|Line Rank||42||Cost||5400 Magicka|
|Cast Time||Instant||Duration||30 seconds|
You place the mines at a target location instead of around you. The mines arm instantly.
You place 5 mines around you instead of 3.
- Daedric Mines: Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 30 seconds. When a mine is triggered it explodes, dealing [6750 / 6824 / 6897 / 6973] Magic Damage and immobilizing the enemy for 2 seconds.
- Daedric Tomb: Range: 28 meters, Target: Ground.
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 30 seconds. When a mine is triggered it explodes, dealing [6970 / 7045 / 7121 / 7200] Magic Damage and immobilizing the enemy for 2 seconds.
- Daedric Minefield: Surprise your foes by placing 5 volatile Daedric mines around you, which take 3 seconds to arm and last for 30 seconds. When a mine is triggered it explodes, dealing [6970 / 7045 / 7121 / 7200] Magic Damage and immobilizing the enemy for 2 seconds.
Daedric Mines summons 3 (or 5 with Daedric Minefield morph) mines in front of the caster, which will cause heavy Magic Damage and briefly immobilize enemies that trigger them. It is among the more damaging of the Sorcerer's skills, but limited by the difficulty of use. The mines do not arm for 3 seconds (unless you get the Daedric Tomb morph), and you have limited control over where they appear. It is based on the direction your character is facing. Without morphs, you get one a few meters in front of you and two closer up to either side. Daedric Tomb will allow you to choose the center-point around which the mines are placed, and also removes the arming delay, and Daedric Minefield creates a larger circle of 5 mines in front of you. The un-morphed version and Daedric Minefield may be more effective against larger groups of enemies, but Daedric Tomb can be more useful against fast-moving targets, as it is easier to hit them when you don't have the arming delay and can use it at range.
- Only one set of mines (per player) may be active at a time. Casting it again before the mines have been triggered or the spell has expired will cause any existing mines to disappear.
- A single mine may damage multiple enemies if they are very close together, but usually this will not occur, as the radius of effect is quite small.
- This skill may be more effectively used by the solo Sorcerer, and particularly one who does not make use of the pets from the Daedric Summoning tree. The reason for this is that when enemies are distracted by fighting your allies, it can be difficult to lure them onto the mines. The Daedric Tomb morph alleviates this somewhat by allowing the spell to be used as an instant-damage attack rather than just as a delayed trap. On the other hand, skilled players may be savvy enough to intentionally lure your enemies onto the mines. Just don't expect your pets or other allied NPCs to be that smart.
- By casting the spell in confined spaces or on steep slopes, you can sometimes achieve a tighter grouping, making it more likely that all mines will be triggered. This is an effective strategy when enemies are very close to walls or corners.
- Some enemies, particularly flying ones but also some more powerful enemies, will be immune to the immobilizing effect of this spell. This is not entirely a bad thing, however, as it makes it easier to get them to trigger all of the mines in a short time, which will kill them faster.
- Daedric Tomb was changed from its original version in Patch 2.3.5 which placed all three mines in a row in front you instead of allowing you to place them anywhere.
- In some areas with low overhead, mines may appear uselessly on the ceiling.