Rally
| Rally | |
|---|---|
| School | Illusion |
| Level | Adept |
| Magicka Cost | 113 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Targets won't flee for 60 seconds and get extra health and stamina. |
| Duration | 60 seconds |
| Perk | Adept Illusion (1) |
| Spell Tome | Spell Tome: Rally |
| Game/DLC | Skyrim |
Rally is the Adept version of Courage, and it affects a group. Everyone within 15 feet of where it lands refuses to flee for one minute. They also gain 25 points of health and stamina.
Rally belongs to the middle of the game, once Illusion reaches the Adept rank. Drevis Neloren at the College of Winterhold and Sybille Stentor, the court wizard of Solitude, sell the tome.
Spell Tome
Rally is learned by reading Spell Tome: Rally. Drevis Neloren and Sybille Stentor sell the tome.
How It Plays
Rally is an aimed fire and forget spell. It flies out as a small projectile and bursts into a cloud where it lands. Every ally in the cloud gains health and stamina and holds its ground. A follower, a summoned creature and a group of guards can all be boosted with one cast.
The spell suits a caster who travels with several companions.
The boost lasts one minute. When it ends, the extra health and stamina go away. A follower who took heavy damage can drop low at that moment, so a heal or a fresh cast keeps them safe.
Compared with Courage and Call to Arms
Courage, the Novice spell, boosts a single target for the same minute. Call to Arms, the Master spell, boosts every ally around the caster for ten minutes and raises their combat skills as well. Rally sits between them in cost and reach.
Perks and Builds
The Adept Illusion perk halves the cost of Rally. Master of the Mind lets the spell work on undead, Daedra and automatons, including a Dead Thrall or an atronach. Illusion Dual Casting makes the boost last more than twice as long.
Vampires get a natural boost to Illusion through the Champion of the Night power. Fortify Illusion potions raise the boost much further for a short time.
Training Illusion
Rally is a strong spell for training Illusion. It can be cast on friendly people without any crime. Each person in the cloud gives experience, so casting it into a crowd raises the skill much faster than a single target. A busy market or a crowded inn makes a good training spot.
Best Uses
Rally shines in the large battles of the civil war. One cast into a line of allied soldiers gives every one of them extra health and stamina and keeps them in the fight. It also suits a character who travels with a follower and a pet or a summon.
Rally costs 113 magicka at a skill of zero, against 39 for Courage. Its area makes it the better choice whenever more than one ally needs help. With Master of the Mind, it also reaches summoned creatures and raised corpses.
Gameplay Tips
- Rally stacks with Courage and Call to Arms, so allies can carry all three at once.
- The Animage and Kindred Mage perks raise the boost on animals and on 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. |