Courage
| Courage | |
|---|---|
| School | Illusion |
| Level | Novice |
| Magicka Cost | 39 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Target won't flee for 60 seconds and gets some extra health and stamina. |
| Duration | 60 seconds |
| Perk | Novice Illusion (1) |
| Spell Tome | Spell Tome: Courage |
| Game/DLC | Skyrim |
Courage is a Novice Illusion spell that steadies an ally. For one minute, the target refuses to flee and gains 25 points of health and stamina. It is a cheap boost for a follower in a hard fight.
Courage is an early game spell. Most court wizards sell the tome, as does Drevis Neloren at the College of Winterhold. Rally is the Adept version that boosts a group, and Call to Arms is the Master version.
Spell Tome
Courage is learned by reading Spell Tome: Courage. Calcelmo, Drevis Neloren, Falion, Farengar Secret-Fire, Madena, Nelacar, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome.
Location
One copy of the tome can be found in Treva's Watch.
How It Plays
Courage is an aimed spell that hits one target. The target gains extra health and stamina and will not run from the fight. A follower who would normally flee at low health keeps fighting instead. The extra health makes the follower harder to knock down.
The boost lasts 60 seconds. When it ends, the extra health and stamina go away with it. A follower who has taken heavy damage can drop very low when that happens. Recasting the spell, or healing the follower before it runs out, keeps them safe.
People in Skyrim notice when a mage casts magic on them. A friendly character hit by Courage may react with a line such as "Hey, I didn't ask you to magic me."
Perks and Builds
The Novice Illusion perk halves the cost of Courage. Animage raises the boost when the spell is cast on animals, such as a dog. Kindred Mage raises it on people, which covers most followers. Master of the Mind lets the spell work on undead, Daedra and automatons, including a Dead Thrall or an atronach.
Vampires get a natural boost to Illusion. The Champion of the Night power makes every Illusion spell 25% stronger, so a vampire's Courage gives more health and stamina. A Potion of Illusion has the same kind of effect for a short time. Stronger potions can almost double the boost.
Compared with Rally and Call to Arms
Rally is the Adept version, and it boosts every ally in an area. Call to Arms is the Master version, and it lasts ten minutes while also improving combat skills. Courage is the cheapest of the three by far. Rally suits a party, while Courage suits a single follower.
Training Illusion
Courage is one of the easiest spells for training Illusion in the early game. It costs little magicka, and casting it on a friendly character is not a crime. Townsfolk, guards and followers all count as targets. A mage can stand in a busy market and cast it again and again.
A few characters may turn hostile when hit by a spell, even a helpful one. Ordinary townsfolk and followers are the safest targets.
Reactions
People hit by Courage often say how it feels. A soldier might shout, "By the gods, I feel like I could crush a giant's head like a walnut." Others declare, "I feel like I can take on all of Skyrim," or boast, "I ain't scared of nothin'." An old character may say, "I may be old, but I can show 'em a trick or two."
Perks and Values
The Animage perk raises the bonus to 33 points of health and stamina on an animal. The Kindred Mage perk raises it to 35 points on a person. Vampires gain a further quarter from Champion of the Night, and Illusion potions can raise the bonus much higher for a short time.
Gameplay Tips
- Courage stacks with Rally and Call to Arms, so one follower can carry all three at once.
- The Animage and Kindred Mage perks raise the boost on animals and on people.
- Casting it again and again is a cheap way to train Illusion early in the game.
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. |