List of spells | Spells TES V: Skyrim Guide
Last update: 05 December 2019
This page of The Elder Scrolls V: Skyrim guide includes all the important information about casting spells. In addition, we have prepared a complete list of spells of the school of Illusion, Alteration, and Conjuration. The action of each spell is described in detail in the table.
Illusion school
SPELL NAME | SPELL LEVEL | DESCRIPTION AND COMMENTS |
Clairvoyance | Novice | Showing the path to the active quest's current destination. You won't have to use this spell at any point of the game, because the game's quests have been thoroughly described in other chapters of this guide. Besides the game doesn't feature any complex quests that force the main character to spend a lot of time searching for things or people. |
Courage | Novice | Forcing the targeted being to remain on the battlefield and adding points to its health and stamina pools. This spell should be casted on your ally for obvious reasons. |
Fury | Novice | Forcing creatures and people on level 6 or lower to attack everyone arround them. This spell works on only one targeted creature or person. |
Vision of the Tenth Eye | Novice | Noticing the unseen things. This spell is useless during normal gameplay and you only need it to successfully complete Ritual illusion spell College of Winterhold quest. |
Calm | Apprentice | Forcing creatures and people on level 9 or lower to stop fighting. This spell works on only one targeted creature or person. |
Fear | Apprentice | Forcing creatures and people on level 9 or lower to flee. This spell works on only one targeted creature or person. |
Muffle | Apprentice | Moving silently for 3 minutes. This is an excellent spell for a thief or an assassin and you should use it along with Invisibility. It's also a good spell to be used to quickly increase the Illusion skill, because it doesn't cost a lot of mana points and it's always counted towards the progress (you won't have to fulfill additional requirements). |
Frenzy | Adept | Forcing creatures and people on level 14 or lower to attack everyone arround them. This spell works on only one targeted creature or person. |
Rally | Adept | Forcing the targeted beings to remain on the battlefield and adding points to their health and stamina pools. This spell should be casted on your allies for obvious reasons. |
Invisibility | Expert | Becoming invisible for 30 second. This is an excellent spell for a thief or an assassin and the good thing about is that you don't have to spend money to purchase or find invisibility potions. I recommend using it along with Muffle (silent movement) for better effects. The invisibility stops working if the spell has ended, if the main character has attacked someone or if the main character has interacted with an object from the environment. |
Pacify | Expert | Forcing creatures and people on level 20 or lower to stop fighting. This spell can work on only one targeted being or on an entire group occupying a small area. |
Rout | Expert | Forcing creatures and people on level 20 or lower to flee. This spell can work on only one targeted being or on an entire group occupying a small area. |
Call to Arms | Master | Increasing the combat skills, health and stamina of the targeted beings for 10 minutes. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group and obviously it should be casted on allies. |
Harmony | Master | Forcing creatures and people on level 25 or lower to stop fighting. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group. |
Hysteria | Master | Forcing creatures and people on level 25 or lower to flee. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group. |
Mayhem | Master | Forcing creatures and people on level 25 or lower to attack everyone arround them. The only way to unlock this spell is to complete Ritual illusion spell College of Winterhold quest (it's a reward received from Drevis Neloren). This spell can work on only one targeted being or on an entire group. |
Alteration school
SPELL NAME | SPELL LEVEL | DESCRIPTION AND COMMENTS |
Candlelight | Novice | Creating a ball of light which follows the main character. This spell may come in handy while exploring dungeons, caves and other dark locations. The ball of light remains for 60 seconds and the spell itself uses a very small number of mana points. |
Equilibrium | Novice | Converting 25 health points into 25 mana points per second. This spell can be obtained only by finding a spell tome in a location called Labyrinthian Chasm (5; 06) and it's best to achieve this while completing The Staff of Magnus College of Winterhold quest. Don't forget not to convert too many health points at once or you mind yourself on the brink of death. |
Oakflesh | Novice | Increasing the main character's armor rating by 40 points. The spell lasts 60 seconds. |
Magelight | Apprentice | Creating and leaving a ball of light in a specific spot. This is a rather useless spell. It's much better to use Candlelight spell, because you want the light to follow you around everywhere you go. |
