Skills in Skyrim refer to a character's ability to perform actions. There are a total of 18 Skills in Skyrim, each with their own levels, cool looking constellations and perk trees to unlock. The 18 Skills are split into 3 main skill groups, the warrior skills, magic skills and thief skills. Skill levels grant bonuses to the tasks related to the skill, a higher one-handed skill level will increase the damage when attacking with one-handed weapons, with much larger bonuses being unlocked through perks. This page covers information to do with skills, leveling up, perks and more, check out the full list of Skills below.
Leveling Skills in Skyrim
Skills can be leveled up in a few ways with the primary method being to use the skill. Skills can have different specifics about the skill gain involved in the tasks performed. Players cannot simply cast a Destruction spell into the air and get skill experience for it, they will need to do damage for the skill to gain experience. See Leveling for more details on skill specific leveling, also see Crafting for information on leveling crafting skill.
Another method of leveling is to pay for skill training from a trainer. Players can find and pay trainer NPCs to exchange money into skill points. There are trainers for every skill, see the Trainers page for details on where to find trainers and how training works.
Finally the last method for leveling skills is to use a skill book or through quest rewards. These are non-repeatable as each skill book can only be used once and there are a limited number of them in the world. Quest rewards that give skill levels are also rare or unique non-repeatable quests.
Legendary Skills in Skyrim
Legendary Skills in Skyrim is a mechanic added in 1.9. Players can select a skill they have leveled to the maximum level of 100 to make legendary. Doing so adds no additional benefits to the skill that is now legendary, besides maybe calling yourself a legendary archer for roleplay.
Setting a skill to legendary resets its level to 15 and refunds all perk points that have been used in the skill tree. Doing so preserves all experience gain contributing to player level and allowing players to once again level the skill up to 100. This allows players to gain new experience points in the legendary skills from 15 back to 100 and in doing so increase their player level, removing the previous level and perk point limits.
While making their main skills legendary might help level up faster, players should think carefully before making their skill legendary to avoid suffering from the drops in levels that will affect their playthrough.
Perks in Skyrim
Each skill in Skyrim features a perk tree that give players unique and additional bonuses to the skill when the perk is unlocked. The perks are in a tree configuration where players need to both have the level required as well as points in the previous perks to unlock new perks further in the tree. The larger bonuses to each skill are unlocked through perks so players will have to both level up their skills and invest perk points in their skill trees to gain the maximum benefits and expanded capabilities that improving a skill brings.
Players have a limited number of perk points as they only get 1 per level up. It is recommended that players focus on the skills they use most first when using their perk points to get the most out of their perk points.
Crafting Skills in Skyrim
Alchemy, Smithing and Enchanting are the crafting skills in Skyrim each belonging to one of the 3 main skill groups. Crafting skills allow players to augment their capabilities through their equipment, creating or augmenting their equipment to directly support their gameplay and capabilities. See the Crafting page for more information and details including information about crafting skill perks and crafting skill leveling.
Rewards and bonuses applying to the skill group apply to the crafting skills as well. For example the 20% experience gain from the Warrior Stone also applies to smithing.
Skill combinations in Skyrim
Skyrim does not have a class system that players choose and stick to instead having skills corresponding to the various actions that players can perform. While Skills cannot be directly combined or grouped to produce a greater effect, it is recommended to select a smaller set of skills to focus on that compliment your playstyle. With the open world nature and choose your own playstyle game that is Skyrim, there isn't any single most important or best set of skills to have. Some pairs or groups of skills are very complimentary to each other while others may be more uniquely grouped together for the player in question.
Below are some example archetypes for playstyles that players might choose to play and some skills that could greatly benefit them.
- Archer: Archery ♦ Sneak ♦ Alchemy ♦ Enchanting ♦ Light Armor
- Paladin: One-handed ♦ Block ♦ Speech ♦ Restoration ♦ Smithing ♦ Heavy Armor
- Assassin: One-handed ♦ Archery ♦ Lockpicking ♦ Sneak ♦ Alchemy ♦ Light Armor
- Sword Mage: One-handed ♦ Destruction ♦ Restoration ♦ Enchanting ♦ Alteration
- Summoner: Conjuration ♦ Illusion ♦ Restoration ♦ Alteration
- Spell Thief: One-handed ♦ Illusion ♦ Lockpicking ♦ Sneak
- Healer: Restoration ♦ Illusion ♦ Alchemy ♦ Followers* ♦ Alteration
*Followers are not a skill but can be used to possibly enable or help a healer play out as a healer supporter style of gameplay.
Skyrim All Skills
Magic Skills
Alteration ♦ Conjuration ♦ Destruction
Illusion ♦ Restoration ♦ Enchanting
Magic skills encompass all 5 schools of magic each providing greatly to player choice and experience. From destructive magics to restoration spells that heal and protect, create illusions to greatly confuse enemies, conjure up your own creatures into battle or cast alterations that can cover the caster in magical armor. Players can discover their path of magic while focusing or mixing between any of the 5 schools of magic.
Warrior Skills
One-handed ♦ Two-handed ♦ Archery
Block ♦ Heavy Armor ♦ Smithing
Warrior skills are the place to look for players looking to build a physical damage class. Players can find skills for playing as a powerful Two-handed warrior, as an long ranged Archer, as a One-handed fighter Blocking attacks with a shield and more. Skills supporting all weapon types from small daggers, to large battleaxes and bows and even shield skills are covered here. When selecting the weapon and playstyle of choice players can check the relevant skill pages to get a better insight on what support they can expect from the skill perks. Heavy armor support is provided as well granting great bonuses to this powerful armor type.
Thief Skills
Lockpicking ♦ Light Armor ♦ Sneak
Pickpocket ♦ Speech ♦ Alchemy
Thief skills are great for players looking to gain a foot up quickly in the world with skills that help the player get around. Players can play the thief, picking pockets and opening locked chests and rooms then smartly speaking to merchants to sell all the stolen items without anyone catching wind of anything. Play the assassin, sneak around the guards and enemies and take them out with finely timed and aimed attacks to assassinate them before anyone is made aware. Or simply use the skills to get around doors, people, and businesses. Light armor is supported here as well granting bonuses to those choosing to wear armor but stay light on their feet.
