Strife:Battlespire

This page contains stats for all enemies in Battlespire, it is not advised for players to use this page directly, though the GM can send them appropriate information that they are permitted to have.

Introduction
This is an easier campaign for players and the GM and is suited for beginners who don't want to have much open and learn core mechanics behind races and combat. It is also a great place to flex improvisational skills as a GM, as it makes it infinitely more interesting to modify parts and make it more tailored.

It is supposed to be a whimsical, silly, and strange campaign, contrasting the usually dire nature of Daedra populating the Battlespire.

Advancing Levels
The advancement of levels is indicated by a small old Dagi Khajiit mystic and merchant, that seems to be at the end of every level, and blissfully unaware of the Daedra just beyond his room...

Note that players do not have to be here to do self-sufficient services such as repairs using the armourer skill and alchemy, if they have the apparatus or equipment to perform it.

Character Levels
Players should start the campaign at character level 5.

Each advanced level (not including level 2a to 2b) they should increase by 5 character levels, done by milestone with no XP gain during the actual gameplay.

When you artificially level (with milestone), alongside attribute increases, you gain 15 points on one character level up, where 1 point consumed increases any skill level once. This has a couple of limits: With these limitations, you can choose where your points go every level up. This is done 4 times at the start to level up to character level 5, and then on advancing each game level it is done 5 times as you gain 5 character levels after advancing a game level.
 * You must put 10 of these points into Major and Minor skills, with the remaining 5 going into Miscellaneous skills.
 * One Major skill can have a maximum of 5 points put into it per character level up.
 * One Minor skill can have a maximum of 4 points put into it per character level up.
 * One Miscellaneous skill can have a maximum of 2 points put into it per character level up.

Starting Gold and Tokens
Players start the campaign with 5,710 gold to spend. In the Battlespire a different system is used; Tokens. Players spend tokens at a mystical chest next to the Dagi, and: With one gold being equivalent to one token. If there is unspent gold from the start it can be used as tokens in the Battlespire, with any unspent gold or tokens also carrying over to different levels. If you spend nothing you could even spend all 280,000 gold/tokens at the end chest, to no benefit of your own.
 * Passing level 1 gets: 17,140 Tokens
 * Passing level 2b gets: 28,570 Tokens
 * Passing level 3 gets: 40,000 Tokens
 * Passing level 4 gets: 51,430 Tokens
 * Passing level 5 gets: 62,860 Tokens
 * Passing level 6 gets: 74,290 Tokens

Purchasing Items
With tokens or gold at the start or during Battlespire, players can buy absolutely anything in the base Morrowind game and any Homebrew items. They may also do enchant, and buy repair services, spellmaking services, or any other services. With the chest, players can also use mercantile, and even sell items for tokens like is a normal merchant.

Banned Items
There are a large amount of items available for purchase, and some are made as uniques and to be very powerful, as a privilege for one individual to have. Below is a list of banned items at different tiers:
 * Tier A ban: Completely banned, not available to purchase
 * Tier B ban: Available to purchase in a limited quantity per party, indicated by the number after the B
 * Tier C ban: Available to purchase, but the number after the C indicates how many one player can have in their inventory at one time
 * Tier D ban: Available to purchase only at or after the start of a certain level, indicated by the number (and perhaps letter) after the D

Tier A

 * Ebony Arrow of Slaying
 * Royal Signet Ring

Tier B

 * B1: All Unique armour, clothing, homebrew, and weapons unless mentioned elsewhere
 * B1: All Artefact armour, clothing, homebrew, and weapons unless mentioned elsewhere
 * B1: All Quest armour, clothing, homebrew, and weapons unless mentioned elsewhere
 * B2: Viperstar
 * B3: Viper Arrow
 * B4: Viperbolt

Tier C

 * C1: Grey Shaft of Holding

Tier D

 * D3 Iron Viperaxe
 * D3 Iron Vipermauler
 * D3 Iron Vipersword
 * D3 Iron Viperslayer
 * D3 Iron Viperblade
 * D3 Iron Vipercleaver
 * D3 Iron Viperskewer

Resting
There is no Resting in Battlespire, instead (on the level maps) there are healing crystals, players may rest out of combat for no time. This has the same mechanics as in Strife (also reviving fully dead allies), except the crystals are consumed after rest and they can be used with enemies in the same area as long as you are out of combat.

