At long last, I have stopped being lazy, and finally transcripted The Official Survivors Guide to Tamriel! This book is told through the in-universe perspective of Ja'dasha, an explorer and one of the Bandari Pedlers.
To begin, we know that fire magic (and lightning magic) can reduce someone to ashes (or at least a charred corpse), but what are the effects of potentially non-fatal magical fire attacks? The same as the effects of mundane fire; they can cause grievious burns, blackened & charred skin. It's also noted that a well-placed fireball can bring a horde of enemies to their knees.
FIRE MAGIC
A fireball is a favourite attack by mages, as it is easy to perform and easier to spread. One well-placed fireball can leave a horde of enemies on their knees. This is a good topic to cover, as one can receive burns from nonmagical ways as well.
TREATING SERIOUS BURNS.
Serious burns can be identified by the following signs:
The burn is deep. The deeper a burn is, the more dangerous.
It affects a large area. The area a burn covers is as important as how deep it goes. Any burn larger than a closed fist may require a healer’s care.
The skin is charred. Blackened skin is not a good sign when it comes to either burns or frostbite. The skin may also have large patches of white or brown.
(The Official Survival Guide to Tamriel, page 245)
Again, the effects of magical fire is the same as that of mundane fire.
Protect from further harm. Move the burn victim away from the source of damage, whether it be a campfire or an angry mage.
(The Official Survival Guide to Tamriel, page 246)
Fire magic can cause blisters (just like mundane magic).
Blisters. The skin my blister with even minor burns, but this does not mean that it is serious enough to need a healer’s attention.
(The Official Survival Guide to Tamriel, Page 248)
Leave blisters alone. Do not agitate or break any blisters that have formed. If they are broken, apply a healing salve.
(The Official Survival Guide to Tamriel, page 249)
Similar to fire magic, shock magic can cause burns (just like mundane electricity).
SHOCK MAGIC
Like burns, injury from shock damage does not always require immediate aid from a healer. Here are signs that the victim of a shock spell should be tended to by a professional.
Severe burns. Lucky for you, Ja’dasha has already covered this in a previous section.
(The Official Survival Guide to Tamriel, Page 249)
Care for burns. Shock magic can produce burns just as fire magic can. This one has already covered this topic in detail in a previous section.
(The Official Survival Guide to Tamriel, pages 250 & 251)
Frost magic can cause hypothermia, frostbite and other sorts of cold-related inflictions. Here Ja'dasha refers the reader back to previous chapters where treating these ailments was covered (again, the effects of magical frost is the same as the effects of mundane frost). Magic can also damage someones mind or soul, but Ja'dasha doesn't know how to treat these, and recommends consulting a healer, spiritual leader or Mages Guild representative.
FROST MAGIC
Frost magic can induce hypothermia, frostbite, and all manner of cold-related injuries. Howeer, Ja’dasha has covered these topics indetail previously. Refer to those sections if experiencing injuries from frost magic.
There are many more ways a mage can harm you, including damage to your mind or very soul. These are outside of Ja’dasha’s realms of expertise, however. Please consult a healer, spiritual leader, or Mages Guild representative if you are worried about such things.
(The Official Survival Guide to Tamriel, page 250)
Destuction is the ability to harm or even destroy your target, which can be done via pure magical force or by commanding the elements. Restoration allows healing wounds, curing sickness & poisons and even mending armour.
Destruction. As implied, these spells are meant to destroy and harm their targets. This can either be done through pure magical force or by commanding the elements. If you wish to corrode, hinder, or weaken a foe or object, this is the school for you.
Restoration. This school of magic represents the opposing force to destruction: magic that heals, mends, and strengthens its target. It is through these spells that armor is mended, poisons are rendered inert, and fevers are healed. Mages skilled in restoration magic are wonderful traveling companions, as they can greatly aid in many survival situations.
(The Official Survival Guide to Tamriel, page 235)
Alteration alters the physical or magical properties of the target, such as making an object lighter, breathing underwater and granting elemental shields (although this ability is also learnable via the School of Destruction).