Skyrim All Perks & Spells
Quick Search of All Perks
Perk Name | Class | Rank | Skill LVL. | Perk Requirement | Skill | Description |
---|---|---|---|---|---|---|
Novice Alteration | Magic | - | - | - | Alteration | Cast Novice level Alteration spells for half Magicka. |
Alteration Dual Casting | Magic | - | 20 | Novice Alteration | Alteration | Dual casting an Alteration spell overcharges the effects into an even more powerful version. |
Apprentice Alteration | Magic | - | 25 | Novice Alteration | Alteration | Cast Apprentice level Alteration spells for half Magicka. |
Magic Resistance (1) | Magic | 1 | 30 | Apprentice Alteration | Alteration | Blocks 10% of a spell's effects. |
Magic Resistance (2) | Magic | 2 | 50 | - | Alteration | Blocks 20% of a spell's effects. |
Magic Resistance (3) | Magic | 3 | 70 | - | Alteration | Blocks 30% of a spell's effects. |
Adept Alteration | Magic | - | 50 | Apprentice Alteration | Alteration | Cast Adept level Alteration spells for half Magicka. |
Expert Alteration | Magic | - | 75 | Adept Alteration | Alteration | Cast Expert level Alteration spells for half Magicka. |
Atronach | Magic | - | 100 | Expert Alteration | Alteration | Absorb 30% of the Magicka of any spells that hit you. |
Master Alteration | Magic | - | 100 | Expert Alteration | Alteration | Cast Master level Alteration spells for half Magicka. |
Stability | Magic | - | 70 | Adept Alteration | Alteration | Alteration spells have 50% greater duration. |
Mage Armor (1) | Magic | 1 | 30 | Apprentice Alteration | Alteration | Protection spells like Stoneflesh are twice as strong if not wearing armor. |
Mage Armor (2) | Magic | 2 | 50 | - | Alteration | Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor. |
Mage Armor (3) | Magic | 3 | 70 | - | Alteration | Protection spells like Stoneflesh are three times as strong if not wearing armor. |
Novice Conjuration | Magic | - | - | - | Conjuration | Cast Novice level Conjuration spells for half Magicka. |
Conjuration Dual Casting | Magic | - | 20 | Novice Conjuration | Conjuration | Dual casting a Conjuration spell overcharges the spell, allowing it to last longer. |
Mystic Binding | Magic | - | 20 | Novice Conjuration | Conjuration | Bound weapons do more damage. |
Apprentice Conjuration | Magic | - | 25 | Novice Conjuration | Conjuration | Cast Apprentice level Conjuration spells for half Magicka. |
Soul Stealer | Magic | - | 30 | Mystic Binding | Conjuration | Bound weapons cast Soul Trap on targets. |
Summoner (1) | Magic | 1 | 30 | Novice Conjuration | Conjuration | Can summon atronachs or raise undead twice as far away. |
Summoner (2) | Magic | 2 | 70 | - | Conjuration | Can summon atronachs or raise undead three times as far away. |
Necromancy | Magic | - | 40 | Novice Conjuration | Conjuration | Greater duration for reanimated undead. |
Atromancy | Magic | - | 40 | Summoner | Conjuration | Double duration for conjured Atronachs. |
Adept Conjuration | Magic | - | 50 | Apprentice Conjuration | Conjuration | Cast Adept level Conjuration spells for half Magicka. |
Oblivion Binding | Magic | - | 50 | Soul Stealer | Conjuration | Bound weapons will banish summoned creatures and turn raised ones. |
Dark Souls | Magic | - | 70 | Necromancy | Conjuration | Reanimated undead have 100 points more Health. |
Expert Conjuration | Magic | - | 75 | Adept Conjuration | Conjuration | Cast Expert level Conjuration spells for half Magicka. |
Elemental Potency | Magic | - | 80 | Atromancy | Conjuration | Conjured Atronachs are 50% more powerful. |
Master Conjuration | Magic | - | 100 | Expert Conjuration | Conjuration | Cast Master level Conjuration spells for half Magicka. |
Twin Souls | Magic | - | 100 | Dark Souls or Elemental Potency |
Conjuration | You can have two atronachs or reanimated zombies. |
Novice Destruction | Magic | - | - | - | Destruction | Cast Novice level Destruction spells for half Magicka. |
Destruction Dual Casting | Magic | - | 20 | Novice Destruction | Destruction | Dual casting a Destruction spell overcharges the effects into an even more powerful version. |
Apprentice Destruction | Magic | - | 25 | Novice Destruction | Destruction | Cast Apprentice level Destruction spells for half Magicka. |
Augmented Flames (1) | Magic | 1 | 30 | Novice Destruction | Destruction | Fire spells do 25% more damage. |
Augmented Flames (2) | Magic | 2 | 60 | - | Destruction | Fire spells do 50% more damage. |
Augmented Frost (1) | Magic | 1 | 30 | Novice Destruction | Destruction | Frost spells do 25% more damage. |
Augmented Frost (2) | Magic | 2 | 60 | - | Destruction | Frost spells do 50% more damage. |
Augmented Shock (1) | Magic | 1 | 30 | Novice Destruction | Destruction | Shock spells do 25% more damage. |
Augmented Shock (2) | Magic | 2 | 60 | - | Destruction | Shock spells do 50% more damage. |
Rune Master | Magic | - | 40 | Apprentice Destruction | Destruction | Can place runes five times farther away. |
Impact | Magic | - | 40 | Destruction Dual Casting | Destruction | Most destruction spells will stagger an opponent when dual cast. |
Adept Destruction | Magic | - | 50 | Apprentice Destruction | Destruction | Cast Adept level Destruction spells for half Magicka. |
Intense Flames | Magic | - | 50 | Augmented Flames | Destruction | Fire damage causes targets to flee if their Health is low (under 20%). |
Deep Freeze | Magic | - | 60 | Augmented Frost | Destruction | Frost damage paralyzes targets if their Health is low (under 20%). |
Disintegrate | Magic | - | 70 | Augmented Shock | Destruction | Shock spells disintegrate targets if their Health is low (under 15%). |
Expert Destruction | Magic | - | 75 | Adept Destruction | Destruction | Cast Expert level Destruction spells for half Magicka. |
Master Destruction | Magic | - | 100 | Expert Destruction | Destruction | Cast Master level Destruction spells for half Magicka. |
Novice Illusion | Magic | - | - | - | Illusion | Cast Novice level Illusion spells for half Magicka. |
Illusion Dual Casting | Magic | - | 20 | Novice Illusion | Illusion | Dual casting an Illusion spell overcharges the effects into an even more powerful version. |
Animage | Magic | - | 20 | Novice Illusion | Illusion | Illusion spells now work on higher level animals. |
Apprentice Illusion | Magic | - | 25 | Novice Illusion | Illusion | Cast Apprentice level Illusion spells for half Magicka. |
Hypnotic Gaze | Magic | - | 30 | Novice Illusion | Illusion | Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Kindred Mage | Magic | - | 40 | Animage | Illusion | All Illusion spells work on higher level people. |
Quiet Casting | Magic | - | 50 | Kindred Mage | Illusion | All spells you cast from any school of magic are silent to others. |
Aspect of Terror | Magic | - | 50 | Hypnotic Gaze | Illusion | Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Adept Illusion | Magic | - | 50 | Apprentice Illusion | Illusion | Cast Adept level Illusion spells for half Magicka. |
