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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 NameLevelStandard CostBase CostSkill 100 CostDescriptionNotes 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 NameLevelStandard CostBase CostSkill 100 CostDescriptionNotes 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 NameLevelStandard CostBase CostSkill 100 CostDescriptionNotes 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 NameLevelStandard CostBase CostSkill 100 CostDescriptionNotes 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 NameLevelStandard CostBase CostSkill 100 CostDescriptionNotes 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.