Skyrim magic

Skyrim magic DEFAULT

Skyrim:Magic Overview

Magic is one of the three primary skill groups in Skyrim (Combat and Stealth being the other two). The five major magic skills (Alteration, Conjuration, Destruction, Illusion, and Restoration) correspond to the five schools of magic in Skyrim within which every spell belongs. Enchanting serves as the crafting skill for magic and uses a different set of mechanics. This article talks about general aspects of magic, including features common to all five spell-casting schools.

Each of the five schools of magic includes a set of Magical Effects; the type of magical effect a spell employs determines which school it is in. A spell cast from a particular school is influenced by the active effects, level, and perks that a character has for that magic skill. Casting a spell under the right conditions will grant experience towards its respective skill. For example, Restore Health is a Magical Effect in the school of Restoration, therefore spells that restore health are part of the Restoration school. The cost and effectiveness of casting a healing spell is affected by your Restoration perks and skill level, and each time you successfully restore health from casting a healing spell (the condition for gaining experience from such a spell), your Restoration skill will progress.

Dragon Shouts, while in many ways similar to magic, are covered separately, since they are not governed by magical skills/schools and do not deplete your Magicka.

Using Magic[edit]

To use a spell, you must first select it from your list of available spells and assign it to either your left or right hand. Some spells will trigger immediately upon being cast and can be maintained as long as held. Ohers require holding to charge the spell and releasing to cast it. Casting a spell of either form depletes the caster's Magicka based on the cost of the spell and will continue to do so if the spell is maintained. Attempting to cast a spell with a cost higher than your available Magicka will result in the failure of the attempted casting.

The effects of a successfully cast spell will usually be aimed in whatever direction the caster is pointing or will simply become active on the caster, depending on the nature of the particular spell. Spells that don't target the one using them vary in range: some only work on touch, several are fired as projectiles, some are maintained as a short-ranged spray, and a few (primarily Master level spells) affect everything within a certain distance of the caster. Summon and Rune spells in particular also have a maximum casting range, meaning that if you attempt to aim the charged spell too far away from you, the spell will fail upon being released.

Spell Cost[edit]

Spell costs obey the following formula:

Cost = base cost × skill multiplier × perk multiplier × equipment multiplier × dual cast multiplier
Skill multiplier = 1 − (skill/400)0.65

The skill multiplier equals ~0.5939 when the skill is 100. The skill multiplier is plotted on the following graph:

SR-graph-Spell Cost.png

The equipment multiplier is 1 minus all the enchantment reductions added together. Wearing four pieces with a 25% cost reduction for the same school can bring down the cost for spells of that school to zero.


Within each school of magic is a perk granting proficiency in 'dual-casting' spells. Without this perk, casting a spell with both hands has the same effectiveness as though cast normally, but twice. However, once a dual-casting perk has been taken, relevant spells can be 'overcharged' by casting with both the right and left hands at the same time, resulting in a single, more powerful effect. The formula seems to be: 2.2x spell effectiveness for 2.8x spell cost (remember, though, that you are casting two spells at the same time so 2 is the base value, not 1).

Whether dual-casting is worth it or not depends on school, as well as strategy and your magicka pool. Generally speaking, the school which benefits most from dual-casting is Illusion, as dual-casting increases the maximum possible level of affected creatures and the effect stacks with perks like Kindred Mage or Animage. The Conjuration spells Banish/Expel Daedra and Command Daedra can similarly be dual-cast to affect higher-level summons, but Restoration's Turn Undead spells do not affect higher-level undead when dual-cast. Other Conjuration spells, the Alteration school, and protective spells from the Restoration school gain duration only, which is of limited use. Healing spells actually lose magicka effectiveness when dual-cast, as they heal 10% faster but for 40% more magicka. Similarly, Destruction spells deal 10% more damage for 40% more magicka, unless you manage to push the Magicka cost to zero, leaving you with 10% additional damage at no additional cost; however, the Destruction school's Impact perk causes dual-casting to stagger an opponent, and may be well worth using regardless of increased Magicka cost. Dual-casting a spell gives the same experience per cast as one-handed cast. Thus, experience gain is slower when dual-casting than using two successive single-casts in each hand.


