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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)