Imperial - Staff - Clothing - Heavy - Battlemage
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories, just raw power that they direct at will.

Any Destruction staff as a backup weapon for the early levels.
Any heavy armour at the start of the game and the mage robes and mage hood from the torturer’s area in Helgen. Join the College of Winterhold and use the Novice robes of Destruction you get for free as soon as you can
The final gear is a Circlet, Master Robes of Conjuration and Illusion, Steel Spell Knight Gauntlets and a Steel Spell Knight Boots.
The robes can be purchased from Radiant Raiment in Solitude with a high enough character level. They are also available from mage vendors and general goods vendors.
The boots and gauntlets can be acquired during a quest started by reading the journal in the first room on the right in the Blood and Silver Inn at Markarth.
Alteration for utility spells. Destruction for elemental based spells, Illusion for Fear spells and Restoration for heals.
The Atronach Stone once the Atronach perk has been acquired for 50% spell absorption, 50 Magicka but -50% magicka regeneration.
Use a Shrine of Talos for 20% faster shout cooldown.
Location: Iron Bind Barrow, Lost Valley Redoubt, Ustengrav (The Horn of Jurgen Windcaller).
Makes you temporarily invulnerable so you can cast Hysteria, which takes a few seconds, without being staggered.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.
High Elves are the closest match for the build with 30/35 skill points being in perked skills. Imperials and Dark Elves are second with 25/35. I went with Imperial as they get a boost in damage with Destruction and in defence with Heavy Armor and Restoration. The armor boost is particularly useful as you will want mage robes and a mage hood in the early game when your Magicka is low. The boost in enchanting for Imperials also helps as battlemages are very gear dependent to reduce the Magicka cost of spells so getting enchanting high and making gear has a significant impact on the performance of the build.
Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use.
Distribute attributes at a ratio of 1 / 1 / 0. At level 61 which is required for all the perks the attributes are:
| Magicka | Health | Stamina |
|---|---|---|
| 400 (565) | 400 (515) | 100 |
The skill boosts for Imperials are marked in bold.
| Mage | Warrior | Rogue | |||
|---|---|---|---|---|---|
| Alteration | 8 | Archery | 0 | Alchemy | 7 |
| Conjuration | 0 | Block +5 | 0 | Light Armor | 0 |
| Destruction +5 | 9 | Heavy Armor +5 | 8 | Lockpicking | 0 |
| Enchanting +5 | 8 | One-handed +5 | 0 | Pickpocket | 0 |
| Illusion | 11 | Smithing | 1 | Sneak | 0 |
| Restoration +10 | 8 | Two-handed | 0 | Speech | 0 |
| Total | 44 | Total | 9 | Total | 7 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Novice Destruction
Augmented Flames 2/2
Augmented Frost 2/2
Augmented Shock 2/2
Destruction Dual Casting
Impact
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Apprentice Illusion
Adept Illusion
Expert Illusion
Master Illusion
Hypntic Gaze
Aspect of Terror
Animage
Kindred Mage
Quiet Casting
Master of the Mind
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Necromage
Juggernaut 5/5
Fists of Steel
Cushioned
Conditioning
Steel Smithing
Alchemist 5/5
Physician
Benefactor
| Spell | Level | Description |
|---|---|---|
| Candlelight | Novice | Creates a hovering light that lasts for 60 seconds. |
| Detect Life | Adept | Nearby living creatures, but not undead, machines or daedra, can be seen through walls. |
| Telekinesis | Adept | Can pull an object to you from distance. Add it to your inventory or throw it. |
| Waterbreathing | Adept | Can breathe under water for 60 seconds. Stand in water and cast to level Alteration. |
The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables. Cast this spell in the market to level Alteration.
| Spell | Level | Description |
|---|---|---|
| Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem. |
Used to fill soul gems for enchanting.