Consuming all remaining healing crystals resets allies' powers also; this can be done with a minimum of two crystals.

Full rests (including power resets) are granted upon seeing the Dagi Khajiit mystic and merchant each time.

Creatures
Each creature uses two seconds each damage or spell cast. Recall all FP is 2(HP)+100. Find short lists of all Creatures here. Note that creatures have full attributes lists in Battlespire; they can resist pure magicka with straight willpower rolls, and make luck rolls.

It is advised to not use as many creatures in Levels as Battlespire actually has, Strife is balanced this way, and too many enemies can get repetitive for players.

If the creature has a spell with magnitude and or time that varies with their character level (L), the brackets next to the listed spell list the calculated magnitude and time, in dice form. Magnitude range always comes before time in the bracket, displayed as (MAGNITUDE, TIME).

Clannfear
''Clannfears are somewhat intelligent creatures and prove to be relatively weak foes. Their low hit points make them easy to dispatch without the use of spells or arrows, and while their attacks are strong, they often miss and can be easily dodged. It is possible to engage clannfears in conversation, but it usually leads to combat. Rarely, by taking advantage of their distaste for the Hernes, it is possible to gain them as temporary allies.''
 * HP: 95-105 i.e., d11+94
 * MP: 0
 * Damage: 1-45 i.e., d45
 * Level: 7
 * Known Spells: None
 * Notes: Resistance to Fire 33%, Weakness to Shock 20%, Reflect 20%.

Daedra Count
''Daedra Counts are formidable, highly intelligent foes. They can cast a variety of spells, but their continuous damage spells are especially dangerous and can quickly sap your healing reserves. You may be able to dodge these spells by hiding behind an obstacle, such as another foe. Daedra Counts also have powerful melee attacks, so it is generally safest to use ranged attacks. If you speak with them, they may offer up some useful information, but will likely attack you.''
 * HP: 280-320 i.e., d41+279
 * MP: 1-500 i.e., d500
 * Damage: 4-44 i.e., d41+3
 * Level: 21
 * Known Spells: Etherealness, Fire Shield (d190+70, 71), Monster Summon, Cause Damage (d124+22), Continuous Damage (d24+45), one random elemental spell (non-poison: d124+22) (poison: d24+45, d21), Target Delayed Damage (d124+22), Detect Enemy, Detect Invisibility, Dispel Magic, Spell Absorption (41, 58), Spell Reflection (d420, 58), Teleport, Vampiric Drain (d48+21), Cure Health (d124+22), Resistance (110), Spell Resistance (105, 58).
 * Notes: Resistance to Fire 100%, Resistance to Paralysis 60%, Weakness to Shock and Frost 50%, 20% Spell Absorption, Xivkyn's Endurance (Xivkyn power).

Daedra Lord
''Daedra Lords, like Daedra Counts, can be very dangerous in combat. Their continuous damage spells are particularly deadly and their melee attacks are nearly as strong as the Daedra Counts', so it is best to try to attack from a distance. They are quite intelligent as well and may be willing to give you information, but are likely to attack you once the conversation ends.''
 * HP: 140-160 i.e., d21+139
 * MP: 1-500 i.e., d500
 * Damage: 2-44 i.e., d43+1
 * Level: 10
 * Known Spells: Etherealness, Fire Shield (d91+59, 38), Monster Summon, Cause Damage (d69+11), Continuous Damage (d13+23), one random elemental spell (non-poison:d69+11) (poison: d13+23, d10), Target Delayed Damage (d69+11), Vampiric Drain (d26+10), Resistance (55).
 * Notes: Resistance to Fire 100%, Resistance to Paralysis 40%, Weakness to shock and frost 60%, 20% Spell Absorption, Xivilai's Dominance (Xivilai power with CPAs, CS, and CDA of GM choice).

