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.
Magicka 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.
Alteration 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.
Conjuration 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 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.
Enchanting 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 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.
Restoration 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.
Skyrim Magic Spells List
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 Name
Skill Level
Magicka
Spell Description
Oakflesh
Novice
103
Gives 40 points of Armor for 60 seconds
Stoneflesh
Apprentice
194
60 armor, 60 seconds
Ironflesh
Adept
266
80 armor, 60 seconds
Ebonyflesh
Expert
341
100 armor, 60 seconds
Dragonhide*
Master
837
80% physical damage reduction for 30 seconds.
Detection Spells
Spell Name
Skill Level
Magicka
Spell Description
Candlelight
Novice
21
Makes a light that follows you around for 60 seconds, helpful in dark dungeons.
Magelight
Apprentice
84
Fires 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 Life
Adept
100/sec
Highlights friendlies (blue) and enemies (red) even through walls within its relatively large area of effect.
Detect Dead
Expert
148/sec
Same as above, but detects the undead (mostly red highlights of course) that does cover vampires of course.
Utility Spells
Spell Name
Skill Level
Magicka
Spell Description
Equilibrium*
Novice
25 HP/sec
Takes 25 points of health and turns it into mana. Great for leveling restoration, see below for location as you can't buy it.
Telekinesis
Adept
170/sec
Pulls 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.
Waterbreathing
Adept
222
Allows the user to breathe water for 60 seconds.
Transmute
Adept
100
Must be used on ore. Transmutes iron to silver, and silver to gold based on what's in your inventory.
Paralyze
Expert
450
When 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*
Master
937
As 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 Name
Skill Level
Magicka
Spell Description
Conjure Familiar
Novice
107
Summons a spirit wolf to fight your enemies for 60 seconds. Rather weak but good for training in combat.
Conjure Flame Atronach
Apprentice
150
Summons a Flame Atronach for 60 seconds. They are ranged fighters weak to ice but immune to fire.
Conjure Flaming Familiar
Apprentice
57
A 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 Atronach
Adept
215
Frost Atronachs are melee fighters with a lot of HP that make great tanks, at least against anything not wielding fire!
Conjure Storm Atronach
Expert
322
Storm Atronachs cast Storm Cloak to do nearby damage and will cast Chain Lightning as well.
Conjure Dremora Lord
Expert
358
Dremora Lords are melee and have flaming swords. This does work with Twin Souls.
Summon Unbound Dremora
Master
100
This 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 Thrall
Master
1000
This makes a permanent Flame Atronach, which is no more powerful than usual but benefits from your perks all the same.
Frost Thrall
Master
1100
Same with Frost.
Storm Thrall
Master
1200
Same with Storm.
Raising The Dead
Spell Name
Skill Level
Magicka
Spell Description
Raise Zombie
Novice
103
Reanimates a weak dead body (does not have to be human) to fight for you for 1 minute.
Reanimate Corpse
Apprentice
144
Same as above, only raises higher level bodies.
Revenant
Adept
183
Same
Dread Zombie
Expert
302
Same, now affecting most corpses.
Dead Thrall
Master
1000
Works on humanoids, resurrects them permanently.
Other Spells
Spell Name
Skill Level
Magicka
Spell Description
Bound Sword
Novice
93
Creates a bound 1 handed sword in the hand you cast with. Can be dual-wielded.
Bound Battleaxe
Apprentice
169
Makes a Bound Battleaxe for 2 minutes.
Bound Bow
Adept
207
Makes a Bound Bow for 2 minutes.
Soul Trap
Apprentice
107
If 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 Daedra
Adept
196
Send low-level summoned Daedra back to their plane, gives no corpse.
Expel Daedra
Expert
215
Send higher-level summoned Daedra back to their plane. Again, no corpse.
Destruction Magic Spells
Destruction Fire Spells
Spell Name
Skill Level
Magicka
Spell Description
Flames
Novice
14/sec
Deals 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.
