Old Scholar build
Name: Carandial (I got the name from the Oblivion NPC Carandial).
Background
Born it the city of Alinor in the Summerset Isles at the dawn of the Fourth Era, Carandial has lived his life as a scholar and researcher. Though he lived there for the great majority of his life, he has grown increasingly uneasy with the Thalmor. The Thalmor renamed the Summerset Isle in the year he was born (4E 22), and he grew up watching the changes that the Thalmor wrought in the cities and culture of the Altmer (and Tamriel, for that matter) with growing unease and distaste. Having saved up enough money to purchase a small apartment in Solitude, he heads to what he believes is the greatest city in Skyrim, where he can peacefully learn about the culture that is now actively resisting the Thalmor. Maybe he'll publish a few small treatises.
Worship and Religion
Calandial has been an indifferent worshipper during most of his life, but age and even some recent study has convinced him that with this move and a new life he should spend more time acknowledging the deities of all races for what they bring to Tamriel. He has decided that Y'ffre, also known as Jephre, is the deity whose mythos aligns closest to his, but that does not preclude recognizing the contributions of others, except for the Daedra.
Jephre
“Explore new locations. Read the stories of others. Hunt animals. Wood Elves are most deserving of my favor.”
Shrine blessing - Fortify Carry Weight: Carrying capacity increased by 25 points.
Follower - Forest Stride: The unbounded spirit of Jephre increases movement speed by 10% when out of combat.
Devotee - The Eternal Song: Stamina regenerates very quickly out of combat. Praying to Jephre brings clear weather.
Roleplaying hooks
Ordinator Perks (117)
Alteration (27)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Archery (29)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (2) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Lion's Arrow - Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Enchanting (13)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (1) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
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.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
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 (22)
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 - Dream Thief - Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
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.
40 - Wilting - Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
50 - Terror - Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Lamb to the Slaughter - Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time.
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.
80 - Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second.
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.
90 - Heavy Weighs the Tapestry - Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500 points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time.
100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat.
Restoration (6)
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.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
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.
Speech (18)
0 - Speech Mastery (2) - 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.
20 - Performer - Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 levels. Use again to stop.
30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
40 - Encore - Able to Perform multiple times per day.
40 - Golden Fiddle - Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
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.
60 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage to nearby enemies within 30 feet. Use again to stop.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
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 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
80 - Witching Rhythm - Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds.
90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
90 - War Drummer - Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Name: Carandial (I got the name from the Oblivion NPC Carandial).
Background
Born it the city of Alinor in the Summerset Isles at the dawn of the Fourth Era, Carandial has lived his life as a scholar and researcher. Though he lived there for the great majority of his life, he has grown increasingly uneasy with the Thalmor. The Thalmor renamed the Summerset Isle in the year he was born (4E 22), and he grew up watching the changes that the Thalmor wrought in the cities and culture of the Altmer (and Tamriel, for that matter) with growing unease and distaste. Having saved up enough money to purchase a small apartment in Solitude, he heads to what he believes is the greatest city in Skyrim, where he can peacefully learn about the culture that is now actively resisting the Thalmor. Maybe he'll publish a few small treatises.
Worship and Religion
Calandial has been an indifferent worshipper during most of his life, but age and even some recent study has convinced him that with this move and a new life he should spend more time acknowledging the deities of all races for what they bring to Tamriel. He has decided that Y'ffre, also known as Jephre, is the deity whose mythos aligns closest to his, but that does not preclude recognizing the contributions of others, except for the Daedra.
Jephre
“Explore new locations. Read the stories of others. Hunt animals. Wood Elves are most deserving of my favor.”
Shrine blessing - Fortify Carry Weight: Carrying capacity increased by 25 points.
Follower - Forest Stride: The unbounded spirit of Jephre increases movement speed by 10% when out of combat.
Devotee - The Eternal Song: Stamina regenerates very quickly out of combat. Praying to Jephre brings clear weather.
Roleplaying hooks
- Wants to learn about Skyrim - will explore and read as many books as he can and collect them.
- Will take notes on his adventures and catalog his library.
- Wants to reconnect to to his spirituality - will visit the Temple of the Divines in Solitude every morning and will also try to reconnect with Jephre, the Storyteller. Will also stop and worship and every shrine he runs across in his travels. He will not, however worship the Daedra.
- As an elf he feels he has lost his connection to nature and wants to fix that. Will start using his bow to hunt. Will wander around the forests Solitude
- Very little training in magic, as he had no time in his previous life. Doesn't like magic that damages or summons, but likes the mental part of illusion. enchantment, and alteration. Will not deal with the soul-stealing part of enchantment, perhaps until the Azura's Star quest.
- Loves dogs
- Prefers plain clothing and jewelry.
- As Y'ffre is a storyteller, he will also eventually perform in taverns, using the drum performance as a "story telling" performance.
Ordinator Perks (117)
Alteration (27)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Archery (29)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (2) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Lion's Arrow - Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Enchanting (13)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (1) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
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.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
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 (22)
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 - Dream Thief - Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
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.
40 - Wilting - Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
50 - Terror - Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Lamb to the Slaughter - Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time.
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.
80 - Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second.
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.
90 - Heavy Weighs the Tapestry - Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500 points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time.
100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat.
Restoration (6)
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.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
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.
Speech (18)
0 - Speech Mastery (2) - 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.
20 - Performer - Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 levels. Use again to stop.
30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
40 - Encore - Able to Perform multiple times per day.
40 - Golden Fiddle - Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
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.
60 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage to nearby enemies within 30 feet. Use again to stop.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
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 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
80 - Witching Rhythm - Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds.
90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
90 - War Drummer - Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.