Codes for spells in "Skyrim" contribute to the rapid study of these vital defenses in a harsh world where a killer is hiding in every dark corner or a magic trap is set. This will be discussed in the article.
Way of the magician
"Skyrim" is inhabited by all kinds of elves, trolls, orcs, as well as dragons and sorcerers. In such a world, magic is not only a way of self-development, but also a means of defense.
One is enough for a couple of spells to successfully make their way. These are usually warriors. But for magicians, spells are key tools in mastering the world around and in the fight against the enemy.
For example, it’s enough for a warrior to summon a pet or to light a dark room with one or two magic words. An inveterate magician will not take a step without casting a spell.
Accordingly, there are three ways to obtain the desired knowledge:
- buy a book from a merchant;
- receive as a reward for completing the quest;
- Equip with an item capable of casting a spell;
- take advantage of cheats.
The spells available in the game are divided into the following types:
- Damage dealers - reduce the main characteristics of the target (health, power reserve and level of magic).
- Absorbers - gradually or temporarily reduce the main indicators and transfer them to the caster.
- Resistance spells - these include those skills that increase resistance to various elements (cold, fire, electricity), as well as magic, conventional weapons or the probability of receiving negative spells.
- Restoring - fill up the basic characteristics to a standard level.
- Amplifiers - temporarily increase performance.
- Reflective - transfer any damage taken by the caster to the enemy.
- Illusion spells - depending on the type of enchantment, you can take your opponent to flight, inspire an ally (will not be subject to fear for a certain time), or inspire an enemy friendly attitude.
- Manipulation - this type includes invocation spells of the entities of Oblivion, paralysis of the victim, the transformation of some objects into others, as well as telekinesis.
Spell Mechanics in The Elder Scrolls 5
Codes for spells in "Skyrim" work on the principle of assigning ID. Each spell (and the subject in the game) corresponds to a specific code. It is enough to enter the console command player.addspell [id] - and the protagonist will instantly get the necessary knowledge.
Casting a spell requires a certain amount of magic units. The higher the level, the more. In addition, spells in Skyrim have their own unique mechanics:
- Long-range magic (for example, “Fire Arrow”) requires concentration for 1-2 seconds and acquires an impulse from the direction of movement of the caster. That is, when moving forward, the "projectile" will fly at a faster speed than when moving backward or when at rest. In addition, if the player moves to the side, the energy flow will move at an angle.
- Summon weapons, enchant raincoats, quick recovery of health and armor, as well as summon runes and creatures require concentration in any position.
- The master level of the “Fire Storm” or “Protection Circle” also requires immobility.
Magic schools
Conventionally, all the magic “snacks” are divided into several schools, each of which has its own book, the reading of which ensures that the protagonist obtains the necessary knowledge. The mastered spell immediately becomes an element of the combat arsenal of the beginner or advanced sorcerer.
Repeated reading of the textbook does not bring any effect. A tome that increases mastery of magical art can be purchased from a merchant, but to increase the rank of a spell, you need to reach a certain level:
- student - 15;
- adept - 40;
- expert - 65;
- master volumes for this level can only be obtained as rewards in quests upon reaching level 90-100.
Illusion
Spells of this school are distinguished by the principle of playing with the mind of an adversary or ally. An experienced wizard is able to spread fear in the ranks of the enemy or make them attack each other. When exposed to an ally, he is able to inspire on a feat or completely slow down the pace of battle.
