Tamriel is home to many creatures and peoples — Skyrim itself is no different. And despite the native Nords' distaste for it, magic also runs rampant through these frozen lands.

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While many of Tamriel's people can tap into the arcane with enough work, some simply have a more natural disposition to magic than others. And so, these are the ten playable races of The Elder Scrolls V: Skyrim ranked as mages.

Updated October 4, 2021, by Olivia Titus: With the approach of the Anniversary Edition, there's a wonder if or how the game's magic system will be affected. New mages? New spells or items? As the possibilities approach, now is a perfect time to reflect on the past, and how every race stacks up, magically.

10 Nord: D- Tier

Alteration Mage and Trainer Tolfdir, speaking to players in the main hall of the College of Winterhold

Nordic animosity towards magic should be well-known by now. Countless court wizards are looked upon with suspicion, and mention of a certain magical College is met with scorn.

  • Defensive Magic: Nords have no starting skills in defensive magics.
  • Offensive Magic: Nords also have no starting skills in offensive magic.
  • Racial Abilities: 50 percent Frost Resistance. Useful defense against a litany of Frost Spells. Battle Cry makes enemies flee for 60 seconds. While not pertinent directly to magic, it's still a useful defense against foes, both mages and others alike.

Their lack of any magical abilities means playing the path of a Nordic mage is one of struggle, and of loneliness. If they think this road is worth it, best of luck, but if not, best not mix magic and Nords together.

9 Orsimer/Orc: D+ Tier

Urag Gro-Shub, librarian of the College of Winterhold, within his library, and speaking to players

Orsimer are an oddity of an elven race. Not only do they have little-to-no magical abilities, but Orcish culture holds great animosity towards magic, instead valuing brute strength and hulking warriors.

  • Defensive Magic: Orcs start with +5 to Enchanting skills. If players can find the proper accessories and armor, they can bolster all other magical abilities.
  • Offensive Magic: Orcs have no starting skills in offensive magic.
  • Racial Abilities: Berserker Rage. Players take half damage while dealing double damage. Great against regular combatants, but has no effect regarding magic.

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Of course, there are few Orc mages dotted around their strongholds and Urag gro-Shub at the College of Winterhold. But for players, is that animosity worth it?

8 Khajiit: C- Tier

Follower J'Zargo speaking to players in the College of Winterhold main chambers; Brenuin off to the side.

There's not much difference between Khajiit, Argonians, and Bosmer. Like the latter two peoples, these cat folk have very little in the way of magical abilities, but plenty of stealth.

  • Defensive Magic: +5 Alchemy. This can be used to improve other magical abilities, like Alteration. Illusion, and Restoration, if only for a short period of time.
  • Offensive Magic: Alchemy can be used to also bolster offensive magics like Conjuration and Destruction. It can also be used to craft a variety of poisons.
  • Racial Abilities: Khajiit Claws deal an increased 12 points of damage. Night Eye also allows for improved vision in darkness for 60 seconds. Neither is particularly useful to a mage playthrough.

Of course, J'Zargo and the College of Winterhold prove that anyone can still be adept in the arcane with enough practice. So it comes down to player preference, ultimately.

7 Bosmer/Wood Elf: C+ Tier

Fence and Mage Enthir in his room at the College of Winterhold, speaking to players

Bosmer are a unique elven race, having little in the way of magical skills, and instead favoring stealth, much like the beast folk.

  • Defensive Magic: Like Khajiit, the only magical skill Bosmer have is a +5 in Alchemy.
  • Offensive Magic: Again, alchemy can be used to bolster other magics.
  • Racial Abilities: 50 percent Poison and Disease Resistance. The former ability can be useful against a variety of magical enemies. Command Animals makes nearby animals allies for 60 seconds. Not particularly pertinent to a mage, but still useful in a pinch.

Related: Skyrim: The Best Pieces Of Gear For A Mage

Wood Elves are natural-born hunters and sneaky archers, and that is where their strengths lie. So for aspiring mages out there, it's ultimately best to pass up on the Bosmer.

6 Argonian: B- Tier

Argonian with spells at the ready in Bleak Falls Barrow

The lizardfolk of Black Marsh have some magical abilities, but the bulk of their skills still lie in their stealth abilities.

  • Defensive Magic: Argonians start with +5 Alteration and Restoration skills.
  • Offensive Magic: Argonains have no starting skills in offensive magic.
  • Racial Abilities: 50 percent Disease Resistance and Waterbreathing, neither of which are particularly useful to a mage. Histskin recovers health ten times faster for 60 seconds. A good way to heal fast, if players run out of Magicka for Restoration. Also a good counter to Fire attacks.

