Harmony
| Harmony | |
|---|---|
| School | Illusion |
| Level | Master |
| Magicka Cost | 1052 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Creatures and people up to level 25 nearby won't fight for 60 seconds. |
| Duration | 60 seconds |
| Perk | Master Illusion (1) |
| Spell Tome | Spell Tome: Harmony |
| Game/DLC | Skyrim |
Harmony is the Master version of Calm. Every creature and person up to level 25 within 250 feet of the caster stops fighting for one minute. One cast can quiet a whole battlefield.
Harmony is an end game spell. Drevis Neloren sells the tome at the College of Winterhold once the Illusion Ritual Spell quest is done.
Spell Tome
Harmony is learned by reading Spell Tome: Harmony. Drevis Neloren sells the tome.
How It Plays
Harmony is a Master ritual spell that needs both hands and a charge before it goes off. When it lands, every valid target in a huge circle around the caster stops fighting for a full minute. A battle that has spun out of control can end in a single cast.
The spell is useful for escapes and for avoiding needless fights. It can quiet a whole camp of bandits, a pack of wolves or a crowd that turned hostile by accident. Calmed enemies leave the caster alone unless they are attacked.
Compared with Calm and Pacify
Calm, the Apprentice spell, calms a single target up to level 9. Pacify, the Expert spell, calms a small group up to level 20. Harmony calms everything up to level 25 in a vast radius. Pacify can be dual cast to raise its level limit, which Harmony cannot.
Perks and Builds
The Master Illusion perk halves the large magicka cost of Harmony. Animage, Kindred Mage and Hypnotic Gaze all raise the level limit and stack with each other. Master of the Mind lets the spell work on undead, Daedra and automatons.
Perks and Reach
With Kindred Mage and Hypnotic Gaze, Harmony calms people up to level 43. Master of the Mind lets it work on undead, Daedra and Dwemer constructs, though the bonus levels of Kindred Mage and Animage do not apply to those targets. Level 25 already covers a large part of the enemies in Skyrim.
The spell takes about three seconds to charge with both hands. Its reach of 250 feet in every direction means a single cast can quiet a whole fort. A caster can use that window to deal damage, steal items or simply leave.
Harmony costs 1,052 magicka at a skill of zero, the highest of the Master Illusion spells.
Gameplay Tips
The Hypnotic Gaze perk lets the spell work on targets 8 levels higher, and the Kindred Mage perk adds 10 more levels against people.
Notes
Killing a calmed enemy with a single melee blow can crash the game. Magic, arrows or two separate hits avoid the problem.
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. |