In Tamriel, a birthsign is the constellation under which a person is born. Each bestows upon those born under it unique magical powers, either passive or active, and may be perceived as either a "blessing" or a "curse". The thirteen birthsigns of Tamriel are:
General Tips
The birthsigns can be categorized into three general groups: those that give Attribute bonuses, those that provide lesser and/or greater powers, and those that affect your Magicka:
Attribute bonuses: Lady, Steed, Thief, and Warrior.
Magicka effects: Apprentice, Atronach, and Mage
Greater/lesser powers: Lord, Lover, Ritual, Serpent, Shadow, and Tower
All Attributes are capped at 100. The birthsigns Warrior, Thief, Lady, and Steed won't allow you to go above this cap.
A character's chosen birthsign cannot be changed in-game (without the use of the console), but Doomstones can provide additional powers -- sometimes, even permanent ones -- that are similar to, and in some cases better than, those of the birthsigns, such as the Shadow (become invisible for 60 seconds) vs the Jone Stone (become invisible for 120 seconds).
Apprentice
The Apprentice is a birthsign which affects your Magicka, bestowing the Apprentice Birthsign ability (FormID 00022A3E), which has two permanent effects:
Fortify Magicka 100 points on Self
Weakness to Magic 100% on Self
In-Game Description: The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic.
Load Screen Description: Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.
Emperor's Commentary: "Today the Apprentice shall serve you at the forge of destiny."
Tips
Conjuration is very valuable in providing cover, especially by taking blows from magic for you. An Apprentice caster is going to be fragile against all forms of magical attack, so learn to love your pets.
Remember that a High Elf already has a weakness to fire, frost, and shock magic. Altmer weaknesses + 100% Weakness to Magic = quick death against a spell caster, however, if you can find a way around these weaknesses, say, a resist magic, or absorb magic spell, this can be a very good combination.
A Breton's natural Resistance to Magic can effectively halve the Apprentice's disadvantage and add 100 Magicka to their already substantial Magicka reserves.
One distinct advantage of this birthsign is that it gives you access to the Weakness to Magic effect for spell making and enchanting. Custom Weakness to Magic spells can be used to devastating effect, especially if you cast them one after the other. The only buyable Weakness to Magic spell in the game requires Journeyman level in Destruction, one of the more difficult magic skills to raise.
There are a number of items with Resist Magic, Reflect Spell and Spell Absorption which you can find to help protect you. An apprentice will find three of the Daedric artifacts particularly useful: The Ring of Namira, Saviour's Hide, and Spell Breaker.
When you get access to the Arcane University, customize all self-target spells with a marginal ailment (i.e., Drain Fatigue 1pt). This will render the spell "harmful", thus causing it to be magnified 100% by your Weakness to Magic. This is a wonderful way to turn your glass cannon "Weakness" into a unique and fun advantage, effectively doubling the power of healing, protection, and fortify spells on yourself.
This exploit does not work if you have installed the version 1.1.511 patch.
Any active Spell Absorption effects can ruin these custom spells.
Atronach
The Atronach is a birthsign which affects your Magicka, bestowing the Atronach Birthsign ability (FormID 00022A3D), which has three permanent effects:
Fortify Magicka 150 points on Self
Spell Absorption 50% on Self
Stunted Magicka on Self (prevents standard magicka regeneration)
In-Game Description: With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points.
Load Screen Description: Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.
Emperor's Commentary: "Today the Atronach shall aid you with your appointed burden."
Tips
This birthsign is an important component for maximizing your Magicka.
To overcome Stunted Magicka and effectively regenerate magicka, you will want to take full advantage of various techniques and tips. See:
Restore Magicka: potions, Welkynd Stones, Ayleid Wells, etc.
Spell Absorption: get your Spell Absorption to 100% if possible; absorb all possible spells.
Absorb Magicka: enchant weapons or (at high Restoration levels), cast spells.
Even if you never intend for your character to cast magic, you can still benefit from the Atronach's Spell Absorption. As a warrior, for example, you would simply absorb half of the spells cast at you, making combat much easier against spellcasting opponents. If you can increase your Spell Absorption to 100%, you have a character who is immune to magic.