Many magic effects show their duration in pseudo-real-world time, though they're actually based on in-game time, which moves 20 times faster. Thus, an effect that's described as lasting for "1 hour" might actually remain active for 20 in-game hours. It would only be an hour in real time if you didn't use the Wait or Fast Travel features and didn't pause the game during that time.

Tapering Durations[edit]

Some spells will continue to linger for a while, usually with lessened magnitude, after the duration shown in the description is over. At individual spell pages such durations are documented as "duration+linger_time". Concentration spells do not have a set duration. Rather, the duration is determined by how long you hold the casting trigger.

The formula for the magnitude of an effect with tapering duration after has elapsed is:

magnitude = effect magnitude * Taper Weight * (1 - time / Taper Duration)Taper Curve

Where Taper Weight, Taper Duration, and Taper Curve are set by the individual effect.

  • Taper Weight sets the magnitude when time = 0, that is, the initial magnitude, before it changes.
  • Taper Duration sets the maximum duration of the tapering, because when time = taper duration, the magnitude reaches 0.
  • Taper Curve sets how quickly the effect tapers.
    • A value of 0 is perfectly flat (5 damage for 5 seconds is actually 5 damage every second until the effect expires).
    • A value of 1 is linear, so 1 second into a 5 second effect will hit for 4/5 magnitude (in our example, 4 damage at second 1, 3 damage at second 2, and so on).
    • A value greater than 1 means the value drops off faster, so much more occurs earlier in the duration. For example, with taper curve 2 (quadratic diminishing), our example becomes 5 damage at 0 seconds, 3.2 at 1 second, and 1.8 at 2 seconds.
    • A value between 0 and 1, likewise, means it drops off more gradually; our 5 damage example would be 5, 4.47, 3.87.
    • Negative values mean the damage increases over time, in a similar fashion; this means values below -1 deliver absurdly high amounts of damage as time gets closer and closer to the maximum duration.

As a result, total magnitude dealt is approximately (only true for curve > -1):

total = effect magnitude * Taper Weight * Taper Duration / (Taper Curve + 1)

Spell Levels[edit]

Every spell has an associated difficulty level:

  • Novice (skill level: 0)
  • Apprentice (skill level: 25)
  • Adept (skill level: 50)
  • Expert (skill level: 75)
  • Master (skill level: 100)

You can learn spells that have a difficulty level above your current skill level in the respective school and can cast those spells provided you have enough Magicka to do so. Skill perks can be unlocked that decrease the Magicka cost of all spells of a given difficulty level within a given school, provided you have the required skill level to unlock them.

You can learn new spells by reading Spell Tomes, which can be purchased from merchants or can be found in some dungeons. Note however that no merchants will sell Adept or Expert level spells until your skill in that school has reached 40 and 65, respectively, and merchants outside of the College of Winterhold generally do not sell Expert level spells. See the main Spells section for more details. Furthermore, Master level spells require completion of additional quests. Unlike previous installments in The Elder Scrolls series, custom spell-making is not available in Skyrim.

Resistance and Absorption[edit]

Magic Resistance, Spell Absorption, and Absorb Magicka are three different effects and do not stack together. Spell Absorption is calculated before Magic Resistance, allowing the best possible outcome when hit by offensive spells.

  • Magic Resistance decreases the damage of any offensive spell by the displayed percentage. Stacking is possible, but total Magic Resistance is capped at 85%.
  • Spell Absorption is a percentage chance to completely nullify effects of a spell and, if the spell had a Magicka cost, add the casting cost of the spell to your Magicka. Stacking is possible, but the effect has very limited availability in the game. Still, there are a few ways to get 100% Spell Absorption, all of which involve the Atronach Stone. A bug may cause your own Summoning attempts to be absorbed, resulting in the spell failing.
  • Absorb Magicka (a.k.a. Drain Magicka) transfers points of Magicka from the target to the person wielding the weapon. On the target, the effect is comparable to Damage Magicka; on the user, the effect is comparable to Restore Magicka.