Dark Seducer
''Dark Seducers are strong foes on their own, but their real strength comes from their numbers; you will encounter large groups of them on the upper levels. They will initiate combat by slinging eight or more spells at you, and their melee attacks can cause up to 50 points of damage. Dark Seducers are relatively intelligent, but generally will not speak with you (a notable exception being one found on Level 5).''
 * HP: 170-190 i.e., d21+169
 * MP: 1-400 i.e., d400
 * Damage: 0-50 i.e., d51-1
 * Level: 13
 * Known Spells: Haste (d118+62), Jumping, Shield (d118+62), Slow (d118+62), Slow Fall, Monster Summon, Cause Damage (d84+14), Confusion (65), Invisibility, Detect Enemy, Detect Invisibility, Detect Spell, Dispel Magic, Vampiric Drain (d32+13), Cure Poison.
 * Notes: Weakness to frost 50%, Abyssal Whip (Mazken spell), Demonic Wings (Mazken spell), Dementia (Mazken power).

Dremora
''Dremora are not as strong as other enemies, but can prove dangerous in the early going. They will often cast three or four spells at the start of combat, but it is possible to avoid these by hiding behind something (such as another enemy) or quickly closing the gap into melee range. Their melee attacks are also fairly strong, so you may wish to use ranged attacks instead of engaging in close combat. Dremora are somewhat intelligent; it is possible to speak with them, but they will likely attack you.''
 * HP: 30-40 i.e., d11+29
 * MP: 1-300 i.e., d300
 * Damage: 1-33 i.e., d33
 * Level: 2
 * Known Spells: 2 random elemental spells (non-poison: d29+3) (poison: d5+7, d2), Dispel Magic, Vampiric Drain (d11+1).
 * Notes: Resistance to Fire 100%, Weakness to shock and frost 40%, 80% Spell Absorption, Dremora's Resilience (Dremora power).

Fire Daedra
''Fire Daedra are fiery elemental creatures. They begin combat with a barrage of fireballs, which can cause significant amounts of damage if you fail to dodge them. Their melee attacks are quite strong as well, but they are weak to frost, so ranged attacks and frost-based spells will prove effective in combat. Fire daedra are fairly intelligent and can be engaged in conversation. You can use their dislike of Frost Daedra to your advantage when you speak to them, but you are unlikely to avoid combat when the conversation is over.''
 * HP: 75-105 i.e., d31+74
 * MP: 1-240 i.e., d240
 * Damage: d20 (Fire Damage, Ranged, 10FP)
 * Level: 7
 * Known Spells: Fire Shield (d64+56), Burn (d54+8).
 * Notes: Resistance to Fire 200%, Resistance to Poison 100%, Resistance to Paralysis 20%, Weakness to Frost 50%, Weakness to Shock 20%, Resistance to Normal Weapons 50%, Reflect 15%.

Frost Daedra
''Frost Daedra start combat with a number of frostball spells, and, like their fire-based counterparts, can be very deadly in close combat for low-level characters. They are weak to fire-based spells. Like Fire Daedra, they can be engaged in conversation and their dislike of Fire Daedra can be used to your advantage, but they will likely attack you after you speak to them.''
 * HP: 75-105 i.e., d31+74
 * MP: 1-240 i.e., d240
 * Damage: d20 (Frost Damage, Ranged, 10FP)
 * Level: 7
 * Known Spells: Frost Shield (d64+56), Chill (d54+8).
 * Notes: Resistance to Frost 200%, Resistance to Poison 100%, Resistance to Paralysis 20%, Weakness to Fire 50%, Weakness to Shock 20%, Resistance to Normal Weapons 50%, Reflect 15%.

Ghost
''Ghosts are undead enemies that are encountered on the third level of Battlespire, which takes place in the Soul Cairn. They are referred to in religious texts and in dialogue as Mistmen. They deal moderate damage in melee, but have low hit points and are not difficult to defeat in melee or at a range. They will speak to you, but probably will not offer useful information and will try to attack you.''
 * HP: 20-100 i.e., d81+19
 * MP: 1-240 i.e., d240
 * Damage: 0
 * Level: 5
 * Known Spells: Etherealness, Shield (d46+54), Slow (d46+54), Slow Fall, Monster Summon, Cause Damage (d44+6), Chill (d44+6), Confusion (25), Invisibility, Spell Reflection (d100, 18), Teleport, Vampiric Drain (d16+5), Cure Poison.
 * Notes: Resistance to Paralysis, Frost, Poison, and Normal Weapons 100%.