Not to say there aren't stealthy magic users, but they're a rarity and an oddity amidst the flashy, extroverted style of the common mage. So it's best to not focus exclusively on magic with an Argonian character.

5 Redguard: B+ Tier

A Redguard Player character, draped in mage robes

The people of Hammerfell are adept warriors, but with a decent streak of magic behind them. While their skills are arguably more honed towards characters who play as the former, their talents in magic can make for a decent mage character if they play their cards and perks right.

  • Defensive Magic: Redguards start with +5 in Alteration skills.
  • Offensive Magic: Redguards also start with +5 in Destruction skills.
  • Racial Abilities: 50 percent Poison Resistance. Useful against any foe, mage or not, who uses poisons. Adrenaline Rush regenerates Stamina ten times faster for 60 seconds, which is a good counter for Ice magic.

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For those who want a pure mage character and a bit of a challenge, a Redguard might be a good thing to try.

4 Imperial: A- Tier

Teacher and Trainer Sergius Turrianus of the College of Winterhold, speaking to players

Like Redguards, Imperials have a spread of talents in both the categories of warrior and mage. But unlike the former, Imperials have a slightly more even spread regarding magic.

  • Defensive Magic: Imperials start with +10 to Restoration. They also have +5 to Enchanting skills, which can bolster both defensive and offensive magic.
  • Offensive Magic: Imperials start with +5 to Destruction skills and, again, Enchanting.
  • Racial Abilities: Imperial Luck increases chances of finding gold. Not directly tied to mages, though it's useful to buying mage gear. Voice of the Emperor calms nearby hostiles for 60 seconds. Essentially acts as the Calm spell, but without using Magicka.

Within the ranks of the Empire, many battlemages bolster their ranks. Of course, there is the possibility of an Imperial mage who aligns with the Stormcloaks, but that's a whole conundrum for another time.

3 Dunmer/Dark Elf: A+ Tier

Close up of Savos Aren at the College Of Winterhold

The native people of Morrowind are one of the few Tamrielic races who have vast inborn talents in magic.

  • Defensive Magic: Dunmer start with +5 to Illusion spells, alongside Alchemy, which can bolster other magical abilities.
  • Offensive Magic: Dunmer start with +10 to Destruction, and start with the extra spell, Sparks. Alchemy can, again, boost offensive magic.
  • Racial Abilities: 50 percent Resistance to Fire, a great defense against a variety of Destruction spells. Ancestor's Wrath cloaks players in fire for 60 seconds, damaging enemies for 8 points per second on contact. It acts as a Magicka-free version of the Flame Cloak spells.

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Dark Elves make for fantastic mages, and should definitely be considered for those seeking this class. But a bit of warning: being both a mage and a Dunmer in Skyrim makes for a double-whammy of prejudice to face.

2 Altmer/High Elf: S- Tier

Thalmor Agent Ancano within the main hall of the College of Winterhold

Altmer are objectively the most magical elven race of all Tamriel. All their starting skills are within some form of magical abilities, after all.

  • Defensive Magic: +10 to Illusion, alongside the extra spell, Fear. +5 to Alteration, Restoration, and Enchanting.
  • Offensive Magic: +5 to Destruction and Conjuration. Enchanting can also bolster these magics.
  • Racial Abilities: +50 extra starting Magicka. Highborn regenerates Magicka 25 times faster for 60 seconds, which can be extremely useful in any combat situation.

Like many non-humans of Skyrim, they'll face double the prejudice for their magical abilities, alongside their elven characters. But that's nothing a good Fireball or Fear spell for the offending NPC can't fix, right?

1 Breton: S+ Tier

A Generic Breton mage, holding a staff, during a Skyrim loading screen

Bretons are an oddity among Tamriel's human civilizations, being the only one with a purely magical skillset, and no warrior or stealth stats.

  • Defensive Magic: +5 to Alchemy, Alteration, Illusion, and Restoration. The former most skill can boost other magical abilities.
  • Offensive Magic: Bretons start with +10 in Conjuration spells, alongside the extra spell Conjure Familiar. Alchemy can, again, boost other offensive magics.
  • Racial Abilities: 25 percent Resistance to Magic. Dragonskin absorbs 50 percent of Magicka from hostile spells, for 60 seconds. Both are extremely useful abilities in any combat situation.

So for those seeking to play as pure mages, the people of High Rock are arguably the best to use for any arcane characters.

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