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Skyrim:Magelight

Magelight is an apprentice level Alteration spell that creates a projectile of light that sticks where it lands and glows for 60 seconds.

Effects
Magelight, 5 pts for 60 secs

Perks
Stability, raises duration to 90 secs (see bugs)
Alteration Dual Casting, increases duration to 132 secs, if cast with both hands

Notes
If you cast Magelight at a living target, they will have a glowing light floating around them, similar to that created by the Candlelight spell.  This is not an assault, but it will alert hostile targets to your presence. It can be useful to "tag" enemies, or keep track of your follower.
You can only have up to two Magelights active at a time, one cast on a living target and one cast normally.  Having a second one of either type strike its target before the first has expired will negate it.
This may be better for stealth than Candlelight, because you can remain in the shadows while your target is well-lit and easy to see, though your location may still be revealed if you are seen or heard casting it.
You can cast this spell at a wall while sneaking, and hostiles will investigate. You can then sneak past them or move in for a backstab (it can also be used to get an enemy into a better position for a sneak bow attack). It is advised that you have acquired the Quiet Casting perk.

Bugs
 
The fix was reverted by version 3.0.10 of the Unofficial Skyrim Legendary Edition Patch.
Skyrim:Mass Paralysis

Mass Paralysis is a master level Alteration spell which causes Paralysis on all targets within 40 ft of the caster.

Effects
Paralyze, for 15 secs in 40 ft
Stagger Area Attack, 0.05 pts in 40 ft

Perks
Stability, raises duration to 22 secs

Notes
This spell affects friends as well as foes, and may earn you a bounty for multiple assaults depending on who's affected by it.
Atronachs, automatons, dragons, dragon priests, horses, ice wraiths, mammoths, skeletons, wisps, and wispmothers are immune to paralysis. These targets may still be affected by the stagger effect, however.
Skyrim:Mayhem

Mayhem is a master level Illusion spell that causes creatures and people up to level 25 within a 250 foot radius of the caster to attack anyone in sight for 60 seconds.

Effects
Mayhem, 25 pts in 250 ft for 60 secs
Rally Secondary, 25 pts in 250 ft for 60 secs

Perks
Animage, animals 8 levels higher can be affected.
Kindred Mage, people 10 levels higher can be affected.
Rage, all targets 12 levels higher can be affected
Master of the Mind, allows spell to work on undead, daedra, and automata.
Note that most of these perks will stack, so the overall effective values for the spell with perks are as follows:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on vampires, when it will come up that Kindred Mage does not apply, even though vampires have black souls.  Death Hounds are not affected by Animage, but they are not animals to begin with; more generally, the perks will not combine when fighting people or animals raised by necromancers.

 
Notes
A more common use for this is to cast it on a group of enemies, so they all fight each other instead of you. Odds are you'll be left with just one last severely weakened enemy standing, which you can then mop up on your own.
A particularly effective tactic is to use Mayhem when entering a dungeon. Due to Mayhem's large impact radius, it can effectively turn the area into a free-for-all kill zone, as enemies slaughter each other. Because the last room of a dungeon is often close to the first, this can sometimes result in quest completion (when the quest requires the death of a particular NPC) without actually clearing the dungeon.
Skyrim:Pacify (spell)

Pacify is an expert level Illusion spell that causes hostile creatures and people up to level 20 to stop fighting for 60 seconds.

Effects
Pacify, 20 pts for 60 secs in 15 ft

Perks
Illusion Dual Casting, multiplies effective level by 2.2 (rounded down) .
Animage, animals 8 levels higher can be affected.
Kindred Mage, people 10 levels higher can be affected.
Hypnotic Gaze, all targets 8 levels higher can be affected.
Master of the Mind, allows spell to work on undead, daedra, and automata.
Note that most of these perks will stack, so the overall effective values for the spell with perks are as follows:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on vampires, when it will come up that Kindred Mage does not apply, even though vampires have black souls.  Death Hounds are not affected by Animage, but they are not animals to begin with; more generally, the perks will not combine when fighting people or animals raised by necromancers.
Skyrim:Paralyze (spell)

Paralyze is an expert level Alteration spell which causes Paralysis on its target for 10 seconds.

