(Note: the values of some spells are affected by perks, skill level, gear etc. In these cases it is denoted by <mag> or <dur> since the values can vary greatly. If a flat number is listed, then that value is not typically altered by most effects or perks.)
Novice
Absorbing Grasp - The caster lays their hand on a living target, focuses for a moment and then absorbs <mag> points of health.`
Candlelight - The caster creates a bright hovering light that lasts for <dur> seconds. If empowered then this spell creates a stronger light.
Detect life - The caster detects all nearby living beings and can sense them even through walls.
Mage Armor on Self (Rank I) - Increases the caster's armor rating by 100 for <dur> seconds. Additional 50 points if empowered. With Improved Mage Armor, reduces incoming ranged damage by 5% and improves the caster's armor rating by an additional 60 points if worn gear weighs 10 or less units, and another 30 points if also 5 or less units.
Telekinetic Constriction - Constrict the touched target's armor, clothing, and skin, dealing <mag> immediate damage to health and lowers armor rating by <mag> for 15 seconds.
Telekinetic Sand - A powerful flulrry of dirt and rocks that does <mag> points of earth damage per second to the touched target with a small chance to stagger and knockdown. Utilizes caster's stamina.
Transmute: Blood - The caster transmutes his or her own health into magicka. Caution is advised, for the spell can kill the caster if used to transmute all remaining life force. Potency vastly reduced for those born under the Atronach. Utilizes the caster's blood.
Apprentice
Ash Shell - Targets that fail to resist are immobilizes in hardened ash for <dur> seconds.
Absorb Stamina - Absorbs <mag> points of a living target's stamina per second.
Absorbing Bolt - The caster launches a bolt of energy that consumes the lifeforce of a living target, absorbing <mag> points of health.
Detect Death - The caster detects all nearby dead and can sense them even through walls.
Featherfalling - The caster becomes lighter, negating all falling damage for <dur> seconds. Empowering allows the caster to walk on water for <dur> seconds, which can be dispelled by recasting an unempowered spell.
Knock (Rank I) - The caster projects a snarl in reality that flips the tumblers on any novice lock. if empowered, the spell can also unlock apprentice locks.
Mage Armor on Self (Rank II) - Increases the caster's armor rating by 140 for <dur> seconds. Additional 75 points if empowered. With Improved Mage Armor, reduces incoming ranged damage by 10% and improves the caster's armor rating by an additional 80 points if worn gear weighs 10 or less units, and another 40 points if also 5 or less units.
Magelight - The caster creates a ball of bright light that lasts <dur> seconds and sticks where it strikes. If empowered this spell creates a stronger light.
Splinter - The caster beckons a wooden spike to explode from the ground dealing <mag> points of damage.
Telekinetic Compression - Compresses a target's armor, clothing, and skin, dealing <mag> damage to health and lowers armor rating by <mag> for 15 seconds.
Telekinetic Rock - The caster summons and throws a rock that deals <mag> points of damage with a chance to stagger and knockdown. Utilizes caster's stamina.
Transmute Muscles on Self - Reinforces the caster's muscle tissue, fortifying unarmed damage, health, and carrying capacity by 30 for <dur> seconds. Additional 20 points if empowered.
Adept
Ash Rune - The caster creates a magical rune that explodes when enemies come near, immobilizing them in hardened ash for <dur> seconds.
Absorb health - Absorbs <mag> points of a living target's health per second, but doesn't affect constructs.
Absorbing Cloak - For <dur> seconds, absorb 10 health per second from opponents in melee range.
Featherfalling on Target - The target becomes lighter, negating all falling damage for <dur> seconds. Empowering allows the target to walk on water for <dur> seconds, which can be dispelled by recasting an unempowered spell.
Greater Detect Life - The caster detects all nearby living beings and can sense them even through walls.
Mage Armor on Self (Rank III) - Increases the caster's armor rating by 180 for <dur> seconds. Additional 100 points if empowered. With Improved Mage Armor, reduces incoming ranged damage by 15% and improves the caster's armor rating by an additional 100 points if worn gear weighs 10 or less units, and another 50 points if also 5 or less units.
Mage Armor on Target (Rank I) - Improves the target's armor rating by 300 points for <dur> seconds. Additional 200 points if empowered.
Starlight - The caster creates a slow moving mass of radiance that lasts 300 seconds and sticks to anything it hits, at which point it dims.
Telekinetic Cloak - For <dur> seconds, opponents in melee range take <mag> physical damage per second. Increases the caster's armor rating by 100.
Telekinetic Hand - Can pull an object to you from a distance, add it to your inventory, or throw it.
Telekinetic Sandstorm - Harness the power of sand to do sustained damage to hostile actors in a large area with a moderate chance to stagger and knockdown. Utilizes caster's stamina.
