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.

skill levelling skills skyrim wiki guide 300px

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.

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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. 

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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.

*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

AlterationConjurationDestruction

IllusionRestorationEnchanting

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-handedTwo-handedArchery

BlockHeavy ArmorSmithing

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

LockpickingLight 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

All Skyrim Skill Perks
All Skyrim Magic Spells

 

Quick Search of All Perks

Perk Name Description
Novice Alteration Cast Novice level Alteration spells for half Magicka.
Alteration Dual Casting Dual casting an Alteration spell overcharges the effects into an even more powerful version.
Apprentice Alteration Cast Apprentice level Alteration spells for half Magicka.
Magic Resistance (1) Blocks 10% of a spell's effects.
Magic Resistance (2) Blocks 20% of a spell's effects.
Magic Resistance (3) Blocks 30% of a spell's effects.
Adept Alteration Cast Adept level Alteration spells for half Magicka.
Expert Alteration Cast Expert level Alteration spells for half Magicka.
Atronach Absorb 30% of the Magicka of any spells that hit you.
Master Alteration Cast Master level Alteration spells for half Magicka.
Stability Alteration spells have 50% greater duration.
Mage Armor (1) Protection spells like Stoneflesh are twice as strong if not wearing armor.
Mage Armor (2) Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor.
Mage Armor (3) Protection spells like Stoneflesh are three times as strong if not wearing armor.
Novice Conjuration Cast Novice level Conjuration spells for half Magicka.
Conjuration Dual Casting Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
Mystic Binding Bound weapons do more damage.
Apprentice Conjuration Cast Apprentice level Conjuration spells for half Magicka.
Soul Stealer Bound weapons cast Soul Trap on targets.
Summoner (1) Can summon atronachs or raise undead twice as far away.
Summoner (2) Can summon atronachs or raise undead three times as far away.
Necromancy Greater duration for reanimated undead.
Atromancy Double duration for conjured Atronachs.
Adept Conjuration Cast Adept level Conjuration spells for half Magicka.
Oblivion Binding Bound weapons will banish summoned creatures and turn raised ones.
Dark Souls Reanimated undead have 100 points more Health.
Expert Conjuration Cast Expert level Conjuration spells for half Magicka.
Elemental Potency Conjured Atronachs are 50% more powerful.
Master Conjuration Cast Master level Conjuration spells for half Magicka.
Twin Souls You can have two atronachs or reanimated zombies.
Novice Destruction Cast Novice level Destruction spells for half Magicka.
Destruction Dual Casting Dual casting a Destruction spell overcharges the effects into an even more powerful version.
Apprentice Destruction Cast Apprentice level Destruction spells for half Magicka.
Augmented Flames (1) Fire spells do 25% more damage.
Augmented Flames (2) Fire spells do 50% more damage.
Augmented Frost (1) Frost spells do 25% more damage.
Augmented Frost (2) Frost spells do 50% more damage.
Augmented Shock (1) Shock spells do 25% more damage.
Augmented Shock (2) Shock spells do 50% more damage.
Rune Master Can place runes five times farther away.
Impact Most destruction spells will stagger an opponent when dual cast.
Adept Destruction Cast Adept level Destruction spells for half Magicka.
Intense Flames Fire damage causes targets to flee if their Health is low (under 20%).
Deep Freeze Frost damage paralyzes targets if their Health is low (under 20%).
Disintegrate Shock spells disintegrate targets if their Health is low (under 15%).
Expert Destruction Cast Expert level Destruction spells for half Magicka.
Master Destruction Cast Master level Destruction spells for half Magicka.
Novice Illusion Cast Novice level Illusion spells for half Magicka.
