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Illusion Analysis

Introduction

Illusion is a school of magic which affects the mind of either the target or the caster. It is the only school of magic with silent casting abilities for its spells.

Whenever an offensive illusion spell is cast, the game calculates a ”break-free chance” for the victim. There is more discussed on the Math behind this calculation within Magic Mechanics but in summary - Illusion spells can fail.

Upkeep

Several Illusion spells feature the upkeep mechanic. This means that you can keep a spell active for a small magic drain after casting. The proceed to cast further spells. Casting the spell again will cancel the spell and stop the magic drain.

Hiding spells

Any illusion spell that contains either “muffle” and/or “invisibility” components is considered a hiding spell, which are all mutually exclusive. So yes, having Veil of Silence active and casting an invisibility spell will cancel the Veil of Silence.

Veil of Silence, Arcane Resonance and the Rune of Dampening are always cast without any noises NPCs could notice. So if necessary (as in “Intended by your play-style”) you can cast Shadow Stride or simple Invisibility to move into position unseen near an NPC, hide behind a corner with no line of sight to the target, cast a silencing spell and then cast whatever harmful spell you intended to invoke on the unaware target.

–Perk Analysis–

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Mastery Branch


Novice Illusion

You’ve acquired two Illusion spells from the Novice tier. Novice spells cost 55% less magicka, and improve 1% per skill level.

Level Required : 0

Perk Required : None


Apprentice Illusion

You’ve acquired two Illusion spells from the Apprentice tier. Apprentice spells cost 55% less magicka, and improve 2% per skill level.

Level Required : 20

Perk Required : Novice Illusion


Adept Illusion

You’ve acquired two Illusion spells from the Adept tier. Adept spells cost 55% less magicka, and improve 3% per skill level.

Level Required : 40

Perk Required : Apprentice Illusion


Expert Illusion

You’ve acquired two Illusion spells from the Expert tier. Expert spells cost 55% less magicka, and improve 4% per skill level.

Level Required : 60

Perk Required : Apprentice Illusion


Master Illusion

You’ve acquired one Illusion spell from the Master tier. Master spells cost 55% less magicka, and improve 5% per skill level.

Level Required : 80

Perk Required : Expert Illusion


Shadow Branch


Acoustic Manipulation

You are now proficient at manipulating sound. Muffle, Arcane Resonance, and Rune of Dampening are 30% more effective, last longer, and can be dual-cast.

Level Required : 25

Perk Required : Novice Illusion


Visual Manipulation

You’ve experimented with spells like Darkvision, Invisibility, and Blur to manipulate your surroundings. These spells are 30% more effective, last longer, and can be dual-cast.

Level Required : 35

Perk Required : Novice Illusion


Environmental Manipulation

Environmental spells like Shadow Stride, Veil of Silence, Fade Other, Invisibility Sphere, and Muffling Sphere are 30% more effective, last longer, and can be dual-cast.

Level Required : 65

Perks Required : Acoustic Manipulation and Visual Manipulation


Shadow Shaping

You know how to play in the dark. Shadow Shield & Shadow Simulacrum are longer lasting, more effective, and dual-castable.

Level Required : 70

Perk Required : Expert Illusion


Phantasmagoria

You’ve mastered the most powerful forms of Shadow Magic. Therefore, spells like Veil of Shadows, Shadow Sanctuary and Mistress of the Dark can now be empowered and cast with highly decreased effort.

Level Required : 90

Perks Required : Master Illusion, Shadow Shaping, Environmental Manipulation


Manipulation Branch


Delusive Phantasms

You have a talent for magical manipulation. Fear, Calm, and Courage spells are more effective and can be dual-cast.

Level Required : 15

Perk Required : Novice Illusion


Otherwordly Phantasms

Your illusions penetrate deeply into the minds of your foes. Hibernation and Frenzy spells are 30% more potent and can be dual-cast.

Level Required : 45

Perk Required : Delusive Phantasms


Pain and Agony

Most in Tamriel have known pain, and you know how to press their scars. Phantasmal Pain and Waking Nightmare are 30% more powerful and can be dual-cast.

Level Required : 50

Perk Required : Adept Illusion


Obliterate the Mind

Your phantoms dominate the weak. Mind manipulation spells like Fog of Shadows, Blackout, and Phantasmal Killer are 30% more effective and can be dual-cast.