  • Alchemy is not considered part of the magic skill group in Skyrim. Instead, it has been shifted to Stealth, where it is that group's crafting skill.
  • The school of Mysticism no longer exists in Skyrim. Its magical effects have been moved to other schools of magic.
  • Unlike in Oblivion, magic must be equipped to a specific hand (or both hands), and doing this automatically unequips whatever was there previously.
  • Spells can be cast for free with sufficiently high enchantments. With 100 Enchanting skill, all 5 Ranks in the Enchanter perk, and the Insightful Enchanter perk, you are able to enchant a helm, chest piece, ring, and amulet with a 25% spell cost reduction in a specific school for a total of 100% cost reduction. With the Extra Effect perk, an additional magic school can be cast for free.
  • In Skyrim, magic is not affected by armor, except for the Mage Armor perk in Alteration.
  • NPC mages do not suffer from reduced magicka regeneration during combat.


  • If you attempt to cast two spells at the same time, but only have enough magicka for one of the spells, random behavior can occur that causes you to lose magicka for one or both spells, with either one or no spells actually being cast.

Skyrim - Mage Skills Guide

Magic Schools, Enchanting, Spells List and How to Play a Mage

There are six Magic skills in Skyrim. Most Dragonborn will want to invest time training one or more of these skills, particularly Enchanting. This guide to playing a Mage will link you to strategy guides for each spell school, along with Enchanting. These include trainer locations, spell lists, and tips on Perk selection. You can increase your experience gains in Magic Skills 20% by using The Mage stone, one of three Guardian Stones near Riverwood in the beginning of the game.

Aside from Enchanting, the five Magic Schools in Skyrim all require Magicka to cast their spells. You can choose to raise Magicka 10 points each time you level up. You can decrease the cost of a spell by raising your skill, taking the appropriate rank spellcasting perk, and enchanting/wearing gear that decreases Magicka costs for all spells in a specific school.

Mage Race Selection
High Elves and Bretons are the best choices of race for a Mage. High Elves start with +50 Magicka, while Bretons get 25% magical damage resistance. The Dark Elf race is an OK selection, giving +10 to destruction magic and the sparks spell from the start.

The Alteration Magic skill allows you to cast powerful Mage Armor spells that reduce damage. They also get several detection abilities that allow you to see nearby threats. Alteration Mages can transmute iron to silver and gold, breathe underwater, and paralyze opponents.

The Conjuration school of magic allows you to summon creatures to aid you in combat. You can also conjure magical weapons to deal damage to enemies. Dragonborn skilled in conjuration can use Dead Thrall to raise the dead, permanently, to get a powerful ally in combat.

Destruction Magic is the primary damage dealing magic school. Utilizing several types of spells. Destruction Mages can deal damage with the Fire, Frost, and Shock elements.

Magically upgrade weapons and armor with the Enchanting Skill. You'll need Soul Gems with trapped souls in order to make enchanted gear. Soul Gems also recharge magical weapons, allowing their effects to be used once depleted.

Illusion spells affect the minds of others. With this school of magic you can make your Dragonborn invisible, muffle the sound of their boots, or cause an enemy to go berserk and attack those around him.

The healing magic school, Restoration, will let you heal your Dragonborn and others. There are additionally spells in this school that can frighten the undead and protect your caster against magical attacks.

Many would like to see all of Skyrim's spells listed in one place. I've decided to copy them from the skill guides to do that here. A few quest-specific spells made it into the list, but those magic spells are useful for quests are omitted as they are not likely to appeal to most players.

Alteration Magic Spells

Mage Armor Spells
Spell NameSkill LevelMagickaSpell Description
OakfleshNovice103Gives 40 points of Armor for 60 seconds
StonefleshApprentice19460 armor, 60 seconds
IronfleshAdept26680 armor, 60 seconds
EbonyfleshExpert341100 armor, 60 seconds
Dragonhide*Master83780% physical damage reduction for 30 seconds.
Detection Spells
Spell NameSkill LevelMagickaSpell Description
CandlelightNovice21Makes a light that follows you around for 60 seconds, helpful in dark dungeons.
MagelightApprentice84Fires a ball of light that sticks to something. If it's a wall, stationary. An enemy would be followed by the Magelight. 60 seconds.
Detect LifeAdept100/secHighlights friendlies (blue) and enemies (red) even through walls within its relatively large area of effect.
Detect DeadExpert148/secSame as above, but detects the undead (mostly red highlights of course) that does cover vampires of course.
Utility Spells
Spell NameSkill LevelMagickaSpell Description
Equilibrium*Novice25 HP/secTakes 25 points of health and turns it into mana. Great for leveling restoration, see below for location as you can't buy it.
TelekinesisAdept170/secPulls any object you target that isn't anchored down or too heavy toward you. With a click, you can collect the item. Release it to send it flying toward the enemy. So, utility that can be offensive.
WaterbreathingAdept222Allows the user to breathe water for 60 seconds.
TransmuteAdept100Must be used on ore. Transmutes iron to silver, and silver to gold based on what's in your inventory.
ParalyzeExpert450When it's not resisted, your target will fall to the ground for 10 seconds completely helpless. Dual cast to raise effectiveness. Even if they resist, there is a little stagger.
Mass Paralysis*Master937As above, but in a 40 foot area. It also lasts 15 seconds, incredibly powerful and giving you plenty of time to clear a room of baddies.

