Rules for Spell Casting
Learning New Spells
Schools of Magic ← Click here to go to the Grimoire.
Alchemy and Enchanting

Rules for Spell Casting

Fifth Age of Tamriel handles spells a little differently from Fantasy AGE. In FAoT, your talent level doesn’t merely determine how many spells you know in that school of magic, it also determines the potential strength and cost of your spells themselves.

Every spell in FAoT has three different target numbers, one for each level of mastery (Novice, Journeyman, Master). The lowest target number (Novice) is the minimum threshold needed to cast the spell, regardless of your mastery. However, as you grow in mastery, you unlock the ability to cast stronger versions of the spell by meeting higher target numbers. These stronger versions will likely have a greater casting cost as well, due to their greater power.

For example, let’s look at the Magelight spell:

Type: Utility — Casting Time: Major Action — Target: ranged / self — Test: None
Level TN MP Cost Effect
Novice 6 3 Create a dim light that illuminates a 10-yard area around the target for 60s.
Journeyman 8 4 Create a brighter light that illuminates a 25-yard area around the target for 75s.
Master 10 5 Create a brilliant light that illuminates a 50-yard area around the target for 90s.

If a Novice were to cast Magelight and rolled a 10 on their casting roll, they would only be able to cast the Novice-level version of the spell, creating a dim light. But if a Master were to cast Magelight and rolled a 10 on their casting roll, they could choose to cast the spell at Novice, Journeyman or Master strength, because they rolled high enough to meet all three target numbers. The cost and effect of the spell would be determined by the strength they choose.

Learning New Spells

Mages learn new spells when their talents grow in rank, from Novice to Journeyman to Master. At Novice level, they learn two spells from the specified school, and they learn additional spells when they reach the Journeyman and Master levels. These spells are learned through transcendent enlightenment, and require no trainers or books or study to learn.

Mages may also learn new spells from trainers, who can teach the mage any spell they know. This training typically takes an hour or so, and often costs money.

Finally, if there are no trainers available, mages may also learn new spells from spell tomes found throughout Tamriel. However, there are two requirements: They must first be able to read the language in which the tome was written, and second, they must devote at least four hours of study in order to learn the spell adequately. (These four hours do not count as rest, as the mage is working diligently throughout.)


Mages may desire to swap between known spells to suit their needs. A mage may only swap between spells he or she has already learned. In order to swap spells, the mage must first choose which spells will be swapped, and then must rest for at least 4 hours, uninterrupted. This rest period can be during the mage’s normal sleep or meditation schedule. Spells can only be swapped for spells in the same school of magic (i.e. a mage cannot swap a Destruction spell for a Restoration spell).

Schools of Magic

Spells in Fifth Age of Tamriel are arranged into six schools:

School Description
Alteration Alter the nature of physical reality around the caster.
Conjuration* Summon creatures or items from another plane. Also used in Necromancy.*
Destruction* Deal damage to all forms of matter, or increase targets’ vulnerability to damage.
Illusion* Alter the perception of physical reality around the caster and the target.
Mysticism* Manipulate the nature of magic itself, which permeates all reality.
Restoration Heal, fortify and protect the body from harm.
*Note: Necromancy is considered illegal throughout Tamriel.

Alchemy and Enchanting

Alchemy and Enchanting don’t require spells, but are talents in their own right.


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