Alteration. These spells can alter the physical or magical properties of the target. Some examples include making an object lighter, giving someone the ability to breathe underwater, and granting elemental shields. Many mages regard this magical school as holding the greatest possibilities.
(The Official Survival Guide to Tamriel, page 236)
Though magic is present throughout all of Tamriel, nowhere is it more integrated into every day life and celebrated than it is in Summerset.
MAGIC AND MAGES
While magic is present throughout Tamriel, nowhere is it more celebrated and integrated into everyday life than Summerset. And thus it is prudent that all who wish to enter the Blessed Isles are aware of the fundamentals of this powerful art.
(The Official Survival Guide to Tamriel, page 234)
No innate magical skill is required to perform alchemy, and thus this art can be learned by anyone (for example, the Stormcloaks use alchemy, as is apparent in every Stormcloak camp). A truly great alchemist can create potions that instantly heal and poisons that instantly kill.
ALCHEMY
Alchemy is the act of combining ingredients to create magical potions and poisons. This can be done through mixing, boiling, or distilling ingredients such as plants, animals, and even bits of Daedra. Unlike spellcasting, there is no innate magical skill needed to perform alchemy. This means that the art can be learned by anyone.
A truly great alchemist can create potions that heal instantly and poisons that kill just as quickly. While potions are often drunk to take effect, weapons can be coated with a poison to make them even deadlier.
(The Official Survival Guide to Tamriel, pages 239 & 240)
The more souls are used to power an enchanted object, the more powerful the enchantmant will be. Over time, the power of an enchantment item will diminish, and more energy from more souls will be required to recharge it. The enchanted items created by the Aedra and Daedra are the most powerful enchanted items in existence, far more powerful than what any mere mage could possibly hope to achieve; many adventurers dream of obtaining even one such artifact.
ENCHANTING
Enchanting is the art of augmenting weapons, armor, and other items with magical properties by imbuing them with the power of a soul. This is almost always done with the power of a soul gem. In general, the more souls used to power the object, the more powerful it will be. Over time, the power of the enchanted item will diminish and more souls will be required to continue its enchantment.
There are many enchanted items created by the Aedra and Daedra that have been gifted to Nirn. These are the greatest enchanted items in existence, far more powerful than any mere mage could possibly hope to achieve. It is the dream of many adventurers to come upon one.
(The Official Survival Guide to Tamriel, page 240)
There are other kinds of magic too, including necromancy, auramancy (evoking memories & emotions), weather magic (manipulating the weather) and cheesemancy (controlling cheese).
OTHER MAGIC
While far too numerous to be included in this guide, there are many other forms of magic. Necromancy is perhaps the most well known, being the ability to raise and control the dead. Auramancy evokes memories and emotions. Weather magic can manipulate the rain and wind. There’s even cheesemancy, though this one is uncertain of what uses there are for that.
(The Official Survival Guide to Tamriel, page 241)
Ja'dasha offers advice on what to do if the reader encounters a bear. She notes that a warrior or a mage would be able to fight back, but normal people wouldn't be able to. She also says that she has no advice for the much more dangerous creatures of Skyrim, such as trolls, ice wraiths and hagravens (meaning all of those are more powerful than a bear).
As a note, this advice need not apply to warriors, mages, and the like. If a bear attacks you? Fight it. But for those of us not so physically or magically gifted, there is still much we can do.
Another note: This section does not apply to the far more dangerous creatures found in Skyrim. If you come upon a troll, ice wraith, hagraven, or the like? Then this one cannot help you.
(The Official Survival Guide to Tamriel, page 36)
Krakens live in the seas in and around Tamriel, and Ja'dasha says that she knows nothing that could save the average reader in such a situation (as is also the case with sea serpents and the Sload). However, she does have advice for fending off a shark attack.
SHARKS IN THE WATER
There are many, many, many horrible things in the sea. Sea serpents, krakens, and Sloads, to name a few. If you encounter such horrors? Not even all of Ja’dasha’s wisdom can save you, walker. But should you encounter a shark? Well, sharks we can deal with.
