Elder Scrolls V: Skyrim Special Edition Guide Training Inventory
Spells
Spells
Table I: Spells
Spells are an essential tool for many characters, from Arch-mages who have mastered the intricacies of all five Schools of Magic to those that merely dabble in sorcery to suit their needs, such as a Thief who relies on Invisibility, or a Warrior who invokes a healing spell to cure his wounds. This section lists all of the spells available to you. You will find or buy most of these in the form of Spell Tomes, although you may be taught a few of them directly.
Spell List Notes
Only spells that can be used by your character are included on this list. It does not include Powers, such as a Vampire’s Embrace of Shadows or a Werewolf’s Beast Form, or enemy spells or spell-like effects that you can’t acquire.
All Destruction Spells have secondary effects based on their element, regardless of whether those effects are listed in the spell description.
All Fire spells can light enemies on fire, causing your foes to take additional damage for several seconds. This makes fire spells especially effective against foes with high health.
All Frost spells do Stamina damage equal to their Health damage, and slow targets by 50% for several seconds (the exact duration varies by spell). This makes them especially effective against berserkers and other foes who rely on power attacks, shield bashes, and other tactics that depend on stamina.
All Shock spells do Magicka damage equal to half their Health damage (except where otherwise noted). This makes them ideal for crippling enemy mages.
Spell List Key
Spell Name: The name of the spell as it appears in your Magic Menu.
Level: The level of the spell (Novice - Master). Unique or quest-based spells in each School of Magic are included in a ‘Special’ category at the bottom of the list.
Standard Cost: The cost of the spell after taking the relevant spell level perk, with the minimum skill required to do so. So Novice Spells are displayed at Skill 15, Apprentice at 25, etc. This is the most useful number, as it provides the most realistic basis for cost comparison among spells.
Base Cost: The cost of the spell at skill level 15, with no perks.
Skill 100 Cost: The cost of the spell at skill level 100, after taking all of the spell level perks. This is provided for comparison so you can see how the costs diminish as you become more proficient.
Description: The description of the spell as it appears in your Magic Menu.
Notes and Restrictions: Lists any quests or other significant limiting factors that govern when you can acquire the spell. Also provides clarifications on how the spell works, and tips on using it effectively.
Alteration
| Spell Name | Level | Standard Cost | Base Cost | Skill 100 Cost | Description | Notes and Restrictions |
|---|---|---|---|---|---|---|
| Candlelight | Novice | 9 | 18 | 6 | Creates a hovering light that lasts for 60s. | |
| Oakflesh | Novice | 45 | 91 | 30 | Improves the caster's armor rating by 40 points for 60s. | |
| Magelight | Apprentice | 35 | 74 | 25 | Ball of light that lasts 60s and sticks where it strikes. | |
| Stoneflesh | Apprentice | 81 | 171 | 57 | Improves the caster's armor rating by 60 points for 60s. | |
| Ash Shell | Adept | 93 | 221 | 74 | Targets that fail to resist are immobilized in hardened ash for 30s. | Sold by Talvas in Tel Mithryn. Ash Shell is effectively a cheaper and weaker form of Paralyze. Foes encased in ash are taken out of the fight, but become immune to damage, preventing you from killing them for the duration. |
| Detect Life | Adept | 37/s | 88/s | 29/s | Nearby living creatures, but not undead, machines, or daedra, can be seen through walls. | Excellent in stealth situations for keeping track of patrolling guards. The color of the glow indicates whether the creature is hostile towards you. |
| Ironflesh | Adept | 98 | 235 | 79 | Improves the caster's armor rating by 80 points for 60s. | |
| Telekenesis | Adept | 63/s | 149/s | 50/s | Can pull an object to you from a distance. Add it to your inventory or throw it. | Great for pulling items off pressure plates from a safe distance, or rearranging items (say, in your house). |
| Waterbreathing | Adept | 82 | 196 | 66 | Can breathe water for 60s. | Watch for the glow around your body to fade, indicating that the spell has worn off. When it does, you have the equivalent of a full breath (as if you'd just surfaced) before you begin to drown. |