Level Required : 70

Perks Required : Otherworldly Phantasms and Pain and Agony


Domination

No thinking being can escape your influence. Phantasmal Miasma and Mind Maelstrom are more powerful and can be dual-cast.

Level Required : 90

Perks Required : Master Illusion and Obliterate the Mind


–Spells–

Novice

Spells Base Cost Magnitude Duration Effect Notes
Charming Touch 150 2 40s The touched target considers the caster a good friend and stops all hostilities for up to <dur> seconds.
If empowered, the strain drains <mag> magicka and stamina per second.
 
Clairvoyance 25/s - Concentration The caster thinks of something that is to be found, and the spell will reveal the way.  
Darkvision 50 - 86400s With a whispered word and a magical gestures, the caster’s eyes become able to reveal what lies hidden in the dark.
Empowering the spell grants nightvision.
Upkeep: 2
Fear 150 200 40s The caster evokes an orb of vile, red magical energy. If a target is hit by this orb, it will flee in despair for up to <dur> seconds. If empowered, the target is so terrified that it totally neglects its defense and loses <mag> armor rating.  
Lionheart 150 25 (50) 40s The caster’s touch inspires valor. The target will not flee and gains <mag> extra stamina and magicka for up to <dur> seconds.
If empowered, the target will also regenerate these attributes (mag)% faster.
 
Night Glimpse 5/s - Concentration Dark Vision  
Soothe (Rank I) 45 10 30s Exposure is reduced by <mag> for seconds. When the effect wears off, the exposure is gained again.  

Apprentice

Spells Base Cost Magnitude Duration Effect Notes
Arcane Resonance 150 20 30s The caster creates a loud noise at the target location, distracting nearby enemies.
If empowered, the noise binds the attention of nearby targets to its origin, decreasing their ability to spot distant targets by <mag>% for <dur> seconds.
 
Blur 75 60 86400s The caster becomes blurry, takes randomly decreased damage from ranged attacks and gains <mag> armor rating.
Empowering the spell significantly improves the ranged damage reduction.
Upkeep: 5
Enraging Orb 250 25 30s The target hit by this orb will attack anything nearby for up to <dur> seconds.
Empowered: causes a tireless rage, increasing damage and stamina regeneration by <mag>%.
 
Hibernation Touch 250 30 40s The touched target will fall into a deep slumber for up to <dur> seconds.
Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by <mag>%.
 
Invisibility 100 48 86400s The caster becomes invisible until he interacts with the environment. The caster also gains <mag> armor rating and he cannot be aimed at precisely.
If not empowered, the spell breaks if the caster runs.
Upkeep: 5
Muffle 80 30 86400s The caster dampens all sounds around him or her, making movement practically inaudible for <dur> seconds and prevents the detection of the caster by detection spells.
If not empowered, the caster can only move at walking speed.
Upkeep: 3
Rune of Dampening 275 - 600s Places an arcane rune on the ground which absorbs all sound generated by nearby cast illusion spells.
If not empowered, the rune also drains the spell’s essence, increasing casting costs by 20%
 
Soothe (Rank II) 148 20 30s Exposure is reduced by <mag> for seconds. When the effect wears off, the exposure is gained again.  

Adept

Spells Base Cost Magnitude Duration Effect Notes
Enraging Rune 400 25 30s The targets crossing this rune will attack anything nearby for up to seconds.
Empowering the spell causes a tireless rage, increasing damage and stamina regeneration by %.
 
Frenzy Sphere 400 150 30s The caster evokes a sphere that explodes on collision, frenzying all nearby targets. Targets under the spell’s effect attack anyone nearby for <dur> seconds..  
Frightening Sphere 400 150 30s The caster unleashes an orb which will explode upon impact. Affected targets will flee in despair for up to <dur> seconds.
If empowered, the targets are so terrified that they totally neglect their defenses and loose <mag> armor rating.
 
Hibernation Spray 400 30 30s The targets in the cone will fall into a deep slumber for up to <dur> seconds.
Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by <mag>%.
 
Night Vision 337 - 300s Dark Sight for minutes.  
Nightmare 300 10 30s The touched faces his worst nightmare, dealing <mag>% less damage for up to <dur> seconds.
Empowering the spell can kill sleeping targets instantly.
 