(The Official Survival Guide to Tamriel, page 62)
The Tribunal live among the Dunmer (similar to how the Argonians live together with their gods, the Hist), and each can choose which form they take.
THE TRIBUNAL
Of all the races in Tamriel, there are only two who claim to live among their gods. The Argoninas of Black Marsh, who grow and tend to tree gods known as the Hist, as one example. The Dark Elves as the other, for they worship three gods known as the Tribunal (or the Almsivi), who live within their cities and rule with absolute authority. On that note, this one does find it rather curious how two races who hate another have so much in common when it comes to their beliefs.
The Tribunal were not always gods, according to Dunmer lore. They ascended to godhood many moons ago. They do not all look like Dark Elves in appearence. Almalexia still chooses to take the form of a golden Chimer, the race of all Dunmer before they were cursed by Azurah. Vivec has chosen a half form, both Chimer and Dunmer. And Sotha Sil, for reasons all his own, has shared his people's fate and taken the form of a Dunmer. Far be it from this one to speculate on the will of gods, but there is much one can gleam from these choices.
(The Official Survival Guide to Tamriel, pages 158 & 159)
Ja'dasha refers to Baar Dau as a 'falling star' and a 'large moonlet.'
One of Vivec's greatest accomplishments was stopping a falling star, known now as Baar Dau, from crashing in Morrowind. This large moonlet now hovers over Vivec City, reminding its people of their god's might and power. It is little wonder why so many pilgrims flood the city each year.
(The Official Survival Guide to Tamriel, page 161)
Sotha Sil is more elusive than the other two members of the Tribunal, and is known for his great mastery over both magic and invention, and rules over the hidden Clockwork City. Ja'dasha says that Sotha Sil's greatest accomplishment is the Coldharbour Pact where he made a bargain with eight of the most powerful Daedric Princes, so that they may never manifest directly in Nirn again. Without this, there would have been far more destruction...
SOTHA SIL
Almalexia walks among her people. Vivec reigns from within his palace. Sotha Sil, however, is the most elusive of the Tribunal. He has more titles than even Almalexia, but most refer to his great mastery of both magic and invention. They say that he rules over the great Clockwork City, hidden somewhere out of reach of most mortals.
The greatest of Sotha Sil's accomplishments, as far as this one is concerned, is the Coldharbour Compact. After the destruction of Gliverdale, Sotha Sil journeyed into Oblivion and met with eight of the most powerful Daedric princes. There he made a pact with them that they would never manifest in Nirn again. There are none who know the details of this pact, save Sotha Sil and the princes he bargained with. But make it he did, and for that we should all be thankful. There is no telling what destruction would be wrought without it.
(The Official Survival Guide to Tamriel, pages 162 & 163)
Now, onto the Daedra. This book describes each of the Princes, and here we get something...quite interesting to those who're familiar with TES lore. Hermaeus Mora takes the form of a swirling darkness with many eyes, is said to be able to read both the past and the future, and resides in an endless library where the souls of scholars haunt the countless stacks. If you are wise, he may grant you the Oghma Infinium, the Tome of Power. Oddly this book doesn't cover Namira, Peryite or Vaermina (though given this book is in-universe written by a Khajiit and Namira is known to them as the Great Darkness, that may play a part at least for why she's not present).
HERMAEUS MORA
The Lord of Knowledge is said to be the wisest of the princes, and certainly has knowledge beyond any mortal. His appearence is frightening to behold, even among Daedra, for he chooses the form of a many-eyed being with no true shape, merely swirling darkness. Some claim that Hermaeus Mora can read both past and future as easily as you read this guide.
The prince lives in Apocrypha, an endless library that contains all knowledge. The books have no titles, and it is said the souls of scholars haunt the many stacks. Here is kept forbidden knowledge, unknown and unknowable to mortals. Show yourself to be wise enough and Hermaeus Mora may grant you the Oghma Infinium, the Tome of Power.
