Close Wounds
| Close Wounds | |
|---|---|
| School | Restoration |
| Level | Adept |
| Magicka Cost | 126 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Heals the caster 100 points. |
| Duration | - |
| Perk | Adept Restoration (1) |
| Spell Tome | Spell Tome: Close Wounds |
| Game/DLC | Skyrim |
Close Wounds is the Adept healing spell in Restoration. It restores 100 points of health in one burst after a short charge. It heals more for its cost than Fast Healing.
Close Wounds belongs to the middle of the game, once Restoration reaches the Adept rank. Colette Marence at the College of Winterhold sells the tome. It can also be a reward for the quest Pilgrimage.
Spell Tome
Close Wounds is learned by reading Spell Tome: Close Wounds. Colette Marence sells the tome. The spell is also taught during Pilgrimage.
How It Plays
Close Wounds is a fire and forget spell cast on the caster. It needs a short charge, then the whole heal lands at once. One cast restores a large chunk of health, which can turn a losing fight around.
The other hand stays free while the spell sits ready. A warrior can keep a sword or a shield in one hand and Close Wounds in the other. A mage can pair it with a Destruction spell.
Compared with Other Healing Spells
Close Wounds is the most efficient healing spell for most characters. It gives more health for each point of magicka than Fast Healing.
Grand Healing, the Expert spell, heals twice as much and also heals every ally nearby. It costs about twice as much magicka. A caster who travels alone often keeps Close Wounds as the main heal for the rest of the game.
Perks and Builds
The Adept Restoration perk halves the cost of Close Wounds. Regeneration makes every healing spell stronger, and Respite lets healing spells restore stamina too. Restoration Dual Casting overcharges the spell into a much bigger heal when it sits in both hands.
A vampire with the Necromage perk gets a stronger heal from Close Wounds, since spells cast on an undead caster grow stronger. Sailor's Repose, the reward for the Frostflow Abyss quest, adds 10% to every healing spell.
Training Restoration
Restoration only rises when a healing spell restores health that was really lost. Close Wounds restores a lot at once, so each cast after real damage gives a good amount of experience. Pairing it with Equilibrium, which turns health into magicka, gives a steady training loop.
Cost and Efficiency
Close Wounds costs 126 magicka at a skill of zero for 100 points of health. Healing costs 12 magicka per second for 10 points per second. Once a caster has more than a small magicka bar, Close Wounds gives the most health for each point of magicka of any self heal.
The spell takes only half a second to charge. Its one weakness next to Healing is that it must be charged before each cast, so it cannot run on in the background. With the Regeneration perk, each cast restores 150 points.
Quest Background
The quest Pilgrimage can award the tome. Alessandra, the priestess of Arkay who tends the Hall of the Dead in Riften, asks for help in making peace with her late father. She hands over her ceremonial dagger and asks for it to be taken to Andurs at the Hall of the Dead in Whiterun, where her father lies.
Andurs promises to place the dagger with the father's remains. Back in Riften, Alessandra rewards the helper with a Restoration spell tome. A character with Restoration of 40 or more can receive Close Wounds this way.
Followers Who Cast It
Marcurio, the hired mage at the Bee and Barb in Riften, knows Close Wounds along with Fast Healing.
Gameplay Tips
- The Regeneration perk raises the healing to 150 points.
- The Respite perk makes the spell restore stamina as well.
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. |