| Ash Rune | Expert | 138 | 369 | 124 | Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30s. | Sold by Talvas in Tel Mithryn. Ash Rune effectively casts Ash Shell on all enemies within range of the Rune's explosion. Cast it in a hallway before battle to stall pursuers if you need to retreat, or to take a tightly-clustered group of foes out of a larger fight. The Destruction skill's Rune Master perk increases the range of this spell. |
| Detect Dead | Expert | 49/s | 130/s | 43/s | Nearby dead can be seen through walls. | This spell detects undead and corpses. Great for spotting Draugr lurking in dark catacombs. |
| Ebonyflesh | Expert | 113 | 300 | 101 | Improves the caster's armor rating by 100 points for 60s. | |
| Paralyze | Expert | 149 | 396 | 133 | Targets that fail to resist are paralyzed for 10s. | Paralyzed creatures near a ledge will often fall to their deaths. |
| Dragonhide | Master | 248 | 738 | 248 | Caster ignores 80% of all physical damage for 30s. | Reward for College of Winterhold Radiant Quest: Alteration Ritual Spell. |
| Mass Paralysis | Master | 278 | 826 | 278 | All targets in the area that fail to resist are paralyzed for 15s. | Sold by Tolfdir, after completing College of Winterhold Radiant Quest: Alteration Ritual Spell. |
| Equilibrium | Special - Novice | 0 | 0 | 0 | Converts 25 points of health into magicka per second. Caster can be killed by this effect. | Can only be found in Labyrinthian Chasm, during College of Winterhold Quest: The Staff of Magnus, in a side chamber. A risky spell, but it is a fast, low-cost way to recover a lot of Magicka in a hurry. |
| Transmute | Special - Adept | 37 | 88 | 29 | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any. | This spell is sometimes sold by Enthir, though you can also find copies in Halted Stream Camp, Ansilvund Burial Chamber, and Knifepoint Ridge Mine. Cast this spell twice to transform a piece of Iron Ore (2 gold) to Gold Ore (50 gold). Profit! |
Conjuration
| Spell Name | Level | Standard Cost | Base Cost | Skill 100 Cost | Description | Notes and Restrictions |
|---|---|---|---|---|---|---|
| Bound Dagger | Novice | 23 | 47 | 15 | Creates a magic dagger for 120s. Sheathe it to dispel. | Sold by Talvas in Tel Mithryn. For half the cost of a Bound Sword, you can get a Bound Dagger that does 2/3 the damage (or more, if you have the dagger-oriented Sneak perks). As with Bound Sword, cast this spell seperately in each hand if you want to dual-wield bound daggers. |
| Bound Sword | Novice | 41 | 82 | 27 | Creates a magic sword for 120s. Sheathe it to dispel. | Dualcasting this spell does not give you dual bound swords. If that's what you want, cast the spell seperately in each hand. |
| Conjure Familiar | Novice | 47 | 94 | 31 | Summons a Familiar for 60s wherever the caster is pointing. | |
| Raise Zombie | Novice | 45 | 90 | 30 | Reanimate a weak dead body to fight for you for 60s. | Works on creatures up to Lv6. |
| Bound Battleaxe | Apprentice | 70 | 149 | 50 | Creates a magic battle axe for 120s. Sheathe it to dispel. | |
| Conjure Flame Atronach | Apprentice | 62 | 132 | 44 | Summons a Flame Atronach for 60s wherever the caster is pointing. | Flame Atronachs do good ranged damage, but are fairly weak in melee. |
| Conjure Boneman | Apprentice | 53 | 113 | 38 | Summons a Boneman Archer from the Soul Cairn for 60s wherever the caster is pointing. | Bonemen have slightly more health than Flame Atronachs but generally do less damage. They are cheaper to cast, though. |
| Reanimate Corpse | Apprentice | 60 | 127 | 42 | Reanimate a more powerful dead body to fight for you for 60s. | Works on creatures up to Lv13. |
| Soul Trap | Apprentice | 44 | 94 | 31 | If a target dies within 60s, fills a soul gem. | This spell always places the soul into the smallest soul gem that can hold it. But keep an eye on your soul gem inventory-- you don't want to waste a Grand Soul Gem on a Skeever's soul. Remember that human souls can only be captured in Black Soul Gems. |
| Banish Daedra | Adept | 72 | 173 | 58 | Weaker summoned daedra are sent back to Oblivion. | Only works on conjured daedra (not on 'permanent' ones, like those in some Warlock dungeons). Works on Daedra up to Lv15 (Familiars and Flame Atronachs). In addition to its stated effect, this spell will also stagger any Daedra it hits, making it useful in buying you some space against even higher-level foes. |