Rage | Magic | - | 70 | Aspect of Terror | Illusion | Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Expert Illusion | Magic | - | 75 | Adept Illusion | Illusion | Cast Expert level Illusion spells for half Magicka. |
Master of the Mind | Magic | - | 90 | Quiet Casting or Rage |
Illusion | Illusion spells work on undead, daedra and automatons. |
Master Illusion | Magic | - | 100 | Expert Illusion | Illusion | Cast Master level Illusion spells for half Magicka. |
Novice Restoration | Magic | - | - | - | Restoration | Cast Novice level Restoration spells for half Magicka. |
Regeneration | Magic | - | 20 | Novice Restoration | Restoration | Healing spells cure 50% more. |
Restoration Dual Casting | Magic | - | 20 | Novice Restoration | Restoration | Dual casting a Restoration spell overcharges the effects into an even more powerful version. (220% spell effect for 280% Magicka cost) |
Apprentice Restoration | Magic | - | 25 | Novice Restoration | Restoration | Cast Apprentice level Restoration spells for half Magicka. |
Recovery (1) | Magic | 1 | 30 | Novice Restoration | Restoration | Magicka regenerates 25% faster. |
Recovery (2) | Magic | 2 | 60 | - | Restoration | Magicka regenerates 50% faster. |
Respite | Magic | - | 40 | Novice Restoration | Restoration | Healing spells also restore Stamina. |
Adept Restoration | Magic | - | 50 | Apprentice Restoration | Restoration | Cast Adept level Restoration spells for half Magicka. |
Ward Absorb | Magic | - | 60 | Novice Restoration | Restoration | Wards recharge your Magicka when hit with spells. |
Necromage | Magic | - | 70 | Regeneration | Restoration | All spells are more effective against undead. (+25% effect and +50% effect duration) |
Expert Restoration | Magic | - | 75 | Adept Restoration | Restoration | Cast Expert level Restoration spells for half Magicka. |
Avoid Death | Magic | - | 90 | Recovery | Restoration | Once a day, heals 250 points automatically if you fall below 10% Health. (Only if the damage does not kill you.) |
Master Restoration | Magic | - | 100 | Expert Restoration | Restoration | Cast Master level Restoration spells for half Magicka. |
Enchanter (1) | Magic | 1 | - | - | Enchanting | New enchantments are 20% stronger. |
Enchanter (2) | Magic | 2 | 20 | - | Enchanting | New enchantments are 40% stronger. |
Enchanter (3) | Magic | 3 | 40 | - | Enchanting | New enchantments are 60% stronger. |
Enchanter (4) | Magic | 4 | 60 | - | Enchanting | New enchantments are 80% stronger. |
Enchanter (5) | Magic | 5 | 80 | - | Enchanting | New enchantments are 100% stronger. |
Soul Squeezer | Magic | - | 20 | Enchanter | Enchanting | Soul gems provide extra Magicka for recharging. |
Fire Enchanter | Magic | - | 30 | Enchanter | Enchanting | Fire enchantments on weapons and armor are 25% stronger. |
Frost Enchanter | Magic | - | 40 | Fire Enchanter | Enchanting | Frost enchantments on weapons and armor are 25% stronger. |
Soul Siphon | Magic | - | 40 | Soul Squeezer | Enchanting | Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. |
Storm Enchanter | Magic | - | 50 | Frost Enchanter | Enchanting | Shock enchantments on weapons and armor are 25% stronger. |
Insightful Enchanter | Magic | - | 50 | Enchanter | Enchanting | Skill enchantments on armor are 25% stronger. |
Corpus Enchanter | Magic | - | 70 | Insightful Enchanter | Enchanting | Health, Magicka, and Stamina enchantments on armor are 25% stronger. |
Extra Effect | Magic | - | 100 | Corpus Enchanter or Storm Enchanter |
Enchanting | Can put two enchantments on the same item. |
Armsman (1) | Warrior | 1 | - | - | One-Handed | One-Handed weapons do 20% more damage. |
Armsman (2) | Warrior | 2 | 20 | - | One-Handed | One-Handed weapons do 40% more damage. |
Armsman (3) | Warrior | 3 | 40 | - | One-Handed | One-Handed weapons do 60% more damage. |
Armsman (4) | Warrior | 4 | 60 | - | One-Handed | One-Handed weapons do 80% more damage. |
Armsman (5) | Warrior | 5 | 80 | - | One-Handed | One-Handed weapons do twice as much damage. |
Bladesman (1) | Warrior | 1 | 30 | Armsman | One-Handed | Attacks with swords have a 10% chance of doing critical damage (+0% crit damage). |
Bladesman (2) | Warrior | 2 | 60 | - | One-Handed | Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage). |
Bladesman (3) | Warrior | 3 | 90 | - | One-Handed | Attacks with swords have a 20% chance of doing even more critical damage (+50% crit damage). |
Bone Breaker (1) | Warrior | 1 | 30 | Armsman | One-Handed | Attacks with maces ignore 25% of armor. |
Bone Breaker (2) | Warrior | 2 | 60 | - | One-Handed | Attacks with maces ignore 50% of armor. |
Bone Breaker (3) | Warrior | 3 | 90 | - | One-Handed | Attacks with maces ignore 75% of armor. |
Hack and Slash (1) | Warrior | 1 | 30 | Armsman | One-Handed | Attacks with war axes cause extra bleeding damage. |
Hack and Slash (2) | Warrior | 2 | 60 | - | One-Handed | Attacks with war axes cause more bleeding damage. |
Hack and Slash (3) | Warrior | 3 | 90 | - | One-Handed | Attacks with war axes cause even more bleeding damage. |
Dual Flurry (1) | Warrior | 1 | 30 | Armsman | One-Handed | Dual wielding attacks are 20% faster. |
Dual Flurry (2) | Warrior | 2 | 50 | - | One-Handed | Dual wielding attacks are 35% faster. |
Dual Savagery | Warrior | - | 70 | Dual Flurry | One-Handed | Dual wielding power attacks do 50% bonus damage. |
Fighting Stance | Warrior | - | 20 | Armsman | One-Handed | Power attacks with one-handed weapons cost 25% less Stamina. |
Critical Charge | Warrior | - | 50 | Fighting Stance | One-Handed | Can do a one-handed power attack while sprinting that does double critical damage. |
Savage Strike | Warrior | - | 50 | Fighting Stance | One-Handed | Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. |
Paralyzing Strike | Warrior | - | 100 | Critical Charge or Savage Strike |
One-Handed | Backwards power attack has a 25% chance to paralyze the target. |
Barbarian (1) | Warrior | 1 | - | - | Two-Handed | Two-Handed weapons do 20% more damage. |
Barbarian (2) | Warrior | 2 | 20 | - | Two-Handed | Two-Handed weapons do 40% more damage. |
Barbarian (3) | Warrior | 3 | 40 | - | Two-Handed | Two-Handed weapons do 60% more damage. |
Barbarian (4) | Warrior | 4 | 60 | - | Two-Handed | Two-Handed weapons do 80% more damage. |
Barbarian (5) | Warrior | 5 | 80 | - | Two-Handed | Two-Handed weapons do twice as much damage. |
Deep Wounds (1) | Warrior | 1 | 30 | Barbarian | Two-Handed | Attacks with greatswords have a 10% chance of doing critical damage. |
Deep Wounds (2) | Warrior | 2 | 60 | - | Two-Handed | Attacks with greatswords have a 15% chance of doing more critical damage. |
Deep Wounds (3) | Warrior | 3 | 90 | - | Two-Handed | Attacks with greatswords have a 20% chance of doing even more critical damage. |
Skullcrusher (1) | Warrior | 1 | 30 | Barbarian | Two-Handed | Attacks with warhammers ignore 25% of armor. |