| Spell | Level | Description |
|---|---|---|
| Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage. |
| Elemental Flare | Novice | An elemental explosion for 15 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Elemental Bolt | Apprentice | An elemental explosion for 20 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Elemental Burst | Adept | An elemental explosion for 30 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Elemental Blast | Expert | An elemental explosion for 40 points of magic damage and half as much stamina. Deals shock damage on impact. |
Get Elemental Flare from Farengar at Dragonsreach as soon as you can. It's a very cheap and effective Destruction spell. I used this all the way to getting crafting gear where I then switched to the higher ranks of the spell with Fortify Destruction spell Magicka reduction enchntments. All 6 Augmented perks in Destruction each add 25% damage to these spells.
| Spell | Level | Description |
|---|---|---|
| Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
| Fear | Apprentice | Creatures and people up to level 9 flee from combat for 30 seconds |
| Rout | Expert | Creatures and people up to level 20 flee from combat for 30 seconds |
| Hysteria | Master | Creatures and people up to level 25 flee from combat for 60 seconds |
I levelled Illusion last, made it Legendary and then used Call to Arms in Whiterun market to take it back up to 100 again.
| Spell | Level | Description |
|---|---|---|
| Healing | Novice | Heals the caster 10 points per second |
| Fast Healing | Apprentice | Heals caster by 50 points |
| Close Wounds | Adept | Heals caster by 100 points |
| Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Restoration spells are used as a means to restore Health out of combat or in emergencies when you have run out of healing potions.
The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.
| Item | Enchantment | Effect |
|---|---|---|
| Head | Fortify Destruction | Destruction spells cost 46% less to cast. |
| Fortify Restoration | Restoration spells cost 46% less to cast. | |
| Master Robes of Conjuration and Illusion | Fortify Conjuration | Conjuration spells cost 22% less to cast. |
| Fortify Illusion | Illusion spells cost 22% less to cast. | |
| Fortify Magicka Regen | Magicka regenerates 150% faster. | |
| Hands | Fortify Heavy Armor | Heavy Armor skill is increased by 46 points. |
| Fortify Magicka | Magicka is increased by 115 points. | |
| Feet | Fortify Carry Weight | Carrying capacity is increased by 69 points |
| Resist Shock | Grants 69% resistance to shock. | |
| Amulet | Fortify Health | Health is increased by 115 points. |
| Resist Magic | Resist 37% of magical effects | |
| Ring | Fortify Destruction | Destruction spells cost 46% less to cast. |
| Fortify Illusion | Illusion spells cost 46% less to cast. |
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased. Please note that Black Books can only be used on Solstheim.
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.
| Ingredients | Blue Mountain Flower & Wheat | |
|---|---|---|
| Effects | Fortify Health | Health is increased by 170 points for 60 seconds |
| Restore Health | Restores 266 points of Health | |
You can get all the Blue and Purple Mountain Flowers you need on the way to and in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
| Ingredients | Creep Cluster, Glowing Mushroom & Steel-Blue Entoloma | |
|---|---|---|
| Effects | Fortify Carry Weight | Carrying capacity is increased by 170 for 300 seconds. |
| Fortify Destruction | Destruction spells are 213% stronger for 60 seconds | |
| Restore Magicka | Restores 266 points of Magicka | |
Creep Cluster are numerous near Kynesgrove to the South of Windhelm. Get 2 Glowing Mushrooms just inside Shimmermist Cave to the north east of Whiterun and the remaining 7 are in the secret lab at the farm. Steel-Blue Entoloma are from Khajiit merchants.
| Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
|---|---|---|
| Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
| Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
|---|---|---|
| Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Creep Cluster (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
| Glowing Mushrooms (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
| Steel-Blue Entoloma (3) | 9 | 27 + 9 = 36 | 54 + 9 = 63 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
| Wheat (4) | 5 | 18 + 6 = 24 | 36 + 6 = 42 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Steel-Blue Entoloma (3) | 6 | 15 + 5 = 20 | 30 + 5 = 35 |