of Molag Bal to use the power of soul magic—so why can we not do the same? – Araeynir Fireheart
Telenger the Artificer says: “Though there is currently a great deal of investigation into soul-trapping and soul-manipulation occurring on continental Tamriel, as an Altmer I cannot in good conscience condone such experiments, which in the Summerset Isles would be rightfully banned as darkest necromancy. I advise you to turn the fire in your heart to other, brighter pursuits.”
I am a humble Breton battlemage who has only recently started learning the art of Enchanting. My search for runes is slow going, even with the assistance of a hireling. I find I am often lacking in aspect runes. On the opposing side of the spectrum, I have an over-abundance of essence runes. I have a number of potency runes, but they are beyond my level of comprehension. Have you any recommendations for learning this art more quickly? – Marola Eponine
Telenger the Artificer says: “Ah, you young Bretons – sometimes talented, but always hasty! My advice is to seek out the companionship of others with the same interests to form a society of mutual support – an enchanters' guild, if you will. In this way, you will be able to pursue different approaches simultaneously, and all will benefit from the resulting knowledge. You will also be able to trade runes amongst yourselves.”
I read with great interest your volume on the 'Enigma of the Runestones,' certainly the most comprehensive account to date on this fascinating topic. I would be interested in knowing more about the words associated with the runestones. What language are they? I am aware of the theory proposed by Nolin the Many-Hued, according to which runestones would be the result of an Ayleid wizard's experiment. And yet the Ayleid word for 'fire' is 'molag,' whereas the essence runestone associated with fire is 'rakeipa.' And what is your personal opinion on the origin of runestones? – Salagar Feynn, Evermore Mages Guild
Telenger the Artificer says: “A fascinating question, which I myself have spent some time researching. Study of the runes shows that they are made of repeating figures, each of which is expressed as a verbal syllable: thus ‘Jora,' the trifling rune that translates as ‘develop,' combines the two angled slashes that we know as ‘jo' and ‘ra.' When ‘je' is added, the result is ‘Jejora,' the slight rune that means ‘raise.'
“So the rune names clearly form a language that is coherent and consistent, if limited. The question is, What language is it? This is where we begin to run out of answers, as the rune-language seems to derive from no known historic or pre-dawn culture. My personal best guess is that it is a language that was entirely invented by some Dawn Era enchanter or school of enchanters who left no other record of their existence than the spread of runestones across Tamriel.”
Elder Scrolls Enchanting Lore Morrowind
Further Reading:
Elder Scrolls Enchanting Lore
Enigma of the Runestones
By Telenger the Artificer
The origin of the mystic runestones found scattered across Tamriel is obscure and uncertain. Even their nature and material composition is a matter of hot debate among the sages of the Crystal Tower. The Venerable Ancirinque, Sapiarch of Mythohistory, holds that certain difficult passages in Torinaan's Journal indicate that runestones were already here when the Foresailor arrived from Old Aldmeris. However, Nolin the Many-Hued, Sapiarch of Enchantment, contends that they date from the early Merethic Era, and are the unintended consequence of an Ayleid wizard's experiment gone awry.
Whatever the truth of their origin, after generations of study by the finest magical minds in the Summerset Isles, their various properties have nearly all been identified, and their uses in the enchantment of arms, armor, and ornaments are well understood. For general classification they fall into three categories, which we latter-day mages have dubbed Potency, Aspect, and Essence.
For enchantment purposes these three types of runestones can be understood as mystically complementary, for only by combining one of each category can the enchanter create a 'glyph,' our term for the magical substance we use to endow an item with sorcerous power.
However, though we know how to use runestones to create magical items, the enigma remains: what are they? We have named their three standard categories Potency, Aspect, and Essence—but what does that mean? Even the great Phariiz the Antic, who gave them these names, even he, when asked what they meant, merely shrugged and replied, 'Those are the names that feel right to me.'
Even the fact that there are three kinds of runestones generates debate, as it seems to contradict the Anu-Padu Theorem, which posits that duality is the foundation of the Aurbis. Camilonwe of Lillandril asserted that it was impossible that there were only three types of runestones, and spent the last two hundred years of his life searching for a fourth, convinced that proper classification called for such entities to appear in dual pairs. He never found this 'quartonic runestone,' which he dubbed Celerity, but he insisted until the end that his theory was sound.
Was Camilonwe right? Do Celerity runestones exist, but in some state of reality that makes them imperceptible to normal mortals? That is a question that is, so far, unanswerable.