Effects
Paralyze, for 10 secs
Stagger Push, 100 pts

Perks
Stability, raises duration to 15 secs
Alteration Dual Casting, increase duration to 22 secs, if cast with both hands

Notes
Stability and Alteration Dual Casting perk effects stack rendering its duration to 33 secs, if cast with both hands.
Magic resistance reduces the spell's duration by given percent.
Targets that are immune to paralysis may still be staggered.
If you Soul Trap a paralyzed target, they may get up and play their walking animation upon death.
Skyrim:Rally (spell)

Rally is an adept level Illusion spell that prevents all targets within 15 ft from fleeing and grants them extra health and stamina for 60 seconds.

Effects
Rally, 100 pts for 60 secs in 15 ft
Fortify Health, 25 pts for 60 secs in 15 ft
Fortify Stamina, 25 pts for 60 secs in 15 ft

Perks
Illusion Dual Casting, multiplies duration by 2.2 (rounded down).
Animage, +8 to Fortify magnitudes when cast on animals.
Kindred Mage, +10 to Fortify magnitudes when cast on people.
Master of the Mind, allows spell to work on undead, daedra, and automata.
This gives the following performance:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on friendly undead, typically people or animals you have raised yourself.  It's also worth noting that if you are a vampire, Champion of the Night will apply to the Fortify magnitude, not the duration, as will Necromage, when cast on undead.

Notes
If a follower who is Protected has had their health reduced to the point where they are crawling around on the ground, this spell will get them to stand up and fight again, mainly due to the Fortify Health part. However, if their health is then reduced again, and not restored before the effect wears off, they may die, as the extra health is removed and reduces them to below 0.
The effects of this spell are independent from Courage and Call to Arms. Thus, the bonuses from all 3 spells can be stacked together.
Skyrim:Rout

Rout is an expert level Illusion spell that causes creatures and people up to level 20 to flee from combat for 30 seconds.

Effects
Rout, 20 pts in 15 ft for 30 secs

Perks
Illusion Dual Casting, multiplies effective level by 2.2 (rounded down).
Animage, animals 8 levels higher can be affected.
Kindred Mage, people 10 levels higher can be affected.
Aspect of Terror, all targets 10 levels higher can be affected
Master of the Mind, allows spell to work on undead, daedra, and automata.
Note that most of these perks will stack, so the overall effective values for the spell with perks are as follows:


Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on vampires, when it will come up that Kindred Mage does not apply, even though vampires have black souls.  Death Hounds are not affected by Animage, but they are not animals to begin with; more generally, the perks will not combine when fighting people or animals raised by necromancers.
Skyrim:Sparks

Sparks is a novice level Destruction spell that deals shock damage to Health and Magicka.

Effects
Sparks, 8 pts for 1 sec
Disintegrate, 200 pts for 1 sec; if the Disintegrate perk has been unlocked

Perks
Augmented Shock, raises damage to 10/s at first rank or 12/s at second rank

Notes
Like most Lightning spells, it can be used to set off Lightning Runes from a safe distance.
Has greater range than the other novice level Destruction spells, Flames and Frostbite, and also being instant-effect it's harder to dodge, though the higher casting cost may be a problem for beginning mages.
It is useful for its ability to disintegrate wounded enemies at a low magicka cost once the disintegration perk has been unlocked.
Skyrim:Thunderbolt

Thunderbolt is an expert level Destruction spell that deals shock damage to Health and Magicka.

