Illusion (Skyrim)
Talk3this wiki
- "You're the one that casts those illusions. Impressive."
- ―Hold Guard[src]
Illusion is a skill in The Elder Scrolls V: Skyrim and is one of the six skills that fall under The Mage play-style. Targeted Illusion spells include Calm, Frenzy, Fear, or Courage and spells cast on one's self such as Invisibility. Casting Illusion spells raise the corresponding skill.
Contents |
Books and quests
Edit
Books
Edit
- 2920, Sun's Dawn, v2
- Before the Ages of Man
- Incident at Necrom
- Mystery of Talara, Part 4
- The Black Arts on Trial
The special Daedric artifact Oghma Infinium can also raise Illusion and all other magicka-based skills by 5, if the "path of the Mage" is taken.
Quests
Edit
- Defeat the Master Vampire for Sybille Stentor in Solitude
- Find Pantea's Flute for Pantea Ateia in the Bards College in Solitude. This also increases Alteration, Enchanting, Conjuration, Destruction, and Restoration.
Spells
Edit
The following is a complete list of Illusion spells:
| Rank | Spell Name | Description | Magicka Base Cost |
|---|---|---|---|
| Novice (Skill level 0) | Clairvoyance | Shows the path to the current goal. | 25 per second |
| Courage | Target won't flee for 60 seconds and gets some extra health and stamina. | 39 | |
| Fury | Creatures and people up to level 6 will attack anything nearby for 30 seconds. | 67 | |
| Apprentice (Skill level 25) | Calm | Creatures and people up to level 9 won't fight for 30 seconds. | 146 |
| Fear | Creatures and people up to level 9 flee from combat for 30 seconds. | 153 | |
| Muffle | Move more quietly for 180 seconds. | 144 | |
| Adept (Skill level 50) | Frenzy | Creatures and people up to level 14 will attack anyone nearby for 60 seconds. | 209 |
| Frenzy Rune DB | Creatures and people up to level 20 will attack anyone nearby for 60 seconds. | 165 | |
| Rally | Targets won't flee for 60 seconds and get extra health and stamina. | 113 | |
| Expert (Skill level 75) | Invisibility | Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. | 334 |
| Pacify | Creatures and people up to level 20 won't fight for 60 seconds. | 290 | |
| Rout | Creatures and people up to level 20 flee from combat for 30 seconds. | 316 | |
| Master (Skill level 100) | Call to Arms | Targets have improved combat skills, health, and stamina for 10 minutes. | 655 |
| Harmony | Creatures and people up to level 25 nearby won't fight for 60 seconds. | 1052 | |
| Hysteria | Creatures and people up to level 25 flee from combat for 60 seconds. | 866 | |
| Mayhem | Creatures and people up to level 25 will attack anyone nearby for 60 seconds. | 990 |
Master spells can't be purchased initially. To unlock Master Illusion spells, the Illusion Ritual Spell quest must be completed upon reaching level 100 Illusion.
Starting spells
Edit
The following are Illusion spells that the character can start with if the appropriate race is selected:
Perks
Edit
The following are the perks that become available to select as the skill is leveled up:
| Perk | Requirements | Description |
|---|---|---|
| Novice Illusion | None | Cast Novice level Illusion spells for half magicka. |
| Illusion Dual Casting | Illusion 20, Novice Illusion | Dual casting an Illusion spell overcharges the effects into an even more powerful version. |
| Animage | Illusion 20, Novice Illusion | Illusion spells now work on higher level animals. |
| Apprentice Illusion | Illusion 25, Novice Illusion | Cast Apprentice level Illusion spells for half magicka. |
| Hypnotic Gaze | Illusion 30, Novice Illusion | Calm spells now work on higher level opponents (+8 levels). |
| Kindred Mage | Illusion 40, Animage | All Illusion spells work on higher level people. |
| Adept Illusion | Illusion 50, Apprentice Illusion | Cast Adept level Illusion spells for half magicka. |
| Aspect of Terror | Illusion 50, Hypnotic Gaze |
Fear spells work on higher level opponents (+10 levels). Bug: adds 10 points of damage to all fire spells except Fire Rune. |
| Quiet Casting | Illusion 50, Kindred Mage | All spells cast from any school of magic are silent to others. |
| Rage | Illusion 70, Aspect of Terror | Frenzy spells work on higher level opponents (+12 levels). |
| Expert Illusion | Illusion 75, Adept Illusion | Cast Expert level Illusion spells for half magicka. |
| Master of the Mind | Illusion 90, Rage, Quiet Casting | Illusion spells work on undead, daedra and automatons. |
| Master Illusion | Illusion 100, Expert Illusion | Cast Master level Illusion spells for half magicka. |
Trainers
Edit
- Atub (Expert): Largashbur in the Rift.