Phantasmal Pain 300 40 (10) - The touched target believes to have suffered a grievous wound, reducing health by <mag> for up to <dur> seconds.
If empowered, the severe pain also reduces movement speed by <mag>%.
 
Shadow Shield 150 54 (10) 86400s The caster shifts his body partially out of this plane, raising his armor rating by <mag>.
Empowering the spell grants immunity to most impact effects and increases his attack speed by (mag)%.
Upkeep: 5
Shadow Stride 100 48 (40) 86400s The caster becomes invisible until he interacts with the environment. The spell also increases armor rating by <mag> and reduces movement noises by (mag)%. Sprinting will break the required concentration for this spell.
If the spell is not empowered, running will also break it.
Upkeep: 8
Soothe (Rank III) 236 30 30s Exposure is reduced by <mag> for seconds. When the effect wears off, the exposure is gained again.  

Expert

Spells Base Cost Magnitude Duration Effect Notes
Blackout 800 10 (50) 24s (4s) The caster evokes an orb that causes a mental blackout on impact, draining <mag> magicka per second and reducing the magicka regeneration by (mag)% for up to <dur> seconds.
If empowered, the spell also negates the victim’s every thought, causing unconsciousness for up to (dur) seconds.
 
Fade Other 251 - 30s The caster renders the target entity invisible for <dur> seconds.  
Fog of Shadows 750 - 120s The caster weaves shadows and madness into a fog that lasts for <120> seconds, slowing its victims and rendering them more susceptible to illusions.
If empowered, it also cripples their magicka regeneration.
 
Invisibility Sphere 200 10 (48) 86400s The caster creates a <mag> foot wide sphere which renders nearby allies and himself invisible until they interact with the environment. All inside the sphere also gain <mag> armor rating and they cannot be aimed at precisely.
If not empowered, swift movement will break the spell.
Upkeep: 5
Muffling Sphere 200 40 (11.5) 86400s The caster creates a sphere which dampens all sound caused by movement by <mag>%. The sphere has a radius of (mag)ft.
If not empowered, the spell breaks if the caster attempts to move swiftly.
Upkeep: 3
Phantasmal Killer 900 - 3s The caster commands a weak-minded target to commit suicide but slicing their wrist.
Empowered, the spells message becomes even darker and universal, causing an immediate heart attack to most living creatures.
 
Shadow Simulacrum 300 - 86400s The caster calls upon the power of shadow magic, weaving darkness into a semi-real illusion of a dremora. Those who realize the deception suffer less grievous wounds from him.
Empowering the spell allows the shadow weave to quickly restore itself after being severed.
Upkeep: 7
Veil of Silence 200 40 86400s The caster enshrouds himself in a veil of silencing shadows that absorbs whatever sound is caused by his illusion spells and <mag>% of the noises caused by his movement.
If not empowered, the caster cannot maintain the spell while moving swiftly.
Upkeep: 6

Master

Spells Base Cost Magnitude Duration Effect Notes
Mind Maelstrom 1100 - 20 The caster unleashes an orb which will release a huge mind maelstrom upon impact. Its victims may be affected randomly by fear or charm effects.
If empowered, the victims can also be affected by frenzy or sleep.
 
Mistress of the Dark 500 - 86400s The caster calls upon the power of shadow magic, weaving darkness into a semi-real illusion of a dremora countess. Those who realize the deception suffer less grievous wounds from her.
Empowering the spell will make her move like lightning.
Upkeep: 5
Phantasmal Miasma 300 10 (40) 86400s The caster creates a <mag> foot wide sphere of doom and suffering, causing illusions of painful injuries. Targets who do not resist the spell have their health reduced by <mag> as long they stay within the bounds of the aura.
If empowered, the severe pain also reduces movement speed by (mag)%.
Upkeep: 5
Shadow Sanctuary 500 40 86400s The caster shifts his body out of this plane, becoming invisible and invulnerable.It also reduces his movement noises by <mag>% and negates all his damage done.
If the spell is not empowered, running or sprinting will break it.
Upkeep: 6
Veil of Shadows 400 11 (40) [48] 86400s The caster creates a <mag> foot wide sphere which enshrouds nearby allies and himself, making them invisible until they interact with the environment. The sphere also reduces the noise caused by movement by (mag)% and grants <mag> armor rating.
If not empowered, the caster cannot maintain the spell while moving swiftly.
Upkeep: 4