| Bound Bow | Adept | 76 | 183 | 61 | Creates a magic bow for 120s. Sheathe it to dispel. | In addition to the bow, this spell also creates bound arrows that last for the life of the bow. |
| Conjure Mistman | Adept | 71 | 170 | 57 | Summons a Mistman from the Soul Cairn for 60s wherever the caster is pointing. | Mistmen are frost-based spellcasters with high health. |
| Conjure Seeker | Adept | 58 | 139 | 46 | Summons a Seeker for 60s wherever the caster is pointing. | Found only in Apocrypha. Seekers attack from range with non-elemental spells that can't be resisted. They are also very durable, with high health and the ability to create distracting illusions. |
| Conjure Frost Atronach | Adept | 79 | 189 | 63 | Summons a Frost Atronach for 60s wherever the caster is pointing. | Frost Atronachs do good melee damage and have high health, but lack a ranged attack. |
| Revenant | Adept | 68 | 162 | 54 | Reanimate a powerful dead body to fight for you for 60s. | Works on creatures up to Lv21. |
| Command Daedra | Expert | 80 | 214 | 72 | Powerful summoned and raised creatures are put under your control. | Only works on conjured daedra (not on 'permanent' ones, like those in many Warlock dungeons). Works on Daedra up to Lv20 (Frost Atronachs and lower). |
| Conjure Ash Guardian | Expert | 112 | 300 | 101 | Creates an Ash Guardian that guards that location until destroyed. Consumes a heart stone from your inventory, without which it will be hostile. | Sold by Talvas in Tel Mithryn. Ash Guardians are primarily melee combatants, although they do have a short-range ash cloud attack. Make sure you have a Heart Stone in your inventory before casting this spell (or the Guardian will attack you), and be aware that the Guardian will guard the location where you summon it instead of following you. |
| Conjure Dremora Lord | Expert | 118 | 316 | 106 | Summons a Dremora Lord for 60s. | Dremora Lords are powerful melee combatants with a number of fire spells at their disposal. |
| Conjure Storm Atronach | Expert | 107 | 284 | 95 | Summons a Storm Atronach for 60s wherever the caster is pointing. | Storm Atronachs are powerful ranged combatants. |
| Dread Zombie | Expert | 100 | 266 | 89 | Reanimate a very powerful dead body to fight for you for 60s. | Works on creatures up to Lv30. |
| Expel Daedra | Expert | 71 | 190 | 64 | Powerful summoned daedra creatures are sent back to Oblivion. | Only works on conjured daedra (not on 'permanent' ones, like those in many Warlock dungeons). Works on Daedra up to Lv20 (Frost Atronachs and lower). Staggers any Daedra it hits. |
| Conjure Wrathman | Expert | 99 | 265 | 89 | Summons a Wrathman from the Soul Cairn for 60s wherever the caster is pointing. | Wrathmen are powerful warriors with almost four times as much health as a Storm Atronach. |
| Dead Thrall | Master | 296 | 881 | 296 | Reanimate a dead body permanently to fight for you. Only works on people. | Works on creatures up to Lv40. |
| Flame Thrall | Master | 267 | 793 | 267 | Summons a Flame Atronach permanently. | Reward for College of Winterhold Radiant Quest: Conjuration Ritual Spell. Thralls are stronger versions of the standard atronachs. After casting this spell, consider resting or waiting to recover your magicka. |
| Frost Thrall | Master | 326 | 969 | 326 | Summons a Frost Atronach permanently. | Sold by Phinis, after completing College of Winterhold Radiant Quest: Conjuration Ritual Spell. |
| Storm Thrall | Master | 356 | 1057 | 356 | Summons a Storm Atronach permanently. | Sold by Phinis, after completing College of Winterhold Radiant Quest: Conjuration Ritual Spell. |
| Flaming Familiar | Special - Apprentice | 24 | 50 | 17 | Summons a Flaming Familiar which will charge into battle and explode. | Reward for Dungeon Quest: A Scroll for Anska. The Flaming Familiar will behave like a standard Familiar for a few seconds, then explode for 40 points of damage. |
| Summon Arniel's Shade | Special - Apprentice | 0 | 0 | 0 | Summons the Shade of Arniel Gane for 60s wherever the caster is pointing. | Reward for College of Winterhold Radiant Quest: Arniel's Endeavor. Arniel's Shade is physically weak, but a powerful spellcaster. |
| Summon Unbound Dremora | Special - Novice | 88 | 176 | 59 | Summons an unbound Dremora. | Quest spell for College of Winterhold Radiant Quest: Conjuration Ritual Spell. Summons an Unbound Dremora in a specific location for the quest. Otherwise, no effect. |
Destruction
| Spell Name | Level | Standard Cost | Base Cost | Skill 100 Cost | Description | Notes and Restrictions |
