Fear
| Fear | |
|---|---|
| School | Illusion |
| Level | Apprentice |
| Magicka Cost | 153 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Creatures and people up to level 9 flee from combat for 30 seconds. |
| Duration | 30 seconds |
| Perk | Apprentice Illusion (1) |
| Spell Tome | Spell Tome: Fear |
| Game/DLC | Skyrim |
Fear is an Apprentice Illusion spell that sends a target running. A creature or person up to level 9 flees from the fight for 30 seconds. Rout and Hysteria are the stronger versions that scare a whole group.
Fear suits the early game, once Illusion reaches the Apprentice rank. Most court wizards sell the tome, and so does Drevis Neloren at the College of Winterhold. The in-game description of Illusion names Fear first among the spells the skill makes easier to cast.
Spell Tome
Fear is learned by reading Spell Tome: Fear. Calcelmo, Drevis Neloren, Falion, Farengar Secret-Fire, Madena, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome.
How It Plays
Fear is an aimed fire and forget spell that hits one target. The target turns and runs away from the caster for half a minute. A fleeing enemy stops attacking, which buys time to heal, to deal with other foes or to escape. It also leaves the enemy's back open to arrows and spells.
The spell works best when a fight goes badly. A strong bandit can be sent running while the caster finishes the weaker ones. Once the fear wears off, the target comes back, so a plan for the second round helps.
Undead, Daedra and Dwarven automatons ignore Fear until the caster takes Master of the Mind. Dragons can never be frightened by Illusion magic, whatever the perks.
Perks and Builds
The Apprentice Illusion perk halves the cost of Fear. Animage raises the level limit by 8 against animals, and Kindred Mage raises it by 10 against people. Aspect of Terror is the fear perk of the tree, and it stacks with both of those. Illusion Dual Casting raises the level limit further when the spell is cast with both hands.
Aspect of Terror has a second use for fire mages. It also raises the damage of fire spells, which makes it a popular perk for Destruction characters too. The Intense Flames perk in Destruction adds a fear effect of its own to every fire spell.
Staves, Poisons and Enchantments
The Staff of Fear casts the effect from its own charge. A Fear Poison applied to a weapon or arrow makes the target flee when struck. Weapons with the Fear enchantment have the same chance on each hit.
Compared with Calm
Fear and Calm both stop an enemy from attacking, but they work in different ways. A calmed target turns hostile again as soon as it is struck. A frightened target keeps running even while the caster attacks it, too terrified to fight back.
That makes Fear a strong tool for wearing down a tough enemy. The caster can hit the fleeing target again and again without any answer. Fear also turns away charging animals. A cave bear or a sabre cat hit by the spell veers off and runs instead of reaching the caster.
Fear keeps the fight going, though, while Calm ends it. A caster who wants to slip away or fast travel does better with Calm.
Gameplay Tips
- The Aspect of Terror perk lets the spell work on targets 10 levels higher.
- Dual casting raises the highest level the spell can affect.
Notes
Faralda may ask to see this spell at the gate of the College of Winterhold during First Lessons. She teaches it for 30 gold to anyone who needs it.
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. |