Clairvoyance
| Clairvoyance | |
|---|---|
| School | Illusion |
| Level | Novice |
| Magicka Cost | 25 per second |
| Casting | Concentration |
| Delivery | - |
| Effect | Shows the path to the current goal. |
| Duration | - |
| Perk | Novice Illusion (1) |
| Spell Tome | Spell Tome: Clairvoyance |
| Game/DLC | Skyrim |
Clairvoyance is a Novice Illusion spell that shows the way to the current quest goal. While the caster holds it, a line of blue light runs along the route toward the objective. Unlike the compass marker, the line follows the real path around walls and corners.
Clairvoyance is useful from the first hours of the game. Most court wizards and the Riverwood Trader sell the tome, and a free copy lies in Embershard Mine near Riverwood.
Spell Tome
Clairvoyance is learned by reading Spell Tome: Clairvoyance. Calcelmo, Drevis Neloren, Falion, Farengar Secret-Fire, Madena, Nelacar, Riverwood Trader, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome.
Location
One copy of the tome can be found in Embershard Mine.
How It Plays
Clairvoyance is a concentration spell. The blue line appears while the hand is held up and fades once the cast ends. The line only reaches part of the way, as far as the caster can see. On a long journey the spell has to be cast again and again along the road.
The compass marker only shows the straight direction to a goal. Clairvoyance shows the actual route, with every turn, stair and passage. This makes it a great help in large dungeons, Dwemer ruins and twisting caves.
The spell points to the nearest waypoint of the tracked quest. With several quests active, it can lead to a door and then keep pointing back and forth through it. Tracking only one quest at a time keeps the line clear. When the spell finds no path, a message reading "No direct path seen" appears on the screen.
Quirks and Cost
The line follows the shortest path the game knows. It ignores locked gates and doors that open only with a lever or a key, so the route sometimes runs into a closed door.
The spell is cheap to keep using. The Novice Illusion perk halves the cost again. Fortify Illusion gear lets the caster hold it for a long time, though the line still ends where the caster's sight ends.
Training Illusion
Clairvoyance is one of the few Illusion spells that gives experience with no target. A mage can cast it anywhere, at any time, to raise Illusion slowly. Muffle and Invisibility work the same way. That makes Clairvoyance a handy training spell for a character who wants Illusion perks without casting spells on other people.
Drevis Neloren at the College of Winterhold trains Illusion to master level. Atub at the Orc stronghold of Largashbur trains it to expert level.
Value
Clairvoyance costs 25 magicka for each second it is held at a skill of zero. It is most useful to players new to Skyrim and in ruined mazes or other hard to find places. A veteran who knows the land well gets less from it, since getting truly lost is rare once the map is familiar.
The spell works for any kind of character. A warrior or a thief with a few points of magicka can still use it to find the way to a quest goal.
Spell Categories
All Illusion Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Clairvoyance | 25 per second | Concentration | Shows the path to the current goal. | |
| Courage | 39 | Fire and Forget | Target won't flee for 60 seconds and gets some extra health and stamina. | |
| Fury | 67 | Fire and Forget | Creatures and people up to level 6 will attack anything nearby for 30 seconds. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Calm | 146 | Fire and Forget | Creatures and people up to level 9 won't fight for 30 seconds. | |
| Fear | 153 | Fire and Forget | Creatures and people up to level 9 flee from combat for 30 seconds. | |
| Muffle | 144 | Fire and Forget | You move more quietly for 180 seconds. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Frenzy | 209 | Fire and Forget | Creatures and people up to level 14 will attack anyone nearby for 60 seconds. | |
| Rally | 113 | Fire and Forget | Targets won't flee for 60 seconds and get extra health and stamina. | |
| Frenzy Rune | 278 | Fire and Forget | Targets up to level 20 that fail to resist are frenzied for 30 seconds. | |
| Orum's Aquatic Escape | 165 | Fire and Forget | Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Can breathe water for 15 seconds. Improved night vision for 15 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Invisibility | 334 | Fire and Forget | Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. | |
| Pacify | 290 | Fire and Forget | Creatures and people up to level 20 won't fight for 60 seconds. | |
| Rout | 316 | Fire and Forget | Creatures and people up to level 20 flee from combat for 30 seconds. | |
| Fenrik's Welcome | 116 | Fire and Forget | Caster becomes invisible and can open locks with level Expert and below for 5 seconds. Activating an object or attacking will break the spell. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Call to Arms | 655 | Fire and Forget | Targets have improved combat skills, health and stamina for 10 minutes. | |
| Harmony | 1052 | Fire and Forget | Creatures and people up to level 25 nearby won't fight for 60 seconds. | |
| Hysteria | 866 | Fire and Forget | Creatures and people up to level 25 flee from combat for 60 seconds. | |
| Mayhem | 990 | Fire and Forget | Creatures and people up to level 25 will attack anyone nearby for 60 seconds. |