Mass Paralysis
| Mass Paralysis | |
|---|---|
| School | Alteration |
| Level | Master |
| Magicka Cost | 937 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | All targets in the area that fail to resist are paralyzed for 15 seconds. |
| Duration | 15 seconds |
| Perk | Master Alteration (1) |
| Spell Tome | Spell Tome: Mass Paralysis |
| Game/DLC | Skyrim |
Mass Paralysis is the Master version of Paralyze. Every creature within 40 feet of the caster that fails to resist is frozen for 15 seconds. It turns a fight against a crowd into a string of free attacks. The spell hits friends as well as foes, so followers freeze too.
Mass Paralysis is an end game spell. Tolfdir sells the tome at the College of Winterhold once the Alteration Ritual Spell quest is done, and that quest opens when Alteration reaches 90. Dragonhide is the other Master Alteration spell, and it is the reward for the same quest.
Spell Tome
Mass Paralysis is learned by reading Spell Tome: Mass Paralysis. Tolfdir sells the tome.
How It Plays
Mass Paralysis is centred on the caster. It needs a long charge of a few seconds before it goes off. During that charge the caster stands open to attack, so it pays to cast it from cover or after slowing the enemy. A frost spell or a shout such as Unrelenting Force can buy the time.
Once it lands, every target in range drops to the ground and lies helpless. Fifteen seconds is a long time in a Skyrim fight. A warrior can kill several enemies in that window, and a mage can line up spell after spell. The spell shines in tight places where enemies tend to swarm, such as Falmer caves, draugr crypts and Forsworn camps.
The spell paralyzes everyone in range, not only enemies. Followers and thralls freeze as well, though atronachs are immune to paralysis.
Some enemies shrug off paralysis entirely. Dragons and Dwarven automatons are immune to every form of it. Mass Paralysis is therefore a poor answer to a dragon attack or to a Dwemer ruin full of centurions. A ward can block the spell, and magic resistance shortens it, so enemy mages are less reliable targets.
Compared with Paralyze
Paralyze, the Expert spell, freezes one target for 10 seconds. It is a fast aimed spell, so it works well in the middle of a fight. Mass Paralysis costs far more and takes longer to cast, but it catches a whole group for longer. A mage with both spells can open with Mass Paralysis and use Paralyze on any enemy who resists.
A Paralysis Poison gives a similar effect on a weapon or arrow. Weapons with a Paralyze enchantment, such as Chillrend, give a chance to freeze an enemy with each hit.
Perks and Training
The Master Alteration perk halves the magicka cost of Mass Paralysis. The Stability perk makes the paralysis last longer, like every Alteration spell. Fortify Alteration gear brings the high cost down, and enough of it removes the cost altogether.
Mass Paralysis is one of the fastest ways to train Alteration. With gear that makes it free to cast, a few casts in the middle of a group can raise the skill from low levels to 100 in a few minutes. Players often use it this way to make Alteration legendary again and again.
Cost and Value
Mass Paralysis costs 937 magicka at a skill of zero, one of the largest costs of any spell in the game. The Master Alteration perk halves it, and Fortify Alteration gear brings it within reach. Once the cost is under control, the spell can freeze whole groups and give the caster a clear path out of a losing fight.
Gameplay Tips
- It works best in tight spaces when a large group of enemies closes in.
- The Stability perk makes the paralysis last half again as long.
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. |