Lady
The Lady is a birthsign which affects your Attributes, bestowing the Lady's Blessing ability (FormID 00022A40), which has two permanent effects:
Fortify Willpower 10 points on Self
Fortify Endurance 10 points on Self
In-Game Description: The Lady's Blessing confers bonuses of 10 points to your Willpower and Endurance attributes
Load Screen Description: Those born under the sign of The Lady have increased Willpower and Endurance.
Emperor's Commentary: "Today the Lady shall fortify you in your quest for glory."
Tips
The total Health points you gain each level is determined by your Endurance at the time you level. Thus, increasing your Endurance as quickly as possible early in your character's life will give you the highest potential Health later on. This early 10-point boost can be a big help later on.
If you don't want to play the Atronach birth sign but are still planning on a High Elf (Altmer) spell caster, this is another good choice (along with The Mage Birthsign). It boosts your weak Willpower and Endurance to 50 each (if you are a male, but is still useful for the more frail female Altmers).
Nords, Argonians, Dark Elves, and Wood Elves may also find this birth sign useful.
Not recommended for Orcs, who start with high Endurance and Willpower.
Lord
The Lord is a birthsign which provides a lesser power, balanced by one permanent weakness:
Blood of the North lesser power (FormID 00022A41): Restore Health 6 points for 15 seconds (90 points total) on Self, multiple times per day at a cost of 50 Magicka
Trollkin ability (FormID 00022A42): Weakness to Fire 25% on Self, permanent
In-Game Description: Being born under the Lord gives you the Blood of the North lesser power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% Weakness to Fire.
Load Screen Description: Those born under the sign of The Lord can regenerate Health, but are vulnerable to fire.
Emperor's Commentary: "Today the Lord shall prove a faithful patron as you confront your fate."
Tips
Blood of the North allows the player to cast a Restore Health effect at magnitude 6 for 15 seconds (90 points of healing) for an incredible 50 Magicka . This is by far the most Magicka-efficient healing spell in the early and middle game, until you achieve a high Restoration skill. The next most efficient healing spell is the one that all characters get at the beginning of the game, Heal Minor Wounds, which is far less effective. A Lord gets an expert level, Magicka -light healing spell right from the start of the game.
This sign is especially useful for combat based characters, as the spell may be cast multiple times to top up health levels in the middle of a fight, and it would take a long time to gain a high enough Restoration skill to cast an equally effective healing spell.
This healing ability is also a Lesser Power, so it is unaffected by any armor your character may be wearing.
Conversely, this sign is not recommended for magic based characters, especially if Restoration is a major skill, because you do not gain experience by using Lesser Powers.
The 25% weakness to fire can be countered by wearing a piece of armor with a Resist Fire enchantment. You could either custom-make this, or find it in random loot. Dunmer characters have a natural resistance to fire, so are particularly suited to this sign. Altmer, on the other hand, will probably want to avoid this sign, due to their innate weakness to fire.
Lover
The Lover is a birthsign which provides a greater power:
Lover's Kiss greater power (FormID 00022A43): Paralyze 10 seconds on Touch and Damage Fatigue 120 points on Self, once per day
In-Game Description: Use the Lover's Kiss power once a day to Paralyze an opponent for 10 seconds at the cost of 120 points of Fatigue.
Load Screen Description: Those born under the sign of The Lover can paralyze others with a kiss.
Emperor's Commentary: "Today the Lover shall sweeten your journey as you confront your fate."
Tips
The Serpent Birthsign Doomstone grants the Cobra's Dance greater power, which provides Paralyze for 5 seconds, accompanied by Damage Health 4 points for 20 seconds on target (80 points total). There is no Fatigue penalty associated with Cobra's Dance. Although shorter in duration, some players may prefer to use the Doomstone effect to obtain a paralysis greater power.
The Lover's Kiss power grants the Paralyze magical effect at spellmaking altars if you are having difficulty finding the spell. Be warned though, any Paralyze spell has a very high Magicka casting cost and you have to be at least an apprentice illusionist in order to cast the weakest (1-2 second duration) custom spells.
Your character might faint when this spell is cast if your fatigue is already low from jumping or swinging weapons, so you might still be on the floor when your angry victim gets back up and takes a vengeance on you.
Imperials can use their Star of the West greater power to absorb 100 points of Fatigue, mostly compensating for the damage caused by casting Lover's Kiss.