Illusion Dual Casting Dual casting an Illusion spell overcharges the effects into an even more powerful version.
Animage Illusion spells now work on higher level animals.
Apprentice Illusion Cast Apprentice level Illusion spells for half Magicka.
Hypnotic Gaze Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.
Kindred Mage All Illusion spells work on higher level people.
Quiet Casting All spells you cast from any school of magic are silent to others.
Aspect of Terror Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Adept Illusion Cast Adept level Illusion spells for half Magicka.
Rage Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Expert Illusion Cast Expert level Illusion spells for half Magicka.
Master of the Mind Illusion spells work on undead, daedra and automatons.
Master Illusion Cast Master level Illusion spells for half Magicka.
Novice Restoration Cast Novice level Restoration spells for half Magicka.
Regeneration Healing spells cure 50% more.
Restoration Dual Casting Dual casting a Restoration spell overcharges the effects into an even more powerful version. (220% spell effect for 280% Magicka cost)
Apprentice Restoration Cast Apprentice level Restoration spells for half Magicka.
Recovery (1) Magicka regenerates 25% faster.
Recovery (2) Magicka regenerates 50% faster.
Respite Healing spells also restore Stamina.
Adept Restoration Cast Adept level Restoration spells for half Magicka.
Ward Absorb Wards recharge your Magicka when hit with spells.
Necromage All spells are more effective against undead. (+25% effect and +50% effect duration)
Expert Restoration Cast Expert level Restoration spells for half Magicka.
Avoid Death Once a day, heals 250 points automatically if you fall below 10% Health. (Only if the damage does not kill you.)
Master Restoration Cast Master level Restoration spells for half Magicka.
Enchanter (1) New enchantments are 20% stronger.
Enchanter (2) New enchantments are 40% stronger.
Enchanter (3) New enchantments are 60% stronger.
Enchanter (4) New enchantments are 80% stronger.
Enchanter (5) New enchantments are 100% stronger.
Soul Squeezer Soul gems provide extra Magicka for recharging.
Fire Enchanter Fire enchantments on weapons and armor are 25% stronger.
Frost Enchanter Frost enchantments on weapons and armor are 25% stronger.
Soul Siphon Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
Storm Enchanter Shock enchantments on weapons and armor are 25% stronger.
Insightful Enchanter Skill enchantments on armor are 25% stronger.
Corpus Enchanter Health, Magicka, and Stamina enchantments on armor are 25% stronger.
Extra Effect Can put two enchantments on the same item.
Armsman (1) One-Handed weapons do 20% more damage.
Armsman (2) One-Handed weapons do 40% more damage.
Armsman (3) One-Handed weapons do 60% more damage.
Armsman (4) One-Handed weapons do 80% more damage.
Armsman (5) One-Handed weapons do twice as much damage.
Bladesman (1) Attacks with swords have a 10% chance of doing critical damage (+0% crit damage).
Bladesman (2) Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage).
Bladesman (3) Attacks with swords have a 20% chance of doing even more critical damage (+50% crit damage).
Bone Breaker (1) Attacks with maces ignore 25% of armor.
Bone Breaker (2) Attacks with maces ignore 50% of armor.
Bone Breaker (3) Attacks with maces ignore 75% of armor.
Hack and Slash (1) Attacks with war axes cause extra bleeding damage.
Hack and Slash (2) Attacks with war axes cause more bleeding damage.
Hack and Slash (3) Attacks with war axes cause even more bleeding damage.
Dual Flurry (1) Dual wielding attacks are 20% faster.
Dual Flurry (2) Dual wielding attacks are 35% faster.
Dual Savagery Dual wielding power attacks do 50% bonus damage.
Fighting Stance Power attacks with one-handed weapons cost 25% less Stamina.
Critical Charge Can do a one-handed power attack while sprinting that does double critical damage.
Savage Strike Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Paralyzing Strike Backwards power attack has a 25% chance to paralyze the target.
Barbarian (1) Two-Handed weapons do 20% more damage.
