The dataminers are at it again!
@Dominoid has gone digging again and found lots of juicy info on Spellcrafting. There's LOTS of stuff here!
Spellcrafting Basics
First let’s rewind a little and talk about exactly what spellcrafting is and how it will work in ESO. Spellcrafting will be introduced at the conclusion of the Mages Guild questline. That quest line finishes with the reclamation of Eyevea which is a mage refuge devoted to research and to learning a greater understanding of magic. By reclaiming this island, you have unleashed the researching might of all the mages in Tamriel. One of the first things they discover are ancient doorways that are hidden throughout the world that belong to some culture no one has seen before. It is behind these doorways that your spellcrafting adventure begins.
Behind each doorway are ancient classrooms with rune tablets that contain ancient inscriptions. Sometimes these tablets are in relative pristine condition - for example the first one you find during the introductory quest of the system. Other times the rune stone is in fragments and you’ll have to find all the pieces before you are able to understand the entire rune stone. Some stones may even be broken into as many as five pieces. When finding only a piece of tablet, there will be clues as to the locations for the rest of the pieces.
You do not take the rune tablet (or fragment) with you, instead you will use paper and charcoal to make a rubbing the stone in its place and add it to a spellcrafting “portfolio” book. The “paper and charcoal” will always be in your possession similar to your pickaxe or wood axe. The interface for this “rubbing” is interactive in nature and may require some precision. Once you’ve collected all the pieces to a whole rune tablet, you will have just one part of the spell crafting puzzle.
Now that you have the base spell “recipe”, you will need to procure a new tablet on which to transfer the spell. Base (white) tablets can be purchased right in Eyevea if you wish to get experimenting right away. However rarer tablets can be procured in the world (presumably by scavenging similar to woodworking and blacksmithing). There will most likely be 4 tablets qualities above the base tablet (fine, superior, epic and legendary). My best mining efforts put these materials as Basalt, Granite, Marble and Obsidian - but I'm not sure. Just like in enchanting, the better the material the more powerful the spell.
Now that you have the base spell and a fresh tablet, the last part of the spellmaking process is to choose one of six “focuses” to give the spell. A focus is similar to a morph. Any spell crafting spell can be used in one of six ways with each bringing a unique set of advantages and disadvantages. These terms and how they work will become clearer when you look at the actual spells.
Spellcrafting Focuses
Base: The plain old spell with no frills.
Ultimate: Each spell can be turned into an ultimate which hits hard, but can only be slotted as an ultimate and can’t be spammed.
Ritual: You can add either a channel or cast time to any spell in order to add a bonus effect or increase the spell's magnitude or duration.
Enduring: Think of this as turning a spell into a toggle ability. When activated your resource pool will be depleted by a certain amount for the duration of the toggle. Recast the spell to toggle it off and regain your resources.
Reduced Cost: Any spell can be given a bonus effect that when properly activated will return some resources to you the player.
AOE: Spells can be turned in Area of Effect spells or if a base effect is already AOE in nature, can be morphed into a more aggressive or higher hitting AOE effect.
New Skill Lines and Passives
When first picking up the spellcrafting quest line (tutorial), you will receive a new Spellcrafting skill line just like all your other crafting professions. There will be spellcrafting passives that will help make your spell crafting easier. For example maybe a hireling for tablets or a “Keen Eye” perk to make finding those tablets in the world a little easier - no passives exist in the code yet.
In addition to this new Spellcrafintg skill line, each school of magic also has its own skill line associated with it. For example upon first learning the Conjure Flame Atronach spell you will also receive the Conjuration skill line. These skill lines go up to level 50 and have their own set of passives that help make make the school of magic more powerful, cost less resources, have the effects last longer, etc. The most important of the passives being the number of spells you can memorize from that school of magic. There are currently five schools of magic in the spellcrafting system: Destruction, Alteration, Conjuration, Illusion and Restoration. And just as placing and using skills on your hotbar will level up a skill in the base game, so too will these new skill lines associated with spellcrafting.