Skill level | Name | Spell / Book ID | the effect |
Newbie | Courage | 0004DEE8 0009E2AD | Applies to an ally. Inspires a character who will not run away in fear for the next 60 seconds. It also enhances strength and health. |
Fury | 0004DEEB 0009E2AC | People and creatures below level 6 (inclusive) attack everything they see for 30 seconds |
Clairvoyance | 00021143 000FF7D1 | Shows the hero "path" to the goal |
Vision of the tenth eye | 000B323E (there is no book to study this spell) | Protagonist sees objects inaccessible to others |
Student | Soothing | 0004DEE9 000A2711 | Gives peace to all people and creatures who have reached level 9 inclusive. For 30 seconds, spell targets attack no one |
Silent walking | 0008F3EB 000A270F | For 3 minutes muffles the steps of the hero |
Fear | 0004DEEA 000A2712 | Opponents up to level 9 take flight within the next 30 seconds. Works on humans and creatures |
Adept | Rabies | 0004DEEE 000A2714 | Evolution of the Rage spell. Targets below level 14 attack for the next minute. |
Encouragement | 0004DEEC 000A2713 | Advanced version of "Courage". The difference is that the goal is now not one, but several. The effect is the same: health and strength are increased for 60 seconds, and the object will not run away from the battlefield in fear |
Expert | Escape | 0004DEEF 000A2718 | “Fear” upgrade. Now you can turn enemies to level 20 for 30 seconds |
Invisibility | 00027EB6 000A2715 | The protagonist becomes invisible for 30 seconds if he does not attack someone or does not perform an action with any object (for example, opening a door) |
Appeasement | 0004DEED 000A2717 | Advanced "Calming": humans and creatures up to level 20 do not fight for a minute |
Master | Hysterics | 0007E8DE 000A271C | "Flight" advanced further. Now people and creatures up to level 25 run away in panic for a minute |
Confusion | 0007E8DA 000A2719 | People and creatures who have reached level 25 will attack everyone they see over the next minute |
Call to arms | 0007E8DD 000A271B | Spell targets gain 10 minutes combat, health, and strength |
Harmony | 0007E8DB 000A271A | The same "Peace", but of a higher order. Targets up to and including level 25 are completely calm for the next 60 seconds |
The Tenth Eye Vision spell cannot be studied by reading the appropriate book. This knowledge is given to the player only after completing the quest “Ritual Spell of Illusion” from the College of Winterhold.
Therefore, you can either execute or register the appropriate console command. For example, the code for the invisibility spell in Skyrim looks like this: player.addspell 00027EB6. After entering the desired skill appears in the arsenal.
To get a book, you need to register a command to add an item: player.additem [id] X, where id is the system’s assigned spell volume codes to Skyrim, and X is the number of items that need to be added to inventory.
Witchcraft
The ability allows you to create a ghostly weapon, summon an entity from Oblivion, revive the dead and captivate the souls of defeated opponents.
Codes for witchcraft spells in Skyrim are also activated using the player.addspell [id] command, and book volumes are added using player.additem [id] X. You only need to have at hand the spell and tome IDs to correctly regulate character development.
Skill level | Name | Spell / Book ID | the effect |
Newbie | Pet call | 000640B6 0009E2AB | Summons for a moment the spirit of the wolf, who will fight on the side of the hero |
Summon Free Dremor | 00099F39 spell volume missing | For 999 seconds, a dremora is invoked, which attacks everyone in a row (including the caster himself) |
Summon Sword | 000211EB 0009E2A9 | Arms the caster with a ghostly witching sword that will disappear after 120 seconds |
Summon Dagger | XX01CE06 0009E2A9 | Similar to previous skill, creates a ghostly dagger for 120 seconds |
Revitalizing Zombies | 0007E8E1 0009E2AA | Resurrects the weak dead, obliging him to fight on the caster’s side for a minute |