Conjuration Magic Spells

Regular Summons
Spell NameSkill LevelMagickaSpell Description
Conjure FamiliarNovice107Summons a spirit wolf to fight your enemies for 60 seconds. Rather weak but good for training in combat.
Conjure Flame AtronachApprentice150Summons a Flame Atronach for 60 seconds. They are ranged fighters weak to ice but immune to fire.
Conjure Flaming FamiliarApprentice57A suicidal Familiar that explodes for decent damage. A good spell for training as he essentially acts as a homing missile. You get this spell as a reward for 'A Scroll For Anska' that can be started at High Gate Ruins directly east of Solitude or NNE of Morthal.
Conjure Frost AtronachAdept215Frost Atronachs are melee fighters with a lot of HP that make great tanks, at least against anything not wielding fire!
Conjure Storm AtronachExpert322Storm Atronachs cast Storm Cloak to do nearby damage and will cast Chain Lightning as well.
Conjure Dremora LordExpert358Dremora Lords are melee and have flaming swords. This does work with Twin Souls.
Summon Unbound DremoraMaster100This is the reward for the Conjuration Ritual Quest from Phinis at Winterhold College. The real reward in my opinion is the ability to buy the other four spells, as this one is impractical. It relies on you being at the Atronach Forge under the University in order to Summon the Dremora.
Flame ThrallMaster1000This makes a permanent Flame Atronach, which is no more powerful than usual but benefits from your perks all the same.
Frost ThrallMaster1100Same with Frost.
Storm ThrallMaster1200Same with Storm.
Raising The Dead
Spell NameSkill LevelMagickaSpell Description
Raise ZombieNovice103Reanimates a weak dead body (does not have to be human) to fight for you for 1 minute.
Reanimate CorpseApprentice144Same as above, only raises higher level bodies.
Dread ZombieExpert302Same, now affecting most corpses.
Dead ThrallMaster1000Works on humanoids, resurrects them permanently.
Other Spells
Spell NameSkill LevelMagickaSpell Description
Bound SwordNovice93Creates a bound 1 handed sword in the hand you cast with. Can be dual-wielded.
Bound BattleaxeApprentice169Makes a Bound Battleaxe for 2 minutes.
Bound BowAdept207Makes a Bound Bow for 2 minutes.
Soul TrapApprentice107If your target dies within 1 minute of being hit, it will fill the smallest availble soul gim it will fit inside. Be careful as this can lead to petty souls inside grand soul gems. A great spell for leveling.
Banish DaedraAdept196Send low-level summoned Daedra back to their plane, gives no corpse.
Expel DaedraExpert215Send higher-level summoned Daedra back to their plane. Again, no corpse.