Skullcrusher (2) | Warrior | 2 | 60 | - | Two-Handed | Attacks with warhammers ignore 50% of armor. |
Skullcrusher (3) | Warrior | 3 | 90 | - | Two-Handed | Attacks with warhammers ignore 75% of armor. |
Limbsplitter (1) | Warrior | 1 | 30 | Barbarian | Two-Handed | Attacks with battle axes cause extra bleeding damage. |
Limbsplitter (2) | Warrior | 2 | 60 | - | Two-Handed | Attacks with battle axes cause more bleeding damage. |
Limbsplitter (3) | Warrior | 3 | 90 | - | Two-Handed | Attacks with battle axes cause even more bleeding damage. |
Champion's Stance | Warrior | - | 20 | Barbarian | Two-Handed | Power attacks with two-handed weapons cost 25% less Stamina. |
Devastating Blow | Warrior | - | 50 | Champion's Stance | Two-Handed | Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. |
Great Critical Charge | Warrior | - | 50 | Champion's Stance | Two-Handed | Can do a two-handed power attack while sprinting that does double critical damage. |
Sweep | Warrior | - | 70 | Great Critical Charge or Devastating Blow |
Two-Handed | Sideways power attacks with two-handed weapons hit all targets in front of you. |
Warmaster | Warrior | - | 100 | Sweep | Two-Handed | Backwards power attack has a 25% chance to paralyze the target. |
Overdraw (1) | Warrior | 1 | - | - | Archery | Bows do 20% more damage. |
Overdraw (2) | Warrior | 2 | 20 | - | Archery | Bows do 40% more damage. |
Overdraw (3) | Warrior | 3 | 40 | - | Archery | Bows do 60% more damage. |
Overdraw (4) | Warrior | 4 | 60 | - | Archery | Bows do 80% more damage. |
Overdraw (5) | Warrior | 5 | 80 | - | Archery | Bows do twice as much damage. |
Critical Shot (1) | Warrior | 1 | 30 | Overdraw | Archery | 10% chance of a critical hit that does extra damage. |
Critical Shot (2) | Warrior | 2 | 60 | - | Archery | 15% chance of a critical hit that does 25% more critical damage. |
Critical Shot (3) | Warrior | 3 | 90 | - | Archery | 20% chance of a critical hit that does 50% more critical damage. |
Eagle Eye | Warrior | - | 30 | Overdraw | Archery | Pressing Block while aiming will zoom in your view. |
Steady Hand (1) | Warrior | 1 | 40 | Eagle Eye | Archery | Zooming in with a bow slows time by 25%. |
Steady Hand (2) | Warrior | 2 | 60 | - | Archery | Zooming in with a bow slows time by 50%. |
Hunter's Discipline | Warrior | - | 50 | Critical Shot | Archery | Recover twice as many arrows from dead bodies. |
Ranger | Warrior | - | 60 | Hunter's Discipline | Archery | Able to move faster with a drawn bow. |
Power Shot | Warrior | - | 50 | Eagle Eye | Archery | Arrows stagger all but the largest opponents 50% of the time. |
Quick Shot | Warrior | - | 70 | Power Shot | Archery | Can draw a bow 30% faster. |
Bullseye | Warrior | - | 100 | Ranger or Quick Shot |
Archery | 15% chance of paralyzing the target for a few seconds. |
Shield Wall (1) | Warrior | 1 | - | - | Block | Blocking is 20% more effective. (Actually 10%) |
Shield Wall (2) | Warrior | 2 | 20 | - | Block | Blocking is 25% more effective. (Actually 20%) |
Shield Wall (3) | Warrior | 3 | 40 | - | Block | Blocking is 30% more effective. |
Shield Wall (4) | Warrior | 4 | 60 | - | Block | Blocking is 35% more effective. (Actually 40%) |
Shield Wall (5) | Warrior | 5 | 80 | - | Block | Blocking is 40% more effective. (Actually 50%) |
Quick Reflexes | Warrior | - | 60 | Shield Wall | Block | Time slows down if you are blocking during an enemy's power attack. |
Deflect Arrows | Warrior | - | 30 | Shield Wall | Block | Arrows that hit the shield do no damage. |
Elemental Protection | Warrior | - | 50 | Deflect Arrows | Block | Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. |
Block Runner | Warrior | - | 70 | Elemental Protection | Block | Able to move faster with a shield or weapon raised. |
Power Bash | Warrior | - | 30 | Shield Wall | Block | Able to do a power bash. |
Deadly Bash | Warrior | - | 50 | Power Bash | Block | Bashing does five times more damage. |
Disarming Bash | Warrior | - | 70 | Deadly Bash | Block | Chance to disarm when power bashing. |
Shield Charge | Warrior | - | 100 | Disarming Bash or Block Runner |
Block | Sprinting with a shield raised knocks down most targets. |
Juggernaut (1) | Warrior | 1 | - | - | Heavy Armor | Increases armor rating for Heavy Armor by 20%. |
Juggernaut (2) | Warrior | 2 | 20 | - | Heavy Armor | Increases armor rating for Heavy Armor by 40%. |
Juggernaut (3) | Warrior | 3 | 40 | - | Heavy Armor | Increases armor rating for Heavy Armor by 60%. |
Juggernaut (4) | Warrior | 4 | 60 | - | Heavy Armor | Increases armor rating for Heavy Armor by 80%. |
Juggernaut (5) | Warrior | 5 | 80 | - | Heavy Armor | Increases armor rating for Heavy Armor by 100%. |
Fists of Steel | Warrior | - | 30 | Juggernaut | Heavy Armor | Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. |
Cushioned | Warrior | - | 50 | Fists of Steel | Heavy Armor | Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. |
Conditioning | Warrior | - | 70 | Cushioned | Heavy Armor | Heavy Armor weighs nothing and doesn't slow you down when worn. |
Well Fitted | Warrior | - | 30 | Juggernaut | Heavy Armor | 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. |
Tower of Strength | Warrior | - | 50 | Well Fitted | Heavy Armor | 50% less stagger when wearing only Heavy Armor. |
Matching Set | Warrior | - | 70 | Tower of Strength | Heavy Armor | Additional 25% Armor bonus if wearing a matched set of Heavy Armor. |
Reflect Blows | Warrior | - | 100 | Matching Set | Heavy Armor | 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet. |
Steel Smithing | Warrior | - | - | - | Smithing | Can create Steel armor and weapons at forges, and improve them twice as much. Can also create Bonemold armor. |
Arcane Blacksmith | Warrior | - | 60 | Steel Smithing | Smithing | You can improve magical weapons and armor. |
Dwarven Smithing | Warrior | - | 30 | Steel Smithing | Smithing | Can create Dwarven armor and weapons at forges, and improve them twice as much. |
Orcish Smithing | Warrior | - | 50 | Dwarven Smithing | Smithing | Can create Orcish armor and weapons at forges, and improve them twice as much. |
Ebony Smithing | Warrior | - | 80 | Orcish Smithing | Smithing | Can create Ebony armor and weapons at forges, and improve them twice as much. |
Daedric Smithing | Warrior | - | 90 | Ebony Smithing | Smithing | Can create Daedric armor and weapons at forges, and improve them twice as much. |
Elven Smithing | Warrior | - | 30 | Steel Smithing | Smithing | Can create Elven armor and weapons at forges, and improve them twice as much. Can also create Chitin armor. |
Advanced Armors | Warrior | - | 50 | Elven Smithing | Smithing | Can create Scaled and Plate armor at forges, and improve them twice as much. Can also create Nordic armor and weapons. |
Glass Smithing | Warrior | - | 70 | Advanced Armors | Smithing | Can create Glass armor and weapons at forges, and improve them twice as much. |
