Specialisations — Arcane paths
Master the two listed magic schools to qualify. The Mages Guild and temples sell signature spells to characters with the matching path. Without that path, the spell retains only its ordinary effects.
Arcane combat bonuses apply against enemies, excluding duels. A path can add at most 25% spell damage.
| Path | Required schools | Passive bonus | Signature spell |
|---|---|---|---|
| Battlemage | Alteration + Destruction | +15% spell damage while Shielded | Aegis Bolt: shock damage; shields you for twice the damage, up to 20% of maximum health, for 8 rounds |
| Trickster | Alteration + Illusion | Damage crossing below 33% health grants 5 rounds of Invisibility; 2-minute cooldown | Fleeting Hold: Paralyze; a successful hold grants 6 rounds of Chameleon |
| Riftwalker | Alteration + Mysticism | Cast 20% faster | Rift Lance: other enemies within 4 m take 33% of its damage |
| Warden | Alteration + Restoration | Recover 1% health per round while Shielded | Living Aegis: shields and heals; take 20% less damage from enemy blows for 30 seconds |
| Wardwright | Alteration + Thaumaturgy | Alteration and Thaumaturgy cost 20% less | Prismatic Ward: elemental resistance; for 30 seconds, a 40% chance to absorb Destruction spells if you have magicka capacity |
| Shadowcaster | Destruction + Illusion | +25% spell damage during Invisibility, Chameleon or Shadow | Shadow Bolt: damage; a hit grants 3 rounds of Shadow |
| Spellbreaker | Destruction + Mysticism | Enemy saving throws against your damage spells are 10 lower | Unravel: damage and Silence; a hit refunds 33% of its cost |
| Bloodmage | Destruction + Restoration | Up to +25% spell damage as health falls | Blood Boil: hits again if the target is below 30% health after the first hit |
| Elementalist | Destruction + Thaumaturgy | Spell hits add 3% spell damage for 10 seconds, up to 5 stacks | Chain Lightning: jumps to two other enemies within 8 m for 50% damage |
| Seer | Illusion + Mysticism | Avoid one enemy blow in eight | Psychic Lance: lowers the target's saves against your damage spells by 20 for 12 seconds |
| Lightbringer | Illusion + Restoration | +20% spell damage to undead and daedra | Dawnbolt: heals you for 20% of damage; undead and daedra take another 50% damage |
| Enchanter | Illusion + Thaumaturgy | +10 Personality, +15 Etiquette and Streetwise | Beguile: Pacify and Charm; calming the target refunds its cost |
| Necromancer | Mysticism + Restoration | Kills restore 5% health and magicka | Siphon Life: heals you for half the damage dealt |
| Soulbinder | Mysticism + Thaumaturgy | Kills restore 10% magicka, or 20% against your Soul Trapped target | Soul Lance: Soul Trap and damage; restores magicka equal to 25% of damage |
| Hierophant | Restoration + Thaumaturgy | Damage crossing below 30% health restores 25% health; 3-minute cooldown | Sanctify: healing and cures; +30% Spell Resistance for 6 rounds |
Sources (9)
Last edited 27 Oct 2026. View history · What links here.