Elder Scrolls
Elder Scrolls
For other uses, see Restoration.

Restoration is a magic-based skill in The Elder Scrolls V: Skyrim and is one of the six skills that falls under The Mage archetype.


Restoration is described as: (involving) control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical wards. Skill experience is gained by healing when injured and blocking damage with protective wards, or casting protective circles on the ground. Casting healing spells while at full health, or using wards without taking damage, does not raise the Restoration skill. However, casting circles with no enemies around will.

Because health is a vital attribute, the Restoration skill benefits a wide variety of character types; most characters find themselves utilizing these spells to supplement combat prowess. Every new adventurer starts with knowledge of the basic Healing spell. Additional restoration spells are learned from spell tomes found in dungeons or purchased from vendors. There is also the Avoid Death perk (requires 90 Restoration skill) which, once obtained, allows the Dragonborn to instantly recover a moderate amount of health if it drops to near-death amounts, effectively granting the ability to cheat death once per day. This perk alone makes it a worthwhile effort to master this skill.

Skill Books[]


Restoration books are yellow, depicting spread-winged birds.

Main article: Skill Books (Skyrim)

The following books increase the Restoration skill by one level the first time they are read:


"I have lot of respect for the Restoration School. Skyrim could use a lot more healers."
Hold Guard[src]

The following miscellaneous quests increase the restoration skill:


The following is a complete list of Restoration spells:

Novice (skill level 15)[]

Spell Name Description Magicka Base Cost
Healing Heals the caster 10 points per second. One of the two basic spells. 12 per second
Lesser Ward Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. 34 per second

Apprentice (skill level 25)[]

Spell Name Description Magicka Base Cost
Fast Healing Heals the caster 50 points. 73
Healing Hands Heals the target 10 points per second, but not undead, atronachs, or machines. 25 per second
Necromantic Healing DG Heals the undead target 10 points per second, but not the living, atronachs or machines 37
Steadfast Ward Increases armor rating by 60 points, and negates up to 60 points of spell damage or effects. 58 per second
Sun Fire DG Ball of sunlight that does 25 points of damage to undead 24
Turn Lesser Undead Undead up to level 6 flee for 30s. 84

Adept (skill level 50)[]

Spell Name Description Magicka Base Cost
Close Wounds Heals the caster 100 points. 126
Greater Ward Increases armor rating by 80 points, and negates up to 80 points of spell damage or effects. 86 per second
Heal Other Heals the target 75 points. Does not affect undead, atronachs, or machines. 80
Heal Undead DG Heals the undead target 75 points, but not the living, atronachs or machines 115
Poison Rune DR Targets that fail to resist take 3 points of poison damage per second for 30 seconds. 146
Repel Lesser Undead All affected undead up to level 8 flee for 30s. 115
Stendarr's Aura DG For 60 seconds, undead in melee range take 10 points sun damage per second 248
Turn Undead Undead up to level 13 flee for 30s. 168
Vampire's Bane DG Sunlight explosion that does 40 points of damage in a 15-foot radius to undead 72

Expert (skill level 75)[]

Spell Name Description Magicka Base Cost
Circle of Protection Undead up to level 20 entering the circle will flee. 171
Grand Healing Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead. 254
Repel Undead All affected undead up to level 16 flee for 30s. 353
Turn Greater Undead Undead up to level 21 flee for 30s. 267

Master (skill level 90)[]

Master spells cannot be purchased initially. To unlock Master Restoration spells, the "Restoration Ritual Spell" quest must be completed upon reaching level 90 Restoration.

Spell Name Description Magicka Base Cost
Bane of the Undead Sets undead up to level 30 on fire and makes them flee for 30s. 988
Guardian Circle Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. 716


The following are the perks that become available for selection as the skill is leveled up:

Perk (Ranks) Requirements Description
Novice Restoration None Cast Novice level Restoration spells for half magicka
Restoration Dual Casting Restoration 20, Novice Restoration Dual casting a Restoration spell overcharges the effects into an even more powerful version
Regeneration Restoration 20, Novice Restoration Healing spells cure 50% more
Apprentice Restoration Restoration 25, Novice Restoration Cast Apprentice level Restoration spells for half magicka
Recovery (2) Restoration 30/60, Novice Restoration Magicka regenerates 25% faster (50% for second rank)

(Counteracts the -50% magicka regeneration of the Atronach Stone.)