Barbarian (2) Two-Handed weapons do 40% more damage.
Barbarian (3) Two-Handed weapons do 60% more damage.
Barbarian (4) Two-Handed weapons do 80% more damage.
Barbarian (5) Two-Handed weapons do twice as much damage.
Deep Wounds (1) Attacks with greatswords have a 10% chance of doing critical damage.
Deep Wounds (2) Attacks with greatswords have a 15% chance of doing more critical damage.
Deep Wounds (3) Attacks with greatswords have a 20% chance of doing even more critical damage.
Skullcrusher (1) Attacks with warhammers ignore 25% of armor.
Skullcrusher (2) Attacks with warhammers ignore 50% of armor.
Skullcrusher (3) Attacks with warhammers ignore 75% of armor.
Limbsplitter (1) Attacks with battle axes cause extra bleeding damage.
Limbsplitter (2) Attacks with battle axes cause more bleeding damage.
Limbsplitter (3) Attacks with battle axes cause even more bleeding damage.
Champion's Stance Power attacks with two-handed weapons cost 25% less Stamina.
Devastating Blow Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Great Critical Charge Can do a two-handed power attack while sprinting that does double critical damage.
Sweep Sideways power attacks with two-handed weapons hit all targets in front of you.
Warmaster Backwards power attack has a 25% chance to paralyze the target.
Overdraw (1) Bows do 20% more damage.
Overdraw (2) Bows do 40% more damage.
Overdraw (3) Bows do 60% more damage.
Overdraw (4) Bows do 80% more damage.
Overdraw (5) Bows do twice as much damage.
Critical Shot (1) 10% chance of a critical hit that does extra damage.
Critical Shot (2) 15% chance of a critical hit that does 25% more critical damage.
Critical Shot (3) 20% chance of a critical hit that does 50% more critical damage.
Eagle Eye Pressing Block while aiming will zoom in your view.
Steady Hand (1) Zooming in with a bow slows time by 25%.
Steady Hand (2) Zooming in with a bow slows time by 50%.
Hunter's Discipline Recover twice as many arrows from dead bodies.
Ranger Able to move faster with a drawn bow.
Power Shot Arrows stagger all but the largest opponents 50% of the time.
Quick Shot Can draw a bow 30% faster.
Bullseye 15% chance of paralyzing the target for a few seconds.
Shield Wall (1) Blocking is 20% more effective. (Actually 10%)
Shield Wall (2) Blocking is 25% more effective. (Actually 20%)
Shield Wall (3) Blocking is 30% more effective.
Shield Wall (4) Blocking is 35% more effective. (Actually 40%)
Shield Wall (5) Blocking is 40% more effective. (Actually 50%)
Quick Reflexes Time slows down if you are blocking during an enemy's power attack.
Deflect Arrows Arrows that hit the shield do no damage.
Elemental Protection Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.
Block Runner Able to move faster with a shield or weapon raised.
Power Bash Able to do a power bash.
Deadly Bash Bashing does five times more damage.
Disarming Bash Chance to disarm when power bashing.
Shield Charge Sprinting with a shield raised knocks down most targets.
Juggernaut (1) Increases armor rating for Heavy Armor by 20%.
Juggernaut (2) Increases armor rating for Heavy Armor by 40%.
Juggernaut (3) Increases armor rating for Heavy Armor by 60%.
Juggernaut (4) Increases armor rating for Heavy Armor by 80%.
Juggernaut (5) Increases armor rating for Heavy Armor by 100%.
Fists of Steel Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.
Cushioned Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
Conditioning Heavy Armor weighs nothing and doesn't slow you down when worn.
Well Fitted 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
Tower of Strength 50% less stagger when wearing only Heavy Armor.
Matching Set Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
Reflect Blows 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.
Steel Smithing Can create Steel armor and weapons at forges, and improve them twice as much.
Can also create Bonemold armor.
Arcane Blacksmith You can improve magical weapons and armor.
Dwarven Smithing Can create Dwarven armor and weapons at forges, and improve them twice as much.
Orcish Smithing Can create Orcish armor and weapons at forges, and improve them twice as much.
Ebony Smithing