Telekinetic Stride - The caster's feet become telekinetically enhanced, moving 55% faster as long as the spell is channeled. the spell requires precise concentration, and will not work when in the stress of combat. Utilizes the caster's stamina.
Transmute Muscles on Target - Reinforces the target's muscle tissue, fortifying unarmed damage, health, and carrying capacity by 30 for <dur> seconds. Additional 20 points if empowered.
Transmute: Water - The caster is able to transmute small amounts of water into air, allowing them to breathe underwater for <dur> seconds. Also, the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor. Dual casting the spell increases swim speed.
Expert
Absorb Magicka - Absorbs <mag> points of the target's magicka per second, but doesn't affect constructs.
Arcane Mending - The caster mends the target automaton or atronach telekinetically, restoring <mag> health.
Bend Blood - Converts physical damage into magicka loss for <dur> seconds, but does not protect against attacks that would otherwise reduce health to 0. Utilizes caster's blood.
Greater Detect Death - The caster detects all nearby dead and can sense them even through walls.
Knock (Rank II) - The caster projects a snarl in reality that flips the tumblers on any adept lock. if empowered, the spell can also unlock expert locks.
Mage Armor on Self (Rank IV) - Increases the caster's armor rating by 220 for <dur> seconds. Additional 125 points if empowered. With Improved Mage Armor, reduces incoming ranged damage by 20% and improves the caster's armor rating by an additional 120 points if worn gear weighs 10 or less units, and another 60 points if also 5 or less units.
Mage Armor on Target (Rank II) - Improves the target's armor rating by 400 points for <dur> seconds. Additional 250 points if empowered.
Paralyze (Rank I) - The caster tries to telekinetically imprison the target for <dur> seconds.
Polymorph - The caster attempts to turn the target into a harmless animal for <dur> seconds. Although potent, the spell is rumored to be very unstable, and various side-effects have been reknown to be the consequence of its casting...
Telekinetic Boulder - An ethereal stone fist that deals <mag> points of damage when hit with a great chance to stagger and knockdown. Utilizes caster's stamina.
Telekinetic Disarray - The caster magically removes all worn equipment from the target, though one should beware. Unpredictable side-effects like cloth-phobia might occur. Disarms the target for <dur> seconds.
Telekinetic Crushing - Crushes all armor, clothing, and skin within an area, dealing <mag> damage to health and lowers armor rating by <mag> for 15 seconds.
Telekinetic Nova - The caster evokes an explosion of telekinetic forces, maiming all nearby targets who do not resist strong knockdowns and sending them flying through the air.
Master
Absorb Essence - The caster absorbs every aspect of a living target's essence, draining great amounts of health, stamina, and magicka as long as the spell is channeled.
Detect Aura - For <dur> seconds, the caster is able to detect all beings and the recently deceased in the vicinity.
Lightning Speed - The caster moves with meteoric speed, making everything slow down almost to motionlessness for <dur> seconds.
Mage Armor on Self (Rank V) - Increases the caster's armor rating by 275 for <dur> seconds. Also reduces all incoming physical damage by an addition 20% that cannot be pierced. Additional 150 points if empowered. With Improved Mage Armor, reduces incoming ranged damage by 25% and improves the caster's armor rating by an additional 150 points if worn gear weighs 10 or less units, and another 75 points if also 5 or less units.
Mage Armor on Target (Rank III) - Improves the target's armor rating by 400 points for <dur> seconds. Also reduces all incoming physical damage by an additional 20% that cannot be pierced. Additional 300 points if empowered.
Paralyze (Rank II) - The caster tries to paralyze all nearby beings for <dur> seconds.
Telekinetic Blast - The caster unleashes a wave of telekinetic force that will maim targets caught in the blast while sending them flying through the air.
Telekinetic Execution - The caster attempts to break every single bone of the target while casting it miles into the air, ensuring that it's maimed for good.
Telekinetic Grab - The caster grabs the target from afar. It can then be either taken or thrown.
Telekinetic Rending - Rends all armor, clothing, and skin with an area, dealing <mag> damage to health per second and lowers armor rating by <mag> for 15 seconds.
Telekinetic Tremor - The caster evokes a telekinetic explosion under its feet, causing a devastating earthquake for 10 seconds. Targets inside take <mag> physical damage per second with a great chance to be staggered and knocked down. Utilizes the caster's stamina.
Transcendance on Self - The caster's body is dematerialized, becoming practically invulnerable for as long as the caster doesn't interact with the environment.
Transcendance on Target - The target's body is dematerialized, becoming practically invulnerable for as long as the target doesn't interact with the environment.
Transmute: Corpus - The caster tries to transmute the target into slimy ectoplasm, thereby killing it instantly and generating useful alchemy ingredients.