The Elder Scrolls IV: Oblivion/Catalogs/Birthsigns
From Citizendium, the Citizens' Compendium
||Magicka +50||Spellcaster essential: reliable|
||Magicka +100, Weakness to Magicka 100%||Spellcaster essential; aggressive.|
||Strength +10, Endurance +10||Perfect fit for fighters; attribute bonuses are always a|
||Agility +10, Speed +10, Luck +10||Best fit for general stealth gameplay or for a generalist.|
||Invisibility (duration 60) once a day||Useful for problem-solving; extremely potent for thief|
and assassin quests; useful often and at all levels.
||Paralyze (touch, duration 10) and lose 120 points of
Fatigue once a day
|Useful for problem-solving; potent; useful often and|
at all levels.
||Restore Health (magnitude 200, instant) once a day, Turn
Undead (magnitude 100, duration 30)
|Useful for problem-solving; potent; useful often and at|
||Open Average Lock once a day, Reflect Damage
(magnitude 5; duration 120)
|Useful for problem-solving; potent, but passive and|
subtle; useful often and at all levels.
||Four effects, all at once, once a day--Damage Health
(touch, magnitude 3, duration 20), Dispel (magnitude 90),
Cure Poison, Damage Fatigue (self, magnitude 100)
|Useful for problem-solving; weak; rarely useful, but at|
||Magicka +150, Spell Absorption 50%, no Magicka
|Spellcaster essential; dicey; restoring Magicka is a time-|
||Willpower +10, Endurance +10||Attribute bonuses are always a safe bet, but less useful|
than Warrior unless your character concept mixes many
Willpower and Endurance-based skills.
||Speed +20||Attribute bonuses are always a safe bet, but Speed only|
governs Acrobatics, Athletics, and Light Armor, and
only Light Armor is useful.
||Restore Health (duration 15, magnitude 6), Weakness to
Fire 25% all the time
|Heal spell is powerful at low levels, remains useful into|
high levels, but comes with a permanent weakness.
Useful for character concept without Restoration.