Can create Ebony armor and weapons at forges, and improve them twice as much.
Can also create Stalhrim armor and weapons.

Daedric Smithing Can create Daedric armor and weapons at forges, and improve them twice as much.
Elven Smithing Can create Elven armor and weapons at forges, and improve them twice as much.
Can also create Chitin armor.
Advanced Armors Can create Scaled and Plate armor at forges, and improve them twice as much.
Can also create Nordic armor and weapons.
Glass Smithing Can create Glass armor and weapons at forges, and improve them twice as much.
Dragon Armor Can create Dragon armor at forges, and improve them twice as much.
Can also create Dragonbone weapons.
Novice Locks Novice locks are much easier to pick.
Apprentice Locks Apprentice locks are much easier to pick.
Quick Hands Able to pick locks without being noticed.
Wax Key Automatically gives you a copy of a picked lock's key if it has one.
Adept Locks Adept locks are much easier to pick.
Expert Locks Expert locks are much easier to pick.
Golden Touch Find more gold in chests.
Treasure Hunter 50% greater chance of finding special treasure.
Locksmith Pick starts close to the lock opening position.
Unbreakable Lockpicks never break.
Master Locks Master locks are much easier to pick.
Agile Defender (1) Increase armor rating for Light armor by 20%.
Agile Defender (2) Increase armor rating for Light armor by 40%.
Agile Defender (3) Increase armor rating for Light armor by 60%.
Agile Defender (4) Increase armor rating for Light armor by 80%.
Agile Defender (5) Increase armor rating for Light armor by 100%.
Custom Fit 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
Matching Set Additional 25% Armor bonus if wearing a matched set of Light Armor.
Unhindered Light Armor weighs nothing and doesn't slow you down when worn.
Wind Walker Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.
Deft Movement 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.
Stealth (1) You are 20% harder to detect when sneaking.
Stealth (2) You are 25% harder to detect when sneaking.
Stealth (3) You are 30% harder to detect when sneaking.
Stealth (4) You are 35% harder to detect when sneaking.
Stealth (5) You are 40% harder to detect when sneaking.
Backstab Sneak attacks with one-handed weapons now do six times damage.
Deadly Aim Sneak attacks with bows now do three times damage.
Assassin's Blade Sneak attacks with daggers now do a total of fifteen times normal damage.
Muffled Movement Wearing armor makes half as much noise when you move (see muffle).
Light Foot You won't trigger pressure plates.
Silent Roll Sprinting while sneaking executes a silent forward roll
Silence Walking and running does not affect detection.
Shadow Warrior Crouching stops combat for a moment and forces distant opponents to search for a target.
Light Fingers (1) Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
Light Fingers (2) Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.
Light Fingers (3) Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.
Light Fingers (4) Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.
Light Fingers (5) Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.
Night Thief +25% chance to pickpocket if the target is asleep.
Poisoned Silently harm enemies by placing poisons in their pockets.
Extra Pockets Carrying capacity is increased by 100.
Cutpurse Pickpocketing gold is 50% easier.
Keymaster Pickpocketing keys almost always works.
Misdirection Can pickpocket equipped weapons.
Perfect Touch Can pickpocket equipped items and armor.
Haggling (1) Buying and selling prices are 10% better.
Haggling (2) Buying and selling prices are 15% better.
Haggling (3) Buying and selling prices are 20% better.
Haggling (4) Buying and selling prices are 25% better.
Haggling (5) Buying and selling prices are 30% better.
Bribery Can bribe guards to ignore crimes.
Persuasion Persuasion attempts are 30% easier.
Intimidation Intimidation is twice as likely to be successful.
Allure 10% better prices with the opposite sex.
Merchant Can sell any type of item to any kind of merchant.
Investor Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Fence Can barter stolen goods with any merchant you have invested in.
Master Trader Every merchant in the world gains 1000 gold for bartering.
Alchemist (1) Potions and poisons you make are 20% stronger.
Alchemist (2) Potions and poisons you make are 40% stronger.
Alchemist (3) Potions and poisons you make are 60% stronger.
Alchemist (4) Potions and poisons you make are 80% stronger.
Alchemist (5) Potions and poisons you make are twice as strong.
Physician Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.
Benefactor Potions you mix with beneficial effects have an additional 25% greater magnitude.
Experimenter (1) Eating an ingredient reveals first two effects.
Experimenter (2) Eating an ingredient reveals first three effects.
Experimenter (3) Eating an ingredient reveals all its effects.
Poisoner Poisons you mix are 25% more effective.
Concentrated Poison Poisons applied to weapons last for twice as many hits.
Green Thumb