Effects
Thunderbolt, 60 pts for 0+0.1 sec
Perk Impact Stagger, 0.25 pts; if the Impact perk has been unlocked
Disintegrate, 200 pts for 1 sec; if the Disintegrate perk has been unlocked

Perks
Augmented Shock, raises damage to 75 at first rank or 90 at second rank

Notes
Thunderbolt is essentially just a much more powerful (and expensive) version of Lightning Bolt, with added sound effects and screen shake.
Like most Lightning spells, it can be used to set off Lightning Runes from a safe distance.
It has much shorter range than the equivalent Incinerate and Icy Spear spells, but the fact that it is cast instantly instead of as a projectile makes it much easier to hit moving targets so long as they're within range.
Thunderbolt is very useful for fowling (Hawks, Bone Hawks, Felsaad Terns). As long as the birds aren't flying too high, they can be hit with only a little bit leading. Best to use where the fallen bird can be reached.
Skyrim:Wall of Flames

Wall of Flames is an expert level Destruction spell that sprays fire on the ground, which deals fire damage and sets targets on fire, dealing 50% of the immediate spell damage, and scaling down quadratically over 2 seconds.

Effects
Fire Barrier, 8 points for 1 second.
This effect sets targets on fire, dealing 50% of the immediate spell damage, and scaling down quadratically over 2 seconds.
Intense Flames Fear, 99 pts for 15 secs; if the Intense Flames perk has been unlocked
Fire (HazardWallofFireSpell), 20 fire damage every 1 second and burning for more over another second. The hazard effect lasts for 30 seconds on the ground. 
This effect sets targets on fire, dealing 10% of the immediate spell damage after the initial duration expires, and scaling down quadratically over 1 second.

Perks
Augmented Flames, raises damage to 25 at first rank or 30 at second rank .
Aspect of Terror raises damage by 10 points if Intense Flames is also unlocked.

Notes
The lasting fire created by Wall of Flames will not cause damage to you or your allies. However, it will hurt them if you cast the spell directly at them. It's only approximately equivalent to the novice Flames spell though, so not too dangerous.
You can surround yourself in flames and stand in the middle of them while enemies will take damage within melee range, or paint a line of fire directly between you and your enemies - they're not smart enough to go around it, and will even run back through it and take more damage as they flee from you if you have the Intense Flames perk.
Like most Fire spells, it can be used to set off Runes or oil slicks from a safe distance. Also, casting it or merely having it ready to cast in an area with flammable gas will result in a massive explosion.
A maximum of 10 'segments' of wall can be placed at a given time. Placing additional segments of wall will cause previously placed segments to disappear. However, each type of wall spell maintains this count independently.
Skyrim:Wall of Frost

Wall of Frost is an expert level Destruction spell that sprays frost on the ground, which deals frost damage and slows affected targets.

Effects
Frost Barrier, 8% for 1 sec
Slow, 50 pts for 5 secs
Deep Freeze Paralyze, for 3 secs; if the Deep Freeze perk has been unlocked
Frost (HazardWallofFrostSpell), 20 damage every 1 second, Slows enemy for 5 seconds. The hazard effect lasts for 30 seconds on the ground.

Perks
Augmented Frost, raises damage to 25 at first rank or 30 at second rank

Notes
The lasting frost created by Wall of Frost will not cause damage to you or your allies. However, it will hurt them if you cast the spell directly at them. It's only approximately equivalent to the novice Frostbite spell though, so not too dangerous.
You can surround yourself in frost and stand in the middle of them while enemies will take damage within melee range, or paint a line of frost directly between you and your enemies - they're not smart enough to go around it, and it will slow their approach in addition to the damage it does, or even freeze them completely if you have the Deep Freeze perk.
Like most Frost spells, it can be used to set off Runes from a safe distance.
A maximum of 10 'segments' of wall can be placed at a given time. Placing additional segments of wall will cause previously placed segments to disappear. However, each type of wall spell maintains this count independently.
Skyrim:Wall of Storms

Wall of Storms is an expert level Destruction spell that sprays lightning on the ground, which deals shock damage.

Effects
Wall of Storms, 8 pts for 1 sec
Disintegrate, 200 pts for 1 sec; if the Disintegrate perk has been unlocked
Shock (HazardWallofShockSpell), 20 shock damage every 1 second. The hazard effect lasts for 30 seconds on the ground.