Student | Summoned Ax | 000211EC 000A26ED | Arms the caster with a magic battle ax for 3 minutes |
Summon Fire Atronach | 000204C3 000A26EC | Summons the Fiery Atronach essence for a minute on the side of the sorcerer |
Soul capture | 0004DBA4 0009CD54 | The spell allows you to fill the Soul Stone if the enemy dies within a minute after casting |
Revive the corpse | 00065BD7 000A26EB | The evolution of Zombie Revitalization, only now the dead man is more powerful. Time is also 60 seconds. |
Fire pet | 0009CE26 000B45F7 | Upgrade a standard pet call. The summoned wolf is fiery and deals flame damage to enemies. Lives very briefly, as it immediately rushes into battle and explodes |
Summon Arnel Shadow | 0006A153 missing spell volume | Summons the ghost of Arnel Hein, the mage of the College of Winterhold, to the battle for exactly a minute in the place the caster chooses |
Summon Arvak | XX00C600 no book | For 60 seconds, summon a ghostly horse from Cairn of Souls. |
Summon a bone man | XX0045BA XX0045B0 | Call for help to the skeleton for a minute from Cairo Soul |
Ghost arrow | 000AB23D 000B3165 | The indicated arrow deals damage in the amount of 30 units, the target also loses balance |
Adept | Exile of the Daedra | 0006D22C 000A26EE | The antipode of a spell summoning a free daedra. The skill allows you to expel the called essence back to Oblivion |
Summon Ice Atronach | 000204C4 000A26EF | Summons this essence for a moment to help the sorcerer. |
Challenge the Foggy Man | XX0045B8 XX0045B1 | Summons a haze of Cairn of Souls. After 60 seconds, the assistant will disappear |
Summon Seeker | XX033C66 XX033C67 | Summons the Seeker, the servant of Herméus Mora, to the aid of the protagonist for exactly a minute |
Summoned Bow | 000211ED 000A26F1 | A ghost bow appears in the player’s hands, which will disappear if you remove the weapon, or after 3 minutes |
Ghost | 00096D94 000A26F2 | The third step in the line of spells of the school of witchcraft for the resuscitation of the deceased. At this level, the dead man is stronger than in the case of the ability to "Revive the Corpse", but the time of existence is also limited to a minute |
Expert | Daedric Order | 0006F953 000A26F6 | Allows you to take control of entities (atrons and daedra), called up by another mage. The basic effect allows you to subdue creatures up to level 20, the maximum - up to 40 |
Expulsion of the Daedra | 0006F952 000A26F8 | Summoned powerful Daedra Lords are driven back to Oblivion |
Furious | XX0045B3 XX0045B2 | Call Furious Man from Cairn of Souls for 60 seconds |
Horrible Zombie | 00096D95 000A26F7 | Allows you to resurrect a very strong dead man for 60 seconds |
Thunder Atrons | 000204C5 000A26F0 | Calls for the service of an electric atronach, which will disappear in a minute |
Lord Dremora | 0010DDEC 0010FD60 | Help this powerful entity for 60 seconds |
Master | Fire threll | 0007E5D5 000A26FA | Evolution of the fire atronach team. This entity now serves the sorcerer without a time limit. |
Ice trell | 0007E5D6 000A26FB | Permanent ice atrons |
Thunderstorm Trell | 0007E5D7 000A26FC | Similarly with a thunder atronach. Will serve until it dies |
Inanimate Threll | 0007E8DF 000A26F9 | The dead man fights on the side of the sorcerer without a time limit. Resurrection subject only to people |
Skyrim spell codes are a convenient and quick way to learn your desired skills. Especially if you can’t buy the treasured volume. For example, “Call of the Free Dremor”, “Call of the Shadow of Arnel” and “Call of Arvak” are issued only on the basis of quests.
The Phantom Arrow spell was cut out by the developers from the original game. Therefore, you can get it by entering the cheat code on the Skyrim spellbook, using the command for the spell itself, or by installing an unofficial mod.
The change
The followers of this school are able to regulate the vital processes of nature.
It should be understood that using spells outside the appropriate conditions does not pump skill. If you use "Breathing under water" while on land, the level will not rise.