Two ingredients are gathered from plants.

Snakeblood 50% resistance to all poisons.
Purity 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 Base Magicka Cost Description
Light Spell iconCandlelight 21 Creates a hovering light that lasts for 60 seconds.
Illusion Dark icon1
Equilibrium
25 Health per second Convert health into Magicka at a rate of 25 points per second. Caster can be killed by this effect.
Alteration icon1
Oakflesh
103 Improves the caster's armor rating by 40 points for 60 seconds.
Light Spell iconMagelight 84 Ball of light that lasts 60 seconds and sticks where it strikes.
Alteration icon1
Stoneflesh
166 Improves the caster's armor rating by 60 points for 60 seconds.
Ash icon1
Ash Shell
251 Targets that fail to resist are immobilized in hardened ash for 30 seconds. (Dragonborn DLC)
DetectLife icon1
Detect Life
100 per second Nearby living creatures, (but not undead, machines, or daedra) can be seen through walls.
Alteration icon1
Ironflesh
266 Improves the caster's armor rating by 80 points for 60 seconds.
Telekinesis icon1
Telekinesis
170 per second Can pull an object to you from distance. Add it to your inventory or throw it.
Alteration icon1
Transmute Mineral Ore
88 Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any.
Alteration icon1
Waterbreathing
222 Can breathe under water for 60 seconds.
Paralyze icon1
Paralysis Rune
172

Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them for 8 seconds. Available with Arcane Accessories creation.

Ash icon1
Ash Rune
418 Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds. (Dragonborn DLC)
DetectLife icon1
Detect Dead
37 per second Nearby dead can be seen through walls.
Alteration icon1
Ebonyflesh
341 Improves the caster's armor rating by 100 points for 60 seconds.
Paralyze icon1
Paralyze
450 Targets that fail to resist are paralyzed for 10 seconds.
Alteration icon1
Dragonhide
837 Caster ignores 80% of all physical damage for 30 seconds.
Paralyze icon1
Mass Paralysis
937 All targets in the area that fail to resist are paralyzed for 15 seconds.
Bound Weapon icon
Bound Dagger
53 Creates a magic dagger for 120 seconds. Sheathe it to dispel.
Bound Weapon icon
Bound Sword
93

Creates a magic sword for 120 seconds. Sheathe it to dispel.

Summon icon
Conjure Familiar
107

Summons a familiar for 60 seconds wherever the caster is pointing.

Reanimate icon
Raise Zombie
103

Reanimate a weak dead body to fight for 60 seconds

Summon icon
Conjure Zombie
103

Summons a Zombie for 60 seconds wherever the caster is pointing.
Available with Plague of the Dead creation

Summon icon
Summon Unbound Dremora
100

Summons an unbound Dremora

Bound Weapon icon
Bound Battleaxe
169

Creates a magic battle axe for 120 seconds. Sheathe it to dispel.

Summon icon
Conjure Boneman
129

Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing.

Summon icon
Conjure Flame Atronach
150

Summons a Flame Atronach for 60 seconds wherever the caster is pointing.

Summon icon
Flaming Familiar
57

Summons a Flaming Familiar which will charge into battle and explode.

Reanimate icon
Reanimate Corpse
144

Reanimate a more powerful dead body to fight for you for 60 seconds.

Banish icon
Soul Trap
107

If target dies within 60 seconds, fills an empty soul gem in inventory.