Stoneflesh | Apprentice | Increasing the main character's armor rating by 60 points. The spell lasts 60 seconds. |
Detect Life | Adept | Detecting living beings through walls. You may consider using this spell if you want to improve your chances of avoiding enemy units or if you want to surprise them. Remember that you must use Detect Undead spell if you want to locate draugrs and skeletons. |
Ironflesh | Adept | Increasing the main character's armor rating by 80 points. The spell lasts 60 seconds. |
Telekinesis | Adept | Interacting with objects from a distance in order to pull them towards the main character. This spell is pretty much useless for everyone except for a thief, because you can use it to pull an object from afar while staying perfectly hidden. |
Transmutation | Adept | Transmuting one unrefined iron ore into one silver ore and transmuting one silver one into one gold ore. The only way to unlock this spell is to obtain a rare spell tome. It's sometimes sold by Enthir in College of Winterhold. You may also go searching for it to Halted Stream Camp (5; 14). Once you've found the camp enter a small underground cave and go to the chamber where you'll come acroos a leader of the bandits and a dead mammoth. |
Waterbreathing
| Adept | Breathing underwater for 60 seconds. You probably won't have to use this spell too often. If you plan on casting it you should know that the game will give a few additional seconds to resurface even after it's stopped working. Don't forget that you can breathe underwater for as long as you want if you're an argonian. |
Detect Undead | Expert | Detecting the undead through walls. This isn't a useful spell, because you'll almost always want to eliminate the dead instead of just knowing about their presence. The only exception is if you want to increase your chances of avoiding stronger monsters. |
Ebonyflesh | Expert | Increasing the main character's armor rating by 100 points. The spell lasts 60 seconds. |
Paralyze | Expert | Paralyzing opponents in the affected area for 10 seconds. Don't forget that the spell will work only for enemies that will fail an attempt to resist it. |
Dragonhide | Master | Ignoring 80% of the received physical damage. The only way to unlock this spell is to complete Ritual alteration spell College of Winterhold quest (it's a reward received from Tolfdir). This is an extremely useful spell and you should be using it while going against enemy warriors. |
Mass Paralysis
| Master | Paralyzing all opponents in the affected area for 15 seconds. The only way to unlock this spell is to purchase a spell tome from Tolfdir after completing Ritual alteration spell College of Winterhold quest. Don't forget that the spell will work only for enemies that will fail an attempt to resist it. |
Conjuration school
SPELL NAME | SPELL LEVEL | DESCRIPTION AND COMMENTS |
Bound Sword | Novice | Creating a magical sword for 120 seconds. This spell can prove to be an interesting additional, especially if you don't have anything against eliminating enemy units in close combat. It's worth mentioning that you can create two bound swords (one for each hand). |
Conjure Familiar | Novice | Summoning a familiar for 60 seconds. This spell may be useful to you only at the beginning of the game, because once you become a stronger mage you should start summoning atronachs. Remember to point at a correct spot on the ground to ensure that the familiar will appear. |
Raise Zombie | Novice | Reanimating a weak dead body to fight alongside the main character for 60 seconds. 'Weak body' means a dead being on level 6 or lower. |
Summon Unbound Dremora
| Novice | Summoning an unbound dremora for 999 seconds. This spell is useless during normal gameplay and you only need it to successfully complete Ritual conjuration spell College of Winterhold quest. |
Bound Battleaxe
| Apprentice | Creating a magical battleaxe for 120 seconds. This spell can prove to be an interesting additional, especially if you don't have anything against eliminating enemy units in close combat. It's worth mentioning that you can create two bound battleaxes (one for each hand). |
Conjure Fire Atronach
| Apprentice | Summoning a fire atronach for 60 seconds. You should start using this spell as soon as possible and it can be useful also in the later stage of the game, especially since a lot of enemies your encounter are vulnerable to fire damage dealt by the atronach. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Flaming Familiar | Apprentice | Summoning a flaming familiar which explodes when it comes in contact with a target. The only way of unlocking this spell is by receiving a spell tome as a reward from Anska for completing A Scroll For Anska side quest. Consider using the spell if you want to use the familiar to deal a single powerful blow that inflicts fire damage (best used on stronger opponents). |
