Spell Schools


This section describes the most common spells in Tamriel. The section begins with the spell lists of the spell school. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

The Schools of Magic

All spells are categorized into one of seven schools of magic.

Alteration spells distort the local reality through direct imposition of the mage's will. This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of illusion, alteration deals with actual change, not the appearance of it. This includes spells of paralysis, water breathing, water walking, lock opening, and personal elemental shields such as flame cloaks.

Conjuration spells summon and bind the spirits from Oblivion and Aetherius. Some spells are used to trap souls, conjure or banish Daedra or other creatures, as well as summon bound weapons and armor, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Destruction spells splinter material bonds by the direct application of force, typically elemental in nature. This includes damaging spells of flame, frost, shock, and disintegration, as well as magic that drains essence or personal attributes.

Illusion spells alter the perception in oneself and in others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusion plant an image directly in the mind of a creature.

Mysticism spells are used to alter the nature of magic itself. These effects are as extravagantly disparate as the creation of magical cells to hold a victim's spirit after death, to the manipulation of objects at a distance. The sorcery behind them is veiled in a mystery that goes back to the oldest civilizations.

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Restoration spells resist damage and restores wholeness by reknitting the damage material. The opposite of destruction, this magic is used to heal, create wards, cure disease and poison, and for physical fortification.