Skill level | Name | Spell / Book ID | the effect |
Newbie | Equilibrium | 000DA746 000F4997 | The sorcerer converts 25 units of his health into magic. Do not go too far, for the player may die |
Oak Flesh | 0005AD5C 0009E2A8 | +40 to armor in a minute |
Candle light | 00043324 0009E2A7 | A flying beam of light materializes in the air for 60 seconds |
Student | Stone Flesh | 0005AD5D 000A26E3 | +60 Armor Per Minute |
Magic light | 00043323 000A26E2 | “Candle Light” upgrade, only the ball does not fly, but stands in the place where the caster will call. Duration - 1 minute |
Adept | Telekinesis | 0001A4CC 000A26E5 | Allows you to attract a far away object to further dispose of it at your discretion |
Transmutation | 00109111 00109112 | The ability to turn raw iron ore into silver or silver into gold. Of course, these materials are required in the backpack. |
Life detection | 000211EE 000A26E7 | Highlights through the walls of all living things. Does not affect undead, daedra and mechanisms |
Breath under water | 0005D175 000A26E6 | Allows not to lose health, being under water, within a minute |
Iron flesh | 00051B16 000A26E4 | +80 armor per minute |
Expert | Paralysis | 0005AD5F 000A26E8 | Within 10 seconds, the enemy is completely “off” |
Death detection | 000211EF 000A26EA | Highlights the corpses nearby, behind walls and other objects. Especially useful in dungeons teeming with Draugrams |
Ebony Flesh | 0005AD5E 000A26E9 | +100 armor per minute |
Master | Mass paralysis | 000B62E6 000DD646 | A sorcerer is able to paralyze a crowd of enemies affected by such a curse for exactly 15 seconds |
Dragon skin | 000CDB70 000D2B4E | Physical Resistance Increases by 80% for Half Minutes |
Destruction
Codes for spells in "Skyrim" work for all schools without exception. The direction is chosen by battle magicians interested in quickly eliminating the enemy.
Skill level | Name | Spell / Book ID | the effect |
Newbie | Flame | 00012FCD 0009CD51 | A fire stream similar to the dragon’s breath causes 8 damage per second. |
Frostbite | 0002B96B 0009CD52 | Similarly to the “Flame”, only damage (8 units / sec) is inflicted by the element of cold, and along with health, the strength goes away |
Sparks | 0002DD2A 0009CD53 | Elemental Damage 8 units / sec. Decreases health and magical energy. |
Arnel convection | 0006A104 the book is missing | Target burns, losing 1 health every second |
Student | Ignition | 00012FD0 no volume | Launches a fireball, dealing 4 damage per second for 15 seconds to a burning enemy |
Freezing | 0002B96C the book is missing | Deals 20 Cold Damage, Slows Target, and Decreases Strength by 15 seconds. |
Lightning | 0002DD29 000A26FF | Beats the enemy with electricity. Consumes 25 Health and 12.5 Magic |
Firebolt | 00012FD0 000A26FD | 25 Fire Damage. Burning enemies also take damage. |
Ice spike | 0002B96C 000A26FE | A similar action, only from the cold. -25 health and stamina on target |
Frosty rune | 0006796F 000A2701 | An analogue of anti-personnel mines with the effect of freezing. 50 damage |
Stormy Rune | 00067970 000A2702 | Similar to the previous one, but 50 damage from the elements of electricity |
Fire Rune | 0005DB90 000A2700 | Entering the trap, the enemy loses 50 points of health |
Adept | Fire cloak | 0003AE9F 000A2703 | Enemies that come too close (outstretched arms) suffer 8 health / sec health losses from fire. Duration - 1 minute |
Electric raincoat | 0003AEA3 000A2705 | A similar action, but from the elements of electricity. 8 units / sec for a minute, but the amount of enemy magical energy is also reduced |
Frost cloak | 0003AEA2 000A2704 | The same effect with the same numbers, but from cold and damage extends to endurance |
Chain lightning | 00045F9C 000A2708 | Deals 40 to the first target. health damage, 20 magic damage, and then jumps onto a nearby enemy |
Ice storm | 00045F9D 000A2707 | A large whirlwind that deals 40 health and stamina damage per second to all enemies within the spell's area of effect |
Fire ball | 0001C789 000A2706 | Casting a spell produces an explosion that damages 40 units to everyone within a 5 meter radius |
Expert | Storm wall | 00035D81 000A270B | Applied to the ground, creates a barrier that causes damage in the amount of 50 units. electricity damage per second |
Wall of flame | 00035D7F 000A2709 | Same thing with the same numbers, but fire damage |
Wall of frost | 00035D80 000A270A | Similar to the previous one, only cold damage |
Ice spear | 0010F7EC 0010f7f3 | An ice shell that takes 60 health and stamina |
Incineration | 0010F7ED 0010F7F4 | A flash takes 60 health from enemies. |
Lightning discharge | 0010F7EE 0010F7F5 | 60 Lightning Damage for Health and 30 for Magic |
Master | Buran | 0007E8E4 000A270D | Enemies suffer 20 health losses over 10 seconds, and endurance is also reduced. |
Fire storm | 0007A82B 000A270C | Explodes everything around the caster. The maximum possible damage is 150 |
Thunderstorm with Lightning | 0007E8E5 000A270E | 75 damage per second from electricity, 37.5 - magic damage |
Arnel Convection serves as the reward for the quest of the College of Winterhold in Skyrim. The spell cheat code helps to obtain the necessary knowledge. But to search for a book in the vastness of the province is useless, it is not.
