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Alteration Analysis

–Perk Analysis–

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Basic Perks

Novice Alteration

You’ve acquired two Alteration spells from the Novice tier. Novice spells cost 55% less magicka, and improve 1% per skill level.

Level Required : 0

Perk Required : None

Empowered Alterations

You can dual-cast Alteration spells to increase the duration of them by 125% for double magicka cost.

Does not affect the magnitude of spells, only duration.

Level Required : 25

Perk Required : Novice Alteration

Apprentice Perks

Apprentice Alteration

You’ve acquired two Alteration spells from the Apprentice tier. Apprentice spells cost 55% less magicka, and improve 2% per skill level.

Level Required : 25

Perk Required : Novice Alteration

Improved Mage Armor

You’ve mastered the art of metaphysical protection. All “Mage Armor on Self” spells provide additional damage resistance, if you aren’t wearing any armor.

Level Required : 25

Perk Required : Apprentice Alteration

Shields are included in armor, in addition to any clothing items with the labels “heavy armor” or “evasion armor”

Magic Resistance

Rank 1: You gain 10% resistance to hostile magic effects.

Rank 2: You gain 20% resistance to hostile magic effects.

Rank 3: You gain 30% resistance to hostile magic effects.

Level Required : 25/50/75

Perk Required : Apprentice Alteration

Adept Tier

Adept Alteration

You’ve acquired two Alteration spells from the Adept tier. Adept spells cost 55% less magicka, and improve 3% per skill level.

Level Required : 50

Perk Required : Apprentice Alteration

Absorption Branch

Stability

Your skillful Alteration holds firm, even under duress. All Alteration spells last 50% longer.

Level Required : 50

Perk Required : Adept Alteration

Metamagical Thesis

Your fundamental knowledge of Aetherial power decreases magicka cost for all spells by 10%.

Level Required : 75

Perk Required : Stability

All spells are affected by this perk, not just alteration school.

Metamagical Empowerment

You are a master spellcaster. Duration and magnitude of all spells are enhanced by 20%.

Level Required : 100

Perk Required : Metamagical Thesis

All spells are affected by this perk, not just alteration school.

Expert Branch

Expert Alteration

You’ve acquired two Alteration spells from the Expert tier. Expert spells cost 55% less magicka, and improve 4% per skill level.

Level Required : 75

Perk Required : Adept Alteration

Spell Armor

Your Mage Armor spells reduce incoming elemental damage by 15%.

Level Required : 75

Perk Required : Expert Alteration

Magical Absorption

Your understanding of arcane energies grants you 30% chance to absorb incoming spells, shouts, or enchantments, as pure magicka.

Level Required : 100

Perk Required : Expert Alteration

Master Branch

Master Alteration

You’ve acquired one Alteration spell from the Master tier. Master spells cost 55% less magicka, and improve 5% per skill level.

Level Required : 100

Perk Required : Expert Alteration

–Spells–

Novice

Novice Base Cost Magnitude Duration Effect Notes
Absorbing Grasp 40/s 20 Concentration The caster lays their grasping hand on the target, focuses for a moment and then absorbs <mag> points of health.  
Candlelight 150 - 300s The caster creates a bright hovering light that lasts for <dur> seconds.  
Mage Armor on Self (Rank I) 100 24 60s Improves the caster’s armor rating by <mag> points for <dur> seconds.  
Thermal Glimpse 10/s - Concentration Predator Vision Get to the choppa!
Transmute: Blood 1/s - Concentration The caster transmutes his own health into magicka. Beware, as this spell can be fatal to the caster.  

Apprentice

Spells Base Cost Magnitude Duration Effect Notes
Featherfalling 150 - 60s The caster’s feet become surrounded by a telekinetic field that negates all falling damage for <dur> seconds.  
Knock (Rank I) 150 - - The caster projects a snarl in reality that flips the tumblers on any novice lock.
If empowered, the spell can also unlock apprentice locks.
 
Mage Armor on Self (Rank II) 150 36 60s Improves the caster’s armor rating by <mag> points for <dur> seconds.  
Mage Coat (Rank I) 188 - 150s Improves the caster’s warmth rating by 10 points for <dur> seconds.  
Magelight 175 - 300s The caster creates a ball of bright light that lasts <dur> seconds and sticks where it strikes.  
Transmute Muscles on Self 250 20 40s Reinforces the caster’s muscle tissue, fortifying unarmed damage, health and carrying capacity by <mag> points for <dur> seconds.  

Adept

Spells Base Cost Magnitude Duration Effect Notes
Absorb Health 80/s 10 Concentration Absorbs <mag> points of the target’s health per second. The spell has a short distance and requires a momentary focus on the target before applying.  
Absorb Stamina 80/s 10 Concentration Absorbs <mag> points of the target’s stamina per second. The spell has a short distance and requires a momentary focus on the target before applying.  
Ash Shell 400 - 10s Targets that fail to resist are immobilized in hardened ash for <dur> seconds.  
Detect Life 50/s - Concentration The caster detects all nearby living beings and can sense them even through walls. Soulless beings like Daedra will not be revealed.  
Knock (Rank II) 300 - - The caster projects a tear in reality that flips the tumblers on any apprentice or lesser lock.
If empowered, the spell can also unlock expert locks.
 