Summon icon
Summon Arniel's Shade
0

Summons Arniel's Shade wherever the caster is pointing

Summon icon
Summon Arvak
136 Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed
Summon icon
Conjure Foul Zombie
75

Summons a Foul Zombie for 60 seconds wherever the caster is pointing.
Available with Plague of the Dead creation

Banish icon
Banish Daedra
196

Send lesser Daedra back to Oblivion.

Bound Weapon icon
Bound Bow
207

Equips an ethereal Daedric Bow and 100 ethereal Daedric Arrows for 120 seconds

Bound Weapon icon
Bound Quiver
206

Creates a magic quiver for 120 seconds, provides 100 Bound Arrows each having 24 base damage. Available with Arcane Archer Pack creation

Ash icon1
Conjure Ash Spawn
186

Summons an Ash Spawn for 60 seconds wherever the caster is pointing.

Summon icon
Conjure Frost Atronach
215

Summons a Frost Atronach for 60 seconds wherever the caster is pointing.

Summon icon
Conjure Mistman
193

Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing.

Summon icon
Conjure Seeker
157

Summons a Seeker for 60 seconds wherever the caster is pointing

Reanimate icon
Revenant
183

Reanimate a powerful dead body to fight for the player for 60 seconds.

Summon icon
Conjure Putrid Zombie
107

Summons a Putrid Zombie for 60 seconds wherever the caster is pointing. Available with Plague of the Dead creation

Ash icon1
Conjure Ash Guardian
340

Creates an Ash Guardian that guards that location until destroyed.

Banish icon
Command Daedra
243

Powerful summoned and raised creatures are put under the caster's control

Summon icon
Conjure Dremora Lord
358

Summons a Dremora Lord for 60 seconds.

Summon icon
Conjure Wrathman
301

Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing.

Summon icon
Conjure Storm Atronach
322

Summons a Storm Atronach for 60 seconds wherever the caster is pointing.

Reanimate icon
Dread Zombie
302

Reanimate a very powerful dead body to fight for you for 60 seconds.

Banish icon
Expel Daedra
215

Powerful summoned daedra creatures are sent back to Oblivion.

Banish icon
Conjure Dragon Priest
0 Summons a Dragon Priest for 60 seconds.
Banish icon
Conjure Malignant Zombie
161

Summons a Malignant Zombie for 60 seconds wherever the caster is pointing. Available with Plague of the Dead creation

Banish icon
Pride of Hirstaang
287

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

Reanimate icon
Dead Thrall
1000

Reanimate a dead body permanently to fight for the player.

Summon icon
Flame Thrall
900

Summons a Flame Atronach permanently.

Summon icon
Frost Thrall
1100

Summons a Frost Atronach permanently.

Summon icon
Storm Thrall
1200

Summons a Storm Atronach permanently.

Fire spell icon
Flames
14 per second

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.

Ice Spell icon
Frostbite
16 per second

A blast of cold inflicting a base damage of 8 points of frost damage per second to Health and Stamina.

Shock Spell icon
Sparks
19 per second

Lightning that does 8 points of shock damage to Health and half as much to Magicka per second

Fire spell icon
Arniel's Convection
0

Burns target 1 point per second. Targets on fire take extra damage.

Absorb icon
Vampiric Drain
6 per second,
increases based on stage

Drains Health per second based on stage

  • Stage1: 2 Health, 6 Magicka per second
  • Stage2: 3 Health, 10 Magicka per second
  • Stage3: 4 Health, 13 Magicka per second
  • Stage4: 5 Health, 17 Magicka per second
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Choking Grasp
39 Absorb 8 points of Health from target for 3 seconds. Available with Arcane Accessories creation
Fire spell icon
Elemental Flare
45

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

Fire spell icon
Firebolt
41

A blast of fire that does 25 points of damage. Targets on fire take extra damage.

Ice Spell icon
Freeze
30

A spike of ice that does 20 points of frost damage to Health and Stamina and slows the target for 15 seconds.