- Drevis Neloren (Master): The College of Winterhold.
Leveling tips
Edit
Illusion is often overlooked because it is associated with staying out of combat, which is contrary to what most players want. Illusion can be compared to crowd control spells in other games. Here are some methods to bring the Illusion skill to its full potential:
Where to practice
Edit
- The Muffle spell, which can be obtained at the beginning of the game from Farengar Secret-Fire, can be continually cast to level up the Illusion skill. This allows for extremely fast leveling, with minimal effort required.
- Once Animage is obtained, the player can just cast buffs like Calm and Courage on the Cow that's sitting in the pen in Whiterun.
- The above technique works particularly well in Labyrinthian Tribune, using the Infinite Magicka Trick after the fight with Morokei.
- Calm can be cast alternately with Fear or Fury to level it up (Note: this is rather costly in Magicka).
- One of the fastest ways to power-level Illusion is to use the Magicka bonuses from doing the minor quest for Drevis Neloren to 'fix' the focal points in the College of Winterhold. Using those, Muffle can be infinitely dual-cast because the player's Magicka regenerates virtually instantly. This can be done until the bonus runs out, which will last two real time hours.
- Casting spells like Pacify, Rally, and Courage on the jarls in the basement of the Blue Palace is a quick way to raise the Illusion skill.
- In The College of Winterhold, cast Illusion Spells like Pacify and Rally on Nirya. Almost all Illusion Spells can be cast on her because of her weak level.
- Cast Courage on any non-hostile character in Skyrim. Since they will not attack, it is possible to go from 25 to 50 in under 10 minutes.
- Illusion is very useful for leveling if you are resetting from 100 to 15, have the spell Harmony, have the difficulty set to Legendary, and have gear that reduces the cost of Illusion spells to 0. You can cast Harmony in a heavily populated area and go from 15 skill to 100 from casting the spell about 9 times. Although guards will yell at you for casting, there is no real penalty. You can easily gain 50 levels in an hour using this method.
Combination with other schools
Edit
- Combine Illusion with Conjuration to let others do the fighting, instead. A player with decent levels in both skill trees can clear a dungeon without personally killing a single enemy. It is especially fun to observe the effect of Fear on the enemy attacked by one of the Dragonborn's conjured beings.
- A high level in Illusion can make a high level in Restoration obsolete. The use of powerful charm spells will give the player enough time to heal with lower level spells. Turn undead spells are not as effective as Illusion with the right perks (i.e., Master of the Mind).
Stealth usage
Edit
- Players using Invisibility and Muffle in conjunction with Sneak can become completely undetectable.
- Illusion and Sneak: with the right perks (i.e., Hypnotic Gaze, Kindred Mage, Quiet Casting ) in Illusion, the player will be able to calm almost any enemy not immune to Illusion magic. When an enemy is calmed, it will return to its original location, thus turning its back and allowing the player to sneak behind the enemy, back-stab, charm, and repeat.
- In addition to using Calm to sneak-attack enemies, the player can use the Expert-level Illusion spell Invisibility, combined with the Sneak perk Shadow Warrior, to escape almost any enemy (for a time). While in combat, cast Invisibility, then run off and crouch to activate Shadow Warrior just before leaving the enemy's line of sight. This works best after casting Frenzy spells or when the player has more allies.
