Skyrim:Illusion

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Skill: Illusion
Illusion
Specialization:
Magic

Illusion is one of the five schools of magic in Skyrim. Illusion magic focuses on changing the perception of the world from the viewpoint of the target. Increasing this skill reduces magicka cost when casting Illusion spells. Historical information about the School of Illusion is provided in the lore article. The Illusion skill tree has a total of 13 perks, requiring a total of 13 perk points to fill.

In-game Description: The School of Illusion involves manipulating the mind of the enemy. This skill makes it easier to cast spells like Fear, Calm, and Invisibility.

Contents

[edit] Summary

Illusion contains a range of spells that play with your enemies' minds. While no Illusion spell does any direct damage, spells and perks in this school are a good supplement to Stealth-focused characters, and make stealthy play more viable for mages.

[edit] Main Effects

Progressively more powerful spells with each of these effects are available as your character develops. Some of these effects can also be produced using Alchemy and enchantments.

  • Pacify spells cause the affected to lose the will to fight unless attacked first.
  • Fear spells cause the affected to run away.
  • Frenzy spells cause the affected to lose allegiance and attack anyone they see.
  • Rally spells increase the stats of the affected and prevent them from fleeing.
  • Muffle helps the caster to sneak around by reducing the noise made by walking.
  • Invisibility removes the ability to be detected by sight, but unlike sneaking, wears off immediately if the caster touches something, casts a spell or uses a weapon.

[edit] Usage

Illusion is a formidable tool against almost every enemy in Skyrim, dragons being a notable exception. It can be used on its own as a combat tool, but it is best used in conjunction with another skill to take on enemies. The only effect that serves as a combat tool is Frenzy, which can be used to cause groups of enemies to decimate themselves. You can simply avoid combat with Fear, or Pacify, which has a "bonus" effect of allowing you to converse and trade with otherwise hostile NPCs. Invisibility and Muffle can allow you to bypass enemies, even in full daylight, and set-up Sneak kills. Followers can be rallied to provide better protection at times too. Quiet Casting also affects shouts, so you will be able to shout and stay undetected.

Drawbacks to the skill are that undead, daedra, and dwarven automatons are unaffected by Illusion spells until the perk Master of the Mind is activated. Enemies will still hear the casting and constant effect of the sneak-oriented spells Muffle and Invisibility, without the Quiet Casting perk.

[edit] Skill Perks

Illusion Perk Tree
Novice Illusion: 0 Illusion. Cast Novice level Illusion spells for half magicka.
Novice Illusion
Animage: 20 Illusion. Illusion spells now work on higher level animals.
Animage
Kindred Mage: 40 Illusion. All Illusion spells work on higher level people.
Kindred Mage
Quiet Casting: 50 Illusion. All spells you cast from any school of magic are silent to others.
Quiet Casting
Apprentice Illusion: 25 Illusion. Cast Apprentice level Illusion spells for half magicka.
Apprentice Illusion
Adept Illusion: 50 Illusion. Cast Adept level Illusion spells for half magicka.
Adept Illusion
Expert Illusion: 75 Illusion. Cast Expert level Illusion spells for half magicka.
Expert Illusion
Master Illusion: 100 Illusion. Cast Master level Illusion spells for half magicka.
Master Illusion
Hypnotic Gaze: 30 Illusion. Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.
Hypnotic Gaze
Aspect of Terror: 50 Illusion. Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Aspect of Terror
Rage: 70 Illusion. Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Rage
Master of the Mind: 90 Illusion. Illusion spells work on undead, daedra and automatons.
Master of the Mind
Illusion Dual Casting: 20 Illusion. Dual casting an Illusion spell overcharges the effects into an even more powerful version.
Illusion Dual Casting
Illusion Perk Tree
Perk Description ID Skill Req. Perk Req.
Novice Illusion Cast Novice level Illusion spells for half magicka. 000f2ca9
Animage Illusion spells now work on higher level animals (+8 levels to the spell maximum). 000581e1 20 Illusion Novice Illusion
Kindred Mage All Illusion spells work on higher level people (+10 levels to the spell maximum). 000581e2 40 Illusion Animage
Quiet Casting All spells you cast from any school of magic are silent to others (all shouts are also silent). 000581fd 50 Illusion Kindred Mage
Apprentice Illusion Cast Apprentice level Illusion spells for half magicka. 000c44c3 25 Illusion Novice Illusion
Adept Illusion Cast Adept level Illusion spells for half magicka. 000c44c4 50 Illusion Apprentice Illusion
Expert Illusion Cast Expert level Illusion spells for half magicka. 000c44c5 75 Illusion Adept Illusion
Master Illusion Cast Master level Illusion spells for half magicka. 000c44c6 100 Illusion Expert Illusion
Hypnotic Gaze Calm spells now work on higher level opponents (+8 levels to spell maximum). Cumulative with Kindred Mage and Animage. 00059b77 30 Illusion Novice Illusion
Aspect of Terror Fear spells work on higher level opponents (+10 levels to spell maximum). Cumulative with Kindred Mage and Animage.