Destruction Magic Spells

Destruction Fire Spells
Spell NameSkill LevelMagickaSpell Description
FlamesNovice14/secDeals 8 damage per second. Spray in short bursts to stack flames on the enemy. This can work on crowds, too. This spell can't stagger, as that would be overpowered.
FireboltApprentice41Solid, direct damage doing 25 + 2.5 burning damage to a target. Dual casting this to stagger enemies will get you through to Fireball and Incinerate.
Fire RuneApprentice234Use this to set traps, or simply drop it at the enemy's feet. It's a very mana-hungry spell and should only be used when you need an extra trick up your sleeve. Cast this, then let your mana regen. That applies to all runes. I never bothered to use them with my pure mage.
FireballAdept133At almost half the cost of a Fire Rune spell, Fireball dishes 50 damage to enemies in an area. You don't even have to hit your target, and can fire strategically to hit multiple foes at once. When a pack is swarming you, fire at their feet. Not recommended if you have a melee follower. I let mine go during this training period, as it was simply too dangerous.
Flame CloakAdept289For the next 60 seconds, enemies near you will take 10 + 2 burning damage every second they are within range. It's a good spell when you're swarmed, as even when you're dodging enemy attacks you will be doing some damage. Heavy use of Cloak spells may work well with certain builds.
IncinerateExpert298Deals 60 + 6 burning damage to a target. As soon as you can cast this more than two or three times without running out of mana it'll be your go-to for most fights. It's the cheapest of the 3 spells in its tier and still manages to pump out damage - more thanks to the burning effect. The cost is high enough that you'd better either invest lots of level-up points into mana or Enchant gear to reduce the Magicka cost.
Wall of FlamesExpert118/secSpray it at the enemy's feet, or in their path to deal damage over time (50/sec). This can be a very fun spell to use with the Unrelenting Force shout. You'll probably spend so much time using Incinerate and Thunderbolt that you barely notice your Dovahkiin know this spell.
Fire StormMaster1426Deals 100 fire damage + 40 burning damage over 4 seconds to enemies in a wide area. This is the reward from Faralda for the Destruction Ritual quest. The other two elements' equivalents must be bought at nearly 3k gold each. It's really not a great spell but can help you deal area damage to soften enemies before a fight - by preparing as they charge at you (at a distance for fear of interrupt) or sneaking nearby to 'deploy the bomb'. Playing on Skyrim's Master difficulty this damage is very very disappointing.
Destruction Frost Spells
Spell NameSkill LevelMagickaSpell Description
FrostbiteNovice16/secThis is helpful for kiting melee attackers when your health is now, you'll usually pick flames over this for its lower mana cost and stacking damage.
Ice SpikeApprentice 48Direct damage, 25 points. You can slow a select target at range to impede their advance to the battle site.
Frost RuneApprentice 293Same as with fire, except it wil slow enemies and deal stamina damage.
Ice StormAdept144Sends out a wide blast of cold, slowing enemies caught in its wake. This can go through walls so be very careful using it near civilization. That mechanic can be used to your favor if your enemies are hiding behind something. Dual cast this to stagger your foes and slow multiple attackers at once.
Frost CloakAdept316Does less damage (8/sec for 60 seconds) than Fire Cloak, but may be very useful when multiple melee attackers are nearby. Their stamina will drain pretty quickly, giving you a defensive advantage.
Icy SpearExpert320Fires a big spike of ice at a single target, dealing 60 damage. If you focus in Frost damage, it'll be your bread and butter spell for mastering Destruction
Wall of FrostExpert137/secMakes icy spikes on the ground that deal damage and have a chance to slow opponents. Deals 50 damage per second. For once, a frost spell is not weaker than fire. It can do great area damage, but you've gotta get good at predicting enemy movements.
BlizzardMaster1106Creates a Blizzard centered on the caster. It is a very wide area, and enemies entering it will take 20 points per second as long a they are in the Blizzard, which lasts 10 seconds. Since it sticks around where it's cast, you can cast this then retreat behind it so melee attackers have to pass through. If you play on high difficulty you'll be sad to see this damage is too weak.
Destruction Shock Spells
Spell NameSkill LevelMagickaSpell Description
SparksNovice19/secUnless you're fighting a dwemer, you probably shouldn't be using this spell. The mana cost is too high for its 8 points/sec in damage. You're better off sticking to flames when you can and waiting for Lightning Bolt
Lightning BoltApprentice51Deals 25 damage. A nasty spell that is easy to aim at moving targets, although its range is not as long as you might think. The arc ends about 1/3 the distance a fire bolt would travel. Still, it's very fun with dual impact for use at staggering enemies.
Lightning RuneApprentice323Same as the other runes and situational, but can be used to great effect when preparing for a fight. Again, let your mana regenerate after casting this.
Chain LightningAdept156Deals 40 points of damage to one target, and leaps to other targets if they are in range. Don't let this spell's in-game description fool you, it can fry whole packs of monsters - not just a lone "second target". It really shocks everything around its target of impact, and is very beautiful to behold. Works great with Disintegration and you will fall back to this spell at times in lieu of Thunderbolt.
Lightning CloakAdept370Deals 8 points of shock damage for 60 secs to nearby enemies. Unless your perks are all in lightning, use fire cloak as it's much cheaper and does more damage. Seriously, Behthesda, the added effect of draining magicka is nearly useless so spending more mana on these spells is just pointless.
ThunderboltExpert343Lightning 60 damage single target spell. For some reason this can be hard to target, almost as though the bolt itself is the size of a needle or... off, somehow. Once you adapt to its quirky targeting this spell can rock with the Disintegrate perk, and becomes one of the most viable Lightning spells to use. Whip out chain lightning for the packs and use this for the big boys.
Wall of StormsExpert145/secThe mana cost again makes this spell less useful than anything fire has to offer. Maybe it can be handy for packs of Dwemer spiders? Oh wait.. you could just use Chain Lightning and be done with it.
Lightning StormMaster138/secLook at that, less mana cost than Wall of Storms for 75 points/sec in damage to a single target. This spell has the most deceptive name. You'd expect clouds to form and lightning to strike enemies. Instead, you get a spell you charge up to unleash an intense stream of lightning at a target so powerful that it will disintegrate the enemy whether you have the perk or not. The light of this spell is so bright it can be hard to see your target. Thankfully, you can watch their health bar melt away. My main dragon killing tool with my mage. It doesn't seem to stagger humanoids very well but for some reason dragons can't get off a shot while being zapped by this spell. If you want to use it, either get a lot of mana or fortify your destruction with Enchants to reduce the casting cost