In order to master the “Ignition” and “Freeze”, the protagonist must arm himself with the Azidal Ring of Magic. Prescribing the console code for Skyrim spells eliminates the need to occupy the inventory cell, so you can replace it with an enchanted ring with a different effect.
Recovery
Adherents who choose this path are able to heal wounds, drive out undead, and absorb various types of damage.
The cheat codes for Skyrim spell books, as well as the skills themselves, are no different from the previous ones.
Skill level | Name | Spell / Book ID | the effect |
Newbie | Small amulet | 00013018 0009E2AE | +40 Armor and +40 Spell Damage Resistance |
Treatment | 00012FCC 0009E2AF | +10 units health per second |
Student | Fire of the sun | XX003F52 XX003F51 | 25 units damage to non-living enemies |
Necromancer treatment | XX00E8D2 XX00E8D5 | Heals 10 points. health per second to the dead |
Steady amulet | 000211F1 000A2720 | +60 Armor, +60 Spell Damage Resistance |
Scaring Younger Undead | 0004B146 000A271F | Dead people below level 6 flee in fear for 30 seconds |
Quick treatment | 0002F3B8 000A271D | +50 health |
Healing hands | 0004D3F2 000A271E | Heals 10 points. health goals per second |
Adept | Aura Stendarra | XX0038B5 XX003F4E | An undead creature that fits close to his arm gains 10 points. sun damage in a minute |
Vampire Scourge | XX0038B6 XX003F4D | A blast of the sun damaging undead in the amount of 40 units within a radius of 15 meters |
Undead Scare | 0005DD5D 000A2721 | Non-living units below level 13 run away in fear for 30 seconds |
Healing Undead | XX00E8D4 XX00E8D6 | +75 Undead Health per second |
Treatment Middle | 00012FD2 000A2727 | +75 Goal Health |
Big Charm | 000211F0 000A2722 | +80 Armor, +80 Magic Resistance |
Wound Healing | 000B62EF 0010F64D | +100 Caster Health |
Expert | Circle of Defense | 0005312d 000A2728 | Undead below level 20 escapes in a circle |
Higher Treatment | 000B62EE 000DD643 | +200 health to everyone who is next to the sorcerer |
Repulsion of the Undead | 0005DD60 000A2726 | Undead below level 16 are fleeing. Action Time - 30 Seconds |
Scaring the Elder Undead | 0005DD5E 000A2729 | The effect is the same, only applies to undead up to level 21 inclusive |
Master | Protective circle | 000E0CCF 000FDE7B | Undead up to level 35, falling into a circle, runs away. The mage inside the circle replenishes 20 health per second |
Curse of the Undead | 0008C1AB 000DD647 | Burns the dead to level 30, victims flee in fear for 30 seconds |
Life hack
In order not to be tormented by quests and merchants who contribute to obtaining the necessary spells, you can register a code and learn all the spells in Skyrim. It's about the psb team, after which all the spells, screams and talents appear in the mage's arsenal.
Another option is team player.additem 000C2CD9 1. Through this player receives a full chest of Skyrim spell books. The code on the scrolls looks the same, but has the ID 000C2CE1. The difference between the folios is that the books are taught, and the scrolls are for one-time use.
Conclusion
The Elder Scrolls V: Skyrim is still a very popular project, to which fans return, avoiding these wonderful forests and mountains up and down. Therefore, already knowing the player is not afraid to enter cheats, because the environment has long been familiar.
If a person for the first time decided to plunge into the wonderful world of the project, using Skyrim spell codes is not recommended.