Dragon Armor | Warrior | - | 100 | Daedric Smithing or Glass Smithing |
Smithing | Can create Dragon armor at forges, and improve them twice as much. Can also create Dragonbone weapons. |
Novice Locks | Thief | - | - | - | Lockpicking | Novice locks are much easier to pick. |
Apprentice Locks | Thief | - | 25 | Novice Locks | Lockpicking | Apprentice locks are much easier to pick. |
Quick Hands | Thief | - | 40 | Apprentice Locks | Lockpicking | Able to pick locks without being noticed. |
Wax Key | Thief | - | 50 | Quick Hands | Lockpicking | Automatically gives you a copy of a picked lock's key if it has one. |
Adept Locks | Thief | - | 50 | Apprentice Locks | Lockpicking | Adept locks are much easier to pick. |
Expert Locks | Thief | - | 75 | Adept Locks | Lockpicking | Expert locks are much easier to pick. |
Golden Touch | Thief | - | 60 | Adept Locks | Lockpicking | Find more gold in chests. |
Treasure Hunter | Thief | - | 70 | Golden Touch | Lockpicking | 50% greater chance of finding special treasure. |
Locksmith | Thief | - | 80 | Expert Locks | Lockpicking | Pick starts close to the lock opening position. |
Unbreakable | Thief | - | 100 | Locksmith | Lockpicking | Lockpicks never break. |
Master Locks | Thief | - | 100 | Expert Locks | Lockpicking | Master locks are much easier to pick. |
Agile Defender (1) | Thief | 1 | - | - | Light Armor | Increase armor rating for Light armor by 20%. |
Agile Defender (2) | Thief | 2 | 20 | - | Light Armor | Increase armor rating for Light armor by 40%. |
Agile Defender (3) | Thief | 3 | 40 | - | Light Armor | Increase armor rating for Light armor by 60%. |
Agile Defender (4) | Thief | 4 | 60 | - | Light Armor | Increase armor rating for Light armor by 80%. |
Agile Defender (5) | Thief | 5 | 80 | - | Light Armor | Increase armor rating for Light armor by 100%. |
Custom Fit | Thief | - | 30 | Agile Defender | Light Armor | 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet. |
Matching Set | Thief | - | 70 | Custom Fit | Light Armor | Additional 25% Armor bonus if wearing a matched set of Light Armor. |
Unhindered | Thief | - | 50 | Custom Fit | Light Armor | Light Armor weighs nothing and doesn't slow you down when worn. |
Wind Walker | Thief | - | 60 | Unhindered | Light Armor | Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet. |
Deft Movement | Thief | - | 100 | Wind Walker or Matching Set |
Light Armor | 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet. |
Stealth (1) | Thief | 1 | - | - | Sneak | You are 20% harder to detect when sneaking. |
Stealth (2) | Thief | 2 | 20 | - | Sneak | You are 25% harder to detect when sneaking. |
Stealth (3) | Thief | 3 | 40 | - | Sneak | You are 30% harder to detect when sneaking. |
Stealth (4) | Thief | 4 | 60 | - | Sneak | You are 35% harder to detect when sneaking. |
Stealth (5) | Thief | 5 | 80 | - | Sneak | You are 40% harder to detect when sneaking. |
Backstab | Thief | - | 30 | Stealth | Sneak | Sneak attacks with one-handed weapons now do six times damage. |
Deadly Aim | Thief | - | 40 | Backstab | Sneak | Sneak attacks with bows now do three times damage. |
Assassin's Blade | Thief | - | 50 | Deadly Aim | Sneak | Sneak attacks with daggers now do a total of fifteen times normal damage. |
Muffled Movement | Thief | - | 30 | Stealth | Sneak | Wearing armor makes half as much noise when you move (see muffle). |
Light Foot | Thief | - | 40 | Muffled Movement | Sneak | You won't trigger pressure plates. |
Silent Roll | Thief | - | 50 | Light Foot | Sneak | Sprinting while sneaking executes a silent forward roll |
Silence | Thief | - | 70 | Silent Roll | Sneak | Walking and running does not affect detection. |
Shadow Warrior | Thief | - | 100 | Silence | Sneak | Crouching stops combat for a moment and forces distant opponents to search for a target. |
Light Fingers (1) | Thief | 1 | - | - | Pickpocket | Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds. |
Light Fingers (2) | Thief | 2 | 20 | - | Pickpocket | Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds. |
Light Fingers (3) | Thief | 3 | 40 | - | Pickpocket | Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds. |
Light Fingers (4) | Thief | 4 | 60 | - | Pickpocket | Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds. |
Light Fingers (5) | Thief | 5 | 80 | - | Pickpocket | Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds. |
Night Thief | Thief | - | 30 | Light Fingers | Pickpocket | +25% chance to pickpocket if the target is asleep. |
Poisoned | Thief | - | 40 | Night Thief | Pickpocket | Silently harm enemies by placing poisons in their pockets. |
Extra Pockets | Thief | - | 50 | Night Thief | Pickpocket | Carrying capacity is increased by 100. |
Cutpurse | Thief | - | 40 | Night Thief | Pickpocket | Pickpocketing gold is 50% easier. |
Keymaster | Thief | - | 60 | Cutpurse | Pickpocket | Pickpocketing keys almost always works. |
Misdirection | Thief | - | 70 | Cutpurse | Pickpocket | Can pickpocket equipped weapons. |
Perfect Touch | Thief | - | 100 | Misdirection | Pickpocket | Can pickpocket equipped items and armor. |
Haggling (1) | Thief | 1 | - | - | Speech | Buying and selling prices are 10% better. |
Haggling (2) | Thief | 2 | 20 | - | Speech | Buying and selling prices are 15% better. |
Haggling (3) | Thief | 3 | 40 | - | Speech | Buying and selling prices are 20% better. |
Haggling (4) | Thief | 4 | 60 | - | Speech | Buying and selling prices are 25% better. |
Haggling (5) | Thief | 5 | 80 | - | Speech | Buying and selling prices are 30% better. |
Bribery | Thief | - | 30 | Haggling | Speech | Can bribe guards to ignore crimes. |
Persuasion | Thief | - | 50 | Bribery | Speech | Persuasion attempts are 30% easier. |
Intimidation | Thief | - | 70 | Persuasion | Speech | Intimidation is twice as likely to be successful. |
Allure | Thief | - | 30 | Haggling | Speech | 10% better prices with the opposite sex. |
Merchant | Thief | - | 50 | Allure | Speech | Can sell any type of item to any kind of merchant. |
Investor | Thief | - | 70 | Merchant | Speech | Can invest 500 gold with a shopkeeper to increase his available gold permanently. |
Fence | Thief | - | 90 | Investor | Speech | Can barter stolen goods with any merchant you have invested in. |
Master Trader | Thief | - | 100 | Fence | Speech | Every merchant in the world gains 1000 gold for bartering. |
Alchemist (1) | Thief | 1 | - | - | Alchemy | Potions and poisons you make are 20% stronger. |
Alchemist (2) | Thief | 2 | 20 | - | Alchemy | Potions and poisons you make are 40% stronger. |
Alchemist (3) | Thief | 3 | 40 | - | Alchemy | Potions and poisons you make are 60% stronger. |
Alchemist (4) | Thief | 4 | 60 | - | Alchemy | Potions and poisons you make are 80% stronger. |
Alchemist (5) | Thief | 5 | 80 | - | Alchemy | Potions and poisons you make are twice as strong. |
Physician | Thief | - | 20 | Alchemist | Alchemy | Potions you mix that restore Health, Magicka or Stamina are 25% more powerful. |
