Stendarr's Aura
| Stendarr's Aura | |
|---|---|
| School | Restoration |
| Level | Adept |
| Magicka Cost | 248 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | For 60 seconds, undead in melee range take 10 points sun damage per second. |
| Duration | 60 seconds |
| Perk | Adept Restoration (1) |
| Spell Tome | Spell Tome: Stendarr's Aura |
| Game/DLC | Dawnguard |
Stendarr's Aura is an Adept Restoration spell from the Dawnguard add-on. It wraps the caster in holy light for one minute. Undead within melee range take 10 points of sun damage every second. The glow also lights up dark places.
Stendarr's Aura comes with the Dawnguard DLC. Florentius Baenius sells the tome at Fort Dawnguard once he has been rescued in the quest Bolstering the Ranks.
Spell Tome
Stendarr's Aura is learned by reading Spell Tome: Stendarr's Aura. Florentius Baenius sells the tome.
How It Plays
Stendarr's Aura is a fire and forget spell cast on the caster. Once cast, it works on its own for a full minute, like a Destruction cloak. Every undead creature that comes within melee range takes sun damage each second. The living are left untouched, so followers and friendly people nearby are safe.
The aura suits a character who fights draugr and vampires up close. A warrior or a battlemage can cast it before a crypt fight and let it burn every undead that closes in. Both hands are free again right after the cast.
The aura also gives off light. It lights up dark caves and tombs, much like Candlelight. In the Dragonborn DLC, its glow protects against the harmful darkness in parts of Apocrypha.
Compared with the Other Sun Spells
Sun Fire, the Apprentice sun spell, throws a single bolt at one undead target. Vampire's Bane, the other Adept sun spell, bursts like a Fireball against groups of undead at range. Stendarr's Aura works only at close range, but it keeps working for a full minute.
Perks and Builds
The Adept Restoration perk halves the cost of the spell. Necromage makes the aura much stronger against undead. Restoration Dual Casting stretches its duration.
Builds
Stendarr's Aura is a natural spell for a paladin or a cleric build that mixes melee with Restoration. Ten points per second sounds small, but the bonus is active for almost every second of a melee fight. Against a crypt full of draugr, the steady burn adds up quickly.
The aura costs 248 magicka at a skill of zero, a little less than Flame Cloak at 289.
Gameplay Tips
The Necromage perk makes the aura hit undead harder.
Notes
- The tome carries the symbol of Destruction, even though Stendarr's Aura is a Restoration spell.
- Florentius Baenius sells the tome at Fort Dawnguard. A member of the Volkihar Clan can calm him with Calm or Pacify and buy it anyway.
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. |