|---|---|---|---|---|---|---|
| Flames | Novice | 6/s | 13/s | 4/s | A gout of fire that does 8 points per second. Targets on fire take extra damage. | Targets on fire take more damage because they're burning; the spell doesn't do bonus damage if they're burning. |
| Frostbite | Novice | 7/s | 14/s | 4/s | A blast of cold that does 8 points of damage per second to Health and Stamina. | |
| Sparks | Novice | 8/s | 16/s | 5/s | Lightning that does 8 points of shock damage to Health and Magicka per second. | |
| Fire Rune | Apprentice | 98 | 207 | 69 | Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near. | Runes last indefinately, but you can only place one at a time. For best results, place them in a corridor the enemy will have to use, then pull them towards you. In a pinch, you can also cast a rune directly under an enemy to trigger the explosion immediately, although that's less efficient than your other spells. |
| Firebolt | Apprentice | 17 | 36 | 12 | A blast of fire that does 25 points of damage. Targets on fire take extra damage. | |
| Freeze | Apprentice | 12 | 26 | 8 | A spike of ice that does 20 points of frost damage to Health and Stamina and slows the target for 15s. | You can only cast this spell while wearing Ahzidal's Ring of Arcana, found in Kolbjorn Barrow. While it does slightly less damage than Ice Spike, it costs only half as much, and slows the target for long enough for you to get away (or back up and cast again). The slow effect does not stack-- casting it again on the same enemy just resets the clock. |
| Frost Rune | Apprentice | 122 | 258 | 87 | Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near. | |
| Ice Spike | Apprentice | 25 | 42 | 14 | A spike of ice that does 25 points of frost damage to Health and Stamina. | |
| Ignite | Apprentice | 12 | 26 | 8 | A blast of flame that sets the target on fire, doing 4 damage per second for 15s. | You can only cast this spell while wearing Ahzidal's Ring of Arcana, found in Kolbjorn Barrow. This spell costs less than Firebolt, and by the end of its duration, does more than twice the damage. This effect does stack (allowing you to accelerate the damage by casting it repeatedly). Ignite also prevents enemies with health regeneration (like Trolls or Karstaag) from regenerating while it lasts. |
| Lightning Bolt | Apprentice | 21 | 45 | 15 | A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka. | |
| Lightning Rune | Apprentice | 134 | 284 | 95 | Cast on a nearby surface, it explodes for 50 points of shock damage when enemies come near. | |
| Chain Lightning | Adept | 57 | 137 | 46 | Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target. | |
| Fireball | Adept | 40 | 117 | 39 | A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage. | |
| Flame Cloak | Adept | 107 | 254 | 85 | For 60s, opponents in melee range take 8 points of fire damage per second. Targets on fire take extra damage. | Cloak spells are great if you expect to be in melee frequently, or prefer short-range spells (Flames, Wall of Flames, etc.), as they significantly increase your damage output. |
| Frost Cloak | Adept | 117 | 278 | 93 | For 60s, opponents in melee range take 8 points of frost damage and Stamina damage per second. | |
| Ice Storm | Adept | 53 | 127 | 42 | A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina. | |
| Lightning Cloak | Adept | 137 | 326 | 110 | For 60s, nearby opponents take 8 points of shock damage and half magicka damage. | |
| Whirlwind Cloak | Adept | 125 | 298 | 100 | For 60s, opponents in melee range have a chance of being flung away. | Sold by Talvas in Tel Mithryn. |
| Icy Spear | Expert | 106 | 282 | 95 | A spear of ice that does 60 points of frost damage to Health and Stamina. | |
| Incinerate | Expert | 98 | 262 | 88 | A blast of fire that does 60 points of damage. Targets on fire take extra damage. | |
| Thunderbolt | Expert | 113 | 302 | 101 | A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka. | |
| Wall of Flames | Expert | 39/s | 104/s | 35/s | Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. | |
| Wall of Frost | Expert | 45/s | 121/s | 40/s | Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second. | |
| Wall of Storms | Expert | 48/s | 128/s | 43/s | Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second. | |
| Blizzard | Master | 328 | 975 | 328 | Targets take 20 points of frost damage for 10s, plus Stamina damage. | Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell. Damages everything in a large radius around the caster for 10s. |