Illusion Magic Spells

Skyrim Illusion Spells List
Spell NameSkill LevelMagickaSpell Description
ClairvoyanceNovice25/secThis spell helps with quests. It'll show a 'breadcrumb' trail to the next quest objective, pointing you on your way.
CourageNovice39Cast this on your followers and friendlies in combat. They will not be able to flee for 60 seconds and get +25 health and stamina, aiding them in combat.
FuryNovice67Causes creatures up to level 6 to attack anything nearby, even their former friends, for 30 seconds. They will be unable to flee during this time, as well.
CalmApprentice146Makes a creature or person stop fighting for 30 seconds, should they fail to resist the spell. This can get you out of combat, or reduce the number fighting you.
FearApprentice153Causes creatures and people up to level 9 to flee from combat for 30 seconds. Again, cast this as a defense to get you out of a battle or eliminate one of your attackers for a time.
MuffleApprentice144Reduces the weight of your armor by half for determining how much noise you make. Heavy armor can be made to sound like light armor, and light armor's minor sounds diminshed. This effect can be enchanted on your boots if you find an item to disenchant.
FrenzyAdept209This is like fury, only it affects everyone level 14 in a 15 foot radius, and none of them can flee from one another. Pure chaos!
RallyAdept113Gives the courage buff to all friendlies within 15' of target.
InvisibilityExpert334Makes you invisible. This removes the visual component of being detected. Enemies can still hear you, and if they get close enough and they're looking, they may spot you. If you move quietly, you can slip by undetected. Attacking will break the spell, unlike stealth.
PacifyExpert290Creatuers and people up to level 20 will stop fighting, all in a 15 foot radius. This can stop an entire battle.
RoutExpert316Casts fear on all targets within 15', causing them to flee for 30 seconds. Works on level 20 and below.
Call to ArmsMaster655Fortify Health, Stamina, and all weapon skills (1h/2h/archery) for 10 minutes on all targets within 100 feet of you. Use this on your followers or quest NPCs before a big fight! You can only buy this from Drevis Neloren in College of Winterhold for 1150 Septim after you have finished Illusion Ritual Spell, which you get from him at level 90 Illusion.
HarmonyMaster1052Like pacify, only affects everything level 25 or lower within 250 feet of you. Truly powerful and will stop an entire combat. Like above, you buy this after completing Illusion Ritual Spell.
HysteriaMaster866Casts fear on everything level 25 or lower within 250 feet of you. This is the actual reward for completing the Illusion Ritual Spell quest from Drevis.
MayhemMaster990Causes all targets level 25 or lower to attack each other in a 250' radius from you. Mayhem is the perfect name for this spell. You can buy it from Drevis after completing Illusion Ritual Spell.

