Magicka is within every spirit and is the energy within all living things. Magnus, an et'Ada known as the god of magic, was said to be the architect of the mortal plane. As this plane, known as Mundus, was formed, he realized that the et'Ada were sacrificing much of their power in its creation. Many of the lesser et'Ada were vanishing, as their entire aspects were being absorbed into Mundus. Magnus immediately ordered the project be terminated, and left to Aetherius at a great cost. In doing so, he tore a hole in the veil of Oblivion through which the magicka of Aetherius flows into world. The great rift left behind, the sun, is itself known as Magnus.
Soon after, other et'Ada, who would become known as the Magna Ge, fled with Magnus, leaving behind similar holes which became the stars. This is why the star under which a person is born has such great influence on that persons fortunes and fate.
Instead of gaining spell slots to cast your spells, you gain spell points referred to as magicka. Each spell has a point cost based on its level. The Magicka Cost table summarizes the cost in spell points from 1st to 9th level. Cantrips don't require spell slots and therefore don't require spell points.
You expend a number of spell points to cast a spell of a given level. You can't reduce your spell point total to less than 0, and you regain magicka points when you rest, as described in the class description.
Spells of 6th level and higher are particularly taxing to cast. You use magicka to cast one spell of 6th level or higher, but you can't cast a spell of the same level again until you finish a long rest.
The number of spell points you have to spend is based on your class level as a spellcaster, as shown in the Magicka Points column of your class table. Your class level also determines the maximum-level spell you can cast. Even though you might have enough points to cast a spell above this maximum, you can't do so.
| Spell Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
To harness the power of magicka, one must have at least one hand free, and be able to speak or, at least, be able to create a resonating sound. Therefore, all spells require Verbal (V) and Somatic (S) components, as described in the Basic Rules.
In rare circumstances, a magic user will require Material components (M), but this is usually reserved for exceptionally powerful spells, such as a resurrection spell. It is possible that unique and powerful rituals that mark pivotal moments of a campaign will require special materials. These events could include summoning a powerful Daedric Prince, opening a gateway to another realm, or channeling an aedric blessing to eradicate a harmful disease plaguing Tamriel, It is up to the GM's discretion to make these requirements clear.