Respite Restoration 40, Novice Restoration Healing spells also restore stamina
Adept Restoration Restoration 50, Apprentice Restoration Cast Adept level Restoration spells for half magicka
Ward Absorb Restoration 60, Novice Restoration Wards that are cast absorb 25% of magicka that hits them.

See also: The Atronach Stone or Dragonskin and Atronach perk, as they combine with this for easily reaching 100% spell absorption.

Necromage Restoration 70, Regeneration All spells are more effective against undead
Expert Restoration Restoration 75, Adept Restoration Cast Expert level Restoration spells for half magicka
Avoid Death Restoration 90, Recovery Once a day, heals 250 points automatically if the caster falls below 10% health (possible to get 400 heath regenerated when stacked with Sailor's Repose and the Regeneration perk)
Master Restoration Restoration 100, Expert Restoration Cast Master level Restoration spells for half magicka



Trainers increase the Restoration skill for a fee. They are listed by proficiency.

Leveling techniques[]

Healing Dual Cast (Skyrim)

Healing being dual cast.

  • The fastest and safest way to speed level restoration is to take the Apprentice Stone or the Mage Stone and try to incur easy and manageable damage to the player character, or another character.
    • Jumping in a blacksmith's forge applies a burn effect that one can use to damage themselves, and then cast Restoration spells on their character.
    • The wind barrier at High Hrothgar causes continuous damage, and one can similarly use it to power level the skill. A follower can also be ordered to stand in the wind barrier while the player casts Fast Healing on them, as they cannot be killed by it.
  • By attacking a horse or a follower until their health is low and then using Healing Hands on them, one can level the skill at a slow pace.
  • Any trap in a dungeon which resets can also be used. Spike traps are a good choice, as they will push the Dragonborn outside the damage range, where they can safely heal and edge back toward the trap. Some locations are Darklight Tower, and the Undercroft of the Volkihar Dungeons of Castle Volkihar (with Dawnguard installed).
    • Continuous flame traps are an efficient option. Removing any Resist Fire enchantments or effects will allow more damage, increasing the healing required and thus speed of leveling, but may endanger the caster's life. Morvunskar, a tower very close to Windhelm, has one such trap outside that is highly accessible even very early in the game, though several hostile mages patrol the area. Raldbthar is another good option. Using Secret of Arcana and standing in the flame trap with the skewered skeever allows constant leveling.
  • While equipped with a good shield and healing spell, fighting a low-level warrior without a follower, blocking the foe's blows, and healing as needed during the fight is effective for leveling both Block and Restoration. Alternatively, armor, Secret of Arcana and two Restoration spells can be used in order to level up the Armor skill, and healing the damage without having to wait for magicka to recharge.
  • The Regeneration perk can be counterproductive when leveling, as experience is only calculated from the base power of the spell.
  • One can equip the Equilibrium spell in one hand and Healing in the other. Use Equilibrium, then use Healing. Equilibrium will convert health to magicka, and healing will convert magicka to health, allowing one to level up Restoration. Caution must be taken when using Equilibrium as it can potentially kill the Dragonborn.
  • Finding an easy-to-access peak and falling is a risky alternative, but quick. An ideal spot is where fall damage is barely survivable, and multiple healing spells can be cast on the way back up to fall again. (Falling damage can be affected by some armor perks.) A good place to do this is the tower in Fort Hraggstad, which is required to go to in the "Joining the Legion" quest. For most, the fall will almost kill them but they will live and it is a quick jog to the top.
  • The spell Circle of Protection may be cast anywhere and is a good way to increase the skill while traveling and conducting miscellaneous errands.
  • Repeatedly casting Turn Undead on undead will increase Restoration quickly. Additionally, with sufficient expertise in the Conjuration school of magic, corpses can be reanimated for leveling purposes. Upon reaching level 75, Repel Undead can be used to skyrocket to level 100 as it can affect multiple undead at once (best performed if undead are in a row). It can also be used to make Restoration legendary and level very quickly if one has a zero magicka cost for Restoration.
  • A dragon's breath attacks can be blocked with wards, so fighting one in a secluded area where it will not be distracted is a good way to train with this technique.
  • Near Ysgramor's Tomb is a single skeever and a Shrine of Talos. Using the Atronach Stone, one can regenerate magicka from the Ataxia being absorbed, immediately using the Shrine to remove the disease if it sticks. With Healing in the left hand, an Alteration or Illusion spell in the right and armor of their choice, one can level three skills at once.