Once you learn a spell, it is permanently added to your library of spells. You aren’t limited to just one type per base spell. If you wanted to create a Flame Atronach spell in all six focuses, you are free to do so. Like all other crafting professions, the completed tablet is not bound to your account and can be traded or sold in your guild store/kiosk. Making master spellcrafters very valuable in the game. To learn a spell you use the completed tablet which consumes it.
Spell Power/Cost
This is an MMO after all and balance is key. You can’t go and make an uber spell that roots everyone in place for 10 seconds and does 10,000 damage per second. The Spell Power and Cost is controlled by 6 factors in a very similar fashion to EVERY OTHER skill/ability in the game.
Your magicka resource pool (like other skills)
Your spell damage numbers (like other skills)
The quality of stone used in the spell’s creation (like all crafting professions)
The focus you gave your spell (like all morphs)
The skill level (1-50) of the spell’s magic “school” (like all skill lines)
The passives chosen in your spell’s magic “school” (like all skill lines)
The Spells (600 varieties)
In a very intensive data mining effort, I have found 20 spellcrafting spells in the game files. These 20 spells with 6 focuses each and 5 different tablet qualities represent 600 new spell effect combinations for ESO. ZOS has said that Spellcrafting is a “system” and will not be DLC. It will be a free update upon its release. Without further ado your spellcrafting spells:
Note: If a spell focus appears to be identical to another focus, the difference is most likely in magnitude and/or duration.
Bound Weapon
Base
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Ultimate (Conjured Legendary Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Ritual (Conjured Empowered Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Enduring (Conjure Lasting Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Reduced Cost (Conjure Leaching Weapon)
Activate to increase spell damage by <<1>>. Heavy attacks restore <<2>>% of spell cost.Passively increases spell damage by <<3>>.
AOE (Conjure Armory)
Activate to increase spell damage by <<1>>. Nearby allies gain <<2>> spell damage.Passively increases spell damage by <<3>>.
Burden
Base
Snare target <<1>>% for <<2>>.
Ultimate (Encumber)
Immobilize target for <<1>> and deal <<2>> over the duration.
Ritual (Heavy Burden)
Snare target <<1>>% for <<2>>. Affected target takes <<3>>.
Enduring (Extended Burn)
Snare target <<1>>% for <<2>>.
Reduced Cost (Leaching Burden)
Snare target <<1>>% for <<2>>. Restore <<3>>% of spell cost when damaging target with a heavy attack.
AOE (Burden All)
Snare all targets nearby enemy <<1>>% for <<2>>.
Charm
Base
Target is charmed and moves towards you for <<1>>
Ultimate (Heart Break)
Charms target to move towards you for <<1>> and deals <<2>> over the duration.
Ritual (Empowered Charm)
Target is charmed and moves towards you for <<1>>
Enduring (Extended Charm)
Target is charmed and moves towards you for <<1>>
Reduced Cost (Enchanting Charm)
Target is charmed and moves towards you for <<1>>. Restore <<2>>% of spell cost if target is more than 8m away when effect ends.
AOE (Creeping Charm)
Target is charmed and moves towards you for <<1>>. Stuns 1 nearby target for <<2>>.
Conjure Dremora Lord
Base
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down.
Ultimate (Conjure Dremora Lord)
Summons a Dremora Ruler to attack enemies for <<1>>. Will taunt enemies and knock them down. Steals life from all nearby enemies, if at full health the life is instead transfered to caster.
Ritual (Empowered Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Dremora Lord gains <<2>> armor and spell resistance.
Enduring (Unending Dremora Lord
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Reduces magicka pool by <<2>>
Reduced Cost (Magicka Infused Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. When pet expires, gain <<2>>% of spell cost.
AOE (Cruel Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Cleave attack is used more frequently and deals more damage.
