Mayhem
| Mayhem | |
|---|---|
| School | Illusion |
| Level | Master |
| Magicka Cost | 990 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Creatures and people up to level 25 will attack anyone nearby for 60 seconds. |
| Duration | 60 seconds |
| Perk | Master Illusion (1) |
| Spell Tome | Spell Tome: Mayhem |
| Game/DLC | Skyrim |
Mayhem is the Master version of Fury and Frenzy. Every creature and person up to level 25 within 250 feet of the caster attacks anyone nearby for one minute. Cast at the edge of an enemy camp or the entrance of a dungeon, it sets the whole place fighting itself.
Mayhem 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
Mayhem is learned by reading Spell Tome: Mayhem. Drevis Neloren sells the tome.
How It Plays
Mayhem 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 attacks whoever is nearby for a full minute. Bandits fight bandits, draugr fight draugr, and the caster can stand back and watch.
Compared with Fury and Frenzy
Fury, the Novice spell, frenzies a single target up to level 6. Frenzy, the Adept spell, frenzies a small group up to level 14. Mayhem frenzies everything up to level 25 in a vast radius. It costs far more magicka and takes much longer to cast than either.
Perks and Builds
The Master Illusion perk halves the large magicka cost of Mayhem. Animage, Kindred Mage and Rage raise the level limit and stack with each other. Master of the Mind lets the spell work on undead, Daedra and Dwarven automatons. Dragons are immune to all Illusion magic.
The Quiet Casting perk keeps the cast silent, which helps a hidden caster stay unseen while the enemies tear into each other. Frenzied people who are attacked by the caster tend to turn on the caster, so staying out of the fight pays off.
Quest Background
Mayhem becomes available after the Illusion Ritual Spell quest. Drevis Neloren sends the caster after four hidden Master Illusion texts that can only be seen with the spell Vision of the Tenth Eye. He gives Hysteria as the reward and then sells Call to Arms, Harmony and Mayhem.
Reach and Risks
The area of Mayhem is enormous. Cast in the middle of Whiterun, it covers almost the whole city, from the market up toward Dragonsreach. In a town, that reach can cost the lives of merchants and other townsfolk who are caught in the brawl.
Anyone who sees the cast reports it, so the spell is best kept for dungeons, camps and battlefields. Cast at the entrance of a Forsworn camp or a dungeon, it turns the whole place into a free for all. The caster is often left with a single weakened survivor to finish.
Mayhem costs 990 magicka at a skill of zero. The Master Illusion perk halves that cost, and Fortify Illusion gear lowers it further.
Gameplay Tips
The Rage perk lets the spell work on targets 12 levels higher, and the Kindred Mage perk adds 10 more levels against people.
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. |