Vampire's Bane
| Vampire's Bane | |
|---|---|
| School | Restoration |
| Level | Adept |
| Magicka Cost | 72 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead. |
| Duration | - |
| Perk | Adept Restoration (1) |
| Spell Tome | Spell Tome: Vampire's Bane |
| Game/DLC | Dawnguard |
Vampire's Bane is an Adept Restoration spell from the Dawnguard add-on. It throws a burst of sunlight that explodes on impact, dealing 40 points of damage to undead within 15 feet. It works like a Fireball made only for the undead, and the living are untouched.
Vampire's Bane 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
Vampire's Bane is learned by reading Spell Tome: Vampire's Bane. Florentius Baenius sells the tome.
How It Plays
Vampire's Bane is an aimed fire and forget spell. It throws a ball of sunlight that bursts on impact. Every undead creature within 15 feet of the blast takes sun damage over a couple of seconds. The living are left untouched, so the spell is safe to throw into a crowd that mixes friends and undead.
The spell works like a Fireball made only for the undead. It shines against groups of draugr in a tomb, or a pack of vampires and their thralls. A Restoration mage gains a real area attack without any points in Destruction.
Compared with the Other Sun Spells
Sun Fire, the Apprentice sun spell, hits a single undead target. Stendarr's Aura, the other Adept sun spell, burns undead that stand next to the caster for a full minute. Vampire's Bane reaches groups of undead at range.
Perks and Builds
The Adept Restoration perk halves the cost of the spell. Necromage makes it much stronger against undead. Restoration Dual Casting stretches its duration.
Cost and Value
Vampire's Bane costs 72 magicka at a skill of zero for 40 points of damage in a 15 foot radius. Fireball costs 133 magicka for the same damage and radius, but it also burns the living. Against undead, the sun spell is the far cheaper blast.
The spell is a strong answer to a vampire attack on a town. It harms only the undead, so guards, townsfolk and followers caught in the blast take no damage. A mage can fire into the middle of a crowd without fear of hurting friends or earning a bounty.
Gameplay Tips
The Necromage perk makes the spell hit undead harder.
Notes
- The tome carries the symbol of Destruction, even though Vampire's Bane 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. |