Conjure Familiar
Base
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
Ultimate (Blood Thirsty Familiar)
Summons a familiar to attack enemies for <<1>>. Deals <<2>> damage to all nearby enemies and slows them <<3>>.
Ritual (Channeled Familiar)
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
Enduring (Unending Familiar)
Summons a permanent familiar to attack enemies, but reduces magicka pool by <<1>>. Enemies damaged by familiar are slowed <<2>>.
Reduced Cost (Restoring Familiar)
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>. Each attack has a chance to restore <<3>>% of spell cost.
AOE (Rabid Familiar)
Summons a familiar to attack enemies for <<1>>. Has high damage area effect attack. Enemies damaged by familiar are slowed <<2>>.
Conjure Flame Atronach
Base
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack.
Ultimate (Ultimate Flame Atronach)
Summons an ultimate flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Enemies near the atronach constantly take fire damage. Atronach's attack damage is increased by <<3>>.
Ritual (Empowered Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Deals <<3>> bonus damage.
Enduring (Unending Flame Atronach)
Summons a permanent flame atronach to attack enemies. Deals <<1>> per hit and has an area effect attack.
Reduced Cost (Restoring Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. When pet expires, gain <<3>>% of spell cost.
AOE (Explosive Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. On death deals <<3>>
Courage (Conjuration)
Base
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Ultimate (Heroic Courage)
Four allies in area gain <<1>> max health, <<2>> Damage, <<3>> less damage taken, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Ritual (Boundless Courage)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Enduring (Lasting Courage)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Reduced Cost (Courage of the Ancients)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time. Recasting ability before it expires restores <<5>>% of spell cost.
AOE (Group Courage)
Six allies in area gain <<1>> max health, <<2>> Spell Damage, <<2>> Weapon Damage, and fear immunity for <<3>>. Only 1 cast may be active at a time.
Drain Life
Base
Deals <<1>> and heals player for <<2>>% of current missing health.
Ultimate (Drain Soul)
Deals <<1>> and heals player for <<2>>% of current missing health.
Ritual (Focused Drain)
Deals <<1>> and heals player for <<2>>% of current missing health.
Enduring (Unending Drain Life)
Deals <<1>> and heals player for <<2>>% of current missing health every <<3>> for <<4>>.
Reduced Cost (Drain Essence)
Deals <<1>> and heals player for <<2>>% of current missing health. Restore up to <<3>>% of spell cost, value increases the more health target has.
AOE (Group Drain)
Deals <<1>> and heals nearby allies for <<2>>% of current missing health.
Fire Storm
Base
Deals <<1>> to nearby enemies after <<2>>.
Ultimate (Cataclysm)
For <<1>> burning status effect is applied to all nearby enemies, causing them to take fire damage over time. Deals <<2>> to nearby enemies when effect ends.
Ritual (Focused Storm)
Deals <<1>> to nearby enemies after <<2>>.
Enduring (Fire Spout)
Deals <<1>> to nearby enemies after <<2>>.
Reduced Cost (Flame Vortex)
Deals <<1>> to nearby enemies after <<2>>. Each enemy killed in this way restores <<3>>% of spell cost.
AOE (Chaotic Fires)
Deals <<1>> to nearby enemies after <<2>>.
Frenzy
Base
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Ultimate (Incite Frenzy)
Nearby enemies deal <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Ritual (Charged Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Enduring (Sustained Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Reduced Cost (Mana Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Restore <<3>>% of spell cost when target attacks an ally.
AOE (Dark Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Affects another nearby enemy when spell ends.
Frostbite
Base
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Ultimate (Hypothermia)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>.
Ritual (Frost Storm)
Deals <<1>> to enemies near you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Enduring (Endless Winter)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Reduced Cost (Leaching Crystals)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time. Restore <<4>>% of spell cost for each enemy hit.