Reanimate Corpse | Apprentice | Reanimating a more poweful dead body to fight alongside the main character for 60 seconds. 'More powerful body' means a dead being on level 13 or lower. |
Soul Trap | Apprentice | Filling a soul gem if an attacked being died in less than 60 seconds. This is a useful spell assuming you like to use magical items which need filled soul gems to work properly. It's worth mentioning that some weapons have a similar effect, so you can use them instead of this spell. You should also remember that the process itself can take place only if you have at least one empty soul gem in your inventory. |
Summon Arniel's Shade | Apprentice | Summoning Arniel's shade for 60 seconds. You can receive this spell automatically after completing Arniel's Endeavor College of Winterhold quest. The spell itself is useful only in the early part of the game, because Arniel is a very weak magical companion. Remember to point at a correct spot on the ground to ensure that Arniel will appear. |
Banish Daedra | Adept | Bashining weaker daedra to the Oblivion. This is a very useful spell which works on daedra (including atronachs) on level 15 or lower. If the daedra you're trying to banish is stronger than that you won't waste your mana and time, because the creature will be stunned. |
Bound Bow
| Adept | Creating a magical bow for 120 seconds. This spell can prove to be a valuable addition, especially if you don't want to spend time searching for good ranged weapons or become forced to carry them in your inventory. An important thing to know is that you don't need to create any arrows, because you'll receive an inifinite amount of them for the duration of this spell. |
Conjure Frost Atronach
| Adept | Summoning a frost atronach for 60 seconds. You should be using this spell while going against enemies with a reduced resistance to frost damage, because otherwise fire or storm atronachs are a better idea. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Revenant
| Adept | Reanimating a poweful dead body to fight alongside the main character for 60 seconds. 'Powerful body' means a dead being on level 21 or lower. |
Command Daedra
| Expert | Taking control over powerful summoned or raised creatures. You should definately be interested in this spell, however it's worth knowing that it can be used to control daedra (including atronachs) only on level 20 or lower. |
Conjure Dremora Lord
| Expert | Summoning a dremora lord for 60 seconds. You should be interested in this spell if you want to be accompanied by a powerful warrior, because dremora lords are excellent in melee combat. Remember to point at a correct spot on the ground to ensure that the dremora lord will appear. |
Conjure Storm Atronach
| Expert | Summoning a storm atronach for 60 seconds. You should be using this spell while going against enemies with a reduced resistance to shock damage, because otherwise fire or frost atronachs are a better idea. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Dread Zombie
| Expert
| Reanimating a very poweful dead body to fight alongside the main character for 60 seconds. 'Very powerful body' means a dead being on level 30 or lower. |
Expel Daedra
| Expert | Bashining powerful daedra to the Oblivion. This is a very useful spell which works on daedra (including atronachs) on level 20 or lower. If the daedra you're trying to banish is stronger than that you won't waste your mana and time, because the creature will be stunned. |
Dead Thrall
| Master | Reanimating a dead body to permanently fight alongside the main character. The biggest advantage of this spell is that you won't have to constantly repeat it and search for "candidates" for revival. Remember to reanimate powerful enemies for best effects, especially since the spell can be used on dead beings on level 40 or lower. |
Flame Thrall | Master | Summoning a fire atronach that remains on the battlefield for good. The only way to unlock this spell is to complete Ritual conjuration spell College of Winterhold quest (it's a reward received from Phinis Gestor). The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Frost Thrall | Master | Summoning a frost atronach that remains on the battlefield for good. The only way to unlock this spell is to purchase a spell tome from Phinis Gestor after completing Ritual conjuration spell College of Winterhold quest. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Storm Thrall
| Master | Summoning a storm atronach that remains on the battlefield for good. The only way to unlock this spell is to purchase a spell tome from Phinis Gestor after completing Ritual conjuration spell College of Winterhold quest. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear. |
Restoration school
SPELL NAME | SPELL LEVEL | DESCRIPTION AND COMMENTS |
Healing | Novice | Regenerating 10 health points per second. This is the basic healing spell available in the game and you should switch it to something better as soon as you can, because otherwise the healing process will become unsufficient for you and it will take too long. |