Mage Armor on Self (Rank III) 200 48 60s Improves the caster’s armor rating by <mag> points for <dur> seconds.  
Mage Armor on Target (Rank I) 200 96 60s Improves the target’s armor rating by <mag> points for <dur> seconds.  
Mage Coat (Rank II) 241 - 150s Improves the caster’s warmth rating by 20 points for <dur> seconds.  
Telekinetic Hand 170/S - Concentration The caster grabs the target item from afar. It then can be either taken or thrown.  
Trasnmuate Muscles on Target 300 20 40s Reinforces the target’s muscle tissue, fortifying unarmed damage, health and carrying capacity by <mag> points for <dur> seconds.  
Transmute: Water 222 - 300s The caster is able to transmute small amounts of water into air, allowing him to breath underwater for <dur> seconds. Also, the caster’s ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor.  

Expert

Spells Base Cost Magnitude Duration Effect Notes
Absorb Magicka 100/s 10 Concentration Absorbs <mag> points of the target’s magicka per second. The spell has a short distance and requires a momentary focus on the target before applying.  
Arcane Mending 150 75 - The caster mends the target automaton or atronach telekinetically, restorating <mag> points of health.  
Ash Rune 350 - 10s The caster adheres an ash rune to a nearby surface. The rune explodes when enemies come near, immobilizing them in hardened ash for <dur> seconds.  
Detect Death 75/s - Concentration The caster detects all nearby dead and can sense them even through walls.  
Mage Armor on Self (Rank IV) 250 60 60s Improves the caster’s armor rating by <mag> points for <dur> seconds.  
Mage Armor on Target (Rank II) 300 144 60s Improves the target’s armor rating by <mag> points for <dur> seconds.  
Mage Coat (Rank III) 318 - 150s Improves the caster’s warmth rating by 30 points for <dur> seconds.  
Paralyze (Rank I) 200 - 1s The caster tries to telekinetically imprison the target for <dur> seconds.  
Polymorph 600 - 30s The caster attempts to turn the target into a harmless animal for <dur> seconds. Although potent, the spell is rumored to be very unstable, and various side-effects have been reknown to be the consequence of its casting…  
Telekinetic Disarray 500 - - The caster magically removes all worn equipment from the target, though one should beware. Unpredictable side-effects like cloth-phobia might occur.  
Telekinetic Nova 500 75 - The caster evokes an explosion of telekinetic forces, maiming all nearby targets for <mag> and sending them flying through the air. Does not affect enemies with 25 or greater MR, 400 or greater health or enemies immune to unrelenting force
Thermal Vision 421 - 300s Predator Vision for <dur> seconds. Get to the choppa! Extended Edition.
Transmute: Wood 380 - - Transmutes one branch to deadwood, or one deadwood to firewood.  

Master

Spells Base Cost Magnitude Duration Effect Notes  
Absorb Essence 200/s 15 Concentration Absorbs <mag> points of the target’s health per second. Absorbs <mag> points of the target’s magicka per second. Absorbs <mag> points of the target’s stamina per second. The spell has a short distance and requires a momentary focus on the target before applying.    
Detect Aura 250 - 60s For a limited time, the caster is able to detect all beings and the recently deceased in the vicinity.    
Knock (Rank III) 600 - - The caster projects a rip in reality that flips the tumblers on any adept or lesser lock.
If empowered, the spell can also unlock master locks.
   
Lightning Speed 1200 - 3s The caster moves with meteoric speed, making everything slow down almost to motionlessness for <dur> seconds. Note: Prone to bugging out like the shout, make sure you carry a potion of cleansing with you to remove the effect.  
Mage Armor on Self (Rank V) 1000 - 7s The caster creates an almost unpenetrable force field that negates nearly all physical damage taken for <dur> seconds.    
Mage Armor on Target (Rank III) 1000 - 4s The caster surrounds the target with an almost unpenetrable force field that negates nearly all physical damage for <dur> seconds.    
Paralyze (Rank II) 937 50 1s The caster tries to paralyze all nearby beings for <dur> seconds.    
Telekinetic Blast 1000/s - Concentration The caster unleashes a wave of telekinetic force that will maim every single bone of the targets for </mag> damage while sending them flying through the air. Though typed as Concentration, the spell only lasts a moment and will not continue to fire. Does not affect Enemies with greater than 50 MR or Immune to unrelenting force
Telekinetic Execution 1600 - - The caster attempts to break every single bone of the target while casting it miles into the air, ensuring that it’s maimed for good. Does not affect Enemies with greater than 50 MR Will not affect Dwemer centurians, Ghosts, Wisps or Dragons
Telekinetic Grab 500/s - Concentration The caster grabs the target from afar. It then can be either taken or thrown.    
Transcendance on Self 1200 - 86400s The caster’s body is dematerialized, becoming practically invulnerable for as long as the caster doesn’t interact with the environment.    
Transcendance on Target 1200 - 86400s The target’s body is dematerialized, becoming practically invulnerable for as long as the caster doesn’t interact with the environment.    
Transmute: Corpus 1000 - - The caster tries to transmute the target into slimy ectoplasm, thereby killing it instantly and generating useful alchemy ingredients.