AOE (Bitter Cold)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Ice Cloak (Destruction)
Base
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Ultimate (Ice Armor)
Take <<1>> less damage from cold and physical attacks. Enemies near you are immobilized.
Ritual (Focused Ice Crystals)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Enduring (Permafrost)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Reduced Cost (Magicka Floe)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>. Melee attacks restore <<5>>% of spell cost.
AOE (Group Cloak)
Increase armor by <<1>> for <<2>>. During this time nearby allies gain <<3>> armor and nearby enemies are chilled for <<4>>, reducing their movement speed by <<5>>.
Heal Other
Base
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Ultimate (Legenday Heal Other)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Ritual (Focused Healing)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self. Enduring (Unending Heal)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Reduced Cost (Rejuvenating Heal)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self. Restores up to <<4>>% of spell cost, value increased based on target's missing health.
AOE (Restore Allies)
Heals all allies around target <<1>> and <<2>> over <<3>>.
Lightning Bolt
Base
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Ultimate (Lightning Assault)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Ritual (Lightning Frenzy)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Enduring (Corrosive Lightning)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Reduced Cost (Lightning Siphon)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>. Each time target is healed you receive <<4>>% of spell cost.
AOE (Chain Lightning)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Magicka Resistance
Base
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Ultimate (Magicka Invulnerability)
Increase target's spell resistance by <<1>> and magicka regeneration by <<2>> for <<3>>. Cannot be cast on self.
Ritual (Magicka Shield)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Enduring (Lasting Magicka Resistance)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Reduced Cost (Shimmering Magicka Resistance)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time. 33% chance when target is damaged by magic to restore <<3>>% of spell cost.
AOE (Ally Magicka Resistance)
Increase nearby ally's spell resistance by <<1>> for <<2>>.
Muffle (Illusion)
Base
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Ultimate (Hushed Feet)
You are invisible for <<1>>. Also increases movement speed by <<2>>.
Ritual (Silence)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Enduring (Hush)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Reduced Cost (Silent Breath)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Removes the stamina cost from sneaking.
AOE (Group Muffle)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Also applies to 3 nearby allies.
Oak Flesh
Base
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Ultimate (Ebony Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Ritual (Iron Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Enduring (Ancient Oak Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Reduced Cost (Restoring Oak Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>. 33% chance when hit with a melee attack to restore <<5>>% of spell cost.
AOE (Oak Grove)
For nearby allies: Increase armor by <<1>> for <<2>> and health regeneration by <<3>> for <<4>>
Paralyze
Base
Stun enemy for <<1>>.
Ultimate (Mass Paralysis)
Stun enemy for <<1>>, affected targets take <<2>>.
Ritual (Torturous Paralyze)
Stun enemy for <<1>>. Affected enemy takes <<2>>.
Enduring (Extended Paralyze)
Stun enemy for <<1>>.
Reduced Cost (Leaching Paralyze)
Stun enemy for <<1>>. Restore <<2>>% of spell cost when used against higher health targets.
AOE (Expansive Paralyze)
Stun enemy for <<1>>. When effect ends, nearby enemies are stunned for <<2>>.
Restore Stamina
Base
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Ultimate (Rapid Recovery)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Ritual (Focused Stamina Restore)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Enduring (Unending Stamina Restore)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Reduced Cost(Fortify Stamina)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>. Restore <<4>> magicka for each attack you block.
AOE (Restore Group Stamina)
Restore <<1>> stamina to nearby allies, and an additional <<2>> over <<3>>.
Ward Self
Base
Creates a <<1>> point damage shield on self for <<2>>.
Ultimate (Impenetrable Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Ritual (Powered Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Enduring (Lasting Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Reduced Cost (Restoring Ward)
Creates a <<1>> point damage shield on self for <<2>>. If ward expires due to damage, caster is refunded <<3>>% of ability cost.
AOE (Ward Allies)
Creates a <<1>> point damage shield on self for <<2>>. Creates a <<3>> point damage shield on allies for <<4>>.