Lesser Ward | Novice | Increasing the armor rating by 40 points and cancelling up to 40 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have. |
Fast Healing | Apprentice | Regenerating 50 health points. This is a much better spell than Healing, however you should still focus on unlocking better spells from this category. |
Healing Hands | Apprentice | Regenerating 10 points of the target's health per second. This spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action. |
Steadfast Ward | Apprentice | Increasing the armor rating by 60 points and cancelling up to 60 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have. |
Turn Lesser Undead | Apprentice | Forcing the undead on level 6 or lower to flee for 30 seconds. This spell works on only one targeted creature. |
Close Wounds | Adept | Regenerating 100 health points. This is a much better spell than two previous ones from this group, however if you want to effectivelly heal your entire team you should consider using Grand Healing. |
Greater Ward | Adept | Increasing the armor rating by 80 points and cancelling up to 80 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have. |
Heal Other | Adept | Regenerating 75 points of the target's health. This spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action. |
Repel Lesser Undead
| Adept | Forcing all undead on level 8 or lower to flee for 30 seconds. This spell can work on only one targeted creature or on an entire group occupying a small area. |
Turn Undead
| Adept | Forcing the undead on level 13 or lower to flee for 30 seconds. This spell works on only one targeted creature. |
Circle of Protection
| Expert | Creating a magical circle that forces all the undead standing inside it to flee. This spell may come in handy during the fights with the undead, however you should know that it only works for the monsters on level 20 or lower. |
Turn Greater Undead
| Expert | Forcing the undead on level 21 or lower to flee for 30 seconds. This spell works on only one targeted creature. |
Repel Undead | Expert | Forcing all undead on level 16 or lower to flee for 30 seconds. This spell can work on only one targeted creature or on an entire group occupying a small area. |
Grand Healing | Expert | Regenerating 200 health points of the main character and all other living beings in the immediate area. This is an extremely helpful healing spell, HOWEVER you must use it carefully. The main reason is because the spell heals everyone around you, so if you allow enemies to get closer they may also be healed. As a result it's good to use this spell after each battle and not when the fights are still taking place. |
Bane of the Undead | Master | Setting the undead (level 45 or lower) on fire and forcing them to flee for 30 seconds. The only way to unlock this spell is to complete Ritual restoration spell College of Winterhold quest (it's a reward received from Augur of Dunlain). The spell itself is very good, especially since most of the undead have a reduced resistance to fire so they can receive a lot of damage. |
Guardian Circle | Master | Creating a magical circle that forces all the undead (level 35 or lower) standing inside it to flee and that allows the main character to regenerate 20 health points per second (only while staying inside the circle). The only way to unlock this spell is to purchase a spell tome from Colette Marence after completing Ritual restoration spell College of Winterhold quest. The spell itself is very helpful, especially since it does two different things at the same time (repels the undead and provides healing). |
Destruction school
SPELL NAME | SPELL LEVEL | DESCRIPTION AND COMMENTS |
Arniel's Convection | Novice | Dealing 1 fire damage per second (more if the target is on fire). You shouldn't use this spell during normal gameplay, because it's very weak. It's only needed to complete Arniel's Endeavor College of Winterhold quest. |
Flames | Novice | Attacking the target with fire damage that takes away 12 health points (more if the target is on fire). This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible. |
Frostbite | Novice | Attacking the target with frost damage that takes away 8 health points and 8 stamina points per second. This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible. |
Sparks | Novice | Attacking the target with shock damage that takes away 8 health points and 4 mana points per second. This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible. |
Vampiric Drain | Novice | Absorbing the target's health points. This spell is only available to vampires and it shows up on your list as soon as you become a "full" vampire. It's worth knowing that it gets stronger along with the main character's hunger (more on that in the Hints chapter of this guide). |
Fire Rune | Apprentice | Placing a magical rune on the ground that activates if someone gets closer and deals 50 fire damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself. |