| Fire Storm | Master | 423 | 1257 | 423 | A 100 point firey explosion centered on the caster. Does more damage to closer targets. | Reward for College of Winterhold Radiant Quest: Destruction Ritual Spell. Does extra damage to things closer to the caster. |
| Lightning Storm | Master | 41/s | 122/s | 41/s | Target takes 75 points of shock damage per second to Health, and half that to Magicka. | Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell. Not an area-of-effect spell, Lightning Storm is a single concentrated bolt that does massive damage and disintegrates targets. |
| Arniel's Convection | Special - Novice | 1 | 1 | 1 | Burns the target 1 points per second. Targets on fire take extra damage. | Quest spell for College of Winterhold Radiant Quest: Arniel's Endeavor. Heats Dwarven Convectors for the quest. Otherwise, not especially useful. |
| Vampiric Drain | Special - Novice | Varies | Varies | Varies | Absorb health from the target. | A spell unique to Vampires, Vampiric Drain both damages your foes and restores your own health. |
Illusion
| Spell Name | Level | Standard Cost | Base Cost | Skill 100 Cost | Description | Notes and Restrictions |
|---|---|---|---|---|---|---|
|
Courage |
Novice |
17 |
35 |
11 |
Target won't flee for 60s and gets some extra health and stamina. |
Best used to strengthen a follower. In a pinch, you can also use it as a cheap way to stop weak enemies from fleeing. |
|
Clairvoyance |
Novice |
11/s |
22/s |
7/s |
Shows the path to the current goal. |
Clairvoyance isn't a spell you'll need very often, but it can be a real help if you get lost in a dungeon. |
|
Fury |
Novice |
29 |
59 |
20 |
Creatures and people up to Lv6 will attack anything nearby for 30s. |
Targets a single foe. Best cast at range, since they'll attack anyone nearby indiscriminately, including you. |
|
Calm |
Apprentice |
61 |
129 |
43 |
Creatures and people up to Lv9 won't fight for 30s. |
Targets a single foe. |
|
Fear |
Apprentice |
64 |
135 |
45 |
Creatures and people up to Lv9 flee from combat for 30s. |
Targets a single foe. |
|
Muffle |
Apprentice |
60 |
127 |
42 |
You move more quietly for 180s. |
Silences your movement. Important for stealthy characters, or anyone who wants to try sneaking around while wearing armor. |
|
Frenzy |
Adept |
77 |
184 |
62 |
Creatures and people up to Lv14 will attack anyone nearby for 60s. |
Targets a single foe. |
|
Frenzy Rune |
Adept |
103 |
245 |
82 |
Targets up to Lv20 that fail to resist are frenzied for 30s. |
Sold by Talvas in Tel Mithryn. All enemies within range of the Rune's explosion will be frenzied, making this great for getting a tightly-grouped band of enemies to start fighting. Note that the Destruction skill's Rune Master perk increases the range of this spell. |
|
Rally |
Adept |
42 |
100 |
33 |
Targets won't flee for 60s and get extra health and stamina. |
Targets a single foe. |
|
Invisibility |
Expert |
111 |
295 |
99 |
Caster is invisible for 30s. Activating an object or attacking will break the spell. |
Another important spell for stealthy characters. Combined with Muffle, you should be able to sneak by most foes without too much difficulty. |
|
Pacify |
Expert |
96 |
256 |
86 |
Creatures and people up to Lv20 won't fight for 60s. |
Affects all foes in a small area. |
|
Rout |
Expert |
104 |
278 |
93 |
Creatures and people up to level 20 flee from combat for 30s. |
Affects all foes in a small area. |
|
Call to Arms |
Master |
194 |
577 |
194 |
Targets have improved combat skills, health, and stamina for 10m. |
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all allies in a large area. |
|
Harmony |
Master |
312 |
927 |
312 |
Creatures and people up to Lv25 nearby won't fight for 60s. |
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all foes in a large area. |
|
Hysteria |
Master |
257 |
763 |
257 |
Creatures and people up to Lv25 flee from combat for 60s. |
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all foes in a large area. |
|
Mayhem |
Master |
294 |
873 |
294 |
Creatures and people up to Lv25 will attack anyone nearby for 60s. |
Reward for College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all foes in a large area. |
|
Vision of the Tenth Eye |
Special - Novice |
0 |
0 |
0 |
See what others cannot. |
Quest spell for College of Winterhold Radiant Quest: Illusion Ritual Spell. Reveals the location of the four Master Illusion Texts needed for the quest; otherwise useless. |
