Oblivion:Trevaia< Oblivion: People / Merchants / Spell Merchants
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|Location||Chapel of Dibella|
|Faction(s)||Anvil Citizen; Nine Divines (Pilgrim )|
Trevaia, a Redguard priestess, sells spells and potions in the Chapel of Dibella in Anvil.
Trevaia wears a middle-class outfit consisting of a blue & green outfit and a pair of doeskin shoes. She carries the key to the chapel and a few pieces of gold. Trevaia doesn't wield any weapons, choosing instead to rely on a selection of spells from the Conjuration and Restoration schools of magic. These are the same spells you can also buy cheaply off her, as her Mercantile is a mere 10.
When you approach her, she will introduce herself: "Give yourself to love, pilgrim. I'm Trevaia, priestess of Dibella, and this is Anvil's Chapel of Dibella." When you ask her about Anvil, she will explain the duties of the chapel: "Dibella has shed her special blessings on Anvil. We greet travelers with hospitality, and the needy with an open hand."
- You cannot invest in her shop.
- As soon as you install the plug-in Knights of the Nine, Trevaia is killed. Once the plug-in quests are all completed (through Umaril the Unfeathered), she is replaced by a new NPC, an Imperial woman named Selene Duronia who has the same spells for sale (and is somewhat easier to buy from). Like Trevaia, Selene does not sell potions as she has none that are marked as merchandise.
- She is one of the few NPCs in the game to be marked for a Scripted Death but not to be flagged as essential. Thus it is possible for her to effectively "die twice".
|Turn Undead||Novice||11||Turn Undead up to level 3 for 30sec on Target|
|Repulse Undead||Apprentice||29||Turn Undead up to level 7 for 30sec on Target|
|Minor Respite||Novice||6||Restore Fatigue 15pts on Self|
|Convalescence||Apprentice||48||Restore Health 15pts on Target|
|Cure Paralysis||Apprentice||50||Cure Paralysis on Touch|
|Cure Poison||Apprentice||60||Cure Poison on Self|
|Fortify Luck*||Apprentice||42||Fortify Luck 5pts for 90sec on Self|
|Fortify Personality**||Apprentice||42||Fortify Personality 5pts for 90sec on Self|
|Heal Major Wounds||Apprentice||61||Restore Health 25pts on Self|
|Restore Luck**||Apprentice||29||Restore Luck 5pts on Self|
|Restore Personality**||Apprentice||29||Restore Personality 5pts on Self|
|Consume Health||Journeyman||74||Absorb Health 20pts on Touch|
|Cure Disease||Journeyman||140||Cure Disease on Self|
|Greater Convalescence||Journeyman||138||Restore Health 20pts for 2sec on Target|
|Greater Fortify Luck||Journeyman||102||Fortify Luck 10pts for 90sec on Self|
|Greater Fortify Personality**||Journeyman||102||Fortify Personality 10pts for 90sec on Self|
|Heal Greater Wounds||Journeyman||92||Restore Health 20pts for 2sec on Self|
|Superior Convalescence||Expert||277||Restore Health 20pts for 4sec on Target|
* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.
** Indicates spells with effects which cannot be purchased anywhere else.
- 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.
- She will only offer to do business as she heads downstairs following her prayer session at the altar. Furthermore she has to be standing still when activated, for example because she stopped to talk to someone else on the stairs. She can do business in the chapel hall between 9am and 10am. The easiest way to ensure that you can barter with her is to arrive in the morning (8-9am) and then wait one hour. Do this until you see her begin to leave her post at the altar, and intercept her by walking into her. She will stop to give you a passing greeting, and as soon as she pauses, initiate a conversation.
- This bug is fixed by the Unofficial Oblivion Patch.