NOTE: This perk also gives an extra 10 points of damage to fire spells, as they also utilize a fear effect.

00059b78 50 Illusion Hypnotic Gaze
Rage Frenzy spells work on higher level opponents (+12 levels to spell maximum). Cumulative with Kindred Mage and Animage. 000c44b5 70 Illusion Aspect of Terror
Master of the Mind Illusion spells work on undead, daedra and automatons. 00059b76 90 Illusion Quiet Casting or Rage
Illusion Dual Casting Dual casting an Illusion spell overcharges the effects into an even more powerful version. This slightly more than doubles the maximum level of any level-based Illusion spell. Level adjustments from Animage or Kindred Mage or Hypnotic Gaze or Aspect of Terror or Rage are applied before the doubling effect (2.2 times the spell power for 2.8 times the magicka cost). 000153d0 20 Illusion Novice Illusion

[edit] Spells

SR-icon-book-SpellTomeIllusion.png Spell Name
(IDs)
Skill Level Tome
Value
Magicka Base Cost Description and Effect Details Where to Get
SR-icon-spell-Magic Hat.png Clairvoyance
Spell ID: 00021143
Tome ID: 000ff7d1
10
Novice
50 002525/s Shows the path to the current goal:
SR-icon-spell-Illusion Light.png Courage
Spell ID: 0004dee8
Tome ID: 0009e2ad
10
Novice
46 003939 Target won't flee for 60 seconds and gets some extra health and stamina:
SR-icon-spell-Illusion Dark.png Fury
Spell ID: 0004deeb
Tome ID: 0009e2ac
10
Novice
43 006767 Creatures and people up to level 6 will attack anything nearby for 30 seconds:
SR-icon-spell-Illusion Light.png Calm
Spell ID: 0004dee9
Tome ID: 000a2711
225
Appren.
91 0146146 Creatures and people up to level 9 won't fight for 30 seconds:
  • Calm, 9 pts for 30 secs
SR-icon-spell-Illusion Dark.png Fear
Spell ID: 0004deea
Tome ID: 000a2712
225
Appren.
80 0153153 Creatures and people up to level 9 flee from combat for 30 seconds:
  • Fear, 9 pts for 30 secs
SR-icon-spell-Magic Hat.png Muffle
Spell ID: 0008f3eb
Tome ID: 000a270f
225
Appren.
88 0144144 You move more quietly for 180 seconds:
SR-icon-spell-Illusion Dark.png Frenzy
Spell ID: 0004deee
Tome ID: 000a2714
350
Adept
330 0209209 Creatures and people up to level 14 will attack anyone nearby for 60 seconds:
SR-icon-spell-Illusion Light.png Rally
Spell ID: 0004deec
Tome ID: 000a2713
350
Adept
300 0113113 Targets won't flee for 60 seconds and get extra health and stamina:
SR-icon-spell-Invisibility.png Invisibility
Spell ID: 00027eb6
Tome ID: 000a2715
475
Expert
625 0334334 Caster is invisible for 30 seconds. Activating an object or attacking will break the spell:
SR-icon-spell-Illusion Light.png Pacify
Spell ID: 0004deed
Tome ID: 000a2717
475
Expert
610 0290290 Creatures and people up to level 20 won't fight for 60 seconds:
  • Pacify, 20 pts for 60 secs in 15 ft
SR-icon-spell-Illusion Dark.png Rout
Spell ID: 0004deef
Tome ID: 000a2718
475
Expert
653 0316316 Creatures and people up to level 20 flee from combat for 30 seconds:
  • Rout, 20 pts for 30 secs in 15 ft
SR-icon-spell-Illusion Light.png Call to Arms
Spell ID: 0007e8dd
Tome ID: 000a271b
5100
Master
1150 0655655 Targets have improved combat skills, health and stamina for 10 minutes:
SR-icon-spell-Illusion Light.png Harmony
Spell ID: 0007e8db
Tome ID: 000a271a
5100
Master
1220 10521052 Creatures and people up to level 25 nearby won't fight for 60 seconds:
  • Harmony, 25 pts for 60 secs in 250 ft
SR-icon-spell-Illusion Dark.png Hysteria
Spell ID: 0007e8de
Tome ID: 000a271c
5100
Master
1240 0866866 Creatures and people up to level 25 flee from combat for 60 seconds:
  • Hysteria, 25 pts for 60 secs in 250 ft
SR-icon-spell-Illusion Dark.png Mayhem
Spell ID: 0007e8da
Tome ID: 000a2719
5100
Master
1250 0990990 Creatures and people up to level 25 will attack anyone nearby for 60 seconds:
SR-icon-spell-Illusion Light.png Vision of the Tenth Eye
Spell ID: 000b323e
No Tome
0N/A N/A 00000 See what others cannot.
  • Vision of the Tenth Eye, for 30 secs
  • Muffle can make players almost invisible to Falmer as they rely on hearing and are blind