Firebolt | Apprentice | Attacking the target with fire damage that takes away 37 health points (more if the target is on fire). This spell should be your default choice in the fire damage group for most of the game and you should also dual cast it to increase its effectiveness. |
Frost Rune | Apprentice | Placing a magical rune on the ground that activates if someone gets closer and deals 50 frost damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself. |
Ice Spike | Apprentice | Attacking the target with frost damage that takes away 25 health points and 25 stamina points. This spell should be your default choice in the frost damage group for most of the game and you should also dual cast it to increase its effectiveness. |
Lightning Bolt
| Apprentice | Attacking the target with shock damage that takes away 25 health points and 12 mana points. This spell should be your default choice in the shock damage group for most of the game and you should also dual cast it to increase its effectiveness. |
Lightning Rune | Apprentice | Placing a magical rune on the ground that activates if someone gets closer and deals 50 shock damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself. |
Chain Lightning | Adept | Creating a chain lightning that attacks with shock damage, taking away 40 health points and 20 mana points. It's best to use this spell while fighting large groups of enemy units, because the lightning can jump from one target to another one. |
Fireball
| Adept | Dealing 60 fire damage (more if the targets are on fire) within a 4,5 meter radius. This is one of many fire spells and you should at least test it to find out if it's something you're looking for. |
Flame Cloak | Adept | Causing all nearby targets to lose 8 health points (the spell itself last 60 seconds). This fire spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character. |
Frost Cloak | Adept | Causing all nearby targets to lose 8 health points and 8 stamina points per second (the spell itself last 60 seconds). This frost spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character. |
Ice Storm
| Adept | Creating a frost whirlwind which takes away 40 health points and 40 stamina points per second. This is one of the available frost spells and you should at least give it a try. |
Lightning Cloak
| Adept | Causing all nearby targets to lose 8 health points and 4 mana points per second (the spell itself last 60 seconds). This shock spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character. |
Icy Spear
| Expert | Creating an icy spear that attacks with frost damage, taking away 60 health points and 60 stamina points. This is one of the available frost spells and you should at least give it a try. |
Incinerate
| Expert | Causing an explosion that inflicts 90 fire damage to everyone standing close to the main character. This is a very useful spell, however it has an even more powerful version on the master level (Fire Storm). |
Thunderbolt | Expert | Attacking the target with shock damage that takes away 60 health points and 30 mana points. This is an extremely useful spell, however if you don't have enough mana to use it often you can also consider weaker shock spells. |
Wall of Fire | Expert | Creating a wall of flames that inflicts 50 fire damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently. |
Wall of Frost
| Expert | Creating a wall of ice that inflicts 50 frost damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently. |
Wall of Storms
| Expert | Creating a wall of lightning that inflicts 50 shock damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently. |
Blizzard | Master | Attacking the targets with frost damage, causing them to lose 20 health points and 20 stamina points per second (the spell lasts 10 seconds). The only way to unlock this spell is to purchase a spell tome from Faralda after completing Ritual destruction spell College of Winterhold quest. The spell itself is useful and it can weaken or kill entire groups of enemy units. |
Fire Storm | Master | Causing an explosion that inflict massive fire damage to everyone around the main character. This spell is an improved version of Incinerate (expert level) and the only way to unlock it is to complete Ritual destruction spell College of Winterhold quest (it's a reward received from Faralda). I strongly recommend using it on a regular basis, especially while going against opponents with a reduced resistance to fire. The typical amount of damage inflicted by this spell is 150 points, but enemies standing very close to the main character can be harmed even more. Use the spell carefully, because it can also injure your allies if they don't move away. |
Lightning Storm | Master | Attacking the targets with shock damage that takes away 75 health points and 37 mana points per second. The only way to unlock this spell is to purchase a spell tome from Faralda after completing Ritual destruction spell College of Winterhold quest. The spell itself is extremely powerful and you should use it often, however remember to precisely target enemy units for best effects. |