Skyrim talk:Alteration Spells
- 1 Water Breathing
- 2 Dragonhide
- 3 Spell Locations
- 4 Dragonhide
- 5 Dragonhide can be dual cast; it also doesn't work with the flesh spells.
- 6 Equilibrium
- 7 Probable Bug
- 8 Equilibrium may get fortified to drain more health
- 9 Dual-Casting Transmute
- 10 Magelight Projectile has "weight"
- 11 Dragonhide Physical Damage Reduction and Armor Rating Physical Damage Reduction
- 12 Telekinesis
- 13 Scripted Spell XP
- Tolfdir sells Water Breathing once your alteration is 65 or higher.— Unsigned comment by 126.96.36.199 (talk) on 2 April 2012
Dragonhide is a Master-level Alteration spell in The Elder Scrolls V: Skyrim. Casting the spell grants 80% physical damage reduction to the caster for 30 seconds. Tolfdir teaches the Dragonborn this spell at The College of Winterhold after completing the Alteration Ritual Spell quest. . Siken
I think it should be noted that some spells will not always be the same one for every playthrough. I don't know the reason, but it might be related to skill or overall level. For example, on my level 50+ non magic character, I got Water breathing on the table in the entry hall of Labrinthian, but on my level 20ish mage, I got Ironflesh. Also, all alteration spells will be sold by Tolfdir as you get to the appropriate level (except Trasmute and Equilibrium). --Saphireking65 06:46, 27 November 2011 (UTC)
In my game, non-mage, 82 Alteration, Tolfdir does NOT sell waterbreathing. Might be a bug, but it is so.Curundir 12:03, 11 December 2011 (UTC)
How Dragonhide interact whit Mage armor perck, or they dont and you can simply start using armor and have no disadvantages?
- Dragonhide already provides you with 80% physical resistance which is the maximum, so even if mage armor worked with it it would still be capped at 80% and it wouldn't double/triple it.--188.8.131.52 09:14, 2 December 2011 (UTC)
;With that said they could at least extend the time of Dragonhide with that perk. Dragonhide seems like a very bad Investments, when we sum up all the disadvantages: takes 2H to use it casting a long time you can not move while charging it magicka/time is very limiting.
As a side note, Stability works with Dragonhide, as does Dual Casting. So the maximum duration for a single cast of Dragonhide is 100 seconds, which is relatively decent.
- With Stability, Dual Casting, Vampirism combined with the Necromage perk from Restoration extends this duration to nearly 3 minutes. Or if you just want to cheat use the Fortify Restoration loop to create a Fortify Alteration potion with 10000+ hour duration.— Unsigned comment by 184.108.40.206 (talk) at 07:59 on 10 February 2012
Dragonhide can be dual cast; it also doesn't work with the flesh spells.
Dunno if it is a bug or a feature, Dragonhide seems to be the only master spell capable of being dual casted. With the stability perk it can have a duration of 99 seconds. This makes it actually a useful spell, as the default 30 second duration sometimes don't last even through a single battle.
On another note, the Dragonhide spell has conflict with the flesh spells. The latter will always cancel the former as long as it is in effect.
On XBox360 Equilibrium does level Alteration skill, albeit at a very slow rate. Would someone mind confirming this?
Picked Equilibrium up today, like you said it levels Alteration VERY slowly. Use another spell to level. But for leveling Restoration you almost need this.
- Regarding leveling Restoration, wearing 4 pieces of 25% Fortify skill apparel for a spellcasting skill is a basic component of power leveling those skills and makes this spell completely non-essential for leveling Restoration or any other spellcasting skill.--DagmarH 16:57, 11 January 2012 (UTC)
- the reason to use it to level restoration is for the easy access to a health decrease, not to save you five seconds waiting for mana to recharge. A basic component of power levelling those skill is "getting in a situation where the skill level actually increases", making this spell incredibly useful for leveling restoration.
- who the heck has problems with mana cost while power levelling?
220.127.116.11 19:33, 9 September 2012 (EDT)
I was able to purchase Mass Paralysis from Tolfdir when my Alteration skill was 43 (Xbox). Combined with enchantments that reduced the casting cost of Alteration skills by 100%, this made it extremely easy to train Alteration the rest of the way.