Perks
Augmented Shock, raises damage to 25 at first rank or 30 at second rank

Notes
The lasting lightning by Wall of Storms will not cause damage to you or your allies. However, it will hurt them if you cast the spell directly at them. It's only approximately equivalent to the novice Sparks spell though, so not too dangerous.
You can surround yourself in lightning and stand in the middle of them while enemies will take damage within melee range, or paint a line of lightning directly between you and your enemies - they're not smart enough to go around it, and it will soften them up before they get close, or possibly even kill them if you have the Disintegrate perk.
Unlike the equivalent Wall of Flames and Wall of Frost spells, the lightning from Wall of Storms is created instantly, instead of from slower projectiles. This spell also has a longer effective range, so you can create walls further away from yourself.
Like most Lightning spells, it can be used to set off Runes from a safe distance.
A maximum of 10 'segments' of wall can be placed at a given time. Placing additional segments of wall will cause previously placed segments to disappear. However, each type of wall spell maintains this count independently.
Skyrim:Ancient Traveler's Skull

The Ancient Traveler's Skull is the skull of a Traveler whose skeleton can be found in Wayward Pass. In appearance, it is identical to a generic skull. It is heavier and worth less than a generic skull.
Skyrim:Aretino Family Heirloom

The Aretino Family Heirloom is a plate gifted to you by Aventus Aretino in Innocence Lost. In appearance, it is identical to a generic plate. It weighs the same, but it is worth more.
  
 

Related Quests


Gallery
Skyrim:Balbus's Fork

Balbus's Fork is a fork carried by Balbus. Balbus is a fan of the Gourmet, and it is with this fork that he tasted one of his dishes for the first time. If you have completed Recipe for Disaster and possess the Gourmet's Writ of Passage, he will gift it to you. In appearance, it is identical to the weapon fork variant. Unlike those forks, Balbus's Fork is a miscellaneous item, it weighs nothing, and it is worth nothing.  
 

Gallery
Skyrim:Broom

Brooms are found across Skyrim. Other than decoration, the only practical use they have is for staff creation at the Atronach Forge.
 
Locations
348 brooms can be found in 181 different locations:
 

34% chance of being sold by most general goods merchants
May be randomly found in certain cupboards and other containers
Usage
The broom is one of 4 items needed at the Atronach Forge to create a Staff of the Flame Atronach, Staff of the Frost Atronach, or Staff of the Storm Atronach.
Skyrim:Dragonstone

thumb|right|Back of the Dragonstone
The Dragonstone is retrieved from the boss Draugr in Bleak Falls Barrow. On its front is a map showing various locations with dragon burial sites, and on its back is a script in the dragon alphabet.
 
Dragonstone Text


Related Quests


Notes
A second version with ID   and editor ID   that doesn't appear in the game was part of the E3 demo of the game. It is identical in all other aspects.
Skyrim:Gold

thumb|right|A Gold Ingot
thumb|right|3 pieces of Gold Ore
thumb|right|A Gold Ore Vein
thumb|right|Some coins and coinpurses
Gold is the standard currency of Tamriel.  Although officially the coins are called Septims, gold is the name used in your inventory and many other places. Gold is also a metal that can be mined, smelted, and forged into jewelry. Gold ore and ingots cannot be directly minted to convert them into currency, however, many merchants (Blacksmiths, Jewelers, and General Goods merchants) will buy them from you.

Currency



 



Mining Overview

3 Gold Ores are obtained by mining Gold Ore Veins. They cannot be purchased.
1 Gold Ingot is obtained by smelting 2 Gold Ores. They cannot be purchased.
Gold Smithing to create jewelry is possible from the start of the game, without unlocking any Smithing perks.

Mineral Sources
In addition to the following guaranteed sources, gold ore may be randomly found in Falmer loot starting at level 10. In addition, gold ore can be created by transmuting Silver Ore.

There are a total of 78 veins, 23 ores, and 48 ingots at guaranteed locations.  Many individual veins are scattered outside across Tamriel. Only notable locations are included in the following list, in particular places where multiple veins are located near each other and interior areas containing veins.  The Gold Veins category contains a more complete list of places containing single veins, and all exterior ore veins are shown on  .