Herne
''Hernes are described as aggressive, orderly, and calculated warrior-sportsmen daedra. They do not cast spells, and have little health, so they should pose little threat in melee combat. They are intelligent and may give up some information if you speak to them, but they will attack you when you finish talking. The Herne Clan is a brotherhood that serves Clan Shardai as Huntsmen and Guards. In the Chimera of Desolation, they are participating in the Ritual of the Innocent Quarry, where they take on the role of the Huntsmen, as outlined in The Posting of the Hunt. The Frost Daedra function as the Lesser Dogs, Fire Daedra as the Greater Hounds, and a Dark Seducer is the Master of the Hunt. The Hernes desire Herne Egahirn to take take on the role of Huntsman Bold, so that he may deliver the killing blow on you, the prey.''
 * HP: 95-105 i.e., d11+94
 * MP: 0
 * Damage: 1-33 i.e., d33
 * Level: 6
 * Known Spells: None
 * Notes: Bored (Skaafin ability), FoR Warp (Skaafin power).

Morphoid Daedra
''Morphoid Daedra are similar to Scamps and Hernes, and are relatively easy to defeat. Their attacks deal a moderate amount of damage, but they can be defeated fairly quickly in melee combat. It is possible to have a conversation with a Morphoid Daedra, but it will attack you when you finish talking.''
 * HP: 95-105 i.e., d11+94
 * MP: 1-240 i.e., d240
 * Damage: 1-38 i.e., d38
 * Level: 8
 * Known Spells: Fire Shield (d73+57), Haste (d73+57), Jumping, Burn (d59+9), Delayed Damage (d59+9), Targeted Delayed Damage (d59+9), Dispel Magic, Resistance (45).
 * Notes: Resistance to Fire 33%, Weakness to Shock 20%, Bored (Skaafin ability), FoR Warp (Skaafin power).

Scamp
''Scamps are common, easily-defeated foes. They have no spells, deal little damage in melee, and can be killed in a few hits without having to use up arrows or spells. Scamps will speak to you if you approach them; some will flee, some will attack, and some can actually be befriended through conversation.''
 * HP: 10-30 i.e., d21+9
 * MP: 0
 * Damage: 1-10 i.e., d10
 * Level: 1
 * Known Spells: None
 * Notes: Resistance to Fire 33%, Weakness to Shock 20%.

Seducer
''Seducers are the Dark Seducer's weaker cousins. They will open combat with several spells, so avoid these if you can. They deal moderate damage, so if your class is stronger in melee you may wish to conserve spells and arrows by engaging them in melee; otherwise, ranged attacks may be safer. The Seducers on Level 4 will for the most part aid you in combat, as long as you tell them you're working for their boss. Aside from this, it is difficult to speak to them.''
 * HP: 70-80 i.e., d11+69
 * MP: 1-300 i.e., d300
 * Damage: 10-24 i.e., d15+9
 * Level: 6
 * Known Spells: Haste (d55+55), Jumping, one random elemental spell (non-poison: d49+7) (poison: d9+15, d6), Delayed Damage (d49+7), Invisibility, Detect Invisibility, Detect Spell, Vampiric Drain (d18+6).
 * Notes: They can be one of two types of Seducer. They have an 80% chance to have Weakness to frost 60%, Abyssal Whip (Mazken spell), Dementia (Mazken power except has a 50% chance to work on each individual target). The remaining 20% chance is instead to have Melancholy (Nocturnal Shrike ability), Night Terror (Nocturnal Shrike spell), Deadly Looks (Nocturnal Shrike power). Seducers that aid you will always be the first type.

Skeleton
''Skeletons are undead enemies. They inhabit Level 3, which is the Soul Cairn, where there they are referred to in religious texts and in dialogue as Bonemen. They have no spells and few hit points, although their attacks can be somewhat powerful. If you are playing a character strong in melee combat, they should be easy to dispatch in close quarters; otherwise, ranged attacks may be a safer bet for these foes. Skeletons have low intelligence, so it is difficult to speak to them, and they will attack you regardless. Skeletons can be convinced to become friendly and will even fight alongside you if you have read the Book of Life and Service.''
 * HP: 45-75 i.e., d31+44
 * MP: 0
 * Damage: 5-30 i.e., d26+4 (either Ranged (bow) or Melee (axe and shield))
 * Level: 4
 * Known Spells: None
 * Notes: Resistance to Paralysis, Frost, and Poison 100%, Resistance to Shock 50%.

