Magelight
| Magelight | |
|---|---|
| School | Alteration |
| Level | Apprentice |
| Magicka Cost | 84 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Ball of light that lasts 60 seconds and sticks where it strikes. |
| Duration | 60 seconds |
| Perk | Apprentice Alteration (1) |
| Spell Tome | Spell Tome: Magelight |
| Game/DLC | Skyrim |
Magelight is an Apprentice Alteration spell that fires a small ball of light. The ball sticks to the first wall, floor or creature it hits and glows there for a minute. Candlelight keeps its light next to the caster. Magelight sends the light away, so the caster can light up a room and stay in the shadows.
Magelight is an early game spell. Most court wizards and Tolfdir at the College of Winterhold sell the tome. Faralda may also ask for it at the College gate during First Lessons.
Spell Tome
Magelight is learned by reading Spell Tome: Magelight. Calcelmo, Falion, Farengar Secret-Fire, Madena, Sybille Stentor, Tolfdir, Wuunferth the Unliving and Wylandriah sell the tome.
How It Plays
Magelight is an aimed fire and forget spell. The ball flies in a straight line until it touches something solid. There it stops and floats in the air as a bright light for a full minute. The caster can then stay in the dark while the room ahead is lit.
The light suits a stealthy explorer far better than Candlelight. A sneaking character can light a cave from its edge and study the layout before stepping in. The caster can still be seen or heard while casting, so the Quiet Casting perk helps.
Magelight cast on a living target makes a floating light follow that person or creature. It does not count as an attack. This tags an enemy for tracking in the dark, or marks a follower who keeps wandering off.
The Staff of Magelight casts the same light from its own charge, and a Scroll of Magelight does the same once. The Apprentice Alteration perk halves the cost of the spell.
Training Alteration
Magelight can be cast anywhere at any time for Alteration experience. A new mage can cast it at walls while walking between towns, as long as the ball lands on a surface. It is one of the easiest ways to raise Alteration in the early game.
Gameplay Tips
- A light cast on a person or a creature follows them around, which makes an enemy easy to track.
- A light cast at a wall draws enemies over to look at it. The Quiet Casting perk keeps the cast itself silent.
Notes
- Faralda may ask to see this spell at the gate of the College of Winterhold during First Lessons. She teaches it for 30 gold to anyone who needs it.
- Two lights can glow at the same time, one on a creature and one on a surface.
Spell Categories
All Alteration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Candlelight | 21 | Fire and Forget | Creates a hovering light that lasts for 60 seconds. | |
| Oakflesh | 103 | Fire and Forget | Improves the caster's armor rating by 40 points for 60 seconds. | |
| Teleport Pet: Arachnia | 0 | Fire and Forget | Teleports Arachnia the spider. | |
| Teleport Pet: Bone Wolf | 0 | Fire and Forget | Teleports Bone Wolf to your side. | |
| Teleport Pet: Demented Elytra Nymph | 0 | Fire and Forget | Teleports pet Demented Elytra Nymph. | |
| Teleport Pet: Dwarven Mudcrab | 0 | Fire and Forget | Teleports pet Dwarven Mudcrab. | |
| Teleport Pet: Hilda | 0 | Fire and Forget | Teleports Hilda. | |
| Teleport Pet: Manic Elytra Nymph | 0 | Fire and Forget | Teleports pet Manic Elytra Nymph. | |
| Teleport Pet: Nix-Hound | 0 | Fire and Forget | Teleports Nix-Hound. | |
| Teleport Pet: Skritch | 0 | Fire and Forget | Teleports Skritch. | |
| Teleport Pet: Sweet Roll | 0 | Fire and Forget | Teleports Sweet Roll. | |
| Teleport Pet: Thistle | 0 | Fire and Forget | Teleports Thistle. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Magelight | 84 | Fire and Forget | Ball of light that lasts 60 seconds and sticks where it strikes. | |
| Stoneflesh | 194 | Fire and Forget | Improves the caster's armor rating by 60 points for 60 seconds. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Detect Life | 100 per second | Concentration | Nearby living creatures, but not undead, machines or daedra, can be seen through walls. | |
| Ironflesh | 266 | Fire and Forget | Improves the caster's armor rating by 80 points for 60 seconds. | |
| Telekinesis | 170 per second | Concentration | Can pull an object to you from a distance. Add it to your inventory or throw it. | |
| Transmute | 100 | - | Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any. | |
| Waterbreathing | 222 | Fire and Forget | Can breathe water for 60 seconds. | |
| Ash Shell | 251 | Fire and Forget | Targets that fail to resist are immobilized in hardened ash for 30 seconds. | |
| Master Transmute | 100 | - | Transmutes one piece of unrefined Iron or Silver ore to Gold if the caster is carrying any. | |
| Paralysis Rune | 172 | Fire and Forget | Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them for 8 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Detect Dead | 148 per second | Concentration | Nearby dead can be seen through walls. | |
| Ebonyflesh | 341 | Fire and Forget | Improves the caster's armor rating by 100 points for 60 seconds. | |
| Paralyze | 450 | Fire and Forget | Targets that fail to resist are paralyzed for 10 seconds. | |
| Ash Rune | 418 | Fire and Forget | Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Dragonhide | 837 | Fire and Forget | Caster ignores 80% of all physical damage for 30 seconds. | |
| Mass Paralysis | 937 | Fire and Forget | All targets in the area that fail to resist are paralyzed for 15 seconds. |