Gold Smithing
Gold items can be forged from the start of the game, without the need to unlock any Smithing perks.  The gemstones not listed here can instead be used to create Silver jewelry.



Notes
Septims can't be dropped. However, they can be stored in containers.
1 Gold Ore is needed for the quest Ringmaker.
Gold Ore can be sold to Pavo Attius for the quest Mine Ore.
1 Gold Ingot is needed at Workbenches to improve Konahrik.
Ore veins (all types) sometimes do not respawn normally. See Mining (Bugs) and elsewhere on that article and its talk page.
Skyrim:Jeweled Goblet

This type of Jeweled Goblet can be found during The Sweep Job or during The Burglary Job.  If the jeweled goblet is the item that needs to be stolen during one of these two quests, it will not be added to the target house until the quest is started.
 
 
This type of Jeweled Goblet can be found inside Shadowfoot Sanctum.
Skyrim:Jeweled Pitcher

This type of Jeweled Pitcher can be found during The Sweep Job or during The Burglary Job.  If the jeweled pitcher is the item that needs to be stolen during one of these two quests, it will not be added to the target house until the quest is started.
 
 
This type of Jeweled Pitcher can be found inside Shadowfoot Sanctum.
Skyrim:Michaela's Flagon

The Michaela's Flagon is a flagon in Thonnir's House to the right of the fireplace, hidden behind a basket. In appearance, it is identical to a generic flagon. It also weighs and is worth the same.
Skyrim:Skeleton Key

The Skeleton Key is a Daedric artifact acquired after killing Mercer Frey. The Skeleton Key is an unbreakable lockpick, making it rather useful to enterprising thieves.

The Skeleton Key also has a secondary, less known function as being used to keep open Ebonmere, a well from which luck flows into the world. You are tasked with returning the key to Ebonmere in the Twilight Sepulcher to restore luck to the Thieves Guild. Until then, you may retain the key indefinitely for your own use.

Despite being a Daedric artifact, the Skeleton Key does not count towards the Oblivion Walker achievement, because it is not acquired through a Daedric quest.
Skyrim:The Dancer's Flute

:"''Don't let this innocent-looking flute fool you, for this is the Dancer's Pipe. Legend holds that the Dancer's Pipe has won wars, toppled empires and changed the very course of history. None know its origins, but the stories say that men who hear its music are compelled to dance uncontrollably, no matter the peril. To activate this strange power, one must only speak the magic words, which are... Oh my, I very nearly got us both into a nasty predicament, didn't I?" — Calixto Corrium''

The Dancer's Flute, also known as the Dancer's Pipe, is a flute on display in Calixto's House of Curiosities. In appearance, it is identical to a generic flute. It weighs the same, but it is worth less.
Skyrim:Ysgramor's Soup Spoon

:"''This is Ysgramor's Soup Spoon. Now, I know what you're thinking - this is no spoon, it's a fork! Nobody can eat soup with a fork! Well, my friend, you did not know Ysgramor." — Calixto Corrium''

Ysgramor's Soup Spoon is a fork on display in Calixto's House of Curiosities. In appearance, it is identical to a generic fork. It also weighs and is worth the same.
Skyrim:Milling

thumb|right|A large mill at Chillfurrow Farm thumb|right|A grain mill at Fellstar Farm
Milling is an action that can be performed by NPCs and by you at some farms and mills. 

In order to activate this animation sequence, you must activate an available grain mill. You will then proceed to push the grindstone in a circle around the mill for one revolution. A follower can also be ordered to turn it. However, it is only an animation in the original version of the game, as the milling process yields no results.

With Hearthfire installed, you can activate small grain mills to create a sack of flour  using 3 wheat.



Locations










Notes
There are three mills that have activators which do not function properly, even with Hearthfire installed: Battle-Born Farm, Chillfurrow Farm, and Pelagia Farm.
There are three mills which do not have activators at all: Loreius Farm, Salvius Farm, and Snow-Shod Farm.
The mill at Heljarchen Hall and Goldenhills Plantation  needs to be constructed.