- Did you have the alteration enchantments equipped when you bought the spells? Maybe the fortify alteration effect was considered when determining your skill level for spell purchase. Chris3145 20:36, 18 January 2012 (UTC)
- I can't remember. I would be interested to know if that was the cause. If anyone is willing to test it and post the results, I would be grateful. — Unsigned comment by 18.104.22.168 (talk) at 04:59 on 21 January 2012
- I'm aware this is a late reply but I'd just seen this. Searched the Creation Kit. There seems to be a connection between the leveled item "generator" for this Spell Tome and the Restoration Ritual quest. My assumption is that completing the Restoration Ritual allows you to purchase the Mass Paralysis Spell Tome from Tolfdir. Would anyone like to test this? Crailfron 23:27, 29 June 2012 (UTC)
Equilibrium may get fortified to drain more health
I used some fortify restoration potions and other enchantments so that Healing was able to heal more than 25 health per second and it cost less than 25 magicka per second. Using that spell in one hand while using equilibrium in the other should cause both my health and magicka to increase - but it didn't. My magicka rose while my health fell. I don't know what the enchantments were exactly and I won't be able to check for a while, but there is something interesting about this spell (I think it can get fortified) that can cause it to work in unexpected ways. Chris3145 18:47, 5 February 2012 (UTC)
I likely know what the effect of Transmute would be (none), but has any one else tried Dual-Casting this spell? If it did anything, it would probably just transmute two ore instead of one, but I'm curious.
I've also tried searching the web, to see if anyone else did this, but I didn't find anything relating to this.
22.214.171.124 01:48, 12 March 2012 (UTC)
- Why don't you post the results when you find out? ;) Wolok gro-Barok 16:59, 17 March 2012 (UTC)
- It's a bit buggy, I think. I've been buying iron ore and transmuting to gold to make some money (and train smithing), and my weight seems to be increasing-- I think it's actually adding weight (with no associated new ore item), because when I drop all my items and pick them up, my weight is lowered. It doesn't seem to occur all the time, but from dual-casting transmute with ~200 iron ores I've increased my weight by about 20. In terms of its effect on the number of ores transmuted, if you have only one silver ore it will just transmute that one; if you have 2+ silver or no silver and 2+ iron, then it will do two. 126.96.36.199 02:26, 29 June 2013 (GMT)
- [Edit] my statement wasn't entirely true. What happens is that if you have two or more iron ores an you dual-cast transmute and release at the right time, you get two silver ores. Same with silver, two or more, you get two gold. But, if you have one silver and one or more iron, you get TWO gold. Tested this on ps3 I0brendan0 (talk) 18:03, 15 March 2014 (GMT)
Magelight Projectile has "weight"
I just wanted to share a discovery that wasn't mentioned on the main page. The projectile that is fired by the Magelight spell has weight. It can be used to trigger pressure plates, setting off booby traps. You can get fairly creative with it too (setting of swinging spike walls to hit enemies) or just use it to disarm traps that only go once. It can also be used to check which floor tiles are booby trapped with fire in certain places where only some tiles shoot flames. I did all of this on the PS3. Does anyone know if this works with Dawnguard, on Xbox, or on PC?188.8.131.52 19:48, 19 July 2012 (UTC)
Dragonhide Physical Damage Reduction and Armor Rating Physical Damage Reduction
The physical damage reduction from Dragonhide appears to be distinct from the physical damage reduction from armor rating and the two can work together in a manner analogous to the way magic resistance and elemental damage resistance work for up to a net physical damage reduction of 96%. For further details see section with the same name on the discussion page for the Skyrim:Armor article.
I bought the Telekinesis spell from Madena, but the page says that you can only buy it from Tolfdir or Wylandriah. Charlie1121 22:58, 31 July 2012 (UTC)
- Are you sure you got the correct person? According to game data, Madena's merchant chest does not include Telekinesis (which is an Adept-level Alteration spell). She only sells Adept-level Destruction spell tomes, and a set of all Novice- and Apprentice-level spell tomes. Telekinesis doesn't fall into any of these categories. I also just checked in-game to confirm; she doesn't sell any Telekinesis spell tomes to me. ~ Psylocke 23:32, 31 July 2012 (UTC)
- Yes, I am sure that I got it from her. Oddly enough, my alteration skill level was still only in the twenties or so at the time. Charlie1121 16:14, 2 August 2012 (UTC)
Scripted Spell XP
Just to save anyone else the trouble, I checked into the IP's contention that the advskill command is affected by skill modifiers, and the IP is correct. Not only is the Papyrus command affected, the console command is as well, which is why I initially thought there was no bonus. (I was using the console's advskill as a baseline under the assumption that it was unaltered by anything...this assumption proved to be incorrect.) My revised tests, which check for this specifically, were as follows:
- Give myself Transmute (
player.addspell 109111), give myself a bunch of iron ore (
player.additem 71CF3 20), cast Transmute until Alteration advances from 15 to 16.
- Without Mage Stone, it takes 9 castings and leaves you barely over 16.
- With Mage Stone, it takes 8 castings and leaves you a noticeable amount over 16.
- Use console command
player.advskill alteration 120(equivalent to 8 castings of Transmute).
- Without Mage Stone, advances you most of the way to 16, but not quite.
- With Mage Stone, advances you past 16, just as it did in the first test.