Frostcrag Spire Oblivion Quest: How to Actually Fix the Wizard’s Tower

Frostcrag Spire Oblivion Quest: How to Actually Fix the Wizard’s Tower

You’re standing in the freezing Jerall Mountains, north of Cheydinhal, staring at a massive door carved into the rock. If you’ve just downloaded the DLC or you're revisiting The Elder Scrolls IV: Oblivion for the hundredth time, the Frostcrag Spire oblivion quest is probably sitting in your journal. It’s called "Frostcrag Spire." Simple. Direct. But honestly, the quest is less about "questing" and more about how much gold you’re willing to sink into a vertical limestone bachelor pad for mages.

It starts with a deed. You inherit this place from a long-lost relative—standard RPG trope—but the tower is a shell. It’s empty. It’s dusty. It’s basically a magical fixer-upper.

Most players expect a dungeon crawl. They want to fight a lich or solve a complex puzzle involving Welkynd stones. Instead, the Frostcrag Spire oblivion quest is a logistical nightmare of tracking down a specific merchant in the Imperial City to buy expensive candles. That’s the reality of high-fantasy home ownership in Cyrodiil. If you aren't prepared for the gold sink, you're just living in a very tall, very cold cave.

Why Frostcrag Spire Still Matters in 2026

Oblivion is an old game. We know this. Yet, the Wizard's Tower DLC remains one of the most functional player homes ever designed by Bethesda. Why? Because it bypasses the most annoying part of the Mages Guild questline: the grind for University access.

Usually, if you want to make your own spells or enchant your gear, you have to run around to every city in the province, doing favors for grumpy local mages just to get recommendations. It takes hours. Frostcrag Spire says "no thanks" to all of that. Once you finish the Frostcrag Spire oblivion quest, you have altar access immediately.

It’s a shortcut. A massive, lore-friendly cheat code.

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But here is the thing people forget—the tower is useless until you talk to Aurelinwae. She’s an Altmer in the Mystic Emporium in the Imperial City Market District. You need to buy "upgrades." Not just furniture, but the actual magical essences of the rooms. If she isn't spawning or her shop is locked, you're experiencing one of the many "charming" bugs that have plagued this DLC since 2006.

The Cost of Power: Breaking Down the Upgrades

Let’s talk gold. You need thousands of septims.

If you’re low level, don’t even bother. Go raid some Ayleid ruins first. You need to buy the Alchemy Garden, the Library, the Vault, and the two most important ones: the Altar of Spellmaking and the Altar of Enchanting.

The Alchemy Garden is underrated. It grows plants that are otherwise a nightmare to find in the wild, like Nirnroot (though in limited supply) and various Daedric flora. You get a permanent source of ingredients right next to your teleporters. Honestly, the convenience factor is 10/10.

Then there is the Atronach Altar.

This is where the Frostcrag Spire oblivion quest gets weird. You can summon permanent Atronach familiars. They aren't just temporary summons; they follow you. They fight for you. They occupy a weird space in the game's code that makes them feel more like pets than spells. To get them, you need salts. Fire salts for a Flame Atronach, frost salts for a Frost one, and void salts for the Storm variant.

Most people just buy the furniture and leave. They miss the vault. Down in the basement, behind some wine racks, there are graves for the former owners. If you look closely at the "Lesser East Vault" and "Lesser West Vault," you’ll find some of the best loot storage in the game. Just don't get lost in the portals. The teleportation pad system is cool, but it's easy to accidentally zap yourself to the Anvil Mages Guild when you just wanted to go to the kitchen.

The Aurelinwae Problem

I have to mention this because it ruins playthroughs. Aurelinwae is the only person who sells the upgrades for the Frostcrag Spire oblivion quest.

Sometimes, she just... isn't there. Or the Mystic Emporium is perpetually locked because of a conflict with the "Battlehorn Castle" or "Thieves Den" DLCs. If you’re on PC, you can console command your way out of it. If you’re on Xbox, you have to try the "wait 24 hours outside the cell" trick. It's frustrating. You’ve spent the money on the DLC, you’ve traveled to the mountain, and now you’re stuck because an elf won't open her shop.

Always save before you enter the Market District for the first time after starting this quest.

Hidden Secrets in the Wizard's Tower

There is a note. "Dusty Journal." It’s written by Taris Rendil. It adds a layer of sadness to the whole "yay, free tower" vibe. He was the one who built it, and he was losing his mind, or at least his connection to the world.

The lore implies the spire isn't just a building; it's a conduit.

One of the coolest features—and something the Frostcrag Spire oblivion quest doesn't explicitly tell you—is the "Astral Altar" on the top floor. If you have the right items, you can get a permanent +15 boost to your Intelligence. That is huge. In a game where every attribute point matters for your total Magicka pool, a 15-point swing is the difference between casting a high-level Destruction spell and getting a "not enough magicka" error message.

Also, check the balcony. The view is arguably the best in the game. You can see the White-Gold Tower in the distance, poking through the clouds. It’s a reminder of why Oblivion's world design still holds up. It feels vast. It feels lonely.

Practical Steps for Mastering Frostcrag Spire

If you want to finish this quest efficiently and get the most out of your new home, follow this logic:

  • Hoard your gold first. You need roughly 10,000 to 15,000 septims to fully deck out the tower. Don't go there with 500 gold and expect to do anything other than look at the walls.
  • The Mystic Emporium is your first stop. Don't even go to the mountains yet. Go to the Imperial City, find Aurelinwae, and buy the "Manual of Frostcrag Spire." Then buy every upgrade she has in her inventory.
  • Bring Salts. If you want the Atronach servants, bring Fire, Frost, and Void salts with you on your first trip to the spire. It saves you a return journey.
  • The Alchemy Lab boost. Standing near the alchemy equipment gives you a hidden buff to your Alchemy skill. This allows you to create potions that are literally impossible to craft anywhere else in the game. Use this to make "Super Potions" that you can sell back to Aurelinwae to recoup the cost of the furniture.
  • Storage safety. Unlike many houses in Oblivion, the containers in Frostcrag Spire do not reset. You can safely dump your Daedric artifacts and thousands of iron daggers in the chests without fear of them vanishing after three in-game days.

The Frostcrag Spire oblivion quest isn't about combat. It's about transition. It’s the moment your character stops being a wandering mercenary and starts being a power player in the world of Cyrodiil. Once you have those teleporters and those altars, the rest of the game becomes significantly easier to manage. You have a hub. You have a base. You have a tower that literally touches the sky.

Make sure you grab the "Blunted" and "Sharpened" stones from the vault area if you're a melee user. Even though it's a mage tower, those stones provide weapon enchantments that are incredibly useful for spellswords.

Stop treating it like a quest to be "finished" and start treating it like the logistical headquarters for your entire playthrough. That is the real value of Frostcrag.