Elder Scrolls-Powers


For powers in Oblivion, see Greater Power.

Powers in The Elder Scrolls V: Skyrim are defined by their unique nature. They are essentially magic spells, but are unique in that they have zero magicka cost, are not learned from spell tomes, most of which may only be used once per in-game day.

Each race is granted a unique greater power upon character creation, and additional powers may be acquired over the course of the game. These powers include Vampire and Werewolf powers, as well as those granted by Standing Stones and through membership of various factions. These powers can only be used once a day.

Powers are considered separate from abilities, as they are active rather than passive in nature.

Greater Racial Powers

These powers can only be used once per day.




Altmer Highborn Regenerate 25% of your magicka each second for 60 seconds.
Argonian Histskin Invoke the power of the Hist to recover health 10 times faster for 60 seconds.
Bosmer Command Animal Make an animal an ally for 60 seconds.
Breton Dragonskin Absorb 50% of Magicka from hostile spells for 60 seconds.
Dunmer Ancestor’s Wrath Opponents that get too close take 8 points per second of fire damage for 60 seconds.
Imperial Voice of the Emperor Nearby people are Calmed for 60 seconds.
Nord Battle Cry Nearby enemies are Afraid for 30 seconds.
Orc Beserker Rage Take half damage and deal double damage for 60 seconds.
Redguard Adrenaline Rush Stamina Regenerates 10 times faster for 60 seconds.
Vampire Embrace of Shadows Vampire is invisible and has improved night vision for 180 seconds.
Vampire Vampire’s Seduction Creatures and people up to level 10 won’t fight for 30 seconds. Granted after one day of not feeding.
Vampire Vampire’s Servant Reanimate a dead body to fight for you for 60 seconds. The strength of the body increases each day the Vampire goes without feeding, progressing from “weak”, to “more powerful”, to “powerful”, and finally to “very powerful” after three full days of not feeding.
Werewolf Beast Form Take on the Form of the Wolf.
Werewolf Ring of Hircine Allows for multiple Werewolf transformations per day; only active when you’re wearing the Ring of Hircine (must be a Werewolf).

Lesser Racial Powers

These powers can be used multiple times per day.




Khajiit Night Eye Improved night vision for 60 seconds.
Vampire Vampire’s Sight Improved night vision for 60 seconds.
Vampire Vampiric Drain Absorb x points of health per second from the target.
Werewolf Totem of Brotherhood † Summons two wolf spirits to aid in battle.
Werewolf Totem of Fear † Casts Fear against nearby enemies.
Werewolf Totem of the Hunt † Casts a Detect Life spell.

† Requires the Totems of Hircine quest to be completed

Faction Powers

These powers can be used only once per day. One Nightingale power may be active at a time.




Nightingale Strife Instantly absorb 100 points of Health from the target. The Nightingales
Nightingale Subterfuge People and creatures in the spell’s area of effect will attack anyone nearby for 30 seconds. The Nightingales
Shadowcloak of Nocturnal For 120 seconds you automatically become invisible while sneaking. The Nightingales
Summon Arniel’s Shade Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing. The College of Winterhold
Summon Spectral Assassin Summons the ghost of the legendary assassin Lucien Lachance to fight by your side, until he’s defeated. Dark Brotherhood

Standing Stone Powers

Only one of the following Standing Stone powers can be active at a time. They can each be used only once per day.  (With the addition of The Elder Scrolls V: Dawnguard  the Aetherial Crown effectively eliminates the once per day restriction of Standing Stone Powers.)




The Ritual Stone Raise all nearby dead enemies to fight for you. East of Whiterun
The Serpent Stone Paralyze target for 5 seconds.+25 points damage. North of Windhelm and east of Winterhold, on a floating iceberg
The Shadow Stone Become invisible for 60 seconds. In a small mountain range South of Riften.
The Tower Stone Unlock any Expert- or lower-level lock. On a mountain, directly west of the The College of Winterhold

See Also

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