(The Official Survival Guide to Tamriel, page 269)
Mehrunes Dagon is said to cause earthquakes and storms when his cultists call upon him, and he holds dominion of destruction, change, revolution and ambition. Before the Coldharbour Compact, he was known for destroying entire cities on a whim.
MEHRUNES DAGON
There is no Daedra so hungry for battle as the Prince of Darkness and Destruction. He holds dominion over destruction, change, revolution, and ambition. It is said that when his cultists call upon him, earthquakes and storms rage, so strong is his desire for chaos and carnage. Before the Coldharbour Compact, Mehrunes Dagon was known for destroying entire cities on a mere whim.
(The Official Survival Guide to Tamriel, page 272)
Nocturnal's sphere is of night and darkness, and many thieves call upon her for her favour. She is said to have claimed to be the eldest of the Princes, born from the Void before even Oblivion (the Ur-Dra). She rules over the realm of Evergloam, a place of perpetual twilight where the sky is filled with a purple hue and the world is covered in twisted trees & crumbling monuments. Crows & ravens (including talking crows & ravens) make their home here.
NOCTURNAL
As the Mother of Shadows, Daughter of Twilight, and Lady Luck, it is little surprise that many of the thieves of Tamriel call upon Nocturnal for her favor. Her realm is the sphere of night and darkness, though many also believe she holds sway over luck. It is said she claims herself to be the eldest of the princes, born from the void before even Oblivion.
Nocturnal's rules over the Evergloam, a realm of perpetual twilight. The sky is filled with a purple hue, and the world is covered in twisted forests and crumbling monuments. Crows and ravens fill the branches, some even granted the power of speech. The greatest of Nocturnal's gifts is the Skeleton Key, able to open any door. It is a relic that is highly prized among thieves.
(The Official Survival Guide to Tamriel, page 277)
Sanguine's sphere are related to debauchery, hedonism and dark passions. He is never intentionally cruel, but his pranks and parties lead to much trouble for mortals. Sanguine holds dominion over many smaller realms known as the Myriad Realms of Revelry, of which there are said to be a hundred thousand or more. Sanguine actually has little control over these realms, as each is fashioned from the desires of their visitors, which is how he prefers things.
SANGUINE
It is easy to see why many would wish to worship Sanguine, the Lord of Revelry. His sphere is related to debauchery, hedonism, and dark passions. Though never intentionally cruel, Sanguine's many pranks and fantastical parties can lead to much trouble for we mere mortals. It is said that those who drink from the prince's goblet can never leave his celebrations. Fortunately, many do not wish to.
Sanguine holds control over many smaller realms, known collectively as the Myriad Realms of Revelry. It is thought there are a hundred thousand of these planes of existence, and each is fashioned from the desires of those who visit them. As such, the prince actually has little control over these realms, which is just as he prefers.
(The Official Survival Guide to Tamriel, page 278)
To the keen eye and the learned, those last two in particular would be of interest, for we can see direct influences from the out of game text Imperial Census of Daedra Lords, with Nocturnal being an aspect of the original Void and Sanguine lording over more than 100,000 pocket realms (yet another example to add to the ever growing list of examples of when TES have used Kirkbrides OOG texts after he's left).
Descriptions of the Daedra and their realms
www.imperial-library.info
Nocturnal is accorded the title Ur-dra by nearly all the Royalty of Oblivion. As the mother of night, she claims to be an aspect of the original Void itself, and it is generally deemed best to fortify this declaration in one’s evening prayers.
Sanguine, Prince of Hedonism, lords over no less than ten times ten thousand pleasure pockets of the Void. As revelry and drunken stupor fall under this Prince’s influence, he has been a favorite of many Emperors since the first foundation. Records even indicate that he resided in White-Gold Tower during the reign of Reman Cyrodiil and helped in the somewhat dubious draftsmanship of the Crendali Festivals, whose vulgarities did little to help Imperial expansion into Alinor and the other Summersets.