Restoration
| Spell Name | Level | Standard Cost | Base Cost | Skill 100 Cost | Description | Notes and Restrictions |
|---|---|---|---|---|---|---|
| Healing | Novice | 5/s | 11/s | 3/s | Heals the caster 10 points per second. | If someone is attacking you, Healing rarely heals enough to keep you from dying. Back away and let a follower or summoned creature step in to buy you some time. |
| Lesser Ward | Novice | 15/s | 30/s | 10/s | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. | A Ward's armor bonus stacks with the Alteration line of 'flesh' spells for an even stronger defense. Wards are far more effective against spells, although they tie up a hand and cost more to maintain. |
| Fast Healing | Apprentice | 30 | 65 | 21 | Heals the caster 50 points. | Direct healing spells are less efficient than heal-over-time spells, but they're faster, and may be fast enough to pull you back from the brink of death in a close battle. |
| Healing Hands | Apprentice | 10/s | 22/s | 7/s | Heals the target 10 points per second, but not undead, atronachs, or machines. | |
| Necromantic Healing | Apprentice | 15/s | 33/s | 11/s | Heals the undead target 10 points per second, but not the living, Atronachs, or machines. | Allows you to heal Serana or your resurrected minions. |
| Steadfast Ward | Apprentice | 24/s | 51/s | 17/s | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. | |
| Sun Fire | Apprentice | 10 | 21 | 7 | Ball of sunlight that does 25 points of damage to undead. | Firebolt costs about the same as Sun Fire and generally does more damage to undead because of their weakness to fire. |
| Turn Lesser Undead | Apprentice | 35 | 74 | 24 | Undead up to Lv6 flee for 30s. | Targets a single foe. |
| Close Wounds | Adept | 46 | 111 | 37 | Heals the caster 100 points. | |
| Greater Ward | Adept | 32/s | 76/s | 25/s | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. | |
| Heal Other | Adept | 29 | 71 | 24 | Heals the target 75 points, but not undead, atronachs, or machines. | |
| Heal Undead | Adept | 42 | 101 | 34 | Heals the undead target 75 points but not the living, Atronachs, or machines. | Heal Undead has a higher casting cost but is significantly more efficient than Necromantic Healing. |
| Poison Rune | Adept | 91 | 217 | 73 | Targets that fail to resist take 3 poison damage per second for 30s. | Sold by Talvas in Tel Mithryn. Before using this spell, consult the Bestiary for more information on which enemies are immune or resistant to poison. Note that the Destruction skill's Rune Master perk increases the range of this spell. |
| Repel Lesser Undead | Adept | 42 | 101 | 34 | All affected undead up to level 8 flee for 30s. | Affects all undead in the arc of fire. |
| Stendarr’s Aura | Adept | 92 | 219 | 73 | For 60s, undead in melee range take 10 points of sun damage per second. | A slightly cheaper alternative to Flame Cloak if you’re fighting undead. |
| Turn Undead | Adept | 62 | 148 | 50 | Undead up to Lv13 flee for 30s. | Targets a single foe. |
| Vampire’s Bane | Adept | 26 | 63 | 21 | Sunlight explosion that does 40 points of damage in a 15-foot radius to undead. | Fireball is slightly more expensive but has the same radius and generally does more damage to undead. |
| Circle of Protection | Expert | 56 | 151 | 50 | Undead up to Lv30 entering the circle will flee. | Creates a warding circle around the location where the spell is cast. |
| Grand Healing | Expert | 84 | 224 | 75 | Heals everyone close to the caster 200 points. | Does not heal Daedra, Automatons, or Undead. But it can heal other enemies, so use this carefully. |
| Repel Undead | Expert | 117 | 311 | 105 | All affected undead up to Lv16 flee for 30s. | Affects all undead in the arc of fire. |
| Turn Greater Undead | Expert | 88 | 235 | 79 | Undead up to Lv21 flee for 30s. | Targets a single foe. |
| Bane of the Undead | Master | 293 | 871 | 293 | Sets undead up to Lv30 on fire and makes them flee for 30s. | Reward for College of Winterhold Radiant Quest: Restoration Ritual Spell. Affects all nearby undead in a large area. |
| Guardian Circle | Master | 212 | 632 | 212 | Undead up to Lv35 entering the circle will flee. Caster heals 20 health per second inside it. | Sold by Colette, after completing College of Winterhold Radiant Quest: Restoration Ritual Spell. Creates a warding circle around the location where the spell is cast. |