The Priestess of Mara
“Be married. Own one or more houses. Be generous to beggars and children. Receive the blessing of Lover's Comfort. Never openly break the laws of Skyrim.”
Race: Imperial
Places to Go:
Temple of Mara
Things to do:
Divine quests
Thane quests
Helping side quests
Roleplaying Hooks:
Marry, adopt, own homes
No steal or murder.
No physical fighting
Buff followers
Standing Stone: The Mage Stone
Stat Spread Magicka/Health/Stamina): 2/1/0
Spells:
Complete Perks (62)
Enchanting (7)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (11)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration. This effect has a 300 second cooldown.
Restoration (33)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 20 points per second.
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells.
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Eternal Flame - Warrior's Flame lasts twice as long.
90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.
Speech (11)
0 - Speech Mastery (1) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
“Be married. Own one or more houses. Be generous to beggars and children. Receive the blessing of Lover's Comfort. Never openly break the laws of Skyrim.”
Race: Imperial
Places to Go:
Temple of Mara
Things to do:
Divine quests
Thane quests
Helping side quests
Roleplaying Hooks:
Marry, adopt, own homes
No steal or murder.
No physical fighting
Buff followers
Standing Stone: The Mage Stone
Stat Spread Magicka/Health/Stamina): 2/1/0
Spells:
Complete Perks (62)
Enchanting (7)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (11)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration. This effect has a 300 second cooldown.
Restoration (33)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 20 points per second.
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells.
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Eternal Flame - Warrior's Flame lasts twice as long.
90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.
Speech (11)
0 - Speech Mastery (1) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.