Circle of Protection
| Circle of Protection | |
|---|---|
| School | Restoration |
| Level | Expert |
| Magicka Cost | 171 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Undead up to level 20 entering the circle will flee. |
| Duration | 30 seconds |
| Perk | Expert Restoration (1) |
| Spell Tome | Spell Tome: Circle of Protection |
| Game/DLC | Skyrim |
Circle of Protection is an Expert Restoration spell that draws a holy circle on the ground. For 30 seconds, any undead up to level 20 that steps into the circle flees.
Circle of Protection belongs to the late game, once Restoration reaches the Expert rank. Colette Marence at the College of Winterhold is the only merchant who sells the tome.
Spell Tome
Circle of Protection is learned by reading Spell Tome: Circle of Protection. Colette Marence sells the tome.
How It Plays
Circle of Protection draws a glowing circle on the ground around the caster. The circle stays where it was cast for 30 seconds. The caster can step in and out of it freely. Any undead creature that walks into the circle turns and flees.
The circle works as a safe zone in a crypt. A mage can stand inside it and attack undead that cannot reach the caster without running away. An archer can do the same, shooting at draugr that keep breaking off their charge.
Compared with Guardian Circle
Guardian Circle is the Master version. It turns undead up to level 35, lasts a full minute and heals the caster inside it. Circle of Protection has a shorter cast, a lower cost and a lower level limit.
Perks and Training
The Expert Restoration perk halves the cost of the spell. Necromage raises the level of undead it turns and makes the circle last longer.
Circle of Protection can be cast anywhere for Restoration experience, even with no enemy nearby. A vampire caster gains even more, since the vampire counts as an undead creature inside the circle.
Magicka Well
A caster with Spell Absorption gains a steady flow of magicka while standing in the circle. The Atronach perk in Alteration and the Atronach Stone both give that absorption. The circle then becomes a well of magicka for as long as it lasts.
The well stops working when the caster is caught in the blast of their own explosive spell. A Fireball that bursts too close, or most Master spells, break the effect. Being hit by an outside explosion, such as the blast of a Storm Atronach, brings it back.
What Counts as Undead
The circle works on every kind of undead in Skyrim. Draugr, skeletons, ghosts, dragon priests and vampires all count, as do corpses raised by necromancers. Circle of Protection costs 171 magicka at a skill of zero, far less than the 716 of Guardian Circle.
Gameplay Tips
- A caster with Spell Absorption, such as from the Atronach perk, regains a lot of magicka while standing in the circle.
- The Necromage perk lets the circle turn stronger undead.
Spell Categories
All Restoration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Healing | 12 per second | Concentration | Heals the caster 10 points per second. | |
| Lesser Ward | 34 per second | Concentration | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Fast Healing | 73 | Fire and Forget | Heals the caster 50 points. | |
| Healing Hands | 25 per second | Concentration | Heals the target 10 points per second, but not undead, atronachs or machines. | |
| Steadfast Ward | 58 per second | Concentration | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. | |
| Turn Lesser Undead | 84 | Fire and Forget | Undead up to level 6 flee for 30 seconds. | |
| Necromantic Healing | 37 per second | Concentration | Heals the undead target 10 points per second, but not the living, atronachs or machines. | |
| Sun Fire | 24 | Fire and Forget | Ball of sunlight that does 25 points of damage to undead. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Close Wounds | 126 | Fire and Forget | Heals the caster 100 points. | |
| Greater Ward | 86 per second | Concentration | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. | |
| Heal Other | 80 | Fire and Forget | Heals the target 75 points, but not undead, atronachs or machines. | |
| Repel Lesser Undead | 115 | Fire and Forget | All affected undead up to level 8 flee for 30 seconds. | |
| Turn Undead | 168 | Fire and Forget | Undead up to level 13 flee for 30 seconds. | |
| Heal Undead | 115 | Fire and Forget | Heals the undead target 75 points, but not the living, atronachs or machines. | |
| Stendarr's Aura | 248 | Fire and Forget | For 60 seconds, undead in melee range take 10 points sun damage per second. | |
| Vampire's Bane | 72 | Fire and Forget | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead. | |
| Poison Rune | 246 | Fire and Forget | Targets that fail to resist take 3 points of poison damage per second for 30 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Circle of Protection | 171 | Fire and Forget | Undead up to level 20 entering the circle will flee. | |
| Grand Healing | 254 | Fire and Forget | Heals everyone close to the caster 200 points. | |
| Repel Undead | 353 | Fire and Forget | All affected undead up to level 16 flee for 30 seconds. | |
| Turn Greater Undead | 267 | Fire and Forget | Undead up to level 21 flee for 30 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bane of the Undead | 988 | Fire and Forget | Sets undead up to level 30 on fire and makes them flee for 30 seconds. | |
| Guardian Circle | 716 | Fire and Forget | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. |