Sigil Magic

Sigil Magic is an ancient and forgotten art and a form of magic that allows for usage of spells beyond the Master-level of each school.

Sigils
Sigils are created from various symbols that hold meaning to the person that writes them and thus is different for every mage.

Illusion
A few spells that can be used through Illusion Sigil Magic
 * Mass Harmony - Increases the area of effect
 * Greater Mass Harmony - Greatly increases the area of effect as well as potency of the spell
 * Mass Hysteria - Increases the area of affected individuals
 * Greater Mass Hysteria - Greatly increases the area of effect as well as potency of the spell
 * Mass Mayhem - Increases the area of affected individuals
 * Greater Mass Mayhem - Greatly increases the area of effect as well as potency of the spell

Alteration
A few spells that can be used through Alteration Sigil Magic
 * Daedraflesh - Caster ignores 100% of all physical damage for 30 seconds
 * Greater Daedraflesh - Caster ignores 100% of all damage for 60 seconds.
 * Irresistible Paralysis- All targets in the area are paralyzed for 30 seconds
 * Greater Irresistible Paralysis - All targets in the area are paralyzed for 60 seconds

Destruction
A few spells that can be used through Destruction Sigil Magic


 * Mass Blizzard - Creates a massive blizzard that surrounds the caster. Exhausts, Damages and Freezes opponents  for 10 seconds.
 * Greater Mass Blizzard - Creates recurring massive blizzards surrounding the caster. Exhausts, Damages and Freezes opponents  for 30 seconds.
 * Mass Fire Storm - Creates a massive fire storm that surrounds the caster. Damages and Burns opponents  for 20 seconds.
 * Greater Mass Fire Storm - Creates recurring massive fire storms centered a the caster. Damages and Burns opponents  for 60 seconds.
 * Mass Lightning Storm - Fires a continuous stream of lightning in all directions. Electrocutes, and Disintegrates opponents, Damages Magicka
 * Greater Mass Lightning Storm - Fires a continuous stream of lightning in all directions. Electrocutes, and Disintegrates opponents, Drains Magicka
 * Chaos Storm - A combination of the above Greater Mass forms
 * Apocalyptic Storm - A Legendary Spell said to bring about the end times through Destruction Magic

Conjuration
A few spells that can be used through Conjuration Sigil Magic
 * Daedric Thrall - Summons a Dremora Lord permanently.
 * Greater Deadric Thrall - Summons a Dremora Valkynaz Permanently.
 * Thrall Weapon - Creates a magic weapon of choice permanently. Sheathe it to dispel.
 * Greater Thrall Weapons - Creates multiple hovering weapons around the caster, able to damage anyone who gets too close.

Restoration
A few spells that can be used through Restoration Sigil Magic
 * Mass Ward - Increases armor ratings by 100 points, and negates spell damage or effects in a selected area.
 * Greater Mass Ward - Negates all damage and effects, in a selected area
 * Rejuvenation - Heals everything close to the caster 500 points. Affects even atronachs and machines, but not undead
 * Greater Rejuvenation - Heals and Cures everything close to the caster to full, kills undead
 * Perfect Recreation - Heals everything close to the caster, cures poison, diseases, lycantrophy, vampirism and death.
 * Destroy Undead - Destroys any undead.
 * Circle of Undead Destruction - Destroys all undead in a selected area.
 * Aedric Circle - Undead entering the circle will flee. Caster heals 100 points per second inside it.
 * Circle of Gods - Undead entering the circle will die. Anyone entering the circle is healed to perfect health, not including undead.
 * Undead Circle - Heals Undead to perfect health. but not the living, atronachs or machines

Mysticism
A few spells that can be used through Mysticism Sigil Magic
 * Mythic Dispel - dispels all effects on the caster
 * Mass Mythic Dispel - dispels all effects on the caster and his/her allies.
 * Mythic Life Detection - Upon cast, it detects all creatures within sight of the caster permanently.
 * Mass Mythic Life Detection - Permanently detect all creatures in the vicinity.
 * Mythic Soul Trap - Captures the souls of all nearby creatures and people.
 * Mass Mythic Soul Trap - Captures the souls of all nearby creatures and people, even dragons and daedra
 * Mythic Spell Absorption - Upon cast, it has a 75% chance to absorb any spell directed towards the caster for 75 seconds.
 * Mass Mythic Spell Absorption - Upon cast, it has a 75% chance to absorb any spell directed towards the caster or his/her allies for 75 seconds.
 * Mythic Spell Reflection - Upon cast, it has a 75% chance to reflect any spell directed towards the caster for 75 seconds.
 * Mass Mythical Spell Reflection - Upon cast, it has a 75% chance to reflect any spell directed towards the caster or his/her allies for 75 seconds.
 * Mythic Telekinesis - It allows the caster to manipulate any object within sight, for 60 seconds
 * Mass Mythic Telekinesis - It allows the caster to manipulate all objects within sight, for 60 seconds at the same time, even creatures.

Thaumaturgy
A few spells that can be used through Thaumaturgy Sigil Magic
 * Mass Ghost Form - Turns Caster and allies Invisible and grants levitation.
 * Greater Mass Ghost Form - Turns Caster and Allies Invisible, Incorporeal and grants levitation.
 * Mass Charm Entity - Pacifies all creatures or people nearby.
 * Greater Mass Charm Entity - Pacifies all creatures, people and dragons nearby.
 * Mass Reflection - Reflects all magic directed at the caster or his allies.
 * Greater Mass Reflection - Reflects all magic directed at the caster or his allies, even shouts.
 * Mass Spell Shield - Nullifies Magic directed at the caster and his allies.
 * Greater Mass spell shield - Nullifies Magic directed at the caster and his allies, even shouts.
 * Mass Liquid Walking - Allows the caster to walk on water, lava and most other liquids.
 * Greater Mass Liquid Walking - Allows the caster to walk on any liquid, including the black sea of apocrypha

Enchanting
Enchanting an item through Sigil magic has multiple properties Sigil Magic enchantment also adds a few new enchantments to any piece enchanted with it
 * Unlimited charges on any item.
 * Unlimited amount of enchantments
 * Can enchant weapons with armor enchantments.
 * Can enchant armor with weapon enchantments.
 * No restriction on enchantments on various pieces of weapons and armor.
 * Staves can also be enchanted.
 * Plates, Jugs, stones, twigs, books and such can also be enchanted.
 * Disenchanting does not destroy the piece, only removes the enchantment and grants you it's knowledge.
 * Unbreakable, weapons and armor will never break
 * Eversharp, bladed and piercing weapons will never dull.
 * Gravity pull, any weapon enchanted will pull the target and the dangerous part of the weapon together with great force, this can be toggled.