Open main menu

UESPWiki β

Oblivion:Trayvond the Redguard

< Oblivion: People / Spell Merchants / Trainers
Trayvond the Redguard
(RefID: 00003646)
Home City Cheydinhal
Location Cheydinhal Mages Guild
Race Redguard Gender Male
Level 15 Class Mage
RefID 00003646 BaseID 0002D024
Services
Available 8am-8pm, 10pm-12am every day
Training Trainer (Basic)Destruction (Basic) Destruction, Basic (0, see Bugs)
Merchant
Gold 5 Mercantile Novice (11)
Spells Alteration SpellsConjuration SpellsDestruction SpellsMysticism SpellsRestoration Spells
Other Information
Health 101 Magicka 192
Responsibility 50 Aggression 5
Faction(s) Guild for Mages Evoker(Evoker Evoker); Cheydinhal Citizens
Trayvond studying hard in the Cheydinhal Guild Hall

Trayvond the Redguard is a mage and an Evoker of the Mages Guild who sells spells at the Cheydinhal Guild Hall.

He lives a relatively laid-back life: after waking up at 6am he takes a two-hour breakfast. He will then spend most of the day reading the common text Ruins of Kemel-Ze on the second floor of the guild building, at times breaking off to cast an Alteration spell. At 8pm he eats a two-hour dinner with his fellow guild members in the east-wing of the ground floor. After spending two hours wandering around the guild building, at midnight he should head to sleep, but since he is quite late to bed, he will find all of the second floor ones taken. Instead, he will wander around aimlessly. He will always be available for services when not eating or sleeping.

He wears the standard mage's robe and a pair of thick cowhide shoes. He also carries his book and a meager amount of gold. He does not wield any weapons, relying instead on a set of low-level spells from all of the magical schools but Illusion. These are also the same spells that you can buy from him cheaply, since his Mercantile is a mere 11.

When you meet him for the first time he will tell you: "I'm Trayvond the Redguard, Mages Guild Evoker. Surprised? Yes, you don't see many Redguards in the Mages Guild. We don't much like spellcasters in Hammerfell. Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked. My family didn't approve of my vocation, so I had to come to Cyrodiil for my education. I admit... I still have strong prejudices against necromancy, summoning, and illusion. Profaning the remains or souls of the dead is just wrong. And I'm uneasy about tampering with other's minds and trafficking with Daedra." Those beliefs give him a hard time advancing in the Guild: "My progress through the ranks here will be slow. My prejudices against certain types of magic limit my chances for advancement." If you haven't joined up, he will advise you that: "If you want to make a name for yourself as a mage, you simply must join the guild. Talk to Falcar if you're interested." Like his Skingrad colleague, Vigge, he will direct you to Borissean for the best spells: "If you're looking for the most powerful spells, you'll want to speak to Borissean at the Arcane University. If you're allowed in that is." When you are looking to obtain a recommendation he will say: "You'll have to get one from Falcar, if you can." Once Falcar has given you your task he will comment: "Falcar always has been pretty harsh, even when it comes to basic lessons. He seems to have gotten worse lately, though. I think he even scared the last Associate who came here for training. What was his name again? Hmm, I can't remember, Deetsan would know, though." When you have retrieved the ring, when asked he will inform you: "Didn't you hear? Oh, no. I suppose you wouldn't have. You'd best go see Deetsan before you do anything else."

Trayvond also has a "Daedra Cults"-topic available. When asked about it, he will mark the location of Azura's Shrine on your map and tell you that he knows people who are currently worshipping there: "Daedra cults aren't necessarily evil, of course. In nearby Morrowind, for example, they worship Daedra in the Temple. The Azura shrine north of town, up Lake Arrius way, for instance. I know a Dark Elf there. Nothing evil about him." After having talked to him about this, Falanu Hlaalu will provide the location for Sanguine's Shrine in her dialogue.

Fellow spell merchant Orintur will tell you: "Trayvond has the best shield spell outside of the Arcane University. If you can cast it, it's definitely worth adding to your selection." In reality, Orintur himself sells the best shield spells outside of the University.

NotesEdit

  • Despite what he says in his dialogue, Trayvond has no problem offering a Summon Scamp and a Soul Trap spell for sale.

BugsEdit

SpellsEdit

Trayvond the Redguard has the following spells for sale:

Spell Name Level Cost Effects
Alteration
Burdening Touch* Novice 10 Burden 15pts for 15sec on Touch
Open Very Easy Lock Novice 7 Open Very Easy Lock on Target
Protect Novice 10 Shield 5% for 30sec on Self
Protect Other Novice 17 Shield 10% for 20sec on Touch
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Electric Shell Apprentice 54 Shock Shield 10% for 30sec on Self
Frost Shell Apprentice 54 Frost Shield 10% for 30sec on Self
Heat Shell Apprentice 54 Fire Shield 10% for 30sec on Self
Hindering Touch Apprentice 39 Burden 35pts for 20sec on Touch
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Sea Stride** Apprentice 39 Water Walking for 30sec on Self
Water Breathing Apprentice 43 Water Breathing for 30sec on Self
Conjuration
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Destruction
Flash Bolt Apprentice 52 Fire Damage 20pts 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, though spells with the same effects at different magnitudes can be purchased elsewhere.
** Indicates spells with effects which cannot be purchased anywhere else.

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.