Magic in Skyrim plays quite a big role, especially considering how many different things you are able to do by using it. In Skyrim magic comprises various types of spells, as well as Shouts and Races innate powers. Casting regular spells will be costing you Magicka points and by improving your skills in each magical branch you’ll be able to reduce the magicka cost of Novice, Apprentice, Adept, Expert, and Master spell types. Even if you’re not skilled at these spells you’ll still be able to cast them effectively: the only problem is that the Magicka cost will be quite high. Another way to decrease Magicka cost is through the use of robes.
If you’re looking at making your magic spells more powers you’ll have to use some special potion or use the Dual Casting skill which allows you to cast a spell with both hands: Magicka cost will be increased but also will the potency of the used spell.
Spells in Skyrim are learned by reading Spell Tomes: just use one of these tomes while it’s in your inventory and you’ll learn it, with the tome disappearing in the process. Spell tomes can be obtained from vendors and as loot: when tomes are found as loot they will be appropriate to the player’s skill level. The Spell tomes found in vendors are also randomly generated and the only way to a specific tome for sure is by going to the vendors at the College of Winterhold who offer the full selection of spells appropriate for the player’s skill level. You may also want to visit court wizards found in most of the game’s major holds to learn some of the spells.
These are the the Magic branches that we will be covering in these Skyrim Magic Guides: if you want to know the perks associated with these Magic branches you can check out our Skyrim Character Building guides, where we have covered all the available perks of the game.
Restoration
The Restoration spells allow players to have control over life forces: leveling up your Restoration skills will allow you to cast Restoration spells faster expending less magicka. Since Restoration spells are really useful for healing, most, if not all, character types will benefit from learning at least a few of them.
Reading these books will help you improve your Restoration skills:
Spells
Healing
Heals the caster 10 points per second. One of the two basic spells.
Lesser Ward
Increases armor rating by 40 points and negates up to 40 points of spell damage or effects.
Necromantic Healing
Heals the target 10 points per second, but not the living, atronachs or machines
Steadfast Ward
Increases armor rating by 60 points, and negates up to 60 points of spell damage or effects.
Sun Fire
Ball of sunlight that does 25 points of damage to undead
Close Wounds
Heals the caster 100 points.
Greater Ward
Increases armor rating by 80 points, and negates up to 80 points of spell damage or effects.
Heal Other
Heals the target 75 points. Does not affect undead, atronachs, or machines.
Heal Undead
Heals the undead target 75 points, but not the living, atronachs or machines
Poison Rune
Targets that fail to resist take 3 points of poison damage per second for 30 seconds.
Repel Lesser Undead
All affected undead up to level 8 flee for 30s.
Stendarr’s Aura
For 60 seconds, undead in melee range take 10 points sun damage per second
Turn Undead
Undead up to level 13 flee for 30s.
Vampire’s Bane
Sunlight explosion that does 40 points of damage in a 15 foot radius to undead
Turn Lesser Undead
Undead up to level 6 flee for 30s.
Circle of Protection
Undead up to level 20 entering the circle will flee.
Grand Healing
Heals everyone close to the caster 200 points.
Repel Undead
All affected undead up to level 16 flee for 30s.
Turn Greater Undead
Undead up to level 21 flee for 30s.
Bane of the Undead
Sets undead up to level 44 on fire and makes them flee for 30s.
Guardian Circle
Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it.