Veil - Redguard Sorceress
Mods
Black Mage Armor SE
Battle Mage Armor
Girls armor SE
Interesting NPCs
RP Hooks
Mercenary, enchanter
Worshipper of Tall Papa (Wintersun mod)
Uses conjured weapons
Avoids the College of Winterhold until necessary for spell progression
Trains with non college mages
Alternate start - Redguard start
Ordinator Complete perks
Alteration (16)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
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.
40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
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 - 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.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
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.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds.
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.
Conjuration (19)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor.
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.
Destruction (38)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage.
20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
20 - Merciless Cold (2) - Frost spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Stamina percentage.
30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 10 seconds. This effect stacks.
60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
70 - Ancient Seals - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second.
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Exhaust - Frost spells and effects drain 50% more Stamina.
80 - Show Them All - Shock spells and effects drain 50% more Magicka.
80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
90 - Winter's Majesty - You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter.
100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
100 - Glacial Prison - Frost spells immobilize (non-essential) targets in a block of ice for 6 seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.
Enchanting (10)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
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 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
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.
Heavy Armor (9)
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
One-Handed (2)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
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.
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.