Restoration Magic Spells

Healing Spells
Spell NameSkill LevelMagickaSpell Description
HealingNovice12/secHeals for 10 points per second. Everyone starts with it, and it's good enough to get you to level 25 for better, faster healing.
Fast HealingApprentice73Heals instantly for 50 health.
Healing HandsApprentice25/secHeals a nearby target for 10 life per second. You can use this to train healing on enemy creatures weaker than you.
Close WoundsAdept126Here's your big heal: heals for 100 life, 150 with Regeneration.
Heal OtherAdept80A quick 75 point heal on your target.
Grand HealingExpert254Heals everything within 15 feet of you for 200 life and stamina with the Respite perk.
Protection from Undead Spells
Spell NameSkill LevelMagickaSpell Description
Turn Lesser UndeadApprentice84Undead up to level 6 will flee from you for 30 seconds, with a slight stagger effect on impact.
Repel Lesser UndeadAdept115Affects Level 8 Undead.
Turn UndeadAdept168Affects Level 13 Undead
Repel UndeadExpert353Affects Level 16 Undead
Turn Greater UndeadExpert267Affects level 21 Undead
Circle of ProtectionExpert171This spell makes a circle on the ground for 30 seconds. Level 20 or lower Undead crossing in will flee. Call it your safe zone. You can also call it a training mechanism as this spell can be spammed for experience once the mana cost is down.
Guardian CircleMaster716Like Circle of Protection, only affecting level 35 Undead. It also heals you for 20 health per second inside. This lasts a full minute. (see notes below)
Bane of the UndeadMaster988In a massive 80' area undead take level 30 Turn Undead and are set on fire. This will also stagger them all. One of the most powerful spells in Skyrim, if very specialized. (see notes below)
Ward Spells
Spell NameSkill LevelMagickaSpell Description
Lesser WardNovice34/secIncreases armor by 40 and negates 40 points off any spell damage received from direct spells like dragon breath to flame-enchanted weapons.
Steadfast WardApprentice58/secBoosted to 60 armor and 60 spell absorption
Greater WardAdept86/secBoosted to 80 armor and 80 spell absorption

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Magic is a central part of Skyrim; usually it is impossible to play the game without using magic at all. The same magical effects are shared by spells, alchemy, enchanted items, as well as less obviously magical features such as racial abilities and food. For information on the history of magic, see the lore article.

Magic Overview — General information about using magic in the game
Magical Effects — Descriptions of effects available from spells, potions and scrolls
Spells — Spells available in the game
Blessings — Blessings obtained by using altars
Dragon Shouts — Using the tongue of dragons
Powers — Greater and lesser powers
Enchanting — Make your own artifacts, imbued with magical power
Enchanting Effects — Effects you can place on gear, after disenchanting and unlocking them
Magic Items — General information about the magic items available
Generic Magic Apparel — Randomly appearing magic apparel (armor, clothing, and jewelry)
Generic Magic Weapons — Randomly appearing magic weapons
Artifacts — Powerful, unique magic items obtainable through quests for otherworldly powers
Scrolls — Magical scrolls which are used to cast spells
Spider Scrolls — A list of the Spider Scrolls added
Alchemy — The science of creating potions and poisons
Potions — List of the available standard potions
Alchemy Effects — List of specific alchemical effects and those ingredients which have them
Ingredients — List of the various ingredients used in alchemy
Food — List of the available types of food
College of Winterhold — Join the College of Winterhold
Standing Stones — Magical stones which grant special abilities or powers
Skyrim Magic Guide (tips and tricks)

We didnt exchange partners then, we just had sex in the same room with them, inserted a satisfied Lena. - Yes Yes. It turned us on so much that we came home like rabbits, day and night.

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Mom suddenly burst into tears and, comforting, I began to gently stroke her body. I did not stop stroking her, even when she stopped crying, but simply lay motionless with a stone face. Periodically promising her to remain silent, I gradually moved on to the caresses from the repertoire of her failed lover, getting closer and closer to the cherished.

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On the third visit, the brunette drained the glass to the bottom. Then she slipped a couple of fingers into her tortured pussy and pulled out her panties, which could easily be squeezed out, they were so wet. Julia wearily got to bed and lay down. For some reason, Nikolai, suddenly, sat down next to her and gently stroked her back.

The further development of events in general shook me to the depths of my soul.

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Noooo. Masha, why are you doing this. I dont want, I wont.

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