Benefactor | Thief | - | 30 | Physician | Alchemy | Potions you mix with beneficial effects have an additional 25% greater magnitude. |
Experimenter (1) | Thief | 1 | 50 | Benefactor | Alchemy | Eating an ingredient reveals first two effects. |
Experimenter (2) | Thief | 2 | 70 | - | Alchemy | Eating an ingredient reveals first three effects. |
Experimenter (3) | Thief | 3 | 90 | - | Alchemy | Eating an ingredient reveals all its effects. |
Poisoner | Thief | - | 30 | Physician | Alchemy | Poisons you mix are 25% more effective. |
Concentrated Poison | Thief | - | 60 | Poisoner | Alchemy | Poisons applied to weapons last for twice as many hits. |
Green Thumb | Thief | - | 70 | Concentrated Poison | Alchemy | Two ingredients are gathered from plants. |
Snakeblood | Thief | - | 80 | Experimenter or Concentrated Poison |
Alchemy | 50% resistance to all poisons. |
Purity | Thief | - | 100 | Snakeblood | Alchemy | All negative effects are removed from created potions, and all positive effects are removed from created poisons. |
Quick Search of All Magic Spells
Spell Name | Mastery (Level) | Base Magicka Cost | Skill/School | Description |
---|---|---|---|---|
![]() |
Novice (0) | 21 | Alteration | Creates a hovering light that lasts for 60 seconds. |
![]() Equilibrium |
Novice (0) | 25 Health per second | Alteration | Convert health into Magicka at a rate of 25 points per second. Caster can be killed by this effect. |
![]() Oakflesh |
Novice (0) | 103 | Alteration | Improves the caster's armor rating by 40 points for 60 seconds. |
![]() |
Apprentice (25) | 84 | Alteration | Ball of light that lasts 60 seconds and sticks where it strikes. |
![]() Stoneflesh |
Apprentice (25) | 166 | Alteration | Improves the caster's armor rating by 60 points for 60 seconds. |
![]() Ash Shell |
Adept (50) | 251 | Alteration | Targets that fail to resist are immobilized in hardened ash for 30 seconds. (Dragonborn DLC) |
![]() Detect Life |
Adept (50) | 100 per second | Alteration | Nearby living creatures, (but not undead, machines, or daedra) can be seen through walls. |
![]() Ironflesh |
Adept (50) | 266 | Alteration | Improves the caster's armor rating by 80 points for 60 seconds. |
![]() Telekinesis |
Adept (50) | 170 per second | Alteration | Can pull an object to you from distance. Add it to your inventory or throw it. |
![]() Transmute Mineral Ore |
Adept (50) | 88 | Alteration | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any. |
![]() Waterbreathing |
Adept (50) | 222 | Alteration | Can breathe under water for 60 seconds. |
![]() Paralysis Rune |
Adept (50) | 172 | Alteration | Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them for 8 seconds. Available with Arcane Accessories creation. |
![]() Ash Rune |
Expert (75) | 418 | Alteration | Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds. (Dragonborn DLC) |
![]() Detect Dead |
Expert (75) | 37 per second | Alteration | Nearby dead can be seen through walls. |
![]() Ebonyflesh |
Expert (75) | 341 | Alteration | Improves the caster's armor rating by 100 points for 60 seconds. |
![]() Paralyze |
Expert (75) | 450 | Alteration | Targets that fail to resist are paralyzed for 10 seconds. |
![]() Dragonhide |
Master (100) | 837 | Alteration | Caster ignores 80% of all physical damage for 30 seconds. |
![]() Mass Paralysis |
Master (100) | 937 | Alteration | All targets in the area that fail to resist are paralyzed for 15 seconds. |
![]() Bound Dagger |
Novice (0) | 53 | Conjuration | Creates a magic dagger for 120 seconds. Sheathe it to dispel. |
![]() Bound Sword |
Novice (0) | 93 | Conjuration | Creates a magic sword for 120 seconds. Sheathe it to dispel. |
![]() Conjure Familiar |
Novice (0) | 107 | Conjuration | Summons a familiar for 60 seconds wherever the caster is pointing. |
![]() Raise Zombie |
Novice (0) | 103 | Conjuration | Reanimate a weak dead body to fight for 60 seconds |
![]() Conjure Zombie |
Novice (0) | 103 | Conjuration | Summons a Zombie for 60 seconds wherever the caster is pointing. |
![]() Summon Unbound Dremora |
Novice (0) | 100 | Conjuration | Summons an unbound Dremora |
![]() Bound Battleaxe |
Apprentice (25) | 169 | Conjuration | Creates a magic battle axe for 120 seconds. Sheathe it to dispel. |
![]() Conjure Boneman |
Apprentice (25) | 129 | Conjuration | Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing. |
![]() Conjure Flame Atronach |
Apprentice (25) | 150 | Conjuration | Summons a Flame Atronach for 60 seconds wherever the caster is pointing. |
![]() Flaming Familiar |
Apprentice (25) | 57 | Conjuration | Summons a Flaming Familiar which will charge into battle and explode. |
![]() Reanimate Corpse |
Apprentice (25) | 144 | Conjuration | Reanimate a more powerful dead body to fight for you for 60 seconds. |
![]() Soul Trap |
Apprentice (25) | 107 | Conjuration | If target dies within 60 seconds, fills an empty soul gem in inventory. |
![]() Summon Arniel's Shade |
Apprentice (25) | 0 | Conjuration | Summons Arniel's Shade wherever the caster is pointing |
![]() Summon Arvak |
Apprentice (25) | 136 | Conjuration | Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed |
![]() Conjure Foul Zombie |
Apprentice (25) | 75 | Conjuration | Summons a Foul Zombie for 60 seconds wherever the caster is pointing. |
![]() Banish Daedra |
Adept (50) | 196 | Conjuration | Send lesser Daedra back to Oblivion. |
![]() Bound Bow |
Adept (50) | 207 | Conjuration | Equips an ethereal Daedric Bow and 100 ethereal Daedric Arrows for 120 seconds |
![]() Bound Quiver |
Adept (50) | 206 | Conjuration | Creates a magic quiver for 120 seconds, provides 100 Bound Arrows each having 24 base damage. Available with Arcane Archer Pack creation |
![]() Conjure Ash Spawn |
Adept (50) | 186 | Conjuration | Summons an Ash Spawn for 60 seconds wherever the caster is pointing. |
![]() Conjure Frost Atronach |
Adept (50) | 215 | Conjuration | Summons a Frost Atronach for 60 seconds wherever the caster is pointing. |
![]() Conjure Mistman |
Adept (50) | 193 | Conjuration | Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing. |
![]() Conjure Seeker |
Adept (50) | 157 | Conjuration | Summons a Seeker for 60 seconds wherever the caster is pointing |
![]() Revenant |
Adept (50) | 183 | Conjuration | Reanimate a powerful dead body to fight for the player for 60 seconds. |
![]() Conjure Putrid Zombie |
Adept (50) | 107 | Conjuration | Summons a Putrid Zombie for 60 seconds wherever the caster is pointing. Available with Plague of the Dead creation |
![]() Conjure Ash Guardian |
Expert (75) | 340 | Conjuration | Creates an Ash Guardian that guards that location until destroyed. |
![]() Command Daedra |
Expert (75) | 243 | Conjuration | Powerful summoned and raised creatures are put under the caster's control |
![]() Conjure Dremora Lord |
Expert (75) | 358 | Conjuration | Summons a Dremora Lord for 60 seconds. |
