Vision of the Tenth Eye
| Vision of the Tenth Eye | |
|---|---|
| School | Illusion |
| Level | - |
| Magicka Cost | 0 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | See what others cannot. |
| Duration | 30 seconds |
| Spell Tome | - |
| Game/DLC | Skyrim |
Vision of the Tenth Eye is a quest spell from the Illusion Ritual Spell quest. For 30 seconds, it shows things that are hidden from normal sight. Its purpose is to find four lost books of Illusion magic around the College of Winterhold.
Spell Tome
The spell is also taught during Illusion Ritual Spell.
Vision of the Tenth Eye Map Location
Vision of the Tenth Eye map location:
Drevis Neloren teaches the spell at the start of Illusion Ritual Spell. The hidden books lie in the Arcanaeum, the Hall of Attainment, the Hall of Countenance and the Midden.
Map credit by Map Genie.
How It Plays
Vision of the Tenth Eye is cast on the caster and lasts 30 seconds. While it runs, the caster's sight takes on a strange tinted look. Objects that are normally invisible appear, and the hidden Master Illusion texts glow so they can be found.
The spell needs both hands to cast. Each cast reveals the hidden books for half a minute, so a search around the College usually takes several casts. A book that has not been picked up fades from view again once the spell ends.
Quest Background
Drevis Neloren, the Illusion master at the College of Winterhold, teaches the spell during the Illusion Ritual Spell quest. He asks for four Master Illusion texts that lie hidden around the College. They can only be seen with the help of this spell.
One book sits on a table in the Arcanaeum, in the outer ring of the library. One lies on the upper landing of the Hall of Attainment. One rests on a barrel in a storeroom upstairs in the Hall of Countenance. The last lies on a table next to the Atronach Forge in the Midden.
Drevis takes the four books and gives Hysteria as the reward. He then sells the other Master Illusion spells: Call to Arms, Harmony and Mayhem.
Notes
The spell also gives night vision while it lasts, and that part keeps working after the quest is over.
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. |