- Casting Frenzy automatically breaks stealth (detection goes from Hidden to fully Detected). The perk "Quiet casting" doesn't prevent detection like it does for Fury.[1]
- Any spell that generates light (i.e. Candlelight) will increase the chance of detection; therefore, the player can be detected even while sneaking. (It is possible that Magelight may be less revealing, since it creates light but "attaches" it to the ground rather than following the player around.)
- Vampirism synergizes extremely well with the Illusion school, as it grants both Stealth and Illusion bonuses. The Illusion bonus provided increases the power of Illusion spells by 25%; the stealth bonus is 25% better sneaking.
Usefulness of Illusion spells
Edit
- Invisibility is invariably useful for thieves. Casting the spell will allow the player to steal any item at will. However, this will cause the invisible effect to end, requiring the player to use the spell multiple times to steal more than one item. The spell can also help with pickpocketing, as being hidden allows for a greater chance to successfully take items from characters.
- Calm, Fury, and Courage spells can be useful for hunting skittish prey.
- Rally and Courage are useful on a horse, since they will increase its stamina and allow it to sprint for much longer.
- Wards block Illusion spells; wait for the ward to go down before casting.
- Calm spells are useful for avoiding confrontations or buying time in a fight, or for a stealth character to perform a Backstab. Calmed enemies seem to lose detection of the player more quickly.
- Fury spells cause the target to attack friends and foes alike, which can allow the player to virtually sit out of a battle and let his or her enemies decimate each other. One should be careful, however, as a target under the influence of fury may still attack the player. It is best to cast this spell at a distance while making use of stealth or invisibility.
- Courage spells are useful to keep running creatures from rallying others, as well as for followers.
- Fear spells are useful for escaping and buying time in a fight.
- Muffle allows a player to move silently whether or not the player is sneaking.
- Invisibility is largely self-explanatory in regard to its utility. However, even while invisible, the caster can be detected if an enemy gets too close. Casting Muffle beforehand, or making use of stealth, can help reduce the chances of being detected.
- The Quiet Casting perk will prevent enemies from hearing dragon shouts, which helps the player remain undetected.
- As mentioned above, Illusion spells may be disregarded by players interested in developing their magicka abilities because a number of these spells are mind games cast against opponents; they are often a form of subterfuge. Such players might prefer much more direct and 'honorable' methods of combat, and the utilization of Destruction spells will provide this. Nevertheless, Illusion spells are extremely useful from a very fundamental point of view, and this entire school of magicka might be considered as a good place for any aspiring mage to begin their training. For instance, many of these spells when cast, even by a novice, can at the very least halt a violent confrontation immediately, which allows the player to leave an area or go about their business without further delay or interference. Moreover, unlike the spells of most of the other schools, many Illusions spells can be cast and experience points easily acquired almost anywhere on the map, even if no enemy combatant is present, and this facilitates the process of leveling up in general: the Muffle and Invisibility spells are perfect examples of this. In other words, even if a player isn't particularly interested in increasing their Illusion skill, the fact is that increasing the Illusion skill will subsequently enable the player to strengthen all of their other magicka skills more quickly.
Trivia
Edit
- When casting spells such as Courage or Calm, whoever is affected may be heard saying, "Hey, I didn't ask you to magic me."
- Dual Casting can make most of Illusion spells more powerful than Mastar Illusion spells. It is unknown if this a BUG, a lapse or mistake, or if this is just designed like that.
References
Edit
| Illusion Spells | |
|---|---|
| Call to Arms • Calm • Clairvoyance • Courage • Fear • Frenzy • Fury • Harmony • Hysteria • Invisibility Mayhem • Muffle • Pacify • Rally • Rout • Vision of the Tenth Eye | |
| Schools of Magic | |
| Alteration • Conjuration • Destruction • Illusion • Restoration | |
| Related topics | |
| Illusion Ritual Spell • Magicka • Perks • Magic • The College of Winterhold • Illusion trainers | |
| Skills in The Elder Scrolls V: Skyrim | |
|---|---|
| The Mage | Alteration · Conjuration · Destruction · Enchanting · Illusion · Restoration |
| The Thief | Alchemy · Light Armor · Lockpicking · Pickpocket · Sneak · Speech |
| The Warrior | Archery · Block · Heavy Armor · One-Handed · Smithing · Two-Handed |