Spider Daedra
''Spider Daedra, or Perthan, have low hit points and few spell points compared to some other enemies, but their poison-based spells and melee attacks can be deadly. Like other foes, they will begin combat with a series of spells, so avoid these and fire back with ranged attacks of your own. Spider Daedra are moderately intelligent and will speak to you, but don't know much in the way of useful information. Spider Daedra will almost always attack you once the conversation ends.''
 * HP: 60-80 i.e., d21+59
 * MP: 1-240 i.e., d240
 * Damage: 1-23 i.e., d23 (Poison Damage)
 * Level: 4
 * Known Spells: Slow (d37+53), Delayed Damage (d39+5), Poison (d7+11, d4), Detect Enemy.
 * Notes: They can be one of two types of Spider Daedra. They have an 80% chance to have Resistance to Paralysis and Poison 100%, Resistance to Fire 20%, Weakness to Frost and Shock 20%. The remaining 20% chance is instead to have Resistance to Paralysis and Poison 100%, Weakness to Fire 100%, Webs (Spiderkith ability), Spidering (Spiderkith spell), The Spiderkith Kiss (Spiderkith spell), Paralysing Fear (Spiderkith power).

Vermai
''Vermai can be formidable foes at low levels and their melee attacks deal quite a bit of damage. Stay at a range and attack with arrows to avoid their powerful blows. Vermai are not very intelligent, so it is difficult to have a conversation with them, and they will attack you when you are finished talking.''
 * HP: 70-80 i.e., d11+69
 * MP: 0
 * Damage: 20
 * Level: 6
 * Known Spells: None

Wraith
''Wraiths are very deadly undead enemies that appear at both early levels and later levels. In Level 3, the Wraiths that inhabit the Soul Cairn are referred to as Wrathmen in both religious texts and in dialogue. Their attacks are very powerful, but inaccurate, and their very high health can make for a very lengthy fight. If you speak to a Wraith and call it "mad as a loon", it will almost always ignore you for a short time. This is a good way to avoid combat with Wraiths. Alternatively, there is a scroll on Level 3 that will give you the ability to banish all Wraiths on that level. If you use the phrase successfully, the Wraith will simply vanish. You will not be able to banish the Wraiths on Level 7, but by this time you should be strong enough to engage them in melee combat without too much difficulty.''
 * HP: 800-1200 i.e., d401+799
 * MP: 0
 * Damage: 1-200 i.e., d200
 * Level: 0
 * Known Spells: None
 * Notes: Resistance to Paralysis, Frost, Poison, and Normal Weapons 100%.

NPC spells
While players get base game Morrowind spells that they can purchase, NPCs have a set list of spells at their disposal. If (as a GM) you would like your players to only use these spells like in the Battlespire game you may, but be aware that both Teleport and Etherealness may create some problems as can be seen as a solution to absolutely every situation.

Links to spell effects are not provided, as may be changed in the Magical Effect Changes section of the rules PDF.

"Elemental spell" is classed as spells: Burn, Chill, Poison, or Zap.

"L" is the character level of the caster, and italicised spells are homebrew.

Alteration

 * Etherealness: 70MP, Caster can pass through many objects, monsters and other players in particular. They can still be hit by magical weapons and spells, and be touched with magical items, but may pass through all normal structures, NPCs, and items. Lasts for 20 seconds.
 * Fire Shield: 180MP, Fire Shield (50+L) to (50+10L) points on Touch for (8+3L) seconds.
 * Frost Shield: 180MP, Frost Shield (50+L) to (50+10L) points on Touch for (8+3L) seconds.
 * Haste: 52MP, Feather (50+L) to (50+10L) points on Target for 20 seconds.
 * Jumping: 60MP, Jump 20 points on Target for 10 seconds.
 * Shield: 160MP, Shield (50+L) to (50+10L) points on Touch for 30 seconds.
 * Lightning Shield: 180MP, Lightning Shield (50+L) to (50+10L) points on Touch for (8+3L) seconds.
 * Slow: 50MP, Burden (50+L) to (50+10L) points on Target for 20 seconds.
 * Slow Fall: 60MP, Slowfall 30 points on Target for 10 seconds.

Conjuration

 * Monster Summon: 200MP, Summons a random monster to attack a creature other than the summoner or his team. See the summoned creature here.