Firebolt
Apprentice
41
Solid, 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 Rune
Apprentice
234
Use 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.
Fireball
Adept
133
At 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 Cloak
Adept
289
For 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.
Incinerate
Expert
298
Deals 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 Flames
Expert
118/sec
Spray 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 Storm
Master
1426
Deals 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 Name
Skill Level
Magicka
Spell Description
Frostbite
Novice
16/sec
This 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 Spike
Apprentice
48
Direct damage, 25 points. You can slow a select target at range to impede their advance to the battle site.
Frost Rune
Apprentice
293
Same as with fire, except it wil slow enemies and deal stamina damage.
Ice Storm
Adept
144
Sends 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 Cloak
Adept
316
Does 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 Spear
Expert
320
Fires 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 Frost
Expert
137/sec
Makes 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.
Blizzard
Master
1106
Creates 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 Name
Skill Level
Magicka
Spell Description
Sparks
Novice
19/sec
Unless 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 Bolt
Apprentice
51
Deals 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 Rune
Apprentice
323
Same 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 Lightning
Adept
156
Deals 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 Cloak
Adept
370
Deals 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.
Thunderbolt
Expert
343
Lightning 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 Storms
Expert
145/sec
The 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 Storm
Master
138/sec
Look 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 Name
Skill Level
Magicka
Spell Description
Clairvoyance
Novice
25/sec
This spell helps with quests. It'll show a 'breadcrumb' trail to the next quest objective, pointing you on your way.
Courage
Novice
39
Cast 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.
Fury
Novice
67
Causes 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.
Calm
Apprentice
146
Makes 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.
Fear
Apprentice
153
Causes 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.
Muffle
Apprentice
144
Reduces 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.
Frenzy
Adept
209
This 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!
Rally
Adept
113
Gives the courage buff to all friendlies within 15' of target.
Invisibility
Expert
334
Makes 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.
Pacify
Expert
290
Creatuers and people up to level 20 will stop fighting, all in a 15 foot radius. This can stop an entire battle.
Rout
Expert
316
Casts fear on all targets within 15', causing them to flee for 30 seconds. Works on level 20 and below.
Call to Arms
Master
655
Fortify 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.
Harmony
Master
1052
Like 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.
Hysteria
Master
866
Casts 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.
Mayhem
Master
990
Causes 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 Name
Skill Level
Magicka
Spell Description
Healing
Novice
12/sec
Heals 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 Healing
Apprentice
73
Heals instantly for 50 health.
Healing Hands
Apprentice
25/sec
Heals a nearby target for 10 life per second. You can use this to train healing on enemy creatures weaker than you.
Close Wounds
Adept
126
Here's your big heal: heals for 100 life, 150 with Regeneration.
Heal Other
Adept
80
A quick 75 point heal on your target.
Grand Healing
Expert
254
Heals everything within 15 feet of you for 200 life and stamina with the Respite perk.
Protection from Undead Spells
Spell Name
Skill Level
Magicka
Spell Description
Turn Lesser Undead
Apprentice
84
Undead up to level 6 will flee from you for 30 seconds, with a slight stagger effect on impact.
Repel Lesser Undead
Adept
115
Affects Level 8 Undead.
Turn Undead
Adept
168
Affects Level 13 Undead
Repel Undead
Expert
353
Affects Level 16 Undead
Turn Greater Undead
Expert
267
Affects level 21 Undead
Circle of Protection
Expert
171
This 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 Circle
Master
716
Like 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 Undead
Master
988
In 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 Name
Skill Level
Magicka
Spell Description
Lesser Ward
Novice
34/sec
Increases armor by 40 and negates 40 points off any spell damage received from direct spells like dragon breath to flame-enchanted weapons.
Steadfast Ward
Apprentice
58/sec
Boosted to 60 armor and 60 spell absorption
Greater Ward
Adept
86/sec
Boosted to 80 armor and 80 spell absorption
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