Ice Spell icon
Ice Spike
48

Throw a spike of ice that does 25 points of frost damage to Health and Stamina.

Fire spell icon
Ignite
30

A blast of flame that sets targets of fire, doing 4 damage per second for 15 seconds.

Shock Spell icon
Lightning Bolt
51

A bolt of lightning that does 25 points of shock damage to Health and half as much to Magicka

Fire spell icon
Fire Rune
234

Cast on a nearby surface, it explodes for 50 points of damage when enemies come near. Affected targets take extra damage.

Ice Spell icon
Frost Rune
293

Cast on a nearby surface, it explodes for 50 points of frost damage to Health and Stamina when enemies come near.

Shock Spell icon
Lightning Rune
323

Cast on a nearby surface, it explodes for 50 points of damage to Health and half as much to Magicka when enemies come near.

Fire spell icon
Elemental Bolt
62

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

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Strangulation
84 Absorb 16 points of Health from target for 3 seconds. Available with Arcane Accessories creation
Fire spell icon
Fireball
133

A fiery explosion for 40 points of damage. Targets on fire take extra damage

Ice Spell icon
Ice Storm
144

A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina.

Shock Spell icon
Chain Lightning
156

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.

Fire spell icon
Flame Cloak
289

For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage.

Ice Spell icon
Frost Cloak
316

For 60 seconds, opponents in melee range take 8 points of damage per second to Health and Stamina.

Shock Spell icon
Lightning Cloak
370

For 60 seconds, nearby opponents take 8 points of damage per second to Health and half as much to Magicka.

Whirlwind Cloak icon
Whirlwind Cloak
338

For 60 seconds, opponents in melee range have a chance of being flung away.

Fire spell icon
Elemental Burst
96

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

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Hangman's Noose
143 Absorb 26 points of Health from target for 3 seconds. Available with Arcane Accessories creation
Fire spell icon
Incinerate
298

A blast of fire that does 60 points of damage. Targets on fire take extra damage.

Ice Spell icon
Icy Spear
320

A spear of ice that does 60 points of frost damage to Health and Stamina.

Shock Spell icon
Thunderbolt
343

A thunderbolt that does 60 points of shock damage to Health and half that to Magicka.

Fire spell icon
Wall of Flames
118 per second

Sprayed on the ground, it creates a wall of flames that does 50 points of fire damage per second.

Ice Spell icon
Wall of Frost
137 per second

Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second.

Shock Spell icon
Wall of Storms
145 per second

Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second.

Fire spell icon
Elemental Blast
144

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

Fire spell icon
Mara's Wrath
329

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

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Touch of Death
316 Absorb 40 points of Health from target for 4 seconds. Available with Arcane Accessories creation
Fire spell icon
Unbounded Flames
118 per second

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

Ice Spell icon
Unbounded Freezing
89 per second 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
Shock Spell icon
Unbounded Storms
69 per second

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 spell icon
Fire Storm
1426

Summons a fire storm that deals 100 Damage

Ice Spell icon
Blizzard
1106

Creates a blizzard that surrounds the caster. Targets take 20 point of frost damage every second for 10 seconds, plus Stamina damage.

Shock Spell icon
Lightning Storm
138 per second

Fires a continuous stream of lightning. Target takes 75 points of shock damage per second to Health, and half that to Magicka.

Hat Marker icon
Clairvoyance
25 per second

Shows the path to the current goal or closest goal.

llusion Light icon
Courage
39

Targets won't flee for 60 seconds and get base 25 points of extra Health and Stamina.

Illusion Dark icon1
Fury
67

Creatures and people up to level 6 will attack anything nearby for 30 seconds.

llusion Light icon
Vision of the Tenth Eye
0

Makes the Master Illusion texts visible. Also gives night vision for 30 seconds.

llusion Light icon
Calm
146

Creatures and people up to level 9 won't fight for 30 seconds.

