Heal Undead
| Heal Undead | |
|---|---|
| School | Restoration |
| Level | Adept |
| Magicka Cost | 115 |
| Casting | Fire and Forget |
| Delivery | Target Actor |
| Effect | Heals the undead target 75 points, but not the living, atronachs or machines. |
| Duration | - |
| Perk | Adept Restoration (1) |
| Spell Tome | Spell Tome: Heal Undead |
| Game/DLC | Dawnguard |
Heal Undead is the undead version of Heal Other, from the Dawnguard add-on. It restores 75 points of health to an undead target in one burst. It keeps undead allies such as a Dead Thrall in the fight, but it has no effect on the living, atronachs or machines.
Heal Undead comes with the Dawnguard DLC. Ronthil, a vampire in Castle Volkihar, is the merchant who sells the tome.
Spell Tome
Heal Undead is learned by reading Spell Tome: Heal Undead. Ronthil sells the tome.
How It Plays
Heal Undead is a fire and forget spell aimed at an undead ally. It needs a short charge, then the whole heal lands at once. One cast can save a Dead Thrall or a summoned undead warrior who is about to fall.
The spell is made for necromancers. Reanimated corpses, conjured Bonemen, Mistmen and Wrathmen all count as undead, and the spell keeps them in the fight longer. Vampire allies such as Serana also benefit.
Getting the Spell
Ronthil sells the tome in Castle Volkihar. A character who joins the Dawnguard finds Ronthil hostile, which makes the tome hard to buy.
Compared with Necromantic Healing
Necromantic Healing, the Apprentice spell, heals an undead target in a steady stream. Heal Undead heals in one burst, which is better in an emergency. A necromancer often keeps both: the stream for steady support and the burst for a sudden crisis.
Perks and Builds
The Adept Restoration perk halves the cost of the spell. Regeneration makes it heal more, and Respite lets it restore stamina as well. Necromage boosts every spell cast on undead targets, so Heal Undead grows much stronger with it. Restoration Dual Casting overcharges it for a bigger heal.
Perks and Value
Necromage raises the healing by a quarter on undead targets. Together with the Regeneration perk and the Sailor's Repose ability, Heal Undead restores about 140 points of health in one cast. For an Adept spell, very little heals more.
The spell is a must for a character who relies on undead allies. Most healing spells pass over the undead, so a Dead Thrall or a vampire follower such as Serana needs this spell or Necromantic Healing to recover in a fight.
Gameplay Tips
- The Regeneration perk raises the healing by half.
- The Necromage perk makes the spell heal undead allies even more.
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. |