![]() Conjure Wrathman |
Expert (75) | 301 | Conjuration | Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing. |
![]() Conjure Storm Atronach |
Expert (75) | 322 | Conjuration | Summons a Storm Atronach for 60 seconds wherever the caster is pointing. |
![]() Dread Zombie |
Expert (75) | 302 | Conjuration | Reanimate a very powerful dead body to fight for you for 60 seconds. |
![]() Expel Daedra |
Expert (75) | 215 | Conjuration | Powerful summoned daedra creatures are sent back to Oblivion. |
![]() Conjure Dragon Priest |
Expert (75) | 0 | Conjuration | Summons a Dragon Priest for 60 seconds. |
![]() Conjure Malignant Zombie |
Expert (75) | 161 | Conjuration | Summons a Malignant Zombie for 60 seconds wherever the caster is pointing. Available with Plague of the Dead creation |
![]() Pride of Hirstaang |
Expert (75) | 287 | Conjuration | Summons a bear for 60 seconds wherever the caster is pointing. Caster gets 50 points of frost resist and 50% more health regeneration for 60 seconds. Available with Arcane Accessories creation |
![]() Dead Thrall |
Master (100) | 1000 | Conjuration | Reanimate a dead body permanently to fight for the player. |
![]() Flame Thrall |
Master (100) | 900 | Conjuration | Summons a Flame Atronach permanently. |
![]() Frost Thrall |
Master (100) | 1100 | Conjuration | Summons a Frost Atronach permanently. |
![]() Storm Thrall |
Master (100) | 1200 | Conjuration | Summons a Storm Atronach permanently. |
![]() Flames |
Novice (0) | 14 per second | Destruction | A gout of fire inflicting a base damage of 8 points of fire damage per second. Targets on fire take extra damage. One of the two basic spells. |
![]() Frostbite |
Novice (0) | 16 per second | Destruction | A blast of cold inflicting a base damage of 8 points of frost damage per second to Health and Stamina. |
![]() Sparks |
Novice (0) | 19 per second | Destruction | Lightning that does 8 points of shock damage to Health and half as much to Magicka per second |
![]() Arniel's Convection |
Novice (0) | 0 | Destruction | Burns target 1 point per second. Targets on fire take extra damage. |
![]() Vampiric Drain |
Novice (0) | 6 per second, increases based on stage |
Destruction | Drains Health per second based on stage
|
![]() Choking Grasp |
Novice (0) | 39 | Destruction | Absorb 8 points of Health from target for 3 seconds. Available with Arcane Accessories creation |
![]() Elemental Flare |
Novice (0) | 45 | Destruction | Fires an elemental blast for 15 fire damage. The blast explodes for 15 shock damage and half as much in damage to Stamina. Available with Arcane Accessories creation |
![]() Firebolt |
Apprentice (25) | 41 | Destruction | A blast of fire that does 25 points of damage. Targets on fire take extra damage. |
![]() Freeze |
Apprentice (25) | 30 | Destruction | A spike of ice that does 20 points of frost damage to Health and Stamina and slows the target for 15 seconds. |
![]() Ice Spike |
Apprentice (25) | 48 | Destruction | Throw a spike of ice that does 25 points of frost damage to Health and Stamina. |
![]() Ignite |
Apprentice (25) | 30 | Destruction | A blast of flame that sets targets of fire, doing 4 damage per second for 15 seconds. |
![]() Lightning Bolt |
Apprentice (25) | 51 | Destruction | A bolt of lightning that does 25 points of shock damage to Health and half as much to Magicka |
![]() Fire Rune |
Apprentice (25) | 234 | Destruction | Cast on a nearby surface, it explodes for 50 points of damage when enemies come near. Affected targets take extra damage. |
![]() Frost Rune |
Apprentice (25) | 293 | Destruction | Cast on a nearby surface, it explodes for 50 points of frost damage to Health and Stamina when enemies come near. |
![]() Lightning Rune |
Apprentice (25) | 323 | Destruction | Cast on a nearby surface, it explodes for 50 points of damage to Health and half as much to Magicka when enemies come near. |
![]() Elemental Bolt |
Apprentice (25) | 62 | Destruction | Fires an elemental blast for 20 fire damage. The blast explodes for 20 shock damage and half as much in damage to Stamina. Available with Arcane Accessories creation |
![]() Strangulation |
Apprentice (25) | 84 | Destruction | Absorb 16 points of Health from target for 3 seconds. Available with Arcane Accessories creation |
![]() Fireball |
Adept (50) | 133 | Destruction | A fiery explosion for 40 points of damage. Targets on fire take extra damage |
![]() Ice Storm |
Adept (50) | 144 | Destruction | A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina. |
![]() Chain Lightning |
Adept (50) | 156 | Destruction | A lighting bolt inflicting 40 points of damage to Health and half as much to Magicka, then leaps to a new target. If the character has learned Augmented Shock 2/2, the lightning jumps on one additional target and does 60 damage. |
![]() Flame Cloak |
Adept (50) | 289 | Destruction | For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage. |
![]() Frost Cloak |
Adept (50) | 316 | Destruction | For 60 seconds, opponents in melee range take 8 points of damage per second to Health and Stamina. |
![]() Lightning Cloak |
Adept (50) | 370 | Destruction | For 60 seconds, nearby opponents take 8 points of damage per second to Health and half as much to Magicka. |
![]() Whirlwind Cloak |
Adept (50) | 338 | Destruction | For 60 seconds, opponents in melee range have a chance of being flung away. |
![]() Elemental Burst |
Adept (50) | 96 | Destruction | Fires an elemental blast for 30 fire damage. The blast explodes for 30 shock damage and half as much in damage to Stamina. Available with Arcane Accessories creation |
![]() Hangman's Noose |
Adept (50) | 143 | Destruction | Absorb 26 points of Health from target for 3 seconds. Available with Arcane Accessories creation |
![]() Incinerate |
Expert (75) | 298 | Destruction | A blast of fire that does 60 points of damage. Targets on fire take extra damage. |
![]() Icy Spear |
Expert (75) | 320 | Destruction | A spear of ice that does 60 points of frost damage to Health and Stamina. |
![]() Thunderbolt |
Expert (75) | 343 | Destruction | A thunderbolt that does 60 points of shock damage to Health and half that to Magicka. |
![]() Wall of Flames |
Expert (75) | 118 per second | Destruction | Sprayed on the ground, it creates a wall of flames that does 50 points of fire damage per second. |
![]() Wall of Frost |
Expert (75) | 137 per second | Destruction | Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second. |
![]() Wall of Storms |
Expert (75) | 145 per second | Destruction | Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second. |
![]() Elemental Blast |
Expert (75) | 144 | Destruction | Fires an elemental blast for 40 fire damage. The blast explodes for 40 shock damage and half as much in damage to Stamina. Available with Arcane Accessories creation |
![]() Mara's Wrath |