Destruction

 * Burn: 90MP, Fire Damage (2+L) to (20+6L) points on Touch.
 * Cause Damage: 90MP, Damage Health (2+L) to (20+6L) points on Touch.
 * Chill: 90MP, Frost Damage (2+L) to (20+6L) points on Touch.
 * Continuous Damage: 160MP, Drain Health (4+2L) to (6+3L) points on Target for 30 seconds.
 * Delayed Damage: 120MP, Damage Health (2+L) to (20+6L) points. This is casted on Self and if an entity other than the caster walks onto the 2 foot square it was casted on they take the displayed damage.
 * Poison: 140MP, Poison (4+2L) to (6+3L) points on Touch for 1 to L seconds.
 * Targeted Delayed Damage: 90MP, Damage Health (2+L) to (20+6L) points on Target. This will do nothing initially but the damage will be done after 30 seconds; resistable on it's initial cast but not when the damage is about to be done.
 * Zap: 90MP, Shock Damage (2+L) to (20+6L) points on Touch.

Illusion

 * Confusion: 96MP, Frenzy 5L points on Touch for 30 seconds.
 * Invisibility: 90MP, Invisibility on Touch for 30 seconds.

Mysticism

 * Detect Enemy: 90MP, Detect Animal 50 to 150 points (d101+49) on Self for 5 seconds.
 * Detect Invisibility: 50MP, Dispels invisibility on all entities 50ft on Self.
 * Detect Spell: 30MP, Detect Enchantment 10 points on Self for 10 seconds.
 * Dispel Magic: 80MP, Dispel 100 points on Touch.
 * Spell Absorption: 176MP Spell Absorption (20+L)% on Target for (5+(5/2)L) seconds.
 * Spell Reflection: 240MP, Reflect (1 to 20L)% on Target for (5+(5/2)L) seconds.
 * Teleport: 160MP, Teleports caster to a known location of their choice.
 * Vampiric Drain: 80MP, Absorb Health (1+L) to (6+3L) points on Touch.

Restoration

 * Cure Health: 80MP, Restore Health (2+L) to (20+6L) points on Touch.
 * Cure Poison: 60MP, Cure Poison on Touch.
 * Resistance: 160MP, 100% Resistance to Magical Damage for (5+5L) seconds.
 * Spell Resistance: 180MP, Resist Pure Magicka 5L points on Touch for (5+(5/2)L) seconds.

Final Boss: The Aspect of Mehrunes Dagon
As a modified ending, one player must first don the Saviour's Hide so them and their party can make use of it's effect to resist Dagon's un-resistable otherwise paralysis. Once this is done and a short dialogue, combat starts. All attacks against Dagon deal 0.05X damage, Dagon is 100% Resistant to Paralysis and Special/Heavy attacks, and Dagon has 200% Reflect, but if hit with Moon Reiver this modifier, resistances, and reflect disappears, and his turn time reduces to 2 seconds, all for 40 seconds. Once he reaches 0HP he heals to [100/(M+1)]% of his max HP, where M is the number of times he has reached 0HP before this time. At any time, if he is below 10% HP players can say "I banish you, Mehrunes Dagon, Lehkelogah, Djehkeleho-dehbe-effehezepe, to the Wells of Oblivion", which banishes him and is the only way to win the fight.
 * HP: 2000
 * MP: 1000
 * Damage: Ghostblade, starting at 5 charges.
 * Level: 35
 * Known Spells: Etherealness, Fire Shield (d316+84, 113), Frost Shield (d316+84, 113), Haste (d316+84), Jumping, Shield (d316+84), Lightning Shield (d316+84, 113), Slow (d316+84), Slow Fall, Monster Summon, Burn (d194+36), Cause Damage (d194+36), Chill (d194+36), Continuous Damage (d38+73), Delayed Damage (d194+36), Poison (d38+73, d35), Targeted Delayed Damage (d194+36), Zap (d194+36), Confusion (175), Invisibility, Detect Enemy, Detect Invisibility, Detect Spell, Dispel Magic, Spell Absorption (55, 93), Spell Reflection (d700, 93), Teleport, Vampiric Drain (d76+35), Cure Health (d194+36), Cure Poison, Resistance (180), Spell Resistance (175, 93).
 * Notes: Resistance to Fire 100%, Mania (Aureal Power), he is generally averted to using Restoration or Invisibility unless under 10% HP.