Altar of Spellmaking The Altars of Spellmaking are used for spellcrafting , which enables spells to be made by buying them from any Spell - making mage , once the spell type had been unlocked . Spellcrafting becomes an accessible feature once the Hero of Kvatch completes all the recommendations for the Mages Guild and gains access to the Arcane University . Spellcrafting consumes . The magnitude and duration of the spells created cannot exceed the skill level of that school of Magicka . This contrasts with " ' s " predecessor , . Function and use . To create a spell , approach the Altar of Spellmaking and select the spell types desired for the new spell . Once the spell - type is selected , the magnitude , duration , and target must also be selected . Once the desired effects have been selected , the spell must be named and created . The cost to create a spell increases with the number of spells woven together as well as their magnitude . Spell type . Multiple spell types can be combined . A spell effect appears in the selection menu once a spell of that type has been learned by the hero . A basic spell , such as Minor Detect Life can be used to create Master - level Detect Life spells , so the magnitude of the spell already learned does not affect the maximum level at which a spell can be created . However , magnitude , damage , and range require that a certain rank be achieved in that spell school before it can be created . Magnitude and duration . Magnitude and duration depend on one ' s skill level with the spell school . A Fireball spell , for instance , doing 9 , 000 damage would require a Destruction skill of 100 to create . Longer spell durations , or Damage - Over - Time , also requires higher spell levels for almost anything above 5 seconds . If a spell with multiple functions is created , the one with the highest magnitude or duration becomes the skill that requires a specific rank to create . For instance , adding a four - second Light effect to a Turn Undead spell that rebukes undead of up to level 30 , Illusion will not be the skill judging whether it can be created . Usefulness . Creating custom spells is incredibly useful for mages . Feather . Feather spells that also add positive effects such as Fortify Strength can augment the number of items carried for a brief period of time , beneficial for mages with low Strength . Open spells . No spell merchant in Cyrodiil carries an Open Very Hard Lock spell . This type of spell is extremely beneficial for completing the Thieves Guild and the Dark Brotherhood quests , which require advanced lockpicking skills . It also increases the mage ' s chance of breaking into and other heavily fortified locations where valuable loot can be stolen , then sold to a fence . However , obtaining the Skeleton key from Lady Nocturnal makes this type of spell useless later on , unless one prefers to gain the Alteration experience ahead of time . The Open Very Hard Lock spell requires a large amount of gold to create and an Alteration skill of 75 . Paralyze . Every mage benefits from using paralysis to disable foes . Combining a paralysis spell effect with a damaging spell , such as Cold Touch can help the mage easily fell melee oriented foes . Not only will the foe receive Magicka damage , but they will be temporarily incapable of moving , long enough for the mage to draw and kill the foe with an enchanted weapon . Further benefits can be gained if a Weakness spell is added , such as Weakness to Frost . In conjunction with Frost Damage , paralysis , and a weapon enchanted with Frost Damage , any foe can be easily taken down . If the mage also uses Invisibility or Chameleon , they can sneak up on a foe , use the paralysis spell , and attack with an enchanted weapon , then resume invisibility so as not to stir attention from other foes that may be nearby . Destruction and armorer . Purchasing Corrode Armor from Sulinus Vassinus at the Skingrad Mages Guild allows the creation of a Damage Armor spell on self . Equipping throw - away pieces of armor and repeatedly casting the spell helps level Destruction very quickly . The damaged armor can then be repaired using Repair Hammers . This is ideal for raising the Armorer spell to level 50 , at which point Enchanted Armor can be repaired without spending excessive amounts of at an armor shop . This strategy is effective for Battlemage s , Spellsword s , and Sorcerers who frequently use Heavy armor in battle and would benefit from added magical bonuses to their armor . Charm , mercantile , and personality . Charm spells with high magnitudes lasting for very few seconds can be created very early on . These spells are more beneficial than the ones that last longer and are sold by merchants . Even if the spell lasts for one second , the duration - counter pauses when an NPC is initiated in dialogue . This is advantageous for quests that require high disposition or for purchasing homes from the Steward s of Count s and Count esses , virtually rendering Speechcraft useless . When combined with a Fortify Mercantile spell with a magnitude of 100 , it ensures haggling with merchants is excessively easy . Cast the charm and mercantile spell on a merchant and immediately enter dialogue with them . Click " haggle " and raise the price to maximum , and the merchant will purchase whatever is sold to them , every time , at a much higher price than normal . Combine this type of spell effect with Fortify Personality for added ease and gold output .