Oblivion:Sulinus Vassinus

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Sulinus Vassinus (RefID: 000293E8)
Home City Skingrad
Location Skingrad Mages Guild
Race Imperial Gender Male
Level 15 Class Sorcerer
RefID 000293E8 BaseID 000293ED
Services
Available 9am-12pm, 2pm-6pm, 8pm-2am every day
Training Conjuration (Basic)Conjuration (Basic) Conjuration, Basic
Merchant
Gold 15 Mercantile Novice (16)
Spells Alteration Spells Conjuration Spells Destruction Spells Mysticism Spells Restoration Spells
Other Information
Health 116 Magicka 230
Respons. 40 Aggress. 20
Faction(s) Skingrad Citizen; Mages Guild (EvokerEvoker Evoker)
Sulinus Vassinus in the Skingrad Guild Hall

Sulinus Vassinus, an Imperial Sorcerer, is an Evoker of the Mages Guild who offers basic Conjuration training and sells spells at the Skingrad Guild Hall.

He lives a relatively simple existence, eating lunch from midday to 2pm and dinner from 6pm to 8pm, and sleeping in his room in the Living Quarters from 2am to 9am. He spends the rest of the day wandering around the Guild building.

He wears the standard mage's robe and a pair of green velvet shoes, and carries a small amount of gold.

In combat he relies on a silver shortsword and on a large set of basic Apprentice-level spells from all of the magical schools. These are the same spells that you can buy cheaply from him, since his Mercantile is a mere 16. He will always be available for training when not eating or sleeping.

The first time you meet him, he will politely introduce himself: "I'm Sulinus Vassinus of the Mages Guild, and I'm so pleased to make your acquaintance." He will also give you some information on the services provided in the Skingrad Mages Guild: "Have you met Adrienne Berene, our Skingrad Mages Guild head? Not the most pleasant person, I'll admit. Don't mind her. Interested in training? I do the Conjuration courses, and Druja does the Mysticism." He will also drop in a word or two about higher level training: "The guild can provide you with some training, but the best trainers are usually very hard to find."

[edit] Notes

  • He was initially supposed to give the player another method of completing the Skingrad Recommendation quest. For a fee of 300 gold, Sulinus would go to Bleak Flats Cave, kill the zombies and return to the Guild Hall with Erthor in tow. He still possesses the AI packages for this option, but the dialogue that would set it in motion can never be obtained, as the script requires his disposition with the player to be both less than zero and greater than or equal to 70.

[edit] Spells

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Conjuration
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Destruction
Corrode Armor* Apprentice 48 Disintegrate Armor 30pts on Touch
Drain Skill: Illusion* Apprentice 37 Drain Skill: Illusion 10pts for 20sec on Target
Drain Skill: Marksman* Apprentice 37 Drain Skill: Marksman 10pts for 20sec on Target
Electric Touch Apprentice 48 Shock Damage 25pts on Touch
Entropic Bolt* Apprentice 34 Damage Health 10pts on Target
Flame Touch Apprentice 46 Fire Damage 25pts on Touch
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Frost Touch Apprentice 45 Frost Damage 25pts on Touch
Hailstone* Apprentice 51 Frost Damage 20pts on Target
Magicka Drain* Apprentice 41 Drain Magicka 30pts for 30sec on Touch
Major Enervation* Apprentice 31 Drain Fatigue 30pts for 15sec on Target
Major Wound Apprentice 43 Drain Health 15pts for 10sec on Target
Sever Magicka** Apprentice 28 Damage Magicka 30pts on Target
Shock* Apprentice 54 Shock Damage 20pts on Target
Weakness to Fire Apprentice 27 Weakness to Fire 25% for 30sec on Target
Weakness to Frost** Apprentice 27 Weakness to Frost 25% for 30sec on Target
Weakness to Poison Apprentice 27 Weakness to Poison 25% for 30sec on Target
Weakness to Shock** Apprentice 27 Weakness to Shock 25% for 30sec on Target
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
Remote Manipulation Apprentice 28 Telekinesis 10ft for 20sec on Target
Soul Trap Apprentice 60 Soul Trap for 20sec on Touch
Restoration
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self

* Indicates spells which cannot be purchased from anyone else. (However, spells with the same effects at different magnitudes can be purchased elsewhere.)
** Indicates spells with effects which cannot be purchased anywhere else.

[edit] Purchased Spell Notes

  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant). Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
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