Expert (75) | 329 | Destruction | For 30 seconds, opponents in melee range take 16 points fire damage per second Undead enemies up to level 26 flee for 30 seconds. Available with Arcane Accessories creation |
![]() Touch of Death |
Expert (75) | 316 | Destruction | Absorb 40 points of Health from target for 4 seconds. Available with Arcane Accessories creation |
![]() Unbounded Flames |
Expert (75) | 118 per second | Destruction | Casts a stream of long-distance fireballs in an arc that on impact create a wall of fire dealing 50 fire damage per second. Available with Arcane Accessories creation |
![]() Unbounded Freezing |
Expert (75) | 89 per second | Destruction | A freezing wind envelops the caster, knocking down nearby enemies and freezing them for 50 points of damage per second to Health and Stamina. Available with Arcane Accessories creation |
![]() Unbounded Storms |
Expert (75) | 69 per second | Destruction | Targets in melee range take 40 shock damage per second to Health and half that to Magicka. Random lightning strikes deal additional 30 damage. Available with Arcane Accessories creation |
![]() Fire Storm |
Master (100) | 1426 | Destruction | Summons a fire storm that deals 100 Damage |
![]() Blizzard |
Master (100) | 1106 | Destruction | Creates a blizzard that surrounds the caster. Targets take 20 point of frost damage every second for 10 seconds, plus Stamina damage. |
![]() Lightning Storm |
Master (100) | 138 per second | Destruction | Fires a continuous stream of lightning. Target takes 75 points of shock damage per second to Health, and half that to Magicka. |
![]() Clairvoyance |
Novice (0) | 25 per second | Illusion | Shows the path to the current goal or closest goal. |
![]() Courage |
Novice (0) | 39 | Illusion | Targets won't flee for 60 seconds and get base 25 points of extra Health and Stamina. |
![]() Fury |
Novice (0) | 67 | Illusion | Creatures and people up to level 6 will attack anything nearby for 30 seconds. |
![]() Vision of the Tenth Eye |
Novice (0) | 0 | Illusion | Makes the Master Illusion texts visible. Also gives night vision for 30 seconds. |
![]() Calm |
Apprentice (25) | 146 | Illusion | Creatures and people up to level 9 won't fight for 30 seconds. |
![]() Fear |
Apprentice (25) | 153 | Illusion | Creatures and people up to level 9 flee from combat for 30 seconds. |
![]() Muffle |
Apprentice (25) | 144 | Illusion | Move more quietly for 180 seconds. |
![]() Vampire's Seduction |
Apprentice (25) | 146 | Illusion | Calms creatures and people up to level 10 for 30 secs |
![]() Frenzy |
Adept (50) | 209 | Illusion | Creatures and people in a a small area up to level 14 will attack anyone nearby for 60 seconds. |
![]() Frenzy Rune |
Adept (50) | 278 | Illusion | Creatures and people up to level 20 will attack anyone nearby for 60 seconds. |
![]() Rally |
Adept (50) | 113 | Illusion | Targets in a small area won't flee for 60 seconds and get base 25 extra Health and Stamina. |
![]() Orum's Aquatic Escape |
Adept (50) | 165 | Illusion | Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Caster gains water breathing and night vision for 15 seconds. Available with Arcane Accessories creation. |
![]() Invisibility |
Expert (75) | 334 | Illusion | Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. |
![]() Pacify |
Expert (75) | 290 | Illusion | Creatures and people up to level 20 won't fight for 60 seconds. |
![]() Rout |
Expert (75) | 316 | Illusion | Creatures and people up to level 20 flee from combat for 30 seconds. |
![]() Fenrik's Welcome |
Expert (75) | 116 | Illusion | Caster is invisible for 5 seconds. Activating an object or attacking will break the spell. Caster can unlock locks that are expert and below. Available with Arcane Accessories creation |
![]() Call to Arms |
Master (100) | 655 | Illusion | Targets in a large area have improved combat skills, Health, and Stamina for 10 minutes. |
![]() Harmony |
Master (100) | 1052 | Illusion | Creatures and people up to level 25 nearby won't fight for 60 seconds. |
![]() Hysteria |
Master (100) | 866 | Illusion | Creatures and people up to level 25 flee from combat for 60 seconds. |
![]() Mayhem |
Master (100) | 990 | Illusion | Creatures and people up to level 25 will attack anyone nearby for 60 seconds. |
![]() Healing |
Novice (0) | 12 per second | Restoration | Heals the caster 10 points per second. |
![]() Lesser Ward |
Novice (0) | 34 per second | Restoration | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
![]() Fast Healing |
Apprentice (25) | 73 | Restoration | Heals the caster for 50 points |
![]() Healing Hands |
Apprentice (25) | 25 per second | Restoration | Heals the target 10 points per second. |
![]() Necromantic Healing |
Apprentice (25) | 37 per second | Restoration | Heals the undead target 10 points per second. |
![]() Steadfast Ward |
Apprentice (25) | 58 per second | Restoration | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. |
![]() Sun Fire |
Apprentice (25) | 24 | Restoration | Ball of sunlight that does 25 points of damage to undead |
![]() Turn Lesser Undead |
Apprentice (25) | 84 | Restoration | Undead up to level 6 flee for 30 seconds |
![]() Close Wounds |
Adept (50) | 126 | Restoration | Heals the caster for 100 points |
![]() Greater Ward |
Adept (50) | 86 per second | Restoration | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. |
![]() Heal Other |
Adept (50) | 80 | Restoration | Heals the target 75 points. |
![]() Heal Undead |
Adept (50) | 115 | Restoration | Heals the undead target 75 points |
![]() Poison Rune |
Adept (50) | 246 | Restoration | Targets that fail to resist take 3 points of poison damage per second for 30 seconds. |
![]() Repel Lesser Undead |
Adept (50) | 115 | Restoration | All affected undead up to level 8 flee for 30s. |
![]() Stendarr's Aura |
Adept (50) | 248 | Restoration | For 60 seconds, undead in melee range take 10 points sun damage per second |
![]() Turn Undead |
Adept (50) | 168 | Restoration | Undead up to level 13 flee for 30s. |
![]() Vampire's Bane |
Adept (50) | 72 | Restoration | Sunlight explosion that does 40 points of damage in a large radius to undead |
![]() Circle of Protection |
Expert (75) | 171 | Restoration | Undead up to level 20 entering the circle will flee for 30 seconds. |
![]() Grand Healing |
Expert (75) | 254 | Restoration | Heals everyone close to the caster 200 points. |
![]() Repel Undead |
Expert (75) | 353 | Restoration | All affected undead up to level 16 flee for 30s. |
![]() Turn Greater Undead |
Expert (75) | 267 | Restoration | Undead up to level 21 flee for 30s. |
![]() Bane of the Undead |
Master (100) | 988 | Restoration | Sets all undead up to level 30 on fire dealing fire damage over 4 seconds in a large radius around the caster. All affected undead around the player up to level 30 flee for 30s. |
![]() Guardian Circle |
Master (100) | 716 | Restoration | Undead up to level 35 entering the circle will flee for 30 seconds. Caster heals 20 Health per second inside the circle |