[edit] Spell List Notes

  • The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks. The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.
  • Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost. "N/A" is used for special spells whose cost is not affected by any perks.
  • The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes. Most spell tomes are also available in random loot; see Spell Tome Locations for details.
  • For higher-level spell tomes to become available for purchase, your skill in the school must be high enough. Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.
  • All spell tomes have a weight of 1.

[edit] Magical Effects

A list of standard Illusion spells can be found on the Spells page. The following individual effects are all considered to be part of the school of Illusion (see the individual effect pages for full details on availability; the Magical Effects article also provides a summary):

[edit] Skill Increases

[edit] Character Creation

The following races have an initial skill bonus to Illusion:

[edit] Trainers

[edit] Skill Books

[edit] Free Skill Boosts

[edit] Gaining Skill XP

  • Casting higher level spells gives generally faster skill increases (Novice<Apprentice<Adept<Expert<Master).
  • It is possible to reduce or even completely eliminate the magicka cost of spells by stacking Fortify Illusion enchanting effects, which is very helpful for Illusion training.
  • Casting Muffle on yourself repeatedly will level up your Illusion quickly, even if there are no enemies around.
  • Casting Harmony repeatedly in a heavily populated area, such as Whiterun, will level up your Illusion significantly.
  • Casting Courage or Rally on NPCs is effective and is not considered a crime. Courage uses less magicka, but Rally will level the skill more quickly. However, both can rarely turn a few otherwise non-hostile NPCs hostile, such as Vigilants of Stendarr and Revelers.
  • If using Rally to level, try to hit as many people as possible in one shot. Casting it into groups of people will raise the skill much faster than hitting singular targets.
  • Simultaneously casting Rout and Pacify (one assigned to each hand) on an enemy will rapidly level Illusion. Although the effects of Pacify should keep the target stationary, this is best done in a small enclosed area to ensure that you can hit the target each time the spells are cast.

[edit] Dialogue

When the player reaches a high level in this skill, NPCs (particularly guards) will sometimes comment: "You're the one that casts those illusions. Impressive."

[edit] Notes

  • Clairvoyance and Invisibility can be cast as long as there are people around (not counting your follower or other allies) to gain experience in the skill. All other spells must be cast on a valid target to gain experience, although this does not have to be an enemy.
  • Casting Invisibility without the Quiet Casting perk may allow your character to still be detected. Enemies will investigate the sound, and may find you even if you have moved from where you originally cast the spell.
  • Vampires are not affected by Illusion spells unless you have Master of the Mind. Even then, they are not counted as people (Kindred Mage has no effect) but as undead.
  • The Necromage perk in the Restoration tree helps with making Illusion spells work against higher level undead.
  • Falmer can be affected by Illusion spells without Master of the Mind, but are not affected by Kindred Mage or Animage.
  • Dragons are completely immune to Illusion spells of any kind, regardless of skill level or perks.
  • Vision of the Tenth Eye can be used as a kind of Night Eye spell with some effectiveness if needed, which does not appear to increase the ability of NPCs to detect you and allows for vision beyond the limited range of Candlelight and Magelight, though its long cast time and glare from light sources can be considerable downsides.
  • Master Illusion spells do not benefit from Dual Casting, however they can still overcome the level 50+ cap with the relevant perks and by using Fortify Illusion potions.
  • Mayhem will often cause items in the vicinity to shift around and become unable to retrieved.
  • Quiet Casting also affects shouts.

[edit] Bugs

  • Aspect of Terror adds extra damage to fire spells.
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