ESODecoded

Sorcerer: Class Mastery skills

Every skill in the Class Mastery line — each base skill with its two morphs beside it, cost, cast time, range and duration. Hover or tap a skill for the full tooltip.

data retrieved 2026-10-17 · datamined via UESP

Passives (5)

Calculated Defense
Passive · Class Mastery
Target Self
Success is a certainty when nothing is left to chance.

While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb 5280 damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.
Conservation of Energy
Passive · Class Mastery
Spellcasting is second nature to you. A skill honed by tireless study.

Upgrades rank 2 of Blood Magic to work with all abilities with a cost, excluding cost per tick abilities, and restores 179 Magicka and 179 Stamina when it activates. This effect scales off your Max Magicka and Stamina.
Font of Power
Passive · Class Mastery
Within you is a wellspring of near unlimited power.

Upgrades rank 2 of Exploitation to work with any Sorcerer ability and increases your Weapon and Spell Damage by 6% for 10 seconds. The Weapon and Spell Damage increases by 1% for every 1750 Max Magicka or Stamina you have, whichever is higher.
Sphere of Influence
Passive · Class Mastery
Target Self
Magicka extends your reach, a benefit to those who fight beside you.

Casting a damage shield on yourself or an ally grants an additional shield that absorbs up to 2400 damage for 4 seconds and 225 Health, Magicka, and Stamina Recovery for 12 seconds. The shield scales off the higher of your Max Health or Max Magicka, and is capped at 25% of the target's Max Health.
Static Reverberation
Passive · Class Mastery
Target Self
The battlefield crackles with untapped potential. Make use of it.

When you deal damage with a Sorcerer ability, you have a 20% chance to deal 314 Shock Damage, up to once every 0.1 seconds.

The chance increases by 1% for every 1% missing Health the target has. The total chance is divided by 1 plus every permanent pet you have active.