  • Since death hounds can be recruited as followers during or after Dawnguard, and they are undead, Necromantic Healing or Turn Undead can be used on them four times before they will flee. Necromantic Healing will only raise Restoration skill when actually restoring health points to the death hound.
  • The large crystals above certain structures (known as "Crystalline Structures") in the Soul Cairn drain health from all nearby characters, allowing the Dragonborn to heal themselves and their followers. Perhaps the greatest advantage of using the crystals is that they do not kill, but will stop draining health once the Dragonborn's health reaches a certain level, allowing some health to regenerate or to be restored before the draining resumes. The crystals also seem to stop draining after a certain amount of time that the character remains in range, but the draining effect can be reactivated by leaving the crystal's area of influence and reentering it.
  • The Aetherium Forge in the Ruins of Bthalft during or after the "Lost to the Ages" quest is a great place to power level. By just stepping one's feet in the lava and casting a healing spell, leveling can be accomplished somewhat quickly.
  • The spells Summon Arvak, Conjure Boneman, Conjure Mistman and Conjure Wrathman all summon undead creatures without the need to reanimate a body. Using the Twin Souls perk and summoning any combination of the two will allow for one to use Turn Undead or Repel Undead on them to level Restoration.
  • Sun Fire, Vampire's Bane and Stendarr's Aura all level Restoration by doing damage to undead creatures.


  • Necromage affects those infected with vampirism. Vampires are undead, making all spells/effects/buffs cast on oneself have greater effect. Only armor and jewelry enchantments are affected, not penalties, spells cast on self, or weapon enchantments. This means, for example:
    • Enchanted equipment stats will improve somewhat. 100% magicka regeneration can become 125%. This also allows crafting to be improved considerably, as any Fortify Alchemy or Smithing gear will gain a 25% bonus, which in turn can apply to the creation of other fortify potions, such as enchanting elixirs.
    • Shouts last longer, and cool-down is improved.
    • Dead Thrall can be cast on undead past the level 40 cap.
    • Conjuration summons will last longer.
    • A negative effect is that weakness to fire increases by 25%. This can be offset with resist magic or fire enchantments even more than already if choosing to play a vampire with Necromage. The Dunmer fire resistance perk will improve and allow vampires to offset the increased weakness naturally.
      • A mild workaround for this negative effect versus fire and magic, in general, is to complete the questline "The Book of Love" which gives the Agent of Mara perk (15% magic resistance). Also Bretons can naturally reach 95% magic resistance, exceeding the cap (85%) with no enchantments. Racial Bonus (25%), Agent of Mara (15%), Magic Resistance 3/3 (30%) and the Lord Stone (25%). This combined with fire resistance enchants on armor should make one virtually untouchable versus magic and fire in all forms, but still allow friendly spells to happen. Both fire magic and weapon enchants used against one should be virtually ineffective and one should easily be able to use the added bonus of Necromage to use the alchemy/enchanting method to make very powerful resist fire boots
  • Casting the Guardian Circle spell and standing inside its area of effect can be used to create a magicka-regenerating pool in synergy with the Atronach Stone or the Alteration Atronach perk. This also works with Circle of Protection if the Dragonborn is a vampire, and its shorter cast time makes it more useful.


  • Necromage's vague description is actually 25% more effective. The effects against undead will even count on the caster that is a vampire. Spells cast on oneself and buffs gained from items will be 25% more effective. This also includes perks taken after having the perk and while the player is a vampire.
  • Ward Absorb recharges the caster's magicka whenever the caster is projecting a ward and that ward is hit by apparently any spell.
  • Though most Nords openly detest or distrust any magic, they do not seem to have much of a problem with Restoration; if the Dragonborn has a high Restoration level, Hold Guards will state their respect for the school and their opinion that more should use it.
  • According to Colette Marence, Restoration is not considered a particularly valid or credible school of magic among scholarly mages. However, it is uncertain if this is actually the case or if this is just Colette's opinion.