Illusion Dark icon1
Fear
153

Creatures and people up to level 9 flee from combat for 30 seconds.

Hat Marker icon
Muffle
144

Move more quietly for 180 seconds.

llusion Light icon
Vampire's Seduction
146

Calms creatures and people up to level 10 for 30 secs

Illusion Dark icon1
Frenzy
209

Creatures and people in a a small area up to level 14 will attack anyone nearby for 60 seconds.

Illusion Dark icon1
Frenzy Rune
278

Creatures and people up to level 20 will attack anyone nearby for 60 seconds.

llusion Light icon
Rally
113

Targets in a small area won't flee for 60 seconds and get base 25 extra Health and Stamina.

Invisibility icon
Orum's Aquatic Escape
165

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 icon
Invisibility
334

Caster is invisible for 30 seconds. Activating an object or attacking will break the spell.

llusion Light icon
Pacify
290

Creatures and people up to level 20 won't fight for 60 seconds.

Illusion Dark icon1
Rout
316

Creatures and people up to level 20 flee from combat for 30 seconds.

Invisibility icon
Fenrik's Welcome
116

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

llusion Light icon
Call to Arms
655

Targets in a large area have improved combat skills, Health, and Stamina for 10 minutes.

llusion Light icon
Harmony
1052

Creatures and people up to level 25 nearby won't fight for 60 seconds.

Illusion Dark icon1
Hysteria
866

Creatures and people up to level 25 flee from combat for 60 seconds.

Illusion Dark icon1
Mayhem
990

Creatures and people up to level 25 will attack anyone nearby for 60 seconds.

Heal Spell icon
Healing
12 per second

Heals the caster 10 points per second.

Ward Spell icon
Lesser Ward
34 per second

Increases armor rating by 40 points and negates up to 40 points of spell damage or effects.

Heal Spell icon
Fast Healing
73

Heals the caster for 50 points

Heal Spell icon
Healing Hands
25 per second

Heals the target 10 points per second.

Heal Spell icon
Necromantic Healing
37 per second

Heals the undead target 10 points per second.

Ward Spell icon
Steadfast Ward
58 per second

Increases armor rating by 60 points and negates up to 60 points of spell damage or effects.

Sun Fire Spell icon
Sun Fire
24

Ball of sunlight that does 25 points of damage to undead

Turn Undead icon
Turn Lesser Undead
84

Undead up to level 6 flee for 30 seconds

Heal Spell icon
Close Wounds
126

Heals the caster for 100 points

Ward Spell icon
Greater Ward
86 per second

Increases armor rating by 80 points and negates up to 80 points of spell damage or effects.

Heal Spell icon
Heal Other
80

Heals the target 75 points.

Heal Spell icon
Heal Undead
115

Heals the undead target 75 points

Paralyze icon1
Poison Rune
246

Targets that fail to resist take 3 points of poison damage per second for 30 seconds.

Turn Undead icon
Repel Lesser Undead
115

All affected undead up to level 8 flee for 30s.

Sun Fire Spell icon
Stendarr's Aura
248

For 60 seconds, undead in melee range take 10 points sun damage per second

Turn Undead icon
Turn Undead
168

Undead up to level 13 flee for 30s.

Sun Fire Spell icon
Vampire's Bane
72

Sunlight explosion that does 40 points of damage in a large radius to undead

Turn Undead icon
Circle of Protection
171

Undead up to level 20 entering the circle will flee for 30 seconds.

Heal Spell icon
Grand Healing
254

Heals everyone close to the caster 200 points.

Turn Undead icon
Repel Undead
353

All affected undead up to level 16 flee for 30s.

Turn Undead icon
Turn Greater Undead
267

Undead up to level 21 flee for 30s.

Turn Undead icon
Bane of the Undead
988

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.

Heal Spell icon
Guardian Circle
716

Undead up to level 35 entering the circle will flee for 30 seconds. Caster heals 20 Health per second inside the circle




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