This page lists Spells in the school of Restoration.
Spell Name (IDs) |
Skill Level | Tome |
Magicka Base Cost | Skill XP | Description and Effect Details | Where to Get | |
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Healing | 0 Novice |
50 | 12/s | 12/s | Heals the caster 10 points per second:
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Lesser Ward | 0 Novice |
45 | 34/s | 34/s | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects:
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Fast Healing | 25 Apprentice |
94 | 73 | 73 | Heals the caster 50 points:
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Healing Hands | 25 Apprentice |
89 | 25/s | 25/s | Heals the target 10 points per second, but not undead, atronachs or machines:
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Necromantic HealingDG | 25 Apprentice |
115 | 37/s | 37/s | Heals the undead target 10 points per second, but not the living, atronachs or machines:
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Steadfast Ward | 25 Apprentice |
92 | 58/s | 58/s | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects:
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Sun FireDG | 25 Apprentice |
80 | 24 | 12 | Ball of sunlight that does 25 points of damage to undead:
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Turn Lesser Undead | 25 Apprentice |
89 | 84 | 84 | Undead up to level 6 flee for 30 seconds:
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Close Wounds | 50 Adept |
360 | 126 | 126 | Heals the caster 100 points:
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Greater Ward | 50 Adept |
341 | 86/s | 86/s | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects:
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Heal Other | 50 Adept |
300 | 80 | 80 | Heals the target 75 points, but not undead, atronachs or machines:
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Heal UndeadDG | 50 Adept |
370 | 115 | 115 | Heals the undead target 75 points, but not the living, atronachs or machines:
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Poison RuneDB | 50 Adept |
290 | 246 | 246 | Targets that fail to resist take 3 points of poison damage per second for 30 seconds:
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Repel Lesser Undead | 50 Adept |
333 | 115 | 115 | All affected undead up to level 8 flee for 30 seconds:
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Stendarr's AuraDG | 50 Adept |
335 | 248 | 0 | For 60 seconds, undead in melee range take 10 points sun damage per second:
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Turn Undead | 50 Adept |
323 | 168 | 168 | Undead up to level 13 flee for 30 seconds:
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Vampire's BaneDG | 50 Adept |
340 | 72 | 36 | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead:
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Circle of Protection | 75 Expert |
650 | 171 | 171 | Undead up to level 20 entering the circle will flee:
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Grand Healing | 75 Expert |
680 | 254 | 382+[2] | Heals everyone close to the caster 200 points:
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Repel Undead | 75 Expert |
655 | 353 | 353 | All affected undead up to level 16 flee for 30 seconds:
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Turn Greater Undead | 75 Expert |
664 | 267 | 266 | Undead up to level 21 flee for 30 seconds:
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Bane of the Undead | 100 Master |
1200 | 988 | 988 | Sets undead up to level 30 on fire and makes them flee for 30 seconds:
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Guardian Circle | 100 Master |
1220 | 716 | 716 | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it:
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- ^ a b c d e f g h i The Respite perk is necessary to gain a Restore Stamina effect with these spells.
- ^ The full formula is 382 for the caster plus 127 for each healable target in the area. As usual, all amounts are proportional to the amount of health actually healed.
- ^ The spell may not be available for sale after the quest. See the spell page for details.
Spell Notes
- The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks. The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.
- Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost. "N/A" is used for special spells whose cost is not affected by any perks.
- The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes. Most spell tomes are also available in random loot; see Spell Tome Locations and the table below for details.
- For higher-level spell tomes to become available for purchase, your skill in the school must be high enough (see the table below). Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.
- All spell tomes have a weight of 1.
- Skill XP can be modified by scripts and by the game engine itself under various circumstances. The exact XP you receive may vary from the numbers listed here.
- Magicka cost and skill XP are rounded down, both in game and on this page. Because of this, you may find that you cannot cast a spell even though it appears you have exactly enough magicka to do so.
Spell Level | Skill Level | Character Level, Boss Chest | Character Level, Random Chest |
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Novice | 0 | 1 | 1 |
Apprentice | 0 | 11 | 10 |
Adept | 40 | 23 | - |
Expert | 65 | 35 | - |
Master | 0/90† | - | - |
†Master level spell tomes require the appropriate ritual spell quest to be completed to be sold; while the quests have a skill level requirement of 90 to initiate, if you have completed the quest and reset the skill by making it legendary, the spell tome should still be available for sale.
- Healing spells give XP in proportion to the amount they actually heal compared to the maximum amount they can heal. If, for example, you cast Close Wounds while you're only down by 50 health, it will give you 63 XP instead of the full 126.
- Ward spells give varying amounts of XP depending how they're used. Casting them repeatedly in short bursts yields much more XP than casting them for a single long burst. The values listed should only be used as a general guideline.